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More Freeform Fumbles

This table can be used instead of the “Oops” table in the book. It offers similar results, except
with more vague mechanical implementations to account for the environment, enemy skill,
other circumstances, etc. Since these results leave more to the GM’s discretion, they are
encouraged to be fair, if not nice.

Roll Result

01-20 Ouch: You catch a part of your anatomy, or your opponent lands a glancing
strike as you leave a gap in your defenses, or injure yourself on a part of the
terrain - lose 1 Wound, ignoring Toughness Bonus and Armor Points.

21-40 Weapon Damage: Your melee weapons jars badly, or your ranged weapon
malfunctions - your weapon suffers 1 Damage (this reduces the damage of
any attacks made that resulted in a Fumble).

41-60 Out of Position: A misjudged maneuver leaves you out of position. If in


melee, one engaged opponent gains 1 Advantage. If not, you take a -10% to
your next Action. This often coincides with a shift in the battlefield: a dirt
slope might begin to come loose beneath your feet, or your opponents
might force you backwards, perhaps out of engagement with your allies.

61-70 Movement Fumble: You stumble badly or inadvertently move to a poor


position on the battlefield - beneath a giant’s feet, at the edge of a cliff,
near a raging fire etc. You must use your Move this round (or next round, if
you’ve already used your Move this turn) to try to escape the danger, often
with a Test of some kind. If no such dangerous location exists nearby, you
simply fall Prone.

71-80 Action Fumble: You mishandle your weapon or equipment, lose your
footing, or otherwise make a mistake that will require your Action to
address next turn. Your weapon could become stuck in an enemy’s shield
or nearby part of the terrain, or your ammunition could begin to spill from
its pouch or quiver, or you strike a nearby stack of crates that topples over
on you.

81-90 Injury: You overextend yourself and are injured, or take a Condition. The
environment or other circumstances can provide inspiration for this: If
sharp objects are nearby, you might begin Bleeding, or if you’re too close
to a fire you could light Ablaze. Depending on the danger of the
environment and the -SL of the Fumble, the GM can assign more than 1
Condition. Alternatively, roll for a hit location and the GM chooses one of
the less severe Critical Injuries to apply.

91-00 Dire Consequences: Truly bad things happen. The GM is encouraged to be


creative. You might inadvertently strike an ally, using your rolled units die
to determine SL. A large creature might pick you up, causing you to become
Grappled and take some damage from the crushing grip.. Your weapon
could take 1d10 points of Damage or simply break, or fly from your hands
into a location that’s difficult to recover.
Gunpowder Fumble
When a blackpowder weapon rolls a 96-00, or any Fumble that’s an even number (including
multiples of 10 for Dangerous weapons) roll on the Gunpowder fumble table.
Using Unreliable weapons or powder increases the misfire range by 2. Using Practical weapons
or powder decreases the misfire range by 1. The effects of weapon and powder stack.
Each point of Damage your weapon has also increases the misfire range by 1.
At the GM’s discretion, other circumstances might increase the odds of a fumble (rain or damp
powder, for example).

Roll Result

01-10 Partial burn. Not all of the powder catches. The weapon fires, but its damage
is halved and it loses all its Qualities. If fired at long range, the weak shot
doesn't have enough power to reach or damage its target.

11-30 Charge fails to ignite. Nothing happens, but you can fire as normal next
round.

31-50 Weapon malfunction. The powder barely ignites, backfiring and damaging
the firing mechanism. The weapon takes 1 Damage and must be re-primed as
an Action before it can be fired again.

51-70 Weapon jam. The weapon jams and becomes useless. It cannot be fired again
unless an Average(+20) Trade(Engineer or Gunsmith) test is made. This test
requires proper tools and is dangerous to make in the havoc of combat - it is
Challenging(+0) in combat and attacks against the gunner the round they
make this test have a +20 to hit due to distraction.

71-80 Hang fire. The priming goes off, but nothing else happens. The weapon fires
on the following round, often with dangerous consequences. If the wielder
tries to reload the weapon, it fires at the wielder(often, directly at the head as
they stare down the barrel). Otherwise, it fires off in a random direction.

81-90 Squib round. The powder catches, but the bullet or shot jams and welds into
the barrel. The weapon is useless until an Extended Trade(Engineer or
Gunsmith) test requiring 6SLs is made(this test requires time and finesse,
and cannot be made in combat). If the weapon is fired again, it explodes.
Superficially, this result resembles a simple failure to ignite.

91-00 Weapon explodes. The weapon explodes, inflicting a Critical Wound to the
arm holding the weapon and destroying itself in the process. Dangerous
weapons and explosives inflict their normal damage as well.
Expanded Miscasts
This table expands the miscast tables, adding an additional Catastrophic table, inspired by the
“Expanded Tzeentch’s Curse” from 2E. In addition, here are some optional rules to increase
miscast likelihood/severity:
● Rolling a 00(100) on a Channeling test causes a Catastrophic Miscast.
● Malignant Influences can also cause Miscasts for 8 results on the tens die.
● Ingredients can reduce the CN of spells by 1 instead of mitigating Miscasts.
● When using a Fortune point to reroll a Miscast caused by a Fumble, you can choose to
still take a Miscast effect in exchange for a +10 to the reroll, as you let your uncontrolled
magic loose regardless of the consequences. If this reroll causes a Miscast, you roll on
the most severe Miscast table.
Example: Helden the Amethyst Wizard tries to cast Bolt on a bowman leveling an arrow at
him. He rolls his Language(Magick) skill of 50, rolling a 77, a Minor Miscast. He spends a
Fortune Point and rerolls, this time scoring a 55, a success with the +10 bonus. This roll would
also lead to a Miscast, this time only a Minor one. Helden rolls on the Major Miscast table in
this instance.
● If you take a Dark Deal (take a Corruption point) to reroll any Language(Magick) or
Channeling roll you immediately cause a Minor Miscast. If you already caused a Miscast
before you rerolled, your Miscast immediately escalates to the next table (Minor to
Major, Major to Catastrophic).
● The Aethyric Attunement and Instinctive Diction talent don’t remove the risk of
Miscasts on Critical Successes; instead, they provide the following benefits:
○ Aethyric Attunement: You are capable of harnessing the Winds of Magic to
create great surges of power. When you Critically Channel, your next
Language(Magick) check before the end of your next turn has a bonus equal to
+10 x your levels in this talent.
○ Instinctive Diction: You are capable of chaining together complex phrases with
the lingua praestantia. If you roll a successful double on a Language(Magick)
check to cast a spell, add SLs equal to your level in this talent.

Roll Minor Miscast

01-05 Witchery: A small sign of Chaos manifests: milk nearby you sours, animals spook,
a cold breeze blows, etc.

06-10 Hexeyes: Your eyes take on a film of your Lore's color for 1d10 hours. While your
eyes are discolored you have 1 Blinded condition.

11-15 Blight: Willpower Bonus fields or fertile areas with Willpower Bonus miles suffer a
blight and rot.

16-20 Soulwax: Your ears clog with unnatural wax, which can only be removed with the
use of the Heal skill. Until then, you have 1 Deafened condition.
21-25 Witchlight: You glow with the eerie light of your Lore, emitting light as a large
bonfire for 1d10 rounds.

26-30 Fell Whispers: The voice of a daemonic entity is carried to you. Pass a
Challenging(+0) Willpower Test to avoid listening or gain 1 Corruption Point.
31-35 Facebleed: Your nose, eyes, and ears bleed profusely. Gain 1 Bleeding Condition.

36-40 Soulquake: Gain the Prone Condition.

41-45 Aethyric Needle: You lose 1 Wound: 1d5 nails blacken and fall, a small wound
appears in the shape of a heretical symbol, you bite into your lips or tongue from
mystical shock, etc.
46-50 Wayward Garb: Your clothes writhe with a mind of their own. You receive 1
Entangled condition with a Strength of 1d10x5 to resist.

51-55 Creeping Congregation: Insects fill the area around you, buzzing and crawling. If in
combat, roll a Challenging(+0) Cool test or take 1 Surprised condition.

56-60 Souldrain: Gain 1 Fatigued Condition for 1d10 hours as the Winds leech part of your
power.
61-65 Regurgitation: You vomit an unnatural volume of bile, blood, putrid slime, insects.
etc. You take 1 Stunned condition.

66-70 Unholy Visions: The Winds swarm your sight with visions of unholy acts. Receive 1
Blinded Condition, pass a Challenging(+0) Cool Test or gain another.

71-75 Cloying Tongue: Your tongue becomes thick and swollen. All Language Tests
(including Casting tests) suffer a -10 penalty for 1d10 rounds.

76-80 The Horror!: Pass a Hard(-20) Cool Test or gain 1 Broken Condition.

81-85 Curse of Corruption: Gain 1 Corruption point as wild magic brings you to the edge
of terrible truths.
86-90 Double Trouble: The Winds whisk away your spell, causing it to take effect
elsewhere within 1d10 miles. The GM is encouraged to make this cause
consequences.
91-95 Multiplying Misfortune: Roll twice on this table.

96-00 Unlucky!: Roll on the Major table instead.

Roll Major Miscast


01-05 Ghostly Voices: Daemonic, darkly seductive voices whisper within Willpower
yards; everyone who hears them must pass a Challenging(+0) Cool Test or gain 1
Corruption point.
06-10 Mindnumb: Uncontrolled magic partially burns out your casting ability. Your skill
advances in Language(Magick) and Channeling are halved for the next 24 hours.

11-15 Aethyric Shock: You suffer 1d10 wounds ignoring Toughness Bonus or Armour:
Every nail on your body blackens and wrenches free, the energies of your Wind
scour you, your blood momentarily boils inside your body, etc. Pass an
Average(+20) Endurance Test or gain a Stunned condition.
16-20 Following Winds: Your Wind follows you for the next 1d10 hours. This is noticeable
and difficult to explain to any suspicious bystanders. Shyish might cause plant life
nearby you to wither and die, Aqshy the eruption of small fires, etc.
21-25 Aethyric Attack: You suffer 1 Critical Wound to a random hit location as
uncontrolled magical energies ravage your form.
26-30 Soulfire: Gain 1d5 Ablaze conditions as you are wreathed in unholy flames.

31-35 Voice of Madness: You gabble unintelligibly for 1d10 rounds. During this time, you
cannot communicate verbally or make Casting tests.

36-40 Chaotic Winds: Chaos blows through your spell ingredients. Any spell cast using
them suffers from Malignant Influence.

41-45 Ragdoll: You levitate briefly before being flung 1d10 yards through the air in a
random direction, taking 1d10 wounds ignoring Armour and falling Prone on
landing.
46-50 Limbfrozen: One randomly determined limb is frozen in place for 1d10 hours. It is
useless as if amputated.

51-55 Craven Familiar: A lesser daemon, such as an Imp, appears from the Aethyr,
beckoned by your flawed casting.
56-60 Chaotic Foresight: The Winds bring dark visions of the future. You gain a pool of
1d10 temporary Fortune points. Every time you spend one of these points, gain 1
Corruption point. These points last until the end of the session.
61-65 Wracked: You are overwhelmed with pain, taking 1 Stunned condition. Make a Very
Hard(-30) Endurance test or fall Prone.

66-70 Power Drain: Your power surges like a breaking dam, bleeding fully into the Winds.
You lose your ability to cast magic for the next 1d10 minutes. Your lost energy
causes minor effects of Witchery as it travels.
71-75 Suffocation: You immediately begin to Suffocate as your throat swells, is suddenly
clogged with blood or pus, or your tongue momentarily stretches back down your
throat, etc.
76-80 Aethyric Feedback: Magic surges around you, causing fearsome stigmata. Everyone
within a number of yards equal to your Willpower suffers 1 Wound and must make
a Challenging(+0) Cool Test or take a Broken Condition. If there are no other
creatures within this distance, you immediately suffer 2d10 Wounds.
81-85 Foul Enfeeblement: The Winds carry a strand of Chaos, choking your soul and
bringing you to your knees. Gain 1 Corruption point, 1 Fatigued Condition, and the
Prone condition.
86-90 Double Trouble: The Winds whisk away your spell, causing it to take effect
elsewhere within 1d10 miles. The GM is encouraged to make this cause
consequences, and consider interesting Chaotic ways your magic could be warped
or perverted.

91-95 Storm of Chaos: Roll on the Minor Miscast table. You and the 1d10 nearest creatures
suffer this effect.

96-00 Trick of Fate: Roll on the Catastrophic table instead.

Roll Catastrophic Miscast

01-10 Aethyric Storm: Everyone within Willpower Bonus yards suffers 1d10 wounds
ignoring Toughness Bonus and Armour and falls Prone. If there are no targets in
range, the magic has nowhere to vent and your head explodes, scattering bloody
pieces for 1d10 yards.

11-20 Aethyric Assault: You suffer a Critical Wound to a random hit location with a bonus
of +1d10x5% on the table result as uncontrolled magic strikes you with obliterating
force.
21-30 Heretical Vision: A vision of Chaos overwhelms your senses and causes horrid
revelation. You gain 1d10 Corruption points and take a Stunned condition that
cannot be removed for the same number of rounds.
31-40 Mindeaten: Your ability to use magic is burned out of you. For each full 24 hours
that passes, 5% of your lost Language(Magick) and Channeling ability comes back
to you. You cannot cast until the first 5% of your skills are returned.
41-50 Rageboil: Everyone within Willpower Bonus yards is immediately and irrationally
outraged by your very presence. They immediately become Frenzied and move to
attack you, only coming to their senses after 1d10 rounds or your violent demise.

51-60 Chaotic Servitor: Your cascading magic briefly tears open a portal to the Realm of
Chaos, calling a daemon to appear from the Aethyr.

61-70 Witherlimb: One randomly determined hit location withers and becomes useless. If
your head is rolled, your eyes and mouth fuse shut. Your mouth can be cut open,
but your vision is lost forever.
71-80 Mutating Wind: You immediately suffer a Chaos Mutation.
81-85 Soulpyre: The magic contained in your blood unravels. You erupt in a column of
chaotic energy for 1d10 rounds. While the Soulpyre persists, you have a Stunned
condition that cannot be removed, cannot move, and suffer 2d10 Wounds that
cause all the effects of your Lore every round. Creatures that start their turn within
Willpower Bonus yards of you also take this damage.

86-90 Tzeentch's Lash: The Lord of Change grasps the Winds and cracks them like a
whip, causing reverberating chaotic manifestations. You are affected immediately
by a Major Miscast, and affected again at the start of your turn for the next 8
rounds.

91-95 Vortex of Chaos: Roll on the Major Miscast table. You and the 1d10 nearest
creatures suffer this effect.

96-00 Called to the Void: You are sucked into the Realm of Chaos and forever lost unless
you spend a Fate point, in which case you suffer 1 Corruption and take 1 Stunned
Condition as a waking nightmare of your narrowly averted fate assails you.

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