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Stress and Panic
Gaining Stress
There are a number of ways to gain stress such as:
- Failing a save against fear when witnessing psychic phenomena
- Facing deathly trouble
- Any time you or your ship takes the first hit in an encounter
- Certain creatures or enemies
- Getting knocked unconscious
- Going 24 hours without rest
Relieving Stress
Getting rid of Stress is a lot like regular recovery.
A full day of rest recovers 1 Stress. If the character has access to pills, gambling or other vices they reduce 1 Stress additionally.
If the character is being attended by someone with the Religion, Artist or Psychology skill they recover an additional two Stress per skill level of the attendant.
Additionally circumstances that may reduce Stress:
- Escaping deathly trouble
- Docking at a safe harbor
- Festivals, rituals, birthdays or celebrations
- Earning a deeds point
Maxing Out Stress
What happens when I max out my Stress?
Save against your Stress. If you fail, roll 2d10+StressOverMax on the Panic table.
Panic Table
| Roll | Effect |
|---|---|
| 2-3 | Laser Focus: Advantage on all rolls for the next 1d10 hours |
| 4-5 | Major Adrenaline Rush: Advantage on all rolls for the next 3d10 mins |
| 6-7 | Minor Adrenaline Rush: Advantage on all rolls for the next 1d10 mins |
| 8-9 | Anxious: Gain 1 Stress |
| 10-11 | Nervous Twitch: Gain 2 stress. The nearest crew member also gains 1 stress. |
| 12-13 | Cowardice: Gain 1 Stress. For the next 1d10 hours you must make a Fear Save to engage in combat or else flee |
| 14-15 | Hallucinations: For the next 2d10 hours you have trouble distinguishing reality and fantasy. |
| 16-17 | Crippling Fear: Gain a new permanent phobia. Whenever you encounter this phobia make a Fear Save at Disadvantage or gain 1d10 Stress. |
| 18-19 | Overwhelmed: Gain 1d10 Stress |
| 20-21 | Rattled: Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes |
| 22 | Paranoid: For the next 1d10 days whenever a character joins your group (even if they only left for a short period of time), make a Fear Save or gain 1 Stress |
| 23 | Death Drive: For the next Xd10 days whenever you encounter a stranger or known enemy you must make a Sanity Save or else immediately attack them |
| 24 | Catatonic: Become unresponsive and unmoving for Xd10 minutes |
| 25 | Broken: For the next Xd10 days make a Panic Check whenever a nearby crew member fails a Save. |
| 26 | Psychotic: Immediately attack the closest crew member until you do at least 2d10 Damage. If there is no crew member nearby you attack the environment. |
| 27 | Compounding Problems: Roll twice on this table. |
| 28 | Descent Into Madness: Gain 2 new phobias. Your stress cannot be relieved below 5. Gain a new permanent phobia. Whenever you encounter this phobia make a Fear Save at Disadvantage or gain 1d10 Stress |
| 29 | Psychological Collapse: You become permanently insane. |
| 30 | Heart Attack: Instant Death |
Related
- Advancement
- Healing and Recovery
- Space Combat
- Night Voice (psychic power that interacts with stress)