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.

Roll on the table to determine the details of the wound, by damage type and using the amount of total damage taken to determine the severity of the wound.

Wound table

Roll 1d8 for location if required.

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

         
    Gunshot Cutting Crushing
1-2
Superficial
Flesh wound. Graze Shallow cut Bruise
3-4
Minor
Pain and shock rattle you. Describe how you refocus. Clean through Deep laceration Hairline fracture
5-6
Serious
Hamstrung. Your attacks are impaired. Lodged projectile Severed muscle Concussion
7-8
Major
You can barely move until you get serious help and rest. Shattered bone Cut to the bone Broken limb
9-10
Critical
A limb is missing or useless. You die from blood loss within one hour without medical attention. Destroyed limb Severed limb Mangled limb
11-12
Lethal
Deprived. You die the next time you fail a Critical Damage save. Massive hole Severed artery 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

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 ST take the new result.
Serious Roll 1d6; 1-3 BOD, 4-6 DEX. Roll 3d6; if the total is higher than your max attribute, increase it by 1. If you roll multiple ones, reduce it by 1.
Major Roll 2d6; if the total is higher than your max ST take the new result.
Critical Roll 1d6; 1-3 BOD, 4-6 DEX. Roll 3d6; if the total is higher than your max attribute, take the new result. If you roll multiple ones, reduce it by 1.
Lethal Roll 3d6; if the total is higher than your max ST take the new result.

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.

Roll on the table to determine the details of the strain, using the amount of total stress taken to determine the severity of the strain.

Strain table

       
    Nervous
(Cyberware)
Cerebral (Hacks)
1-2
Superficial
Agitated. Overstimulated Headache
3-4
Minor
Confusion and brain-fog. Describe how you refocus. Emotional numbing Mental latency
5-6
Serious
Deprived until you rest a few hours. Tremors Sensory blurring
7-8
Major
Your system is at its limit. When using Hacks and Triggers, roll the die twice taking the higher result for yourself, and the lower result for your target if you have one. Dissociation Burnout
9-10
Critical
Your mind begins to shut down in an attempt to save itself. Out of action and catatonic in one hour without intervention. Neuropathic lockdown Sensory blackout
11-12
Lethal
The next time you fail a CTR save, you either fall into a coma or enter a psychotic rage, attacking the nearest target with an Edge until stopped. Psychotic break Neural shutdown

Strain recovery

Your strain dissipates, but it leaves your mind changed.

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 ST take the new result.
Serious You are becoming adapted to extreme stress. Roll 3d6; if the total is higher than your max CTR, increase it by 1. If you roll multiple ones, reduce it by 1.
Major You suffer from PTSD. Roll 1d6; 1-2 Fearful: you never lead the group, 3-4 Craven: your attacks are Impaired unless you can see an ally, 5-6 Impulsive: you throw yourself into danger. Roll 2d6; if the total is higher than your max ST take the new result.
Critical An aspect of your personality changes permanently. Roll 3d6; if the total is higher than your max CTR, take the new result. If you roll multiple ones, reduce it by 1.
Lethal Loss of humanity. When faced with a decision requiring empathy, you always make the cold and indifferent choice. Roll 3d6; if the total is higher than your max ST take the new result.