Question re: Critical Fumbles / Failures...

By Maelstrom, in Anima: Beyond Fantasy RPG

Page 6 of the core book

Table 1: Fumble Level

Ok, so I understand that when you roll a fumble [ 01, 02 or 03 ] you consult Table 1 for a modifier. Specifically, a +15 / +0 / -15 respectively. We are then told to roll percentile and add / minus the appropriate number previously mentioned [+/- 15]. In the example "Lemure" gets a final fumble result of "105". What is this suppose to mean? Where is the result compared to? Is there a chart somewhere?

Thanks in advance for answering!

that means that he rolled a fumble; and then recorded its modifier (for the sake of example we shall say he got a1, so +15)

then he rolled the dice again and got a 90 on the dice; he then added them together for 105.

he then converts that to a negative before adding in his relavent skill.

brewmaster_vitty said:

that means that he rolled a fumble; and then recorded its modifier (for the sake of example we shall say he got a1, so +15)

then he rolled the dice again and got a 90 on the dice; he then added them together for 105.

he then converts that to a negative before adding in his relavent skill.

There are two simple situations:

First: In an attack or defense combat you subtract that number from the attack/defense. So if he rolls a 1, then a 90 for a 105 fumble on an attack he treats his roll as a -105 and adds his skill, if he is attacking he will probably take a wicked counterattack and if he is defending the damage will not be pretty.

In example a character with +95 attack that gets a fumble of -105 will have a total of -10 on his attack.

Further if the fumble is 80+ something bad happens beyond just the damage or counterattack the character will take. This is up to the GM but disarming himself, tripping, etc. is completely possible. I believe that these rules also apply to Offensive and Defensive projection rolls of a psychic, mage, or summoner.

Second: If it is a fumble on initiative he takes a -125, -100, or -75 on a 1, 2, or 3 respectively. You do not determine the level of the fumble because this is not an Ability per se.

The rules for these first two situations are on page 91 under "Open Rolls and Fumbles in Combat".

Other fumbles have other effects which are much harder to decide.

Secondary Skill Fumble: this is an automatic failure on the skill. Roll for the fumble level to decide if something worse happends. There is a table on page 44 explaining what happens but basically;

Fumble of 1-50: Skill fails, but no additional penalty.
Fumble of 51-100: Skill fails miserably. An Acrobatic Check may cause the person to fall and break their leg, a Forge check may ruin all the materials, a person trying to heal someone would just make them worse, etc.
Fumble of 101+: Skill fails Horribly, a Navigate check may sink his ship, a character may mistakenly a poison instead of the antidote, etc.

I say these are harder because they are completely up to the GM to decide depending on the situation.

I know there are other things that can be fumbled, but I can not think of them at the moment.

Maelstrom said:

brewmaster_vitty said:

that means that he rolled a fumble; and then recorded its modifier (for the sake of example we shall say he got a1, so +15)

then he rolled the dice again and got a 90 on the dice; he then added them together for 105.

he then converts that to a negative before adding in his relavent skill.

Thank you for the quick response. Is what you just said actually explained in one of the books somewhere?

i don't have the books on me right now, so i can't toss out page numbers; but me and my crew just sort of infered this anyway, and since Lia is saying the same thing, you should be able to take it to the bank.

Lia Valenth said:

There are two simple situations:

First: In an attack or defense combat you subtract that number from the attack/defense. So if he rolls a 1, then a 90 for a 105 fumble on an attack he treats his roll as a -105 and adds his skill, if he is attacking he will probably take a wicked counterattack and if he is defending the damage will not be pretty.

In example a character with +95 attack that gets a fumble of -105 will have a total of -10 on his attack.

Further if the fumble is 80+ something bad happens beyond just the damage or counterattack the character will take. This is up to the GM but disarming himself, tripping, etc. is completely possible. I believe that these rules also apply to Offensive and Defensive projection rolls of a psychic, mage, or summoner.

Second: If it is a fumble on initiative he takes a -125, -100, or -75 on a 1, 2, or 3 respectively. You do not determine the level of the fumble because this is not an Ability per se.

The rules for these first two situations are on page 91 under "Open Rolls and Fumbles in Combat".

Other fumbles have other effects which are much harder to decide.

Secondary Skill Fumble: this is an automatic failure on the skill. Roll for the fumble level to decide if something worse happends. There is a table on page 44 explaining what happens but basically;

Fumble of 1-50: Skill fails, but no additional penalty.
Fumble of 51-100: Skill fails miserably. An Acrobatic Check may cause the person to fall and break their leg, a Forge check may ruin all the materials, a person trying to heal someone would just make them worse, etc.
Fumble of 101+: Skill fails Horribly, a Navigate check may sink his ship, a character may mistakenly a poison instead of the antidote, etc.

I say these are harder because they are completely up to the GM to decide depending on the situation.

I know there are other things that can be fumbled, but I can not think of them at the moment.