Botches Chart (Classic)

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HoraceBlack
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Botches Chart (Classic)

#1 Postby HoraceBlack » Tue Mar 28, 2017 5:41 pm

Years ago I started working on a chart for botches my goal was to due one for each Trait and for combat attacks, that goal was never met but I present for you what I have thus far for melee weapons. I would like to do it so that you draw a card to determine the effect of the botch. Here is what I have thus far.

Weapon Melee
• Butter Fingers: Drop weapon at your feet.
• Duck!: Throw weapon up to 1d6 yards in a random direction.
• Crack: Breaks weapon.
• Ouch!: You manage to bring the business end of the weapon on yourself, taking normal damage..
• Sorry Buddy: Hit nearest ally.
• Jarring blow: you hit something hard causing a -2 penalty to your fighting rolls for the rest of the combat.
• Whoah!: You loose your balance and fall prone.
• Fools Dance: You manage to swing all away around, missing everything and causing yourself to become dizzy. -2 to Cognition skills and checks for the rest of the round.
• Let’s Juggle: You start to drop the weapon only to catch it, drop it, and catch it again.
• Its Not Supposed to Do That?: If the weapon is a gizmo or junker item then it automatically fails its reliability/stability roll. Otherwise no effect.
• Where Did it Go?: The weapon flies straight up sticking or catching on something up above. If nothing is up above then the weapon comes down and hits the user.
• What a Trip: You trip over your own two feet, causing a -2 penalty to Nimbleness rolls for the rest of the round.
• You Should Have Stretched First: You pull a muscle causing a -2 to Strength rolls, until you rest.
• Bad Adrenalin Rush: You strain yourself and suffer 1d6 Wind.
• I Meant to do That: You manage to bring the non-business end of the weapon on yourself, doing damage as Wind only.
• What’s a Concussion?: You manage to strike your head either with your weapon or against something hard nearby (perhaps the enemy). You suffer a -2 to Smarts rolls for the rest of the combat.
• One Digit Less: You manage to smash or cutoff one of your fingers.
• The Gods Must Be Crazy!: There is a flash of light as your weapon “poofs” out of existence. No effects on relics.
• I should Have Tightened that Earlier: The weapon falls to pieces and must be put back together before it can be used again.
• GONG!: You strike something that lets out a loud crashing noise.
• Pinched Nerve: You manage to pinch a nerve causing a -2 penalty to Vigor checks until next round.
• Groin Check!: You manage to hit yourself in the man/lady parts treat as an attack to the Gizzards.
• Ddddd!: You manage to strike something hard reverberating thru your weapon you must make an Onerous (11) Vigor check or be stunned the weapon and target are fine though.
• New Indian Name - Walks in Circles: You manage to pierce or damage your foot (doing damage) so that it's hard to walk, cutting your pace by half. If the weapon is sharp you must remove it from your foot as an action.
• Rubber Effect: The weapon hits the target and hits you leaving the target unaffected.
• Fool Fighting: You make a complete ass out of yourself with that attack, adding +4 to any Ridicule attempts against you for the combat.
• Look what I summoned?: You attack summons a Gremlin that attaches to the character.
• Weapon Check: If item is a Gizmo or Junker check it must make an immediate reliability check -4. If not then no effect.
• Someone Just Walked on Your Grave: Not only do you miss but you feel a powerful shiver run down your back giving you a -2 to fear checks this round.
• I Meant to do That: You miss but no effect otherwise.
Remember: If you build a fire for a man he will be warm for a night, but if you set that man on fire, he will be warm for the rest of his life.

HoraceBlack
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Joined: Tue May 13, 2003 5:30 pm
Location: Kansas City, MO, USA
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Re: Botches Chart (Classic)

#2 Postby HoraceBlack » Tue Mar 28, 2017 5:41 pm

Any suggestions would be most welcome.
Remember: If you build a fire for a man he will be warm for a night, but if you set that man on fire, he will be warm for the rest of his life.

Victor Daniels
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Posts: 1
Joined: Sat Apr 22, 2017 12:32 am

Re: Botches Chart (Classic)

#3 Postby Victor Daniels » Sat Apr 22, 2017 6:25 pm

Nice list can't wait to see it in action!

Threw some together for Ranged Weapons: Guns

Dirty West, sand in your firearm: Foolproof 3 to fix otherwise -2 to Shootin'.
Did I tighten that? Loose parts give your firearm a Reliability of 19 until tightened. Gizmos reliability are reduced by -4.
What kickback? Weapons kick catches you off guard and hits you in the face doing 1d4 wind and making you look a damn fool.
You no daisy: Weapon spins out of your control and fires. Narrowly missing your noggin'.
Toe-less Ted over there: Weapon fires prematurely hitting your foot normal damage. Don't look infected, does it?
My piece! Gun drops and barrel is bent. Firing this is a bad idea hombre. Unusable until you see a gunsmith amigo.
What the rust? Local conditions set in rust. Pulling the trigger requires a 7 Strength check until the weapon is oiled.
West or bust! BOOM, gun explodes dealing 2d6 damage to the arm holding it. No fixing this one partner. Relics are unaffected.
Have a nice trip: Holster loosens and falls around your ankles. Must make a nimbleness 5 roll to avoid tripping if you move.
Nervous much? Your palms are so wet from flop sweat when you swing your arm to aim your weapon you throw it 1d3 yards towards that direction instead.
Dry fire! You pull the trigger but nothing happens. Bad bullet, bad timing.
Trick Shot. You miss the target and hit a ricocheting object. Roll a d6. 1-2 shoots past you narrowly missing, 3 hits the intended target, 4 hits any people or animals behind the target, 5 hits a member of the posse, and 6, well that's a trick shot! Hits you amigo! Roll normal damage.

HoraceBlack
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Posts: 370
Joined: Tue May 13, 2003 5:30 pm
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Re: Botches Chart (Classic)

#4 Postby HoraceBlack » Sun Apr 23, 2017 8:40 am

Thanks I will definitely be using those on the missile botches. I've added and updated the list still a work in progress.
Botches


Whenever a botch is rolled the Player draws a card to determine what happens if the character has the Bad Luck Hindrance draw two cards and take the worst. Remember that you can use a Legend Chip to negate a botch.


Melee Weapon Botches
Clubs
Deuce: Its Not Supposed to Do That?: If the weapon is a gizmo or junker item
then it automatically fails its reliability/stability roll. Otherwise no effect.
Three: Ddddd!: You manage to strike something hard reverberating thru your
weapon you must make an Onerous (11) Vigor check or be stunned the
weapon and target are fine though.
Four: Bad Adrenalin Rush: You strain yourself and suffer 1d6 Wind.
Five: One Digit Less: You manage to smash or cutoff one of your fingers.
Six: Whoah!: You loose your balance and fall prone.
Seven: Sorry Buddy: Hit nearest ally.
Eight: Jarring blow: you hit something hard causing a -2 penalty to your
fighting rolls for the rest of the combat.
Nine: Crack: Breaks weapon, no effect on Relics.
Ten: Where Did it Go?: The weapon flies straight up sticking or catching on
something up above. If nothing is up above then the weapon comes down
and hits the user
Jack: What a Trip: You trip over your own two feet, causing a -2 penalty to
Nimbleness rolls for the rest of the round.
Queen: Boom!: You manage to bring the non-business end of the weapon on
yourself, doing damage as Wind only.
King: Fate is Fickle: Spend your lowest chip to make it a miss or Draw two
cards and take the worst result.
Ace: Butter Fingers: Drop weapon at your feet. No weapon no effect.


Hearts
Deuce: Groin Check!: You manage to hit yourself in the man/lady parts treat as
an attack to the Gizzards.
Three: Ouch!: You manage to bring the business end of the weapon on yourself,
taking normal damage.
Four: I should Have Tightened that Earlier: The weapon falls to pieces and
must be put back together before it can be used again. No weapon no
effect.
Five: New Indian Name - Walks in Circles: You manage to pierce or damage
your foot (doing damage) so that it's hard to walk, cutting your pace by
half. If the weapon is sharp you must remove it from your foot as an
action.
Six: Rubber Effect: The weapon hits the target and hits you leaving the target
unaffected.
Seven: What Goes Up, Must Come Down: You throw the weapon straight up
and it comes down onto your head treat as a Noggin' shot. If its an
unarmed attack then its just a miss.
Eight: Duck!: Throw weapon up to 1d6 yards in a random direction.
Nine: You Should Have Stretched First: You pull a muscle causing a -2 to
Strength rolls, until you rest.
Ten: Weapon Check: If item is a Gizmo or Junker check it must make an
immediate Reliability check -4. If not then no effect.
Jack: Fool Fighting: You make a complete ass out of yourself with that attack,
adding +4 to any Ridicule attempts against you for the combat.
Queen: Pinched Nerve: You manage to pinch a nerve causing a -2 penalty to
Vigor checks until next round.
King: What’s a Concussion?: You manage to strike your head either with your
weapon or against something hard nearby (perhaps the enemy). You suffer
a -2 to Smarts rolls for the rest of the combat.
Ace: Let’s Juggle: You start to drop the weapon only to catch it, drop it, and
catch it again.

Diamonds
Deuce: Someone Just Walked on Your Grave: Not only do you miss but you
feel a powerful shiver run down your back giving you a -2 to fear checks
this round.
Three: I should Have Tightened that Earlier: The weapon falls to pieces and
must be put back together before it can be used again. No weapon no
effect
Four: Bloody Nose: You smack yourself in the nose although no real damage is
done you lose 1 Wind per turn until you can stop the bleeding with a
Foolproof (3) Medicine roll.
Five: Fools Dance: You manage to swing all away around, missing everything
and causing yourself to become dizzy. -2 to Cognition skills and checks
for the rest of the round
Six: My Back!: You throw out your back with that swing, the pain is awful
and you suffer -4 to Vigor attacks this combat.
Seven:
Eight
Nine
Ten
Jack
Queen
King
Ace: Meant to do That: You miss but no effect otherwise.

Spades
Deuce: Look what I summoned?: Your attack summons a Gremlin that attaches
to the character.
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Jack
Queen
King
Ace: GONG!: You strike something that lets out a loud crashing noise.



Black Joker
The Gods Must Be Crazy!: There is a flash of light as your weapon “poofs” out of existence. No effects on relics.

Red Joker
Reverse Fortune: Even though your attack doesn't directly hit you strike something else that hits the target causing STR + 2d6 damage.
Remember: If you build a fire for a man he will be warm for a night, but if you set that man on fire, he will be warm for the rest of his life.


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