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Injury

You suffer an Injury when your Health is reduced to 0 and every time you would take Health Damage while at 0 Health. Abilities such as Fortuitous or Dangerous can result in Injury regardless of current Health.

When a Character suffers an Injury, they may either accept or resist the Injury.

When generating an Injury, you roll a D100, adding any relevant Static Modifiers. Once the Total is known compare with the table below. You may either accept the effect that corresponds to your Total or use Abilities such as "Not Today!" to alter the Total.

In addition, when generating an Injury, you gain a +10 to the Total for each Injury suffered prior in the current [Encounter].

Furthermore, should the Character suffer an Injury that they are already suffering from, they gain the next Injury higher on the table.

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.
 
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