HOUSE RULES: EARTH GLORIANT
Of course, you can't just use the rules as written, what's the fun in that? Especially in a fantasy setting.
This is a
CONSTANT work in progress as I roll through more tests and get more feedback from any FTF or online games.
SKILLS:
Nothing yet, but there could be something eventually.
ADVANTAGES:
HOUSE ADVANTAGES: Here is a list of homebrew, swiped, converted 2E and eventual new 3E book Advantages (I hope) that I will be using for my personal setting builds:
NOTE: Any Advantage with a *** in front is still being tested and is not currently available for game usage. If it changes, the *** will be removed.
Accelerated Acrobatics - You can try to cross a precarious surface faster than normal. If you increase the Difficulty Class by 5, you can move your full speed as a move action instead of -1 rank. Moving twice your speed in a round requires the penalty plus two skill checks, Acrobatics and the usual Athletics.
Accelerated Climb - You can try to climb more quickly than normal, at -1 rank instead of -2. You can accept an addition +5 DC to move at full speed.
Accelerated Stealth - You can move up to your normal speed instead of -1 rank. Moving twice your speed in a round requires the penalty plus two skill checks, Stealth and the usual Athletics.
Cat's Feet: You are extremely difficult to detect by normal hearing. All opponent's Perception checks against your auditory Stealth checks is made with a -5 penalty.
Clean (ranked) - Checks to connect you with a crime increase by DC5 per rank.
Combat Clarity (ranked) - +2 checks to resist Feints, 2nd rank increases to +5.
Combat Leader - Use a Hero Point or Luck (Inspiration) for you and allies in 60 ft radius to get +2 bonus on Initiative rolls.
Conceal Efforts - Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.
Cunning Fighter - Use your Attack Bonus instead of Deception to Feint in combat.
Damaging Escape - When you escape from a grab, you get an unarmed attack against the opponent as a free action. You still have to roll to hit.
Deadeye - You can Aim as a move action. Cannot be used in conjunction with Improved Aim in same action.
Defensive Strike (ranked) - +2 on next attack against opponent that misses you in close combat (2nd rank increases bonus to +5). First rank does not count against PL caps.
Durable Lie - The target believes your Deception for an additional round.
Eagle Eyes - Your visual perception range increment is 100 ft.
Fighting Climb – You are not vulnerable when climbing.
Forceful Intimidation - You can force your subject to take an action that is against his interests (but not life threatening).
Follow-up Strike - Follow up a critical hit with a free attack action against the same target
Hide Tampering - You can conceal any tampering with a device. Anyone who inspects the device must make a check against your Technology or Sleight of Hand check result to notice your tampering.
Improved Daze – You can attempt to Daze as a move action without the penalty.
Improved Feint – You may attempt to Feint as a move action without the penalty.
Improved Trick - You may use Deception to bluff or trick as a move action without penalty.
Last Stand - Use Extra Effort to ignore all damage penalties for one round.
Lionheart (ranked) - +2 bonus on Will or Fort checks against Fear and related effects (2nd rank increases bonus to +5). Limited by PL caps.
Martial Strike (ranked) - +1 unarmed damage per rank.
Rallying Cry: As a standard action, you can spend a hero point or use Luck (Inspiration) to grant grant allies in auditory perception range a new Will or Fort check to overcome fear and lasting mental effects.
Rousing Speech (ranked): Choose interaction skill, make DC15 interaction skill check to grant ally +2 bonus to particular check. Additional rank to raise bonus to +5 or select additional interaction skill.
Skill Supremacy (ranked) - When using Extra Effort for a bonus to check to a chosen skill add +5 to the bonus instead of +2.
Speed of Thought - Use Intellect modifier instead of Agility modifier for initiative checks.
Sweeping Strike: If you succeed on a successful unarmed attack, you can make a free trip attack.
Swift: You can add an extra rank of Speed to your additional rank gained with a successful Athletics check.
Tough (ranked) - +1 to Toughness saving throws, limited to 3 ranks.
Unbalancing Strike - When you hit an opponent with a close attack, you can choose to throw them off balance rather than inflicting damage. A hit means he is Vulnerable on defense for the next round.
Withstand Damage - When using the Defend action, you can reduce active defenses 2 ranks to increase Toughness bonus by 2 ranks.
Wolf's Ears: Your auditory perception checks have range increment of 100 ft.
Zen Strike - Use your Awareness modifier instead of your Strength for unarmed damage.
Combat Maneuver Combos: I'm pretty sure I saw that Jon L confirmed that you are not supposed to use maneuver combos like All-Out/Power Attack at the same time. But I'm allowing their usage up to +2/-2 for non-minions or forces with the use of Extra Effort or an HP. Characters that have the necessary Advantages for the combos can use combos up to the full +5/-5 ranks. I think utilizing the full +5/-5 can be overpowering most of the time, but for certain moments, I think it brings excitement so I decided to allow it in this manner for now.
Languages: Too expensive in the RAW for my taste. My rule is that Languages rank 1 gives you 2 languages, 2 ranks gives you 5, 3 ranks gives you 10 and so on up the Progression chart. I don't see giving anymore than 3 ranks, but you never know.
Luck: Also, I am using the optional Luck Advantage rule from the GM's Guide that allows a character to have ranks at Luck that reflect each separate application of HP usage. So characters can have:
Luck (Edit Scene)
Luck (Heroic Feat)
Luck (Improve Roll)
Luck (Inspiration)
Luck (Instant Counter)
Luck (Recover)
Total Luck ranks are still limited to half the character's PL rounded up.
MTG Based Inspiration: In trying to replicate some of the Magic the Gathering mechanics, I was struggling with the “pumping” creatures process. Those are abilities like “add a +1/+1 counter to target attacking creature" etc. In MnM, that would put many creatures over PL caps, especially if you keep stacking counters on them. In order to simulate some of that and not obliterate PL rules too much, I’m making a House Rule on Inspire which will not grant a sustained “counter” but will allow for some extra oomph a bit.
In my fantasy setting (not my prime superhero settings), Inspire is not limited to one use per scene for 2 ranks of Inspire (+2 checks or +1 checks/+1 active defenses) or less. In addition to Hero Point usage it can also be activated by usage of the Luck (Inspiration) Advantage. Also, as noted, multiple ranks of the Inspire bonus can be split between offense and defense, but must be called out ahead of time.
Example: Anafenza uses her Tactical Inspiration power, which is an Enhanced Advantages 2 (Inspire 2 [+1 attacks/checks/+1 active defenses], Flaw: Limited [only when Anafenza is attacking]) Enhanced Advantages 4 (Luck [Inspiration] 4). So Anafenza can basically grant those bonuses for up to 5 rounds (her HP and 4 ranks of Luck) if not more depending on how many HP she has acquired.
Ranked Power Attack: The usage of the Power Attack Advantage works similarly to Improved Critical in that you need to note the effect that you can use Power Attack with. Example: Superman takes Power Attack (1) (Unarmed) so he can increase his damage up to +5 for that attack only. His Heat Vision Power Attack increase would be limited +2 per the standard Power Attack maneuver rules.
Multiple ranks in Power Attack can be taken for as many attacks/effects as the player wants.
POWERS:
Some slight alterations to some powers for this setting.
Regeneration Rounds: Just for clarification, this a chart to show which rounds you recover a -1 to Toughness if you have Regeneration.
Healing Factor: Regeneration 1 (1/every 9 rounds [9]); 1 pt
Healing Factor: Regeneration 2 (1/every 5 rounds [5, 10]); 2 pts
Healing Factor: Regeneration 3 (3/every 10 rounds [3, 7, 10]); 3 pts
Healing Factor: Regeneration 4 (4/every 10 rounds [2, 5, 8, 10]); 4 pts
Healing Factor: Regeneration 5 (1/every other round [2, 4, 6, 8, 10]); 5 pts
Healing Factor: Regeneration 6 (6/every 10 rounds [2, 4, 5, 6, 8, 10); 6 pts
Healing Factor: Regeneration 7 (7/every 10 rounds [2, 3, 5, 6, 8, 9, 10]); 7 pts
Healing Factor: Regeneration 8 (8 out of 10 rounds [2, 3, 4, 5, 7, 8, 9, 10]); 8 pts
Healing Factor: Regeneration 9 (9/every 10 rounds [2, 3, 4, 5, 6, 7, 8, 9, 10]); 9 pts
Healing Factor: Regeneration 10 (1/every round); 10 pts
Regeneration 11 on would be one every round, then add a check per the chart...
Time is Immutable: There is
NO TIME TRAVEL in this setting. You can have effects that slow or speed up a "personal time field" but it's more of a mental effect as opposed to stopping or accelerating time. No Movement (Time Travel) in the Thorpocamultiverse. Time travel is just a walking plot hole and it's getting overused in all fantasy/comic/sci-fi mediums right now so I am putting a stop to it here. Of course, if I screw something up bad enough, I reserve the right to retcon this, of course.
FANTASY SETTING GENERAL GAMEPLAY:
Hero Points Carry Over: According to the RAW, HP goes away at the end of an adventure. I like my characters to have a lot so they can do cool stuff when they need it so in my games, HP can carry over until the next adventure/scene. You can only have has many as your PL, though.
TEAM INITIATIVE: I’m trying to strike a balance with the initiative in PBP between rewarding you for having a high initiative and the realities of people not being able to always post/act in order. For the time being, I’m going with a team initiative where I will pick someone to roll for the party and I will roll for the antagonist(s). Each side will go until the other has completed their round, then we’ll keep alternating until it’s over. If someone delays until the other side’s round for something like a counter or to set up something, we’ll just play it as an “interrupt” situation. It will be a work in progress and if we’re not digging it, we’ll switch it up.
DAMAGE: Since this is a fantasy setting, unless otherwise noted, we'll be using the Lethal Damage rules so 3rd degree damage failures add the Disabled condition and 4th degree failures add Dying.
Wealth System: I’m going to use a slight variation on the alternate Benefit (Wealth) ranks system from the GM’s Guide, page 190.
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A character’s base Wealth rank is 5. The Benefit (Wealth) advantage (see the M&M Hero’s Handbook, page 82) increases Wealth by 1 per rank. Over the course of play, your Wealth rank may decrease as you purchase expensive items. A character’s Wealth rank can never fall below 0, and there is no limit to how high Wealth rank can climb.
If your Wealth is 0, you don’t have the buying power to purchase any item or service with a purchase DC of 10 or higher, and you can’t make routine Wealth checks (any spending is significant for you).
Wealth rank reflects buying power. Every item and service has a purchase Difficulty Class based on how expensive and hard to get it is. To purchase something, make a Wealth check against the purchase DC.
As a general guideline, equipment purchase DC equals 10 + the equipment’s point cost. The GM sets the Wealth check DC for any particular purchase.
A Wealth check is a d20 roll plus your current Wealth rank. Wealth rank is fluid; it increases as you gain Wealth and decreases as you make purchases. If you succeed on the Wealth check, you purchase the item. If you fail, you can’t afford the item at this time. You can make a routine Wealth check, just like any other routine check (see M&M Hero’s Handbook, page 13). This means you can automatically purchase any item with a DC equal or less than your Wealth +10. If you purchase an item with a purchase DC higher than your current Wealth rank, your rank decreases by 1 point for every 5 points the purchase DC exceeds your current Wealth rank (1 point for 1–5 points higher, 2 points for 6–10 points higher, etc.).
You can help someone else purchase an item by making a DC 10 Wealth check, just like a team check. If the attempt is successful, you provide the purchaser with a +2 bonus on their Wealth check, +5 for three or more degrees of success. If you assist a Wealth check for an item with a purchase DC higher than your current Wealth rank, it decreases as normal.
Lost Wealth ranks or increases to Wealth ranks will be gained by locating treasure or by being paid for services.
NOTE: This is going to be playtested so DO NOT TAKE THESE DC'S AS SET IN STONE. That's why I haven't updated all the equipment yet. Things can and probably will change.
EXAMPLE SERVICE DCs:
Lodging: DC10
Meals: DC5
Blacksmithing: DC12 + Weapon Point Cost
EQUIPMENT:
Here is another constantly evolving list. As I think of new items, I’ll add them.
GENERAL EQUIPMENT:
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations, Torch, Waterskin; 5 pts / DC12
Antitoxin: Feature 1 (+5 bonus on resistance checks against toxins); 1 pt/ DC14
Backpack: Feature 1 (equipment storage); 1 pt / DC8
Bedroll: Feature 1 (eliminates sleep checks daily); 1 pt / DC8
Caltrops: Feature 1; 1 pt / DC12
Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt / DC10
Climber's Kit: Feature 1 (+2 Athletic checks ot climb); 1 pt / DC10
Disguise Kit, Masterwork: Feature 3 (Major bonus to Deception checks for disguise); 3 pts / DC15
Disguise Kit: Feature 1 (Circumstance bonus to Deception checks for disguise); 1 pt / DC12
Flint and Steel: Feature 1 (Creating a tiny flame, like a match, useful for lighting other fires); 1 pt / DC11
Healer's Kit, Masterwork: Feature 2 (Tools, Treatment, +2 Treatment checks); 2 pts/7 wr
Healer's Kit: Feature 1 (Tools, Treatment); 1 pt/6 wr
Lantern: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt/6 wr
Orb: Feature 1 (Tool for scyring); 1 pt/8 wr
Restraints: Feature 1 (Toughness 5, DC20 Sleight of Hand); 1 pt/4 wr
Ritualist's Kit: Feature 1 (tools for casting rituals); 1 pt/8 wr
Rod: Feature 1 (Focus for spellcasting); 1 pt/7 wr
Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
Sacks: Feature 1 (item storage); 1 pt/3 wr
Staff: Feature 1 (Focus for spellcasting); 1 pt/6 wr
Sunrods: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt/6 wr
Tent: Feature 1 (eliminates sleep checks daily, provides environmental immunity to cold at night); 2 pts/5 wr
Thieves' Tools, Masterwork: Feature 2 (Tools, Technology; +2 Sleight of Hand checks to pick locks); 2 pts
Thieves' Tools: Feature 1 (Tools, Technology); 1 pt/6 wr
Torch, Everburning: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt/8 wr
Torches: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none], Flaw: Unreliable [5 uses]); 1 pt/2 wr
Trail Rations: Feature 1 (eliminates starvation checks for 20 days); 1 pt/5 wr
Wand: Feature 1 (Focus for spellcasting); 1 pt/6 wr
Waterskin: Feature 1 (eliminates thirst checks for 2 days, can be refilled); 1 pt/2 wr
Water-walking Shoes: Movement 1 (Water-walking, Flaw: Limited to half speed); 1 pt/6 wr
MELEE WEAPONS:
Axe, Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous; 5 pts/8 wr
Axe, Greataxe: Slashing Strength-Based Damage 5, Breaking, Dangerous, Reach [5 ft]; 8 pts/9 wr
Axe, Handaxe: Slashing Strength-Based Damage 1; 1 pt/5 wr
Axe, Throwing Axe: Ranged Slashing Strength-Based Damage 1; 2 pts/7 wr
Bo Staff: Bludgeoning Strength-Based Damage 2, Double, Reach (5 ft.); 4 pts/2 wr
Chain: Bludgeoning Strength-Based Damage 2, Grabbing, Reach (5 ft.), Tripping; 5 pts/6 wr
Claymore: Slashing Strength-Based Damage 3, Dangerous, Defensive; 5 pts/9 wr
Cutlass: Slashing Strength-Based Damage 3, Dangerous; 4 pts/8 wr
Dagger, Punching: Piercing Strength-Based Damage 1, Concealable; 2 pts/5 wr
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts/6 wr
Emei Piercers: Piercing Strength-Based Damage 1, Dangerous 1; 3 pts/6 wr
Escrima Sticks: Bludgeoning Strength-Based Damage 2, Double; 3 pts/6 wr
Flail: Bludgeoning Strength-Based Damage 2, Extra: Disarming, Reach (5 ft.), Tripping; 5 pts/8 wr
Garotte: Grabbing 0, Chokehold; 1 pt/2 wr
Gauntlet: Bludgeoning Strength-Based Damage 1; 1 pt/6 wr
Great Flail: Bludgeoning Strength-Based Damage 4, Disarming, Reach 2 (10 ft.), Tripping; 7 pts/9 wr
Halberd: Piercing Strength-Based Damage 3, Reach (5 ft.); 4 pts/8 wr
Hammer, Great: Bludgeoning Strength-Based Damage 5, Reach (5 ft.); 6 pts/8 wr
Hammer, Warhammer: Bludgeoning Strength-Based Damage 3; 3 pts/7 wr
Handclaws: Piercing Strength-Based Damage 1, Feature 1 (+5 Athletic checks limited to Climbing); 2 pts/5 wr
Hook Sword: Slashing Strength-based Damage 3, Reach, Tripping; 5 pts/9 wr
Kama: Slashing Strength-based Damage 2, Dangerous; 3 pts/6 wr
Katana: Slashing Strength-Based Damage 3, Dangerous; 4 pts/7 wr
Katar: Slashing/Piercing Strength-based Damage 2, Penetrating 1; 3 pts/7 wr
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts/3 wr
Kris Knife: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts/6 wr
Kurkis: Piercing Strength-Based Damage 2, Dangerous; 3 pts/6 wr
Kusarigama: Bludgeoning/Slashing Strength-Based Damage 2, Binding, Disarming, Reach [5 ft]; 5 pts/6 wr
Machete: Slashing Strength-Based Damage 3; 3 pts/7 wr
Maul: Bludgeoning Strength-Based Damage 4, Reach (5 ft.) Smashing, Tripping, Restricted (Str 2+); 8 pts/8 wr
Mere Club: Bludgeoning Strength-Based Damage 2, Dangerous 2; 4 pts/5 wr
Naginata: Slashing Strength-Based Damage 3, Reach (5 ft.); 4 pts/7 wr
Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts/7 wr
Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts/5 wr
Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts/ 2 wr
Rapier: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts/7 wr
Saber: Slashing Strength-Based Damage 2, Dangerous; 3 pts/7 wr
Sai: Piercing Strength-Based Damage 1, Defensive, Disarming; 3 pts/6 wr
San Jie Gun: Bludgeoning Strength-Based Damage 2, Defensive, Double, Impressive; 5 pts/8 wr
Scimitar, Great : Slashing Strength-Based Damage 4, Dangerous 2; 6 pts/9 wr
Scimitar: Slashing Strength-Based Damage 2, Dangerous 2; 4 pts/ 7 wr
Scythe: Slashing Strength-Based Damage 3, Reach [5 ft.], Tripping; 5 pts/4 wr
Sheng Bao (Meteor Hammer): Bludeoning Strength-Based Damage 2, Concealable, Double, Reach 3 (15 ft.); 7 pts; 8 wr
Spear, Shortspear: Piercing Strength-Based Damage 2, Dangerous; 3 pts/5 wr
Spear: Piercing Strength-Based Damage 3, Dangerous; 4 pts/6 wr
Sword, Bastard Sword: Slashing Strength-Based Damage 4, Dangerous, Flaw: Inaccurate with one hand; 4 pts/9 wr
Sword, Greatsword: Slashing Strength-Based Damage 5, Dangerous; 6 pts/10 wr
Sword, Longsword: Slashing Strength-Based Damage 3, Dangerous; 4 pts/8 wr
Sword, Short: Slashing Strength-Based Damage 2, Dangerous; 3 pts; 8 wr
Trident, Nine-dragon: Piercing Strength-based Damage 2, Dangerous, Disarming, Reach (5 ft.); 5 pts/7 wr
Trident: Piercing Strength-based Damage 3, Dangerous, Disarming, Reach; 6 pts; 7 wr
Wakizashi: Slashing Strength-Based Damage 2, Dangerous; 3 pts; 7 wr
War Fan: Slashing [Open]/Piercing [Closed] Strength-Based Damage 2, Concealable, Defensive; 4 pts; 7 wr
Whip, Sash: Bludgeoning Damage 1, Disarming, Grabbing, Reach (5 ft.); 4 pts/7 wr
Whip: Bludgeoning Strength-Based Damage 1, Disarming, Grabbing, Reach (5 ft.); 5 pts/7 wr
Wind and Fire Wheel: Slashing Strength-based Damage 2; 2 pts/6 wr
RANGED WEAPONS:
Blowgun: Ranged Affliction 1 (Poison; Resisted and Overcome by Fortitude; 1st: Impaired, 2nd: Disabled, 3rd: Incapacitated, Flaw: Resistible [Toughness]); 1 pts/5 wr
Bolo: Affliction 3 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Impeded, 2nd: Defenseless and Immobilized, Flaw: Diminished Range [10/25/50]); 6 pts/6 wr
Bolo: Ranged Grabbing 3, Flaw: Diminished Range (10/25/50); 5 pts/6 wr
Boomerang: Bludgeoning Strength-Based Ranged Damage 2; 4 pts/6 wr
Boomerang Bludgeoning Strength-Based Ranged Damage 1; 2 pts/6 wr
Bow, Dragon's Tongue: Ranged Piercing Damage 3, Penetrating 2; 8 pts/9 wr
Bow, Frog Crotch: Ranged Piercing Damage 3, Smashing, Limited to cutting; 7 pts; 8 wr
Bow, Longbow: Ranged Piercing Damage 3; 6 pts; 9 wr
Bow, Shortbow: Ranged Piercing Damage 2; 4 pts; 8 wr
Bow, Skinsplitter: Ranged Piercing Damage 3, Dangerous; 7 pts; 10 wr
Bow, Willow Leaf: Ranged Piercing Damage 3, Precise; 7 pts; 11 wr
Chakram: Slashing Ranged Damage 3, Dangerous; 7 pts/8 wr
Crossbow, Heavy Masterwork: Ranged Piercing Damage 4, Dangerous; 9 pts; 10 wr
Crossbow, Heavy: Ranged Piercing Damage 3, Dangerous; 7 pts; 10 wr
Crossbow, Light: Ranged Piercing Damage 2, Dangerous; 5 pts; 9 wr
Javelin: Ranged Piercing Damage 2, Dangerous; 5 pts; 3 wr
Longbow, Masterwork: Ranged Piercing Damage 5; 10 pts; 11 wr
Net: Grabbing 2, Entangling; 3 pts; 2 wr
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts; 3 wr
Sling: Bludgeoning Strength-Based Ranged Damage 1, Flaw: Dimished Range (10/25/50); 3 pts; 2 wr
ARMOR:
Leather Armor: Protection 1; 1 pts / DC15
Studded Leather Armor: Protection 2; 2 pts / DC8 wr
Hide Armor: Protection 2; 2 pts/7 wr
Chain Mail: Protection 3; 3 pts/10 wr
Breastplate: Protection 4; 4 pts/11 wr
Splint Mail: Protection 4; 4 pts/10 wr
Banded Mail: Protection 4, 4 pts/10 wr
Plate Mail: Protection 5; 5 pts/11 wr
Full-Plate: Protection 6; 6 pts/12 wr
Scale Mail Protection 3; 3 pts/10 wr
SHIELDS:
Small Shield: +1 Dodge, +1 Parry; 2 pts / DC14
Medium Shield: +2 Dodge, +2 Parry; 4 pts / DC15
Large Shield: +3 Dodge, +3 Parry; 6 pts / DC17
Me fail English? That's unpossible. - Ralph Wiggum