Critical Injury Chart
D100 | SEVERITY | INJURY RESULT |
---|---|---|
01-05 | Easy (d) | Minor Nick : The target suffers 1 strain. |
06-10 | Easy (d) | Slowed Down : The target is moved to the bottom of the initiative slot starting next turn |
11-15 | Easy (d) | Sudden Jolt : The target drops whatever is in hand |
16-20 | Easy (d) | Distracted : The target cannot perform a free maneuver during their next turn |
21-25 | Easy (d) | Off-Balance : Add b to the target's next skill check. |
26-30 | Easy (d) | Discouraging Wound : Move one player pool Story Point to the Game Master's pool (reverse if NPC). |
31-35 | Easy (d) | Stunned : The target becomes staggered until the end of their next tunrn. |
36-40 | Easy (d) | Stinger : Increase the difficulty of the target's next check by one. |
41-45 | Average (dd) | Bowled Over : The target is knocked prone and suffers 1 strain. |
46-50 | Average (dd) | Head Ringer : The target increases the difficulty of all Intellect and Cunning checks by one until this Critical Injury is healed. |
51-55 | Average (dd) | Fearsome Wound : The target increases the difficulty of all Presence and Willpower checks by one until this Critical Injury is healed. |
56-60 | Average (dd) | Agonizing Wound : The target increases the difficulty of all Brawn and Agility checks by one until this Critical Injury is healed |
61-65 | Average (dd) | Slightly Dazed : he target is disoriented until this Critical Injury is healed. |
66-70 | Average (dd) | Scattered Senses : The target removes all b from skill checks until this Critical Injury is healed |
71-75 | Average (dd) | Hamstrung : The target loses their free maneuver until this Critical Injury is healed. |
76-80 | Average (dd) | Overpowered : The target leaves themself open, and the attacker may immediately attempt another attack against them as an incidental, using the exact same pool as the original attack. |
81-85 | Average (dd) | Winded : The target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers until this Critical Injury is healed. |
86-90 | Average (dd) | Compromised : Increase difficulty of all skill checks by one until this Critical Injury is healed. |
91-95 | Hard (ddd) | At the Brink : The target suffers 2 strain each time they perform an action until this Critical Injury is healed |
96-100 | Hard (ddd) | Crippled : One of the target’s limbs (selected by the GM) is impaired until this Critical Injury is healed. Increase difficulty of all checks that require use of that limb by one. |
101-105 | Hard (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 actions that would require the use of that limb. All other actions gain b until this Critical Injury is healed |
106-110 | Hard (ddd) | Horrific Injury : Roll 1d10 to determine which of the target’s characteristics 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 characteristic as one point lower |
111-115 | Hard (ddd) | Temporarily Disabled : The target is immobilized until this Critical Injury is healed. |
116-120 | Hard (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. |
121-125 | Hard (ddd) | Knocked Senseless : The target is staggered until this Critical Injury is healed. |
126-130 | Daunting (dddd) | Gruesome Injury : Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn, 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That characteristic is permanently reduced by one, to a minimum of 1. |
131-140 | Daunting (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, they suffer one additional Critical Injury. Roll on the chart, suffering the injury (if they suffer this result a second time due to this, roll again). |
141-150 | Daunting (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 : Complete, obliterated death. |
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