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Injury

Injuries are the representation of a Character's body pushed past its limits and the accompanying side effects. These side effects range from being Winded or slightly Concussed all the way up to a Broken Limbs and Flesh Wounds, as seen in the table below.

When prompted to generate an Injury roll a D100. Once a Result is known add any relevant Modifiers, such as those on the Common Injury Modifiers Table below, to find your Total. Once your Total is calculated, compare it to the Injury Table below. You now may either accept the Injury equal to the Total or you may use Abilities, such as "Not Today!", to alter the Total.

When generating a Injury you gain a +10 Modifier to the Total for each previous Injury you have suffered in the current [Encounter]. A further +10 Modifier is added for each Wound you have.

Should you suffer an Injury you have already received in the current [Encounter], Upgrade your Injury until you recieve a Condition you have not already suffered this [Encounter].

Common Injury Modifiers Table

Modifier Cause
+10 For each Wound a Character has.
+10 For each previous Injury suffered in an [Encounter].
+10, +20, +30 When an Injury is inflicted by an Ability or Item with the Brutal, Vicious or Disintegrating Traits.
-5 From the Sturdy, Rugged and Indomitable Traits.

Example: Jim the Enforcer has just been prompted to generate an Injury. Jim has already suffered 1 Injury in this [Encounter] so adds a +10 Modifier to his [Test]. Jim also has a pre-existing Wound so adds an additional +10 Modifier. Jim rolls a Result of 44 on his D100, for a combined Total of 64. Consulting the Injury Table a Total of 64 would mean Jim suffers the effects of Fractured. Jim accepts the Total gaining the [Fractured] Condition until it is healed.

Please Note: Injuries are generally caused by being reduced to 0 Health or some instances of the Dangerous Property, see their pages for more information.

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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