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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).
| Result | Injury |
|---|---|
| 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).
| 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
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. |
