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Injuries

You receive an Injury when Critically Hit by an Attack Roll, reduced to 0 Health or any other situation, as is deemed appropriate by the GM.

When your 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 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!
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