From: | Neil Smith <NSMITH@***.AC.UK> |
---|---|
Subject: | Initiative and the Rule of Ones |
Date: | Mon, 14 Nov 1994 11:34:10 GMT |
effects of fumbled initiative roll (they played with the Rule of
Sixes as well). Aplogies for the delay, but here are some
suggestions:
Results of Fumbled Initiative Rolls (determined by whim of GM):
Stumble, and swear about it.
Fall over.
Fall over, spend 1/2/3/1d6 Actions to get up again.
Fall over, get winded. Take L Stun.
Fall over, twist someting. Take L Physical.
Fall over, break something. Take M Physical.
Fall over, twist ankle. Take L Physical and reduce Running
multiplier by 1 until healed.
Get clothing / strap caught on door handle or something. Take
1/2/3/1d6 Actions to free it; no walking/running possible
until then.
Helmet/hair/dust gets into eyes, +4 to all T#s. Spend 1/2/3/1d6
actions to clear.
As above, but character totally blinded. +8 to all T#s until cleared.
Drop weapon or other held object.
Strap/pocket breaks: random piece of equiptment falls to floor.
As above, but dropped item rolls to somewhere inaccessable.
Gun jams. 1/2/3/1d6 Actions to clear.
Gun jams in a big way. 2hrs in a shop to fix.
Knife/sword bends and is unusable until bent back into shape.
Weapon breaks.
Gun goes off, hitting nothing important.
Random weapon use:
Hit hearest friend for base damage
Hit self for base damage
Hit nearest friend for rolled damage
Hit self for rolled damage
Can also apply the above with and without combat pool for damage
resistance and with and without armour.
Random bit of cyberware/bioware stops working for 1/2/3/1d6 rounds.
Random bit of cyberware/bioware fails completely.
Random bit of cyberware does its thing, once.
Random bit of cyberware does its thing, continuously.
Hope this is useful. If person concerned wants more information,
drop me a line.
Neil.