Tables
This is the main directory for all tables used for generating [Tests] and 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 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. |
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. |
Panic Table
| Total | Name | Effect |
|---|---|---|
| 0 or lower | Unharmed | You suffer no ill effects as if you had not Panicked at all. You do not increase your Panic Modifier. |
| 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, 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 | Headache | You take D4 [True Damage]. |
| 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 take D8 [True Damage]. |
| 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 | Condition; [Severity] 30. All non-Simple Actions and Checks you perform are under the effects of the Tiring Trait. |
| 71-75 | Heart Palpatations | You take D12 [True Damage]. |
| 76-80 | Performance Anxiety | Condition; [Severity] 80. At the start of a [Combat Situation], you gain D6 instances of [Anxiety]. This Condition 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 | Condition; [Severity] 80. At the start of a [Social Situation], you gain D6 instances of [Anxiety]. This Condition 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 | Condition; [Severity] 80. At the start of a [Spacing Situation], you gain D6 instances of [Anxiety]. This Condition 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] Property, 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 the nearest Target. 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 Condition [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 the nearest Target each [Turn]. Gain a Scar. |
| 146-149 | Heart Attack | You take D6 [True Damage] under the effects of the Exploding Property. Gain a [Wound] for each Damage 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. |
