====== Injury Table ====== ^Total^Name^Effect^ | **0 or lower** | **Unharmed** |You suffer no ill effects as if you had not been [[:Mechanic:Conflict:Injury|Injured]] at all. You do not increase your total [[:Mechanic:Conflict:Injury]] [[:Mechanic:Conflict:Injury:Upgrading Injury|Upgrades]].| | **1-5** | **Unusual Position** |You gain the [[:Mechanic:Conflict:Condition:Prone]] [[:Mechanic:Conflict:Condition]]. This [[:Mechanic:Conflict:Condition]] requires a [[:Ability:Action#Double Action]] or the [[:Ability:General Ability:Help]] [[:Ability:Action]] to remove.| | **6-10** | **Hazed** |You perform your next [[:Mechanic:Roll:Check]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]], If you would already be under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]], then you [[:Mechanic:Roll:Dice Pool:Property:Upgrading Properties|Upgrade]] the [[:Mechanic:Roll:Dice Pool:Property]].| | **11-15** | **Fazed** |You perform your next [[:Mechanic:Roll:Attack]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]], If you would already be under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]], then you [[:Mechanic:Roll:Dice Pool:Property:Upgrading Properties|Upgrade]] the [[:Mechanic:Roll:Dice Pool:Property]].| | **16-20** | **Dazed** |You perform your next [[:Mechanic:Roll:Save]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]], If you would already be under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]], then you [[:Mechanic:Roll:Dice Pool:Property:Upgrading Properties|Upgrade]] the [[:Mechanic:Roll:Dice Pool:Property]].| | **21-25** | **Unnerved** |You take D4 [[:Mechanic:Conflict:Damage:Stress Damage]].| | **26-30** | **Head Knock** |All [[:Mechanic:Roll:Check|Checks]] you perform are under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]]. This [[:Mechanic:Conflict:Condition]] lasts until the end of the [[:Mechanic:General:Time:Scene]].| | **31-35** | **Rattled** |All [[:Mechanic:Roll:Attack|Attacks]] you perform are under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]]. This [[:Mechanic:Conflict:Condition]] lasts until the end of the [[:Mechanic:General:Time:Scene]].| | **36-40** | **Dinged** |All [[:Mechanic:Roll:Save|Saves]] you perform are under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]]. This [[:Mechanic:Conflict:Condition]] lasts until the end of the [[:Mechanic:General:Time:Scene]].| | **41-45** | **Winded** |At the start of your [[:Mechanic:General:Time:Turn]] generate 1 less [[:Mechanic:Rating:Action Point]] and [[:Mechanic:Rating:Quick Action Point]] to a minimum of 1. This [[:Mechanic:Conflict:Condition]] lasts until the end of the [[:Mechanic:General:Time:Encounter]].| | **46-50** | **Shaken** |You take D8 [[:Mechanic:Conflict:Damage:Stress Damage]].| | **51-55** | **Concussion** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 30. \\ \\ All [[:Mechanic:Roll:Check|Checks]] you perform are under the effects of the [[:Ability:Trait:Fickle]] and [[:Ability:Trait:Poor]] [[:Mechanic:Roll:Dice Pool:Property|Properties]].| | **56-60** | **Disoriented** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 30. \\ \\ All [[:Mechanic:Roll:Attack|Attacks]] you perform are under the effects of the [[:Ability:Trait:Fickle]] and [[:Ability:Trait:Poor]] [[:Mechanic:Roll:Dice Pool:Property|Properties]].| | **61-65** | **Fractured** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 30. \\ \\ All [[:Mechanic:Roll:Save|Saves]] you perform are under the effects of the [[:Ability:Trait:Fickle]] and [[:Ability:Trait:Poor]] [[:Mechanic:Roll:Dice Pool:Property|Properties]].| | **66-70** | **Multi-System Failure** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 30. \\ \\ All non-[[:Ability:Trait:Simple]] [[:Ability:Action|Actions]] and [[:Mechanic:Roll:Check|Checks]] you perform are under the effects of the [[:Ability:Trait:Tiring]] [[:Ability:Trait]].| | **71-75** | **Distressed** |You take D12 [[:Mechanic:Conflict:Damage:Stress Damage]].| | **76-80** | **Banged Up** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 30. \\ \\ At the start of your [[:Mechanic:General:Time:Turn]] generate 1 less [[:Mechanic:Rating:Action Point]] and [[:Mechanic:Rating:Quick Action Point]] to a minimum of 1.| | **81-85** | **Hand Trauma** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 30. \\ \\ You lose the use of one [Hand Slot].| | **86-90** | **Leg Trauma** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 30. \\ \\ Whenever you would spend an [[:Mechanic:General:Movement:Movement Point|MP]], you must spend twice as much to move.| | **91-95** | **Stunned** |You gain the [[:Mechanic:Conflict:Condition:Stunned]] [[:Mechanic:Conflict:Condition]] for D4 [[:Mechanic:General:Time:Turn|Turns]].| | **96-99** | **Feel It Tomorrow** |You gain a [[:Mechanic:Conflict:Injury:Wound]].| | **100** | **Near Death Experience** |You Gain 1 an [[:Character:General:Rank:Experience]]. Gain a [[:Mechanic:Conflict:Trauma:Scar]].| | **101-105** | **Hinky Cyberware** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 80. \\ \\ Randomly determine a piece of installed [[:Cyberware]], it is rendered useless until repaired, you lose any benefits or [[:Ability|Abilities]] given by that [[:Cyberware]]. When doing anything that involves this [[:Cyberware]], gain the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]] as [[:Mechanic:General:Appropriate]]. \\ \\ This [[:Mechanic:Conflict:Condition]] can't be healed through normal means. Instead it requires time spent repairing the broken piece of [[:Cyberware]], represented by a [[:Mechanic:General:Time:Period|Periodic]] [[:Character:Skill:Tech]] [[:Ability:Ritual]] to reduce its [[:Ability:Ritual#Severity]].| | **106-110** | **Arm Broken** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 60. \\ \\ You lose the use of one [Hand Slot]. When using your arms, gain the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]] as [[:Mechanic:General:Appropriate]].| | **111-115** | **Leg Broken** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 60. \\ \\ Whenever you would spend an [[:Mechanic:General:Movement:Movement Point|MP]], you must spend twice as much. Also you may only perform one [[:Ability:General Ability:Move]] [[:Ability:Action]] per [[:Mechanic:General:Time:Turn]]. When using your legs, gain the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]] as [[:Mechanic:General:Appropriate]].| | **116-120** | **Gut Wound** |You gain 2D6 instances of [[:Mechanic:Conflict:Affliction:Nauseated]]. Gain a [[:Mechanic:Conflict:Injury:Wound]].| | **121-125** | **Flesh Wound** |You gain 2D6 instances of [[:Mechanic:Conflict:Affliction:Bleeding]]. Gain a [[:Mechanic:Conflict:Injury:Wound]].| | **126-130** | **Cerebral Contusion** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 60. \\ \\ All [[:Mechanic:Roll:Check|Checks]] you perform are under the effects of the [[:Ability:Trait:Imperfection]] [[:Mechanic:Roll:Dice Pool:Property]]. Gain a [[:Mechanic:Conflict:Injury:Wound]].| | **131-135** | **Cognitive Disarray** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 60. \\ \\ All [[:Mechanic:Roll:Attack|Attacks]] you perform are under the effects of the [[:Ability:Trait:Imperfection]] [[:Mechanic:Roll:Dice Pool:Property]]. Gain a [[:Mechanic:Conflict:Injury:Wound]].| | **136-140** | **Compound Fracture** |[[:Mechanic:Conflict:Condition]]; [[:Ability:Ritual#Severity]] 60. \\ \\ All [[:Mechanic:Roll:Save|Saves]] you perform are under the effects of the [[:Ability:Trait:Imperfection]] [[:Mechanic:Roll:Dice Pool:Property]]. Gain a [[:Mechanic:Conflict:Injury:Wound]].| | **141-145** | **Arm Loss** |You lose an arm, suffering any [[:Mechanic:General:Appropriate]] negatives this may incur. Gain a [[:Mechanic:Conflict:Injury:Wound]].| | **146-149** | **Leg Loss** |You lose a leg, suffering any [[:Mechanic:General:Appropriate]] negatives this may incur. Gain a [[:Mechanic:Conflict:Injury:Wound]].| | **150** | **Horrific Experience** |You gain D6 an [[:Character:General:Rank:Experience]]. Gain half of this [[:Mechanic:Roll:Dice Pool:Result]] as [[:Mechanic:Conflict:Trauma:Scar|Scars]], rounded down to a minimum of 1.| | **151+** | **Death.** | **You gain the [[:Mechanic:Conflict:Condition:Death.]] [[:Mechanic:Conflict:Condition]].** | | **200+** | **Chunklets!** | **You gain the [[:Mechanic:Conflict:Condition:Chunklettes|Chunklettes!]] [[:Mechanic:Conflict:Condition]].** |