This table consists of the Various Malfunctions that Stitches firearms may experience when rolling to Attack. This table is rolled alongside rolling to attack, with the same D20 that is used to roll to attack. Any Advantage, Disadvantage and Proficiency Bonus are included in this roll aswell. Stat Modifiers do not effect this table.
Please remember that the 4 stages of Condition effect this table. For more information on Condition, see the Condition Page & Table.
Condition 1: +1 to rolls applied to this table (not attack rolls).
Condition 2: No altered stats.
Condition 3: -1 to rolls applied to this table (not attack rolls).
Condition 4: -2 to rolls applied to this table (not attack rolls).
Condition 5: The Gun is inoperable and Attacks cannot be made with it.
Condition +(No.) and -(No.) are not added to attack rolls, only to Malfunction rolls.
Stitches Firearms are infamous for thier Malfuctions and Price, the pair are considered a major factor as to why they have been mostly ignored by other powers. Some few wild spirits still decide to live with the risk however.
Rolled No. | Result | Description | |
---|---|---|---|
20 | The Gun Fires as Normal | N/A | |
19 | The Gun Fires as Normal | N/A | |
18 | The Gun Fires as Normal | N/A | |
17 | The Gun Fires as Normal | N/A | |
16 | The Gun Fires as Normal | N/A | |
15 | The Gun Fires as Normal | N/A | |
14 | The Gun Fires as Normal | N/A | |
13 | The Gun Fires as Normal | N/A | |
12 | The Gun Fires as Normal | N/A | |
11 | The Gun Fires as Normal | N/A | |
10 | Misfire | The Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed. | |
9 | Misfire | The Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed. | |
8 | Misfire | The Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed. | |
7 | Jam | Your Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing. | |
6 | Jam | Your Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing. | |
5 | Jam | Your Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing. | |
4 | Wild Shot | A Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling. | |
3 | Wild Shot | A Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling. | |
2 | Wild Shot | A Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling. | |
1 | Detonation | The Firearm explodes. It immediately takes 3 points of Condition Damage (reducing it to Condition 5). All creatures within 10ft (or 3 Meters) take (Firearm Quality)D6+2 Damage. |