Post by torenatkinson on Jul 12, 2013 11:45:45 GMT -8
I created this chart (a work in progress) for my Mutilator: Survivors in the Wasteland game. It's quite a bit more extensive than the one in TME which could be good or bad depending on your play style! If you use it for TME you'll have to make some rules modifications of course, but I present it here in case its useful to anyone, and indeed if anyone has any suggestions to fill in the blanks I'm more than happy to hear them... (the Chest and Stomach tables are barely touched)
Mutilation Table
In Mutilator, BODY damage is temporary, but mutilations are forever. There's a special spot on the Mutilator character sheet where players can keep track of their mutilations. Usually, mutilations cannot be healed through normal use of the Medical skill (or mutations that accelerate healing, for that matter). Mutilations (AKA aggravated damage) are not just skin and flesh knitting back together as with superficial wounds, but structural failure or total loss of organs and bones. Even if mutilations heal, there are usually lingering, permanent effects.
GENERIC
Here's a generic table that can be used for animals, monsters, etc, or if you just want something simple.
01-10 Superficial scarring. If visible to people with whom you interact, -1d10 penalty to Speech and possibly Barter and/or Perform, but bonus to Intimidate.
11-25 Muscle crushed/shredded. Pain. Blood loss. Possible loss of mobility (-1d10 to relevant skills and/or Move Rate). Reduce maximum BODY score by 1d10.
26-35 Artery severed. Massive blood loss.
36-45 Bone cracked. Intense pain. Possible loss of mobility (-1d10 to relevant skills and/or Move Rate)
46-55 Bone shattered. Intense pain; Requires major surgery. Possible loss of mobility (-1d10 to relevant skills and/or Move Rate).
56-65 Organ ruptured. Intense pain. Requires major surgery. Make Endure check or suffer infection.
66-75 Organ destroyed. Intense pain, requires major surgery, possible shell shock syndrome.
76-85 Nerve damage. Pain. Possible loss of mobility (-1d10 athletic* skills and/or Move Rate)
86-95 Body part explodes. Pain, massive blood loss, shell shock syndrome. Make Endure check or suffer infection.
96-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
Special conditions:
Certain terms are italicized. Here's the game effects:
Pain: -10 to all skills until healed or suitably doped up.
Intense pain: -20 to all skills until healed or suitably doped up. Cannot Dodge. Move Rate halved.
Bleeding: Lose 10 BODY per round until successful Medical skill check performed or otherwise healed.
Massive blood loss: Lose 20 BODY per round until successful Medical skill check performed or otherwise healed.
Major surgery: Some effects of the injury may be reversed through major surgery. Healer must have a Medical score of 50 or more to treat, otherwise all hope is lost. Surgery can take anywhere from hours to days, depending on the injury and equipment available. Most injuries take 2 months to heal unless otherwise noted (halved if healer has 80+ skill score; doubled if healer rolls 30 or less on skill check).
Infection: An infection is the invasion of body tissues by microorganisms such as viruses and bacteria, their multiplication and toxins they produce. A victim of infection will have ongoing pain, and an additional penalty of -10 on Endure checks until the infection is healed. Infected characters also lose 3d10 BODY points per day unless they make an Endure check. Treatment for infection is a course of antiobiotics. In game terms, this requires a decent medical kit and a successful Medical skill check. Once that is made, the character will stop losing BODY points, but will still suffer skill penalties until the medicine runs its course in 1d10 days.
Shell shock syndrome: Characters who suffer intense pain or gory injury may find in future combat situations that fear of injury inhibits their combat effectiveness. If you do not pass out from this mutilation, permanently lose 1d10 to your Backbone score.
HEAD
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
11-15 Teeth lost. Lose 1d10 teeth.
16-18 Tongue explodes. -2d10+10 Speech, Barter (permanent)
19-22 Teeth shattered. -10 permanent penalty to Speech/Barter. Cannot chew solid food.
23-27 Face smashed/shredded (nose, brow, cheek, whatever). Scarring and deformity. -2d10 points to Barter/Speech/Perform/Disguise, and add that many points to Intimidate (permanent). Shell shock syndrome.
28-32 Fractured jaw. Pain until fully healed. Unable to eat solid foods (Healing time 1 month, halved with major surgery).
33-37 Ear explodes. Scarring. Bleeding. Lose 2d10+10 points from Listen score (permanent). Major surgery to reverse (healing time 1 week).
38-41 Jaw explodes. Bleeding. Lose ¾ Speech, and 1d10+10 to Disguise, Barter & Perform (permanent). Make Endure check or suffer infection.
42-44 Broken neck/severed vertebra. 10-100% mobility damage (roll 1d10 and multiply by 10). 50% or more means paraplegia. 100% means quadriplegia. Best case scenario is Major surgery and 7 months to heal. It may be simpler to roll up a new character and eat your old one.
45-49 Throat crushed/shredded. Intense pain, blood loss. 50% chance you start to drown on your own blood (see Suffocation rules). Permanent effects: -2d10+10 to Speech/Barter. 50% chance lose speech altogether (reversed with Major surgery and 2d10+10 days healing time)
50-56 Major artery severed. Massive blood loss.
57-59 Scalped! Bleeding. Make Endure check or suffer infection.
60-63 Cracked skull. Pain until fully healed. 10% chance double vision, 10% chance poor balance, 10% chance repeated vomiting. Takes 1d10 weeks to fully heal, any strenuous activity will add 1 week onto healing time and may result in complications (10% chance coma or brain damage, below).
64-68 Nerve damage. Pain. Permanent effects: Loss of mobility (-1d10 athletic* skills and/or Move Rate) negated with major surgery and 1d10+3 days.
69-73 Neck muscles destroyed. Pain. Permanent effects:-1 to Initiative Bonus, -10 to Disguise, and scarring (as above).
74-75 Impromptu Thyroidectomy leading to hypothyroidism: fatigue & weight gain (-1 Brawn, -1 Balance and related skills), deeper hoarse voice, goiter, enlarged tongue. Women not pregnant or nursing may begin producing breast milk (This is known as galactorrhea, by the way. And now you know.) Make Endure check or suffer infection.
76-80 Eye explodes. See score permanently halved. -20 to Drive, Guns, Bow, Throw, Jump (permanent). Shell shock syndrome.
81-83 Crushed skull. Bleeding. Coma. 1% cumulative chance per day to recover, providing the bits of skull have been removed with major surgery and replaced with some kind of wicked post-apocalyptic implant.
84-87 Brain damage – amnesia. Complete memory loss. Whenever you experience a dramatic event (a friend dies, you reunite with an old friend, you get another mutilation, etc) there is a chance (percentage chance equal to your BRAINS score) that you recover part or all of your memories.
88-92 Brain damage. -3d10 to random Brains-linked skill (permanent).
93-97 Brain damage. Roll on Liability Table, rerolling any results that don't apply.
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
ARM:
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
11-15 Lose 1-5 fingers. Pain. If you've lost your thumb or 3+ fingers, permanently reduce finesse skills* by 10 (off hand) or 20 (favoured hand). Major surgery.
16-20 Hand injury: The stuff inside your hand that makes it work is mulched up. It's still usable, but it's gimpy. Permanent -1d10 to the following skills: Medical, Build/Repair, Climb, Lockpicking, Pilot, Bow, Guns – double the penalty if it's your favoured hand.
21-28 Artery severed/crushed. Massive blood loss.
29-34 Hand explodes. Permanently reduce Medical, Build/Repair, Climb, Lockpicking, Pilot, Bow, and guns Guns by 20 (off hand) or 30 (favoured hand). Roll Endure or suffer infection. Shell shock.
35-38 Tendons ruptured in forearm. Intense pain. Permanent -2d10 penalty to athletic skills* Major surgery.
39-43 Radius fracture. Pain. -1d10 penalty to athletic skills* until fully healed.
44-48 Dislocation at elbow. Intense pain and cannot use that hand until put back in place. Pain until fully healed.
49-53 Bicep crushed/shredded. Pain, blood loss. Permanently reduce maximum BODY score by 1d10. Reduce athletic* skills by 1d10+5
54-58 Radius broken. Intense pain. -1d10+10 to athletic skills* until fully healed. Without Medical skill check there's a 50% chance the bone will set improperly and have to be painfully reset.
59-63 Dislocation at shoulder. Intense pain and cannot use that arm until put back in place. Pain until fully healed.
64-68 Deltoid crushed /shredded. Pain, blood loss. Permanently reduce maximum BODY score by 1d10. Reduce athletic* skills by 1d10+5
69-73 Nerve damage. Pain. Permanent -1d10 athletic* skills.
74-77 Radius shattered. Intense pain; Requires major surgery. Permanent -1d10+10 penalty to athletic skills* that require this limb.
78-82 Skinned. Pain. Make Endure check or suffer infection.
83-87 Humerus broken. Intense pain. -1d10+10 to athletic skills* until fully healed. Without Medical skill check there's a 50% chance the bone will set improperly and have to be painfully reset.
88-89 Arm explodes at elbow. Intense pain, massive bleeding. Make Endure check or suffer infection. 50% chance arm can be restored with major surgery, otherwise it rots and falls off. Even if it is restored, you never regain full mobility and athletic and finesse skills* are at -2d10. Make Endure check or suffer infection. Shell shock
90-94 Humerus shattered. Intense pain; Requires major surgery. Permanent -1d10+10 penalty to athletic skills* that require this limb.
95-97 Shoulder explodes. Intense pain, massive bleeding. Make Endure check or suffer infection. 50% chance arm can be restored with major surgery, otherwise it rots and falls off. Even if it is restored, you never regain full mobility and relevant skills are at -2d10. Shell shock.
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
LEG
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
11-14 Lose 1-5 toes. Bleeding. Move Rate reduced by 5 until healed.
15-17 Foot broken. Pain. Move Rate reduced by 10 until fully healed.
18-20 Ankle tendons damaged. Intense pain. Permanent effects: -2d10 penalty to athletic skills* and -1d10 Move Rate. Major surgery reverses.
21-23 Foot crushed/shredded. Pain. Bleeding. Make Endure check or suffer infection. Move Rate halved until fully healed in 5d10 days. Major surgery halves that time.
24-27 Tibia fracture. Pain. -1d10 to athletic skills* and -1d10 Move Rate until fully healed in 2 months.
27-31 Dislocation at knee. Intense pain and Move Rate halved until popped back into place. Move Rate still at -10 for 1d10 days (negated with major surgery).
31-33 Tibia broken. Intense pain; Requires major surgery. Suffer -1d10 to athletic skills* and Move Rate until fully healed in 2 months. Without Medical skill check there's a 50% chance the bone will set improperly and have to be painfully broken and reset.
33-38 Skinned. Pain. Make Endure check or suffer infection.
39-42 Calf muscles crushed/shredded. Pain, blood loss. Permanent effects (major surgery and 1 month heal time negate): reduce Maximum Body score by 1d10, reduce Move Rate by 5
43-45 Tibia shattered. Intense pain. Permanent -1d10+10 penalty to athletic skills* and Move Rate (halved with major surgery).
46-48 Foot explodes. Intense pain, bleeding, Make Endure check or suffer infection. Move Rate -10 until stump heals over, then reduce penalty to -5.
49-55 Artery severed. Massive blood loss.
56-58 Femur cracked. Pain. -1d10 to athletic skills* and -10 Move Rate until fully healed in 2 months.
59-63 Thigh muscles crushed/shredded. Pain. Permanently reduce maximum BODY score by 1d10. Permanent -1d10 to Athletic skills* and Move Rate (negated with major surgery and 1 month heal time).
64-66 Femur broken. Intense pain; Suffer -1d10 to athletic skills and Move Rate until fully healed. Without Medical skill check there's a 50% chance the bone will set improperly and have to be painfully reset.
67-71 Nerve damage. Pain. Permanent -1d10 athletic* skills and Move Rate (Major surgery and 1d10+5 days healing time reverses).
72-74 Femur shattered. Intense pain. Permanent -1d10+10 penalty to athletic skills* and Move Rate (halved with Major surgery).
75-77 Hip Fracture. Blern
78-80 Leg lost at knee. Pain, massive blood loss. Permanently reduce maximum BODY score by 2d10 points. Make Endure check or suffer infection. Shell shock syndrome.
81-83 Hip broken. Intense pain; Requires major surgery. Loss of mobility (-2d10 to athletic skills and Move Rate).
84-88 Dislocation at hip. Blern
89-91 Leg lost at hip. Permanently reduce maximum BODY score by 3d10 points. Make Endure check or suffer infection.
92-94 Hip shattered. Intense pain. Permanent -1d10+10 penalty to athletic skills* and Move Rate (halved with Major surgery).
95-97: ??
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
CHEST
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
11-14 esophagus
16-20 Skinned
21-30 Muscles crushed/shredded. Intense pain until healed. Reduce your maximum BODY score by 1d10+5 points permanently.
31-40 Artery struck. Massive blood loss.
41-45 Ribs cracked
46-50 Clavicle fracture
51-55 Ribs broken. Intense pain. -1d10 athletic skills* until fully healed.
56-59 Sternum cracked Intense pain for 1d10+4 days. Lose 1d10 points from Heave (permanent).
60-63 Ribs shattered
64—72 Nerve damage
73-76 Sternum broken
77-80 Clavicle broken
81-83 Sternum shattered
84-85 Clavicle shattered Intense pain for 1d10+4 days. Lose 1d10 points from Heave and Swim score (permanent). Major surgery.
86-88 Cracked spine
89-92 Lung pierced. Intense pain, bleeding (internal). 50% chance you start to drown on your own blood (see Suffocation rules). Make Endure check or suffer infection.
93-95 Crushed spine. 10-100% mobility damage (roll 1d10 and multiply by 10). 50% or more means paraplegia. 100% means quadriplegia. Major surgery and 7 months to heal.
96-97 Heart pierced. Intense pain, massive bleeding (internal). Major surgery
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
STOMACH/ABDOMEN
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
08-11 Abs or lower back muscles crushed/shredded
12-14 Buttocks crushed/shredded
15-22 Femoral artery severed: Massive bleeding
23-30 Hip bone cracked. pain. (-1d10 to relevant skills and/or Move Rate)
31 ??
32-36 Hip Broken. Intense pain. Permanent -1d10 to athletic skills*
37-41 Hip shattered. Intense pain; Requires major surgery. Permanent -1d10+10 to athletic skills* and Move Rate. Major surgery reverses up to 90% of permanent effects.
42-46 Liver
47 Pancreas
48-52 Intestines crushed/disemboweled. Intense pain, major blood loss, shell shock syndrome. Make Endure check or suffer infection.
53-57 Spleen
58-62 Stomach (your actual stomach) explodes. Intense pain, major blood loss, shell shock syndrome. Make Endure check or suffer infection.
63-67 Kidneys
68-72 Genitals mutilated Bleeding
73-77 Genitals explode. Bleeding, Shell shock syndrome
78-81 Nerve damage. Pain. Permanent effects: Loss of mobility (-1d10 athletic* skills and/or Move Rate) negated with major surgery and 1d10+3 days.
82-85 Bladder explodes. Intense pain, infection. Major surgery is required in order for you to remove urine from the kidneys (via a replacement bladder or a bag hanging out the side of your body), otherwise you will die any day that you don't make a successful Endure skill check with a cumulative -10 penalty each day after the first. Even if surgery is successful you have a 30% chance for urinary incontinence (involuntary leakage).
86-89 ??
90-94 Crushed spine/severed vertebra. 10-100% mobility damage (roll 1d10 and multiply by 10). 50% or more means paraplegia. Major surgery and 7 months to heal.
95-97 ??
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
* Athletic skills usually include Heave, Jump, Swim, Climb, Throw, and Melee/Fisticuffs.
* Finesse skills usually include Medical, Build/Repair, Lockpicking, Bow, Guns and sometimes Pilot.
Mutilation Table
In Mutilator, BODY damage is temporary, but mutilations are forever. There's a special spot on the Mutilator character sheet where players can keep track of their mutilations. Usually, mutilations cannot be healed through normal use of the Medical skill (or mutations that accelerate healing, for that matter). Mutilations (AKA aggravated damage) are not just skin and flesh knitting back together as with superficial wounds, but structural failure or total loss of organs and bones. Even if mutilations heal, there are usually lingering, permanent effects.
GENERIC
Here's a generic table that can be used for animals, monsters, etc, or if you just want something simple.
01-10 Superficial scarring. If visible to people with whom you interact, -1d10 penalty to Speech and possibly Barter and/or Perform, but bonus to Intimidate.
11-25 Muscle crushed/shredded. Pain. Blood loss. Possible loss of mobility (-1d10 to relevant skills and/or Move Rate). Reduce maximum BODY score by 1d10.
26-35 Artery severed. Massive blood loss.
36-45 Bone cracked. Intense pain. Possible loss of mobility (-1d10 to relevant skills and/or Move Rate)
46-55 Bone shattered. Intense pain; Requires major surgery. Possible loss of mobility (-1d10 to relevant skills and/or Move Rate).
56-65 Organ ruptured. Intense pain. Requires major surgery. Make Endure check or suffer infection.
66-75 Organ destroyed. Intense pain, requires major surgery, possible shell shock syndrome.
76-85 Nerve damage. Pain. Possible loss of mobility (-1d10 athletic* skills and/or Move Rate)
86-95 Body part explodes. Pain, massive blood loss, shell shock syndrome. Make Endure check or suffer infection.
96-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
Special conditions:
Certain terms are italicized. Here's the game effects:
Pain: -10 to all skills until healed or suitably doped up.
Intense pain: -20 to all skills until healed or suitably doped up. Cannot Dodge. Move Rate halved.
Bleeding: Lose 10 BODY per round until successful Medical skill check performed or otherwise healed.
Massive blood loss: Lose 20 BODY per round until successful Medical skill check performed or otherwise healed.
Major surgery: Some effects of the injury may be reversed through major surgery. Healer must have a Medical score of 50 or more to treat, otherwise all hope is lost. Surgery can take anywhere from hours to days, depending on the injury and equipment available. Most injuries take 2 months to heal unless otherwise noted (halved if healer has 80+ skill score; doubled if healer rolls 30 or less on skill check).
Infection: An infection is the invasion of body tissues by microorganisms such as viruses and bacteria, their multiplication and toxins they produce. A victim of infection will have ongoing pain, and an additional penalty of -10 on Endure checks until the infection is healed. Infected characters also lose 3d10 BODY points per day unless they make an Endure check. Treatment for infection is a course of antiobiotics. In game terms, this requires a decent medical kit and a successful Medical skill check. Once that is made, the character will stop losing BODY points, but will still suffer skill penalties until the medicine runs its course in 1d10 days.
Shell shock syndrome: Characters who suffer intense pain or gory injury may find in future combat situations that fear of injury inhibits their combat effectiveness. If you do not pass out from this mutilation, permanently lose 1d10 to your Backbone score.
HEAD
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
11-15 Teeth lost. Lose 1d10 teeth.
16-18 Tongue explodes. -2d10+10 Speech, Barter (permanent)
19-22 Teeth shattered. -10 permanent penalty to Speech/Barter. Cannot chew solid food.
23-27 Face smashed/shredded (nose, brow, cheek, whatever). Scarring and deformity. -2d10 points to Barter/Speech/Perform/Disguise, and add that many points to Intimidate (permanent). Shell shock syndrome.
28-32 Fractured jaw. Pain until fully healed. Unable to eat solid foods (Healing time 1 month, halved with major surgery).
33-37 Ear explodes. Scarring. Bleeding. Lose 2d10+10 points from Listen score (permanent). Major surgery to reverse (healing time 1 week).
38-41 Jaw explodes. Bleeding. Lose ¾ Speech, and 1d10+10 to Disguise, Barter & Perform (permanent). Make Endure check or suffer infection.
42-44 Broken neck/severed vertebra. 10-100% mobility damage (roll 1d10 and multiply by 10). 50% or more means paraplegia. 100% means quadriplegia. Best case scenario is Major surgery and 7 months to heal. It may be simpler to roll up a new character and eat your old one.
45-49 Throat crushed/shredded. Intense pain, blood loss. 50% chance you start to drown on your own blood (see Suffocation rules). Permanent effects: -2d10+10 to Speech/Barter. 50% chance lose speech altogether (reversed with Major surgery and 2d10+10 days healing time)
50-56 Major artery severed. Massive blood loss.
57-59 Scalped! Bleeding. Make Endure check or suffer infection.
60-63 Cracked skull. Pain until fully healed. 10% chance double vision, 10% chance poor balance, 10% chance repeated vomiting. Takes 1d10 weeks to fully heal, any strenuous activity will add 1 week onto healing time and may result in complications (10% chance coma or brain damage, below).
64-68 Nerve damage. Pain. Permanent effects: Loss of mobility (-1d10 athletic* skills and/or Move Rate) negated with major surgery and 1d10+3 days.
69-73 Neck muscles destroyed. Pain. Permanent effects:-1 to Initiative Bonus, -10 to Disguise, and scarring (as above).
74-75 Impromptu Thyroidectomy leading to hypothyroidism: fatigue & weight gain (-1 Brawn, -1 Balance and related skills), deeper hoarse voice, goiter, enlarged tongue. Women not pregnant or nursing may begin producing breast milk (This is known as galactorrhea, by the way. And now you know.) Make Endure check or suffer infection.
76-80 Eye explodes. See score permanently halved. -20 to Drive, Guns, Bow, Throw, Jump (permanent). Shell shock syndrome.
81-83 Crushed skull. Bleeding. Coma. 1% cumulative chance per day to recover, providing the bits of skull have been removed with major surgery and replaced with some kind of wicked post-apocalyptic implant.
84-87 Brain damage – amnesia. Complete memory loss. Whenever you experience a dramatic event (a friend dies, you reunite with an old friend, you get another mutilation, etc) there is a chance (percentage chance equal to your BRAINS score) that you recover part or all of your memories.
88-92 Brain damage. -3d10 to random Brains-linked skill (permanent).
93-97 Brain damage. Roll on Liability Table, rerolling any results that don't apply.
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
ARM:
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
11-15 Lose 1-5 fingers. Pain. If you've lost your thumb or 3+ fingers, permanently reduce finesse skills* by 10 (off hand) or 20 (favoured hand). Major surgery.
16-20 Hand injury: The stuff inside your hand that makes it work is mulched up. It's still usable, but it's gimpy. Permanent -1d10 to the following skills: Medical, Build/Repair, Climb, Lockpicking, Pilot, Bow, Guns – double the penalty if it's your favoured hand.
21-28 Artery severed/crushed. Massive blood loss.
29-34 Hand explodes. Permanently reduce Medical, Build/Repair, Climb, Lockpicking, Pilot, Bow, and guns Guns by 20 (off hand) or 30 (favoured hand). Roll Endure or suffer infection. Shell shock.
35-38 Tendons ruptured in forearm. Intense pain. Permanent -2d10 penalty to athletic skills* Major surgery.
39-43 Radius fracture. Pain. -1d10 penalty to athletic skills* until fully healed.
44-48 Dislocation at elbow. Intense pain and cannot use that hand until put back in place. Pain until fully healed.
49-53 Bicep crushed/shredded. Pain, blood loss. Permanently reduce maximum BODY score by 1d10. Reduce athletic* skills by 1d10+5
54-58 Radius broken. Intense pain. -1d10+10 to athletic skills* until fully healed. Without Medical skill check there's a 50% chance the bone will set improperly and have to be painfully reset.
59-63 Dislocation at shoulder. Intense pain and cannot use that arm until put back in place. Pain until fully healed.
64-68 Deltoid crushed /shredded. Pain, blood loss. Permanently reduce maximum BODY score by 1d10. Reduce athletic* skills by 1d10+5
69-73 Nerve damage. Pain. Permanent -1d10 athletic* skills.
74-77 Radius shattered. Intense pain; Requires major surgery. Permanent -1d10+10 penalty to athletic skills* that require this limb.
78-82 Skinned. Pain. Make Endure check or suffer infection.
83-87 Humerus broken. Intense pain. -1d10+10 to athletic skills* until fully healed. Without Medical skill check there's a 50% chance the bone will set improperly and have to be painfully reset.
88-89 Arm explodes at elbow. Intense pain, massive bleeding. Make Endure check or suffer infection. 50% chance arm can be restored with major surgery, otherwise it rots and falls off. Even if it is restored, you never regain full mobility and athletic and finesse skills* are at -2d10. Make Endure check or suffer infection. Shell shock
90-94 Humerus shattered. Intense pain; Requires major surgery. Permanent -1d10+10 penalty to athletic skills* that require this limb.
95-97 Shoulder explodes. Intense pain, massive bleeding. Make Endure check or suffer infection. 50% chance arm can be restored with major surgery, otherwise it rots and falls off. Even if it is restored, you never regain full mobility and relevant skills are at -2d10. Shell shock.
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
LEG
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
11-14 Lose 1-5 toes. Bleeding. Move Rate reduced by 5 until healed.
15-17 Foot broken. Pain. Move Rate reduced by 10 until fully healed.
18-20 Ankle tendons damaged. Intense pain. Permanent effects: -2d10 penalty to athletic skills* and -1d10 Move Rate. Major surgery reverses.
21-23 Foot crushed/shredded. Pain. Bleeding. Make Endure check or suffer infection. Move Rate halved until fully healed in 5d10 days. Major surgery halves that time.
24-27 Tibia fracture. Pain. -1d10 to athletic skills* and -1d10 Move Rate until fully healed in 2 months.
27-31 Dislocation at knee. Intense pain and Move Rate halved until popped back into place. Move Rate still at -10 for 1d10 days (negated with major surgery).
31-33 Tibia broken. Intense pain; Requires major surgery. Suffer -1d10 to athletic skills* and Move Rate until fully healed in 2 months. Without Medical skill check there's a 50% chance the bone will set improperly and have to be painfully broken and reset.
33-38 Skinned. Pain. Make Endure check or suffer infection.
39-42 Calf muscles crushed/shredded. Pain, blood loss. Permanent effects (major surgery and 1 month heal time negate): reduce Maximum Body score by 1d10, reduce Move Rate by 5
43-45 Tibia shattered. Intense pain. Permanent -1d10+10 penalty to athletic skills* and Move Rate (halved with major surgery).
46-48 Foot explodes. Intense pain, bleeding, Make Endure check or suffer infection. Move Rate -10 until stump heals over, then reduce penalty to -5.
49-55 Artery severed. Massive blood loss.
56-58 Femur cracked. Pain. -1d10 to athletic skills* and -10 Move Rate until fully healed in 2 months.
59-63 Thigh muscles crushed/shredded. Pain. Permanently reduce maximum BODY score by 1d10. Permanent -1d10 to Athletic skills* and Move Rate (negated with major surgery and 1 month heal time).
64-66 Femur broken. Intense pain; Suffer -1d10 to athletic skills and Move Rate until fully healed. Without Medical skill check there's a 50% chance the bone will set improperly and have to be painfully reset.
67-71 Nerve damage. Pain. Permanent -1d10 athletic* skills and Move Rate (Major surgery and 1d10+5 days healing time reverses).
72-74 Femur shattered. Intense pain. Permanent -1d10+10 penalty to athletic skills* and Move Rate (halved with Major surgery).
75-77 Hip Fracture. Blern
78-80 Leg lost at knee. Pain, massive blood loss. Permanently reduce maximum BODY score by 2d10 points. Make Endure check or suffer infection. Shell shock syndrome.
81-83 Hip broken. Intense pain; Requires major surgery. Loss of mobility (-2d10 to athletic skills and Move Rate).
84-88 Dislocation at hip. Blern
89-91 Leg lost at hip. Permanently reduce maximum BODY score by 3d10 points. Make Endure check or suffer infection.
92-94 Hip shattered. Intense pain. Permanent -1d10+10 penalty to athletic skills* and Move Rate (halved with Major surgery).
95-97: ??
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
CHEST
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
11-14 esophagus
16-20 Skinned
21-30 Muscles crushed/shredded. Intense pain until healed. Reduce your maximum BODY score by 1d10+5 points permanently.
31-40 Artery struck. Massive blood loss.
41-45 Ribs cracked
46-50 Clavicle fracture
51-55 Ribs broken. Intense pain. -1d10 athletic skills* until fully healed.
56-59 Sternum cracked Intense pain for 1d10+4 days. Lose 1d10 points from Heave (permanent).
60-63 Ribs shattered
64—72 Nerve damage
73-76 Sternum broken
77-80 Clavicle broken
81-83 Sternum shattered
84-85 Clavicle shattered Intense pain for 1d10+4 days. Lose 1d10 points from Heave and Swim score (permanent). Major surgery.
86-88 Cracked spine
89-92 Lung pierced. Intense pain, bleeding (internal). 50% chance you start to drown on your own blood (see Suffocation rules). Make Endure check or suffer infection.
93-95 Crushed spine. 10-100% mobility damage (roll 1d10 and multiply by 10). 50% or more means paraplegia. 100% means quadriplegia. Major surgery and 7 months to heal.
96-97 Heart pierced. Intense pain, massive bleeding (internal). Major surgery
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
STOMACH/ABDOMEN
01-10 Superficial Scarring. If visible, -1d10 permanent penalty to Speech/Barter/Perform but bonus to Intimidate.
08-11 Abs or lower back muscles crushed/shredded
12-14 Buttocks crushed/shredded
15-22 Femoral artery severed: Massive bleeding
23-30 Hip bone cracked. pain. (-1d10 to relevant skills and/or Move Rate)
31 ??
32-36 Hip Broken. Intense pain. Permanent -1d10 to athletic skills*
37-41 Hip shattered. Intense pain; Requires major surgery. Permanent -1d10+10 to athletic skills* and Move Rate. Major surgery reverses up to 90% of permanent effects.
42-46 Liver
47 Pancreas
48-52 Intestines crushed/disemboweled. Intense pain, major blood loss, shell shock syndrome. Make Endure check or suffer infection.
53-57 Spleen
58-62 Stomach (your actual stomach) explodes. Intense pain, major blood loss, shell shock syndrome. Make Endure check or suffer infection.
63-67 Kidneys
68-72 Genitals mutilated Bleeding
73-77 Genitals explode. Bleeding, Shell shock syndrome
78-81 Nerve damage. Pain. Permanent effects: Loss of mobility (-1d10 athletic* skills and/or Move Rate) negated with major surgery and 1d10+3 days.
82-85 Bladder explodes. Intense pain, infection. Major surgery is required in order for you to remove urine from the kidneys (via a replacement bladder or a bag hanging out the side of your body), otherwise you will die any day that you don't make a successful Endure skill check with a cumulative -10 penalty each day after the first. Even if surgery is successful you have a 30% chance for urinary incontinence (involuntary leakage).
86-89 ??
90-94 Crushed spine/severed vertebra. 10-100% mobility damage (roll 1d10 and multiply by 10). 50% or more means paraplegia. Major surgery and 7 months to heal.
95-97 ??
98-00 Roll again. An adjacent mutilation also applies (for a total of 2 mutilations).
* Athletic skills usually include Heave, Jump, Swim, Climb, Throw, and Melee/Fisticuffs.
* Finesse skills usually include Medical, Build/Repair, Lockpicking, Bow, Guns and sometimes Pilot.