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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 Appropriate.
When a Character Panics, they may either Accept the It or Resist the Panic.
- If they Resist the Panic, the Character rolls a single Panic, taking the result.
When a Character 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 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: Disadvantage on next Check. |
| 11-15 | Fazed: Disadvantage on next Attack Roll. |
| 16-20 | Dazed: Disadvantage on next Save. |
| 21-25 | Headache: Take D4 True Damage. |
| 26-30 | Dispirited: Lose [Priority] if you have it, you can't regain it this Encounter. |
| 31-35 | Fragility: Disadvantage on Fortitude Saves until End of Scene. |
| 36-40 | Hesitation: Disadvantage on Reflex Saves until End of Scene. |
| 41-45 | Agreeable: Disadvantage on Will Saves until End of Scene. |
| 46-50 | Distracted: Disadvantage on Insight Saves until End of Scene. |
| 51-55 | Migraine: Take D8 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 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 Nauseated 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 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 Encounter trying to kill the nearest target each turn. Obtain a Scar. |
| 146-149 | Sickened: Gain 2D6 Nauseated 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. |
