batsofchaos
2006-09-13, 06:09 PM
These are feats based on the LucasArts Monkey Island pirate games I wrote for my homebrew pirate setting. The affectiveness of the feats are left largely up to the DM. Mostly they were added for flavor and fun to keep the group laughing.
Insult play (these rules assume both participants have at least the Rakish Tongue feat outlined below):
During the course of a battle, two characters locked in hand to hand combat can insult each other with such ferocity they can tip the stake in their favor. After all, a fighter's tongue needs to be as sharp as their sword. Note: These rules can only be used on intelligent enemies that can comprehend the language you are speaking in.
After a successful melee strike, a character can initiate insult play by unleashing a barb at the opponent. This is a free action that takes place after both combatants resolve their turn. The opponent then has the chance to respond, also a free action that takes place immediately after the initial insult. Depending on how good the insult is changes what happens. The insult is judged by the DM on wittiness, boastfulness, etc. and is either a -0 (terrible insult. You appear neither fearsome nor dangerous. ex: I'll kill you. No really. I swear. Scout's honor.), -1 (wimpy insult. You could be serious, but are hard to take seriously. ex: You fight worse than a blind monkey.), -2 (good insult. You mean business. ex: I don't know whether to laugh or vomit at your skill. I could fight you with one hand behind my back. *places spare hand behind back*), or -3 (fearsome insult. Ususally has to be tailored to the recipient. ex: [fighting the goblin captian of the ship after just killing their first mate] You goblin swine, I've cut down your crew and when I'm through with you your bones won't be fit to make an ottoman!).
The comebacks are judged on the same basis, but they have an added quality to be judged on. If the comeback counters the original insult, it's treated as one tier higher than the actual insult. (Ex: In response to the good insult above, if the response were 'I will cut you open and feast on your entrails!;, it's a good insult, worth -2. However, if it was 'You removed your other arm to hide the shameful shaking of your hand!' a good insult, so normally -2, but since it was in response to the original, it's modified to -3.)
After both combatants speak (or after the insulter if the insultee does not to respond), the two scores are compared. If the insulter's score is higher (read, a bigger negative), the two scores are added together and become a to-hit penalty on the insultee's next round. If the scores are the same, they cancel out and no penalties are placed, ending insult play. If the insultee's score is higher, the scores are added together and become a to-hit penalty for the original insulter on the following round. If the insultee did not comeback, the penalty is applied unmodified.
On the second round, the winner of the first round has a chance to insult before the loser. If they choose to not insult, the loser from round 1 can insult first. Even if the winner refrained from insulting, they are allowed a chance for a comeback. If there was no winner, either can restart the insult rounds. If both want to start insulting the same round, the person with higher initiative speaks first.
At the end of the insults/comebacks, the scores are compared again. The winner then adds the two scores to the full penalty from the first round and applies it to the loser for the next round. This can continue to build the penalty for as long as one insult is placed per round. If a tie occurs, or no insults are made for a round, insult play ends.
Example of Insult play
Fighter A and fighter B are in combat. Round 1, Fighter A hits B, B misses A. A insults B (insult is wimpy, -1). B comebacks A (insult is good, -2) winning the round. Round 2, A attacks with a -3 to-hit penalty, misses B and B misses A. B insults A (having won the round before) with a terrible insult (-0), A comes back (good insult, -2, is relevant to original insult, for -3). Round 3, A attacks B with no penalty, and hits, B attacks with a -6 penalty and misses. A chooses not to insult B. B insults A (fearsome insult, -3), A comes back (good insult, responds to original, -3) insults cancel and end insult play. In round 4 so long as someone hits both can resume insult play. If both want to resume, A can go first since he has higher initiative.
DA FEATS.
Rakish Tongue (general, fighter)
Requirements: CHA 11, BAB +5, Combat Reflexes
Benefit: After a successful combat strike by either a character with the Rakish Tongue feat, or the opponent, the character can start insult play, as well as respond to another's insults.
Normal: A character cannot start insult play, and con only respond with comebacks. In the event of a win, insult play ends as if it were a tie.
Wicked Tongue (general, fighter)
Requirements: CHA 13, BAB +10, Rakish Tongue, Combat Reflexes
Benefit: When using insult play, if the character with wicked tongue makes a fearsome insult and wins with a penalty resulting in -5, or if the cumulative penalty is greater than -15, the opponent moves one step on the frightened scale (opponent is fine they become shaken, shaken they become frightened, etc.).
normal: a fearsome insult resulting in -5 or cumulative -15 offers no fear affects.
Cruel Tongue
Requirements: CHA 15, BAB +15, Wicked Tongue, Rakish Tongue, Combat Reflexes
A Character with Cruel Tongue may instead apply the cumulative penalty as a bonus to the next attack roll. This can only be done if the character wins three insult play rounds in a row, and effectively ends insult play allowing no insults or comebacks to be made on the round with the modified strike. If this strike is successful, the next round the character can resume insult play going first, even if they have worse initiative.
Normal: A character cannot apply the to-hit penalty as an attack bonus.
Pirate King:
Requirements: CHA 17, BAB +20, Cruel Tongue, Wicked Tongue, Rakish Tongue, Combat Reflexes
Benefits: In insult play, a character with pirate king always insults first, regardless of who won the round before. Their insults are devastating, regardless of their content making each insult one tier worse than normal (terrible insult becomes -1, wimpy -2, etc.). In addition, their insults are so potent they transcend language barriers and affect those who don't understand the language, albeit without the additional point (they do still need to be intelligent creatures). A character with Pirate King can also add the to-hit penalty as a bonus to damage on their next strike, provided they've won the last five rounds of insult play (this ends insult play, same as the cruel tongue ability).
If you can't tell, I like complicated rules. ;D This worked for me in my game, but what do you think?
Insult play (these rules assume both participants have at least the Rakish Tongue feat outlined below):
During the course of a battle, two characters locked in hand to hand combat can insult each other with such ferocity they can tip the stake in their favor. After all, a fighter's tongue needs to be as sharp as their sword. Note: These rules can only be used on intelligent enemies that can comprehend the language you are speaking in.
After a successful melee strike, a character can initiate insult play by unleashing a barb at the opponent. This is a free action that takes place after both combatants resolve their turn. The opponent then has the chance to respond, also a free action that takes place immediately after the initial insult. Depending on how good the insult is changes what happens. The insult is judged by the DM on wittiness, boastfulness, etc. and is either a -0 (terrible insult. You appear neither fearsome nor dangerous. ex: I'll kill you. No really. I swear. Scout's honor.), -1 (wimpy insult. You could be serious, but are hard to take seriously. ex: You fight worse than a blind monkey.), -2 (good insult. You mean business. ex: I don't know whether to laugh or vomit at your skill. I could fight you with one hand behind my back. *places spare hand behind back*), or -3 (fearsome insult. Ususally has to be tailored to the recipient. ex: [fighting the goblin captian of the ship after just killing their first mate] You goblin swine, I've cut down your crew and when I'm through with you your bones won't be fit to make an ottoman!).
The comebacks are judged on the same basis, but they have an added quality to be judged on. If the comeback counters the original insult, it's treated as one tier higher than the actual insult. (Ex: In response to the good insult above, if the response were 'I will cut you open and feast on your entrails!;, it's a good insult, worth -2. However, if it was 'You removed your other arm to hide the shameful shaking of your hand!' a good insult, so normally -2, but since it was in response to the original, it's modified to -3.)
After both combatants speak (or after the insulter if the insultee does not to respond), the two scores are compared. If the insulter's score is higher (read, a bigger negative), the two scores are added together and become a to-hit penalty on the insultee's next round. If the scores are the same, they cancel out and no penalties are placed, ending insult play. If the insultee's score is higher, the scores are added together and become a to-hit penalty for the original insulter on the following round. If the insultee did not comeback, the penalty is applied unmodified.
On the second round, the winner of the first round has a chance to insult before the loser. If they choose to not insult, the loser from round 1 can insult first. Even if the winner refrained from insulting, they are allowed a chance for a comeback. If there was no winner, either can restart the insult rounds. If both want to start insulting the same round, the person with higher initiative speaks first.
At the end of the insults/comebacks, the scores are compared again. The winner then adds the two scores to the full penalty from the first round and applies it to the loser for the next round. This can continue to build the penalty for as long as one insult is placed per round. If a tie occurs, or no insults are made for a round, insult play ends.
Example of Insult play
Fighter A and fighter B are in combat. Round 1, Fighter A hits B, B misses A. A insults B (insult is wimpy, -1). B comebacks A (insult is good, -2) winning the round. Round 2, A attacks with a -3 to-hit penalty, misses B and B misses A. B insults A (having won the round before) with a terrible insult (-0), A comes back (good insult, -2, is relevant to original insult, for -3). Round 3, A attacks B with no penalty, and hits, B attacks with a -6 penalty and misses. A chooses not to insult B. B insults A (fearsome insult, -3), A comes back (good insult, responds to original, -3) insults cancel and end insult play. In round 4 so long as someone hits both can resume insult play. If both want to resume, A can go first since he has higher initiative.
DA FEATS.
Rakish Tongue (general, fighter)
Requirements: CHA 11, BAB +5, Combat Reflexes
Benefit: After a successful combat strike by either a character with the Rakish Tongue feat, or the opponent, the character can start insult play, as well as respond to another's insults.
Normal: A character cannot start insult play, and con only respond with comebacks. In the event of a win, insult play ends as if it were a tie.
Wicked Tongue (general, fighter)
Requirements: CHA 13, BAB +10, Rakish Tongue, Combat Reflexes
Benefit: When using insult play, if the character with wicked tongue makes a fearsome insult and wins with a penalty resulting in -5, or if the cumulative penalty is greater than -15, the opponent moves one step on the frightened scale (opponent is fine they become shaken, shaken they become frightened, etc.).
normal: a fearsome insult resulting in -5 or cumulative -15 offers no fear affects.
Cruel Tongue
Requirements: CHA 15, BAB +15, Wicked Tongue, Rakish Tongue, Combat Reflexes
A Character with Cruel Tongue may instead apply the cumulative penalty as a bonus to the next attack roll. This can only be done if the character wins three insult play rounds in a row, and effectively ends insult play allowing no insults or comebacks to be made on the round with the modified strike. If this strike is successful, the next round the character can resume insult play going first, even if they have worse initiative.
Normal: A character cannot apply the to-hit penalty as an attack bonus.
Pirate King:
Requirements: CHA 17, BAB +20, Cruel Tongue, Wicked Tongue, Rakish Tongue, Combat Reflexes
Benefits: In insult play, a character with pirate king always insults first, regardless of who won the round before. Their insults are devastating, regardless of their content making each insult one tier worse than normal (terrible insult becomes -1, wimpy -2, etc.). In addition, their insults are so potent they transcend language barriers and affect those who don't understand the language, albeit without the additional point (they do still need to be intelligent creatures). A character with Pirate King can also add the to-hit penalty as a bonus to damage on their next strike, provided they've won the last five rounds of insult play (this ends insult play, same as the cruel tongue ability).
If you can't tell, I like complicated rules. ;D This worked for me in my game, but what do you think?