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game_mechanics:panic [2026/03/10 09:54] ms_wuntchgame_mechanics:panic [2026/06/12 10:52] (current) – external edit 127.0.0.1
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-===== Panic ===== +====== Panic ====== 
-You [[:Game Mechanics:Panic#Panic|Panic]] when your <wrap preview>[[:Ratings:Strain]]</wrap> is reduced to 0 and every time you would take <wrap preview>[[:Game Mechanics:Damage:Strain Damage]]</wrap> while at 0 <wrap preview>[[:Ratings:Strain]]</wrap>+[[:Game Mechanics:Panic#Panic|Panics]] are the representation of a <wrap preview>[[:Character|Character's]]</wrap> mental load pushed past its limits and the accompanying side effectsThese side effects range from stress induced [[:Game Mechanics:Panic#Panic Table|Headaches]] and [[:Game Mechanics:Panic#Panic Table|Distraction]] all the way up to [[:Game Mechanics:Panic#Panic Table|Sleepless nights]] and [[:Game Mechanics:Panic#Panic Table|Hysteria]], as seen in the table below.\\
-  +
-When a <wrap preview>[[:Character]]</wrap> [[:Game Mechanics:Panic#Panic|Panics]], they may either accept or resist the [[:Game Mechanics:Panic#Panic|Panic]].  +
-  * If they accept the [[:Game Mechanics:Panic#Panic|Panic]], the <wrap preview>[[:Character]]</wrap> gains the <wrap preview>[[:Game Mechanics:Conditions:Downed]]</wrap> <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>Then they generate two [[:Game Mechanics:Panic#Panic|Panics]], chosing either <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap>+
-  * If they resist the panic, the <wrap preview>[[:Character]]</wrap> generates a single [[:Game Mechanics:Panic#Panic|Panic]]+
- +
-When generating a [[:Game Mechanics:Panic#Panic|Panic]], you roll a D100, adding any relevant <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Static Modifiers]]</wrap>. Once the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> is known compare with the table below. You may either accept the effect that corresponds to your <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> or use <wrap preview>[[:Game_Mechanics:Definitions:Ability|Abilities]]</wrap> such as <wrap preview>[[:Base Actions:"Not Today!"]]</wrap> to alter the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap>.  +
-  +
-In addition, when generating a [[:Game Mechanics:Panic#Panic|Panic]], you gain a +10 to the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> for each [[:Game Mechanics:Panic#Panic|Panic]] suffered prior in the current [Encounter].\\+
 \\ \\
-Furthermoreshould the <wrap preview>[[:Character]]</wrap> suffer a [[:Game Mechanics:Panic#Panic|Panic]] that they are already suffering fromthey gain the next [[:Game Mechanics:Panic#Panic|Panic]] higher on the table. +When prompted to generate a [[:Game Mechanics:Panic#Panic|Panic]] roll a D100. The <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> is your <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap>. Compare your <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> to the [[:Game Mechanics:Panic#Panic Table|Panic Table]] below. Once the [[:Game Mechanics:Panic#Panic|Panic]] you would receive is knownapply any <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade|Upgrades]]</wrap> or <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Downgrade|Downgrades]]</wrap> such as those on the [[:Game Mechanics:Panic#Common Panic Upgrades and Downgrades Table]] below. You now may either accept the [[:Game Mechanics:Panic#Panic|Panic]] and its effects or you may use <wrap preview>[[:Game Mechanics:Definitions:Ability|Abilities]]</wrap>, such as <wrap preview>[[:Base Actions:"Not Today!"]]</wrap>, to alter the outcome.\\ 
 +\\ 
 +When generating a [[:Game Mechanics:Panic#Panic|Panic]] you <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade]]</wrap> it for each previous [[Game Mechanics:Panic#Panic|Panic]] you have suffered in the current [Encounter]. A further <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade]]</wrap> is applied for each <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap> you have.\\ 
 +\\ 
 +Should you suffer a [[:Game Mechanics:Panic#Panic|Panic]] you have already received in the current [Encounter]<wrap preview>[[:Game Mechanics:Upgrading or Downgrading#Upgrade]]</wrap> your [[Game Mechanics:Panic#Panic|Panic]] until you recieve a <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> you have not already suffered this [Encounter].\\ 
 +\\ 
 +Lasting [[:Game Mechanics:Panic#Panic|Panic]] is called <wrap preview>[[Game Mechanics:Panic:Trauma]]</wrap>. The effects of a <wrap preview>[[Game Mechanics:Panic:Trauma]]</wrap> stay with a <wrap preview>[[:Character]]</wrap> until it is removed through [Rest] or healed by a professional.\\ 
 +\\ 
 +<WRAP center centeralign 600px> 
 +=== Common Panic Upgrades and Downgrades Table === 
 +^  Type & Amount  ^  Cause  ^ 
 +|  **<wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade]]</wrap> once**  |  For each <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap> a <wrap preview>[[:Character]]</wrap> has.  | 
 +|  **<wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade]]</wrap> once**  |  For each previous [[Game Mechanics:Panic#Panic|Panic]] suffered in an [Encounter]. 
 +|  **<wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade]]</wrap> once, twice or thrice**  |  When a [[Game Mechanics:Panic#Panic|Panic]] is inflicted by an <wrap preview>[[:Game Mechanics:Definitions:Ability]]</wrap> or <wrap preview>[[:Items|Item]]</wrap> with the <wrap preview>[[:Traits:Stressful]]</wrap>, <wrap preview>[[:Traits:Traumatic]]</wrap> or <wrap preview>[[:Traits:Maddening]]</wrap> <wrap preview>[[:Traits]]</wrap>
 +|  **<wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Downgrade]]</wrap> once**  |  From the <wrap preview>[[:Traits:Composure]]</wrap>, <wrap preview>[[:Traits:Poise]]</wrap> and <wrap preview>[[:Traits:Stoic]]</wrap> <wrap preview>[[:Traits]]</wrap>
 +</WRAP>  
 +**Example**: Jim the Enforcer has just been prompted to generate a [[Game Mechanics:Panic#Panic|Panic]]. Jim has already suffered 1 [[Game Mechanics:Panic#Panic|Panic]] in this [Encounter] so will <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade]]</wrap> his outcome once. Jim also has a pre-existing <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap> so will <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade]]</wrap> his outcome an additional time. Jim rolls a <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> of 65 on his D100. Consulting the [[Game Mechanics:Panic#Panic Table|Panic Table]] a <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> of 65 would mean Jim suffers the effects of [[Game Mechanics:Panic#Panic Table|Depleted]]. Jim must <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade]]</wrap> this outcome twice and would instead suffer the effects of [[Game Mechanics:Panic#Panic Table|Heart Palpatations]]. Jim accepts the [[Game Mechanics:Panic#Panic|Panic]], suffering the effects of [[Game Mechanics:Panic#Panic Table|Heart Palpatations]]. 
 + 
 +**Please Note**: [[Game Mechanics:Panic#Panic|Panics]] are generally caused by being reduced to 0 <wrap preview>[[Ratings:Strain]]</wrap> or some instances of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Dangerous]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, see their pages for more information.
  
 ==== Panic Table ==== ==== Panic Table ====
 {{page>[[:Tables:Panic Table]]&noheader&inline}} {{page>[[:Tables:Panic Table]]&noheader&inline}}
 +==== Changelog ====
 +<WRAP changelog center 800px>
 +Version 0.5b - April 2026\\
 +  * Flat integer Bonus changed to Upgrade and Downgrade.
 +</WRAP>