This is an old revision of the document!


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 it or Resist the Panic.

  • If they Accept the Panic, the Character gains the Downed Condition. Then they roll two Panic's, chosing which ever result they prefer.
  • 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).

ResultPanic
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.
Edit this page