====== Tipua Injury Table ====== ^Total^Name^Effect^ | **0 or lower** | **Unharmed** |You suffer no ill effects as if you had not been [[:Game Mechanics:Injury|Injured]] at all. You do not increase your [[:Game Mechanics:Injury]] [[:Game Mechanics:Dice Pool:Static Modifier|Modifier]].| | **1-5** | **Unusual Position** |You gain the [[:Game Mechanics:Conditions:Prone]] [[:Game Mechanics:Conditions|Condition]]. This [[:Game Mechanics:Conditions|Condition]] requires a [[:Game Mechanics:Actions:Double Action]] or the [[:Basic Abilities:Help]] [[:Game Mechanics:Actions|Action]] to remove.| | **6-10** | **Hazed** |You perform your next [[:Game Mechanics:Check]] under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], If you would already be under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], then you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]] the [[:Game Mechanics:Definitions:Property]].| | **11-15** | **Fazed** |You perform your next [[:Game Mechanics:Attack]] under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], If you would already be under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], then you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]] the [[:Game Mechanics:Definitions:Property]].| | **16-20** | **Dazed** |You perform your next [[:Game Mechanics:Save]] under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], If you would already be under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], then you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]] the [[:Game Mechanics:Definitions:Property]].| | **21-25** | **Unnerved** |You take D4 [[:Game Mechanics:Damage:Strain Damage]].| | **26-30** | **Head Knock** |All [[:Game Mechanics:Check|Checks]] you perform are under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]]. This [[:Game Mechanics:Conditions|Condition]] lasts until the end of the [[:Game Mechanics:Scene]].| | **31-35** | **Rattled** |All [[:Game Mechanics:Attack|Attacks]] you perform are under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]]. This [[:Game Mechanics:Conditions|Condition]] lasts until the end of the [[:Game Mechanics:Scene]].| | **36-40** | **Dinged** |All [[:Game Mechanics:Save|Saves]] you perform are under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]]. This [[:Game Mechanics:Conditions|Condition]] lasts until the end of the [[:Game Mechanics:Scene]].| | **41-45** | **Winded** |At the start of your [[:Game Mechanics:Turn Order:Turn]] generate 1 less [[:Ratings:Action Points|Action Point]] and [[:Ratings:Quick Action Points|Quick Action Point]] to a minimum of 1. This [[:Game Mechanics:Conditions|Condition]] lasts until the end of the [[:Game Mechanics:Encounter]].| | **46-50** | **Shaken** |You take D8 [[:Game Mechanics:Damage:Strain Damage]].| | **51-55** | **Concussion** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ All [[:Game Mechanics:Check|Checks]] you perform are under the effects of the [[:Traits:Fickle]] and [[:Traits:Poor]] [[:Game_Mechanics:Definitions:Property|Properties]].| | **56-60** | **Disoriented** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ All [[:Game Mechanics:Attack|Attacks]] you perform are under the effects of the [[:Traits:Fickle]] and [[:Traits:Poor]] [[:Game_Mechanics:Definitions:Property|Properties]].| | **61-65** | **Fractured** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ All [[:Game Mechanics:Save|Saves]] you perform are under the effects of the [[:Traits:Fickle]] and [[:Traits:Poor]] [[:Game_Mechanics:Definitions:Property|Properties]].| | **66-70** | **Multi-System Failure** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ All non-[[:Traits:Simple]] [[:Game Mechanics:Actions]] and [[:Game Mechanics:Check|Checks]] you perform are under the effects of the [[:Traits:Tiring]] [[:Traits|Trait]].| | **71-75** | **Distressed** |You take D12 [[:Game Mechanics:Damage:Strain Damage]].| | **76-80** | **Banged Up** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ At the start of your [[:Game Mechanics:Turn Order:Turn]] generate 1 less [[:Ratings:Action Points|Action Point]] and [[:Ratings:Quick Action Points|Quick Action Point]] to a minimum of 1.| | **81-85** | **Hand Trauma** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ You lose the use of one [Hand Slot].| | **86-90** | **Leg Trauma** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ Whenever you would spend an [[:Game Mechanics:Definitions:Movement Points|MP]], you must spend twice as much to move.| | **91-95** | **Stunned** |You gain the [[:Game Mechanics:Conditions:Stunned]] [[:Game Mechanics:Conditions|Condition]] for D4 [[:Game Mechanics:Turn Order:Turn|Turns]].| | **96-99** | **Feel It Tomorrow** |You gain a [[:Game Mechanics:Definitions:Wound]].| | **100** | **Near Death Experience** |You Gain 1 an [[:Game Mechanics:Definitions:Experience]]. Gain a [[:Game Mechanics:Definitions:Scar]].| | **101-105** | **Hinky Cyberware** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 80. \\ \\ Randomly determine a piece of installed [[:Cyberware]], it is rendered useless until repaired, you lose any benefits or [[:Game Mechanics:Definitions:Ability|Abilities]] given by that [[:Cyberware]]. When doing anything that involves this [[:Cyberware]], gain the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]] as [[:Game Mechanics:Definitions:Appropriate]]. \\ \\ This [[:Game Mechanics:Conditions|Condition]] can't be healed through normal means. Instead it requires time spent repairing the broken piece of [[:Cyberware]], represented by a [Periodic] [[:Skills:Tech]] [[:Game Mechanics:Definitions:Ability:Ritual]] to reduce its [[:Game Mechanics:Definitions:Ability:Ritual#Severity]].| | **106-110** | **Gut Wound** |You gain 2D6 instances of [[:Game Mechanics:Afflictions:Nauseated]]. Gain a [[:Game Mechanics:Definitions:Wound]].| | **111-115** | **Flesh Wound** |You gain 2D6 instances of [[:Game Mechanics:Afflictions:Bleeding]]. Gain a [[:Game Mechanics:Definitions:Wound]].| | **116-120** | **Arm Loss** |You lose an arm. Gain a [[:Game Mechanics:Definitions:Wound]]. Lose the use of one [Hand Slot]. When using your arms, gain the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]] as [[:Game Mechanics:Definitions:Appropriate]].| | **121-125** | **Leg Loss** |You lose a leg. Gain a [[:Game Mechanics:Definitions:Wound]]. Whenever you would spend an [[:Game Mechanics:Definitions:Movement Points|MP]], you must spend twice as much. Also you may only perform one [[:Basic Abilities:Move]] [[:Game Mechanics:Actions|Action]] per [[:Game Mechanics:Turn Order:Turn]]. When using your legs, gain the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]] as [[:Game Mechanics:Definitions:Appropriate]].| | **126-130 ** | **Meat Death** |Your Host body dies. You must find a new host.| | **131-135** | **Meat Death** |Your Host body dies. You must find a new host.| | **136-140** | **Meat Death** |Your Host body dies. You must find a new host.| | **141-145** | **Meat Death** |Your Host body dies. You must find a new host.| | **146-149** | **Catastrophic Meat Death** |Your Host body dies. You must find a new host. In addition, you gain a permanent [[:Game Mechanics:Definitions:Wound]]. When you take a new Host, it will have a [[:Game Mechanics:Definitions:Wound]].| | **150** | **Horrific Experience** |You gain D6 an [[:Game Mechanics:Definitions:Experience]]. Gain half of this [[:Game Mechanics:Dice Pool:Result]] as [[:Game Mechanics:Definitions:Scar|Scars]], rounded down to a minimum of 1.| | **151+** | **Death.** | **You gain the [[:Game Mechanics:Conditions|Condition:Death.]] [[:Game Mechanics:Conditions|Condition]].** | | **200+** | **Chunklets!** | **You gain the [[:Game Mechanics:Conditions:Chunklettes|Chunklettes!]] [[:Game Mechanics:Conditions|Condition]].** | ==== Changelog ==== Version 0.5c - Jun 2026 * Page created.