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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