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tables:injury_table [2026/06/12 11:08] – external edit 127.0.0.1tables: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 [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]].**  |