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Avasam

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Feb 17th, 2018
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  1. 1-5: Self-harm
  2. 1. Disaster (this is gonna leave a mark)
  3. 2. Hit an ally or self (random) for max damage
  4. 3. Hit an ally or self (random) for regular damage
  5. 4. Throw weapon into ally or self (random) for minimum damage
  6. 5. Hurt yourself (1d4+level)
  7.  
  8. 6-10: Loss of control (Gives an attack of opportunity unless tumble checks)
  9. 6. Knock yourself unconscious + 1d4 dmg
  10. 7. Weapon goes swinging (strength check for how far)
  11. 8. ?
  12. 9. Trip, fall, hurt yourself (1d4+1/feet+1/50lb worn)
  13. 10. Trip and (balance check) falls
  14.  
  15. 11-15: Environmental/Item damage
  16. 11. Weapon breaks spectacularly and hits someone
  17. 12. Weapon breaks
  18. 13. ?
  19. 14. Weapon gets stuck in environment
  20. 15. Weapon hits the in environment (may break something important)
  21.  
  22. 16-20: RP/Safe fails
  23. 16.
  24. 17. Cramps out (-4 on all checks until fortitude save, DC 16)
  25. 18. Gaze out/distracted for the turn (will check)
  26. 19. Nothing bad happens
  27. 20. Spectacular failure (Accidental success)
  28.  
  29. GM Notes (Only visible to GM)
  30. Fumble disaster (will leave a permanent mark):
  31. 1. Self-harm: Crits self or ally (random) for max damage or deadly situation
  32. 2. Loss of control
  33. 3. Catastrophic environemental damage (the worst that could happen)
  34. 4. RP disaster
  35.  
  36. Fumble miracle: Reroll and adapt positively as a success
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