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tables [2025/02/18 12:38] – created mentletables [2026/06/24 09:31] (current) – created ms_wuntch
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-===== Injuries ===== +====== Tables ====== 
-You suffer an Injury when your Health is reduced to 0, a hostile Attack Roll rolls a Critical Success or any other situation where the GM feels it is appropriate.  +This is the main directory for all tables used for generating [Tests] and outcomes in Meat Space.  
-  +<WRAP group> 
-When a Character suffers an Injury, they may either Accept the Injury or Resist the Injury.  +<WRAP column third centeralign> 
-  * If they Accept the Injury, the Character gains the Downed Condition. Then they roll two Injury's, choosing which ever result they prefer. +===== Common Tables ===== 
-  * If they Resist the Injury, the Character rolls a single Injury, taking the result. +**[[:Tables:Injury Table]]**\\ 
-When a Character rolls an Injury, they roll a D100, add any relevant modifiers and consults the table below.  +\\ 
-  +**[[:Tables:Malfunction Table]]**\\ 
-In addition, when rolling an Injury, you gain a +10 to the result for each and every Injury suffered in the EncounterFurthermore, if the character suffers an  +\\ 
-Injury that they are already suffering from, they gain the injury above the one they rolled instead (the higher result).  +**[[:Tables:Panic Table]]** 
-^Result^Injury^ +</WRAP> 
-|  0 (or lower)  |  Unharmed: Don't Increase Injury Modifier.  | +<WRAP column third centeralign> 
-|  1-5  |**Unusual Position**: Prone. Requires a Double Action to stand. +===== D20 Tables ===== 
-|  6-10  |**Hazed**Disadvantage on next Check. +**[[:Tables:Miscast Table]]**\\ 
-|  11-15  |**Fazed**: Disadvantage on next Attack Roll.  | +\\ 
-|  16-20  |**Dazed**: Disadvantage on next Save.  | +</WRAP> 
-|  21-25  |**Unnerved**: Take D4 Strain Damage. +<WRAP column third centeralign> 
-|  26-30  |**Floored**Prone. Requires the Help action to stand. +===== Unique Tables ===== 
-|  31-35  |**Head Knock**: Disadvantage on Smarts and Wits Checks and Att Rolls until end of scene, including Initiative and Reaction.  | +**[[:Tables:Tipua Injury Table]]**\\ 
-|  36-40  |**Rattled**: Disadvantage on Panache and Intuition Checks and Att Rolls until end of scene, including Reaction, Presence and Swagger.  | +\\ 
-|  41-45  |**Dinged**: Disadvantage on Brawn and Agility Checks and Att Rolls until end of scene, including Initiative and Reaction. +</WRAP> 
-|  46-50  |**Winded**-1 Action Point and Quick Action Point until end of scene. +</WRAP> 
-|  51-55  |**Shaken**: Take D8 Strain Damage.  | +===== Transcluded Tables ===== 
-|  56-60  |**Concussion**: Injury: 30. Disadvantage on Smarts and Wits Checks, Att Rolls and Saves, including Initiative, Reaction, Reflex, Will and Insight.  | +<WRAP group> 
-|  61-65  |**Overwhelmed**: Injury: 30. Disadvantage on Panache and Intution Checks, Att Rolls and Saves, including Reaction, Presence, Swagger, Will and Insight.  | +<WRAP half column> 
-|  66-70  |**Fractured**: Injury: 30. Disadvantage on Brawn and Agility Checks, Att Rolls and Saves, including Initiative, Reaction, Fortitude and Reflex.  | +==== Injury Table ==== 
-|  71-75  |**Banged Up**: Injury30. -1 Action Point and Quick Action Point. +{{page>[[:Tables:Injury Table]]&noheader&inline}} 
-|  76-80  |**Distressed**: Take D12 Strain Damage.  | +==== Malfunction Table ==== 
-|  81-85  |**Hand Wound**: Injury: 30. -1 Hand.  | +{{page>[[:Tables:Malfunction Table]]&noheader&inline}} 
-|  86-90  |**Leg Wound**: Injury: 1/2 Speed, rounded down.  | +</WRAP> 
-|  91-95  |**Stunned**: You become Stunned for D4 rounds.  | +<WRAP half column> 
-|  96-99  |**Feel It Tomorrow**: Gain a Permanent Injury.  | +==== Panic Table ==== 
-|  100  |**Near Death Experience**: Gain 1 Exp and roll a Panic. +{{page>[[:Tables:Panic Table]]&noheader&inline}} 
-|  101-105  |**Cyberware Shutdown**: Injury: 30. Randomly determine a peice of Cyberware, it is rendered non-functional until Injury healed. Disadvantage as appropriate. +==== Miscast Table ==== 
-|  106-110  |**Arm Broken**: Injury: 60. -1 Hand. Disadvantage where appropriate.  | +{{page>[[:Tables:Miscast Table]]&noheader&inline}} 
-|  111-115  |**Leg Broken**: Injury: 60. 1/2 Speed, rounded down. 1 Move per Turn. Disadvantage where appropriate.  | +</WRAP> 
-|  116-120  |**Gut Wound**: Permanent Injury. Gain 2D6 Stacks of Nauseous.  | +</WRAP>
-|  121-125  |**Arm Loss**: Permanent Injury. You lose an Arm.  | +
-|  126-130  |**Leg Loss**: Permanent Injury. You lose a Leg.  | +
-|  131-135  |**Flesh Wound**: Permanent Injury: Gain 2D6 Stacks of Bleeding.  | +
-|  136-140  |**Comatose**: Injury, Severity: 30, Unconscious.  | +
-|  141-145  |**Internal Injuries**Severity30, WIll gain Death Injury on Rest.  | +
-|  146-149  |**Cyberware Destruction**Permanent InjuryRandomly determine a peice of Cyberware, it is destroyed. Disadvantage as appropriate.  | +
-|  150  |**Horrific Experience**Gain D6 Exp, roll a Panic and obtain a Scar.  | +
-|  151+  |  **Death.**  | +
-|  200+  |  **Chunklets!**  |   +