PUCS - Outline

PUCS - Rules
- Character Attributes
- Movement
- Skills
- Gap
- Combat
- Initiative
- Round
- Melee
- Magic
- Critical Blunders
- Critical Hits
- Free Attack
- Missile
- Damage
- Weapons
- Armor
- Healing
- Misc
PUCS - Topics
- Creating a Character
- Improving Skills
- Improving Attributes
- Running A Game
- Example Melee
PUCS - Skills
- Skills Magical
- Skills Martial
- Skills Other
PUCS - Lists
- Equipment
- Armor
- Weapons
PUCS - Monsters
PUCS - Glossary

PUCS | Rules / Critical Blunders

See Also: Melee, Missile, Damage, Weapons, Critical Hits


Critical Blunders occur when the player roles 98 or 99 on a skill check role. The attack is considered very unsuccessful.

Critical Blunder in Melee
Die RollAction
98Weapon Drop1
99Weapon Broken2

1The character has dropped their weapon and must use an action to retrieve it, or draw another weapon (See Round). If the weapon is a crossbow or a bow the weapon slips, but can be used the following second. If the weapon is a shield, the shield is dropped and must use an action to retrieve it.

2The melee weapon is broken. The weapon can still be used, but does half damage and has half the reach of before. If the weapon is bow or crossbow the weapon has broken and needs to be repaired. The character makes a skill check at half skill for the bow or cross bow to make it serviceable again. This check takes an entire round, 10 seconds. If the weapon is a shield, the shield is broken. The shield's damage reduction is reduced by half. The blow, the shield was blocking, comes through without any damage reduction applied.

Critical Blunder - Spell Skill Check

The spell fails and its power is lost. The caster looses any remaining spell actions and can not cast any spell until the next round.

Critical Blunder - Skill Check

For all other skill checks, the action fails. Its up to the GM to determine the total result of this failure.

Page Last Updated: 2008-05-16 06:31:36