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 |