Genesys Critical Injuries | Generic, Table | Statblocks & Sheets | World Anvil

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Genesys Critical Injuries

When a character suffers a Critical Injury, they must roll a D100 to determine it's severity. Critical Injuries remain as a status effect even after the effects of the temporary ones have healed, and each one adds +10 to the roll, making it imperative they be healed. To heal a Critical Injury, a character must perform a Medicine check with a difficulty equal to the injury's Severity.


D100 ResultSeverityResult
01-05Easy (d)Minor Nick: The target suffers 1 Strain.
06-10Easy (d)Slowed Down: The target can only act on their last allied Initiative Slot on their next turn.
11-15Easy (d)Sudden Jolt: The target drops whatever is in hand.
16-20Easy (d)Distracted: The target cannot perform a free maneuver during their next turn.
21-25Easy (d)Off-Balance: Add b to the target's next skill check.
26-30Easy (d)Discouraging Wound: Move one Story Point from the player pool to the GM pool (reverse if NPC).
31-35Easy (d)Stunned: The target is staggered until the end of their next turn.
36-40Easy (d)Stinger: Increase the difficulty of the target's next check by one.
41-45Average (dd)Bowled Over: The target is knocked prone and suffers 1 strain.
46-50Average (dd)Head Ringer: The target increases the difficulty of all Intellect and Cunning checks until this Critical Injury is healed.
51-55Average (dd)Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks until this Critical Injury is healed.
56-60Average (dd)Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks until this Critical Injury is healed.
61-65Average (dd)Slightly Dazed: The target is disoriented until this Critical Injury is healed.
66-70Average (dd)Scattered Senses: The target removes all b from skill checks until this Critical Injury is healed.
71-75Average (dd)Hamstrung: The target loses their free maneuver until this Critical Injury is healed.
76-80Average (dd)Overpowered: The target leaves themselves open, and the attacker may immediately attempt another attack against them as an incidental, using the same dice pool as before.
81-85Average (dd)Winded: The target cannot voluntarily suffer strain to activate abilities, cast magic, or gain an additional maneuvers until this Critical Injury is healed.
86-90Average (dd)Compromised: Increase the difficulty of all of the target's skill checks by one until this Critical Injury is healed.
91-95Hard(ddd)At the Brink: The target suffers 2 strain every time they perform an action until this Critical Injury is healed.
96-100Hard(ddd)Crippled: One of the target's limbs (selected by the GM) is impaired until this Critical Injury is healed. Increase the difficulty of all skill checks that require use of that limb by one.
101-105Hard(ddd)Maimed: One of the target's limbs (selected by the GM) is permanently lost. Unless the target has a cybernetic or prosthetic replacement, the target cannot perform any actions that require use of that limb. All other actions gain b until this Critical Injury is healed.
106-110Hard(ddd)Horrific Injury: Roll 1d10 to determine which of the target's stats is affected: 1-3 for Brawn, 4-6 for Agility. 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat that stat as one point lower.
111-115Hard(ddd)Temporarily Disabled: The target is immobilized until this Critical Injury is healed.
116-120Hard(ddd)Blinded: The target can no longer see. Upgrade the difficulty of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three times, until this Critical Injury is healed.
121-125Hard(ddd)Knocked Senseless: The target is staggered until this Critical Injury is healed.
126-130Dautning(dddd)Gruesome Injury: Roll 1d10 to determine which of the target's stats is affected: 1-3 for Brawn, 4-6 for Agility. 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That stat is permanently lowered by one, to a minimum of 1.
131-140Dautning(dddd)Bleeding Out: Until this Critical Injury is healed, every round, the target suffers 1 wound and 1 strain at the beginning of their turn. For every 5 wounds they suffer beyond their wound threshold, The suffer one additional Critical Injury. Roll on the chart to determine which injury. (if they suffer this same injury as a result of this, roll again.)
141-150Dautning(dddd)The End is Nigh: The target dies after the last initiative slot during the next round unless this Critical Injury is healed.
151+-Dead: The target has passed on. They have ceased to be. They've expired and gone to meet their maker. They're a stiff, bereft of live, they rest in peace. If they are not nailed to the floor, they are pushing up daisies. They have rung down the curtain and joined the choir invisible. They are an ex-person.

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R3negade X.

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Generic, Table

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