====== Trauma Table ====== ^Total^Name^Effect^ | **0 or lower** | **Unharmed** |You suffer no ill effects as if you had not suffered a [[:Mechanic:Conflict:Trauma]] at all. You do not increase your amount of [[:Mechanic:Conflict:Trauma]] suffered this [[:Mechanic:General:Time:Encounter]].| | **1-5** | **Demoralized** |You [[:Mechanic:General:Downgrade]] your [[:Mechanic:Conflict:Morale]]. Should your [[:Mechanic:Conflict:Morale]] be [[:Mechanic:General:Downgrade|Downgraded]] to [[:Mechanic:Conflict:Morale#Neutral]] or lower, lose any unspent [[:Mechanic:Conflict:Morale#Priority]].| | **6-10** | **Hazed** |You perform your next [[:Mechanic:Roll:Check]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]], [Upgrading].| | **11-15** | **Fazed** |You perform your next [[:Mechanic:Roll:Attack]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]], [Upgrading].| | **16-20** | **Dazed** |You perform your next [[:Mechanic:Roll:Save]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]], [Upgrading].| | **21-25** | **Headache** |You suffer D4 [[:Mechanic:Rating:Health]] [[:Mechanic:General:Loss]].| | **26-30** | **Fragility** |You perform all [[:Mechanic:Rating:Fortitude]] [[:Mechanic:Roll:Save|Saves]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]] until the end of the [[:Mechanic:General:Time:Scene]].| | **31-35** | **Hesitation** |You perform all [[:Mechanic:Rating:Reflex]] [[:Mechanic:Roll:Save|Saves]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]] until the end of the [[:Mechanic:General:Time:Scene]].| | **36-40** | **Agreeable** |You perform all [[:Mechanic:Rating:Will]] [[:Mechanic:Roll:Save|Saves]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]] until the end of the [[:Mechanic:General:Time:Scene]].| | **41-45** | **Distracted** |You perform all [[:Mechanic:Rating:Insight]] [[:Mechanic:Roll:Save|Saves]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]] until the end of the [[:Mechanic:General:Time:Scene]].| | **46-50** | **Migraine** |You suffer D8 [[:Mechanic:Rating:Health]] [[:Mechanic:General:Loss]].| | **51-55** | **Flapped** |You gain the **Hazed** [[:Mechanic:Conflict:Condition]] until your next [[:Mechanic:General:Time:Scene#Rest]].| | **56-60** | **Rocked** |You gain the **Fazed** [[:Mechanic:Conflict:Condition]] until your next [[:Mechanic:General:Time:Scene#Rest]].| | **61-65** | **Depleted** |You gain the **Dazed** [[:Mechanic:Conflict:Condition]] until your next [[:Mechanic:General:Time:Scene#Rest]].| | **66-70** | **Over-Stimulated** | **Lasting Trauma** [[:Ability:Ritual#Severity]] 30. \\ \\ All non-[[:Ability:Trait:Simple]] [[:Ability:Action|Actions]] and [[:Mechanic:Roll:Check|Checks]] you perform are under the effects of the [[:Ability:Trait:Tiring]] [[:Ability:Trait]].| | **71-75** | **Heart Palpatations** |You suffer D12 [[:Mechanic:Rating:Health]] [[:Mechanic:General:Loss]].| | **76-80** | **Performance Anxiety** | **Lasting Trauma** [[:Ability:Ritual#Severity]] 80. \\ \\ At the start of a [[:Mechanic:General:Situation|Combat Situation]], you gain D6 instances of [[:Mechanic:Conflict:Bane:Anxiety]].\\ \\ This **Lasting Trauma** can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [[:Mechanic:General:Time:Period|Periodic]] [[:Character:Skill:Socialise]] [[:Ability:Ritual]] to reduce its [[:Ability:Ritual#Severity]].| | **81-85** | **Social Anxiety** | **Lasting Trauma** [[:Ability:Ritual#Severity]] 80. \\ \\ At the start of a [[:Mechanic:General:Situation|Social Situation]], you gain D6 instances of [[:Mechanic:Conflict:Bane:Anxiety]].\\ \\ This **Lasting Trauma** can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [[:Mechanic:General:Time:Period|Periodic]] [[:Character:Skill:Socialise]] [[:Ability:Ritual]] to reduce its [[:Ability:Ritual#Severity]].| | **86-90** | **Spacers Anxiety** | **Lasting Trauma** [[:Ability:Ritual#Severity]] 80. \\ \\ At the start of a [[:Mechanic:General:Situation|Spacing Situation]], you gain D6 instances of [[:Mechanic:Conflict:Bane:Anxiety]].\\ \\ This **Lasting Trauma** can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [[:Mechanic:General:Time:Period|Periodic]] [[:Character:Skill:Socialise]] [[:Ability:Ritual]] to reduce its [[:Ability:Ritual#Severity]].| | **91-95** | **Sleepless Night** |You gain no benefits from your next [[:Mechanic:General:Time:Scene#Rest]].| | **96-99** | **Dramatic Stress** |You gain a [[:Mechanic:Conflict:Trauma:Scar]].| | **100** | **Hurtful Experience** |You Gain 1 [[:Character:General:Rank:Experience]]. Gain a [[:Mechanic:Conflict:Injury:Wound]].| | **101-105** | **Cyberware Feedback** |Until your next [[:Mechanic:General:Time:Scene#Rest]], using any of your [[:Cyberware]] is done under the effects of the [[:Ability:Trait:Tiring]] [[:Ability:Trait]], including any passive [[:Cyberware]]. Gain a [[:Mechanic:Conflict:Trauma:Scar]].| | **106-110** | **Afraid** |You spend your next [[:Mechanic:General:Time:Turn]] getting as far away from the current situation as possible. Gain a [[:Mechanic:Conflict:Trauma:Scar]].| | **111-115** | **Temporary Hysteria** |You spend your next turn trying to kill or destory the nearest [[:Mechanic:Category:Entity]]. Gain a [[:Mechanic:Conflict:Trauma:Scar]].| | **116-120** | **Skin Crawling** |You spend your next [[:Mechanic:General:Time:Turn]] trying to agressively discard your [[:Item:General:Equipped]] [[:Item|Items]]. Gain a [[:Mechanic:Conflict:Trauma:Scar]].| | **121-125** | **Neuro-Astral Feedback** |You suffer a [[:Mechanic:Outcome:Miscast]]. Additionally, until your next [[:Mechanic:General:Time:Scene#Rest]], whenever you would suffer a [[:Mechanic:Outcome:Miscast]], you do so under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property]].| | **126-130** | **Sickened** |You gain 2D6 instances of [[:Mechanic:Conflict:Bane:Nauseated]]. Gain a [[:Mechanic:Conflict:Trauma:Scar]].| | **131-135** | **Insomnia** |Until the next [[:Mechanic:General:Time:Cycle]], your [[:Mechanic:General:Time:Scene#Rest|Rests]] only recover half the normal amount of [[:Mechanic:Rating:Health]] and **Lasting Trauma** [[:Ability:Ritual#Severity]], rounded down. Also [[:Mechanic:General:Time:Scene#Rest|Rests]] don't count as [[:Mechanic:General:Time:Scene#Rest|Rests]] for the purposes of other rules and [[:Ability|Abilities]].| | **136-140** | **Terrified** |You spend the rest of the [[:Mechanic:General:Time:Encounter]] getting as far away from the current situation as possible. Gain a [[:Mechanic:Conflict:Trauma:Scar]].| | **141-145** | **Hysteria** |You spend the rest of the [[:Mechanic:General:Time:Encounter]] trying to kill or destroy the nearest [[:Mechanic:Category:Entity]] each [[:Mechanic:General:Time:Turn]].\\ Gain a [[:Mechanic:Conflict:Trauma:Scar]].| | **146-149** | **Heart Attack** |You suffer D6 [[:Mechanic:Rating:Health]] [[:Mechanic:General:Loss]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Exploding]] [[:Mechanic:Roll:Dice Pool:Property]]. Gain a [[:Mechanic:Conflict:Injury:Wound]] for each [[:Mechanic:Roll:Dice Pool:Determination Die]] rolled in this way.| | **150** | **Painful Experience** |You gain D6 [[:Character:General:Rank:Experience]]. Gain half of this [[:Mechanic:Roll:Dice Pool:Result]] as [[:Mechanic:Conflict:Injury:Wound|Wounds]], rounded down to a minimum of 1.| | **151+** | **Psychosis** | **You gain the [[:Mechanic:Conflict:Condition:Pyschosis]] [[:Mechanic:Conflict:Condition]].** | | **200+** | **Fractured Spirit** | **You gain the [[:Mechanic:Conflict:Condition:Fractured Spirit]] [[:Mechanic:Conflict:Condition]].** |