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| game_mechanics:panic [2026/03/24 14:57] – [Panic] ms_wuntch | game_mechanics:panic [2026/06/12 10:52] (current) – external edit 127.0.0.1 |
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| ====== Panic ====== | ====== Panic ====== |
| [Panics] are how lasting physcological damage and pychosis happens to [Characters]. | [[: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 effects. These 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.\\ |
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| | 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 known, apply 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.\\ |
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| | 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.\\ |
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| | 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].\\ |
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| | 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.\\ |
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| | <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]]. |
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| When prompted to generate a [Panic] you roll a D100, adding any relevant [Static Modifiers] to find your [Total]. Once your [Total] is known, you may either accept the [Total] and suffer the effect from the [Panic Table] below that corresponds to that [Total]. Or you may use [Abilities] such as ["Not Today!"] to alter the [Total] and accept your new effect. | **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. |
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| Additionally, when generating a [Panic] you gain +10 to the [Total] for each previous [Panic] you have suffered in the current [Encounter]. A further +10 is added for each [Scar] you have. | |
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| Furthermore should you suffer a [Panic] you have already recieved in the current [Encounter], gain the next highest [Panic] as if your [Total] were increased by +10. | |
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| **Please Note**: [Panics] are generally caused by being reduced to 0 [Strain] or some instances of the [Dangerous] [Property], 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> |
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