7.10  Blooper Table



    Each character has a potential blooper range.  Initially, normally, and perhaps always, that range will be "1" on a 1d20.  However, fair warning: there are curses, spells, cursed weapons, and other ways by which a character may, temporarily or permanently, experience an increased blooper range.
    Each potential blooper requires a confirming roll: a successful hit means that the blooper was only a miss (see exception below).
    In addition, magical weapons provide augmented protection against bloopering.  If a character using a magical weapon rolls a potential blooper, and then a confirmation of that blooper, there is still one additional check to be made.  If the character can make a saving roll: 1d20 plus DEX plus the weapon's ToHit magical plusses, versus DC 15, then this was only a miss, and not a blooper.

     It is possible to become sufficiently buffed up, that even a roll of "1" is sufficient to hit a foe.  Even so, rolling a "1" is always a potential blooper.  And rolling a second "1" on the confirming roll means that it is a blooper, even though the confirming roll would actually hit the foe.
    On the other hand, if the confirming roll is not a "1", then the initial attack roll of "1" is turned into a miss.  Most emphatically it is not a hit.

     Once an attack has been determined to be an actual Blooper, roll 4d6 and consult the following table for the results of the blooper:

ROLL
ACTION
4
Break Weapon
5
Throw Weapon away, 1d8 random direction, 1d6 * 4' random distance
6
Blooper and confirm range is doubled for next hour
7
Strike at nearest companion, vs AC, for full normal damage; if none in range hit self for full normal damage
8
Drop Weapon and fall Prone, lose rest of this round
9
Strike at nearest companion, vs AC, for half normal damage; if none in range hit self for half normal damage
10
Blooper and Confirm range is doubled for remainder of encounter
11
Drop Weapon and lose rest of this round
12
Drop Weapon and lose rest of this round
13
Lose rest of this round
14
Lose rest of this round
15
Lose rest of this round
16
Drop Weapon and lose rest of this round
17
Drop Weapon and lose rest of this round
18
Drop all held items, and lose rest of this round
19
Blooper and Confirm range is doubled for next minute (ten rounds)
20
Drop Weapon and fall Prone, lose rest of this round
21
Hit self for one-half normal damage
22
Hit self for full normal damage
23
Blooper and Confirm range is doubled for remainder of this day
24
Critical on Self

Note:  If engaged in Unarmed Combat, ignore any "Drop Weapon" part of an Action.