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FUMBLE

% Roll
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Outcome
Slip. Critical nearest ally or self Strike ally or self. Roll damage Weapon chip: 1 - 2 (Blade chip deep) Weapon chip: 1 - 3 (Blade chip deep) Weapon chip: 1 - 4 (Blade chip deep) Drop weapon. 1 full round to retrieve Armor failure. Strap breaks, bracers unclasp, e tc Drop weapon. 2 full rounds to retrieve. Roll 1d20 feet away. Weapon twist, lose next attack Weapon sticks in ground, shield, armor, e tc. 1d4 rounds to free Hit self. Roll d6 (1-2: 1/2 damage 3-4: Full damage 5-6: Double damage) Pinched nerve. Lose use of weapon arm 1d6 rounds Wild shot. Roll random target within range. Include self. Roll 13 or higher save or weapon shatters. + of weapon applies to save Stumble lose 1 round. 5d6 dex save or fall and lose 1d6 rounds Stumble into ally, each lose 1 round. If alone lose 2 rounds Stumble 5d6 save or take a bad fall, 4d6 damage Take a bad fall, stumble lose 1 round. Save vs Paralyze or add 1d4 rounds Stumble into enemy. Both save vs Paralyze at -2 or lose 1d4 rounds. If save still lose 1 round Fall flat on back, lose 2 rounds. 50% chance lose item for 1d4 rounds Stagger into next missed blow from nearest combatant. (Friend or foe) Stagger into next 2 missed blows from nearest combatants. (Friend or foe) Overextend, badly off balance. -5 to next action Overextend, badly off balance. -5 to next 1d4 actions Hit wrong target. 75% chance ally. If no one near, weapon flies from hand to strike them. Hit self 1/2 damage, lose next attack Backpack slashed. All items fall out. Takes 1 round to retrieve each item during combat. Open up guard. Front teeth knocked out. -2 to all rolls till a cure serious wounds applied. Hit ally for 10-60 Hit self for 10-60 Hit nearest ally, stun for 1d6 rounds Random magic item goes off on PC (DM choice) Critical farthest ally. Weapon flies from hand. Time to retrieve depends on distance. Melt down, roll 2 times Cut above eye, 35% chance to be blinded Inflict bleeder on self 1d4 points Inflict bleeder on ally 1d4 points Inflict bleeder on ally 1d6 points Inflict bleeder on self 1d6 points Drop guard. Get gutted 6d6 dex save or trip over intestines. Nose hit over guard. -4 Charisma, -5 to all saves, -3 to attack for 1d6 turns Twist neck, lock vertibret -2 to attack, +4 to AC for 1d4 days or cure serious wounds applied Stub big toe, can not run, walk only. -2 to attack, +4 to AC until cure critical

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Thumb hit, crushed. Drop weapon, hand useless until cure critical Dislocate shoulder -5 to all actions. Roll side, 1-3 left, 4-6 right. Save vs Para -4 to pop back in. Additional 6 points of damage from dislocation, and 6 points to put back in. Hit funny bone. Arm paralyzed lose 2 rounds, defense only AC +2 Armor broken. Strap breaks, bracers fall, e tc Random magic item struck and broken. Lose 1 round as you back pedal, trip and fall. Badly expose self, next time attacked automatically struck for 4X damage Detach hamstring. Fall immediately -2 att +2 AC Groin crushed -7 save vs DB. Down for 1 turn -4 to saves 1 testicle impaled. 1/2 damage, 1/2 movement -2 to saves Side step, twist ankle. Go down 1/2 movement. Hit head 1 round amnesia no save. Save vs DB or lose 1-3 rounds. Fall on sharp object. +20 hp damage, puncture lung. Sucking wound, -4 to all actions. Stuck in pulled out save vs Death -2 Tangle with opponent, fall akwardly. Save vs death. Failure means broken neck, 6 pts damaged, paralyzed from waist down. Same for opponent. Weapon breaks. Shrapnel hits eye, blinded, -2 to attack Twist akwardly. Sprain spine. 1/4 movement -2 save -4 attack +4 AC for 6 weeks or Cure Critical. Impale self with own weapon, full damage, 1 round to remove Best item struck hard Save or be destroyed Suffer Brain aneurism, take 40 points of damage, save vs. DB for 1/2 damage. Throat struck. Larynx takes 3d6 damage. Cannot speak. Cure critical to repair Slip, cut femeral artery with own weapon. 1d6 bleed out 4 rounds. Cure critical to repair Lose weapon, enemy picks up and attacks with it Lose balance, fall face down at opponents feet, lose 1 round. Opponent gets back attack, +4 to hit, double damage. Secondary weapon struck, it breaks. No Save. Enemies weapon breaks, impales PC's foot to the ground Weapon flies out of hand, disarms ally, roll damage. 1 round to retrieve weapons. Weapon damaged, now only +1 You're really fucked now, Roll 3 times on chart! Magic defense item breaks or falls off, Roll 1d6 to determine. Purse or pocket struck, all monetary items fly in random directions. Pickup time is DM's choice. Magical fumble. 1 of 3 items on person fall and are stepped on and broken. Non armor or weapons. Break pinky, -2 to all attacks Trip and somersault forward. Lose 1 round and pack falls off. Step into attack, take full damage and opponent gets another swing. (same round) Sprain ankle 1/4 movement. Walk only. Sprain pectoral muscle, lose strength bonus. If no bonus, -2. Get dirt in eye, -2 to attack Magic ring or small item struck and broken, no save. Nose sliced off, lots of blood, -2 Charisma, lose 1 round clearing blood from eyes & mouth Lower back goes out. Incapacitated for 1d4 days or until cure serious. Stumble, lead with head, get eye poked out. +8 pts of damage, -2 to attacks Slide past opponent, gets back attack +4 to hit and damage

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Weapon becomes tangled. Str check on 5d6 to hold onto weapon Weapons clang loudly next to PC's ear. Deafened and developes tenitius. -1d4 to senses Item struck and destroyed: 1. Weapon in hand 2. Armor 3. Backpack 4. Sheathed weapon 5. Ring 6. Helmet 7. Shield 8. Potion 9. Misc 10. Largest gem 11. Most valuable item 12. Roll twice Roll until it works. Fall lose 1 round. Drop all missile weapons. Tear Achilles tendon. Fall no movement until cure critical Strike self 1/2 damage Hit funny bone. +2 to initiative for 1d6 rounds. Fall on weapon. Roll damage to self, weapon impaled in you, save vs. Paralyze to remove. Hit ally in funny bone. +2 to initiative for 1d4 rounds. If nobody near, weapon flies from hand in random direction. Bad block, pinky broke, -1 to all attacks Slip on blood/ichor on ground, fall lose 1 round. Save vs. Paralyze or also drop weapon. Opponent steps on foot. +4 to attack on PC. 5d6 dex save to quickly regain footing 1-2 Lose 3-4 Drop 5-6 Break Defensive item. Roll d6 Take shot in the groin, down for 1d4 rounds, -6 to all actions Slip disc in lower back. -4 to all attacks, no movement until cure critical Lose left ear, 1 point damage, -1 Charisma. Save vs. DB or ear is eaten/taken away by small creature. Rocky II moment. Both guards open, both critical same time.

CRITICAL HIT

% Roll
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Outcome
Skull cracked or brain penetrated. Save vs. Death -4 or fall into a coma for 1d20 days. Nose shot drives cartilage into brain. Save vs. Death -3 or fall into a coma for 1d12 days. Jaw mandible broken. Punctures ear drum. 10 extra pts damage. Save vs. Death -2 or choke to death in 3 rounds on blood and teeth. If saved, then lose 1d4 rounds spitting out teeth and blood. 1d10 additional damage following round. Frontal cranium shot. Save vs. Death -5 or blood clot breaks loose and goes to brain. Resulting strokes bring death in 1d6 turns. Struck above eyes. 6 pts extra damage and blood flows into eyes for 1d6 rounds. Save each round vs. Paralysis -5 or be blinded. Back of head struck. Double damage and save vs. Paralysis -5 or be knocked unconscious for 1d6 rounds. If saved then take same damage 1d6 rounds later residual damage. Temple shot. Double damage plus 8 pts. Develop double vision, seeing 2 to 4 images. Suffer -1 penalty per each image to all dice. If player takes action in all of the following 4 rounds, save vs. Paralysis -4 or black out for 1d2 rounds. Nose strike. 10 pts extra damage. -5 to Charisma and -4 to all attacks for 6 turns. Then -2 to all attacks as breathing is restricted. Larynx crushed or slashed. 6 pts extra damage. Incapacitated for 1d6 rounds unless save vs. Paralysis -4. If saved, then -2 to attack. Tire easily for the next 3 days. Throat cut or crushed. Bleed to death in 2 rounds. First round lose all but 1d8 hit points. Second round lose rest. Drinking a potion or spell casting is impossible. Neck injured. Vertebrae lock and 3d6 additional damage. Extremely painful, -4 to all attacks and no spell casting. Left shoulder broken, dislocated, or pierced. 10 extra points and no use of affected arm. -2 to all other dice. Right shoulder broken, dislocated, or pierced. 10 extra points and no use of affected arm. -2 to all other dice. Solar plexus struck. 3d6 extra points. Save vs. Paralysis -4 for each of the next 4 rounds or drop to knees with no air for that round. Break ribs. 1d6 extra points. Save vs. Dragon Breath -2 or rib punctures a lung. If failed, 3d6 more damage, -2 to all dice and movement halved for lack of air. Break ribs. Save vs. Death -2 or rib nicks artery. Death in 1d4 rounds as blood runs to stomach. Bloating and 1-2 pts damage the 1st round. Then dizzy and -2 to all dice as damage continues the following rounds: 1d4, 1d6, 1d8. Elbow crushed or tendons cut in primary weapon arm. 1d6 extra damage and attacked again with +2 in same round. Belly sliced open. Intestines spill out. 4d8 extra damage and trip. Death in 1d6 rounds. Save vs. Death reduces damage by half as you gather your intestines and stuff them back. Intestines pierced or crushed. 3d6 extra damage. Stunned 1 round. Long term effects: extreme gas and upset stomach. Can only eat totally bland food. Save vs. Dragonbreath -2 when excited or pass gas. Anyone behind character -2 to all attacks from watering eyes, 1d4 rounds. Hamstring cut or detached. Fall immediately, 1d8 pts extra damage. Pierce or crush carotid artery. Bleed to death in 1d5 rounds. Internal bleeding, 50% chance undetected.

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Weapon strike old injury perfectly and sets up a dangerous resonance. Save vs. Dragonbreath -3 or immolate and burn to death in 1 round. No raise dead possible, and victim must save vs. Dragonbreath -3 on full resurrect or be slain permanently. Left Kneecap crushed or cut off. 2d8 extra damage. Leg is useless. -2 to all attacks and only able to crawl or hop. Opponents main weapon is struck and breaks or is rendered useless. If no weapon, this strike disables innate abilities. Hit point critical. Massive strike that takes 1/2 of all hit points left. Hit point critical. Savage strike that takes all but 1d10 hit points in one blow. Spine crushed or chipped. 6 pts extra damage and save vs. Paralysis -3 or paralyzed from waist down. If saved then -4 to all attacks from back pain. Hip crushed or fully pierced by strike. 20 pts extra damage and leg is useless. Liver puncture. 1d4 pts extra. Bleed blackish blood. Loose 1 pt per pip (6 a round) until dead. Testicles ripped off or crushed. Save vs. Dragonbreath -2 or fall unconscious for 1d6 rounds. If save than fight at -5 and only be able to crawl due to extreme pain. After 6 rounds, take 12 pts extra damage. Left arm severed cleanly or totally crushed. 3d6 pts extra. 1d3 pt bleeder. Right arm severed cleanly or totally crushed. 3d6 pts extra. 1d3 pt bleeder. Hand or foot slashed or crushed. Thumb or toe severed or smashed. Save vs. Paraylsis -2 or lose thumb and 4 dexterity pts until cured or restored. Save and toe is cut off or crushed and victim falls immediately. Half movement if toe is lost. Skull strike. 50% chance of instant decapitation or face crushed in. Decapitation means instant death but face crushing save vs. Death -4 or stunned 4 rounds and take 12 more pts of damage. Chest strike. Sternum and breast bone cracked. 4d6 extra damage. Save va. Paralysis -4 or be stunned. Basel skull fracture. Reduced to -3 hit points but stable. Coma lasts for 2 days. Later dizzy spells cause -1 to dexterity. Temple strike. Save vs. Death -4 or knocked out for 4 rounds. Groin strike. Balls ripped off or totally crushed. 20 pts extra and 1/4 movement. -5 to all roll until healed. Eye struck out or pulped. 3d6 extra damage and eye either hangs out or runs down face as fluid. Shoulder pierced or crushed. Stunned 1 round and take 10 extra pts damage. 1 pt bleeder. Lung punctured or collasped. Sucking wound that bleeds profusely. 2 pt bleeder if still. 5 pt bleeder if taking any action. Leg broken. 2d6 extra damage and 1/2 movement. Hand pierced or crushed. 1d8 extra damage and hand is useless. Ankle struck or twisted. Fall immediately and -2 to all attacks and 1/2 movement for 1d4 days. Leg vein or artery severed. 2 pt bleeder. Perfect move. Free shot at AC:9. Roll a 18,19, or 20 and instant kill. If otherwise hit, then maximum damage inflicted. Liver is bruised or pierced. -4 to all rolls and die in 20 minutes. Dark blood in mouth. Leg strike. Double damage and residual damage in the form of blood clots that move when the victim engages in strenous activity. Roll 25% chance per activity.

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Bladder pierced or crushed. Lose bowel control and 6 extra damage. Save vs. Death or be stunned for 4 rounds. Eye socket strike. Direct hit that pierces brain or crushes orbital bone. Instant kill. Forehead strike that cuts away front of skull. Save vs. Death -3 or wander in circles mumbling gibberish and die in 1d6 rounds. If save then -2 to rolls from blood and skin flaps in eyes. Glass jaw strike. 4 extra points and stunned for 1d10 rounds. Throat strike. Larynx collapsed and 2d6 extra damage. No voice or swallowing potions or healing herbs. Throat cut or crushed completely. Die in 1d6 rounds. Drinking a potion, eating a healing herb or spell casting is impossible. Light blow to the throat. Loose breath and -3 to all attacks for 1d6 rounds. Diaphragm pierced or crushed. 3d6 extra damage. Die in 2 hours. Solar plexus strike. Stunned for 1 round and save vs. Death to get a breath of air. If failed, keep saving every round until successful. Weapon stuck in opponent. Automatic full damage next round and pull free to roll initiative the same round. Knee strike. Fall and take 1d8 extra damage and 1/2 movement. Knee cap popped off. Fall down immediately and leg is useless. 1d8 extra damage and -1 to all rolls. Achilles heel bruise. 1/2 movement. Big toe crushed or sliced completely off. -2 to dexterity and 2 pts extra damage. Achilles tendon cut or detached. 2 pts extra damage and leg is useless. Instep is crushed or severely slashed. 6 pts extra, -3 to dexterity and 1/2 movement. Elbow broken or severely slashed. -2 to dexterity and 1d8 extra damage. Arm is useless and item in that hand is dropped. Strike to mouth. Roll % of teeth knocked out. Save vs. Death -3 to spit out teeth and act. If failed, no action can be taken except to choke on and spit out teeth. Sciatic nerve slashed or crushed. 25% chance each round to lose the use of legs and fall immediately. -4 to all rolls and no spell casting due to extreme pain. Lasts for 60 days. After 30 roll save vs. death to get back 1/4 movement. Nose hacked off. -4 to Charisma. -2 to all attacks from tears in eyes. Fingers severed or crushed. Roll 1d6 to see how many. Hand is useless and 4 extra points. Top of skull strike. Knocked out for 4 rounds. Save 3 hours later vs. Death -2 or brain swells. If failed loose 2 points of intelligence and wisdom. Save vs. Death to see if loss is permanent. Sternum pierced or cracked. 3d8 extra damage. Stunned for 1 round. Cut above eyes blinds for 1d10 rounds. Blow to frontal lobe. Complete amnesia for 1d10 days. Nerve strike. Disabling back pain. 1/2 movement for 2d6 rounds. Eardrum broken. Permanently deafened in one ear. Terrified in battle. Nerve broken. Bowel and bladder loosen completely. Stunned for 1 round. Weapon enters mouth and exits thru the back of back of the head. Instant death. Tongue cut out or severed. No speech and -3 to all actions from choking on blood. Scalped. -3 to charisma and blinded by blood for 1d10 rounds. Massive blow to back of head. Eyes pop out and victim blinded. 1d20 extra damage. Weapon knocked from victim's hand. 1d6 rounds to recover and 1 round lost to draw another weapon.

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Victim falls on own weapon. 1d20 extra damage, and weapon save vs. crushing blow or be broken. Weapon strike that shatters victims weapon. 1d20 extra damage from weapon shards. Causes 1d4 bleeder. Magical weapons get a saving throw vs. crushing blow at -2. Roll twice on this table. Funny bone strike. Lose use of arm for 1d4 turns and laugh hysterically until a successful save vs. Death is made. Armor shattered by mighty blow. Armor class 9 and loose 1 round removing scraps of armor. Artery slashed or crushed. 1d8 bleeder. Head torn clean off or crushed totally. Isntant death but roll save vs. Death for body to act for 1 round. Nerve severed in weapon arm. 1d8 extra damage and arm is useless. Truest blow you have ever struck. Victim's weapon or shield save vs. crushing blow or shatter. Inflict maximum damage plus 25 pts. Stunned by blow for 1d4 rounds. Each round gets a follow thru punch with weapon. Non specific head injury. Amnesia for 1d10 days. Severe non specific head injury. Amnesia is total and 50% permanent. Freak strike causes victims belts, straps, and fasteners to come loose. All possessions fall to the ground except what is in hand. Impaled. Maximum damage and if lose initiative next round, max damage again. Neck injured. Roll degree it is stuck from front. 80% or higher then victim is facing backwards. Heart pierced or crushed. Instant paralysis and drop to -4 hit points. Death occurs in 2 rounds. Heart bruise. 10 extra damage. Victim dies in 1d12 rounds with no warning. Body split in twain or crushed like a rag doll. 45 extra points of damage. Roll thrice on this table and kiss your ass goodbye.

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