Mothership Panic Table (2d10 + Stress) (3d10)

From the amazing rpg Mothership

Roll 2d10 + Stress (usually a value from 1 to 10)

If you just press roll it will not be represented the way the designers intended.

Citation

Mothership RPG by Tuesday Night Games

3d10 Result

3

Laser Focus: Advantage on all rolls for the next 1d10 (Roll 1d10) hours

4-5

Major Adrenaline Rush: Advantage on all rolls for the next 3d10 (Roll 3d10) mins

6-7

Minor Adrenaline Rush: Advantage on all rolls for the next 1d10 (Roll 1d10) mins

8-9

Anxious: Gain 1 Stress

10-11

Nervous Twitch: Gain 2 stress. The nearest crew member also gains 1 stress.

12-13

Cowardice: Gain 1 Stress. For the next 1d10 (Roll 1d10) hours you must make a Fear Save to engage in combat or else flee

14-15

Hallucinations: For the next 2d10 (Roll 2d10) hours you have trouble distinguishing reality and fantasy.

16-17

Crippling Fear: Gain a new permanent phobia. Whenever you encounter this phobia make a Fear Save at Disadvantage or gain 1d10 Stress.

18-19

Overwhelmed: Gain 1d10 (Roll 1d10) Stress

20-21

Rattled: Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 (Roll 2d10) minutes

22

Paranoid: For the next 1d10 (Roll 1d10) days when ever a character joins your group (even if they only left for a short period of time), make a Fear Save or gain 1 Stress

23

Death Drive: For the next Xd10 days (where X=Stress) whenever you encounter a stranger or known enemy you must make a Sanity Save or else immediately attack them

24

Catatonic: Become unresponsive and unmoving for Xd10 minutes (where X=Stress)

25

Broken: For the next Xd10 days (where X=Stress) make a Panic Check whenever a nearby crew member fails a Save.

26

Psychotic: Immediately attack the closest crew member until you do at least 2d10 Damage. If there is no crew member nearby you attack the environment.

27

Compounding Problems: Roll twice on this table.

1: Roll on "Mothership Panic Table (2d10 + Stress)"
2: Roll on "Mothership Panic Table (2d10 + Stress)"

28

Decent Into Madness: Gain 2 new phobias. Your stress cannot be relieved below 5.

Gain a new permanent phobia. Whenever you encounter this phobia make a Fear Save at Disadvantage or gain 1d10 Stress

29

Psychological Collapse: You become permanently, irreparably insane. Your character is now played by the Warden.

30

Heart Attack: Instant Death