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Critical Injuries
Critical Injuries
See also: Recovering from Critical Injuries
Recovering from Critical Injuries (Droid)
~p. 216
About Critical Injuries
A Critical Injury is often the result of triggering a weapon's Critical Rating during combat, but characters can also suffer Critical Injuries from exceeding their Wound Threshold, or through other means.
Reminder, an attack's Damage also has to exceed a target's Soak to deal a Critical Injury.
Rolling Critical Injuries
Each time a character suffers a Critical Injury, the player rolls a d100 on the Critical Injury Result table to determine the extent of the injury. Some weapons and talents modify this Critical Injury roll, potentially making a critical more or less effective.
If an attack generates enough to trigger more than one critical roll, the character makes a single roll, adding +10 to the result for each additional time the Critical Rating is triggered.
Vehicle Weapons
Planetary Scale Weapons generally add +50 when rolling Critical Injuries on a Personal Scale.
Critical Injury Effects
The short-term effects of some injuries are temporary, and may only disorient or afflict the character for a brief amount of time. Other injuries are more serious and represent some sort of long-term debilitation or impairment. These injuries continue to affect the character until they receive the proper medical treatment to recover from the injury.
Regardless, a Critical Injury remains with the character until it is properly healed; even if the short-term effect of the Critical Injury has passed, the status of having a Critical Injury remains.
Each Critical Injury a character suffers from adds +10 to any subsequent Critical Injury check. Essentially, Critical Injury is cumulative. Left untreated, even a number of relatively minor Critical Injuries can lead to devastating results.
Critical Injury Result
d100 | Severity | Result |
---|---|---|
01-05 | Easy () | Minor Nick: The target suffers 1 Strain. |
06-10 | Easy () | Slowed Down: The target can only act during 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 their next skill check. |
26-30 | Easy () | Discouraging Wound: Flip one Light side Destiny point to a Dark side Destiny Point (reverse if NPC). |
31-35 | Easy () | Stunned: The 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: The target is knocked Prone and suffers 1 Strain. |
46-50 | Average () | Head Ringer: The target increases the difficulty of all Intellect and Cunning checks by one until the end of the encounter. |
51-55 | Average () | Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one until the end of the encounter. |
56-60 | Average () | Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks by one until the end of the encounter. |
61-65 | Average () | Slightly Dazed: The target is Disoriented until the end of the encounter. |
66-70 | Average () | Scattered Senses: The target removes all from Skill checks until the end of the encounter. |
71-75 | Average () | Hamstrung: The target loses their free Maneuver until the end of the encounter. |
76-80 | Average () | Overpowered: The target leaves themself 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 voluntarily suffer Strain to activate any abilities or gain additional Maneuvers. |
86-90 | Average () | Compromised: Increase difficulty of all Skill checks by one until the end of the encounter. |
91-95 | Hard () | At the Brink: The 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 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. Unless the target has a Cybernetic replacement, the target cannot perform actions that would require the use of that limb. All other actions gain . |
106-110 | Hard () | Horrific Injury: Randomly 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: Randomly 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. (GM: While unlikely, permanent stat reduction feels bad. Probably require character to receive extended physical/mental therapy.) |
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 they suffer this result a second time due to this, roll again). |
141-150 | Daunting () | The End is Nigh: The target will die after the last Initiative slot during the next round. |
151+ | - | Dead: Complete, obliterated death. |