Random Flailure table is for all players whose character uses flail. If you botch critically, ask your player to roll 20-sided die and tell his flail fail result!
D20 Roll - Result of flailure
- Flail is dropped on character's feet. 1 round (or action) to pick it up.
- Same as above.
- Flail flyes away 2D6 feet 1D8 direction (1 north, 2 north-east, 3 east etc.).
- Same as above, 25% change to hit target at that direction.
- Hitting nearest person with low power (½ damage, (PC or NPC).
- Hitting nearest person with normal power (½ damage, PC or NPC).
- Hitting nearest person with critical damage (PC or NPC).
- Hitting yourself with low power (½ damage).
- Same as above.
- Hitting yourself with normal power (normal damage).
- Critical hit on self (critical damage).
- Flail is broken, can be repaired.
- Flail is broken beyond repair.
- Flail chain gets tangled. -5 to attack rolls (D&D). Takes 1D4 turns to clear.
- Flail ball detached (check 3, ½ damage). Can be used as chain weapon (or ½ damage) before repair.
- Flail flies away and gets lost. Search DC 20 to find it.
- Flail gets stuck on bearer's equipment. 1D3 turns to clear it.
- Flail's chain around neck. Deal like grabble attack with ½ of bearer's strength.
- Flail's chain around neck severely. Deal like grabble attack with bearer's normal strength.
- Flail's chain around neck and ball bumps on head. Same as 16 + ½ flail damage.
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