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alien-rpg/parts/panic.tex
2026-04-11 21:32:31 +02:00

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\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}