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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

Modifier Cause
+10 For each Scar a Character has.
+10 For each previous Panic suffered in an [Encounter].
+10 When a Panic is inflicted by an Ability or Item with the Stressful, Traumatic or Maddening Traits.
-5 From the Composure, Poise and Stoic Traits.

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

TotalNameEffect
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.
 
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