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Chapter 10: Combat<br />

Fumbles<br />

A fumble is an extreme failure regarding a<br />

skill check. This section, however, is a guide to<br />

fumbles regarding attack skill checks, although the<br />

concept generally applies to other skills as well. Anytime<br />

a skill check is made and the result is 6 or less<br />

before any modifications occur, a Fumble has occurred.<br />

Roll 1d100 and consult the table below to<br />

determine the General Cause of the Fumble. Note<br />

that these results must be applied with good judgment.<br />

For instance, an unarmored chambermaid<br />

may Fumble while attacking a character, and the result<br />

indicates that the Fumble is due to an armor<br />

anomaly, though this particular chambermaid does<br />

not wear armor or fallible equipment. In such nonsensical<br />

cases, reroll as necessary.<br />

Fumbles<br />

Roll Result<br />

01Punished by<br />

the<br />

Gods<br />

02-17Over-extension 18-33Under-extension 34-49Loss of<br />

grip<br />

upon<br />

the<br />

weapon<br />

50-65Loss of<br />

balance<br />

66-84Environmentalcause 85-100Armoranomaly Interpretive Guide<br />

Punished by the Gods: Whenever somethings<br />

go terribly wrong, many characters blame the<br />

gods.<br />

The ceiling collapses on the unfortunate<br />

character.<br />

A building topples onto the character.<br />

Lightning strikes, as per the spell.<br />

A magical gate from ages past has been triggered.<br />

A random god has been watching the character,<br />

and is or has been greatly offended. The god<br />

kills the character.<br />

488<br />

Over-extension: This is the misfortune of<br />

a character misjudging their blow or foe and forcing<br />

themselves or their weapon too far. Examples include<br />

the following:<br />

Maul: Angered at their foe, the fumbler<br />

swings their maul wildly, too wildly. The weight of<br />

the weapon forces the fumbler to take a compensating<br />

step forward and still another in the direction<br />

of the follow-through to regain control of the<br />

weapon. During this unfortunate fumble, the foe<br />

gains a free attack, the opportunity to plunge their<br />

weapon into the exposed back of the fumbler.<br />

Polearm, Awl Pike: Counting on the distance<br />

between the fumbler and their foe for safety, the<br />

worst mistake the fumbler can make is overshooting<br />

their foe with the tip of this polearm. The foe<br />

rushes the fumbler for an additional attack with glee.<br />

Scourge: While the leather connects, the<br />

barbs of the fumbler’s scourge overshoot their target<br />

so the fumbler does no lasting damage at all.<br />

Meanwhile, if possible the foe gains an additional<br />

attack.<br />

Sword, Short: While attacking a foe, the fumbler<br />

thrusts too far with their short sword, temporarily<br />

over-extending themselves before their foe.<br />

Seizing the opportunity, the foe gains a free attack<br />

attempt at the extended arm of the fumbler.<br />

Sword, Zweihander: As this heavy blade is<br />

slow to swing, the fumbler misjudges their foe’s perceived<br />

position. As the blade swings, the fumbler<br />

wrongly steps closer to compensate and with the<br />

majority of the blade behind them, connects so awkwardly<br />

and slowly that no lasting damage is done.<br />

The foe, however, gains an additional attack on the<br />

fumbler now.<br />

Warhammer: This bludgeoner is swung too<br />

far forward, effectively hitting the foe only with the<br />

pole portion for no lasting damage. The foe gains<br />

an additional attack on the fumbler as they realize<br />

what just happened.<br />

Whip: Temporarily the fumbler’s timing is<br />

off in their technique as the snap of the whip occurs<br />

too late, not harming the foe at all. If possible,<br />

the foe gains an additional attack.

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