Fear and Panic
1.1 (Terminus Edition)Core Mechanic
Roll d100 equal to or below the relevant skill. In opposed tests, a success beats a failure, the higher success wins, and the higher roll wins if both sides fail; doubles are critical.
Best For
One-shots and short horror campaigns about ordinary people, especially groups converting existing d100 scenarios and wanting lethal conflict without tactical maps.
Highlights
Player-triggered Fear turns frightening moments into a resource for desperate actions such as rerolls or rapid investigation. One opposed Violence roll compares Fight or Flee against Menace and Escape, producing injuries, displacement, capture, or death without hit points. Scars persist between adventures and exchange one capability for another, making survival change characters mechanically.
Considerations
Fear gain relies on players deciding when their characters are scared, so the economy depends on shared genre judgment. Violence can end in death after one opposed roll, with simultaneous resolution, no tactical maps, and no hit points. Traits and campaign-specific skills are open-ended, leaving their scope and balance to GM adjudication.
Third-Party Publishing
Licensed rulebook text may be shared and adapted, including commercial hacks and adventures; attribution and required Creative Commons notices apply.
Summary only, not legal advice. Check current terms before publishing.