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| game_mechanics:panicking [2025/11/02 11:51] – created mentle | game_mechanics:panicking [2026/03/04 10:48] (current) – removed ms_wuntch |
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| ===== Panic ===== | |
| You Panic when your Strain is reduced to 0, a hostile Attack Roll rolls a Critical Success or any other situation where the GM feels it is [[:Game_Mechanics:Definitions:Appropriate]]. | |
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| When a <wrap preview>[[:Character]]</wrap> Panics, they may either Accept the It or Resist the Panic. | |
| * If they Accept the Panic, the <wrap preview>[[:Character]]</wrap> gains the <wrap preview>[[:Game_Mechanics:Conditions:Downed]]</wrap> Condition. Then they roll two Panic's, chosing which ever result they prefer. | |
| * If they Resist the Panic, the <wrap preview>[[:Character]]</wrap> rolls a single Panic, taking the result. | |
| When a <wrap preview>[[:Character]]</wrap> rolls a Panic, they roll a D100, add any relevant modifiers and consults the table below. | |
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| In addition, when rolling a Panic, you gain a +10 to the result for each and every Panic suffered in the [[:Game_Mechanics:Encounter]]. | |
| Furthermore, if the character suffers a Panic that they are already suffering from, they gain the Panic above the one they rolled instead (the higher result). | |
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| ^Result^Panic^ | |
| | 0 (or lower) |**Unharmed**: Don't increase Panic Modifier.| | |
| | 1-5 |**Demoralized**: Lose Priority if you have it.| | |
| | 6-10 |**Hazed**: [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage]] on next Check.| | |
| | 11-15 |**Fazed**: [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage]] on next Attack Roll.| | |
| | 16-20 |**Dazed**: [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage]] on next Save.| | |
| | 21-25 |**Headache**: Take D4 [[:Game_Mechanics:Damage#True Damage]].| | |
| | 26-30 |**Dispirited**: Lose [Priority] if you have it, you can't regain it this [[:Game_Mechanics:Encounter]].| | |
| | 31-35 |**Fragility**: [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage]] on [[:Shortcuts#Fortitude_Save|Fortitude Saves]] until End of Scene.| | |
| | 36-40 |**Hesitation**: [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage]] on [[:Shortcuts#Reflex_Save|Reflex Saves]] until End of Scene.| | |
| | 41-45 |**Agreeable**: [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage]] on [[:Shortcuts#Will_Save|Will Saves]] until End of Scene.| | |
| | 46-50 |**Distracted**: [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage]] on [[:Shortcuts#Insight_Save|Insight Saves]] until End of Scene.| | |
| | 51-55 |**Migraine**: Take D8 [[:Game_Mechanics:Damage#True Damage]].| | |
| | 56-60 |**Disheartened**: Suffer -D4 Swagger Die until end of Scene.| | |
| | 61-65 |**Flapped**: Hazed until next Rest.| | |
| | 66-70 |**Rocked**: Fazed until next Rest.| | |
| | 71-75 |**Depleted**: Dazed until next Rest.| | |
| | 76-80 |**Heart Palpatations**: Take D12 [[:Game_Mechanics:Damage#True Damage]].| | |
| | 81-85 |**Disillusioned**: Suffer -D8 Swagger Die until end of Scene.| | |
| | 86-90 |**Sleepless Night**: You do not benefit from your next night of Rest.| | |
| | 91-95 |**Nausea**: Gain D6 <wrap preview>[[:Game_Mechanics:Conditions:Nauseated]]</wrap> Stacks.| | |
| | 96-99 |**Dramatic Stress**: Obtain a Scar.| | |
| | 100 |**Hurtful Experience**: Gain 1 Exp and roll an Injury.| | |
| | 101-105 |**Apathetic**: Suffer -D12 Swagger Die until end of Scene.| | |
| | 106-110 |**Afraid**: Spend your next turn getting as far away from the current situation as possible. Obtain a Scar.| | |
| | 111-115 |**Temporary Hysteria**: Spend your next turn trying to kill the nearest target. Obtain a Scar.| | |
| | 116-120 |**Skin Crawling**: Spend your next turn trying to agressively discard your equipment, starting with Equipped Items. Obtain a Scar.| | |
| | 121-125 |**Neuro-Astral Feedback**: Suffer a Miscast. Additionally, until next Rest, whenever you suffer a Miscast, suffer two.| | |
| | 126-130 |**Heart Attack**: Take 2D12 [[:Game_Mechanics:Damage#True Damage]] and a Permanent Injury.| | |
| | 131-135 |**Insomnia**: Until the next Cycle, your Rests only recover Health and half Mana, rounded down. Rests don't count as Rests.| | |
| | 136-140 |**Terrified**: Spend the rest of the Enouncter getting as far away from the current situation as possible. Obtain a Scar.| | |
| | 141-145 |**Hysteria**: Spend the rest of the [[:Game_Mechanics:Encounter]] trying to kill the nearest target each turn. Obtain a Scar.| | |
| | 146-149 |**Sickened**: Gain 2D6 <wrap preview>[[:Game_Mechanics:Conditions:Nauseated]]</wrap> Stacks and a Scar.| | |
| | 150 |**Painful Experience**: Gain D6 Exp, roll an Injury and obtain a Permanent Injury.| | |
| | 151+ |**Psychosis**: Your mind snaps, give your character sheet to the GM. You are no longer in control of your mind and body.| | |
| | 200+ |**Fractured Spirit**: Your soul breaks, give your character sheet to the GM. You are no longer in control of your mind and body, even after death. Will turn into a malevolent spirit or demon on death.| | |
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