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