Critical Injury Chart in The Immortal World of Altwaus | World Anvil
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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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