Table of Contents

Tables

This is the main directory for all tables used for generating [Tests] and outcomes in Meat Space.

Transcluded Tables

Injury Table

TotalNameEffect
0 or lower Unharmed You suffer no ill effects as if you had not been Injured at all. You do not increase your Injury Modifier.
1-5 Unusual Position You gain the Prone Condition. This Condition requires a Double Action or the Help Action to remove.
6-10 Hazed You perform your next Check under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property.
11-15 Fazed You perform your next Attack under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property.
16-20 Dazed You perform your next Save under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property.
21-25 Unnerved You take D4 Strain Damage.
26-30 Head Knock All Checks you perform are under the effects of the Disadvantage Property. This Condition lasts until the end of the Scene.
31-35 Rattled All Attacks you perform are under the effects of the Disadvantage Property. This Condition lasts until the end of the Scene.
36-40 Dinged All Saves you perform are under the effects of the Disadvantage Property. This Condition lasts until the end of the Scene.
41-45 Winded At the start of your Turn generate 1 less Action Point and Quick Action Point to a minimum of 1. This Condition lasts until the end of the Encounter.
46-50 Shaken You take D8 Strain Damage.
51-55 Concussion Condition; Severity 30.

All Checks you perform are under the effects of the Fickle and Poor Properties.
56-60 Disoriented Condition; Severity 30.

All Attacks you perform are under the effects of the Fickle and Poor Properties.
61-65 Fractured Condition; Severity 30.

All Saves you perform are under the effects of the Fickle and Poor Properties.
66-70 Multi-System Failure Condition; Severity 30.

All non-Simple Actions and Checks you perform are under the effects of the Tiring Trait.
71-75 Distressed You take D12 Strain Damage.
76-80 Banged Up Condition; Severity 30.

At the start of your Turn generate 1 less Action Point and Quick Action Point to a minimum of 1.
81-85 Hand Trauma Condition; Severity 30.

You lose the use of one [Hand Slot].
86-90 Leg Trauma Condition; Severity 30.

Whenever you would spend an MP, you must spend twice as much to move.
91-95 Stunned You gain the Stunned Condition for D4 Turns.
96-99 Feel It Tomorrow You gain a Wound.
100 Near Death Experience You Gain 1 an Experience. Gain a Scar.
101-105 Hinky Cyberware Condition; Severity 80.

Randomly determine a piece of installed Cyberware, it is rendered useless until repaired, you lose any benefits or Abilities given by that Cyberware. When doing anything that involves this Cyberware, gain the effects of the Disadvantage Property as Appropriate.

This Condition can't be healed through normal means. Instead it requires time spent repairing the broken piece of Cyberware, represented by a [Periodic] Tech Ritual to reduce its Severity.
106-110 Arm Broken Condition; Severity 60.

You lose the use of one [Hand Slot]. When using your arms, gain the effects of the Disadvantage Property as Appropriate.
111-115 Leg Broken Condition; Severity 60.

Whenever you would spend an MP, you must spend twice as much. Also you may only perform one Move Action per Turn. When using your legs, gain the effects of the Disadvantage Property as Appropriate.
116-120 Gut Wound You gain 2D6 instances of Nauseated. Gain a Wound.
121-125 Flesh Wound You gain 2D6 instances of Bleeding. Gain a Wound.
126-130 Cerebral Contusion Condition; Severity 60.

All Checks you perform are under the effects of the Imperfection Property. Gain a Wound.
131-135 Cognitive Disarray Condition; Severity 60.

All Attacks you perform are under the effects of the Imperfection Property. Gain a Wound.
136-140 Compound Fracture Condition; Severity 60.

All Saves you perform are under the effects of the Imperfection Property. Gain a Wound.
141-145 Arm Loss You lose an arm, suffering any Appropriate negatives this may incur. Gain a Wound.
146-149 Leg Loss You lose a leg, suffering any Appropriate negatives this may incur. Gain a Wound.
150 Horrific Experience You gain D6 an Experience. Gain half of this Result as Scars, rounded down to a minimum of 1.
151+ Death. You gain the Condition:Death. Condition.
200+ Chunklets! You gain the Chunklettes! Condition.
 

Malfunction Table

Total Name Effect
0 or lower Dead Hit The Vehicle suffers no ill effects as if it had not suffered a Malfunction at all. You do not increase the amount of Malfunctions suffered this Encounter.
1-5 Knocked Off Course Reface the Vehicle 45° away from the source of this Malfunction.
6-10 Turbulence All [Crew] perform a Reflex Save of Difficulty 18, each [Crew] that fails generates 1 less Quick Action Point at the start of their next Turn.
11-15 Subsystem Discharge The [Vehicle] takes D4 [Systems] Damage.
16-20 Ammo Spillage Reduce all installed Equipment to 0 Ammo.
21-25 Crew Unnerved All [Crew] take D4 Stress Damage.
26-30 Knocked Flying Reface the Vehicle 90° away from the source of this Malfunction.
31-35 Shunted All [Crew] perform a Fortitude Save Difficulty 18, each [Crew] that fails generates 1 less Action Point at the start of their next Turn.
36-40 Subsystem Discharge Trigger the [Vehicles] [Overload].
41-45 Warped Plates Malfunction; 50/Turn.
Reduce the [Vehicle's] Speed by 1 until end of Encounter.
46-50 High G's All [Crew] perform a Fortitude Save of Difficulty 18, each [Crew] that fails generates 1 less Action Point and Quick Action Point at the start of their next Turn.
51-55 Crew Shaken All [Crew] take D8 Stress Damage.
56-60 Aux. Component Busted Malfunction; 50/Turn. Determine an [Auxilliary] [Component], render it inactive until the end of the Encounter.
61-65 Systems Shocked Trigger the [Vehicles] [Overload] twice.
66-70 Shredded Plates Malfunction; 80/Turn. Reduce the [Armour] of an installed [Plating] [Component] to 0.
71-75 Generator Flux Malfunction; 80/Turn. Reduce the [Systems Regen] of an installed [Generator] [Component] to 0.
76-80 Propulsion Spasm Malfunction; 80/Turn. Reduce the all [Vehicle] Speed by 1.
81-85 Crew Distressed All [Crew] take D12 Stress Damage.
86-90 Systems Overloaded Trigger the [Vehicle's] [Overload] Thrice.
91-95 Feedback Sparks All [Crew] gain D6 instances of Burning.
96-99 Vehicle Fault Gain a Fault.
100 Unifying Experience All [Crew] gain 1 Exp and generate a Trauma.
101-105 Aux. Component Damaged Malfunction; 120/Turn. Determine an [Auxilliary] [Component], it is rendered non-functional. Gain a Fault.
106-110 Combat Component Damaged Malfunction; 120/Turn. Determine a [Weapon] or [Flickerfield] [Component], it is rendered non-functional. Gain a Fault.
111-115 Propulsion Damaged Malfunction; 120/Turn. Determine a [Propulsion] [Component], it is rendered non-functional. Gain a Fault.
116-120 Generator Damaged Malfunction; 120/Turn. Determine a [Generator] [Component], it is rendered non-functional. Gain a Fault.
121-125 Plating Component Damaged Malfunction; 120/Turn. Determine an [Plating] [Component], it is rendered non-functional. Gain a Fault.
126-130 Life Support Damaged Malfunction; 120/Turn. The atmospheric seal of the [Vehicle] is ruptured. All [Crew] inside that compartment will be exposed to the outer environment. Gain a Fault.
131-135 Violent Discharge All [Crew] generate an Injury.
136-140 Aux. Component Destroyed Malfunction; 120/Periodic. Determine an [Auxilliary] [Component], it is rendered non-functional. Gain a Fault.
141-145 Core Component Destroyed Malfunction; 120/Periodic. Determine a [Core] [Component], it is rendered non-functional. Gain a Fault.
146-149 Life Support Damaged Malfunction; 120/Periodic.The atmospheric seal of the [Vehicle] is ruptured. All [Crew] inside that compartment will be exposed to the outer environment. After the current Encounter, the [Vehicle] will no longer be able to generate [Rebreathers]. Gain a Fault.
150 Shared Experience All [Crew] gain D6 Experience, generate a Trauma and obtain a Scar.
151+ Vehicle Destroyed Malfunction; 200/Periodic. The Vehicle is rendered non-functioning.
200+ Vaporised! The Vehicle is turned into nothing but a pile of useless rubble, scrap and dust.
 

Panic Table

TotalNameEffect
0 or lower Unharmed You suffer no ill effects as if you had not Panicked at all. You do not increase your Panic Modifier.
1-5 Demoralized You Downgrade your [Morale]. Should your [Morale] be Downgraded to [Neutral] or lower, lose any unspent [Priority].
6-10 Hazed You perform your next Check under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property.
11-15 Fazed You perform your next [Attack] under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property.
16-20 Dazed You perform your next [Save] under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property.
21-25 Headache You take D4 [True Damage].
26-30 Fragility You perform all Fortitude Saves under the effects of the Disadvantage Property until the end of the [Scene].
31-35 Hesitation You perform all Reflex Saves under the effects of the Disadvantage Property until the end of the [Scene].
36-40 Agreeable You perform all Will Saves under the effects of the Disadvantage Property until the end of the [Scene].
41-45 Distracted You perform all Insight Saves under the effects of the Disadvantage Property until the end of the [Scene].
46-50 Migraine You take D8 [True Damage].
51-55 Flapped You gain the Hazed Condition until your next [Rest].
56-60 Rocked You gain the Fazed Condition until your next [Rest].
61-65 Depleted You gain the Dazed Condition until your next [Rest].
66-70 Over-Stimulated Condition; [Severity] 30.

All non-Simple Actions and Checks you perform are under the effects of the Tiring Trait.
71-75 Heart Palpatations You take D12 [True Damage].
76-80 Performance Anxiety Condition; [Severity] 80.

At the start of a [Combat Situation], you gain D6 instances of [Anxiety].

This Condition can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] Socialise [Ritual] to reduce its [Severity].
81-85 Social Anxiety Condition; [Severity] 80.

At the start of a [Social Situation], you gain D6 instances of [Anxiety].

This Condition can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] Socialise [Ritual] to reduce its [Severity].
86-90 Spacers Anxiety Condition; [Severity] 80.

At the start of a [Spacing Situation], you gain D6 instances of [Anxiety].

This Condition can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] Socialise [Ritual] to reduce its [Severity].
91-95 Sleepless Night You gain no benefits from your next [Rest].
96-99 Dramatic Stress You gain a Scar.
100 Hurtful Experience You Gain 1 [Experience]. Gain a [Wound].
101-105 Cyberware Feedback Until your next [Rest], using any of your [Cyberware] is done under the effects of the [Tiring] Property, including any passive [Cyberware]. Gain a Scar.
106-110 Afraid You spend your next [Turn] getting as far away from the current situation as possible. Gain a Scar.
111-115 Temporary Hysteria You spend your next turn trying to kill the nearest Target. Gain a Scar.
116-120 Skin Crawling You spend your next [Turn] trying to agressively discard your [Equipped] Items. Gain a Scar.
121-125 Neuro-Astral Feedback You suffer a [Miscast]. Additionally, until your next [Rest], whenever you would suffer a [Miscast], you do so under the effects of the Disadvantage Property.
126-130 Sickened You gain 2D6 instances of Nauseated. Gain a Scar.
131-135 Insomnia Until the next [Cycle], your [Rests] only recover half the normal amount of Health and Condition [Severity], rounded down. Also [Rests] don't count as [Rests] for the purposes of other rules and Abilities.
136-140 Terrified You spend the rest of the [Encounter] getting as far away from the current situation as possible. Gain a Scar.
141-145 Hysteria You spend the rest of the [Encounter] trying to kill the nearest Target each [Turn].
Gain a Scar.
146-149 Heart Attack You take D6 [True Damage] under the effects of the Exploding Property. Gain a [Wound] for each Damage Die rolled in this way.
150 Painful Experience You gain D6 [Experience]. Gain half of this Result as [Wounds], rounded down to a minimum of 1.
151+ Psychosis You gain the [Pyschosis] Condition.
200+ Fractured Spirit You gain the [Fractured Spirit] Condition.
 

Miscast Table