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Rollable Tables

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!

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).

ResultPanic
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.
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