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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 Broken Limbs and Flesh Wounds, as seen in the table below.
When prompted to generate an Injury roll a D100. The Result is your Total. Compare your Total to the Injury Table below. Once the Injury you would receive is known, apply any Upgrades or Downgrades such as those on the Common Injury Upgrades and Downgrades Table below. You now may either accept the Injury and its effects or you may use Abilities, such as "Not Today!", to alter the outcome.
When generating an Injury you Upgrade it for each previous Injury you have suffered in the current [Encounter]. A further Upgrade is applied 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 Upgrades and Downgrades Table
| Type & Amount | Cause |
|---|---|
| Upgrade once | For each Wound a Character has. |
| Upgrade once | For each previous Injury suffered in an [Encounter]. |
| Upgrade once, twice, or thrice | When an Injury is inflicted by an Ability or Item with the Brutal, Vicious or Disintegrating Traits. |
| Downgrade once | 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 Upgrades once his outcome once. Jim also has a pre-existing Wound so Upgrades his outcome an additional time. Jim rolls a Result of 44 on his D100. Consulting the Injury Table a Total of 44 would mean Jim suffers the effects of Winded. Jim must upgrade this outcome twice and instead would suffer the effects of Concussion Jim accepts the Injury gaining the Concussion Condition until it is healed.
Please Note: Injuries are generally caused by being reduced to 0 Health or some instances of the Dangerous and Fortuitous Properties, see their pages for more information.
Injury Table
| Total | Name | Effect |
|---|---|---|
| 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. |
Changelog
Version 0.5b - April 2026
- Flat integer Bonus changed to Downgrade.
