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Injuries

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.

When a Character suffers an Injury, they may either Accept the Injury or Resist the Injury.

  • 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.

When a Character rolls an Injury, they roll a D100, add any relevant modifiers and consults the table below.

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 Injury that they are already suffering from, they gain the injury above the one they rolled instead (the higher result).

ResultInjury
0 (or lower) Unharmed: Don't Increase Injury Modifier.
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.
16-20 Dazed: Disadvantage on next Save.
21-25 Unnerved: Take D4 Strain Damage.
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.
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.
46-50 Winded: -1 Action Point and Quick Action Point until end of scene.
51-55 Shaken: Take D8 Strain Damage.
56-60 Concussion: Injury: 30. Disadvantage on Smarts and Wits Checks, Att Rolls and Saves, including Initiative, Reaction, Reflex, Will and Insight.
61-65 Overwhelmed: Injury: 30. Disadvantage on Panache and Intution Checks, Att Rolls and Saves, including Reaction, Presence, Swagger, Will and Insight.
66-70 Fractured: Injury: 30. Disadvantage on Brawn and Agility Checks, Att Rolls and Saves, including Initiative, Reaction, Fortitude and Reflex.
71-75 Banged Up: Injury: 30. -1 Action Point and Quick Action Point.
76-80 Distressed: Take D12 Strain Damage.
81-85 Hand Wound: Injury: 30. -1 Hand.
86-90 Leg Wound: Injury: 1/2 Speed, rounded down.
91-95 Stunned: You become Stunned for D4 rounds.
96-99 Feel It Tomorrow: Gain a Permanent Injury.
100 Near Death Experience: Gain 1 Exp and roll a Panic.
101-105 Cyberware Shutdown: Injury: 30. Randomly determine a peice of Cyberware, it is rendered non-functional until Injury healed. Disadvantage as appropriate.
106-110 Arm Broken: Injury: 60. -1 Hand. Disadvantage where appropriate.
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!
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