Fumbles

Anyone who rolls a 1 while attacking has a chance of fumbling. This works very much like the critical hit rules: rolling a 1 does not mean a fumble, but rather the threat of a fumble.

Once a fumble threat exists, the character, monster or NPC rolls another d20 attack roll. If the second roll also misses the target, then a fumble has occured. Note, it is not necessary to roll another 1 on the second roll, any miss will result in a fumble.

Fumble Effects

Roll 1d100 and compare the result to the following chart. There are results that will not apply in certain situations - for instance, someone that does not wear armor cannot get a borken armor strap, nor can you you drop a weapon when fighting unarmed. Results that cannot apply are treated as if there had been no fumble.

(Chart based on fumble table from Runequest by Steve Perrin & Friends (c) 1978 the Chaosium)

d100FumbleEffect
01-08SlipMake moderate dexterity DC (10) or fall prone
09-12StumbleMake difficult dexterity DC (15) or fall prone
13-15TripFall prone, no other action this turn
16-21Off BalanceMake easy dexterity DC (5) or lose rest of round
22-28Lose Grip on WeaponNo other action this turn
29-35Weapon SnaggedNo other action this turn and flat-footed until next round
36-42Shield Strap BreaksMust drop shield
43-45Armor Strap BreaksAC goes down by one until repaired
46-50Entangled with FoeBoth take no other action this round
51-55Drop WeaponMove equivalent action to recover weapon
56-60Weapon Knocked AwayFull round action to find and recover weapon
61-65Weapon ShattersOpponent hits your weapon and does max damage
66-70Hit SelfRoll weapon damage only
71-75Hit SelfRoll full regular damage
76-78Hit SelfRoll full regular damage and no other action this round
79-80Critical Hit SelfRoll full critical damage
81-85Sheild HookedShield does not help AC till end of next round
86-87Twist AnkleMake hard dexterity DC (20) or fall prone and half speed 10 minutes
88-90Hit FriendRoll full regular damage to nearest friend
91-92Critical Hit FriendRoll full critical damage to nearest friend
93-96Helm SlipsAll attacks at -2 until fixed (fixing is a full round action)
97-98Helm SlipsBlind until fixed (fixing is a full round action)
99DistractedFlat footed until next round
00All Bad All The TimeRoll three times on above table and apply them all