Critical Fumble Chart
Forum rules
Use good judgement. Any discriminatory or derogatory remarks will not be tolerated.
Use good judgement. Any discriminatory or derogatory remarks will not be tolerated.
Critical Fumble Chart
Ancient Weapons
1. Slip and Trip: Roll under PP or fall stunned for 1d4 actions
2. Stumble: Roll under PP or injure leg, arm or back.
3. Whiff! So painfully obvious that it could be embarrassing.
4. Whiff so bad that you're off balance and lose next action.
5. Lose grip on your weapon. Expend an action to retrieve or draw a new one. If H2H, then miss and strike inanimate object or miss.
6. Toss weapon. Too far out of reach, spend melee getting to it or draw new one. If H2H, then walk into inanimate object, taking appropriate damage.
7. Weapon takes damage. If H2h, then appropriate body part takes the damage,
8. Weapon tangled with Opponent. If H2h, then opponent unwittingly entangles you.
9. Strike the wrong direction completely. Lose 1d4 actions.
10. Break weapon
11. Hit self 1/2 dmg
12. Hit self x2 damage
13. Hit self normal dmg
14. Hit friend 1/2 dmg
15. Hit friend x2 dmg
16. hit friend normal dmg
17. Crit self (max double dmg)'
18. Crit friend (max dbl dmg)
19. Severe self dmg (triple max dmg) or severe limb: 1-50% right 51-100% left. H2H = broken appendage.
20: GMs discretion: If unskilled with weapon, then impale self (Save vs death) If unsuccessful, then requires medical help within 3 minutes.
Modern Combat
1. Misfire: Shell ejected or short in the e-clip
2. Misfire: Spend 1 action ejecting shell or repositioning e-clip
3. Round jams in barrel or e-clip shorts inside the gun, spend 2d4 rounds unjamming barrel or re-seatiing the e-clip (1d4 actions with weapons engineering or armorer skill)
4. Round jams securely in the barrel or barrel warps. Replace barrel, weapon is useless.
5.Obstructed or deformed barrel, now fires off by 1d20 degrees. Minus 1-20 to strike.
6. Weapon is now useless (GM discretion).
7. Weapon explodes fragments: 1d4 dmg
8. Weapon explodes/backfires: take 1d4 x 10 dmg
9. Trigger Jams: Expend all rounds in mag or e-clip
10. Trigger jams: Expend 1d6 actions to unjam
11. Trigger and round jams or e-clip overloads in gun: weapon shrapnels completely. take 1d6 for each remaining round.
12. weapon pops with a bright flash: Blinded for 1d6 actions.
13. Poor aim: hit friend
14. Weapon backfires and destroys weapon. Take normal damage to self.
15. Very poor aim: critical hit friend
16. Excessive recoil. Lose all bonuses until gun is recalibrated/tightened assembly.
17. Weapon sights and/or barrel are severely off: minus 1d6 to strike until weapon is disassembled/reassembled and sighted back in.
18. Fumble weapon: Roll under PP or drop weapon as it misfires and strikes (odds) you or (evens) a friend)
19. Safe Jams on. Spend 1d12 actions trying to unjam or fix it.
20: GMs choice: However, unskilled failure will cause a mishap that's either fatal without immediate surgery or incredibly embarrassing or debilitating for the situation. (Save vs Death in first scenario)
1. Slip and Trip: Roll under PP or fall stunned for 1d4 actions
2. Stumble: Roll under PP or injure leg, arm or back.
3. Whiff! So painfully obvious that it could be embarrassing.
4. Whiff so bad that you're off balance and lose next action.
5. Lose grip on your weapon. Expend an action to retrieve or draw a new one. If H2H, then miss and strike inanimate object or miss.
6. Toss weapon. Too far out of reach, spend melee getting to it or draw new one. If H2H, then walk into inanimate object, taking appropriate damage.
7. Weapon takes damage. If H2h, then appropriate body part takes the damage,
8. Weapon tangled with Opponent. If H2h, then opponent unwittingly entangles you.
9. Strike the wrong direction completely. Lose 1d4 actions.
10. Break weapon
11. Hit self 1/2 dmg
12. Hit self x2 damage
13. Hit self normal dmg
14. Hit friend 1/2 dmg
15. Hit friend x2 dmg
16. hit friend normal dmg
17. Crit self (max double dmg)'
18. Crit friend (max dbl dmg)
19. Severe self dmg (triple max dmg) or severe limb: 1-50% right 51-100% left. H2H = broken appendage.
20: GMs discretion: If unskilled with weapon, then impale self (Save vs death) If unsuccessful, then requires medical help within 3 minutes.
Modern Combat
1. Misfire: Shell ejected or short in the e-clip
2. Misfire: Spend 1 action ejecting shell or repositioning e-clip
3. Round jams in barrel or e-clip shorts inside the gun, spend 2d4 rounds unjamming barrel or re-seatiing the e-clip (1d4 actions with weapons engineering or armorer skill)
4. Round jams securely in the barrel or barrel warps. Replace barrel, weapon is useless.
5.Obstructed or deformed barrel, now fires off by 1d20 degrees. Minus 1-20 to strike.
6. Weapon is now useless (GM discretion).
7. Weapon explodes fragments: 1d4 dmg
8. Weapon explodes/backfires: take 1d4 x 10 dmg
9. Trigger Jams: Expend all rounds in mag or e-clip
10. Trigger jams: Expend 1d6 actions to unjam
11. Trigger and round jams or e-clip overloads in gun: weapon shrapnels completely. take 1d6 for each remaining round.
12. weapon pops with a bright flash: Blinded for 1d6 actions.
13. Poor aim: hit friend
14. Weapon backfires and destroys weapon. Take normal damage to self.
15. Very poor aim: critical hit friend
16. Excessive recoil. Lose all bonuses until gun is recalibrated/tightened assembly.
17. Weapon sights and/or barrel are severely off: minus 1d6 to strike until weapon is disassembled/reassembled and sighted back in.
18. Fumble weapon: Roll under PP or drop weapon as it misfires and strikes (odds) you or (evens) a friend)
19. Safe Jams on. Spend 1d12 actions trying to unjam or fix it.
20: GMs choice: However, unskilled failure will cause a mishap that's either fatal without immediate surgery or incredibly embarrassing or debilitating for the situation. (Save vs Death in first scenario)
"I plan to live forever. Or die trying..." Vila - Blakes 7
