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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