8.0 KiB
8.0 KiB
1 | Score | One-handed | two-handed | polearms | mounted | thrown | Missile |
---|---|---|---|---|---|---|---|
2 | Arms | arms | and spears | arms | arms | Weapons | |
3 | 01-25 | Your palm is sweaty. Maybe you will improve. | My that weapon is heavy! You lose the opportunity to take a swing. | You snag your own clothes and lose the opportunity to take a swing. | Your mount's tack tangles your weapon. You lose the opportunity to take a strike. | Your grip is weak. You elect not to attack because of control. | Sweat trickles into your eye. You elect not to attack. Good choice. |
4 | 26-30 | Klutzy. Drop your weapon. Spend two rounds recovering it; or draw a new one next round. | Your weapon flies. Take four rounds to recover it; or draw a new one next round. | Fumble your delivery and your weapon is out of position. You lose the option to attack. | Can't find the right angle. You lose 2 rounds of attack (but can still parry). | You fumble your delivery but hang onto your weapon. You have -10 to your next attack. | Your ten thumbs just cannot handle loading. You must reload your weapon. |
5 | 31-40 | Your feet get tangled. You miss the opportunity to get in that vital blow. | Your mind is wandering. Spend the rest of the round clearing your head. | You just look clumsy. Your feet are sliding. You are stunned for one round. | You slip in the saddle. You lose 2 rounds of attack (but can still parry). | Your feet are really tangled up. You lose 2 rounds of attack, but can still parry. | Your ammunition slips away. You must reload. |
6 | 31-40 | You are over-extended and strain a muscle. Take 1d5 hits. | Stumble over an imaginary dead turtle. You lose 2 rounds of attack, but you can still parry. | Your weapon is spinning for two rounds. You can still parry at -10. | Your mount dodges an unseen foe. You are stunned for 2 rounds. | You begin juggling your weapon because of a bad grip. Your lack of control stuns you for 3 rounds. | You notice that your ammunition is faulty. After removing it you discover you were wrong. Reload it. |
7 | 51-60 | You try to impress your opponent with a spin manuever. Too bad. Lose two rounds while you recover. | Your combination of acrobatics and attacks is unimpressive. Lose two rounds of attacks, but you can still parry. | You stagger into a nearby fixed object. You are stunned and unable to parry for two rounds. | You lose your grip on your weapon. Luckily, it is tangled in your mount's tack. Your lack of grace stuns you for three rounds. | Poor release. Weapon travels 2d10 feet to the left of the target. | Your ammunition keeps jumping off of your weapon! Try melee next time. |
8 | 61-65 | You snag your clothes with your weapon, causing it to slip from your hand. Spend two rounds juggling it. | Your weapon flies from your hands, but you are able to catch it before it flies totally away. Lose two rounds of attack. | Your shaft tangles in your legs. You almost fall down in an impressive feat of entangling. Your next attack is at -20. | Your poor mount stumbles. You are stunned for two rounds. | Very poor release sends your weapon straight up! You duck for cover while your weapon checks for breakage. | Your weapon slips from your hands. Spend two rounds recovering it; or draw a new weapon. |
9 | 67 | You execute a perfect attack—against closest ally (yourself if no one else is around). Ally takes 1d10 hits and a 'B' critical. | Acrobatic manuever leaves you flat on your back. Take 2d10 hits and an 'E' Krush critical. | Your weapon must check for breakage as you slam it into the ground! You are stunned for six rounds because of the impact. | Your swing slices the tack of your mount. You and your saddle take your leave of the poor beast. Take an 'A' Krush critical. | Your ferocious scream is followed by silence as you hit yourself. Take a 'D' Krush critical. | Take an 'A' Krush critical from the sudden release. Your weapon snaps cleanly into two pieces. |
10 | 67-70 | You trip over that uneven surface. Spend two rounds staggering. You can still parry. | You gracefully drop your weapon to the ground. You are able to kick it back into your hand, but you lose two rounds while doing it. | Your weapon seems to have a mind of it's own! Your next attack is at -50 as your try and get it under control. | Your tack has loosened! You suddenly slip sideways. You are stunned for two rounds. | You cannot control your aim—your weapon flies 2d10 feet to the right of the intended target. | Your grip fails you and your weapon flies from your hands. Spend two rounds recovering it; or draw a new weapon. |
11 | 71-80 | You are distracted by that pixie in the corner. You lose 2 rounds of attacks. | You strain your shoulders in a mighty swing (that misses). You are stunned for two rounds. | Your ineptitude is obvious to all. You lose 3 rounds of attacks and are stunned for 2 rounds. | Your weapon goes straight into the ground (check for breakage). | Just as you are about to release, you step into an imaginary hole in the ground. Lose 3 rounds getting up from the ground. | Your bowstring breaks! Draw a new weapon or put a new string on this one. |
12 | 81-85 | You are suddenly very winded. Take two rounds to relax. | You lose your grip as you begin your swing. Your weapon is trying to slip away. Spend three rounds gaining control. You can still parry. | Clumsy move narrowly misses your own head. You misses your own head. You are stunned and unable to parry for three rounds (try a bow next time). | Your weapon flies out of your hand! Draw a new one. | Your weapon drops to the ground as you begin to aim. Take four rounds to recover this one; or draw a new one. | Your weapon bites back when you fire. Your shot misses everything, but you are stunned and unable to parry for three rounds. |
13 | 86-90 | Hopefully, you will learn that dancing is not appropriate in combat. Your are stunned for two rounds by your lack of ability. | You pulled something on that last swing and now it begins to hurt! You are stunned for three rounds while you recover. | There it goes! Your weapon skitters away. Take six rounds to recover it; or draw a new one. | Your weapon must check for breakage as it hits the hardest part of your foe. You take 2d10 hits from the blast. | Your poor and weak release sends the weapon up two feet. It immediately comes down and hits you. You take no damage, but are stunned for six rounds. | You release too soon! Your arrow falls 3d10 feet short of the target. In addition, you spend two rounds trying to finds more ammunition. |
14 | 91-95 | You fall down as your swing goes wide. You are stunned for three rounds. | You fall and narrowly miss gutting yourself! You are stunned for four rounds. | You fall and smack your head on the ground. You are down for four rounds and stunned for three. | Your mount bucks unexpectedly just as you were about to swing. You find yourself stunned and unable to parry for three rounds. | Your weapon flies behind you 4d10 feet! | Your shot goes astray as you slip and fall during your release. You are stunned for six rounds and unable to parry for two rounds. |
15 | 96-99 | The excitement is just too much! Your momentary frenzy leaves you stunned and unable to parry for three rounds. | You trip and fall. You are down for four rounds and unable to parry for three. | Your shoulder doesn't bend that way! You are stunned and unable to parry for three rounds. You now fight at -25. | Your mount jumps wildly. You take 4d10 hits from the impact and are stunned and unable to parry for six rounds. | You trip as you release. Your shot goes off wildly and you are stunned for twelve rounds. | Your weapon shatters (as you don't realize your own strength)! You are stunned for 4 rounds. |
16 | 100 | You attempt to maim yourself. Take a 'D' critical. | Worst move seen in ages! You are out for 2 days with a groin injury. There is a 50% chance your foes will be out for 3 rounds, laughing. | Your weapon breaks and one end hits you in the head. You are stunned and unable to parry for six rounds. | You can't stay on your mount! You fall and take a 'D' crush critical. | You accidently hit yourself in the delivery. Take a 'D' Krush critical. | Poor execution. You take 5 hits as the weapon hits you. You are permanently maimed and are bleeding 2 hits per round. |