Thursday, September 15, 2011

Critical Miss Table

Here is the critical failure table as promised.  Players I'll send you a copy tonight. 

  1. Weapon Breaks, if it is a punching or kick attack it is broken and unusable for 2-4 weeks. If the weapon is magical the weapon falls where anyone can grab it.
  2. Harm Self, half damage.
  3. Harm Self, full damage.
  4. Harm Ally, half damage.
  5. Harm Ally, full damage.
  6. Lose Weapon, lose 1 attack.
  7. Lose Weapon, lose 1 attack.
  8. Lose Weapon, lose 2 attacks.
  9. Lose Weapon, lose 2 attacks.
  10. Lost Weapon, no idea where it went will need to use another weapon for this combat.
  11. Hurt Arm, half damage for the rest of the combat.
  12. Hurt Arm, -1 to hit for the rest of the combat.
  13. Hurt Arm, -2 to hit for the rest of the combat.
  14. Weapon Stuck for 1d3 rounds.
  15. Knock Out Self.
  16. Knock Out Ally.
  17. Enemy Gets Free Attack.
  18. Injure Arm, unable to use for 1d4 days.
  19. Harm Ally, roll on critical hit table.
  20. Harm Self, roll on critical hit table.

3 comments:

  1. I like this one and may well replace mine with it. thanks!

    ReplyDelete
  2. Damn...I misread and thought the title was "Critical MASS Table" which I thought sounded damn interesting. Instead, it's just fumbles...
    : (

    ReplyDelete