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Lightning Critical Injury Chart

D100 SEVERITY INJURY RESULT
01-05 Easy (d) Static Electrictiy : Target’s hair rise up. Add THREAT to target’s next check
06-10 Easy (d) Pop! : With a pop, the attack knocks target back and sends them one move maneuver away from attacker
11-15 Easy (d) Sudden Jolt : The target drops whatever is in hand
16-20 Easy (d) Distracted : The target cannot perform a free maneuver during their next turn.
21-25 Easy (d) Dazzling Lights : Foe is dazzled. Until end of next turn, target cannot see beyond Engaged range and can only perform actions on engaged targets
26-30 Easy (d) Discouraging Wound : Move one Story Point from the target’s pool to the attacker’s pool.
31-35 Easy (d) Super Conductor : Attack jumps to additional hostiles engaged with the target. Target and all affected immediately suffer 1 wound
36-40 Easy (d) Flesh Fuses with Gear : Foe’s Wound Threshold is reduced by 2 until end of encounter.
41-45 Average (dd) Violent Shakes : Target twitches profusely and must upgrade the difficulty of their next check once.
46-50 Average (dd) Fried Nerves : Target must add THREAT to all Brawn and Agility checks until the end of the encounter
51-55 Average (dd) Weakened Muscles : Target inflicts –2 damage with Melee and Ranged Attacks (1 minimum).
56-60 Average (dd) Electroshock : Whenever the foe recovers strain, they recover -2 strain (to a minimum of 1) from all sources, until the end of the encounter.
61-65 Average (dd) Slightly Dazed : The target is Disoriented until this Critical Injury is healed.
66-70 Average (dd) Burning Nerves : The target suffers 1 strain each time they perform a maneuver (in addition to any cost)
71-75 Average (dd) Twitches : Foe must make an Average(XX) Athletics/Coordination check to move or fall prone.
76-80 Average (dd) Chain Lightning : : The attack jumps to another target up to short range. Attacker may select a new (or same) target and attack (incidental) using same pool.
81-85 Average (dd) Feedback : Foe must upgrade the difficulty of casting spells/psychic powers/setting equivalent checks, and suffers 1 strain on all non-physical checks
86-90 Average (dd) Blinding Flashes : Foe is Disoriented and cannot see beyond short range until critical is healed.
91-95 Hard (ddd) Major Nerve Damage : Target must double the amount of setback dice on all rolls.
96-100 Hard (ddd) Item Fuses w. Flesh : Upgrade difficulty of all checks using item once. Armor gear loses 1 Soak. This item cannot be detached until Critical is healed.
101-105 Hard (ddd) Locked Jaw : Target cannot open their mouth. Upgrade the difficulty of foe’s social checks twice. Foe can only consume liquids.
106-110 Hard (ddd Ringing Ears : Loud boom deafens foe. Foe upgrades the difficulty of all checks benefited by hearing once
111-115 Hard (ddd) Electrocution : The target’s Brawn and Agility characteristics both are lowered by 1 until healed.
116-120 Hard (ddd) Magnetically Charged :  On their turn in a structured encounter (or once in non-structured), foe is attacked by a flying metal object(Ranged XXX;Dmg:3;CR:3).
121-125 Hard (ddd) Lobotomized : Foe's Intellect, Cunning and Presence characteristics are lowered to 1 until critical is healed.
126-130 Daunting (dddd) Compromised Skeletal Integrity : All attacks vs. target gain Vicious 1 Quality, permanently.
131-140 Daunting (dddd) Nervous System Acts as Conductor : Foe suffers 2 wounds and 1 strain at the start of their turn. Anyone touching target also suffers 1 wound
141-150 Daunting (dddd) Light Show : Foe lights up in a magnificent show of flashes and sparks as lightning rushes through their body. Only a burnt smoking carcass remains.
151+ - - Vaporized : Target is completely vaporized into a cloud of red mist. Little forensic evidence remains.

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