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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 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. |
