d100 | Severity | Result |
---|---|---|
01-05 | Easy () | Minor Nick: The target suffers 1 strain. |
06-10 | Easy () | Slowed Down: Target can only act in the last allied initiative slot on their next turn. |
11-15 | Easy () | Sudden Jolt: The target drops whatever is in hand. |
16-20 | Easy () | Distracted: The target cannot perform a free maneuver during their next turn. |
21-25 | Easy () | Off Balance: Add to next skill check. |
26-30 | Easy () | Discouraging Wound: Flip one light side Destiny Point to the dark side. (Opposite if NPC) |
31-35 | Easy () | Stunned: Target is staggered until the end of their next turn. |
36-40 | Easy () | Stinger: Increase difficulty of next check by one. |
41-45 | Average ( ) | Bowled Over: Target is knocked prone and suffers 1 strain. |
46-50 | Average ( ) | Head Ringer: Target increases the difficulty of Cunning and Intellect checks by one until the end of the encounter. |
51-55 | Average ( ) | Fearsome Wound: Target increases the difficulty of Presence and Willpower checks by one until the end of the encounter. |
56-60 | Average ( ) | Agonizing Wound: Target increases the difficulty of Brawn and Agility checks by one until the end of the encounter. |
61-65 | Average ( ) | Slightly Dazed: Target is disoriented until the end of the encounter. |
66-70 | Average ( ) | Scattered Senses: Target removes from skill checks until the end of the encounter. |
71-75 | Average ( ) | Hamstrung: Target loses their free maneuver until the end of the encounter. |
76-80 | Average ( ) | Overpowered: The target leaves themselves open, and the attacker may immediately attempt another free attack against them, using the exact same pool as the original attack. |
81-85 | Average ( ) | Winded: Until the end of the encounter, the target cannot suffer strain to activate any abilities or gain additional maneuvers. |
86-90 | Average ( ) | Compromised: Increase difficulty of all skill checks until the end of the encounter. |
91-95 | Hard ( ) | At the Brink: Target suffers 1 strain each time they perform an action. |
96-100 | Hard ( ) | Crippled: One of the target's limbs (selected by the GM) is crippled until healed or replaced. Increase the difficulty of all checks that require use of that limb by one. |
101-105 | Hard ( ) | Maimed: One of the target's limbs (selected by the GM) is permanently lost. Checks that require use of that limb cannot be performed. All other actions gain . |
106-110 | Hard ( ) | Horrific Injury: Roll 1d10 to determine one of the target's characteristics. 1-3 for Brawn, 4-6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat that characteristic as one point lower. |
111-115 | Hard ( ) | Temporarily Lame: Until this Critical Injury is healed, the target cannot perform more than one maneuver during their turn. |
116-120 | Hard ( ) | Blinded: The target can no longer see. Upgrade the difficulty of all checks twice. Upgrade the difficulty of Perception and Vigilance checks three times. |
121-125 | Hard ( ) | Knocked Senseless: The target is staggered for the remainder of the encounter. |
126-130 | Daunting ( ) |
Gruesome Injury: Roll 1d10 to determine one of the target's characteristics. 1-3 for Brawn, 4-6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That characteristic is permanently reduced by one, to a minimum of one. |
131-140 | Daunting ( ) |
Bleeding Out: Every round, the target suffers 1 wound and 1 strain at the beginning of their turn. For every five wounds they suffer beyond their wound threshold, they suffer one additional Critical Injury. Roll on the chart, suffering the injury. (If this injury is suffered, roll again.) |
141-150 | Daunting ( ) |
The End is Nigh: The target will die after the final initiative slot during the next round. |
151+ | - | Dead: Complete, obliterated death. |