diff --git a/src/js/economyJS.js b/src/js/economyJS.js
index 6c77e5e20ffc4b74db841e0692f479b5e6bc570a..324ea171d5a648111d829478f708072db8fb8d28 100644
--- a/src/js/economyJS.js
+++ b/src/js/economyJS.js
@@ -1141,42 +1141,46 @@ window.slaveJobValues = function() {
 		}
 
 		// Injuries
-		if (s.curatives < 1 && s.inflationType !== "curative") {
-			if (s.health < -50) {
-				s.health -= 13;
-				s.minorInjury = 1;
-			} else if (s.health < -20 && jsRandom(1, 100) > 50) {
-				s.health -= 10;
-				s.minorInjury = 1;
-			} else {
-				let skilltarget = (100 + ((s.skill.anal - 100)*canDoAnal(s)*(1 + .5*!canDoVaginal(s)) + (s.skill.vaginal - 100)*canDoVaginal(s)*(1 + .5*!canDoAnal(s)) + (s.skill.oral - 100)*(1 + .5*!canDoAnal(s) + .5*!canDoVaginal(s) + !canDoAnal(s)*!canDoVaginal(s)))*3/10);
-				//Complicated, I know - but it should automatically account for what acts are possible to scale the injury risk smoothly between 90% when totally unskilled
-				//and 0% when perfectly skilled in the relevant method or methods.
-				
-				if (jsRandom(1,100) > skilltarget) {
-					s.health -= 10 - 7*canDoAnal(s)*canDoVaginal(s);		//Any limitations means an injury inflicts the harsher 10 instead of 3
+		if (s.assignment === "serve the public" && !toTheClub) {
+			if (s.curatives < 1 && s.inflationType !== "curative") {
+				if (s.health < -50) {
+					s.health -= 13;
+					s.minorInjury = 1;
+				} else if (s.health < -20 && jsRandom(1, 100) > 50) {
+					s.health -= 10;
 					s.minorInjury = 1;
+				} else {
+					let canA = canDoAnal(s);
+					let canV = canDoVaginal(s);
+					let skilltarget = (100 + ((s.skill.anal - 100)*canA*(1.5 - .5*canV) + (s.skill.vaginal - 100)*canV*(1.5 - .5*canA) + (s.skill.oral - 100)*(3 - 1.5*canA - 1.5*canV + canA*canV))*3/10);
+					//Complicated, I know - but it should automatically account for what acts are possible to scale the injury risk smoothly between 90% when totally unskilled
+					//and 0% when perfectly skilled in the relevant method or methods.
+					
+					if (jsRandom(1,100) > skilltarget) {
+						s.health -= 10 - 7*canA*canV;		//Any limitations means an injury inflicts the harsher 10 instead of 3
+						s.minorInjury = 1;
+					}
 				}
 			}
-		}
-		if (s.minorInjury === 1) {
-			let injuryChance;
-			beautyMultiplier -= 0.05;
-			if (canDoAnal(s)) {
-				injuryChance = jsRandom(1, 100);
-			} else {
-				injuryChance = jsRandom(1, 80);
-			}
-			if (injuryChance > 80) {
-				s.minorInjury = "sore ass";
-			} else if (injuryChance > 60) {
-				s.minorInjury = "black eye";
-			} else if (injuryChance > 40) {
-				s.minorInjury = "split lip";
-			} else if (injuryChance > 20) {
-				s.minorInjury = "bad bruise";
-			} else {
-				s.minorInjury = "sore muscle";
+			if (s.minorInjury === 1) {
+				let injuryChance;
+				beautyMultiplier -= 0.05;
+				if (canDoAnal(s)) {
+					injuryChance = jsRandom(1, 100);
+				} else {
+					injuryChance = jsRandom(1, 80);
+				}
+				if (injuryChance > 80) {
+					s.minorInjury = "sore ass";
+				} else if (injuryChance > 60) {
+					s.minorInjury = "black eye";
+				} else if (injuryChance > 40) {
+					s.minorInjury = "split lip";
+				} else if (injuryChance > 20) {
+					s.minorInjury = "bad bruise";
+				} else {
+					s.minorInjury = "sore muscle";
+				}
 			}
 		}