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wfrp_fumbles [2024/04/20 11:49] – created cheismannwfrp_fumbles [2024/04/20 18:08] (current) – formatting cheismann
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-|=|(x:2)Thrown Missiles|=|  +^  Thrown Missiles  ||  
-||11|| You hurl your weapon with savage force, and something goes snap in your shoulder. Lose 1 Wound. You may do nothing but whimper until medical attention is received.||  +|11| You hurl your weapon with savage force, and something goes snap in your shoulder. Lose 1 Wound. You may do nothing but whimper until medical attention is received.|  
-||22,33|| You pull a muscle in your upper back. Lose all actions except movement for D4 rounds. WS, BS and Agility with that arm are halved until medical attention is received.||  +|22,33| You pull a muscle in your upper back. Lose all actions except movement for D4 rounds. WS, BS and Agility with that arm are halved until medical attention is received.|  
-||44|| Your throw goes wild. Roll D10: Odd left, Even right. Test your BS again if there is any creature in danger of being hit.||  +|44| Your throw goes wild. Roll D10: Odd left, Even right. Test your BS again if there is any creature in danger of being hit.|  
-||55|| You hurl your weapon and fall flat on your face in a single smooth motion. You take D3 rounds to get back to your feet, during which time anyone attacking you hand-to-hand gains a +10 bonus to WS.||  +|55| You hurl your weapon and fall flat on your face in a single smooth motion. You take D3 rounds to get back to your feet, during which time anyone attacking you hand-to-hand gains a +10 bonus to WS.|  
-||66,77|| You hurl your weapon and stumble, but do not quite fall over. Lose your next attack as you recover your balance.||  +|66,77| You hurl your weapon and stumble, but do not quite fall over. Lose your next attack as you recover your balance.|  
-||88,99|| You hurl your weapon, lose your balance slightly and spin round in a half-circle, ending up facing the wrong way. Halve your Agility to determine when you act next round.||  +|88,99| You hurl your weapon, lose your balance slightly and spin round in a half-circle, ending up facing the wrong way. Halve your Agility to determine when you act next round.|  
-||00||Your missile twists from your grasp at a critical moment and falls at your feet.|+|00|Your missile twists from your grasp at a critical moment and falls at your feet.| 
  
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-|=|(x:2)Parrying Weapons and Shields||  +^  Parrying Weapons and Shields  ||  
-||11|| Your parry fails miserably, and you lean right into the incoming blow. Calculate damage as normal, then lose double that number of Wound points.||  +|11| Your parry fails miserably, and you lean right into the incoming blow. Calculate damage as normal, then lose double that number of Wound points.|  
-||22|| You parry with a flourish, but the effect is somewhat spoiled as your weapon spins away, coming to rest D10 feet away, or your shield falls off to land at your feet. You may not parry again until you have prepared another parrying weapon.|+|22| You parry with a flourish, but the effect is somewhat spoiled as your weapon spins away, coming to rest D10 feet away, or your shield falls off to land at your feet. You may not parry again until you have prepared another parrying weapon.| 
-||33||You parry your opponent's feint, and walk right into a haymaker. Take 1 Wound point of additional damage from the blow.||  +|33|You parry your opponent's feint, and walk right into a haymaker. Take 1 Wound point of additional damage from the blow.|  
-||44|| Sweeping past your parry, the blow knocks you off your feet. It takes D4 rounds to stand up, during which time you may only parry and your opponent gains a +10 bonus to WS.||  +|44| Sweeping past your parry, the blow knocks you off your feet. It takes D4 rounds to stand up, during which time you may only parry and your opponent gains a +10 bonus to WS.|  
-||55,66|| Your feeble parry does nothing to stop the blow, which winds you. You may only parry until the end of the next round.||  +|55,66| Your feeble parry does nothing to stop the blow, which winds you. You may only parry until the end of the next round.|  
-||77,88|| Your opponent's blow smashes through your parry, destroying your parrying weapon''1'' and cutting into your arm for a normal hit. The parrying weapon takes some of the force from the blow; treat your arm as having 1 additional armour point against this particular blow. You may not parry again until you prepare another parrying weapon.||  +|77,88| Your opponent's blow smashes through your parry, destroying your parrying weapon''1'' and cutting into your arm for a normal hit. The parrying weapon takes some of the force from the blow; treat your arm as having 1 additional armour point against this particular blow. You may not parry again until you prepare another parrying weapon.|  
-||99,00|| Your opponent's blow wrenches your parrying weapon from your grasp, tearing the straps if it is a shield. You may not parry again until you prepare another parrying weapon.|+|99,00| Your opponent's blow wrenches your parrying weapon from your grasp, tearing the straps if it is a shield. You may not parry again until you prepare another parrying weapon.| 
  
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-|=|(x:2)Fists and Natural Weapons||  +^  Fists and Natural Weapons  ||  
-||11|| With a loud and painful crunch, the bones of your hand/jaw/whatever break. Lose 1 Wound; the attack mode is incapacitated until you receive medical attention, and the pain halves all your percentage characteristics.||  +|11| With a loud and painful crunch, the bones of your hand/jaw/whatever break. Lose 1 Wound; the attack mode is incapacitated until you receive medical attention, and the pain halves all your percentage characteristics.|  
-||22|| Pain flares as you tear some important muscles; the attack mode is incapacitated for D6 rounds, and even then attacks with only half the normal WS until medical attention is received.||  +|22| Pain flares as you tear some important muscles; the attack mode is incapacitated for D6 rounds, and even then attacks with only half the normal WS until medical attention is received.|  
-||33|| Attacking with more enthusiasm than accuracy, you suddenly find yourself on the ground. You take 04 rounds to get to your feet, during which time your opponent gains a + 10 bonus to WS and you may only parry.||  +|33| Attacking with more enthusiasm than accuracy, you suddenly find yourself on the ground. You take 04 rounds to get to your feet, during which time your opponent gains a + 10 bonus to WS and you may only parry.|  
-||44|| Your blow misses your opponent, and the momentum takes you with it. You may not attack next round, and your opponent gains a +10 bonus to WS.||  +|44| Your blow misses your opponent, and the momentum takes you with it. You may not attack next round, and your opponent gains a +10 bonus to WS.|  
-||55|| You overreach yourself and almost stumble, twisting your ankle in the effort to recover. Lose 1 Movement and 5 Agility for the next 5 rounds.||  +|55| You overreach yourself and almost stumble, twisting your ankle in the effort to recover. Lose 1 Movement and 5 Agility for the next 5 rounds.|  
-||66|| An over-enthusiastic blow misses, and you find that you have stretched just that little bit too far, leaving yourself open to a counterattack. Lose 10 Agility for the next round; you may parry, not attack.||  +|66| An over-enthusiastic blow misses, and you find that you have stretched just that little bit too far, leaving yourself open to a counterattack. Lose 10 Agility for the next round; you may parry, not attack.|  
-||77|| Your blow connects painfully with something solid you lose the use of this attack mode until the end of the next round.||  +|77| Your blow connects painfully with something solid you lose the use of this attack mode until the end of the next round.|  
-||88|| Your blow clashes with your opponent's guard, jarring your arm/leg/whatever. Lose the next chance to attack.||  +|88| Your blow clashes with your opponent's guard, jarring your arm/leg/whatever. Lose the next chance to attack.|  
-||99|| Your blow goes wild, leaving you in an awkward position. Your opponent will attack first next round, regardless of your Initiative score.||  +|99| Your blow goes wild, leaving you in an awkward position. Your opponent will attack first next round, regardless of your Initiative score.|  
-||00|| Your attack is awkward; you need to recover from it before you can strike again. Lose 5 Agility and 10 WS for the next round.|+|00| Your attack is awkward; you need to recover from it before you can strike again. Lose 5 Agility and 10 WS for the next round.| 
  
 ''1'' Magic Weapons may not break - consult with GM  ''1'' Magic Weapons may not break - consult with GM 

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