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Cold Critical Injury Chart

D100 SEVERITY INJURY RESULT
01-05 Easy (d) Passing Chill : A chill runs down foe’s spine. Add ADV ADV to the next attack vs. target
06-10 Easy (d) Slowed Down : The target can only act during the last allied Initiative slot on their next turn.
11-15 Easy (d) Hindered Reflexes : Foe must spend two maneuvers to disengage from hostiles until end of encounter.
16-20 Easy (d) Sluggish Reflexes : Foe must spend two maneuvers to disengage from hostiles until end of encounter.
21-25 Easy (d) Slippery Gear : Held item becomes cold and slippery. Until the end of target’s next turn, add SETBACK SETBACK to all checks using that item.
26-30 Easy (d) Temporary Freeze : Foe is temporarily frozen and is Immobilized until the end of their next turn.
31-35 Easy (d) Stunned : The target is staggered until the end of their next turn.
36-40 Easy (d) Chattering Teeth : : Target shakes uncontrollably and must add SETBACK SETBACK to their next check.
41-45 Average (dd) Strong Gale : Foe is Immobilized and Disoriented until the end of their next turn
46-50 Average (dd) Compromised Instincts : The target must add DIFFICULTYL to all Initiative checks until Critical Injury is healed
51-55 Average (dd) Head Cold : All healing target receives do -1 wounds (to a minimum of 1) from all sources.
56-60 Average (dd) Agonizing Wound : Target must increase the difficulty of all Brawn and Agility checks by one
61-65 Average (dd) Impeding Winds : Each time the target performs an action they suffer 1 strain (in addition to any cost).
66-70 Average (dd) Freezing Cold : Foe is Disoriented. If acquiring this Critical again, foe is Immobilized. A third time, Staggered. Fourth time, Incapacitated.
71-75 Average (dd) Nose Freeze : Foe loses nose to frostbite and must add +DIFF DIFF to all Social checks until critical is healed.
76-80 Average (dd) Overpowered : Target is open and attacker may immediately attempt another attack (incidental), using the same exact dice pool
81-85 Average (dd) No Hope : Until this critical is healed, the target must spend an additional Story Point to activate any effects, abilities and talents.
86-90 Average (dd) Frigid Extremities : Target can hardly move their fingers and adds SETBACK SETBACK to all physical checks.
91-95 Hard (ddd) At the Brink : The target suffers 2 strain each time they perform an action.
96-100 Hard (ddd) Pulled Muscles : All attacks vs. the target gain the Ensnare 1 quality until this critical is healed.
101-105 Hard (ddd) Maimed : Foe permanently loses a limb due to severe frostbite (GM’s choice). All other actions gain +DIFFICULTY until this Critical Injury is healed.
106-110 Hard (ddd Legs Frozen Solid : Foe cannot perform move maneuvers or any actions requiring moving legs.
111-115 Hard (ddd) Brain Freeze : : Target’s Intellect and Cunning both are lowered by 1 until healed.
116-120 Hard (ddd) Morbidly Sick : Until this critical is healed, the foe cannot recover strain, except by magical or technological healing (GM’s call
121-125 Hard (ddd) Frostbite : In the future, whenever foe suffers a Critical Injury, they suffer an additional Critical Injury.*
126-130 Daunting (dddd) Chilled Heart : The target’s Strain Threshold is reduced by 1, permanently.
131-140 Daunting (dddd) Hypothermia : Target suffers 2 strain at the start of their turn, and +1 Critical Injury per 5 strain above threshold
141-150 Daunting (dddd) Absolute Zero : Ice spread over foe, rapidly lowering their body temperature. Target freezes to death at the end of next round
151+ - - Ice Statue : Foe turns into ice. A nudge (incidental) will tip foe over and shatter them into a million pieces

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