| d20 | Result |
|---|---|
1 |
Hit yourself for half damage. |
2 |
Can't do anything else this turn or react until your next turn. |
3 |
Lost Balance: Move in a random direction. Roll to stay standing. |
4 |
Tripped: Fall prone. |
5 |
A random item on your person is flung away. |
6 |
Tangled: Belt/pants fall, weapon caught, etc. Can't move until you untangle yourself. |
7 |
Limb Thrown Out: Can't use limb for remainder of encounter. |
8 |
Butterfingers: Drop weapon at your feet. (If unarmed, fall prone.) |
9 |
Lost Grip: Weapon is thrown in a random direction. (If unarmed, stumble in random direction.) |
10 |
Wild Swing/Shot: Unintended target, collateral damage, or weapon becomes stuck. |
11 |
Weapon is damaged or becomes jammed. |
12 |
Exposed: A nearby enemy can attack you as a reaction. |
13 |
"Where'd he go?" Can't attack the same enemy again this round or next round. |
14 |
Clumsy Miss: Enemy laughs or scoffs, and may disengage freely or take an immediate action other than attacking. |
15 |
Lost Confidence: Small penalty to subsequent attack rolls until you hit with one. |
16 |
Tantrum: Must attack the same enemy again next time if possible, with a small penalty. |
17 |
"Who turned out the lights?" Helmet slips down, debris in eyes, etc. Blinded for one round. |
18 |
Bump into an ally and knock them back, or into an object and knock it over. |
19 |
Winded: Penalty to movement and attacks until you spend a turn to catch your breath. |
20 |
Foot Stuck: Can't move. Requires an action and a strength or dexterity roll to get free. |