Optional and House Rules
Basic Set (duh)
Low-Tech + Companions
In General, Marra is a campaign setting with a bias towards extraordinary – but not nonsensical – characters. A range of somewhat cinematic advantages are available, as listed in Available Advantages and Skills. Combat is fairly prevalent in the world, and so most of the optional rules below deal with that. Fighting styles, as explained in Martial Arts, are encouraged to add some flavour to fights. There isn’t magic as such.
- Modifying Dice + Adds (B. 269)
- Jumping With Encumbrance (B. 352)
- Extra Effort in Combat (B. 357)
- Changing Posture in Armour (B. 395)
- Dual Weapon Attacks (B. 417) – to buy as a technique requires a specific perk, see Fighting Styles
- Bleeding (B. 420), but see house rules below
- Accumulated Wounds (B. 420)
- Damage to Shields (B. 484)
- Targeted Attacks (MA. 68), but see house rules below
- Combinations (MA. 80), all skills involved must be part of one or more known fighting styles.
- Expanded Combat Maneuvers (MA. 97), including all non-cinematic options (grab and smash, beats and ruses, improved two-handed parries, etc). Ask the GM for any specific rule.
- Tricky Shooting (MA. 121), with the relevant style perk only.
- Extreme Dismemberment (MA. 136)
- Chinks in Armour and Armour Gaps (LT. 101)
- Blunt Trauma and Edged Weapons (LT. 102)
- Combat Techniques require a specific fighting style in order to be bought up from default.
This is to encourage fighting styles and represents the extra options that such training can allow. Do note that it is possible – encouraged even – for a Player to create a fighting style, subject to GM approval.
- Harmonised Severe Bleeding
As created for the Fall of Brekhan Campaign here: ( https://the-fall-of-brekhan.obsidianportal.com/wikis/harmonized-severe-bleeding ), with an addendum for critical success
IQ is divorced from WILL and PER
- Combat and Combat Art or Sport are all average techniques that default to one another at -3.
This makes it much easier to justify actual training in both. Previously, it made more sense to just buy up a higher level of the primary skill and go off of default for the other two. Yes, this is mainly to facilitate Orruk Ball.
- Increased Healing
Healing is too slow for an adventure focused game, and it is strange that wounds do not heal at all without total bed rest. Instead, a full nights rest grants a HT roll to recover 1 HP as normal, and a full day of bed rest grants a second one. Bonuses from a physician (or esoteric medicine practitioner) still apply, and they make their rolls at the normal rate. [Taken from the Fall of Brekhan Campaign]
- Points For Money and Signature Gear
Signature Gear seems mostly to be used to buy goods worth more than starting wealth can afford, instead of to buy plot protection for a specific item. To fix this, signature gear now costs 1pt to give plot protection to any piece of gear worth up to campaign starting wealth value. This cost increases using wealth multipliers as a guide. 2pts at x2 starting wealth, 3pts at x5 etc.
To compensate, points at character creation can be traded in at a higher rate than before. Each point traded in gives +20% starting funds based on your wealth level. Past 5pts, this is doubled. For more on wealth, see wealth and economics [placeholder].
- Fatigue Recovery. [in testing]
FP costs seem almost inconsequential over the course of a day, but the last gasp rules seem too harsh for Marra. A medium in testing will be as follows: the recovery time for 1 FP is equal to 10 minutes plus 50 minutes * the percentile of missing FP rounded to the next highest 5% for simplicity. Fit halves these times as usual.
eg) Grognar is a healthy HT 12, FP 12 Orruk. He expends 8 FP in a combat, leaving him at 4 FP. The first FP will take (10+50*(8/12)) minutes to recover. We see that 8/12 = 66.66% and round that to 70% or 0.70. 10+50*0.70 = 45 minutes for the first FP.
Now Grognar is at 5FP out of 12, so missing 7FP, and will recover his next FP in (10+50*(7/12)) = 40 minutes.
It is recommended to record the recovery time of each FP on your character sheet somewhere for ease of play.
- this rule is experimental and responsive to player input -
- Complementary Skills
Sometimes multiple skills seem like they would be appropriate in a given scenario. To emulate the advantage that a focused skill set would give, a character may roll against a second “complementary” skill that would logically aid the primary skill to gain a bonus. Success gives +1, while a failure gives -1. Both numbers are doubled for crits.
- in testing -