Wounds & Strain

Wounds

When you fail a Critical Damage save after taking BOD damage, you gain a Wound in an inventory slot. If your inventory is full, you must drop an item.

Use the amount of BOD lost in this instance to determine the wound severity and its effects on the table below.

Wound table

Roll 1d8 for location if required.

1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Leg, 6: Arm, 7: Rib, 8: Head.

         
Severity Effect Gunshot Cutting Crushing
1-2
Superficial
Flesh wound. You stabilise after catching your breath for a turn. Grazed Shallow cut Bruised
3-4
Minor
Impaired until you rest for a few minutes. Clean through Deep laceration Hairline fracture
5-6
Serious
Deprived until you rest for a few hours. Lodged projectile Heavy blood loss Internal bleeding
7-8
Major
A limb is hamstrung. Impaired until you recover from your injury. Shattered bone Severed muscle Broken bone
9-10
Critical
A limb is missing or useless. Unable to wield bulky items, and difficulty moving reduces speed by half. Destroyed limb Severed limb Mangled limb
11-12
Lethal
Sustained a mortal wound. Until fully recovered, you die upon failing another Critical Damage save. Massive hole Eviscerated Shattered skull

Wound recovery

Your wounds heal, but they leave lasting scars. Your experience leaves you with permanent reminders of your brush with death, and you find yourself grown.

You can recover at home, taking weeks equal to the wound severity. With skilled medical treatment, such as hospitals, the recovery time instead takes days equal to severity.

After you have fully recovered and you have no Wounds remaining in your inventory, apply only the result from the most severe Wound received.

   
Superficial No effect
Minor Roll 1d6; if the total is higher than your max Stamina, increase it by 1d6.
Serious Roll 1d6; 1-3 BOD, 4-6 AGL. Roll 3d6; if the total is higher than your Base attribute, increase it by 1 to a maximum of 18. If you roll multiple ones, reduce it by 1 to a minimum of 3.
Major Roll 2d6; if the total is higher than your max Stamina, increase it by 1d6.
Critical Roll 1d6; 1-3 BOD, 4-6 AGL. Roll 3d6; if the total is higher than your Base attribute, increase it by 1d6 to a maximum of 18. If you roll multiple ones, reduce it by 1 to a minimum of 3.
Lethal Roll 3d6; if the total is higher than your max Stamina, increase it by 1d6 to a maximum of 18.

Strain

When you fail a Critical Stress save after taking CTR damage, you gain a Strain in an inventory slot. If your inventory is full, you must drop an item.

Use the amount of CTR lost in this instance to determine the strain severity and its effects on the table below. Strain suffered outside of high-pressure situations is always Superficial.

Strain table

     
Severity Effect Stress
1-2
Superficial
Agitated. No lasting effects. Overstimulated
3-4
Minor
Buffer reduced by 1 until you rest for a few hours. Hypersensitivity
5-6
Serious
One random cyberware or hack is damaged and unusable until repaired. If none available, take 1d4 damage to BOD without inflicting Critical Damage. Synaptic shock
7-8
Major
Deprived until you get a full night of sleep. Burnout
9-10
Critical
Out of action, and catatonic in one hour without intervention. Dissociation
11-12
Lethal
You enter a violent paranoia or rage, treating everyone as hostile. Attack the nearest target with an Edge until stopped. Psychotic break

Strain recovery

Your strain dissipates, but it leaves your mind changed.

You can recover at home, taking weeks equal to the strain severity. With skilled medical treatment, such as therapy, the recovery time instead takes days equal to severity.

After you have fully recovered and have no Strains remaining in your inventory, apply only the result from the most severe Strain received.

   
Superficial No effect
Minor Roll 1d6; if the total is higher than your max Stamina, increase it by 1d6.
Serious Roll 3d6; if the total is higher than your Base CTR, increase it by 1 to a maximum of 18. If you roll multiple ones, reduce it by 1 to a minimum of 3.
Major Roll 2d6; if the total is higher than your max Stamina, increase it by 1d6.
Critical Roll 3d6; if the total is higher than your Base CTR, increase it by 1d6 to a maximum of 18. If you roll multiple ones, reduce it by 1 to a minimum of 3.
Lethal Roll 3d6; if the total is higher than your max Stamina, increase it by 1d6 to a maximum of 18.