Unless otherwise mentioned, all Panics last 10 minutes or until the source of your Stress is removed or destroyed, whichever is sooner.
| 1 | Fight | Attack the source of your Stress or the nearest creature |
| 2 | Flight | 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 |