\section{Panic} \begin{center} \begin{minipage}[t]{0.46\textwidth} \subsection{Stress Level} Your stress level starts at zero and increases during play: \begin{itemize}[leftmargin=*] \item You \textbf{push} a skill roll. \item You or a nearby PC suffers certain stress/panic responses. \item A nearby NPC panics. \item You fire a 2nd or 3rd burst of full auto fire. \item You become fatigued. \item A crew member attacks you. \item Someone nearby is revealed to be an android. \item Any unnerving encounter (GM discretion). \end{itemize} \subsection{Panic Roll} Make a panic roll when: \begin{itemize}[leftmargin=*] \item You witness a PC become \textbf{broken}. \item You see a Xenomorph \textbf{for the first time}. \item A Xenomorph comes within \textbf{Adjacent range}. \item You witness a PC suffer certain \textbf{panic responses}. \item A \textbf{truly horrifying event} occurs (GM discretion). \end{itemize} \textbf{Roll:} D6 + Stress Level -- Resolve. Consult the table on the right. \subsubsection{More Panic} If you're already suffering a panic response and must make another panic roll, you suffer \textbf{both responses} if possible. If incompatible, the higher result takes precedence. Same result = use next higher response. \vspace{10pt} \subsection{Stopping Panic} Ongoing panic responses end when: \begin{itemize}[leftmargin=*] \item Another character in speaking range makes a \textbf{COMMAND roll} (full action in combat). \item You become \textbf{broken}. \item \textbf{One stretch} passes. \end{itemize} \vspace{10pt} \subsection{Relieving Stress} For every \textbf{stretch} spent resting in a \textbf{safe area}: \begin{itemize}[leftmargin=*] \item Stress level \textbf{--1}. \item Remove one \textbf{stress response} of your choice. \end{itemize} You cannot make skill rolls while resting. \end{minipage} \hfil \hspace{30pt} \begin{minipage}[t]{0.46\textwidth} \subsection{Panic Response Table} \textbf{Roll:} D6 + Stress Level -- Resolve \vspace{5pt} \rowcolors{1}{tablecolor1}{tablecolor2} \begin{tabular}{|P{0.08\textwidth}|m{0.82\textwidth}|} \hline \rowcolor{tableheader} {\color{white}\textbf{Result}} & {\color{white}\textbf{Response}} \\ \hline $\leq$0 & \textbf{Keeping Cool.} No effect. \\ \hline 1 & \textbf{Spooked.} Stress +1 for you. \\ \hline 2 & \textbf{Noisy.} Nearby enemies are automatically alerted. \\ \hline 3 & \textbf{Twitchy.} Make an immediate supply roll (air, ammo, or power -- GM's choice). \\ \hline 4 & \textbf{Lose Item.} Drop a weapon or item (GM's choice). Quick action to pick up. \\ \hline 5 & \textbf{Paranoid.} Cannot give or receive help on skill rolls. \\ \hline 6 & \textbf{Hesitant.} Automatically get \#10 initiative card. \\ \hline 7 & \textbf{Freeze.} Lose your next turn. No interrupt actions until then. \\ \hline 8 & \textbf{Seek Cover.} Immediately take full cover (interrupt). Stress --1, but lose next turn. If open zone, Scream instead. \\ \hline 9 & \textbf{Scream.} Lose next turn, no interrupt actions. Stress --1, but every friendly PC in zone makes a panic roll. \\ \hline 10 & \textbf{Flee.} Move away from the source (interrupt). Stress --1, allies in starting zone get stress +1. Must keep fleeing until safe. \\ \hline 11 & \textbf{Frenzy.} Attack the nearest creature, friend or foe. All friendly PCs in zone make panic roll. Fight until you or target is broken. \\ \hline 12+ & \textbf{Catatonic.} Collapse. Cannot move or act until panic stops. \\ \hline \end{tabular} \vspace{10pt} \subsection{Mental Trauma} If you rolled \textbf{9 or higher} on a panic roll during a session, roll \textbf{Empathy} (attribute only, no skill, cannot push) after the session. On failure, roll D66 for a permanent mental trauma. \end{minipage} \end{center}