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Slashing Critical Injury Chart

D100 SEVERITY INJURY RESULT
01-05 Easy (d) Just a Scratch: Foe winces but carries on. Foe mutters a curse and suffers 1 additional wound
06-10 Easy (d) Caught Weapon : At the start of their next turn, foe must perform a maneuver to regain their stance.
11-15 Easy (d) Backhand Cut : Foe can only use their off-hand on their next turn (+DIFF to actions using off-hand).
16-20 Easy (d) Weapon Flourish : Foe recoils in fear and must perform the Guarded Stance maneuver on their next turn.
21-25 Easy (d) Gut Wound : Foe bends over opening themselves up for attack. Add SUC to the next attack vs. target.
26-30 Easy (d) Blunt Strike : Dull side of weapon hits foe’s head. Target removes all BOOST from their next skill check.
31-35 Easy (d) Festering Wound : This Critical Injury’s severity increases by 1 each week until healed (max 4).
36-40 Easy (d) Damaged Tendons : Increase the difficulty of the target’s next check by one
41-45 Average (dd) Spun Like a Top : Target twirls around becoming Disoriented for their next 2 turns.
46-50 Average (dd) Face Gash : This will leave a scar. +DIFF to all of foe’s Social checks. -DIFF to all Coercion checks.
51-55 Average (dd) Severed Nerves : The target must increase the difficulty of all Agility and Cunning checks by 1.
56-60 Average (dd) Quick Swings : Foe suffers 1 strain, and their Strain Threshold is reduced by 1 until critical healed.
61-65 Average (dd) Slash Muscles : Target’s Wound threshold is reduced by 1 until this Critical Injury is healed.
66-70 Average (dd) Chopped Kneecaps : All of target’s skills count as having one less rank to a minimum of zero.
71-75 Average (dd) Hamstrung : The target loses their free maneuver until this Critical Injury is healed.
76-80 Average (dd) Broken Morale : : Any hostile action foe makes towards opponents causes them to suffer 3 strain
81-85 Average (dd) That's a Lot of Blood : Target suffers 2 wounds and must upgrade the difficulty of all checks by 1 until the end of the encounter
86-90 Average (dd) Tormenting Anguish  : The target suffers 1 strain each time they receive one or more wounds.
91-95 Hard (ddd) Open Gash : The target suffers 1 wound each time they receive one or more wounds from any source.
96-100 Hard (ddd) Crippled : Target’s limb (GM’s choice) is impaired. Foe must add +DIFF to all checks requiring that limb.
101-105 Hard (ddd) Sliced & Diced : Foe is Disoriented and can only act last each round until critical is healed.
106-110 Hard (ddd) Severed Leg : Foe loses a leg and suffers 4 strain. Until critical is healed foe adds +DIFF to all checks.
111-115 Hard (ddd) Damaged Spine :  Foe falls prone and cannot use move maneuvers. Foe must make an Average (XX) Athletics check to crawl. Increase difficulty of all checks once
116-120 Hard (ddd) Traumatizing Injury : Flesh rips to reveal bloody tissue. Foe must now make an incidental Hard(XXX) Fear check (CRB p.243-244), and each time they start a combat encounter until this critical is healed
121-125 Hard (ddd) Severed Achilles Tendon : Foe suffers 2 strain each time they make an action or a maneuver.
126-130 Daunting (dddd) Slashed Ligament : Foe suffers 2 strain each time they make an action or a maneuver.
131-140 Daunting (dddd) Bleeding Out : Target suffers 1 wound and 1 strain at the start of their turns, and +1 Critical each 5 wounds above threshold.
141-150 Daunting (dddd) Disembowled : Foe is forced to use one hand as a worthless tourniquet. Unless critical is healed, foe bleeds to death at the end of next round
151+ - - Decapitation : Foe’s head flies off while its body slowly crashes to the ground, dead.

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