Stuff happens, especially in the heat of combat. Critical Fumbles represent a minor, debilitating effect that occurs when you roll a Critical Failure on an attack roll.
Critical Fumbles represent a minor, debilitating effect when you roll a Critical Failure when making an attack roll. There are four types of Critical Fumbles, covering four broad types of attacks: melee weapon, ranged weapon, unarmed and supernatural. When you roll a Critical Failure, roll a d20 and consult the table below for the consequences for your critical fumble. Your GM may choose to forgo the roll and instead pick a narratively appropriate consequence.
Unless otherwise noted, penalties for critical fumbles go away at the end of combat. If a fumble applies a numbered condition with the caveat "until healed," that condition is locked and does not naturally decrease at the start of your round until you receive magical or medical healing.
1 - Is This Bad?: You take 1d6 persistent bleed damage.
2 - Catch Your Breath: You are Staggered until the end of your next turn.
3 - Better to Give: You hit yourself instead of the target, taking standard damage.
4 - Sorry!: You hit an ally in melee range instead of the target.
5- Rang Your Own Bell: You are Deafened until the end of your next turn.
6- Strained: Until healed, you are Clumsy 2.
7 - BONK!: You are Stunned 2.
8 - Stop Spinning: You are Sickened 2.
9 - Winded: You are Fatigued.
10 - Attack the Darkness: Your enemies gain the Concealed condition against you until the end of your next turn.
11 - Eat Dirt: You fall Prone and are Blinded until the end of your next turn.
12 - Decision Paralysis: You are Slowed until the end of your next turn.
13 - Wait, What?: You are Confused.
14 - Go For the Eyes: You are Dazzled until the end of your next turn.
15 - Stuck: Your weapon becomes lodged into a nearby surface. To free it, you must spend 1 Action to succeed at a DC 15 Athletics check.
16 - YEET!: Your weapon slips and flies to a random location within Close Range.
17 - Wide Open: You are Flat-Footed until the end of your next turn.
18 - All In: You take a -1 Circumstance Penalty to attack rolls until you score a Critical Hit.
19 - Butter Fingers: You drop one item you are currently holding.
20 - Sweaty Palms: You take a -2 Circumstance Penalty to all attack rolls with this specific weapon until the end of your next turn.
1 - Overcompensate: Any level of Cover provides an additional +4 Circumstance Bonus to Armor Defense against your ranged attacks for 1 minute.
2 - Overthinking It: Until the end of your next turn, all ranged attacks require 1 additional Action for you to stabilize yourself before firing.
3 - Backfire: You hit yourself, instead of your target.
4 - Friendly Fire: You hit the ally nearest to the target.
5 - Mix It Up: You cannot make ranged attacks until the end of your next turn.
6 - Shot Your Own Foot: Until healed, you are Clumsy 2.
7 - Shaky Grip: You are Staggered until the end of your next turn.
8 - Head Rush: You are Sickened 2.
9 - Astonishing Miss: You are Stunned 1.
10 - Close to the Ear: You are Deafened until the end of your next turn.
11 - Hunh?: You are Confused.
12 - Kickback Like a Mule: You fall Prone.
13 - Seeing Double: You are Dazzled until the end of your next turn.
14 - Misjudged the Distance: Until the end of your next turn, all your range increment penalties are doubled.
15 - Awkward Positioning: You are Flat-Footed until the end of your next turn.
16 - Weapon Problem: Something on your weapon malfunctions. You need to spend 2 Actions to Interact and fix it before you can attack with it again.
17 - Firing Like an American: You use twice the normal amount of ammunition for this attack, and you still miss.
18 - Klutz: You drop one item you are currently holding.
19 - Lost the Target: You take a -2 Circumstance Penalty to attack rolls until the end of your next turn.
20 - Tunnel Vision: You gain a +1 Circumstance Bonus to attack rolls for the next 3 rounds, but you suffer a -2 Circumstance Penalty to all Defenses.
1 - Head, Meet Fist: You fall Unconscious until you are woken up or until the end of your next turn.
2 - Deep Cut: You take 1d6 persistent bleed damage.
3 - Stop Hitting Yourself: You hit yourself instead of your target.
4 - Battered and Bruised: Until healed, you take a -1 Circumstance Penalty to all Defenses.
5 - Random Flailing: You hit an ally adjacent to your target.
6 - Something's Broken: You take 1d4 bludgeoning damage and cannot use this specific natural attack until you are healed.
7 - Off Balance: You are Staggered until the end of your next turn.
8 - Sprain: Until healed, you are Clumsy 2.
9 - Torn Muscle: Until healed, you are Enfeebled 1.
10 - Dizzying Headbut: You are Stunned 1.
11 - Pins and Needles: You are Sickened 3.
12 - Kick up Dust: You kick up a cloud of debris, becoming Blinded until the end of your next turn.
13 - Hit the Wall: You are Fatigued.
14 - Show Your Hand: Your target gains a +2 circumstance bonus to Armour Defence against you for the next 1 minute.
15 - Got Too Close: The target of your attack may choose to immediately use a Grapple action against you as a Reaction.
16 - Caught Your Attack: The target of your attack may choose to immediately use a Trip or Shove action against you as a Reaction.
17 - Eye Strain: You are Dazzled until the end of your next turn.
18 - Bruised Ego: You cannot attack another creature until the target you critically fumbled against is defeated, or until the end of your next turn.
19 - Awkward Attack: You are Flat-Footed until the end of your next turn.
20 - Frustration: You take a -2 Circumstance Penalty to all attack rolls until the end of your next turn.
1 - Bleeding Eyes: You take 1d6 persistent bleed damage.
2 - Mental Backlash: Until healed, you are Stupefied 3.
3 - Blastoff: You are thrown to a random location within Close Range and take 3d6 bludgeoning damage from the violent translocation.
4 - Spontaneous Combustion: You take 2d6 fire damage
5 - Reflection: The supernatural ability targets you instead of the intended target.
6 - Apprentice-Level Mistake: The supernatural ability targets the ally nearest to the initial target.
7 - Can You Hear Me Now?: Until healed, you are Deafened.
8 - Unstuck in Time: You are Staggered until the end of your next turn.
9 - Everything Comes Down to Fear: You are Frightned 3.
10 - Hopeless Case: You are Hopeless 3 (reducing your Anima Pool by 3).
11 - Anima Outflow: You take 1d6 points of Anima damage.
12 - Draining Magic: You are Fatigued.
13 - Left Reeling: You are Stunned 1.
14 - Behold the Colours of Magic: You are Blinded until the end of your next turn.
15 - Occult Repulsion: You take a -2 Circumstance Penalty to all supernatural attack rolls until the end of your next turn.
16 - Accidental Spacetime Rift: You are teleported directly into Melee with your target. If you are already in Melee, you instead fall Prone.
17 - Unwarranted Spell Shield: The target gains a +2 Supernatural Bonus to all Defenses for 1 minute.
18 - You Made 'Em Faster: The target is Quickened for 2 rounds.
19 - You Made 'Em Stronger: The target gains a +2 bonus to attack rolls until the end of your next turn.
20 - You Made 'Em Harder: The target gains Resistance 5/- to all damage until the end of your next turn.