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.- Tier I, DC 15
- Tier II, DC 20
- Tier III, DC 25
- Tier IV, DC 30
- Tier V, DC 35
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