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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 a [Movement Point], 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 [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 [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 [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 [Chunklets!] Condition.
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