With the additional alterations from another four sessions of play.
Aaron's House Rules
Version 1.1
"I did this. All of it. Absolutely none of it was created by the folks on the Mongoose forum. I guarantee this is the truth*." - Aaron Dembski-Bowden
*Not a legally-binding guarantee.
General
"You know, like numchuck skills, bow hunting skills, computer hacking skills. Girls only want boyfriends who have great skills." - Napoleon Dynamite
1. Armour / Skill Penalties
The Armor Use skill represents advanced training with regards to wearing armor efficiently and maximizing the protection it affords.
This Advanced Skill has no default value, nor is it normally rolled. Instead, any points put in to Armor Use offset the armor skill penalty accumulated by armor worn.
Thus, a character with an Armor Use skill of 10% wearing Plate armor on abdomen and chest (-12% each location, total armor skill penalty of -24%) would only have an armor skill penalty of -14%
2. Very High Skills
Instead of halving very high skills, reduce both skills by [highest skill - 100].
For example, 120 vs 80 becomes 100 vs. 60. 150 vs 125 becomes 100 vs. 75.
For skills of 200% or above, the halving rule in the RuneQuest core rulebook comes back into effect.
Combat
"I don't mean to alarm anyone, but all that blood spurting about...is actually mine." - Jan Jansen, Baldur's Gate II
3. Hit Locations
Hit Location is decided before Attack & Damage are rolled, so characters have to decide whether they'll risk taking a hit on the helmet [and so save a Reaction] before they know how hard that hit is going to be.
4. Strike Ranks
Base CAs on the strike rank rolled:
1-10 = 1CA
11-20 = 2 CA
21-30 = 3 CA
31-40 = 4 CA
5. Combat Actions
Each CA takes place '10 units' after the character's previous one.
For example: Kirk gets SR 18 he acts on SR 18 and 8. Errol the Swift get SR 29 he acts on 29, 19 and 9. He gets to act twice before Kirk does, as follows:
29 - Errol the Swift
19 - Errol the Swift
18 - Kirk
9 - Errol the Swift
8 - Kirk
6. Criticals
Criticals trump normal successes on an opposed test. If both are criticals, then the highest roll wins. If both fail, the winner is the one who rolled nearest to their target number.
A failure beats a fumble; if both are fumbles then the lowest roll wins.
7. Fatigue through Injury
Optional: When a character has a Hit Location drop to 0 or below, the character drops a fatigue level as well as losing the requisite number of Combat Actions.