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game_mechanics:panic [2026/03/25 11:06] ms_wuntchgame_mechanics:panic [2026/06/12 10:52] (current) – external edit 127.0.0.1
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 [[: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.\\ [[: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.\\
 \\ \\
-When prompted to generate a [[:Game Mechanics:Panic#Panic|Panic]] roll a D100. Once a <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> is known add any relevant <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Modifiers]]</wrap>, such as those on the [[:Game Mechanics:Panic#Common Panic Modifiers Table]] below, to find your <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap>. Once your <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> is calculated, compare it to the [[:Game Mechanics:Panic#Panic Table|Panic Table]] below. You now may either accept the [[:Game Mechanics:Panic#Panic|Panic]] equal to the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> or you may 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>.\\+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 gain a +10 <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Modifier]]</wrap> to the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> for each previous [[Game Mechanics:Panic#Panic|Panic]] you have suffered in the current [Encounter]. A further +10 <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Modifier]]</wrap> is added for each [Scar] you have.\\+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].\\ 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> <WRAP center centeralign 600px>
-=== Common Panic Modifiers Table === +=== Common Panic Upgrades and Downgrades Table === 
-^  Modifier   Cause  ^ +^  Type & Amount   Cause  ^ 
-|  **+10**  |  Gained for each [Scar] a <wrap preview>[[:Character]]</wrap> has.  | +|  **<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.  | 
-|  **+10**  |  Gained for each previous [[Game Mechanics:Panic#Panic|Panic]] suffered in an [Encounter]. +|  **<wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrade]]</wrap> once**  |  For each previous [[Game Mechanics:Panic#Panic|Panic]] suffered in an [Encounter]. 
-|  **+10**  |  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: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>
-|  **-5**  |  Gained from the <wrap preview>[[:Traits:Composure]]</wrap>, <wrap preview>[[:Traits:Poise]]</wrap> and <wrap preview>[[:Traits:Stoic]]</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>  </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 adds a +10 <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Modifier]]</wrap> to his test. Jim also has a pre-existing [Scar] so adds an additional +10 <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Modifier]]</wrap>. Jim rolls a <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> of 65 on his D100, for combined <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> of 85. Consulting the [[Game Mechanics:Panic#Panic Table|Panic Table]] a <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> of 85 would mean Jim suffers the effects of **Rocked**. Jim accepts the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> gaining the [Fazed<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> until his next [Rest].+**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.+**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>