| d100 | Nature and Effect on Fumbler | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1–5 | Lose next parry. | | 6–10 | Lose next attack. | | 11–15 | Lose next attack and parry. | | 16–20 | Lose next attack, parry, and any Dodge. | | 21–25 | Lose next 1D3 attacks. | | 26–30 | Lose next 1D3 attacks and parries. | | 31–35 | Shield strap breaks; lose shield immediately. | | 36–40 | Shield strap breaks; as above, and lose next attack. | | 41–45 | Armor strap breaks and armor comes loose (roll for hit location to determine which piece of armor is lost). | | 46–50 | Armor strap breaks, as above, and lose next attack and parry. | | 51–55 | Fall and lose parry this round (takes 1D3 rounds to get up). | | 56–60 | Twist ankle; lose half movement rate for 5D10 rounds. | | 61–63 | Twist ankle and fall; apply the effects of 51–55 and 56–60. | | 64–67 | Vision impaired; lose 25% effectiveness on attacks and parries (takes 1D3 rounds unengaged to clear vision). | | 68–70 | Vision impaired; lose 50% effectiveness on attacks and parries (takes 1D6 rounds unengaged to clear vision). | | 71–72 | Vision blocked; lose all attacks and parries (takes 1D6 rounds unengaged to clear vision). | | 73–74 | Distracted; foes attack at +25% effectiveness for next round. | | 75–78 | Attack: Weapon used in attack dropped (takes 1D3 rounds to recover). Parry: Parrying weapon or shield dropped (takes 1D3 rounds to recover). | | 79–82 | Attack: Weapon knocked away (roll 1D6 for number of meters it travels, and roll 1D8 for compass direction it goes; with 1=north, 2=northeast, 3=east, 4=southeast, 5=south, 6=southwest, 7=west, 8=northwest).Parry: Parrying weapon or shield knocked away (roll 1D6 for number of meters it travels and 1D8 for compass direction it goes, as above). | | 83–86 | Attack: Weapon shattered (100% chance if unenchanted; 10% less for each point of battle magic spell on weapon, and 20% less for each point of Rune magic spell on weapon).Parry: Parrying weapon or shield shattered (100% if unenchanted; 10% less for each point of battle magic on object, and 20% less for each point of Rune magic.) | | 87–89 | Attack: Hit nearest friend (hit self if no friend near); do rolled damage.Parry: Wide open; foe automatically hits with normal damage. | | 90–91 | Attack: Hit nearest friend (hit self if no friend near); do full possible damage.Parry: Wide open; foe automatically hits with normal damage. | | 92 | Attack: Hit nearest friend (hit self if no friend near); do critical hit.Parry: Wide open; foe automatically hits with normal damage. | | 93–95 | Attack: Hit self; do rolled damage.Parry: Wide open; foe automatically hits with full possible damage. | | 96–97 | Attack: Hit self; do full possible damage.Parry: Wide open; foe automatically critical hits. | | 98 | Attack: Hit self; do critical hit.Parry: Wide open; foe automatically critical hits. | | 99 | Blow it; roll twice on this table, and apply both results. If this result is rolled again, continue rolling until two other results are achieved. | | 100 | Blow it badly; roll three times on this table, and apply all three results. If this result is rolled again, continue rolling until three other results are achieved. | #RQ #RQ/Rules