From: John Davis <J.R.Davis@bnr.co.uk>
Subject: Stormbringer Rule Modifications
System: Stormbringer
Here is some stuff I did a while back, pretty much the set of house rules I use for
Stormbringer. Some of the explanations are a bit brief.
STORMBRINGER RULES MODIFICATIONS
Critical hits: 10% of chance to hit. Roll damage, and double. If dodged or parried by a
critical roll, no effect. If dodged normally, normal hit only. If parried normally, breaks
weapon and inflicts normal hit. Armour protects as normal.
Skill increases: Roll 1D10 for increase for skill up to 50%. Roll 1D6 over 50%. At 90% or
higher, add only one point to the skill. A skill increase cannot take skill past 90% (e.g.
88% + 6% = 90%, not 94%).
Armour:
Protection
Cost
Soft Leather D4-1
60 LB
Rigid Leather D6-1
100 LB
Ring mail D8-1
200 LB
Barbarian D8-1
400 LB (or more)
Partial Plate D8-1
400 LB
Scale mail D8
500 LB
Chain mail D6+1
600 LB
Full Plate 2D6
1000 LB (Bulky and encumbering)
Helmets: If the wearer has no helm, any attack roll with a "1" on the units
percentile dice hits the unprotected head (and ignores armour protection).
Survival luck roll: Characters who suffer a sudden fatality get a single chance to roll
their POW x 1 as a percentage. If they succeed, they will survive if the player or GM can
think of a rational escape possibility. (they may still be badly hurt, unconscious, or in
a very bad position).
Knockback: if rolled damage before armour is greater than the target's SIZ, he is knocked
back and must roll DEX x 5 as a percentage or fall (modified as appropriate for surface,
etc).
Damage bonuses:
STR + SIZ Melee Missile
2 - 10 -D6
-D4
11 - 16 -D4
-D3
17 - 24 nil
nil
25 - 32 +D4
+D3
33 - 40 +D6
+D4
41 - 60 +2D6
+2D4
each +20 +1D6 +1D4