Tables
This is the main directory for all tables used for generating Tests and other outcomes in Meat Space.
Common Tables
D20 Tables
Unique Tables
Transcluded Tables
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 total Injury Upgrades. |
| 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 Stress 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 Stress 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 Stress 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 Death Condition. |
| 200+ | Chunklets! | You gain the Chunklettes! Condition. |
Malfunction Table
| Total | Name | Effect |
|---|---|---|
| 0 or lower | Dead Hit | The Vehicle suffers no ill effects as if it had not suffered a Malfunction at all. You do not increase the amount of Malfunctions suffered this Encounter. |
| 1-5 | Knocked Off Course | Reface the Vehicle 45° away from the source of this Malfunction. |
| 6-10 | Turbulence | All [Crew] perform a Reflex Save of Difficulty 18, each [Crew] that fails generates 1 less Quick Action Point at the start of their next Turn. |
| 11-15 | Subsystem Discharge | The [Vehicle] takes D4 [Systems] Damage. |
| 16-20 | Ammo Spillage | Reduce all installed Equipment to 0 Ammo. |
| 21-25 | Crew Unnerved | All [Crew] take D4 Stress Damage. |
| 26-30 | Knocked Flying | Reface the Vehicle 90° away from the source of this Malfunction. |
| 31-35 | Shunted | All [Crew] perform a Fortitude Save Difficulty 18, each [Crew] that fails generates 1 less Action Point at the start of their next Turn. |
| 36-40 | Subsystem Discharge | Trigger the [Vehicles] [Overload]. |
| 41-45 | Warped Plates | Malfunction; 50/Turn. Reduce the [Vehicle's] Speed by 1 until end of Encounter. |
| 46-50 | High G's | All [Crew] perform a Fortitude Save of Difficulty 18, each [Crew] that fails generates 1 less Action Point and Quick Action Point at the start of their next Turn. |
| 51-55 | Crew Shaken | All [Crew] take D8 Stress Damage. |
| 56-60 | Aux. Component Busted | Malfunction; 50/Turn. Determine an [Auxilliary] [Component], render it inactive until the end of the Encounter. |
| 61-65 | Systems Shocked | Trigger the [Vehicles] [Overload] twice. |
| 66-70 | Shredded Plates | Malfunction; 80/Turn. Reduce the [Armour] of an installed [Plating] [Component] to 0. |
| 71-75 | Generator Flux | Malfunction; 80/Turn. Reduce the [Systems Regen] of an installed [Generator] [Component] to 0. |
| 76-80 | Propulsion Spasm | Malfunction; 80/Turn. Reduce the all [Vehicle] Speed by 1. |
| 81-85 | Crew Distressed | All [Crew] take D12 Stress Damage. |
| 86-90 | Systems Overloaded | Trigger the [Vehicle's] [Overload] Thrice. |
| 91-95 | Feedback Sparks | All [Crew] gain D6 instances of Burning. |
| 96-99 | Vehicle Fault | Gain a Fault. |
| 100 | Unifying Experience | All [Crew] gain 1 Exp and generate a Trauma. |
| 101-105 | Aux. Component Damaged | Malfunction; 120/Turn. Determine an [Auxilliary] [Component], it is rendered non-functional. Gain a Fault. |
| 106-110 | Combat Component Damaged | Malfunction; 120/Turn. Determine a [Weapon] or [Flickerfield] [Component], it is rendered non-functional. Gain a Fault. |
| 111-115 | Propulsion Damaged | Malfunction; 120/Turn. Determine a [Propulsion] [Component], it is rendered non-functional. Gain a Fault. |
| 116-120 | Generator Damaged | Malfunction; 120/Turn. Determine a [Generator] [Component], it is rendered non-functional. Gain a Fault. |
| 121-125 | Plating Component Damaged | Malfunction; 120/Turn. Determine an [Plating] [Component], it is rendered non-functional. Gain a Fault. |
| 126-130 | Life Support Damaged | Malfunction; 120/Turn. The atmospheric seal of the [Vehicle] is ruptured. All [Crew] inside that compartment will be exposed to the outer environment. Gain a Fault. |
| 131-135 | Violent Discharge | All [Crew] generate an Injury. |
| 136-140 | Aux. Component Destroyed | Malfunction; 120/Periodic. Determine an [Auxilliary] [Component], it is rendered non-functional. Gain a Fault. |
| 141-145 | Core Component Destroyed | Malfunction; 120/Periodic. Determine a [Core] [Component], it is rendered non-functional. Gain a Fault. |
| 146-149 | Life Support Damaged | Malfunction; 120/Periodic.The atmospheric seal of the [Vehicle] is ruptured. All [Crew] inside that compartment will be exposed to the outer environment. After the current Encounter, the [Vehicle] will no longer be able to generate [Rebreathers]. Gain a Fault. |
| 150 | Shared Experience | All [Crew] gain D6 Experience, generate a Trauma and obtain a Scar. |
| 151+ | Vehicle Destroyed | Malfunction; 200/Periodic. The Vehicle is rendered non-functioning. |
| 200+ | Vaporised! | The Vehicle is turned into nothing but a pile of useless rubble, scrap and dust. |
Trauma Table
| Total | Name | Effect |
|---|---|---|
| 0 or lower | Unharmed | You suffer no ill effects as if you had not suffered a Trauma at all. You do not increase your amount of Trauma suffered this Encounter. |
| 1-5 | Demoralized | You Downgrade your Morale. Should your Morale be Downgraded to Neutral or lower, lose any unspent Priority. |
| 6-10 | Hazed | You perform your next Check under the effects of the Disadvantage Property, [Upgrading]. |
| 11-15 | Fazed | You perform your next Attack under the effects of the Disadvantage Property, [Upgrading]. |
| 16-20 | Dazed | You perform your next Save under the effects of the Disadvantage Property, [Upgrading]. |
| 21-25 | Headache | You suffer D4 Health Loss. |
| 26-30 | Fragility | You perform all Fortitude Saves under the effects of the Disadvantage Property until the end of the Scene. |
| 31-35 | Hesitation | You perform all Reflex Saves under the effects of the Disadvantage Property until the end of the Scene. |
| 36-40 | Agreeable | You perform all Will Saves under the effects of the Disadvantage Property until the end of the Scene. |
| 41-45 | Distracted | You perform all Insight Saves under the effects of the Disadvantage Property until the end of the Scene. |
| 46-50 | Migraine | You suffer D8 Health Loss. |
| 51-55 | Flapped | You gain the Hazed Condition until your next Rest. |
| 56-60 | Rocked | You gain the Fazed Condition until your next Rest. |
| 61-65 | Depleted | You gain the Dazed Condition until your next Rest. |
| 66-70 | Over-Stimulated | Lasting Trauma Severity 30. All non-Simple Actions and Checks you perform are under the effects of the Tiring Trait. |
| 71-75 | Heart Palpatations | You suffer D12 Health Loss. |
| 76-80 | Performance Anxiety | Lasting Trauma Severity 80. At the start of a Combat Situation, you gain D6 instances of Anxiety. This Lasting Trauma can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a Periodic Socialise Ritual to reduce its Severity. |
| 81-85 | Social Anxiety | Lasting Trauma Severity 80. At the start of a Social Situation, you gain D6 instances of Anxiety. This Lasting Trauma can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a Periodic Socialise Ritual to reduce its Severity. |
| 86-90 | Spacers Anxiety | Lasting Trauma Severity 80. At the start of a Spacing Situation, you gain D6 instances of Anxiety. This Lasting Trauma can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a Periodic Socialise Ritual to reduce its Severity. |
| 91-95 | Sleepless Night | You gain no benefits from your next Rest. |
| 96-99 | Dramatic Stress | You gain a Scar. |
| 100 | Hurtful Experience | You Gain 1 Experience. Gain a Wound. |
| 101-105 | Cyberware Feedback | Until your next Rest, using any of your Cyberware is done under the effects of the Tiring Trait, including any passive Cyberware. Gain a Scar. |
| 106-110 | Afraid | You spend your next Turn getting as far away from the current situation as possible. Gain a Scar. |
| 111-115 | Temporary Hysteria | You spend your next turn trying to kill or destory the nearest Entity. Gain a Scar. |
| 116-120 | Skin Crawling | You spend your next Turn trying to agressively discard your Equipped Items. Gain a Scar. |
| 121-125 | Neuro-Astral Feedback | You suffer a Miscast. Additionally, until your next Rest, whenever you would suffer a Miscast, you do so under the effects of the Disadvantage Property. |
| 126-130 | Sickened | You gain 2D6 instances of Nauseated. Gain a Scar. |
| 131-135 | Insomnia | Until the next Cycle, your Rests only recover half the normal amount of Health and Lasting Trauma Severity, rounded down. Also Rests don't count as Rests for the purposes of other rules and Abilities. |
| 136-140 | Terrified | You spend the rest of the Encounter getting as far away from the current situation as possible. Gain a Scar. |
| 141-145 | Hysteria | You spend the rest of the Encounter trying to kill or destroy the nearest Entity each Turn. Gain a Scar. |
| 146-149 | Heart Attack | You suffer D6 Health Loss under the effects of the Exploding Property. Gain a Wound for each Determination Die rolled in this way. |
| 150 | Painful Experience | You gain D6 Experience. Gain half of this Result as Wounds, rounded down to a minimum of 1. |
| 151+ | Psychosis | You gain the Pyschosis Condition. |
| 200+ | Fractured Spirit | You gain the Fractured Spirit Condition. |
Miscast Table
| Total | Name | Effect |
|---|---|---|
| 1 | Feedback | You lose all remaining Mana and then suffer [Health Loss] equal to the Mana lost in this way. |
| 2-5 | Unstable Flow | You suffer D6 [Mana Loss] then suffer [Health Loss] equal to the Mana lost in this way. |
| 6-10 | Temporarily Severed | You are unable to spend Mana until the start of your next Turn. |
| 11-15 | Astral Turbulence | You suffer D4 Stress Damage. |
| 16-19 | Arcane Hiccup | You restore 1 Mana. |
| 20 | Uncontrolled Surge | You restore D4 Mana and suffer D6 Stress Damage. |
