Panic PDF
Panic PDF
Panic
The game of little
girls running.
Version 0.5
Release notes.
This page actually brings the number of pages above the 20 page limit for this.
Initial rulebook!
Next Release
Rules will be adjusted based on play testing.
More splash art.
Also, better splash art.
May include rules for raising animals and alchemy.
Panic
The game of little
girls running.
Kick*
Kick is a combat skill which has you solidly
connecting your feet with your opponent to Slam*
deal damage. As a melee attack you must be The element of surprise is by and far one of
one square or closer to your target to use the most important tactics when facing a foe
this skill. On a success you kick your with superior strength. Slam allows you to
opponent, dealing 1d4 + ¼ Dexterity damage. send doors, tables, or other objects into the
stalker by slamming the bulk of your weight
Kick has a stamina cost of 1 per use. into it. However, if the object’s weighs too
much you may find yourself unable to move it.
Base Rank: 50% + Strength (See chapter three for rules on weight)
Slam can also be used to force open
unlocked doors you don’t have time to deal
Punch* with, or barrel through some objects.
Punch is a combat skill which has you solidly Although slam has two forms, both are
connecting your fists with your opponent to considered to be combat skills.
deal damage. As a melee attack you must be To use as an attack: If there is a movable
one square or closer to your target to use object in the square between you and your
this skill. On a success you punch your stalker you can slam it into the stalker. Make
opponent, dealing 1d4 + ¼ Strength damage. a slam roll, if it succeeds your stalker may
choose to attempt a dodge. If your stalker’s
Kick has a stamina cost of 1 per use. dodge roll fails, or opts out of a dodge, you
then go on to roll damage. The NW should
Base Rank: 50% + Strength choose an appropriate die size for the
damage roll based on the object hitting the the most powerful attack in the Brawn
stalker, but the standard ¼ Strength bonus domain, and not just in terms of dishing out
should be added to the result, unless the the damage. As a melee attack you must be
object being slammed is too light to deal adjacent to your target to use this skill, tackle
damage. This use of slam gains a 20% cannot be used while engaged in a hold. On
bonus if the stalker is unaware of the PC’s a success you deal 1d6 + ½ Strength
presence. damage, and your opponent is knocked back
Outside of combat: To force open doors, or one square directly away from you.
force aside movable objects, simply roll a
slam check. On a success the obstacle is Tackle has a stamina cost of 5 per use, and
sundered aside, and you may continue the is stamina dependant.
rest of your movement. On a failure you lose
one square of movement, and are then Base Rank: 60% + Strength
permitted to continue your movement,
although the fact that you still have an Throw*
obstacle in your path may cause you to Throw is used to hurl objects at various
reconsider your path of flight. targets. As with slam, if an object is too
heavy you may find yourself unable to throw
Slam has a stamina cost of 3 per use, and is it, otherwise the NW should choose an
stamina dependant. appropriate die size for the damage roll
based on the object hitting the target, but the
Base Rank: 40% + Strength standard ¼ Strength bonus should be added
to the result, unless the object being
Struggle* slammed is too light to deal damage.
Being in a hold can be quite devastating, you Targeting an object: On a success you hit
find yourself unable to move and most skills your target with whatever you are hurling, as
only have half their usual chance to succeed. long as it is within a number of squares equal
The struggle skill is used to escape a hold, to or less than your Dexterity attribute.
and does not take the usual half chance of Targeting a creature: Targeting a creature
success when held. On a success you are no operates similarly to the rules for targeting an
longer held. object, but because of the distance involved
the creature has time to react to the attack.
Struggle has a stamina cost of 1 per use. For every square the thrown object has to
travel the target receives a 5% bonus to its
Base Rank: 50% + Strength dodge skill for the purposes of dodging the
thrown object.
Tackle*
You fly at your opponent and shove the full Throw has a stamina cost of 1.
weight of your body into your stalker,
knocking him back and injuring him. This is Base Rank: 60% + Strength
amount allotted by your speed. On a success
Movement you move one square up the surface you are
climbing, or hoist yourself atop it if you are
Backstep directly beneath a ledge. On a failure you
Backstep is, in a way, an improved version of reduce your remaining speed by one and
the dodge skill. Backstep is used in reaction automatically attempt to use the skill again
to a melee or ranged attack and does not as failure in this skill represents using a
use up your skill use for your turn. On a particular amount of stamina rather than an
success you evade your stalker's attack and outright failure to climb. If you run out of
suffer no damage, in addition you may move stamina while climbing you immediately fall.
into one adjacent unoccupied square. This If your turn begins and you are in the middle
movement does not count towards your total of ascending a surface you may opt to hang
allotment determined by your speed. on the surface rather than continue to
ascend, no roll is required for this and this
Backstep has a stamina cost of 5 per use, action does not use any stamina.
and is stamina dependant.
Climb has a stamina cost of 1, and is
Base Rank: 60% + Dexterity stamina dependant.
Climb Dive
The climb skill allows you to climb up vertical Dive is a skill that sees you leaping into the
surfaces, assuming there are hand holds or ground, often to avoid being injured. This skill
foot holds (whether natural or manufactured) can be used as your skill for a given turn, or
to aid your assent. Climbing a rope with a in reaction to a ranged attack, falling debris,
wall to brace against makes the task explosion, or other similar effect. If used as a
particularly easy, and under such reaction it does not count as a skill use.
circumstances you will gain a 25% bonus to When you use this skill you jump into a
this skill. This skill does not count as a skill square up to two squares away and land
use, however each square traveled with this prone on the ground. This movement does
skill counts against your movement, and the not count towards your total amount of
skill may be used multiple times as long as movement allotted by your speed. On a
the distance traveled does not exceed the success, if this movement brought you
outside of the range of the effect you were Base Rank: 100% + Dexterity
diving away from you take no damage (a
ranged attack, such as from a pistol, is Sneak
considered to have a range of the square This skill is used to be sure that you muffle
you dove from). On a failure you are injured the sounds of your passage. Sneak must be
during your dive, while you still move to the used at the beginning of a turn, before taking
destined square and land prone you take full any movement. Your speed is reduced to
damage from the effect you dove away from. three squares while sneaking, but sneak
does not count as your skill use. Using any
Dive has a stamina cost of 1, and is stamina other skill while sneaking results in a 25%
dependant. penalty to that skill. On a success your
physical movements and actions are
Base Rank: 40% + Dexterity particularly quiet this turn, your stalker is
unable to hear you.
Dodge
Dodge is purely a reaction skill, and is your Sneak has a stamina cost of 0.
primary defense against your stalker. Dodge
does not count as a skill use. When targeted Base Rank: 50% + Dexterity
by a melee or ranged attack you may opt to
make a dodge roll. On a success, you evade Swim
the attack and take no damage. Unlike other This skill is used to move across, or
movement skills, dodge can be used while underneath, a body of water. This skill does
held, albeit it operates at half its usual not count as a skill use, however each
chance at success. square traveled with this skill counts against
your movement, and the skill may be used
Dodge has a stamina cost of 1. multiple times as long as the distance
traveled does not exceed the amount allotted
Base Rank: 50% + Dexterity by your speed. This skill receives a 25%
penalty for traveling underwater. On a
Jump success, you travel one square in the desired
This skill is used to leap forward, soaring direction. On a failure you reduce your
over pits and chasms. Because of the time it remaining speed by one and automatically
takes to get into motion, jump, land and attempt to use the skill again as failure in this
regain balance, jump replaces normal skill represents using a particular amount of
movement and counts as your skill use. stamina rather than an outright failure to
Jumping into an adjacent square uses jump's swim. If you run out of stamina while
normal chance of success, but for every swimming, you fall (or remain) under the
square beyond the first you wish to jump the surface of the water and begin to drown,
skill receives a 20% penalty. On a success, losing five health per turn, you do not regain
you land in the targeted square. On a failure stamina while drowning. If your turn begins
you fall short of your target by one square, and you are in the middle of swimming
plus another square for every 20% you failed across the surface of a body of water you
the check by. A failure also means that you may opt to tread water rather than continue
land prone. to swim, no roll is required for this and this
Jump has a stamina cost of 1. action does not use any stamina.
Swim has a stamina cost of 1, and is stamina
dependant. Base Rank: 70% + Dexterity
Disable Know
This skill is used for picking simple locks, It is said that knowledge is power, in Panic it
disengaging security cameras, disabling is at very least a utility. Know represents your
traps or other similar actions. Many objects overall accumulated knowledge and can be
are too complex to disable, but being able to used in a number of different situations, such
take care of the small stuff definitely paves as looking at a text and realizing that the
the path to safety. On a success, if the object foreign language it's written in is Latin,
can be disabled, it is disabled. On a failure remembering that the people of Innsmouth
the object is not disabled, and the player are said to be inbred and disfigured, or
must make a know check at a 50% bonus. If simply knowing the Konami code. Rather
the know roll is failed and it is not visually than the player declaring that she is using
obvious that the disable attempt failed, then this skill the NW generally calls for it, and
the character is unaware that she failed the because it is a passive trait it does not count
disable attempt. as a skill use. On a success, you know the
information at stake. On a failure, you do not.
Disable has a stamina cost of 0. A player cannot simply attempt to use this
skill in successive rounds as the information
Base Rank: 0% + Wisdom will not spontaneously appear or disappear
from her character's mind.
Hide
Sometimes your body simply won’t allow you Know has a stamina cost of 0.
to run any further, and when it comes to this
it's often time to hide. In order to utilize this Base Rank: 25% + Wisdom
skill you need something to hide in, under, or
behind which will hide all or most of your Search
body from view. A success means that you This skill allows you to find objects that are
have hidden your body, are able to remain obscured or hidden from view. In order to
perfectly still, and control your breath so as use this skill you target an object, wall, or
not to be heard. A failure means that not all particular square to search. On a success,
of the above elements have been met and you find anything of note.
your Stalker will be able to find you as if you
weren't hiding at all. Note that this skill does Search has a stamina cost of 0.
not make you invisible, if you hide under a
bed and your stalker happens to look Base Rank: 25% + Wisdom
beneath the bed you will be seen. Likewise, if
he sees you crawl underneath the bed he will
Use
know where you have hidden. Many mechanical objects are quite foreign
and complex to a child, this skill allows them
Hide has a stamina cost of 0. to analyze and get the gist of how to use
such objects. On a success, you've figured
out, more or less, how to use the contraption
you are analyzing and may use it in future of the weapon (See chapter four for more
turns (though who is to say just how information on weapons).
proficiently?). On a failure the object requires
further study. Failing five times or more on a The stamina cost of this skill depends on the
particular contraption means that its use is weapon being wielded.
completely beyond you.
Base Rank: 40% + Wisdom
Use has a stamina cost of 0, although putting
what you’ve learned into practice may result Weapon-Ranged
in a loss of stamina. Your feet and fists are natural extensions of
your body, this skill allows you to think of
Base Rank: 10% + Wisdom weapons the same way. Weapons-Ranged is
actually a collection of three separate skills.
Weapon-Melee Primitive: Bows, crossbows and darts.
Your feet and fists are natural extensions of Guns: Pistols and Shotguns.
your body, this skill allows you to think of Rifles: Rifles.
weapons the same way. Weapons-Melee is Skill points for this skill are not assigned to
actually a collection of three separate skills. Weapon-Ranged, but to one of the three
Blades: Weapons which are made for above categories.
slashing. On a success, you strike your opponent and
Spears: Weapons which are made for deal damage depending on the type and size
piercing. of the weapon (See chapter four for more
Clubs: Weapons which are made for information on weapons).
bludgeoning.
Skill points for this skill are not assigned to Weapon-Ranged has a stamina cost of 0.
Weapon-Melee, but to one of the three
above categories. Base Rank: 20% + Wisdom
On a success, you strike your opponent and
deal damage depending on the type and size
those of you using the metric system a
Chapter three square should consider a square to be a
Elements. metre, and those of you using more archaic
forms of measurement should consider a
Panic is a game consisting of a number of square to be five feet. You cannot move into
elements which work together in order to or through the square of a hostile opponent,
create a functioning system. This chapter will unless he is unconscious, bound, or
go over a number of these elements and otherwise disabled.
explain how they fit into the game.
Speed
Role-playing Your speed determines how many squares
Panic has no rules for social skills, as such you can move. Most humans (including
all dialogue including deceit, intimidation and children over five and stalkers) have a speed
diplomacy should be role played between the of 5.
players and the NW.
Health
Turns Health is a meter to determine how much in
You are probably familiar with taking turns in the way of injuries a character can take
games such as monopoly, but in an RPG like before dying. Each point of damage a
panic they function somewhat differently. A character takes reduces her health by an
turn is often more of a measurement of time identical amount until the character reaches
than a true turn, and in the case of panic it 0 or fewer health, at which point she is dead.
represents six seconds of time passing. A character can regain health naturally at the
Often this time glazes over quite rapidly, rate of one point per hour, or more rapidly
sleeping takes about 3600 turns but is not through the use of medical supplies
acted out turn by turn and is, in fact, (accompanied by a successful use of the use
generally reflected with the phrase ‘you skill), and finally from the use of alchemical
awake eight hours later’. All PCs, and NPCs items. However, regeneration of health and
essentially act at the same time unless ‘the mundane medical items cannot raise one’s
chase’ has begun, in which case each health above its starting level. As a character
character’s turn is dealt with separately for is injured she also suffers penalties to her
the sake of simplicity. During a turn a brawn and movement skills, as shown on the
character may move up to her speed and chart below.
use one skill. 50-41 Healthy -5%
40-31 Injured -10%
30-21 Staggered -15%
Squares 20-11 Dying -25%
Squares are simply the term for an
10-01 Unconscious Unconscious
indeterminate amount of space and are used
to determine who can hit who, how far you Panic
can move, and whether or not the place you This is another meter to determine how much
are standing is in jeopardy. It may be helpful in the way of fear and psychological trauma a
to imagine that the world is covered by an character can endure before panicking,
enormous grid that only the NW and players fainting, or going into cardiac arrest. Events
can see, one that the PCs and NPCs of the which startle, scare, or otherwise traumatize
world are oblivious to. For simplicity’s sake, the character will cause her to gain panic. It
is also worth noting that each point of character who has fallen unconscious as a
damage a character receives causes her to result of damage to health will only awaken
gain two points of panic. Panic does fade when and if her health returns to a number
over time, if a minute passes without a chase greater than ten. If a character has fallen
or increase in panic taking place the unconscious as a result of panic then she will
character begins to lose panic at the rate of remain so for one hour, although taking so
one point of panic per turn, to a minimum of much as a single point of damage will also
zero panic. A character whose panic level revive her. A character awakening from a
exceeds 100 faints, and will not regain panic induced spell of unconsciousness
consciousness until her panic returns to 0. A returns to the waking world with sixty less
character will not gain panic while panic, to a minimum of zero. That being said,
unconscious, but if something traumatic whatever awakens her may, in and of itself,
enough to bring a character’s panic to 120 or induce some additional panic.
higher she will die of cardiac arrest. Each
point of panic a character accumulates can Asphyxiation
bring her into different stages of terror, each A character who finds herself unable to
applying penalties and bonus to skills as breathe will lose health at the rate of five
listed on the chart below. points per turn, until she is able to breathe
00-09 Content No change
once more.
10-19 Startled +5% Movement + Brawn
20-39 Frightened +10% Mov+Bra -5% Utility
40-59 Scared +15% Mov+Bra -10% Utility
60-79 Terrified +5% Mov+Bra -15% Utilityy Falling
80-99 Overwrought Must flee. Can only use mov skills,
failure causes her to fall prone. For every two squares a character falls she
takes five damage. If some unlucky soul is
Stamina unfortunate to find herself underneath a
This is the final meter in panic, and it falling object she will take five damage for
determines how much a character can every two squares the object fell, and may
accomplish before she becomes fatigued. An find herself trapped beneath the object
action requiring a certain amount of physical afterwards.
exertion will reduce stamina; at zero stamina
a character receives a 15% penalty on all
skill checks and similar rolls, and skills Weight
marked as stamina dependant simply cannot A character can carry an assortment of
be used. As luck would have it, stamina too objects weighing up to ten times her strength
regenerates. A character regains a point of in pounds. She may push or slam up to twice
stamina at the beginning of her turn, as long this number.
as she has not lost any stamina since the
beginning of her previous turn. Prone
When a character lands prone on the ground
Unconsciousness her speed is reduced to two as she herself is
If your character falls unconscious she will reduced to crawling. She may stand, but
generally remain so for a number of hours, or doing so counts as both a skill action and
until revived by another character. A three squares of movement.
which has caused you to lose stamina since
Chapter 4 the beginning of your last turn, you gain a
The Chase.
. point of stamina at the beginning of your turn.
Panic, on the other hand, does not
As soon as the stalker and the PC encounter regenerate during the chase except under
one another, the chase begins. The chase is certain circumstances.
often referred to as combat in similar gaming
systems, however in Panic combat is lumped Combat Skills
together with running and hiding from the The most common skills to be exchanged
stalker, hence the change in name. during the chase are combat skills. These
During the chase the PC and the stalker take skills are marked with asterisks on the
alternating turns to use their movement and character sheet to make them readily
skills. The first part of the chase is to identifiable. Combat skills can be divided into
determine who gets the first turn, both the three basic categories, melee skills, ranged
stalker and the PC roll 1d% and add their skills, and evasive skills.
respective dexterity scores, whoever comes Melee skills are used for close quarters
out with the highest number is permitted the combat and require you to be in a square
first turn. adjacent to your opponent to use them.
On your turn you are permitted to up to one Using a melee skill generally follows this
skill (or more if you use a skill which explicitly sequence: The skill to be used is declared.
states that it does not count as a skill use) The target then declares whether he/she
and move a number of squares up to your wishes to use an evasive skill. The
speed. Your skill may be used at any point percentiles are rolled to determine success in
during, before, or after your movement, as the skill, if the target chose to use an evasive
long as you are permitted to use the skill in skill it is rolled at the same time. If the melee
whatever square you use it in. Some skills, skill roll indicates a success (as long as any
such as jump, cannot be used if you have opposing evasive skills failed) damage is
moved during your turn, so be careful when rolled based on the skill or weapon being
planning out your turn. used and this damage is dealt to the target's
A character is unable to use movement or health.
skills which cause movement while held, and Ranged skills are used when there is one or
all skills except for struggle and head are half more squares separating the combatants.
as likely to succeed. Some ranged skills have a maximum amount
You may also choose to prepare a skill for of distance they can be used from, so make
use if certain conditions are met. For sure your opponent is close enough before
instance, if a character's stalker is five declaring the skill. Using a ranged skill
squares away she may decide to prepare her generally follows this sequence: The skill to
dive, in order to do so she must state the skill be used is declared. The target then declares
she is preparing and condition which she is whether he/she wishes to use an evasive
preparing the skill for, such as 'when my skill. The percentiles are rolled to determine
stalker is adjacent to me'. In this example, success in the skill, if the target chose to use
were her stalker to move adjacent to her she an evasive skill it is rolled at the same time. If
would then be able to dive even though it is the ranged skill roll indicates a success (as
not her turn. You cannot prepare movement. long as any opposing evasive skills failed)
Much like when not engaged in a chase, if damage is rolled based on the skill or
you have not engaged in any action or skill
weapon being used and this damage is dealt The chase ends when the PC has lost the
to the target's health. stalker, when the PC is killed by the stalker,
Evasive skills are used when you are or when the PC dies.
declared the target of an attack which you
wish to defend yourself against. You roll to Weapons
determine whether or not you succeed at Both stalkers and characters may come
evading the attack at the same time as your across objects they can use as weapons
attacker rolls to determine whether or not during the scenario. Weapons use the
his/her attack strikes you. On a success, you appropriate weapon skill (Melee Blades,
take no damage and any additional effects Melee Spears, Ranged Rifles, etc.) to
from the combat skill targeting you are not determine its chance of successfully striking
applied. the target, but it is the weapon itself that
To determine which of the above categories determines just how much damage is dealt.
your skill applies to, simply read its entry in Melee weapons deal damage primarily
the skill chapter. Some skills also have based on their size, while ranged weapons
effects above and beyond dealing and deal damage dependant on the type of
avoiding damage, these are applied weapon being used. The chart below can be
immediately after damage or damage used to determine how much damage a
evasion. weapon should deal, and how much stamina
The NW may rule that certain conditions can it takes to use. Weapons with a stamina cost
adjust the odds of your attack hitting your are stamina dependant. Except for rifles,
opponent, such as foul winds causing arrows ranged weapons can only fire accurately
to go astray, and add a penalty or a bonus to enough to hit if the target is within a number
combat skills he feels appropriate to the of squares away equal to the character’s
situation. Note that no matter how dexterity score.
phenomenal some attacks may seem, they
generally can't travel through walls.
Slow Weak
The stalker is exceptionally slow. Physically, The stalker may be frightening, but he’s not
that is. His speed is reduced by one. particularly strong. He applies one quarter
less of his strength when calculating bonus
damage from an attack.
Besides, when the environment is relatively
Chapter Six closed off it should make it substantially
Nightmares. easier to map out.
Environment
Leading up to the great chase the scenario
could take place anywhere, often it will see
the character simply living her life as the plot
begins to advance towards the encounter
with the stalker. For the actual game of cat
and mouse, however, it is suggested that the
character should be trapped in a relatively
closed environment, with little or no people
besides the stalker along with her. A
shopping mall after business hours, a trap
riddled castle, a mansion where the exits
have been sealed off, a ship at sea, all these
are examples of closed environments. Being
trapped and alone helps to create the feeling
of vulnerability panic strives to create.