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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