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- 1-5: Self-harm
- 1. Disaster (this is gonna leave a mark)
- 2. Hit an ally or self (random) for max damage
- 3. Hit an ally or self (random) for regular damage
- 4. Throw weapon into ally or self (random) for minimum damage
- 5. Hurt yourself (1d4+level)
- 6-10: Loss of control (Gives an attack of opportunity unless tumble checks)
- 6. Knock yourself unconscious + 1d4 dmg
- 7. Weapon goes swinging (strength check for how far)
- 8. ?
- 9. Trip, fall, hurt yourself (1d4+1/feet+1/50lb worn)
- 10. Trip and (balance check) falls
- 11-15: Environmental/Item damage
- 11. Weapon breaks spectacularly and hits someone
- 12. Weapon breaks
- 13. ?
- 14. Weapon gets stuck in environment
- 15. Weapon hits the in environment (may break something important)
- 16-20: RP/Safe fails
- 16.
- 17. Cramps out (-4 on all checks until fortitude save, DC 16)
- 18. Gaze out/distracted for the turn (will check)
- 19. Nothing bad happens
- 20. Spectacular failure (Accidental success)
- GM Notes (Only visible to GM)
- Fumble disaster (will leave a permanent mark):
- 1. Self-harm: Crits self or ally (random) for max damage or deadly situation
- 2. Loss of control
- 3. Catastrophic environemental damage (the worst that could happen)
- 4. RP disaster
- Fumble miracle: Reroll and adapt positively as a success
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