Devastating Injury Results

When you inflict a Devastating Injury you roll a d100 + (all your Devastating Injury modifiers) + (your target's Lingering Injury Penalty) - (your target's Devastating Injury Defense) and compare the result of the roll to the list below to determine the Devastating Critical Injury inflicted upon them.

Tier I Devastating Injuries

  • 01-05 Minor Knick: Move -2 on the Condition Track.
  • 06-10 Sudden Jolt: Drop whatever is in hand.
  • 11-15 Distracted: Disadvantage on your next roll.
  • 16-20 Off-Balance: Flatfooted until your next turn.
  • 21-25 Slowed Down: Initiative slot moved to the last position in the turn order on next turn.
  • 26-30 Stinger: Move -3 on the condition track & Disadvantage on your next roll.

Tier II Devastating Injuries

  • 31-35 Discouraging Wound: -3 to all Special Defenses until the end of the Encounter.
  • 36-40 Bowled Over: Knocked prone and move -1 on the Condition Track.
  • 41-45 Stunned: Stunned for 1 round, and Move -1 on the Condition Track.
  • 46-50 Debilitating Wound: -5 to Damage Threshold until the end of the encounter.
  • 51-55 Fearsome Wound: -5 to General Defense & Attack Rolls until the end of the encounter.
  • 56-60 Agonizing Wound: -4 to Physical Attributes until the end of the encounter and move -3 on the Condition Track.

Tier III Devastating Injuries

  • 61-65 Winded: -7 to all Rolls until the end of the encounter.
  • 66-70 Scattered Senses: Remove all bonuses from all Skill Rolls until the end of the encounter.
  • 71-75 Statis: Target is stunned for 1d4 rounds and knocked prone, dropping all held items.
  • 76-80 Overpowered Attacker: The attacker may, as a Reaction, immediately attempt another attack using the same bonuses.
  • 81-85 Migraine: Cannot activate abilities or special attacks until the end of the encounter.
  • 86-90 Compromising Wound: -10 to Damage Threshold & Saves until the end of the encounter, and fall -3 on the Condition Track.
  • 91-95 Shattered Limb: Roll 1d6 {1: Right Arm, 2: Left Arm, 3: Right Leg, 4: Left Leg, 5: Body, or 6: Head} the targeted limb is shattered until healed or replaced.
  • 96-100 Gruesome Wound: -8 to Physical Attributes Until the end of the encounter, and fall -7 on the Condition Track.

Tier IV Devastating Injuries

  • 101-105 Mangled Limb: Roll 1d6 {1: Right Arm, 2: Left Arm, 3: Right Leg, 4: Left Leg, 5: Body, or 6: Head} the targeted limb is mangled until healed or replaced.
  • 106-110 Slowed: Until healed, may not perform more than one Action each turn.
  • 111-115 Knocked Senseless: Target can only take swift actions until the end of the encounter.
  • 116-120 Temporarily Blinded: Can no longer see until healed
  • 121-125 Severed Limb: Roll 1d6 {1: Right Arm, 2: Left Arm, 3: Right Leg, 4: Left Leg, 5: Body, or 6: Head} the targeted limb is Severed.
  • 126-130 On the Brink: Until healed, fall -1 on the Condition Track each time you perform a Standard or Move action.

Tier V Devastating Injuries

  • 131-140 Bleeding Out: -1 on the Condition Track each time you take any Action, -1 on the Condition Track at the start of each of your rounds. At the end of your turn, you must make a DC: 15 Endurance check or suffer another Devastating Injury. The last effect can be healed with a DC: 20 Treat Injury Check.
  • 141-150 The End is Nigh: Die after the last Initiative slot during the next round unless this injury is healed.

Tier IV Devastating Injury

  • 151+ Nothing Personel Kid: "Omae Wa Mou Shindeiru."

Treating Devastating Injuries

The results of a Devastating Critical may be removed by making a Treat Injury Check, the DC is dependent on the tier of injury being treated.
  1. Tier I, DC 15
  2. Tier II, DC 20
  3. Tier III, DC 25
  4. Tier IV, DC 30
  5. Tier V, DC 35

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