WFRP 4E Modified Fumbles and Miscasts

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WFRP 4e

Modified Miscasts & Fumbles


TheBigBadWolf (Discord)
Miscast tables are my rework of the 2nd Edition tables.
Credit to FighterChimp via The Rat Catcher’s Guild Discord for the Fumble tables.
V 1.1

Minor Miscast 2

Major Miscast 3

Catastrophic Miscast 4

Simplified Criticals 5

Fumbles 6

Gunpowder Fumbles 7

Affected Talents:
If using the far nicer Miscast tables here, you may want to modify the talent ‘Instinctive Diction’ to ‘You do
not suffer a Miscast if you roll an odd-numbered double on a successful Language (Magick) Test’.
Minor Miscast
01–04 Witchery Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.
05–08 Fumblehand A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares)
in a random direction, thrown invisibly by Winds of Chaos.
09–12 Rupture Your nose begins to bleed profusely. Gain 1 Bleeding Condition. Bandaging this is a
Very Easy (+30) Heal or Dex check.
13–16 Nailrot A randomly chosen finger or toenail turns black and falls off. It will grow back
normally.
17–20 Breath of Chaos A cold and unnatural breeze blows through the area. This may cause Fear 1 in the
cowardly (GM discretion).
21–24 Horripilation Your hair stands on end for 1d10 rounds.
25–28 Waxy Earful Your ears become entirely plugged with wax. Gain 1 Deafened Condition.
29–32 Wyrdlight You glow with an eerie light for 1d10 rounds.
33–36 Cold Sweats All those within in 10 yards (5 squares) of you immediately break into a cold sweat
lasting 1d10 rounds.
37–40 Sleeping Nerves Every muscle in your body tingles for 1d10 rounds. You suffer a –5% penalty to all
tests made in that time.
41–44 Unnatural Aura Animals within 10 yards (5 squares) of you get spooked and unless controlled with an
Animal Care or Animal Training Test, flee the scene.
45–48 Milky Eyes A milky film covers your eyes for 1d10 hours. Gain 1 Blinded Condition.
49–52 Bane of Flora All plant life within 10 yards (5 squares) of you withers and dies.
53–56 Haunted Ghostly voices fill the air for the duration of your spell. This may impose penalties on
anything requiring hearing, or clear speech.
57–60 Handfrozen The bones and muscles of one of your hands (determine which one randomly) are
frozen into an unnatural position by Chaos energy. Though this is not painful, you
cannot move your fingers from their bizarre arrangement for 1d10 minutes.
61–64 Aethyric Shock The magical energy coursing through you causes you to lose 1 Wound regardless of
Toughness bonus or armour.
65–68 Creeping Insects fill the area around you, buzzing and crawling. They do no harm and disperse
Congregation within 1d10 rounds, but they are obvious—and potentially frightening—to everyone
in the area.
69–72 Cloying Tongue All Language Tests (including Casting Tests) suffer a -10 penalty for 1d10 Rounds.
73–76 Channel Burn The channels of magic in your body are burned by coursing magic. You suffer a –20
penalty to every Casting Roll (of the same Lore) you make in the next 1d10 minutes.
77–80 Intestinal Your bowels move uncontrollably, soiling both your clothing and pride.
Rebellion
81–84 Grave Offence You uncontrollably shout something horribly offensive to those around you. The GM
may overrule you if your invention is insufficiently offensive.
85–88 Fluid All liquids on your person—including spell ingredients—turn to brine.
Transformation
89–90 Almost Lost It You barely hold on to the magic, distracted from everything else. Gain 1 Surprised
condition.
91–92 The Horror Horrible visions flash before your eyes. Pass a Hard Cool Test or gain 1 Broken
condition.
93–95 Minor Roll twice more on this table. The first roll is what happens now. The second roll
Accumulation of Chaos (which the GM should make in secret) defines what will automatically happen the
next time you cast a spell.
96–00 Unlucky! Roll on the Major Miscast table instead.
Major Miscast
01–04 Witch Eyes Your pupils turn bright red. They revert to their original colour at dawn the following
day. This imposes appropriate penalties on any social interactions.
05–08 Silenced You lose your voice for 1d10 rounds.
09–12 Hairless Every hair in your body falls out. It will regrow normally overtime.
13–16 Blacknail Every finger and toenail on your body turns black and falls off. They will grow back
normally.
17–20 Wracked You suffer burning pain for 1d10 rounds, suffering a –10% penalty to all tests.
21–24 Death follows For the next 1d10 hours, any plant life near you withers and dies.
25–28 Overload You are overwhelmed by magical energy. Gain a Stunned condition.
29–32 Ragdoll You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random
direction, landing roughly. Suffer 1d6 Wounds that ignore Toughness and Armour and
gain the Prone condition.
33–36 Fire! Your clothing bursts into flame. Gain an Ablaze condition.
37–40 Loadstones Every piece of metal on your body is permanently magnetized.
41–44 Limbfrozen The bones and muscles of one of your arms or legs (determine which one randomly)
are frozen into an unnatural position by Chaos energy. Though this is not painful, you
cannot move the affected limb for 1d10 hours.
45–48 Tongue-twisted Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes
out as gibberish, rendering spellcasting impossible during that time.
49–52 Chaotic Wind Chaos blows through magical spell ingredients you are carrying, rendering them
useless, or making them very dangerous to use (GM discretion).
53–56 Corrupting Everyone within Willpower yards/2 heards darkly seductive whispering from the
Voices Realm of Chaos. All sentient creatures must pass an Easy (+20) Cool Test or gain 1
Corruption point.
57–60 Chaos Foreseen You get a glimpse of the Realm of Chaos and gain 1 Corruption Point.
61–64 Undone Every tie, clasp, and fastener of every type on your body flies violently open. Belts
come undone, pouches fly open, boots come unlaced, and so on. Gain 1d3 Entangled
conditions.
65–68 Regurgitate You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time,
you spew up much more vomit than could possibly have been contained in your
stomach.
69–72 Aethyric Attack Magical energy burns through you, causing you to lose 1d10 Wounds regardless of
Toughness Bonus or armour.
73–76 Enfeeblement Chaos energy wracks your body, debilitating your constitution. Your toughness
Characteristic is reduced by 20% for 1d10 minutes.
77–80 Drain You are unable to use the Talent used to cast the spell (e.g. Arcane Magic) for 1d10
minutes.
81–84 Daemonic You are possessed by a Daemonic entity for one minute. During that time, the GM
Possession controls all your actions, and when you take control of your body again, you have no
memory of what you just did.
85–87 Quake All creatures within Willpower yards must pass a Challenging Athletics Test or gain the
Prone condition.
88–90 Storm of Chaos Roll on the Minor Miscast table. Every creature within 1d10 yards (1d10/2 squares)
suffers that effect.
91–92 Darkling You lose the benefit of the Second Sight Talent for 1d10 hours. Channeling Tests also
suffer a penalty of -20 for the duration.
93–95 Major Roll twice more on this table. The first roll is what happens now. The second roll
Accumulation of Chaos (which the GM should make in secret) defines what will automatically happen the next
time you cast a spell.
96–00 Trick of Fate Roll on the Catastrophic Miscast table instead.
Catastrophic Miscast
01–05 Wild Magic You lose control of the magic. Everyone within 30 yards (15 squares), including you,
loses 1d6 Wounds regardless of Toughness Bonus or armour.
06–10 The Withering Eye Chaos energy wracks your body, debilitating your constitution. Your Toughness
Characteristic is reduced by 20% for 1d10 hours. Gain 1 Fatigued Condition.
11–15 Broken Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10
hours. Gain 1 Broken Condition.
16–20 Stupefied Your mind regresses to protect you from a worse fate. Your Intelligence
Characteristic is reduced by 20% for 1d10 hours. Gain 1 Surprised Conditions.
21–24 Tzeentch’s Lash Magic power overwhelms you, knocking you out for 1d10 minutes.
25–28 Aethyric Assault The Winds of Magic lash out at you. You suffer a Critical Hit to a random location.
29–32 Rageboil Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged
by your very presence. They all move to attack you—even your allies—and only
come to their senses after 1d10 rounds.
33–36 Albino Affliction Your skin and hair are bleached utterly white by roiling Chaos.
37–40 Heretical Vision A Daemon Prince shows you a vision of Chaos. You gain 1d10 Corruption Points. Any
time after this event, you can spend xp and gain the Dark Lore (Chaos) talent.
41–44 Mindeaten Your ability to use magic is burned out of you. Your Language (Magick) is reduced to
0. It returns by 10 points for each full 24 hours that pass.
45–48 Boiling Blood For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds,
which are reduced by Toughness but not armour.
49–52 Uninvited You are attacked by a number of Lesser Daemons equal to your Willpower Bonus.
Company They appear from the Aethyr within 12 yards (6 squares) of you.
53–54 Chaotic Foresight You gain 1d10 Fortune points. Every time you spend one of these, gain 1 Corruption
point. Any points remaining after 24 hours are lost.
55–65 Daemonic Contract You suffer 1d10 wounds (regardless of Toughness or armour) as a two-inch Chaos
rune burns its way onto a random part of your body. Should you ever collect 13 of
these, they will spell out a contract that signs your soul away to a Ruinous Power
(GM’s discretion).
66–68 Windblock You are stuck unable to breathe for 1d10 minutes (see “Suffocation”), after which
you— gasp!—manage to draw breath.
69–71 Lineage Concluded The infection of Chaos renders you sterile or barren.
72–74 Eyefuse You close your eyes as the Winds of Magic howl about you, and your eyelids are fused
shut. You cannot see until this is corrected by magic or surgery.
75–77 Spasmodic Your entire body convulses violently as the pure stuff of Chaos courses over you; you
Paroxysm bite off your tongue. You become very difficult to understand and suffer –5 to all
Casting and Language Tests until you are somehow healed.
78–80 Witherlimb A randomly determined limb withers and becomes permanently useless.
81–83 Mutating Wind Everyone within Willpower yards must make a Will Power Test or suffer a Physical
Mutation.
84–86 Dark Blessing You become permanently infused with Daemonic essence. Gain two Physical and two
Mental mutations.
87–89 True Despair Everyone within Willpower yards is affected by waves of despair and must pass a
Challenging Cool Test against Terror 2.
90–92 Vortex of Chaos Roll on the Major Miscast table. Every creature within 1d10 yards (1d10/2 squares)
suffers that effect.
93–95 Called to the Void You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate
Point to spend, it’s time to roll up a new character.
96–00 Tzeentch’s Nothing appears to have happened.
Revenge
Simplified Criticals
For use against mooks and not-quite-important-enough-for-real-crits creatures. Attempt is to
reduce tracking for these.

Roll Name Wounds Effects

01-10 Gash 1

11-20 Knocked Down 1 Gain a Prone condition.

21-30 Winded 1 Gain a Stunned condition.

31-40 Badly Bruised 2 Gain a Stunned condition.

41-50 Gut Blow 3 Gain a Surprised condition.

51-60 Brutal Blow 4 Gain a Stunned condition.

61-70 Cracked Bone 4 One random limb is useless.

71-75 Deep Cut 5 Gain a Fatigued condition.

76-80 Fractured Bone 5 Gain a Stunned condition.

81-85 Gaping Wound 6 Unconscious, bleeding to death (unless PCs take


action)

86-90 Crippling Wound 6 Unconscious, bleeding to death (unless PCs take


action)

91-95 Unconscious Dead Unconscious.

96-99 Ruined Dead Instant death. Collapsed into a pile.

00 Torn Apart Dead Broken in two.


The following Fumble and Gunpowder Fumble tables were shared by FighterChimp on the
Ratcatcher’s Guild Discord.

Fumbles

This table can be used instead of the “Oops” table in the book. It offers similar results, except with
more vague mechanical implementations to account for the environment, enemy skill, other
circumstances, etc. Since these results leave more to the GM’s discretion, they are encouraged to be fair,
if not nice.

Roll Result

01-20 Ouch: You catch a part of your anatomy, or your opponent lands a glancing
strike as you leave a gap in your defenses, or injure yourself on a part of the
terrain - lose 1 Wound, ignoring Toughness Bonus and Armor Points.

21-40 Weapon Damage: Your melee weapons jars badly, or your ranged weapon
malfunctions - your weapon suffers 1 Damage (this reduces the damage of
any attacks made that resulted in a Fumble).

41-60 Out of Position: A misjudged maneuver leaves you out of position. If in


melee, one engaged opponent gains 1 Advantage. If not, you take a -10% to
your next Action. This often coincides with a shift in the battlefield: a dirt
slope might begin to come loose beneath your feet, or your opponents
might force you backwards, perhaps out of engagement with your allies.

61-70 Movement Fumble: You stumble badly or inadvertently move to a poor


position on the battlefield - beneath a giant’s feet, at the edge of a cliff,
near a raging fire etc. You must use your Move this round (or next round, if
you’ve already used your Move this turn) to try to escape the danger, often
with a Test of some kind. If no such dangerous location exists nearby, you
simply fall Prone.

71-80 Action Fumble: You mishandle your weapon or equipment, lose your
footing, or otherwise make a mistake that will require your Action to
address next turn. Your weapon could become stuck in an enemy’s shield
or nearby part of the terrain, or your ammunition could begin to spill from
its pouch or quiver, or you strike a nearby stack of crates that topples over
on you.

81-90 Injury: You overextend yourself and are injured, or take a Condition. The
environment or other circumstances can provide inspiration for this: If
sharp objects are nearby, you might begin Bleeding, or if you’re too close
to a fire you could light Ablaze. Depending on the danger of the
environment and the -SL of the Fumble, the GM can assign more than 1
Condition. Alternatively, roll for a hit location and the GM chooses one of
the less severe Critical Injuries to apply.

91-00 Dire Consequences: Truly bad things happen. The GM is encouraged to be


creative. You might inadvertently strike an ally, using your rolled units die
to determine SL. A large creature might pick you up, causing you to become
Grappled and take some damage from the crushing grip.. Your weapon
could take 1d10 points of Damage or simply break, or fly from your hands
into a location that’s difficult to recover.
Gunpowder Fumbles

1. When a blackpowder weapon rolls a 96-00, or any Fumble that’s an even number (including
multiples of 10 for Dangerous weapons) roll on the Gunpowder fumble table.
2. Using Unreliable weapons or powder increases the misfire range by 2. Using Practical weapons
or powder decreases the misfire range by 1. The effects of weapon and powder stack.
3. Each point of Damage your weapon has also increases the misfire range by 1.
At the GM’s discretion, other circumstances might increase the odds of a fumble (rain or damp
powder, for example).

Roll Result

01-10 Partial burn. Not all of the powder catches. The weapon fires, but its damage is halved
and it loses all its Qualities. If fired at long range, the weak shot doesn't have enough
power to reach or damage its target.

11-30 Charge fails to ignite. Nothing happens, but you can fire as normal next round.

31-50 Weapon malfunction. The powder barely ignites, backfiring and damaging the firing
mechanism. The weapon takes 1 Damage and must be re-primed as an Action before it
can be fired again.

51-70 Weapon jam. The weapon jams and becomes useless. It cannot be fired again unless
an Average(+20) Trade(Engineer or Gunsmith) test is made. This test requires proper
tools and is dangerous to make in the havoc of combat - it is Challenging(+0) in
combat and attacks against the gunner the round they make this test have a +20 to hit
due to distraction.

71-80 Hang fire. The priming goes off, but nothing else happens. The weapon fires on the
following round, often with dangerous consequences. If the wielder tries to reload the
weapon, it fires at the wielder(often, directly at the head as they stare down the
barrel). Otherwise, it fires off in a random direction.

81-90 Squib round. The powder catches, but the bullet or shot jams and welds into the
barrel. The weapon is useless until an Extended Trade(Engineer or Gunsmith) test
requiring 6SLs is made(this test requires time and finesse, and cannot be made in
combat). If the weapon is fired again, it explodes. Superficially, this result resembles a
simple failure to ignite.

91-00 Weapon explodes. The weapon explodes, inflicting a Critical Wound to the arm
holding the weapon and destroying itself in the process. Dangerous weapons and
explosives inflict their normal damage as well.

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