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House Rules.

Posted by HeraclitusFor group 0
Heraclitus
GM, 44 posts
Character is Destiny
Tue 17 Jul 2012
at 07:34
  • msg #1

House Rules

Special Skills for the game:

The following Advanced Skills are available regardless of Power Background (within reason)

Projection (BRP)- This skill is used with projectile powers of all forms of energy. Weapons use the specific combat skill.

Manipulation (RQII sorcery)-Pow+Int is the base, will be used to handle powers that can be manipulated like weather control as example, to see how powerful the power can be. Manipulation is used when the powers level does not give a further description to limits and effect. Manipulation is an advanced skill. Change to the cost of Manipulation, each level of manipulation will cost power points equal to the power activation. If a power cost 1pp, then each manipulation you add will be 1pp.  If your power cost 3PP to use, then each level of manipulation will cost 3PP to manipulate. So if you blast someone costing 3, then you maniupulate 1 level of extra range it will cost 3, so to blast it would be a total of 6pp.

Martial Arts (BRP, homerules)Str+Dex is the base. Advanced skill.

The power Extra Energy (BRP) - This is now an Advanced skill representing your training and focus on increasing your powers energy. There is no base in this Advanced Skill, starting at zero. Free points and advancement rolls may increase this skill.  Every 20% increase yeilds 10power points to your characters total.  Example- Tom currently has 15 power points and decides to invest 51 free skill points into Extra Energy, 10pt to buy Advanced skill and 41skill pts into the skill giving him a skill rating of 41%. Tom (15current + 41% in skill = 45 power points.
1-20% = 10pts
21-40%= 20pts
41-60%= 30pts and so on...
Heraclitus
GM, 45 posts
Character is Destiny
Tue 17 Jul 2012
at 07:35
  • msg #2

Re: House Rules

Martial Arts Styles

There are many styles of Martial Arts, and many more fusions of art forms, most popular being the UFC Submission Grappling styles.The following Martial Arts are generic styles that you will add some flare to in your descriptions.  When you choose a Martial Art indicate what style you are using on your character sheet.  You may learn more than one Martial Art through out the course of play.  Only one may be learned at character creation. Styles to follow: Striking Martial Art, Defensive Martial Art, Weapons Martial Art, Grappling Martial Art.

Martial Art Style: Striking Martial Art
Knowledge of Martial arts at greater than 50% grants an extra CA when both hands are free, as if wielding two weapons.  A martial artist with 100% skill gains 2 bonus CA if attacking completely unarmed. At 150% it grants an extra CA (usable only for kick or an extra arm block)  That is a total of 3 extra CA with the third being a modified CA.

I essentially want the skill to work as an extra CM mechanic for those that knew the skill.  It would not be rolled against (kind of like manipulation for Sorcery), but it would be a value that, if rolled under, would double your unarmed attack damage, as well as grant a few CMs- depending on Martial Arts skill.  It would work like this:

(1, 1-20%) Limb Lock (Attack and Defense, Unarmed) – Prevents the opponent from using the pinned limb until he spends a CA to wrestle or manoeuvre the limb free. Being pinned prevents an opponent from disengaging by use of the Evade skill. Breaking free requires free requires the spending of a CA and winning an Opposed Test of the Unarmed skill. Whilst the limb is pinned, any item in the limb may not be used for attack or defense and the foe can only avoid an attack by using a weapon in his other hand or by switching combat style.

(2, 21-40%) Sweep (Attack and Defense, Unarmed) – The opponent must roll an Opposed Test of Resilience versus the original attack roll (if the attacker won), or the original parry roll (if the defender won). If the opponent fails, he falls prone and is subject to situational combat modifiers.

(3, 41-60%) Throw (Attack and Defense, Unarmed) – The attacker / defender (depending on who is making the manoeuvre) attempts to throw the opponent. The opponent makes an Opposed Test of Evade versus the original attack roll. If the opponent is successful (critical or normal) they are not thrown. If the opponent fails the roll then they are thrown a number of meters prone in any direction chosen by the thrower equal to the damage roll. If the opponent fumbles the roll then they are thrown a number of meters prone in any direction chosen by the thrower equal to the damage roll and suffer 1D6 fall damage.

(4, 61-80%) Paralyzing Pressure Point Strike (Attack, Unarmed) – The location struck is immobilized. If an arm, the target cannot use whatever he is holding, if a leg the target cannot manoeuvre, if the head or torso the target suffers a -20% penalty to all activity. On his next action the wielder may spend a Combat Action (CA) to make an automatic Sweep attempt. An opponent can break free by using the Combat Manoeuvre (CM) Slip Free.

(5, 81-100%) Push Kick / Push Strike (Attack, Unarmed) - Attacker delivers a strike that, in addition to damaging the victim, pushes them back one meter for every 5 points of damage delivered (regardless of armor).  The opponent must make an Athletics roll to remain standing.  If he is knocked into an object, the roll is difficult (-20%).

(6, 101-120%) Power Blow (Attack, Unarmed) - The Attacker focuses his chi in such a way as to greatly enhance the power delivered in his punch / kick / etc.  In game terms, the Attack does half again double (base) damage, before damage modifier.  So instead of the usual 2d3 punch damage a martial arts punch would normally do, it would do 3d3 damage.

(7, 121-140%) Iron Arm Block (Defense, Unarmed) - Increases Size of parrying weapon (Arm) 2 steps.  This is stackable with the "Enhance Parry" CM, meaning a critical success could manifest in a three step increase.  This would allow a master to potentially parry attacks from almost any weapon, so long as the level of success garnered a CM.

(8, 141-160%) Razor Fist (Attack, Unarmed) – The attacker slashes with a crisp attack that causes a wound which begins to bleed critically, if the attack overcomes Armour Points and injures the target. The defender must make an Opposed roll of Resilience versus the attackers original attack roll. If the defender fails, then a major artery or vein has been cut and the wound inflicts a level of Fatigue at the start of each new Combat Round. Bleeding wounds can be stopped by the successful use of First Aid skill, but the recipient can no longer participate in any strenuous or violent action without opening the wound up again. Fatigue levels gained by blood loss remain until sufficient time has passed for the body to heal.

(9, 161-180%) Precision Power Blow (Attack, Unarmed) – The blow finds a gap in the defenders protection. This counts against worn armor or the natural skin/fur/shell of creatures. If striking a target has both natural protection and wearing armor, then the attacker must decide which one is bypassed. Physical protection gained from magic is considered as being worn armor.

(10, 181-200%) Heroic ability of choice with modified cost of purchase.

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A new CM is available at every 20% of skill with the first being available at 1% (a limb pin is the first thing learned, then a sweep (at 21%), then a pin and sweep (41%), and so on).

I'm going to make this distinction however:  You cannot learn a new CM without a teacher.  Martial arts are almost impossible to  progress in without some type of guidance, you will have to find one to learn new CM's other than the ones you start the game with.]
This message was last edited by the GM at 07:37, Tue 17 July 2012.
Heraclitus
GM, 46 posts
Character is Destiny
Tue 17 Jul 2012
at 07:37
  • msg #3

Re: House Rules

Martial Art Style: Defensive Martial Arts

Please name your Martial Art if this is your choice

Knowledge of Martial arts at greater than 50% grants the defender the ability to block with arms or legs as if they were one size catagory larger for Parrying incoming melee attacks. At 100% it grants an extra CA (usable only for defensive parrying of incoming melee attacks). A Martial Artist with 150% skill thus gains a bonus CA against all defensive parrying (melee or ranged) and the ability to parry thrown and shot ranged items slower than a bullet as a normal actions.

(1, 1-20%) Redirect Attack (Defense, unarmed)- Useful against a charge or striking opponent, redirect attacks makes attack a normal attack. If the parry is successful no damage is taken by attack, roll damage(no damage is dealt opponent) and the opponent is redirected a number of meters equal to damage rolled. Subtract opponents movement from redirect attacks success.

(2, 21-40%) Parry Tap (Defense, Unarmed) – The opponent must roll an Opposed Test of Resilience versus the original parry roll (if the defender won). If the opponent fails, he becomes frustrated at ineffective attack and becomes reckless suffering a -10% penalty to attacks/parrys. The effects are cummulative and last for 3 rounds (-30% max) or until opponent is hit by you.

(3, 41-60%) Limb Lock (Attack and Defense, Unarmed) – Prevents the opponent from using the pinned limb until he spends a CA to wrestle or manoeuvre the limb free. Being pinned prevents an opponent from disengaging by use of the Evade skill. Breaking free requires free requires the spending of a CA and winning an Opposed Test of the Unarmed skill. Whilst the limb is pinned, any item in the limb may not be used for attack or defense and the foe can only avoid an attack by using a weapon in his other hand or by switching combat style.


(4, 61-80%) Ridge Arm Strike (Attack and Defense, Unarmed)-The opponent must roll an Opposed Test of Resilience versus the original attack roll (if the attacker won), or the original parry roll (if the defender won). If the opponent fails, he falls prone and is subject to situational combat modifiers. If attacking, roll damage.

(5, 81-100%) Kata Stance(Defender, Unarmed) - Defender assumes a defensive stance that allows him to take on multiple attackers reducing the minus attributed to flanking positions by 20%.

(6, 101-120%) Counter Strike (Critical Defense, Unarmed) - The defender is able to sense the attack before it occurs, which allows him to prepare a counterstrike with his Parry. If a critical parry is successful then an immediate normal attack in return is available at no CA cost to defender.

(7, 121-140%) Iron Arm Block (Defense, Unarmed) - Increases Size of parrying weapon (Arm) 2 steps.  This is stackable with the "Enhance Parry" CM, meaning a critical success could manifest in a three step increase.  This would allow a master to potentially parry attacks from almost any weapon, so long as the level of success garnered a CM.

(8, 141-160%) Power Block (Defense, Unarmed) – The defender parries with tremendous force exploding tissue and armor with an attack that causes a wound which begins to bleed critically, roll damage x2 on your parry, if the parry overcomes Armour Points and injures the target. The attacker must make an Opposed roll of Resilience versus the defenders original parry roll. If the attacker fails, then a bone has been broken immobilizing the limb and the wound inflicts a level of Fatigue at the start of each new Combat Round. Broken bones can be splinted by the successful use of First Aid or other medical skills, but the recipient can no longer participate in any strenuous or violent action without causing damage to the wounded area again. Fatigue levels gained by broken bones remain until sufficient time has passed for the body to heal.

(9, 161-180%) Masters Stance (Defense, unarmed) Due to intense training and experience the Master has attained a sixth sense with danger and can move quickly addressing every melee attacker in the round. At the cost of 4 CAs the master may take a total defensive stance and parry all incoming melee attacks.

(10, 181-200%) Heroic ability of choice with modified cost of purchase.

---

A new CM is available at every 20% of skill with the first being available at 1% (a limb pin is the first thing learned, then a sweep (at 21%), then a pin and sweep (41%), and so on).

I'm going to make this distinction however:  You cannot learn a new CM without a teacher.  Martial arts are almost impossible to  progress in without some type of guidance, you will have to find one to learn new CM's other than the ones you start the game with.]
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