How a PC behaves when they panic depends on their role:
Curious
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.
Friend
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.
Investigator
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.
Problem
The problem will revert to instinct when in a panic. In the round after they hit 0 Calm they must use their special abilities
Victim
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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3 comments:
This is a great idea! Love the Possession still too!
Yeah man, Fantastic.
Does the Investigator's decreased effectiveness manifest as -1 die or is it a narrated situational thing?
After that first round I haven't decided.
Right now it's just a role-playing suggestion
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