Unless otherwise mentioned, all Panics last 10 minutes or until the source of your Stress is removed or destroyed, whichever is sooner.

 

1 Flight Attack the source of your Stress or the nearest creature
2 Fight Flee the source of your Stress or blindly for 1d6 Rounds
3 Faint Fall unconscious. 1-in-6 chance of awakening each Round
4 Flail Drop whatever you’re carrying and grapple the nearest ally, refusing to move
5 Freak Scream uncontrollably, prompting Encounter checks each Round
6 Flop The fight goes out of you. Your Grit drops to 0
7 Fail Next Round, immediately do the worst possible thing
8 Fine You’re fine. Completely fine. 1d4 mental slots are permanently filled with Trauma