20 April 2020
Free Risus Adventure with Slimes
Thank you, S. John Ross!
17 April 2020
Simple Critical Miss Table for Rifles
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Standard rifles are noted for their reliability, but even they fall prey to the occasional critical miss. The eleventh table in our march of mayhem is for use with rifles (and carbines):
Critical Miss Table for Rifles | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Weapon jams. |
3 | Weapon jams and slips from grasp. |
4 | Ricochet in random direction. |
5 | Ricochet in random direction. |
6 | Mechanism breaks. |
Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:
1dF | Result |
---|---|
+ | Upward vertical |
0 | Horizontal |
- | Downward vertical |
A d6 may be substituted if your Fudge dice are AWOL.
16 April 2020
Simple Critical Miss Table for Rubber Band Guns
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Mishaps with rubber band guns are not uncommon, and the frequent result is the inadvertent shooting of oneself, which rarely results in anything more serious than a brief stinging sensation. Our tenth table of tribulation is for use with rubber band guns:
Critical Miss Table for Rubber Band Guns | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Weapon misfires. |
3 | Drop weapon; discharges in random direction. |
4 | Shoot self. |
5 | Shoot self. |
6 | Shoot self in eye. |
Random directions for rubber band projectile weapons, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:
1dF | Result |
---|---|
+ | Upward vertical |
0 | Horizontal |
- | Downward vertical |
A d6 may be substituted if your Fudge dice have mysteriously (or not-so-mysteriously) disappeared.
[Originally posted in Fudgery.net/fudgerylog on 30 November 2011.]
15 April 2020
Simple Critical Miss Table for Machine Guns
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Even the most fearsome weapons have disadvantages. Our ninth table of frustration is for use with machine guns (mounted or otherwise):
Critical Miss Table for Machine Guns | |
---|---|
1d6 | Result |
1 | Weapon jams. |
2 | Weapon jams. |
3 | Ricochet in random direction. |
4 | Ricochet in random direction. |
5 | Trigger stuck. |
6 | Mechanism breaks. |
Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:
1dF | Result |
---|---|
+ | Upward vertical |
0 | Horizontal |
- | Downward vertical |
A d6 may be substituted if your Fudge dice are missing in action.
[Originally posted in Fudgery.net/fudgerylog on 12 October 2011.]
14 April 2020
Simple Critical Miss Table for Ray Guns
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Even ray guns are not foolproof, and happenstance mistakes can wreak havoc with high technology. The eighth table in our escapade of errors is for use with ray guns, blasters, lasers, masers, phasers, and even Acme disintegrators:
Critical Miss Table for Ray Guns | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Drop weapon; discharges in random direction. |
3 | Weapon drained of power. |
4 | Weapon overheats and slips from grasp. |
5 | Weapon melts. |
6 | Weapon explodes. |
Random directions for ray guns may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:
1dF | Result |
---|---|
+ | Upward vertical |
0 | Horizontal |
- | Downward vertical |
A d6 may be substituted if Fudge dice are not in proximity.
[Originally posted in Fudgery.net/fudgerylog on 20 September 2011.]
13 April 2020
Simple Critical Miss Table for Muzzleloaders
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Primitive firearms have their own unique mishaps, from the misfire that requires a complete reloading of the weapon (usually a time-consuming process) to the explosion that requires last rites. Our seventh table of tribulations is for use with muzzleloaders:
Critical Miss Table for Muzzleloaders | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Weapon misfires. |
3 | Weapon misfires and slips from grasp. |
4 | Ricochet in random direction. |
5 | Mechanism breaks. |
6 | Weapon explodes. |
Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:
1dF | Result |
---|---|
+ | Upward vertical |
0 | Horizontal |
- | Downward vertical |
A d6 may be substituted if Fudge dice are scarce in your vicinity.
[Originally posted in Fudgery.net/fudgerylog on 3 June 2011.]
12 April 2020
Simple Critical Miss Table for Automatic Pistols
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Different types of firearms malfunction differently even when they are approximately the same size. The sixth table in our saga of slip ups is for use with automatic pistols:
Critical Miss Table for Automatic Pistols | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Weapon jams. |
3 | Weapon jams and slips from grasp. |
4 | Ricochet in random direction. |
5 | Mechanism breaks. |
6 | Shoot self. |
Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:
1dF | Result |
---|---|
+ | Upward vertical |
0 | Horizontal |
- | Downward vertical |
A d6 may be substituted if your Fudge dice cannot be found.
[Originally posted in Fudgery.net/fudgerylog on 23 May 2011.]
11 April 2020
Simple Critical Miss Table for Revolvers
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Firearms open up new possibilities for critical miss mayhem. The fifth table in our fable of fumbles is for use with revolvers:
Critical Miss Table for Revolvers | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Drop weapon; discharges in random direction. |
3 | Ricochet in random direction. |
4 | Ricochet in random direction. |
5 | Mechanism breaks. |
6 | Shoot self. |
Random directions for firearms, whether caused by accidental discharge or ricochet, may be determined by the usual means (1d6 for hexes, 1d8 for squares, or a compass die) modified by a roll on the following table:
1dF | Result |
---|---|
+ | Upward vertical |
0 | Horizontal |
- | Downward vertical |
A d6 may be substituted if you fail to find a Fudge die.
[Originally posted in Fudgery.net/fudgerylog on 23 May 2011.]
10 April 2020
Simple Critical Miss Table for Thrown Weapons
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Thrown weapons are not radically different from hand-to-hand weapons and neither are their critical miss tables. The primary difference is in their greater tendency to fly in random directions (and at greater distances). The fourth table, then, is for use with thrown weapons:
Critical Miss Table for Thrown Weapons | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Drop weapon behind self. |
3 | Weapon flies 1d6 m in random direction. |
4 | Weapon flies 2d6 m in random direction. |
5 | Weapon flies 3d6 m in random direction. |
6 | Injure self with weapon. |
Again, the direction of flight for weapons that become airborne may be determined with 1d6 for hexes, 1d8 for squares (including diagonal movement), or a compass die. (A compass die is a d8 with the points of the compass instead of numerals, i.e. N, E, S, W, NE, SE, SW, NW. You can also just roll a d8 and substitute the directions for the numerals, e.g. 1=N, 2=E, 3=S, 4=W, 5=NE, 6=SE, 7=SW, 8=NW.)
[Originally posted in Fudgery.net/fudgerylog on 20 May 2011.]
09 April 2020
Simple Critical Miss Table for Unarmed Combat
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Fumbles in combat are by no means limited to wielders of weapons. The third table in our telemachy of turmoil is for use with unarmed attacks:
Critical Miss Table for Unarmed Combat | |
---|---|
1d6 | Result |
1 | Trip forward. |
2 | Stumble backward. |
3 | Slip and fall. |
4 | Sprain arm or leg. |
5 | Knock self unconscious. |
6 | Strike self. |
This table may also be used instead of or in combination with any other critical miss table. Possible variations may include:
- Allowing the player who fumbled to choose the table,
- Allowing the opponent to choose the table,
- Having the GM choose the table(s), or
- Randomly determining the table (Roll 1d6: 1-2=armed table; 3-4=unarmed table; 5-6=both tables OR: 1-3=armed table; 4-5=unarmed table; 6=both tables).
[Originally posted in Fudgery.net/fudgerylog on 19 May 2011.]
08 April 2020
Simple Critical Miss Table for Bows & Crossbows
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
The joy of rolling on the critical miss table is not exclusive to mêlée combatants. The second table in our odyssey of battle blunders is for use with bows and crossbows:
Critical Miss Table for Bows & Crossbows | |
---|---|
1d6 | Result |
1 | Drop arrow or quarrel. |
2 | Drop bow or crossbow. |
3 | Drop all arrows or quarrels. |
4 | Arrow or quarrel breaks. |
5 | Bowstring breaks. |
6 | Bow or crossbow breaks. |
You may notice that there is a slightly greater chance for a weapon to be damaged than in the previous table. This reflects the more fragile nature of bows or crossbows compared to most hand-to-hand and thrown weapons.
[Originally posted in Fudgery.net/fudgerylog on 19 May 2011.]
07 April 2020
Simple Critical Miss Table for Hand-to-Hand Weapons
[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
There is something about rolling on a critical miss table that adds a dimension of fun to failure. When you roll the worst possible number you could possibly roll for an attack, something interesting ought to happen, preferably something that underscores the imperfections in all of us and the potential for humorous results. Not all games are blessed with these wondrous tables of combat mishaps, so for the next few days I shall be sharing some simple critical miss tables that may be used in any game involving physical combat.
The first table is for use with hand-to-hand weapons:
Critical Miss Table for Hand-to-Hand Weapons | |
---|---|
1d6 | Result |
1 | Drop weapon in front. |
2 | Drop weapon behind. |
3 | Weapon flies 1d6 meters in random direction. |
4 | Weapon flies 2d6 meters in random direction. |
5 | Weapon breaks against nearby object. |
6 | Injure self with weapon. |
The direction of flight for weapons that become airborne may be determined with 1d6 for hexes, 1d8 for squares (including diagonal movement), or a compass die. (A compass die is a d8 with the points of the compass instead of numerals, i.e. N, E, S, W, NE, SE, SW, NW. You can also just roll a d8 and substitute the directions for the numerals, e.g. 1=N, 2=E, 3=S, 4=W, 5=NE, 6=SE, 7=SW, 8=NW.)
N.B. I should mention that this table was inspired by a critical hit table found in Stormbringer, an excellent role-playing game published by Chaosium, Inc.
[Originally posted in Fudgery.net/fudgerylog on 18 May 2011.]
06 April 2020
Six-Sided Critical Miss Tables
- Simple Critical Miss Table for Hand-to-Hand Weapons
- Simple Critical Miss Table for Bows & Crossbows
- Simple Critical Miss Table for Unarmed Combat
- Simple Critical Miss Table for Thrown Weapons
- Simple Critical Miss Table for Revolvers
- Simple Critical Miss Table for Automatic Pistols
- Simple Critical Miss Table for Muzzleloaders
- Simple Critical Miss Table for Ray Guns
- Simple Critical Miss Table for Machine Guns
- Simple Critical Miss Table for Rubber Band Guns
- Simple Critical Miss Table for Rifles (New Bonus Table!)
It seems I forgot to include a table for rifles, so I might have to add one after I post the last of the original articles. [Edit: Added!]