Greek Fire Trap or Weapon Revised
(+ 2 to defuse if trap if the player knows or can define historical “greek fire” to the GM’s satisfaction)
When a trap or weapon spurts its ancient napalm fire at you, ROLL+DEX.
On a 10+, you find suitable cover.
On a 7-9, you dodged but choose 1 anyway:
Your weapon melts on your hand.
Your armor burns and leaves you breathless for a while.
Say goodbye to your backpack.
On a 6-, you must choose one and take 2d6 damage from the flames.
4 thoughts on “”
Really not a fan of that “+2 to defuse” clause. Why grant a bonus based on player knowledge like that?
Bastien Pilon Thanks
Chris Stone-Bush Knowledge of useless trivia must be rewarded. Or not, depending on the GM. Just a bit of whimsy.
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