| Total | Name | Effect |
|---|---|---|
| 0 or lower | Unharmed | You suffer no ill effects as if you had not Panicked at all. You do not increase your Panic Modifier. |
| 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, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property. |
| 11-15 | Fazed | You perform your next [Attack] under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property. |
| 16-20 | Dazed | You perform your next [Save] under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property. |
| 21-25 | Headache | You take D4 [True Damage]. |
| 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 take D8 [True Damage]. |
| 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 | Condition; [Severity] 30. All non-Simple Actions and Checks you perform are under the effects of the Tiring Trait. |
| 71-75 | Heart Palpatations | You take D12 [True Damage]. |
| 76-80 | Performance Anxiety | Condition; [Severity] 80. At the start of a [Combat Situation], you gain D6 instances of [Anxiety]. This Condition 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 | Condition; [Severity] 80. At the start of a [Social Situation], you gain D6 instances of [Anxiety]. This Condition 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 | Condition; [Severity] 80. At the start of a [Spacing Situation], you gain D6 instances of [Anxiety]. This Condition 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] Property, 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 the nearest Target. 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 Condition [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 the nearest Target each [Turn]. Gain a Scar. |
| 146-149 | Heart Attack | You take D6 [True Damage] under the effects of the Exploding Property. Gain a [Wound] for each Damage 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. |