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game_mechanics:injuries [2025/05/02 12:10] – created mentlegame_mechanics:injuries [2026/03/10 09:28] (current) – removed ms_wuntch
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-====== Injuries ====== 
  
-You receive an Injury when [[Game_Mechanics:Critical Success|Critically]] Hit by an [[Game_Mechanics:Attacks|Attack Roll]], reduced to 0 Health or any other situation, as is deemed appropriate by the GM.\\ 
-\\ 
-When your [[:Shortcuts#Health]] is reduced to 0, you must immediately do one of two things:\\ 
-  * Go Down. 
-  * Fight On. 
-If you choose to Go Down, you gain the [[Game_Mechanics:Conditions#Downed]] condition and roll on the Injury Table twice. You may choose which of the two Injuries your character takes. Going Down also removes all Burning and Bleeding Stacks.\\ 
-\\ 
-If you choose to Fight On instead, you roll on the Injury Table, receiving the Injury rolled. You otherwise continue being able to act, remaining at 0 Health. 
- 
-===== The Injury Table ===== 
- 
-|  0 (or lower)  |**Unharmed**: Don't Increase Injury Modifier.  | 
-|  1-5  |**Unusual Position**: Prone. Requires a Double Action to stand.  | 
-|  6-10  |**Hazed**: Disadvantage on next Check.  | 
-|  11-15  |**Fazed**: Disadvantage on next Attack Roll.  | 
-|  16-20  |**Dazed**: Disadvantage on next Save.  | 
-|  21-25  |**Unnerved**: Take D4 Strain Damage.  | 
-|  26-30  |**Floored**: Prone. Requires the Help action to stand.  | 
-|  31-35  |**Head Knock**: Disadvantage on Smarts and Wits Checks and Att Rolls until end of scene, including Initiative and Reaction.  | 
-|  36-40  |**Rattled**: Disadvantage on Panache and Intuition Checks and Att Rolls until end of scene, including Reaction, Presence and Swagger.  | 
-|  41-45  |**Dinged**: Disadvantage on Brawn and Agility Checks and Att Rolls until end of scene, including Initiative and Reaction.  | 
-|  46-50  |**Winded**: -1 Action Point and Quick Action Point until end of scene.  | 
-|  51-55  |**Shaken**: Take D8 Strain Damage.  | 
-|  56-60  |**Concussion**: Injury: 30. Disadvantage on Smarts and Wits Checks, Att Rolls and Saves, including Initiative, Reaction, Reflex, Will and Insight.  | 
-|  61-65  |**Overwhelmed**: Injury: 30. Disadvantage on Panache and Intution Checks, Att Rolls and Saves, including Reaction, Presence, Swagger, Will and Insight.  | 
-|  66-70  |**Fractured**: Injury: 30. Disadvantage on Brawn and Agility Checks, Att Rolls and Saves, including Initiative, Reaction, Fortitude and Reflex.  | 
-|  71-75  |**Banged Up**: Injury: 30. -1 Action Point and Quick Action Point.  | 
-|  76-80  |**Distressed**: Take D12 Strain Damage.  | 
-|  81-85  |**Hand Wound**: Injury: 30. -1 Hand.  | 
-|  86-90  |**Leg Wound**: Injury: 1/2 Speed, rounded down.  | 
-|  91-95  |**Stunned**: You become Stunned for D4 rounds.  | 
-|  96-99  |**Feel It Tomorrow**: Gain a Permanent Injury.  | 
-|  100  |**Near Death Experience**: Gain 1 Exp and roll a Panic.  | 
-|  101-105  |**Cyberware Shutdown**: Injury: 30. Randomly determine a peice of Cyberware, it is rendered non-functional until Injury healed. Disadvantage as appropriate.  | 
-|  106-110  |**Arm Broken**: Injury: 60. -1 Hand. Disadvantage where appropriate.  | 
-|  111-115  |**Leg Broken**: Injury: 60. 1/2 Speed, rounded down. 1 Move per Turn. Disadvantage where appropriate.  | 
-|  116-120  |**Gut Wound**: Permanent Injury. Gain 2D6 Stacks of Nauseous.  | 
-|  121-125  |**Arm Loss**: Permanent Injury. You lose an Arm.  | 
-|  126-130  |**Leg Loss**: Permanent Injury. You lose a Leg.  | 
-|  131-135  |**Flesh Wound**: Permanent Injury: Gain 2D6 Stacks of Bleeding.  | 
-|  136-140  |**Comatose**: Injury, Severity: 30, Unconscious.  | 
-|  141-145  |**Internal Injuries**: Severity: 30, WIll gain Death Injury on Rest.  | 
-|  146-149  |**Cyberware Destruction**: Permanent Injury: Randomly determine a peice of Cyberware, it is destroyed. Disadvantage as appropriate.  | 
-|  150  |**Horrific Experience**: Gain D6 Exp, roll a Panic and obtain a Scar.  | 
-|  151+  |  **Death.**  | 
-|  200+  |  **Chunklets!**  |