CRITICAL FUMBLES
When you attacked, you rolled a natural 1. Not only do you fail to hit your target, but worse things are in wait. Roll a d10 on the following table to see what happens.
1 | Your action fails and you instead get a critical hit against the nearest ally in range. Roll on the critical hit table. |
2 | Your action fails and you instead hit the nearest ally in range. |
3 | You deal no damage and your action fails. You trip up, knocking yourself down and spraining your wrist for 6 weeks. (Reduced to 4 with treatment). A sprained wrist reduces your might by 2 until healed. |
4 | You deal no damage and your action fails. You trip up, knocking yourself down and spraining your ankle for 6 weeks. (Reduced to 4 with treatment). A sprained ankle reduces your agility by 2 until healed. |
5 | You deal no damage and your action fails. You knock yourself down and something important from your bags is launched three metres in the worst direction it could go. |
6 | You deal no damage and your action fails. You provoke a follow up attack from someone within range. This attack automatically hits and inflicts a wound on you. Its damage is subtracted from your maximum resilience until you take a full day of rest. |
7 | You deal no damage and your action fails. You push your weapon too hard and it breaks. It is unusable until it is repaired. |
8 | You deal no damage and your action fails. You accidentally fling your weapon off 3 metres away in the worst direction it could go. |
9 | You deal no damage and your action fails. You stumble and open yourself up to a follow up attack from someone within range. |
10 | You spectacularly miss your target, dealing no damage. All effects from your ability fail. |