Critical Injury

d100 Severity Result
01 – 05 Easy (1) Minor Nick: The target suffers 1 Strain.
06 – 10 Easy (1) Slowed Down: The target can only act during the last allied Initiative Slot on his next turn.
11 – 15 Easy (1) Sudden Jolt: The target drops whatever is in hand.
16 – 20 Easy (1) Distracted: The target cannot perform a free Maneuver during his next turn.
21 – 25 Easy (1) Off-Balance: Add Setback Die to the target’s next Skill Check.
26 – 30 Easy (1) Discouraging Wound: Flip one light side Destiny Point to a dark side Destiny Point (reverse if NPC).
31 – 35 Easy (1) Stunned: The target is staggered until the end of his next turn.
36 – 40 Easy (1) Stinger: Increase difficulty of next check by one.
41 – 45 Average (2) Bowled Over: The target is knocked prone and suffers 1 Strain.
56 – 50 Average (2) Head Ringer: The target increases the difficulty of all Intellect and Cunning checks by one until the end of the encounter.
51 – 55 Average (2) Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one until the end of the encounter.
56 – 60 Average (2) Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks by one until the end of the encounter.
61 – 65 Average (2) Slightly Dazed: The target is disoriented until the end of the encounter.
66 – 70 Average (2) Scattered Senses: The target removes all Bonus Dice from skill checks until the end of the encounter.
71 – 75 Average (2) Hamstrung: The target loses his free Maneuver until the end of the encounter.
76 – 80 Average (2) Overpowered: The target leaves himself open, and the attacker may immediately attempt another free attack against him, using the exact same pool as the original attack.
81 – 85 Average (2) Winded: Until the end of the encounter, the target cannot voluntarily suffer Strain to activate any Abilities or gain additional Maneuvers.
86 – 90 Average (2) Compromised: Increase difficulty of all Skill Checks by one until the end of the encounter.
91 – 95 Hard (3) At the Brink: The target suffers 1 Strain each time he performs an Action
96 – 100 Hard (3) Crippled: One of the target’s limbs (selected by the GM) is crippled until healed or replaced. Increase difficulty of all checks that require use of that limb by one.
101 – 105 Hard (3) Maimed: One of the target’s limbs (selected by the CM) is permanently lost. Unless the target has a cybernetic replacement, the target cannot perform actions that would require the use of that limb. All other Actions gain 1 Setback Die
106 – 110 Hard (3) 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 1 point lower.
111 – 115 Hard (3) Temporarily Lame: Until this Critical Injury is healed, the target cannot perform more than one Maneuver during his turn.
116 – 120 Hard (3) Blinded: The target can no longer see. Upgrade the difficulty of all checks twice. Upgrade the difficulty of Perception and Vigilance checks three times.
121 – 125 Hard (3) Knocked Senseless: The target is staggered for the remainder of the encounter.
126 – 130 Daunting (4) 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 1 to a minimum of 1.
131 – 140 Daunting (4) Bleeding Out: Every round, the target suffers 1 Wound and 1 Strain at the beginning of his turn. For every 5 Wounds he suffers beyond his Wound Threshold, he suffers 1 additional Critical Injury. Roll on the chart, suffering the injury (if he suffers this result a second time due to this, roll again).
141 – 150 Daunting (4) The End Is Nigh: The target will die after the last Initiative Slot during the next round.
151 + - Dead: Complete, obliterated death.

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Critical Injury

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