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)
d100 | Fumble | Effect |
01-08 | Slip | Make moderate dexterity DC (10) or fall prone |
09-12 | Stumble | Make difficult dexterity DC (15) or fall prone |
13-15 | Trip | Fall prone, no other action this turn |
16-21 | Off Balance | Make easy dexterity DC (5) or lose rest of round |
22-28 | Lose Grip on Weapon | No other action this turn |
29-35 | Weapon Snagged | No other action this turn and flat-footed until next round |
36-42 | Shield Strap Breaks | Must drop shield |
43-45 | Armor Strap Breaks | AC goes down by one until repaired |
46-50 | Entangled with Foe | Both take no other action this round |
51-55 | Drop Weapon | Move equivalent action to recover weapon |
56-60 | Weapon Knocked Away | Full round action to find and recover weapon |
61-65 | Weapon Shatters | Opponent hits your weapon and does max damage |
66-70 | Hit Self | Roll weapon damage only |
71-75 | Hit Self | Roll full regular damage |
76-78 | Hit Self | Roll full regular damage and no other action this round |
79-80 | Critical Hit Self | Roll full critical damage |
81-85 | Sheild Hooked | Shield does not help AC till end of next round |
86-87 | Twist Ankle | Make hard dexterity DC (20) or fall prone and half speed 10 minutes |
88-90 | Hit Friend | Roll full regular damage to nearest friend |
91-92 | Critical Hit Friend | Roll full critical damage to nearest friend |
93-96 | Helm Slips | All attacks at -2 until fixed (fixing is a full round action) |
97-98 | Helm Slips | Blind until fixed (fixing is a full round action) |
99 | Distracted | Flat footed until next round |
00 | All Bad All The Time | Roll three times on above table and apply them all |