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Fire Critical Injury Chart

D100 SEVERITY INJURY RESULT
01-05 Easy (d) Momentary Burn : Target suffers either 1 wound or 1 strain (their choice).
06-10 Easy (d) Heat Wave : Foe sweats profusely and may perform only one maneuver on their next turn
11-15 Easy (d) Scorched Back : Target's backpack, cloak or one random clothing item is ruined.
16-20 Easy (d) Sleeve on Fire : At start of their next turn, foe must spend a maneuver to put out flames or suffer 2 wounds.
21-25 Easy (d) Completely Exhausted : When the target recovers strain at the end of this encounter only, they recover -2 strain (to a minimum of 1)
26-30 Easy (d) Boiling Point : Attacks vs. target gain Burn 1 quality until the end of the attacker’s next turn.
31-35 Easy (d) Heated Item : Held item burns target’s hand. Target must wait until the end of next round before using that hand and weapon cools so it can be picked up.
36-40 Easy (d) Too Hot to Concentrate : Foe must add SETBACK to all Intellect and Cunning checks until end of encounter.
41-45 Average (dd) Fire! : Foe suffers 1 wound on their turn until they put fire out per normal rules (CRB p.111-112)
46-50 Average (dd) Scorching Heat : Each time target makes an Intellect or Cunning check they suffer 1 strain.
51-55 Average (dd) Fearsome Wound : Foe must increase the difficulty of all Presence and Willpower checks by 1
56-60 Average (dd) Unbearable Heat : Whenever target suffers strain, they suffer 1 additional strain
61-65 Average (dd) Easily Flammable : Until this critical is healed, all attacks vs. the target gain the Burn 1 quality.
66-70 Average (dd) Scattered Senses : The target removes all BOOST from skill checks until this Critical Injury is healed
71-75 Average (dd) Searing Pain : When the target suffers a Critical Injury, they suffer 1 wound and 1 strain.
76-80 Average (dd) Spreading Flames : Fire rapidly spreads across target's body. Target immediately suffers an additional Critical Injury with -20 to the roll.
81-85 Average (dd) Skin Boiling : Target must add THREAT THREAT to all skill checks until this critical is healed
86-90 Average (dd) Compromised : Increase difficulty of all skill checks by one until this Critical Injury is healed.
91-95 Hard (ddd) Desiccated : : Until end of encounter, foe cannot regain strain except from magical/technological healing (GM’s call).
96-100 Hard (ddd) Third Degree Burns : Target’s Wound Threshold is reduced by 2 until this Critical Injury is healed
101-105 Hard (ddd) Open Up Wounds : The Severity Rating of every Critical Injury currently affecting target increases by 1 (max 4), not including this one.*
106-110 Hard (ddd Horrific Injury : Until Critical Injury is healed, target lowers one characteristic by 1.
111-115 Hard (ddd) Torso Ablaze : Foe suffers 4 wounds at start of their turn until they put fire out (CRB p.111-112)
116-120 Hard (ddd) Blinded : The target can no longer see. Upgrade the difficulty of all checks x2, and upgrade the difficulty of Perception and Vigilance checks x3.
121-125 Hard (ddd) Hands in Flames : Foe cannot use their hands until this critical is healed.
126-130 Daunting (dddd) Face Burn : Foe is left with garish scars. +DIFF to all of foe's Social checks, permanently
131-140 Daunting (dddd) Lava Lungs : Foe inhales a deadly amount of scorching fumes. Reduce foe’s Brawn and Agility scores to 1 until this critical is healed.
141-150 Daunting (dddd) Engulfed in Flames : Unless miraculously treated, foe dies at the end of next round, flesh burning and blood boiling.
151+ - - Spontaneous Combustion : : Nothing is left of foe but for a pile of warm, stinking ashes.

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