Some Totally Random Rad Rules To Make Things More Metal:
Cry Havoc and Let Loose the Dogs of War:
Come up with a decent battle cry spontaneously and you get a +1 bonus to attack rolls and saves against fear and morale loss for 1d4 rounds after that. Only one person in a party may get this bonus in a given combat, with the GM deciding who has the most awesome battle cry.
Describe Your Own Kill/Death:
Last Breath:
If you are reduced to between 0 and -10 hit points and you have a Constitution higher than 10, you can elect to make a final attack or offensive-based spell before you pass into unconsciousness, but get a -2 penalty to Constitution saves to stabilize if you do.
Loincloth Rule:
A barbarian, ranger, berserker or other totally awesome badass who decides to forgo all protective armour in favor of some tribal tattoos, loincloth or some other totally non-functional clothing, gains a +3 bonus to their armour class due to their intimidating awesomeness. They do, however, sustain 1 extra damage for every five HP of damage that would have been inflicted on them, rounding down. Because while they are totally metal, that is pretty dangerous, dude. Note that even with women, this cannot be assumed to be primarily a function of sexiness. It's a combination of relying on your awesome-as-shit reflexes really heavily and the natural fear effect upon enemies of your clearly not giving a fuck.
Shield Rules:
If a character who is using a shield chooses it, they can allow their shield to take the brunt of a blow, shattering instantly. The maximum amount of damage a shield can absorb is equal to 10x its armour class bonus. (Adapted from trollsmyth.ca. Trollsmyth could totally be a metal band.)
If you are using a shield, you can choose to use it to bash an opponent instead of using your main weapon. A light shield inflicts 1d2 damage and has a chance to knock an enemy back 5 feet. A heavy shield inflicts 1d4 damage and can knock an enemy down entirely.
Sundering:
If you have a giant-ass (two-handed) weapon of any sort, you may attempt to sunder an opponents weapon or armour. This attack does not inflict any damage, but if it is successful, any non-magical weapon will be shattered. If directed against armour, armour degrades by 1d4+1 if there is hard armour or a carapace to crack. Armour can only be sundered once.
Two-Weapon Fighting:
If you are a total badass and want to fight with two weapons, they need to be light weapons, doing no more than d6 damage, because bigger weapons are clunky. You make one attack roll with these weapons, but you get to roll twice for damage, and take the better result.
No comments:
Post a Comment