- 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.
- Harm Self, half damage.
- Harm Self, full damage.
- Harm Ally, half damage.
- Harm Ally, full damage.
- Lose Weapon, lose 1 attack.
- Lose Weapon, lose 1 attack.
- Lose Weapon, lose 2 attacks.
- Lose Weapon, lose 2 attacks.
- Lost Weapon, no idea where it went will need to use another weapon for this combat.
- Hurt Arm, half damage for the rest of the combat.
- Hurt Arm, -1 to hit for the rest of the combat.
- Hurt Arm, -2 to hit for the rest of the combat.
- Weapon Stuck for 1d3 rounds.
- Knock Out Self.
- Knock Out Ally.
- Enemy Gets Free Attack.
- Injure Arm, unable to use for 1d4 days.
- Harm Ally, roll on critical hit table.
- Harm Self, roll on critical hit table.
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Thursday, September 15, 2011
Critical Miss Table
Here is the critical failure table as promised. Players I'll send you a copy tonight.
heh, you read my mind!
ReplyDeleteI like this one and may well replace mine with it. thanks!
ReplyDeleteDamn...I misread and thought the title was "Critical MASS Table" which I thought sounded damn interesting. Instead, it's just fumbles...
ReplyDelete: (