- 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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Showing posts with label Critical Failures. Show all posts
Showing posts with label Critical Failures. Show all posts
Thursday, September 15, 2011
Critical Miss Table
Here is the critical failure table as promised. Players I'll send you a copy tonight.
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