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- :Hand_Weapon_Fumble
-
- ROLL RESULT
- ---- ------
- 01-05 Dropped your weapon, 1 round to draw new one or 2 to get
- this one back!
- 06-25 Bad move, you're off balance! You will +50% to be hit
- thru the next round!
- 26-35 You've lost your wind and your form. -20% To peform any
- action next round accoridngly.
- 36-49 Really Bad move - Your fancy movement got yourself a
- groin pull! You are -30% to do anything for the next
- 3 rounds (and then -10% for the rest of the week!).
- Opponent, if sentient, will waste a round laughing at
- you.
- 50-54 You lost your grip and your weapon goes flying. Each
- being in a 30' radiu must save vs PROW, first one to
- fail gets hit (rolled in order of closeness to you)
- and gets standard damage from the weapon.
- 55-75 You slip, fall and land on your backside. Take next
- round getting up!
- 76-85 Snap! Your weapon breaks from your actions.
- If Weapon is magic it gets a save (01-25 doesn't break)
- If it breaks it will explode, doing 1d10+ ALL adds/chgs
- to all in a 10' radius.
- 86-00 You slip, fall, and land on your own weapon. Roll the
- weapons damage on yourself and spend a round getting
- up from the ground if you're still alive.
-
- :Missile_Weapon_Fumble
-
- ROLL RESULT
- ---- ------
- 01-05 Dropped Your weapon. No further action this round.
- 06-10 If Bow : Bowstring broke! 3 Rounds to restring.
- Else : Dropped Your Weapon. No further action this round.
- 11-25 Broke Your Weapon! (Bad luck!)
- 26-35 Undershot target... missed
- 36-45 Overshot target... Missed
- 46-60 Slipped and fell, your weapon clatters away across ground
- 61-80 Wild Shot - roll vs all other beings as you hit somebody
- besides your target!
- 81-00 Pain! You slipped and pinned your own foot to the ground,
- doing 1d10 damage to yourself and trapping you for 1d10
- rounds while you get it loose (prowness halved for defense
- during duration).
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