Mothership Homebrew

Instant Panic Effects

Whenever you fail a Panic check choose an immediate response of fight, flight, or freeze, in addition to the normal effect.

Fight: You instinctively attack the source of your fear without coordination or consideration of the situation. You must fight for 1d5 rounds or until the source of your panic is killed or flees.

Flight: You flee the immediate source of your fear at full speed for 1d5 rounds or until you feel you have reached safety. You are heedless of other danger while you do so.

Freeze: You freeze in place unable to act for 1d5 rounds or until the source of your panic is no longer present.

An ally can try to snap you out any of these conditions with an action, for which you immediately roll a Fear save, breaking out of the condition on a success.

Players always get to choose which effect when they panic, and it can be different each time.

NPC Stress and Panic To track Stress for an NPC make four checkboxes or circles. Whenever an NPC would gain Stress (from a failed roll, or just from an encounter) mark a box. Each box counts as five Stress, so if they need to make a Panic check they will be rolling against 5/10/15/20. If they Panic, choose one of the instant effects above, then reset their Stress boxes.

Learning from Failure

If you fail a check while using a skill, put a mark by that skill (including skills you have no training in). The next time you would use that skill for any reason, gain an additional +5 bonus, then erase the mark.

Chases

PCs decide an action to take on a chase round as usual, it is also assumed they are running to chase or flee unless otherwise noted. PCs can chase or flee for a number of rounds equal to 1 + 1 for every 10 points in their Body save. This amount may be modified by certain drugs or cybermods according to the Warden. After this, they are temporarily exhausted, and make checks and saves with disadvantage until they rest for at least 10 minutes. If the chase goes 10 rounds or more without resolution, PCs must make a Body save each round or collapse, unable to go on until they rest. This might also apply to NPCs (rolling Instinct), if they are human or similar.

If a PC critically fails a roll during a chase they have suffered an accident, taking 1d10 damage in addition to any other effects of a critical failure. If they critically succeed, They get a second wind, gaining another round they can run without suffering a penalty.