Activate an Error

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Advanced Melee Weapon
Action Dice Spent Effect
1 Character accidentally turns off the powered weapon or fumbles the weapon and must take a move action to turn it back on or recover from the fumble. The move action must be spent even if they have Quick Draw, other feats, or talents that speed up activating or drawing a weapon.
2 Weapon is dropped in adjacent square, the character must take a move action to retrieve the weapon, and is subject to attacks of opportunity while retrieving the weapon.
3 Weapon breaks and is useless until repaired.
4 Weapon breaks, is useless until repaired, and deals full weapon damage1 to character.
Area Attacks
Action Dice Spent Effect
1 Weapon becomes jammed or malfunctions after firing and the character must take a move action to clear the jam or malfunction before able to fire again. If the area attack source is not subject to jamming or malfunction, the source of the area attack must take a move action to recover from the error.
2 Target area is miscalculated and the area is moved one square in a random direction.
3 Target area is miscalculated and the area is moved two squares in a random direction.
4 Weapon or source becomes useless until end of encounter. If the source is an incantation, the incantation cannot be utilized again until the next encounter.
Exotic Weapon
Action Dice Spent Effect
1 Weapon becomes jammed or malfunctions and the character must take a move action to clear the jam or malfunction. One round of ammunition is effectively spent, if applicable.
2 Weapon is dropped in adjacent square, the character must take a move action to retrieve the weapon, and is subject to attacks of opportunity while retrieving the weapon.
3 Weapon deals 1/2 damage1 (rounded down, minimum 1) to the nearest adjacent character2
4 Weapon deals full damage1 to the nearest adjacent character2
Heavy Weapon
Action Dice Spent Effect
1 Weapon becomes jammed or malfunctions and the character must take a move action to clear the jam or malfunction. One round of ammunition is effectively spent, if applicable.
2 Weapon's mount becomes unstable3 until the end of the characters next round.
3 Weapon's mount becomes unstable3 until repaired.
4 Weapon breaks and is useless until repaired.
Lightsaber
Action Dice Spent Effect
1 Character trips and falls prone
2 Character is disoriented, and moves -1 step on the condition track.
3 Character hits himself with weapon dealing 1/2 weapon damage1 (rounded down, minimum 1).
4 Character hits himself with weapon dealing full weapon damage1.
Pistol
Action Dice Spent Effect
1 Weapon becomes jammed or malfunctions and the character must take a move action to clear the jam or malfunction. One round of ammunition is effectively spent, if applicable.
2 Weapon is dropped in adjacent square, the character must take a move action to retrieve the weapon, and is subject to attacks of opportunity while retrieving the weapon.
3 Weapon becomes jameed or malfunctions and the character must take a full-round action to clear the jam or malfunctiion. The remainder of the clip or power cell ammunition is expended and must be replaced.
4 Weapon breaks and is useless until repaired.
Rifle
Action Dice Spent Effect
1 Weapon becomes jammed or malfunctions and the character must take a move action to clear the jam or malfunction. One round of ammunition is effectively spent, if applicable.
2 Weapon is dropped in adjacent square, the character must take a move action to retrieve the weapon, and is subject to attacks of opportunity while retrieving the weapon.
3 Weapon becomes jameed or malfunctions and the character must take a full-round action to clear the jam or malfunctiion. The remainder of the clip or power cell ammunition is expended and must be replaced.
4 Weapon breaks and is useless until repaired.
Simple Weapon
Action Dice Spent Effect
1 Character accidentally fumbles the weapon and must take a move action to recover from the fumble. The move action must be spent even if they have Quick Draw, other feats, or talents that speed up activating or drawing a weapon.
2 Weapon is dropped in adjacent square, the character must take a move action to retrieve the weapon, and is subject to attacks of opportunity while retrieving the weapon.
3 Weapon breaks and is useless until repaired.
4 Weapon breaks, is useless until repaired, and deals full weapon damage1 to character.
Skill
Action Dice Spent Effect
1 Automatically fails the skill check.
2 Automatically fails the skill check, and moves -1 on the Condition track.
Unarmed
Action Dice Spent Effect
1 Character trips and falls prone
2 Character is disoriented, and moves -1 step on the condition track.
3 Character hits a piece of scenery or is knocked against the scenery, suffering 1d6 subdual damage.
4 Character hits a piece of scenery or is knocked against the scenery, suffering 2d6 subdual damage.

1 Damage is calculated with all bonuses from feats (such as the Dead Eye feat) or talents (such as the Penetrating Attack talent) as available and applicable.
2 The character (PC, NPC, or other creature) must be adjacent to the original target. If multiple characters are adjacent, then roll randomly to determine which character receive the damage. If no character is adjacent, then the damage is dealt to a piece of nearby scenery (determined by player who spent the Action Dice to activate the error.
3 An unstable weapon suffers a -5 penalty to attack rolls.

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