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Jul 22nd, 2017
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  1. Perils of the Booze RESULTS TABLE
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  3. 1d100 generator, 10 point intervals to start.
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  5. PENALTY FOR NON-COMPLIANCE - If you fail to act on your inebriated urges, there is a 50% chance that fate will make faces in your general direction, which is represented by the GM rolling 1d2 and, on a roll of 1, giving you a one-point penalty to your fate point total for the rest of the night's/week's session.'
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  7. 1-10 - I'M THE FIST OF THE NORTH STAR - You have lost a good deal of hand-eye coordination, but find yourself possessed of an urge to spar with someone.
  8. Take a 1d10+5 penalty to WS for 1d10 hours. Take at least one opportunity to spar with a nearby or formidable-looking person unarmed or with whatever's at hand - a salad fork, entrenching tools, wooden poles, a piece of cardboard, cinder blocks, your favorite power-weapon, whatever.
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  10. Dice total undetermined - DRUNKEN MASTER - Flooded with confidence, you decide to show off your AMAZING COMBAT SKILLS. Your character grabs the nearest melee weapon and attempts a WS test at a penalty of -10. If you succeed, you earn a +10 bonus to social tests involving anyone who witnessed the test for the next week, but must roll 1d10 and retake the test on a roll of 10. If you fail this test by one degree, you instead have a penalty of -10 to said social tests with any witnesses for a week. Failure by two degrees results in your character losing one wound. Failure by three dgrees or more results in the social penalty also applying to your immediate superior if he or she is not a present witness and a one in five chance of breaking the weapon.
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  12. 10-20 - BULLSEYE - You get cocky. Literally. With the firing mechanism of the nearest ranged solid projectile or laser weapon you can equip, wresting it from a nearby person's possession if need be (take opposing strength checks or something, I don't know, ask your GM). Take a weapons test with a penalty of -30. Passing this test in your inebriated state wins the admiration of all onlookers, resulting in a +10 bonus to morale-related tests for them in combat for the next week, should they witness you fighting on their side using a ranged weapon. Flat failure (failure by less than one degree) will result in the weapon jamming. One degree of failure will result in you managing to empty the weapon's magazine or drain its power-pack, miraculously avoiding damage to yourself or others though inanimate objects will not be safe from your handiwork. Three degrees of failure result in weapon damage, represented as the weapon functioning one craftsmanship quality worse than it is until a challenging tech-use test is made to return it to proper working condition (poor-quality weapons have a one in ten chance of breaking completely). Four degrees of failure result in your character shooting itself with the weapon, and five degrees of failure involves shooting someone nearby. At the GM's discretion, these effects may be cumulative, and collateral damage may complicate the situation, for example by destroying valued possessions, starting fires, or other appropriate shenanigans.
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