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| tables:panic_table [2026/03/24 14:53] – created ms_wuntch | tables:panic_table [2026/06/12 11:08] (current) – external edit 127.0.0.1 |
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| ^Total^Name^Effect^ | ^Total^Name^Effect^ |
| | **0 or lower** | **Unharmed** |You suffer no ill effects as if you had not [Panicked] at all. You do not increase your [Panic Modifier].| | | **0 or lower** | **Unharmed** |You suffer no ill effects as if you had not <wrap preview>[[:Game Mechanics:Panic|Panicked]]</wrap> at all. You do not increase your <wrap preview>[[:Game Mechanics:Panic]]</wrap> <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Modifier]]</wrap>.| |
| | **1-5** | **Demoralized** |You [Downgrade] your [Morale]. Should your [Morale] be [Downgraded] to [Neutral] or lower, lose any unspent [Priority].| | | **1-5** | **Demoralized** |You <wrap preview>[[:Game Mechanics:Upgrading or Downgrading#Downgrade]]</wrap> your [Morale]. Should your [Morale] be <wrap preview>[[:Game Mechanics:Upgrading or Downgrading#Downgrade|Downgraded]]</wrap> 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].| | | **6-10** | **Hazed** |You perform your next <wrap preview>[[:Game Mechanics:Check]]</wrap> under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>, If you would already be under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>, then you <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]]</wrap> the <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>.| |
| | **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].| | | **11-15** | **Fazed** |You perform your next [Attack] under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>, If you would already be under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>, then you <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]]</wrap> the <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>.| |
| | **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].| | | **16-20** | **Dazed** |You perform your next [Save] under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>, If you would already be under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>, then you <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Properties|Upgrade]]</wrap> the <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>.| |
| | **21-25** | **Headache** |You take D4 [True Damage].| | | **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].| | | **26-30** | **Fragility** |You perform all <wrap preview>[[:Ratings:Fortitude Save|Fortitude Saves]]</wrap> under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap> 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].| | | **31-35** | **Hesitation** |You perform all <wrap preview>[[:Ratings:Reflex Save|Reflex Saves]]</wrap> under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap> until the end of the [Scene].| |
| | **36-40** | <del>Agreeable</del> |<del>Disadvantage on Will Saves until End of Scene.</del>| | | **36-40** | **Agreeable** |You perform all <wrap preview>[[:Ratings:Will Save|Will Saves]]</wrap> under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap> until the end of the [Scene].| |
| | **41-45** | **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 <wrap preview>[[:Ratings:Insight Save|Insight Saves]]</wrap> under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap> until the end of the [Scene].| |
| | **46-50** | **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** | **Migraine** |You take D8 [True Damage].| | | **51-55** | **Flapped** |You gain the **Hazed** <wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap> until your next [Rest].| |
| | **56-60** | **Flapped** |You gain the [Hazed] [Condition] until your next [Rest].| | | **56-60** | **Rocked** |You gain the **Fazed** <wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap> until your next [Rest].| |
| | **61-65** | **Rocked** |You gain the [Fazed] [Condition] until your next [Rest].| | | **61-65** | **Depleted** |You gain the **Dazed** <wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap> until your next [Rest].| |
| | **66-70** | **Depleted** |You gain the [Dazed] [Condition] until your next [Rest].| | | **66-70** | **Over-Stimulated** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 30. \\ \\ All non-<wrap preview>[[:Traits:Simple]]</wrap> <wrap preview>[[:Game Mechanics:Actions]]</wrap> and <wrap preview>[[:Game_Mechanics:Check|Checks]]</wrap> you perform are under the effects of the <wrap preview>[[:Traits:Tiring]]</wrap> <wrap preview>[[:Traits|Trait]]</wrap>.| |
| | **71-75** | **Heart Palpatations** |You take D12 [True Damage].| | | **71-75** | **Heart Palpatations** |You take D12 [True Damage].| |
| | **76-80** | **Performance Anxiety** |[Injury]; [Severity] 80. \\ \\ At the start of a [Combat Situation], gain D6 Stacks of Anxiety. Can't Heal (Socialise/Periodic).| | | **76-80** | **Performance Anxiety** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 80. \\ \\ At the start of a [Combat Situation], you gain D6 instances of [Anxiety].\\ \\ This <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] <wrap preview>[[:Skills:Socialise]]</wrap> [Ritual] to reduce its [Severity].| |
| | **81-85** | **Social Anxiety** |[Injury]; [Severity] 80. \\ \\ At the start of a [Social Situation], gain D6 Stacks of Anxiety. Can't Heal (Socialise/Periodic).| | | **81-85** | **Social Anxiety** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 80. \\ \\ At the start of a [Social Situation], you gain D6 instances of [Anxiety].\\ \\ This <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] <wrap preview>[[:Skills:Socialise]]</wrap> [Ritual] to reduce its [Severity].| |
| | **86-90** | **Spacers Anxiety** |[Injury]; [Severity] 80. \\ \\ At the start of a [Spacing Situation], gain D6 instances of [Anxiety]. \\ \\ This [Injury] Can't be [Healed] (Socialise/Periodic).| | | **86-90** | **Spacers Anxiety** |<wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap>; [Severity] 80. \\ \\ At the start of a [Spacing Situation], you gain D6 instances of [Anxiety].\\ \\ This <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a [Periodic] <wrap preview>[[:Skills:Socialise]]</wrap> [Ritual] to reduce its [Severity].| |
| | **91-95** | **Sleepless Night** |You gain no benefits from your next [Rest].| | | **91-95** | **Sleepless Night** |You gain no benefits from your next [Rest].| |
| | **96-99** | **Dramatic Stress** |You gain a [Scar].| | | **96-99** | **Dramatic Stress** |You gain a <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap>.| |
| | **100** | **Hurtful Experience** |You Gain 1 [Exp]. Gain a [Wound].| | | **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].| | | **101-105** | **Cyberware Feedback** |Until your next [Rest], using any of your [Cyberware] is done under the effects of the [Tiring] <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>, including any passive [Cyberware]. Gain a <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap>.| |
| | **106-110** | **Afraid** |You spend your next [Turn] getting as far away from the current situation as possible. Gain a [Scar].| | | **106-110** | **Afraid** |You spend your next [Turn] getting as far away from the current situation as possible. Gain a <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap>.| |
| | **111-115** | **Temporary Hysteria** |You spend your next turn trying to kill the nearest [Target]. Gain a [Scar].| | | **111-115** | **Temporary Hysteria** |You spend your next turn trying to kill the nearest <wrap preview>[[:Game Mechanics:Definitions:Target]]</wrap>. Gain a <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap>.| |
| | **116-120** | **Skin Crawling** |You spend your next [Turn] trying to agressively discard your [Equipped] [Items]. Gain a [Scar].| | | **116-120** | **Skin Crawling** |You spend your next [Turn] trying to agressively discard your [Equipped] <wrap preview>[[:Items]]</wrap>. Gain a <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap>.| |
| | **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].| | | **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 <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>.| |
| | **126-130** | **Sickened** |You gain 2D6 instances of [Nauseated]. Gain a [Scar].| | | **126-130** | **Sickened** |You gain 2D6 instances of <wrap preview>[[:Game_Mechanics:Conditions:Nauseated]]</wrap>. Gain a <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap>.| |
| | **131-135** | **Insomnia** |Until the next [Cycle], your [Rests] only recover half the normal amount of [Health] and [Injury] [Severity], rounded down. Also [Rests] don't count as [Rests] for the purposes of other rules and [Abilities].| | | **131-135** | **Insomnia** |Until the next [Cycle], your [Rests] only recover half the normal amount of <wrap preview>[[:Ratings:Health]]</wrap> and <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> [Severity], rounded down. Also [Rests] don't count as [Rests] for the purposes of other rules and <wrap preview>[[:Game Mechanics:Definitions:Ability|Abilities]]</wrap>.| |
| | **136-140** | **Terrified** |You spend the rest of the [Encounter] getting as far away from the current situation as possible. Gain a [Scar].| | | **136-140** | **Terrified** |You spend the rest of the [Encounter] getting as far away from the current situation as possible. Gain a <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap>.| |
| | **141-145** | **Hysteria** |You spend the rest of the [Encounter] trying to kill the nearest [Target] each [Turn].\\ Gain a [Scar].| | | **141-145** | **Hysteria** |You spend the rest of the [Encounter] trying to kill the nearest <wrap preview>[[Game Mechanics:Definitions:Target]]</wrap> each [Turn].\\ Gain a <wrap preview>[[:Game Mechanics:Definitions:Scar]]</wrap>.| |
| | **146-149** | **Heart Attack** |You take D6 [True Damage] under the effects of the [Exploding] [Property]. Gain a [Wound] for each [Die] rolled in this way.| | | **146-149** | **Heart Attack** |You take D6 [True Damage] under the effects of the <wrap preview>[[:Traits:Exploding]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>. Gain a [Wound] for each <wrap preview>[[Game Mechanics:Damage Die]]</wrap> 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.| | | **150** | **Painful Experience** |You gain D6 [Experience]. Gain half of this <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> as [Wounds], rounded down to a minimum of 1.| |
| | **151+** | **Psychosis** | **You gain the [Pyschosis] [Condition].** | | | **151+** | **Psychosis** | **You gain the [Pyschosis] <wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap>.** | |
| | **200+** | **Fractured Spirit** | **You gain the [Fractured Spirit] [Condition].** | | | **200+** | **Fractured Spirit** | **You gain the [Fractured Spirit] <wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap>.** | |
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