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| tables [2025/02/20 08:54] – [Injuries] mentle | tables [2026/06/24 09:31] (current) – created ms_wuntch | ||
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| - | ====== | + | ====== 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: |
| - | * If they Accept the Injury, the Character gains the Downed Condition. Then they roll two Injury' | + | \\ |
| - | * 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: | |
| - | In addition, when rolling an Injury, you gain a +10 to the result for each and every Injury suffered in the Encounter. Furthermore, | + | </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) | + | **[[:Tables: |
| - | | 1-5 |**Unusual Position**: Prone. Requires a Double Action to stand. | + | \\ |
| - | | 6-10 |**Hazed**: Disadvantage on next Check. | + | </ |
| - | | 11-15 |**Fazed**: Disadvantage on next Attack Roll. | | + | <WRAP column third centeralign> |
| - | | 16-20 |**Dazed**: Disadvantage on next Save. | | + | ===== Unique Tables |
| - | | 21-25 |**Unnerved**: | + | **[[:Tables: |
| - | | 26-30 |**Floored**: | + | \\ |
| - | | 31-35 |**Head Knock**: Disadvantage on Smarts and Wits Checks and Att Rolls until end of scene, including Initiative and Reaction. | + | </ |
| - | | 36-40 |**Rattled**: | + | </ |
| - | | 41-45 |**Dinged**: | + | ===== Transcluded |
| - | | 46-50 |**Winded**: | + | <WRAP group> |
| - | | 51-55 |**Shaken**: | + | <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 |
| - | | 61-65 |**Overwhelmed**: | + | {{page>[[: |
| - | | 66-70 |**Fractured**: | + | ==== Malfunction Table ==== |
| - | | 71-75 |**Banged Up**: Injury: 30. -1 Action Point and Quick Action Point. | + | {{page>[[: |
| - | | 76-80 |**Distressed**: | + | </ |
| - | | 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**: | + | {{page>[[: |
| - | | 96-99 |**Feel It Tomorrow**: Gain a Permanent Injury. | + | ==== Miscast Table ==== |
| - | | 100 |**Near Death Experience**: | + | {{page>[[: |
| - | | 101-105 | + | </ |
| - | | 106-110 | + | </ |
| - | | 111-115 | + | |
| - | | 116-120 | + | |
| - | | 121-125 | + | |
| - | | 126-130 | + | |
| - | | 131-135 | + | |
| - | | 136-140 | + | |
| - | | 141-145 | + | |
| - | | 146-149 | + | |
| - | | 150 |**Horrific Experience**: | + | |
| - | | 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' | + | |
| - | * 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, | + | |
| - | + | ||
| - | ^Result^Panic^ | + | |
| - | | 0 (or lower) | + | |
| - | | 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**: | + | |
| - | | 26-30 |**Dispirited**: | + | |
| - | | 31-35 |**Fragility**: | + | |
| - | | 36-40 |**Hesitation**: | + | |
| - | | 41-45 |**Agreeable**: | + | |
| - | | 46-50 |**Distracted**: | + | |
| - | | 51-55 |**Migraine**: | + | |
| - | | 56-60 |**Disheartened**: | + | |
| - | | 61-65 |**Flapped**: | + | |
| - | | 66-70 |**Rocked**: | + | |
| - | | 71-75 |**Depleted**: | + | |
| - | | 76-80 |**Heart Palpatations**: | + | |
| - | | 81-85 |**Disillusioned**: | + | |
| - | | 86-90 |**Sleepless Night**: You do not benefit from your next night of Rest.| | + | |
| - | | 91-95 |**Nausea**: | + | |
| - | | 96-99 |**Dramatic Stress**: Obtain a Scar.| | + | |
| - | | 100 |**Hurtful Experience**: | + | |
| - | | 101-105 | + | |
| - | | 106-110 | + | |
| - | | 111-115 | + | |
| - | | 116-120 | + | |
| - | | 121-125 | + | |
| - | | 126-130 | + | |
| - | | 131-135 | + | |
| - | | 136-140 | + | |
| - | | 141-145 | + | |
| - | | 146-149 | + | |
| - | | 150 |**Painful Experience**: | + | |
| - | | 151+ |**Psychosis**: | + | |
| - | | 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 | + | |
| - | 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.| | + | |
| - | + | ||
| - | ====== Other Tables ====== | + | |
| - | ===== Swagger / Presence | + | |
| - | ^Result^PC' | + | |
| - | | <= Half |Concede or Grant [[Priority]] and a D4 Swagger Die to foes| | + | |
| - | | Lower |Foes have [[Priority]]| | + | |
| - | | Exact |Neither have [[Priority]]| | + | |
| - | | Higher | + | |
| - | | >= Double | + | |
| - | + | ||
