====== Panic Table ====== ^Total^Name^Effect^ | **0 or lower** | **Unharmed** |You suffer no ill effects as if you had not [[:Game Mechanics:Panic|Panicked]] at all. You do not increase your [[:Game Mechanics:Panic]] [[:Game Mechanics:Dice Pool:Static Modifier|Modifier]].| | **1-5** | **Demoralized** |You [[:Game Mechanics:Upgrading or Downgrading#Downgrade]] your [Morale]. Should your [Morale] be [[:Game Mechanics:Upgrading or Downgrading#Downgrade|Downgraded]] to [Neutral] or lower, lose any unspent [Priority].| | **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 [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 [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** | **Headache** |You take D4 [True Damage].| | **26-30** | **Fragility** |You perform all [[:Ratings:Fortitude Save|Fortitude Saves]] under the effects of the [[:Game_Mechanics:Definitions:Property:Disadvantage]] [[:Game_Mechanics:Definitions:Property]] until the end of the [Scene].| | **31-35** | **Hesitation** |You perform all [[:Ratings:Reflex Save|Reflex Saves]] under the effects of the [[:Game_Mechanics:Definitions:Property:Disadvantage]] [[:Game_Mechanics:Definitions:Property]] until the end of the [Scene].| | **36-40** | **Agreeable** |You perform all [[:Ratings:Will Save|Will Saves]] under the effects of the [[:Game_Mechanics:Definitions:Property:Disadvantage]] [[:Game_Mechanics:Definitions:Property]] until the end of the [Scene].| | **41-45** | **Distracted** |You perform all [[:Ratings:Insight Save|Insight Saves]] under the effects of the [[:Game_Mechanics:Definitions:Property:Disadvantage]] [[:Game_Mechanics:Definitions:Property]] until the end of the [Scene].| | **46-50** | **Migraine** |You take D8 [True Damage].| | **51-55** | **Flapped** |You gain the **Hazed** [[:Game_Mechanics:Conditions|Condition]] until your next [Rest].| | **56-60** | **Rocked** |You gain the **Fazed** [[:Game_Mechanics:Conditions|Condition]] until your next [Rest].| | **61-65** | **Depleted** |You gain the **Dazed** [[:Game_Mechanics:Conditions|Condition]] until your next [Rest].| | **66-70** | **Over-Stimulated** |[[:Game Mechanics:Conditions|Condition]]; [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** | **Heart Palpatations** |You take D12 [True Damage].| | **76-80** | **Performance Anxiety** |[[:Game Mechanics:Conditions|Condition]]; [Severity] 80. \\ \\ At the start of a [Combat Situation], you gain D6 instances of [Anxiety].\\ \\ This [[:Game Mechanics:Conditions|Condition]] can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] [[:Skills:Socialise]] [Ritual] to reduce its [Severity].| | **81-85** | **Social Anxiety** |[[:Game Mechanics:Conditions|Condition]]; [Severity] 80. \\ \\ At the start of a [Social Situation], you gain D6 instances of [Anxiety].\\ \\ This [[:Game Mechanics:Conditions|Condition]] can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] [[:Skills:Socialise]] [Ritual] to reduce its [Severity].| | **86-90** | **Spacers Anxiety** |[[:Game Mechanics:Conditions|Condition]]; [Severity] 80. \\ \\ At the start of a [Spacing Situation], you gain D6 instances of [Anxiety].\\ \\ This [[:Game Mechanics:Conditions|Condition]] can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] [[:Skills: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 [[:Game Mechanics:Definitions: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] [[:Game_Mechanics:Definitions:Property]], including any passive [Cyberware]. Gain a [[:Game Mechanics:Definitions:Scar]].| | **106-110** | **Afraid** |You spend your next [Turn] getting as far away from the current situation as possible. Gain a [[:Game Mechanics:Definitions:Scar]].| | **111-115** | **Temporary Hysteria** |You spend your next turn trying to kill the nearest [[:Game Mechanics:Definitions:Target]]. Gain a [[:Game Mechanics:Definitions:Scar]].| | **116-120** | **Skin Crawling** |You spend your next [Turn] trying to agressively discard your [Equipped] [[:Items]]. Gain a [[:Game Mechanics:Definitions: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 [[:Game_Mechanics:Definitions:Property:Disadvantage]] [[:Game_Mechanics:Definitions:Property]].| | **126-130** | **Sickened** |You gain 2D6 instances of [[:Game_Mechanics:Conditions:Nauseated]]. Gain a [[:Game Mechanics:Definitions:Scar]].| | **131-135** | **Insomnia** |Until the next [Cycle], your [Rests] only recover half the normal amount of [[:Ratings:Health]] and [[:Game Mechanics:Conditions|Condition]] [Severity], rounded down. Also [Rests] don't count as [Rests] for the purposes of other rules and [[:Game Mechanics:Definitions:Ability|Abilities]].| | **136-140** | **Terrified** |You spend the rest of the [Encounter] getting as far away from the current situation as possible. Gain a [[:Game Mechanics:Definitions:Scar]].| | **141-145** | **Hysteria** |You spend the rest of the [Encounter] trying to kill the nearest [[Game Mechanics:Definitions:Target]] each [Turn].\\ Gain a [[:Game Mechanics:Definitions:Scar]].| | **146-149** | **Heart Attack** |You take D6 [True Damage] under the effects of the [[:Traits:Exploding]] [[:Game_Mechanics:Definitions:Property]]. Gain a [Wound] for each [[Game Mechanics:Damage Die]] rolled in this way.| | **150** | **Painful Experience** |You gain D6 [Experience]. Gain half of this [[:Game Mechanics:Dice Pool:Result]] as [Wounds], rounded down to a minimum of 1.| | **151+** | **Psychosis** | **You gain the [Pyschosis] [[:Game_Mechanics:Conditions|Condition]].** | | **200+** | **Fractured Spirit** | **You gain the [Fractured Spirit] [[:Game_Mechanics:Conditions|Condition]].** |