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Panic
You Panic when your Strain is reduced to 0 and every time you would take Strain Damage while at 0 Strain.
When a Character Panics, they may either accept or resist the Panic.
When generating a Panic, you roll a D100, adding any relevant Static Modifiers. Once the Total is known compare with the table below. You may either accept the effect that corresponds to your Total or use Abilities such as "Not Today!" to alter the Total.
In addition, when generating a Panic, you gain a +10 to the Total for each Panic suffered prior in the current [Encounter].
Furthermore, should the Character suffer a Panic that they are already suffering from, they gain the next Panic higher on the table.
Panic Table
| Total | Name | Effect |
|---|---|---|
| 0 or lower | Unharmed | You suffer no ill effects as if you had not Panicked at all. You do not increase your Panic Modifier. |
| 1-5 | Demoralized | You Downgrade your [Morale]. Should your [Morale] be Downgraded to [Neutral] or lower, lose any unspent [Priority]. |
| 6-10 | Hazed | You perform your next Check under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property. |
| 11-15 | Fazed | You perform your next [Attack] under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property. |
| 16-20 | Dazed | You perform your next [Save] under the effects of the Disadvantage Property, If you would already be under the effects of the Disadvantage Property, then you Upgrade the Property. |
| 21-25 | Headache | You take D4 [True Damage]. |
| 26-30 | Fragility | You perform all Fortitude Saves under the effects of the Disadvantage Property until the end of the [Scene]. |
| 31-35 | Hesitation | You perform all Reflex Saves under the effects of the Disadvantage Property until the end of the [Scene]. |
| 36-40 | Agreeable | You perform all Will Saves under the effects of the Disadvantage Property until the end of the [Scene]. |
| 41-45 | Distracted | You perform all Insight Saves under the effects of the Disadvantage Property until the end of the [Scene]. |
| 46-50 | Migraine | You take D8 [True Damage]. |
| 51-55 | Flapped | You gain the Hazed Condition until your next [Rest]. |
| 56-60 | Rocked | You gain the Fazed Condition until your next [Rest]. |
| 61-65 | Depleted | You gain the Dazed Condition until your next [Rest]. |
| 66-70 | Over-Stimulated | Condition; [Severity] 30. All non-Simple Actions and Checks you perform are under the effects of the Tiring Trait. |
| 71-75 | Heart Palpatations | You take D12 [True Damage]. |
| 76-80 | Performance Anxiety | Condition; [Severity] 80. At the start of a [Combat Situation], you gain D6 instances of [Anxiety]. This Condition can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] Socialise [Ritual] to reduce its [Severity]. |
| 81-85 | Social Anxiety | Condition; [Severity] 80. At the start of a [Social Situation], you gain D6 instances of [Anxiety]. This Condition can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] Socialise [Ritual] to reduce its [Severity]. |
| 86-90 | Spacers Anxiety | Condition; [Severity] 80. At the start of a [Spacing Situation], you gain D6 instances of [Anxiety]. This Condition can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] 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 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] Property, including any passive [Cyberware]. Gain a Scar. |
| 106-110 | Afraid | You spend your next [Turn] getting as far away from the current situation as possible. Gain a Scar. |
| 111-115 | Temporary Hysteria | You spend your next turn trying to kill the nearest Target. Gain a Scar. |
| 116-120 | Skin Crawling | You spend your next [Turn] trying to agressively discard your [Equipped] Items. Gain a 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 Disadvantage Property. |
| 126-130 | Sickened | You gain 2D6 instances of Nauseated. Gain a Scar. |
| 131-135 | Insomnia | Until the next [Cycle], your [Rests] only recover half the normal amount of Health and Condition [Severity], rounded down. Also [Rests] don't count as [Rests] for the purposes of other rules and Abilities. |
| 136-140 | Terrified | You spend the rest of the [Encounter] getting as far away from the current situation as possible. Gain a Scar. |
| 141-145 | Hysteria | You spend the rest of the [Encounter] trying to kill the nearest Target each [Turn]. Gain a Scar. |
| 146-149 | Heart Attack | You take D6 [True Damage] under the effects of the Exploding Property. Gain a [Wound] for each Damage Die rolled in this way. |
| 150 | Painful Experience | You gain D6 [Experience]. Gain half of this Result as [Wounds], rounded down to a minimum of 1. |
| 151+ | Psychosis | You gain the [Pyschosis] Condition. |
| 200+ | Fractured Spirit | You gain the [Fractured Spirit] Condition. |
