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- Fiddling Malfunction Table, d100
- 1 - Device immediately triggers
- 2-11 - Device is rendered half as effective on next use
- 12-21 - Device is rendered ineffective on next use
- 22-31 - Device is rendered ineffective for one round
- 32-46 - Device is rendered ineffective for two rounds
- 47-56 - Device is rendered ineffective for three rounds
- 57-76 - Device is rendered ineffective until repaired
- 77-96 - Device is rendered half as effective until repaired
- 97-99 - Device is rendered ineffective permanently
- 100 - Device falls apart
- Science Check Malfunction Table, d100
- 1 - Device immediately triggers, then falls apart
- 2-25 - Device is rendered ineffective until repaired
- 26-75 - Device is rendered ineffective permanently
- 76-85 - Device falls apart
- 86-95 - Device falls apart with fanfare (i.e. belches black smoke, produces sparks, makes awful screeching noise)
- 96-99 - Device tears itself apart spectacularly (i.e. slams itself into a wall, pistons overwork and pull device apart)
- 100 - Device explodes
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