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Force Critical Injury Chart

D100 SEVERITY INJURY RESULT
01-05 Easy (d) Weak Blow : Strike sends a cloud of dust. Target coughs and suffers 1 strain.
06-10 Easy (d) Knee Whack : Foe is limping. Foe treats all terrain as Difficult Terrain until the end of their next turn.
11-15 Easy (d) Stomped Foot : Is that a tear in the target’s eye? Foe removes one b from next check
16-20 Easy (d) It's A Knockout!: Hit knocks all air out of foe. Target cannot suffer strain voluntarily until the end of their next turn.
21-25 Easy (d) Off-Balance : Add b to the target's next skill check. 
26-30 Easy (d) Powerful Swing : Attack misses the target’s face by an inch. Target is distraught and suffers 3 strain
31-35 Easy (d) Head Strike : Foe momentarily forgets their name and cannot upgrade next check with proficiency dice.
36-40 Easy (d) Elbow Shot : Tremors run up target’s arm. Remove d from target’s next check (before upgrading).
41-45 Average (dd) Back Blow : The target is knocked prone and suffers 1 strain.
46-50 Average (dd) Concussion : The target is Disoriented until the end of the encounter.
51-55 Average (dd) Mild Brain Damage : The target must increase the difficulty of all Agility and Intellect checks by one
56-60 Average (dd) What Was That? : Target adds hh to all Intellect and Cunning checks until Critical is healed.
61-65 Average (dd) Blowback : Strike sends foe flying to short range. Foe falls prone and suffers 2 strain
66-70 Average (dd) Face Strike : Remove one d from all of foe’s checks (to a minimum of 1, before upgrading) until this injury is healed. 
71-75 Average (dd) Smashed Fingers : Upgrade the difficulty of all foe’s checks employing that hand once (GM chooses hand).
76-80 Average (dd) Gear Compromised : All attacks vs. the target gain the Sunder quality
81-85 Average (dd) Winded : Target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers until this Critical Injury is healed.
86-90 Average (dd) Gaping Wound : When foe suffers a critical injury, they suffer an additional 2 wounds. (re-roll this is if this would be applied a second time to the same target.)
91-95 Hard (ddd) Compound Leg Fracture : Bone is visible and it’s not pretty. Target suffers 1 wound each time they make a move maneuver.
96-100 Hard (ddd) Smashed Kneecap : Foe treats all terrain as Difficult Terrain until this critical is healed.
101-105 Hard (ddd) Hand Smash : Attack flattens target’s weapon hand. It resembles a bloody pita bread now and cannot be used.
106-110 Hard (ddd) Temporary Amnesia : Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn, 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Target cannot upgrade this characteristic's skill checks with proficiency dice. 
111-115 Hard (ddd) Crushed Vitals : Foe must upgrade the difficulty of all checks once until critical is healed. All of foe’s allies witnessing the strike suffer 1 strain in horror.
116-120 Hard (ddd) Shattered Rib : Blow shatters ribs with a loud crack. Foe must upgrade difficulty of all Brawn and Agility checks twice. Any result of d can be spent to have foe suffer an additional critical injury from this chart. 
121-125 Hard (ddd) Knocked Senseless : The target is staggered until this Critical Injury is healed
126-130 Daunting (dddd) Permanent Amnesia : Target looses a skill rank in their most developed skill, permanently. Roll for ties.
131-140 Daunting (dddd) Cracked Skull : Target suffers 4 wounds and 4 strain and is Disoriented until critical is healed. Everyone in engagement is showered in blood and is also Disoriented until end of next round.
141-150 Daunting (dddd) Formidable Strike : The attack sends shattered bone fragments into vital organs. Unless treated, foe dies at end of next round in agonizing pain.
151+  - -  Death Blow : A huge slam collapses the target’s chest into itself, crushing major organs. Death is instantaneous.

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