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game_mechanics:panicking [2025/11/25 15:06] mentlegame_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]].  
-  
-When a <wrap preview>[[:Character]]</wrap> Panics, they may either Accept 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.  
-  
-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).  
- 
-^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.|