Appearance
Critical Injuries
When a character suffers a critical injury, roll percentile dice and consult the Critical Injury table to determine the result. Each Critical Injury a character suffers from adds +10 to any subsequent Critical Injury roll. Essentially, Critical Injury is cumulative, and left untreated, even a number of relatively minor Critical Injuries can lead to devastating results.
d100 | Severity | Result |
---|---|---|
01–05 | Easy (k) | Minor Nick: The target suffers 1 strain. |
06–10 | Easy (k) | Slowed Down: The target can only act during the last allied Initiative slot on their next turn. |
11–15 | Easy (k) | Sudden Jolt: The target drops whatever is in hand. |
16–20 | Easy (k) | Distracted: The target cannot perform a free maneuver during their next turn. |
21–25 | Easy (k) | Off-Balance: Add j to the target’s next skill check. |
26–30 | Easy (k) | Discouraging Wound: Move one player pool Story Point to the Game Master pool (reverse if NPC). |
31–35 | Easy (k) | Stunned: The target is staggered until the end of their next turn. |
36–40 | Easy (k) | Stinger: Increase the difficulty of the target’s next check by one. |
41–45 | Average (k k) | Bowled Over: The target is knocked prone and suffers 1 strain. |
46–50 | Average (k k) | Head Ringer: The target increases the difficulty of all Intellect and Cunning checks by one until this Critical Injury is healed. |
51–55 | Average (k k) | Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one until this Critical Injury is healed. |
56–60 | Average (k k) | Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks by one until this Critical Injury is healed. |
61–65 | Average (k k) | Slightly Dazed: The target is disoriented until this Critical Injury is healed. |
66–70 | Average (k k) | Scattered Senses: The target removes all j from skill checks until this Critical Injury is healed. |
71–75 | Average (k k) | Hamstrung: The target loses their free maneuver until this Critical Injury is healed. |
76–80 | Average (k k) | 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 (k k) | Winded: The target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers until this Critical Injury is healed. |
86–90 | Average (k k) | Compromised: Increase difficulty of all skill checks by one until this Critical Injury is healed. |
91–95 | Hard (k k k) | At the Brink: The target suffers 2 strain each time they perform an action until this Critical Injury is healed. |
96–100 | Hard (k k k) | 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 (k k k) | 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 j until this Critical Injury is healed. |
106–110 | Hard (k k k) | 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 (k k k) | Temporarily Disabled: The target is immobilized until this Critical Injury is healed. |
116–120 | Hard (k k k) | 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 (k k k) | Knocked Senseless: The target is staggered until this Critical Injury is healed. |
126–130 | Daunting (k k k k) | 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 (k k k k) | 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 (k k k k) | 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. |