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tables:panic_table [2026/03/25 10:32] ms_wuntchtables:panic_table [2026/06/12 11:08] (current) – external edit 127.0.0.1
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 |  **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>.| |  **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 <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].|   |  **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 <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]]</wrap> the <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>.|   +|  **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 <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]]</wrap> the <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>.|   +|  **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 <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]]</wrap> the <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>.|  +|  **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 <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].|   |  **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].|  
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 |  **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].|    |  **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**  |  **Migraine**  |You take D8 [True Damage].|  |  **46-50**  |  **Migraine**  |You take D8 [True Damage].| 
-|  **51-55**  |  **Flapped**  |You gain the [Hazed<wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap> until your next [Rest].| +|  **51-55**  |  **Flapped**  |You gain the **Hazed** <wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap> until your next [Rest].| 
-|  **56-60**  |  **Rocked**  |You gain the [Fazed<wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap> until your next [Rest].|   +|  **56-60**  |  **Rocked**  |You gain the **Fazed** <wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap> until your next [Rest].|   
-|  **61-65**  |  **Depleted**  |You gain the [Dazed<wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap> until your next [Rest].| +|  **61-65**  |  **Depleted**  |You gain the **Dazed** <wrap preview>[[:Game_Mechanics:Conditions|Condition]]</wrap> 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>.| |  **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**  |<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].|   +|  **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**  |<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].|   +|  **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**  |<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].|  +|  **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 [Experience]. 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] <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>, 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 <wrap preview>[[:Game Mechanics:Definitions:Target]]</wrap>. 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] <wrap preview>[[:Items]]</wrap>. 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 <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</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 <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Property]]</wrap>.|  
-|  **126-130**  |  **Sickened**  |You gain 2D6 instances of the <wrap preview>[[:Game_Mechanics:Conditions:Nauseated]]</wrap> <wrap preview>[[:Game_Mechanics:Conditions:Afflictions|Affliction]]</wrap>. 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 <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>.|   |  **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 <wrap preview>[[Game Mechanics:Definitions:Target]]</wrap> 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 <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.|   |  **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 <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> 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.|