Sunday, October 1, 2017

Panic Modes

Panic Modes occur when a Demon City character is at exactly 0 Calm. (Not negative calm--at that point total ineffectiveness kicks in, but since you lose 1 Calm point at a time, you will always pass this point on your way to negative calm.)

How a PC behaves when they panic depends on their role:


The curious character's panic will come in the form of fascination. In addition to this general role-playing prompt, in the round after they hit 0 Calm they must try to find out something new about the situation they're in.


When in a panic, the friend character's loyalty will override everything and they'll try to get whichever character they are most loyal to (or one of the characters they are most loyal to) out of the situation. In addition, they must spend the next round after they hit 0 Calm trying to get their friend out of the situation.


Used to relying on method, and here for practical reasons, the investigator in a panic is simply less effective. In addition, they must spend the next round after they hit 0 Calm either fleeing or acting with only 1 die.


The problem will revert to instinct when in a panic. In the round after they hit 0 Calm they must use their special abilities


The victim in a panic is energized. In the round after they hit 0 Calm they will act with 1 additional die if it is against the entity or entities they believe to have hurt them, and will keep that die for that purpose until the menace is defeated or driven off.
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Unknown said...

This is a great idea! Love the Possession still too!

Maxwell Arnold said...

Yeah man, Fantastic.

Does the Investigator's decreased effectiveness manifest as -1 die or is it a narrated situational thing?

Zak Sabbath said...

After that first round I haven't decided.

Right now it's just a role-playing suggestion