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Panic Table

TotalNameEffect
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 Disadvantage on Will Saves until End of Scene.
41-45 Agreeable You perform all [Will Saves] under the effects of the [Disadvantage] [Property] until the end of the [Scene].
46-50 Distracted You perform all [Insight Saves] under the effects of the [Disadvantage] [Property] until the end of the [Scene].
51-55 Migraine You take D8 [True Damage].
56-60 Flapped You gain the [Hazed] [Condition] until your next [Rest].
61-65 Rocked You gain the [Fazed] [Condition] until your next [Rest].
66-70 Depleted You gain the [Dazed] [Condition] until your next [Rest].
71-75 Heart Palpatations You take D12 [True Damage].
76-80 Performance Anxiety [Injury]; [Severity] 80.

At the start of a [Combat Situation], gain D6 Stacks of Anxiety. Can't Heal (Socialise/Periodic).
81-85 Social Anxiety [Injury]; [Severity] 80.

At the start of a [Social Situation], gain D6 Stacks of Anxiety. Can't Heal (Socialise/Periodic).
86-90 Spacers Anxiety [Injury]; [Severity] 80.

At the start of a [Spacing Situation], gain D6 instances of [Anxiety].

This [Injury] Can't be [Healed] (Socialise/Periodic).
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 [Exp]. 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 [Injury] [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 [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].
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