2
|
Weapon hits the ground, wall, or nearest object (not a living creature).
The weapon must save vs. crushing blow or break. |
3
|
Same as "2" above, except the save is made at +2. |
4
|
Character off balance. Make a Dexterity check or fall down. |
5
|
*Throw weapon 4d6 feet. |
6
|
*Throw weapon 3d6 feet. |
7
|
*Throw weapon 2d6 feet. |
8
|
*Throw weapon 3d6 feet. |
9
|
*Throw weapon 4d6 feet. |
10
|
Character drops his/her weapon (1d3 feet away). |
11
|
Character sticks weapon in the ground. A strength check is necessary
to remove it. If this is not applicable (e.g. the ground is too hard) use "3" above. |
12
|
Hit ally for normal damage. If not applicable, then the character hits
himself/herself for normal damage. |
2
|
Weapon is destroyed, no save. |
3
|
Weapon is destroyed unless the weapon makes a save. vs. crushing blow
is successful. |
4
|
Character accidentally drops his/her weapon (1d3 feet away). |
5
|
Arrow or quarrel flies off harmlessly. Lose one attack. |
6-8
|
String breaks. Weapon is useless until restrung. |
9
|
Character accidentally drops the arrow or quarrel. Lose one attack. |
10
|
Arrow or quarrel is damaged while trying to fire and becomes entangled
within the weapon. Character must spend 1d4 rounds untangling the weapon. |
11
|
The arrow or quarrel hits a random target in the general vicinity, chosen
at random. If not applicable, use "3" above. |
12
|
An ally is hit. If not applicable, use "2" above. |
2
|
Character must make a Dexterity check at a –4 penalty or fall down. There
is a 10% chance that the character will be knocked out for 1d6 rounds. |
3
|
Character hits the wall or ground. If a Dexterity check fails then the
character takes the damage he would have inflicted on his opponent. |
4
|
The character hits, but with a glancing blow that does no damage. Lose
one attack. |
5
|
Character must make a Dexterity check at –2 or fall. |
6
|
Character must make a Dexterity check at –1 or fall. |
7
|
Character must make a Dexterity check or fall. |
8
|
Character must make a Dexterity check at –1 or fall. |
9
|
Character must make a Dexterity check at –2 or fall. |
10
|
Character trips and falls into his/her opponent. The character needs
to make a Dexterity check at –2 to avoid falling down altogether. The opponent needs to make a Dexterity check
at +2 to get out of the way (a failure means the opponent falls). |
11
|
Character runs into a wall or other object (table, chair, etc.). If s/he
fails a Dexterity check he takes the damage intended for his opponent. |
12
|
Character hits an ally instead. If not applicable, use "2"
above. |