Header:
Ike & Murt's Fumbles
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MaxReps: 10 Table: Fumble 10:You Miss and look really dumb
Everybody notices
All Players should point and laugh at player. 5:Leave yourself open
Opponent gets Attack of Opportunity at -2
Opponent may not exceed his Maximum # of Attacks of Opportunity per round 5:Off balance
Lose next attack
If Character has remaining attacks this round, they are lost
Otherwise the character may only make a move equivelant action in the following round 5:Stumble
-2 AC until character's next initiative 5:Grip Slips
-5 to next attack while you adjust grip 5:Get spun around
Opponent gets Attack of Opportunity
Opponent may not exceed his Maximum # of Attacks of Opportunity per round 5:Loose Grip
STR check (DC 15) to avoid dropping weapon 5:Weapon entangled
spend Move-equivalent action to free it 5:Lose Footing
No Dex bonus to AC until your next initiative 5:Strain Arm
Take Character's STR bonus (Min 1) as damage
-1 on all attacks for 1 hr 5:Over Extended
Opponent gets Attack of Opportunity at +2
Opponent may not exceed his Maximum # of Attacks of Opportunity per round 5:Opponent Strikes weapon
Apply normal damage
Does not provoke Attack of Opportunity 5:Hit self
for 1/2 damage (round up) 4:Strain Back
Take Character's STR bonus (Min 2) as damage
-2 on all attacks until healed 4:Opponent Strikes weapon
Apply double damage
Does not provoke Attack of Opportunity 4:Hit self
For normal damage 4:Bump Ally
Both require DEX check (DC 15) to avoid falling 4:Hit Ally
for normal damage 2:Hit self
For normal damage
[@Bleeder] Hit Point bleeder 2:Hit self
Roll for Crit Threat
Otherwise normal damage 2:Hit Ally
Roll for Crit Threat
OTherwise normal damage 2:Crit hit Self
[@Crit] 1:Crit hit Ally
[@Crit] 1:Crit hit Self & knocked unconscious
Unconscious for {1d4+1} rounds
[@Crit] EndTable: EndTable: Header:
Ike's Crits
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Terms:Random Damage: The dice roll for the damage of the attack.
Total Damage: The combined values of the random damage, plus strength and any other modifiers to damage including crit bonuses to damage.
Bleeder: Amount of additional damage the recipient receives each subsequent round due to blood loss, internal bleeding or shock. Occurs at the same initiative speed as the original strike.
All negative affects remain in effect until wound is completely healed.

When in doubt always opt for more damage.
MaxReps: 10 Shuffle: CritsAffect Table: Crit [!CritAffect] EndTable: Table: CritAffect 4:Arm Hit:
[|-2 To Hit|No AC from Shield]
Double Random Damage
[@Bleeder] Hit Point Bleeder 2:Arm Hit:
[|-2 To Hit|No AC from Shield]
Double Total Damage
[@Bleeder] Hit Point Bleeder 5:Arm Hit:
[|-2 To Hit|No AC from Shield]
Max Random Damage
Double STR Mod to Damage
[@Bleeder] Hit Point Bleeder 5:Chest Hit:
-{1d4+1} Initiative
Double Random Damage
[@Bleeder] Hit Point Bleeder 1:Chest Hit:
-{1d6+2} Initiative
Double Total Damage
[@Bleeder] Hit Point Bleeder 7:Chest Hit:
-{1d6+3} Initiative
Max Random Damage
Double STR Mod to Damage
[@Bleeder] Hit Point Bleeder 2:Chest Hit:
-{2d4+4} Initiative
Triple Total Damage
[@Bleeder] Hit Point Bleeder 2:Foot Hit:
-1 AC & 1/2 AC From Dex (round down)
+[@Bleeder] Hit Points Damage
[@Bleeder] Hit Point Bleeder 1:Foot Hit:
-1 AC & 1/2 AC From Dex (round down)
Double Random Damage
[@Bleeder] Hit Point Bleeder 1:Foot Hit:
-1 AC & 1/2 AC From Dex (round down)
Max Random Damage
Double STR Mod to Damage
[@Bleeder] Hit Point Bleeder 3:Groin Hit:
-{2d3} Movement
+[@Bleeder] Hit Points Damage
Max Random Damage
Double STR Mod to Damage
[@Bleeder] Hit Point Bleeder 2:Groin Hit:
-{2d4} Movement
Max Random Damage
Double Random Damage
[@Bleeder] Hit Point Bleeder
Stunned [@Bleeder] Round(s) 1:Groin Hit:
-{2d6} Movement
Max Random Damage
Double Total Damage
[@Bleeder] Hit Point Bleeder
Stunned {1d4+1} Rounds 7:Hand Hit:
-1 [|To Hit|AC from Shield]
+[@Bleeder] Hit Points Damage
[@Bleeder] Hit Point Bleeder 2:Hand Hit:
-1 [|To Hit|AC from Shield]
+[@Bleeder] Hit Points Damage
Double Random Damage
[@Bleeder] Hit Point Bleeder 6:Hand Hit:
-1 [|To Hit|AC from Shield]
Double Random Damage
[@Bleeder] Hit Point Bleeder 1:Head Hit:
-{4d3+1} Initiative
Double Random Damage
[@Bleeder] Hit Point Bleeder
Stunned [@Bleeder] Round(s) 1:Head Hit:
-{4d4+1} Initiative
Triple Total Damage
[@Bleeder] Hit Point Bleeder
Stunned {1d4+1} Rounds 1:Head Hit:
Dead!
That's it, game over!
The opponent has left the building!
Lucky Shot, but effective! 1:Knee Hit:
-2 AC & No AC From Dex
Double Total Damage
[@Bleeder] Hit Point Bleeder
Stunned [@Bleeder] Round(s) 4:Knee Hit:
-2 AC & No AC From Dex
Max Random Damage
+[@Bleeder] Hit Points Damage
[@Bleeder] Hit Point Bleeder 1:Knee Hit:
-2 AC & No AC From Dex
Max Random Damage
Double STR Mod to Damage
+[@Bleeder] Hit Points Damage
[@Bleeder] Hit Point Bleeder 5:Leg Hit:
1/2 Movement & No AC From Dex
Double Random Damage
+[@Bleeder] Hit Points Damage
[@Bleeder] Hit Point Bleeder 3:Leg Hit:
1/2 Movement & No AC From Dex
Max Random Damage
+[@Bleeder] Hit Points Damage
[@Bleeder] Hit Point Bleeder 1:Leg Hit:
1/2 Movement & No AC From Dex
Max Random Damage
Double Random Damage
[@Bleeder] Hit Point Bleeder 3:Leg Hit:
1/2 Movement & No AC From Dex
Max Random Damage
Double STR Mod to Damage
+[@Bleeder] Hit Points Damage
[@Bleeder] Hit Point Bleeder 1:Leg Hit:
1/2 Movement & No AC From Dex
Max Random Damage
Double STR Mod to Damage
Double Random Damage
[@Bleeder] Hit Point Bleeder 1:Neck Hit:
-{3d2} Dexterity
Double Random Damage
[@Bleeder] Hit Point Bleeder
Stunned [@Bleeder] Round(s) 1:Neck Hit:
-{4d2} Dexterity
Max Random Damage
Triple Total Damage
[@Bleeder] Hit Point Bleeder
Stunned {1d4+1} Rounds 15:Stunning Blow Hit:
Target Stunned {1d3} Round(s)
[@Bleeder] Hit Point Bleeder
Roll Normal Damage
Roll immediate attack of opportunity (if available) against stunned opponent
Character may not exceed their Maximum # of Attacks of Opportunity per round 1:Amazing Combination Affect:
Treat as 2 seperate sets of damage
[!2 CritAffect >> implode
] 1:Outstanding Combination Affect:
Treat as 2 seperate sets of damage
[!2 CritAffect >> implode
] 3:Stomach Hit:
-{1d10+10} Movement
+[@Bleeder] Hit Points Damage
[@Bleeder] Hit Point Bleeder 2:Stomach Hit:
-{1d10+10} Movement
Double Random Damage
[@Bleeder] Hit Point Bleeder 1:Stomach Hit:
-{1d10+10} Movement
Double Total Damage
[@Bleeder] Hit Point Bleeder 2:Stomach Hit:
-{1d10+10} Movement
Max Random Damage
Double STR Mod to Damage
[@Bleeder] Hit Point Bleeder EndTable: Table: Bleeder 5:1 4:2 3:3 2:4 1:5 EndTable: Table: Terms
Terms:Random Damage: The dice roll for the damage of the attack.

Total Damage: The combined values of the random damage, plus strength and any other modifiers to damage including crit bonuses to damage.

Bleeder: Amount of additional damage the recipient receives each subsequent round due to blood loss, internal bleeding or shock. Occurs at the same initiative speed as the original strike.

All negative affects remain in effect until wound is completely healed.

When in doubt always opt for more damage.