========================================================================== BOTCHES When a character rolls "Snake Eyes", he has achieved a Botch. If a character Botches during an Iniatitive roll, he can not attack that round. Survival Tests and Unconsciousness checks can not be Botched, but they can certainly fail. Here are some possibilities for what happens during a Botch. These tables are just suggestions; a character who Botches an Athletics (Climbing) roll when he's attempting to scale a mountain might have a very different result than those listed below. Likewise, someone who Botches on an PER + Technology roll for explosives disposal could cut the wrong wire and cause the bomb to detonate. Rolling a Botch on an Initiative check means that you can not take any offensive actions that entire round, although you can defend yourself by taking defensive actions (parry, dodge, catch arrows, etc.) If a "1" comes up on the Initiative die roll but isn't followed up by another "1", then your first action will be on SR 5, followed by another action on that SR +3, etc. Essentially you're going last that round, but you still get your attacks and defensive actions. -------------------------------- DEX-based Skill (non-Combat) Roll 1D10. 1-4 No fumble. It just doesn't work. 5-7 Trip and fall down. Take 1D4 Bashing damage (a light sprain). 8-10 Major screwup. Take 1D6+1 Bashing damage. DEX-based Skill (Combat) Roll 1D10. 1-4 No fumble. You just screw up. 5 Dropped weapon. If you were trying to kick or punch something, roll DEX x 2 and succeed, or else you'll fall flat on your butt or face. 6 Weapon discharges or hits something harmless. If the character is using a Brawl or Melee attack, it's a wild swing and miss. 7 Weapon is embedded or stuck in something. If the weapon is a firearm, it jams. If it is a revolver, it does not jam (instead the bullet turns out to be a dud round). Fixing a jammed firearm will require a PER + Repair or PER + Firearms (requires a number of rounds equal to 5 - Success Levels on the repair roll, minimum 1 round). 8 Ricochet time! The player should roll temporary Luck + 1D10. With no successes, the bullet hits the player character. If the character is using Melee or Brawl, he overstrains his own muscles for his STR in Bashing damage. 9-10 Ricochet time! All the players should roll temporary Luck +1D10. With no successes, the bullet hits that unlucky player character. If the attack was a Brawl or Melee one, then the attack hits the closest PC in range. If there are no PCs close enough to be hit by a Brawl or Melee attack, then disregard. INT-based Skill (Repairing something, Building something, Arts and Crafts) 1-4 No fumble, but it isn't any good. 5-7 You screwed up but good. You dropped the tools you were using or did even more damage than before. Repairing or making the item will require two additional Success Levels on top of whatever it needed before. 8-10 Total failure. The item is beyond repair. Buy a new one. INT or WILL-based Skill (Influence, Leadership) 1-4 No fumble. They just aren't buying it. 5-7 No fumble, and they are now really skeptical. You need two additional Success Levels on top of whatever you needed before to persuade them. 8-10 You just insulted them. Roll 1D10. On a 1-4, they will immediately attack you. INT or PRE-based Skill (Figuring Stuff Out, Noticing Stuff, Investigation) 1-4 Out to Lunch. You don't fumble but aren't paying enough attention. 5-7 Baka. You not only fail, but others can roll PER + Alertness with a +2 to notice how much you're acting like a moron. 8-10 Everyone sees how foolish you're acting.