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Piercing Critical Injury Chart

D100 SEVERITY INJURY RESULT
01-05 Easy (d) Uncanny Twist : A quick assault forces foe to twist hilariously. -1 to foe’s defenses on next attack vs. foe
06-10 Easy (d) Face Scratch : Foe spits some blood and suffers 2 strain due to lost morale
11-15 Easy (d) Pinned : Foe is pinned to a surface and is Immobilized until they spend a maneuver to free themselves.
16-20 Easy (d) Futile Dodge : Foe’s futile attempts to dodge and parry discourages their allies causing any engaged with foe to suffer 1 strain.
21-25 Easy (d) Shoulder Stab :  Oh, the pain! Target suffers 1 strain and must add THREAT to their next check
26-30 Easy (d) Open Old Wound :  Target must spend +1 Story Points to activate any effects until end of next round.
31-35 Easy (d) Twist The Knife : Target cries in agonizing pain and suffers 2 additional wound.
36-40 Easy (d) Frantic Defense : Foe must perform the Guarded Stance maneuver on their next 2 turns.
41-45 Average (dd) Side Swipe : An effective hit to foe’s side. Foe treats all terrain as Difficult Terrain until end of encounter.
46-50 Average (dd) Head Ringer : An effective hit to foe’s side. Foe treats all terrain as Difficult Terrain until end of encounter.
51-55 Average (dd) Deep Wound : Target suffers 1 strain each time they perform their free maneuver.
56-60 Average (dd) Swashbuckling : All foes in short range lose morale. Add THREAT to hostile checks foes make until end of encounter.
61-65 Average (dd) Exposed Weakness :  An accurate strike exposes a weakness. All attacks vs. foe gain Pierce 1 quality
66-70 Average (dd) Not The Eyes! : Add SETBACK to all checks requiring vision (including attacks)
71-75 Average (dd) Neck Shot : Foe suffers 1 wound at start of their turn until healed at least 1 wound or 1 strain by any means.
76-80 Average (dd) Spun Around : For loses balance. All attacks vs. the target gain the Knockback quality
81-85 Average (dd) Vital Organ Damaged : Target suffers 2 strain. In addition, their Strain Threshold is reduced by 2 until this Critical Injury is healed
86-90 Average (dd) Loosened : All attacks vs. the target gain the Vicious 1 quality until critical is healed.
91-95 Hard (ddd) Head Graze : All attacks vs. target gain the Stun 2 quality until this Critical Injury is healed.
96-100 Hard (ddd) Scraped Eye : Foe upgrades difficulty of all checks requiring vision once; Perception and Vigilance twice.
101-105 Hard (ddd) Efficient Disarm : Foe upgrades difficulty of all checks requiring vision once; Perception and Vigilance twice
106-110 Hard (ddd) Hindering Injury : Foe upgrades difficulty of all checks requiring vision once; Perception and Vigilance twice
111-115 Hard (ddd) Temporary Disabled : The target is Immobilized until this Critical Injury is healed
116-120 Hard (ddd) Major Artery Hit : Foe must immediately make an Average(XX) Resilience check (incidental) or become Incapacitated until healed at least 1 wound or 1 strain by any means.
121-125 Hard (ddd) Penetrating Shot : Attack goes through a limb. Foe is Immobilized and suffers 1 wound for each action taken
126-130 Daunting (dddd) Gruesome Injury : Target permanently lowers one characteristic by one. ‡
131-140 Daunting (dddd) Punctured Lung : Foe gasps for air and starts to Suffocate (CRB p.112) until Critical is healed: At the beginning of their turn, foe suffers 3 strain and, if exceeded their Strain Threshold, 1 Critical Injury.
141-150 Daunting (dddd) Frenzied Stabs : A series of thrusts riddle foe with holes turning them into a fountain of blood. Unless treated, foe drops dead at the end of next round.
151+ - - Headshot : Attack digs through foe’s defenses to find a vital organ. Death is quick, bloody and painful

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