Magical Item: Ram Strike Maul
Amorti is a maul, sized like a mace or a hand axe, with an
iron head. Both sides of the head have a hammer, neither are spiked. The heads
show little signs of use. There is some discoloration (not rust), but no scratches
or dents. It will show up as a high powered magical item on a Detect
Magic/Sense Magic check.
WarHammer Stats:
+10 WS, +2 Damage, +10 Parry, Ram Strike S times per day.
This hit will break any body armor and render the part of the body hit as useless for d6 minutes. Any creature may attempt a T check to remain standing. If the maul hits a shield on a parry, the shield will be destroyed. The shield arm will be numb and useless for d6 minutes. The PC must declare use of the power before rolling to hit. A miss does not use up a use of the power, but the power will automatically be activated for the next hit.
This hit will break any body armor and render the part of the body hit as useless for d6 minutes. Any creature may attempt a T check to remain standing. If the maul hits a shield on a parry, the shield will be destroyed. The shield arm will be numb and useless for d6 minutes. The PC must declare use of the power before rolling to hit. A miss does not use up a use of the power, but the power will automatically be activated for the next hit.
D&D Stats:
+2 magical weapon (+2 to hit, +2 damage). Small bonus to
parry, if parrying rules are used. Ram Strike STR/3 times per day.
This hit will knock over and stun an opponent for d6 rounds. A stunned opponent may only parry. Any creature may attempt a CON check to remain standing. [Optional rule for systems that have shield rules] If a there is a Ram Strike on a shield, the shield will be destroyed. The shield arm will be numb and useless for d6 rounds. The PC must declare use of the power before rolling to hit. A miss does not use up a use of the power, but the power will automatically be activated for the next hit.
This hit will knock over and stun an opponent for d6 rounds. A stunned opponent may only parry. Any creature may attempt a CON check to remain standing. [Optional rule for systems that have shield rules] If a there is a Ram Strike on a shield, the shield will be destroyed. The shield arm will be numb and useless for d6 rounds. The PC must declare use of the power before rolling to hit. A miss does not use up a use of the power, but the power will automatically be activated for the next hit.
Note: The Ram Strike may also be used on inanimate
objects, such as doors. The hit smashes a wooden door to splinters and cracks a
stone door, making in unstable and able to easily be rammed through. Ask your GM how long it would take to smash
through a castle wall (usually multiple days worth of hits).