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.