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| tables:injury_table [2026/03/31 12:17] – created ms_wuntch | tables:injury_table [2026/06/30 16:48] (current) – ms_wuntch |
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| ^Total^Name^Effect^ | ^Total^Name^Effect^ |
| | **0 or lower** | **Unharmed** |You suffer no ill effects as if you had not been <wrap preview>[[:Game Mechanics:Injury|Injured]]</wrap> at all. You do not increase your <wrap preview>[[:Game Mechanics:Injury]]</wrap> <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Modifier]]</wrap>.| | | **0 or lower** | **Unharmed** |You suffer no ill effects as if you had not been [[:Game Mechanics:Injury|Injured]] at all. You do not increase your [[:Game Mechanics:Injury]] [[:Game Mechanics:Dice Pool:Static Modifier|Modifier]].| |
| | **1-5** | **Unusual Position** |You gain the [Prone] <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>. This <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> requires a <wrap preview>[[:Game Mechanics:Actions:Double Action]]</wrap> or the <wrap preview>[[:Base Actions:Help]]</wrap> <wrap preview>[[:Game Mechanics:Actions|Action]]</wrap> to remove.| | | **1-5** | **Unusual Position** |You gain the [[:Game Mechanics:Conditions:Prone]] [[:Game Mechanics:Conditions|Condition]]. This [[:Game Mechanics:Conditions|Condition]] requires a [[:Game Mechanics:Actions:Double Action]] or the [[:Basic Abilities:Help]] [[:Game Mechanics:Actions|Action]] to remove.| |
| | **6-10** | **Hazed** |You perform your next <wrap preview>[[:Game Mechanics:Check]]</wrap> under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, If you would already be under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, then you <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]]</wrap> the <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>.| | | **6-10** | **Hazed** |You perform your next [[:Game Mechanics:Check]] under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], If you would already be under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], then you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]] the [[:Game Mechanics:Definitions:Property]].| |
| | **11-15** | **Fazed** |You perform your next <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap> under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, If you would already be under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, then you <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]]</wrap> the <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>.| | | **11-15** | **Fazed** |You perform your next [[:Game Mechanics:Attack]] under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], If you would already be under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], then you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]] the [[:Game Mechanics:Definitions:Property]].| |
| | **16-20** | **Dazed** |You perform your next <wrap preview>[[:Game Mechanics:Save]]</wrap> under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, If you would already be under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, then you <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]]</wrap> the <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>.| | | **16-20** | **Dazed** |You perform your next [[:Game Mechanics:Save]] under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], If you would already be under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], then you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]] the [[:Game Mechanics:Definitions:Property]].| |
| | **21-25** | **Unnerved** |You take D4 [Strain Damage].| | | **21-25** | **Unnerved** |You take D4 [[:Game Mechanics:Damage:Strain Damage]].| |
| | **26-30** | **Head Knock** |All <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap> you perform are under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. This <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> lasts until the end of the [Scene].| | | **26-30** | **Head Knock** |All [[:Game Mechanics:Check|Checks]] you perform are under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]]. This [[:Game Mechanics:Conditions|Condition]] lasts until the end of the [[:Game Mechanics:Scene]].| |
| | **31-35** | **Rattled** |All <wrap preview>[[:Game Mechanics:Attacks]]</wrap> you perform are under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. This <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> lasts until the end of the [Scene].| | | **31-35** | **Rattled** |All [[:Game Mechanics:Attack|Attacks]] you perform are under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]]. This [[:Game Mechanics:Conditions|Condition]] lasts until the end of the [[:Game Mechanics:Scene]].| |
| | **36-40** | **Dinged** |All <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap> you perform are under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. This <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> lasts until the end of the [Scene].| | | **36-40** | **Dinged** |All [[:Game Mechanics:Save|Saves]] you perform are under the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]]. This [[:Game Mechanics:Conditions|Condition]] lasts until the end of the [[:Game Mechanics:Scene]].| |
| | **41-45** | **Winded** |At the start of your [Turn] generate 1 less <wrap preview>[[:Ratings:Action Points|Action Point]]</wrap> and <wrap preview>[[:Ratings:Quick Action Points|Quick Action Point]]</wrap> to a minimum of 1. This <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> lasts until the end of the [Encounter].| | | **41-45** | **Winded** |At the start of your [[:Game Mechanics:Turn Order:Turn]] generate 1 less [[:Ratings:Action Points|Action Point]] and [[:Ratings:Quick Action Points|Quick Action Point]] to a minimum of 1. This [[:Game Mechanics:Conditions|Condition]] lasts until the end of the [[:Game Mechanics:Encounter]].| |
| | **46-50** | **Shaken** |You take D8 [Strain Damage].| | | **46-50** | **Shaken** |You take D8 [[:Game Mechanics:Damage:Strain Damage]].| |
| | **51-55** | **Concussion** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 30. \\ \\ All <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap> you perform are under the effects of the <wrap preview>[[:Traits:Fickle]]</wrap> and <wrap preview>[[:Traits:Poor]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property|Properties]]</wrap>.| | | **51-55** | **Concussion** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ All [[:Game Mechanics:Check|Checks]] you perform are under the effects of the [[:Traits:Fickle]] and [[:Traits:Poor]] [[:Game_Mechanics:Definitions:Property|Properties]].| |
| | **56-60** | **Disoriented** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 30. \\ \\ All <wrap preview>[[:Game Mechanics:Attacks]]</wrap> you perform are under the effects of the <wrap preview>[[:Traits:Fickle]]</wrap> and <wrap preview>[[:Traits:Poor]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property|Properties]]</wrap>.| | | **56-60** | **Disoriented** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ All [[:Game Mechanics:Attack|Attacks]] you perform are under the effects of the [[:Traits:Fickle]] and [[:Traits:Poor]] [[:Game_Mechanics:Definitions:Property|Properties]].| |
| | **61-65** | **Fractured** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 30. \\ \\ All <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap> you perform are under the effects of the <wrap preview>[[:Traits:Fickle]]</wrap> and <wrap preview>[[:Traits:Poor]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property|Properties]]</wrap>.| | | **61-65** | **Fractured** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ All [[:Game Mechanics:Save|Saves]] you perform are under the effects of the [[:Traits:Fickle]] and [[:Traits:Poor]] [[:Game_Mechanics:Definitions:Property|Properties]].| |
| | **66-70** | **Multi-System Failure** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 30. \\ \\ All non-[Simple] [Actions] and <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap> you perform are under the effects of the <wrap preview>[[:Traits:Tiring]]</wrap> <wrap preview>[[:Traits|Trait]]</wrap>.| | | **66-70** | **Multi-System Failure** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ All non-[[:Traits:Simple]] [[:Game Mechanics:Actions]] and [[:Game Mechanics:Check|Checks]] you perform are under the effects of the [[:Traits:Tiring]] [[:Traits|Trait]].| |
| | **71-75** | **Distressed** |You take D12 [Strain Damage].| | | **71-75** | **Distressed** |You take D12 [[:Game Mechanics:Damage:Strain Damage]].| |
| | **76-80** | **Banged Up** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 30. \\ \\ At the start of your [Turn] generate 1 less <wrap preview>[[:Ratings:Action Points|Action Point]]</wrap> and <wrap preview>[[:Ratings:Quick Action Points|Quick Action Point]]</wrap> to a minimum of 1.| | | **76-80** | **Banged Up** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ At the start of your [[:Game Mechanics:Turn Order:Turn]] generate 1 less [[:Ratings:Action Points|Action Point]] and [[:Ratings:Quick Action Points|Quick Action Point]] to a minimum of 1.| |
| | **81-85** | **Hand Trauma** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 30. \\ \\ You lose the use of one [Hand Slot].| | | **81-85** | **Hand Trauma** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ You lose the use of one [Hand Slot].| |
| | **86-90** | **Leg Trauma** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 30. \\ \\ Whenever you would spend a [Movement Point], you must spend twice as much to move.| | | **86-90** | **Leg Trauma** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 30. \\ \\ Whenever you would spend an [[:Game Mechanics:Definitions:Movement Points|MP]], you must spend twice as much to move.| |
| | **91-95** | **Stunned** |You gain the <wrap preview>[[:Game Mechanics:Conditions:Stunned]]</wrap> <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> for D4 [Turns].| | | **91-95** | **Stunned** |You gain the [[:Game Mechanics:Conditions:Stunned]] [[:Game Mechanics:Conditions|Condition]] for D4 [[:Game Mechanics:Turn Order:Turn|Turns]].| |
| | **96-99** | **Feel It Tomorrow** |You gain a <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap>.| | | **96-99** | **Feel It Tomorrow** |You gain a [[:Game Mechanics:Definitions:Wound]].| |
| | **100** | **Near Death Experience** |You Gain 1 [Experience]. Gain a <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap>.| | | **100** | **Near Death Experience** |You Gain 1 an [[:Game Mechanics:Definitions:Experience]]. Gain a [[:Game Mechanics:Definitions:Scar]].| |
| | **101-105** | **Hinky Cyberware** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 80. \\ \\ Randomly determine a piece of installed [Cyberware], it is rendered useless until repaired, you lose any benefits or <wrap preview>[[:Game Mechanics:Definitions:Ability|Abilities]]</wrap> given by that [Cyberware]. When doing anything that involves this [Cyberware], gain the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> as <wrap preview>[[:Game Mechanics:Definitions:Appropriate]]</wrap>. \\ \\ This <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> can't be healed through normal means. Instead it requires time spent repairing the broken piece of [Cyberware], represented by a [Periodic] <wrap preview>[[:Skills:Tech]]</wrap> [Ritual] to reduce its [Severity].| | | **101-105** | **Hinky Cyberware** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 80. \\ \\ Randomly determine a piece of installed [[:Cyberware]], it is rendered useless until repaired, you lose any benefits or [[:Game Mechanics:Definitions:Ability|Abilities]] given by that [[:Cyberware]]. When doing anything that involves this [[:Cyberware]], gain the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]] as [[:Game Mechanics:Definitions:Appropriate]]. \\ \\ This [[:Game Mechanics:Conditions|Condition]] can't be healed through normal means. Instead it requires time spent repairing the broken piece of [[:Cyberware]], represented by a [Periodic] [[:Skills:Tech]] [[:Game Mechanics:Definitions:Ability:Ritual]] to reduce its [[:Game Mechanics:Definitions:Ability:Ritual#Severity]].| |
| | **106-110** | **Arm Broken** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 60. \\ \\ You lose the use of one [Hand Slot]. When using your arms, gain the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> as <wrap preview>[[:Game Mechanics:Definitions:Appropriate]]</wrap>.| | | **106-110** | **Arm Broken** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 60. \\ \\ You lose the use of one [Hand Slot]. When using your arms, gain the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]] as [[:Game Mechanics:Definitions:Appropriate]].| |
| | **111-115** | **Leg Broken** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 60. \\ \\ Whenever you would spend [MP], you must spend twice as much. Also you may only perform one [Move] <wrap preview>[[:Game Mechanics:Actions|Action]]</wrap> per [Turn]. When using your legs, gain the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> as <wrap preview>[[:Game Mechanics:Definitions:Appropriate]]</wrap>.| | | **111-115** | **Leg Broken** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 60. \\ \\ Whenever you would spend an [[:Game Mechanics:Definitions:Movement Points|MP]], you must spend twice as much. Also you may only perform one [[:Basic Abilities:Move]] [[:Game Mechanics:Actions|Action]] per [[:Game Mechanics:Turn Order:Turn]]. When using your legs, gain the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]] as [[:Game Mechanics:Definitions:Appropriate]].| |
| | **116-120** | **Gut Wound** |You gain 2D6 instances of <wrap preview>[[:Game Mechanics:Conditions:Nauseated]]</wrap>. Gain a <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap>.| | | **116-120** | **Gut Wound** |You gain 2D6 instances of [[:Game Mechanics:Afflictions:Nauseated]]. Gain a [[:Game Mechanics:Definitions:Wound]].| |
| | **121-125** | **Flesh Wound** |You gain 2D6 instances of <wrap preview>[[:Game Mechanics:Conditions:Bleeding]]</wrap>. Gain a <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap>.| | | **121-125** | **Flesh Wound** |You gain 2D6 instances of [[:Game Mechanics:Afflictions:Bleeding]]. Gain a [[:Game Mechanics:Definitions:Wound]].| |
| | **126-130** | **Cerebral Contusion** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 60. \\ \\ All <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap> you perform are under the effects of the <wrap preview>[[:Traits:Imperfection]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. Gain a <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap>.| | | **126-130** | **Cerebral Contusion** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 60. \\ \\ All [[:Game Mechanics:Check|Checks]] you perform are under the effects of the [[:Traits:Imperfection]] [[:Game Mechanics:Definitions:Property]]. Gain a [[:Game Mechanics:Definitions:Wound]].| |
| | **131-135** | **Cognitive Disarray** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 60. \\ \\ All <wrap preview>[[:Game Mechanics:Attacks]]</wrap> you perform are under the effects of the <wrap preview>[[:Traits:Imperfection]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. Gain a <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap>.| | | **131-135** | **Cognitive Disarray** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 60. \\ \\ All [[:Game Mechanics:Attack|Attacks]] you perform are under the effects of the [[:Traits:Imperfection]] [[:Game Mechanics:Definitions:Property]]. Gain a [[:Game Mechanics:Definitions:Wound]].| |
| | **136-140** | **Compound Fracture** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 60. \\ \\ All <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap> you perform are under the effects of the <wrap preview>[[:Traits:Imperfection]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. Gain a <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap>.| | | **136-140** | **Compound Fracture** |[[:Game Mechanics:Conditions|Condition]]; [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] 60. \\ \\ All [[:Game Mechanics:Save|Saves]] you perform are under the effects of the [[:Traits:Imperfection]] [[:Game Mechanics:Definitions:Property]]. Gain a [[:Game Mechanics:Definitions:Wound]].| |
| | **141-145** | **Arm Loss** |You lose an arm, suffering any <wrap preview>[[:Game Mechanics:Definitions:Appropriate]]</wrap> negatives this may incur. Gain a <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap>.| | | **141-145** | **Arm Loss** |You lose an arm, suffering any [[:Game Mechanics:Definitions:Appropriate]] negatives this may incur. Gain a [[:Game Mechanics:Definitions:Wound]].| |
| | **146-149** | **Leg Loss** |You lose a leg, suffering any <wrap preview>[[:Game Mechanics:Definitions:Appropriate]]</wrap> negatives this may incur. Gain a <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap>.| | | **146-149** | **Leg Loss** |You lose a leg, suffering any [[:Game Mechanics:Definitions:Appropriate]] negatives this may incur. Gain a [[:Game Mechanics:Definitions:Wound]].| |
| | **150** | **Horrific Experience** |You gain D6 [Experience]. Gain half of this <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> as <wrap preview>[[:Game Mechanics:Definitions:Scar|Scars]]</wrap>, rounded down to a minimum of 1.| | | **150** | **Horrific Experience** |You gain D6 an [[:Game Mechanics:Definitions:Experience]]. Gain half of this [[:Game Mechanics:Dice Pool:Result]] as [[:Game Mechanics:Definitions:Scar|Scars]], rounded down to a minimum of 1.| |
| | **151+** | **Death.** | **You gain the [Death.] <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>.** | | | **151+** | **Death.** | **You gain the [[:Game Mechanics:Conditions|Condition:Death.]] [[:Game Mechanics:Conditions|Condition]].** | |
| | **200+** | **Chunklets!** | **You gain the [Chunklets!] <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>.** | | | **200+** | **Chunklets!** | **You gain the [[:Game Mechanics:Conditions:Chunklettes|Chunklettes!]] [[:Game Mechanics:Conditions|Condition]].** | |