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tables [2025/02/18 13:00] – [Misscast Table] mentletables [2026/06/24 09:31] (current) – created ms_wuntch
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-====== Rollable Tables ====== +====== Tables ====== 
- +This is the main directory for all tables used for generating [Tests] and outcomes in Meat Space.  
-===== Injuries ===== +<WRAP group> 
-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.  +<WRAP column third centeralign> 
-  +===== Common Tables ===== 
-When a Character suffers an Injury, they may either Accept the Injury or Resist the Injury.  +**[[:Tables:Injury Table]]**\\ 
-  If they Accept the Injury, the Character gains the Downed Condition. Then they roll two Injury's, choosing which ever result they prefer. +\\ 
-  If they Resist the Injury, the Character rolls a single Injury, taking the result. +**[[:Tables:Malfunction Table]]**\\ 
-When a Character rolls an Injury, they roll a D100, add any relevant modifiers and consults the table below.  +\\ 
-  +**[[:Tables:Panic Table]]** 
-In addition, when rolling an Injury, you gain a +10 to the result for each and every Injury suffered in the Encounter. Furthermore, if the character suffers an  +</WRAP> 
-Injury that they are already suffering from, they gain the injury above the one they rolled instead (the higher result).  +<WRAP column third centeralign> 
-^Result^Injury^ +===== D20 Tables ===== 
-|  0 (or lower)  |  UnharmedDon't Increase Injury Modifier. +**[[:Tables:Miscast Table]]**\\ 
-|  1-5  |**Unusual Position**: Prone. Requires a Double Action to stand.  | +\\ 
-|  6-10  |**Hazed**: Disadvantage on next Check.  | +</WRAP> 
-|  11-15  |**Fazed**: Disadvantage on next Attack Roll.  | +<WRAP column third centeralign> 
-|  16-20  |**Dazed**Disadvantage on next Save.  | +===== Unique Tables ===== 
-|  21-25  |**Unnerved**: Take D4 Strain Damage.  | +**[[:Tables:Tipua Injury Table]]**\\ 
-|  26-30  |**Floored**: Prone. Requires the Help action to stand.  | +\\ 
-|  31-35  |**Head Knock**: Disadvantage on Smarts and Wits Checks and Att Rolls until end of scene, including Initiative and Reaction. +</WRAP> 
-|  36-40  |**Rattled**Disadvantage on Panache and Intuition Checks and Att Rolls until end of scene, including Reaction, Presence and Swagger. +</WRAP> 
-|  41-45  |**Dinged**: Disadvantage on Brawn and Agility Checks and Att Rolls until end of scene, including Initiative and Reaction.  | +===== Transcluded Tables ===== 
-|  46-50  |**Winded**: -1 Action Point and Quick Action Point until end of scene.  | +<WRAP group> 
-|  51-55  |**Shaken**: Take D8 Strain Damage.  | +<WRAP half column> 
-|  56-60  |**Concussion**: Injury: 30. Disadvantage on Smarts and Wits Checks, Att Rolls and Saves, including Initiative, Reaction, Reflex, Will and Insight.  | +==== Injury Table ==== 
-|  61-65  |**Overwhelmed**: Injury30. Disadvantage on Panache and Intution Checks, Att Rolls and Saves, including Reaction, Presence, Swagger, Will and Insight. +{{page>[[:Tables:Injury Table]]&noheader&inline}} 
-|  66-70  |**Fractured**: Injury: 30. Disadvantage on Brawn and Agility Checks, Att Rolls and Saves, including Initiative, Reaction, Fortitude and Reflex.  | +==== Malfunction Table ==== 
-|  71-75  |**Banged Up**: Injury: 30. -1 Action Point and Quick Action Point.  | +{{page>[[:Tables:Malfunction Table]]&noheader&inline}} 
-|  76-80  |**Distressed**: Take D12 Strain Damage.  | +</WRAP> 
-|  81-85  |**Hand Wound**: Injury: 30. -1 Hand.  | +<WRAP half column> 
-|  86-90  |**Leg Wound**: Injury: 1/2 Speed, rounded down.  | +==== Panic Table ==== 
-|  91-95  |**Stunned**: You become Stunned for D4 rounds. +{{page>[[:Tables:Panic Table]]&noheader&inline}} 
-|  96-99  |**Feel It Tomorrow**Gain a Permanent Injury.  | +==== Miscast Table ==== 
-|  100  |**Near Death Experience**: Gain 1 Exp and roll a Panic.  | +{{page>[[:Tables:Miscast 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.  | +</WRAP> 
-|  106-110  |**Arm Broken**: Injury: 60. -1 Hand. Disadvantage where appropriate.  | +</WRAP>
-|  111-115  |**Leg Broken**: Injury: 60. 1/2 Speed, rounded down. 1 Move per Turn. Disadvantage where appropriate. +
-|  116-120  |**Gut Wound**: Permanent Injury. Gain 2D6 Stacks of Nauseous. +
-|  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**: Severity: 30, WIll gain Death Injury on Rest.  | +
-|  146-149  |**Cyberware Destruction**: Permanent Injury: Randomly 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!**  |   +
- +
-===== Panic ===== +
-You Panic when your Strain is reduced to 0, a hostile Attack Roll rolls a Critical Success or any other situation where the GM feels it is appropriate.  +
-  +
-When a Character Panics, they may either Accept the Injury or Resist the Panic.  +
-  * If they Accept the Panic, the Character gains the Downed Condition. Then they roll two Panic's, chosing which ever result they prefer. +
-  * If they Resist the Panic, the Character rolls a single Panic, taking the result. +
-When a Character rolls a Panic, they roll a D100, add any relevant modifiers and consults the table below.  +
-  +
-In addition, when rolling a Panic, you gain a +10 to the result for each and every Panic suffered in the Encounter.  +
-Furthermore, if the character suffers a Panic that they are already suffering from, they gain the Panic above the one they rolled instead (the higher result).  +
- +
-^Result^Panic^ +
-|  0 (or lower)  |**Unharmed**Don't Increase Panic Modifier.| +
-|  1-5  |**Demoralized**Lose Priority if you have it.| +
-|  6-10  |**Hazed**: Disadvantage on next Check.| +
-|  11-15  |**Fazed**: Disadvantage on next Attack Roll.| +
-|  16-20  |**Dazed**: Disadvantage on next Save.| +
-|  21-25  |**Headache**: Take D4 True Damage.| +
-|  26-30  |**Dispirited**: Lose Priority if you have it, you can't regain it this Encounter.| +
-|  31-35  |**Fragility**: Disadvantage on Fortitude Saves until End of Scene.| +
-|  36-40  |**Hesitation**: Disadvantage on Reflex Saves until End of Scene.| +
-|  41-45  |**Agreeable**: Disadvantage on Will Saves until End of Scene.| +
-|  46-50  |**Distracted**: Disadvantage on Insight Saves until End of Scene.| +
-|  51-55  |**Migraine**: Take D8 True Damage.| +
-|  56-60  |**Disheartened**: Suffer -D4 Swagger Die until end of Scene.| +
-|  61-65  |**Flapped**: Hazed until next Rest.| +
-|  66-70  |**Rocked**: Fazed until next Rest.| +
-|  71-75  |**Depleted**: Dazed until next Rest.| +
-|  76-80  |**Heart Palpatations**: Take D12 True Damage.| +
-|  81-85  |**Disillusioned**: Suffer -D8 Swagger Die until end of Scene.| +
-|  86-90  |**Sleepless Night**: You do not benefit from your next night of Rest.| +
-|  91-95  |**Nausea**: Gain D6 Nauseated Stacks.| +
-|  96-99  |**Dramatic Stress**: Obtain a Scar.| +
-|  100  |**Hurtful Experience**: Gain 1 Exp and roll an Injury.| +
-|  101-105  |**Apathetic**: Suffer -D12 Swagger Die until end of Scene.| +
-|  106-110  |**Afraid**Spend your next turn getting as far away from the current situation as possible. Obtain a Scar.| +
-|  111-115  |**Temporary Hysteria**Spend your next turn trying to kill the nearest target. Obtain a Scar.| +
-|  116-120  |**Skin Crawling**: Spend your next turn trying to agressively discard your equipment, starting with Equipped Items. Obtain a Scar.| +
-|  121-125  |**Neuro-Astral Feedback**: Suffer a Miscast. Additionally, until next Rest, whenever you suffer a Miscast, suffer two.| +
-|  126-130  |**Heart Attack**: Take 2D12 True Damage and a Permanent Injury.| +
-|  131-135  |**Insomnia**: Until the next Cycle, your Rests only recover Health and half Mana, rounded down. Rests don't count as Rests.| +
-|  136-140  |**Terrified**: Spend the rest of the Enouncter getting as far away from the current situation as possible. Obtain a Scar.| +
-|  141-145  |**Hysteria**Spend the rest of the Encounter trying to kill the nearest target each turn. Obtain a Scar.| +
-|  146-149  |**Sickened**Gain 2D6 Nauseated Stacks and a Scar.| +
-|  150  |**Painful Experience**: Gain D6 Exp, roll an Injury and obtain a Permanent Injury.| +
-|  151+  |**Psychosis**: Your mind snaps, give your character sheet to the GM. You are no longer in control of your mind and body.| +
-|  200+  |**Fractured Spirit**: Your soul breaks, give your character sheet to the GM. You are no longer in control of your mind and body, even after death. Will turn into a malevolent spirit or demon on death.| +
- +
-===== Misscast Table ===== +
-Rules for Miscast here +
- +
-^Result^Misscast^ +
-|  1  |**Feedback**Lose all remaining Mana then take True Damage equal to mana lost.| +
-|  2-5  |**Unstable Flow**Suffer D6 Mana Damage then take True Damage equal to mana lost.| +
-|  6-10  |Unable to spend Mana until the start of your next turn.| +
-|  11-15  |D4 Strain damage.| +
-|  16-19  |Gain 1 Mana.| +
-|  20  |Restore D4 mana, take D6 Strain Damage.| +
- +