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