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Panic
Panics are the representation of a Character's mental load pushed past its limits and the accompanying side effects. These side effects range from stress induced Headaches and Distraction all the way up to Sleepless nights and Hysteria, as seen in the table below.
When prompted to generate a Panic roll a D100. Once a Result is known add any relevant Modifiers, such as those on the Common Panic Modifiers Table below, to find your Total. Once your Total is calculated, compare it to the Panic Table below. You now may either accept the Panic equal to the Total or you may use Abilities, such as "Not Today!", to alter the Total.
When generating a Panic you gain a +10 Modifier to the Total for each previous Panic you have suffered in the current [Encounter]. A further +10 Modifier is added for each [Scar] you have.
Should you suffer a Panic you have already received in the current [Encounter], Upgrade your Panic until you recieve a Condition you have not already suffered this [Encounter].
Common Panic Modifiers Table
Example: Jim the Enforcer has just been prompted to generate a Panic. Jim has already suffered 1 Panic in this [Encounter] so adds a +10 Modifier to his test. Jim also has a pre-existing [Scar] so adds an additional +10 Modifier. Jim rolls a Result of 65 on his D100, for a combined Total of 85. Consulting the Panic Table a Total of 85 would mean Jim suffers the effects of Rocked. Jim accepts the Total gaining the [Fazed] Condition until his next [Rest].
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
| 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. |
