Table Talk: Mothership's Panic Table

I’m planning to have unique Panic Tables for all six classes in Stranger Stars, my work-in-progress Mothership total conversion mod, which begs the question: What in the standard Mothership Panic Table is good? What’s bad? Can you write a whole blog post that is just a review of a single table?

That’s right. This is a review of all 20 entries on the Mothership Panic Table.


1 ADRENALINE RUSH. [+] on all rolls for the next 2d10 minutes. Reduce Stress by 1d5.
2 NERVOUS. Gain 1 Stress.
3 JUMPY. Gain 1 Stress. All Close crewmembers gain 2 Stress.
4 OVERWHELMED. [-] on all rolls for the next 1d10 minutes. Increase Minimum Stress by 1.
5 COWARD. Gain a new Condition: You must make a Fear Save to engage in violence, otherwise you flee.

#1 - Adrenaline Rush: 9/10
This one is great. It’s nice to have a blend of mostly bad but occasionally good panic effects, and this effect is the Panic Table’s equivalent of a critical success. I love how it’s immediate and time limited. You need to make use of this unexpected boon or you’ll lose it soon.

#2 - Nervous: 1/10
This one is a stinker! Getting nervous is not panicking. It simply increases your chance of panicking on future Panic checks by 5%. I am not a fan of effects that don’t stand up to the “oh shit” moment of failing a Panic roll, and this is a great example of that. This one takes what should be an exciting moment and lets it fizzle out. At the very least, I’d change this to “Gain 1 Stress. Increase Minimum Stress by 1.”

#3 - Jumpy: 6/10
This one does what I imagine Nervous wishes it could. It’s still not all that exciting, but it represents a quick, momentary panic well and spreading the Stress around to the party begins the snowball rolling towards more dramatic compounding failures down the line.

#4 - Overwhelmed: 8/10
This one is great, the inverse of Adrenaline Rush with the added gut punch of raising your Minimum Stress. This is about as bad as things can get in this first quarter of the table, and I love to see that.

#5 - Coward: 4/10
We see our first Condition here - longer lasting effects typically requiring treatment to remove. That makes this one a big hit but only in combat situations - which many players work to avoid. I would like this effect more if it was able to adapt itself more to the situation the PC was in when it triggered. If critical failing to hack a computer is what made you panic, it feels out of left field to have this be your resulting panic effect. Something like “You must make a Fear Save to engage in the activity that caused you to panic, otherwise you automatically fail” would be better - and could lead to more interesting situations!

6 FRIGHTENED. Gain a new Condition: When encountering what frightened you, make a Fear Save [-] or gain 1d5 Stress.
7 NIGHTMARES. Gain a new Condition: Sleep is difficult, gain [-] on Rest Saves.
8 LOSS OF CONFIDENCE. Gain a new Condition: Choose one Skill and lose that Skill’s bonus.
9 DEFLATED. Gain a new Condition: Whenever a Close crewmember fails a Save, gain 1 Stress.
10 DOOMED. Gain a new Condition: You feel cursed and unlucky. All Critical Successes are instead Critical Failures.

#6 - Frightened: 6/10
This effect is better, for exactly the reason I did not like the last one much - it adapts to the variety of panic-inducing situations! The negative here is that this feels more like “trauma” to me than “panic,” and it may not have any immediate effect on the scene. It’s hard to visualize how the PC is expected to panic in the moment immediately after rolling this effect.

#7 - Nightmares: 2/10
Again, this one feels more like trauma to me than panic. Also, how often are people playing out their PCs sleeping? In one shot play (which is common in Mothership), you will likely never see this negative come into play at all. Thematically, it’s fun for campaign play, but it’s not really panicking and easy for many tables to miss entirely.

#8 - Loss of Confidence: 7/10
I like this one - you fail, you panic, and you lose confidence in the skill you thought you had but failed to deploy when it was needed most. I have to assume the intent here is that you would choose a skill involved with the panicking as the one you lose, but if I was rewriting this one, I’d make that explicit here (similar to Frightened calling out what frightened you).

#9 - Deflated: 3/10
This one is too passive and mopey for something befitting of the term “panic.” It adds to the eventually cascading failure but is easy to forget/overlook during play, isn’t immediately pressing, and is hard to visualize how it plays out in the moment. Maybe it’s just the “I don’t even wanna be around anymore…” sketch from I Think You Should Leave?

#10 - Doomed: 8/10
This one’s got the juice. I can envision how to play this out in character. It effects all rolls going forward and has this nice blend of mechanically backing up the PC’s belief that everything that could go well is instead going to go wrong. I dig it!

11 SUSPICIOUS. For the next week, whenever someone joins the crew (even if they only left for a short period of time), make a Fear Save or gain 1 Stress.
12 HAUNTED. Gain a new Condition: Something starts visiting the character at night. In their dreams. Out of the corner of their eye. And soon it will start making demands.
13 DEATH WISH. For the next 24 hours, whenever encountering a stranger or known enemy, make a Sanity Save or immediately attack them.
14 PROPHETIC VISION. Character immediately experiences an intense hallucination or vision of an impending terror or horrific event. Increase Minimum Stress by 2.
15 CATATONIC. Become unresponsive and unmoving for 2d10 minutes. Reduce Stress by 1d10.

#11 - Suspicious: 2/10
This one is so much preamble for so little payoff. It’s that Vince McMahon meme but if in the last frame, he was asleep instead of flipping backwards out of his chair. “For the next week…” - Wow, that’s big! “Whenever someone joins the crew…” - Interesting! “Even if they only left for a short period of time…” - oh wow, so like you are worried it’s an impostor or something? Cool! “Fear Save or gain 1 Stress” - Oh… that’s it? I’d rework this one to have that final mechanic punch hit a lot harder: “Fear Save or choose to either immediately fight them or flee from them.”

#12 - Haunted: 7/10
I love what this one is going for, even though I don’t love the way it employs it. Again, we’ve got “at night” and “in your sleep here” - times that may occur mostly outside of play for a lot of tables. “Out of the corner of their eye” is where it starts cooking with gas, and it hits hard at the end with this newfound visitor making demands. I love how open-ended this one is - again, I just wish it was given more immediacy to the scene at hand. I’d rewrite this to have this visitor appear NOW and then continue to haunt the PC and make demands as the session/campaign continues. I love how big of an implication this could have on the character (and possibly the party/campaign as a whole) down the line though.

#13 - Death Wish: 5/10
I’m back and forth on this one. I enjoy a lot of the dramatic/tense situations it creates, but I don’t love how it gets there. The Sanity Save elements here makes this feel like one of Mothership’s thankfully few “oh no, you’re cRaZy now!” moments - though I could see it being there because Sanity Saves are, at least in my experience, generally rare and they wanted to get one in here somewhere. I’d rather have seen the Sanity Save included as part of Haunted if it had to be somewhere and have this be renamed something like “Paranoid” (which has its own mental health baggage, though it’s also a fairly generally used term) and given a Fear Save attachment. I’d have to think on it a bit if I was rewriting - it just doesn’t land well for me as is.

#14 - Prophetic Vision: 8/10
This one rules - but again, there’s a bit of a dissatisfaction I have with it. I love that the vision could be a real vision or a mere hallucination. As a Warden, I would gladly use this is a new tool in my toolbox depending on the scenario I am running the crew through. The visions being true and false are both equally juicy depending on the situation. My dissatisfaction comes in the final sentence. The Minimum Stress increase here feels like a tacked on bit of mechanical harm (because we are getting higher on the table) that doesn’t quite match up with the rest of the effect. Either, the effect should be a Condition where visions are a long-lasting, semi-regular occurrence for this character now and because of that their minimum stress is raised OR have the vision moment be a one-off that lives entirely in the moment and at the table’s discretion. Still, high points from me for giving the Warden and the player something dramatic to run with.

#15 - Catatonic: 1/10
I’m not a fan of mechanical effects that remove a player from the action for potentially long periods of time without some aspect of their say in the matter (outside of like larger fail states like death or something since that typically has a longer runway and should be reasonably telegraphed by the Warden). This one, especially for being so high on the table, is just uninteresting as the player who rolled it. I’d almost rather roll anything else on the table. I’d enjoy it a lot more if it gave me a choice: “Become unresponsive and unmoving for 2d10 minutes or take 1d5 Stress and Panic Check after your next action.” Something where the player is electing to sit the next 2d10 minutes out to relieve Stress, hoping their allies can keep them safe in that time OR they choose to push through and make a big swing in the moment, knowing things will likely end up even worse.

16 RAGE. [+] on all Damage rolls for the next 1d10 hours. All crewmembers gain 1 Stress.
17 SPIRALING. Gain a new Condition: Panic Checks are at [-].
18 COMPOUNDING PROBLEMS. Roll twice on this table. Increase your Minimum Stress by 1.
19 HEART ATTACK / SHORT CIRCUIT (ANDROIDS). Reduce Maximum Wounds by 1. Gain [-] on all rolls for 1d10 hours. Increase Minimum Stress by 1.
20 RETIRE. Roll up a new character to play.

#16 - Rage: 7/10
This is a cool one because while it is likely beneficial to the PC personally, it harms the party in the long run. I’d love to see it go further than simply handing out 1 Stress - at the point where at least one PC has 16 Stress in order for this to activate, 1 Stress is going to feel like a drop in the bucket. Perhaps “all Nearby crewmembers Fear Save or flee from their ally, afraid they will turn their rage on their own crew.” I’m hoping for something a big flashier here in this last quarter of the table. If you are rocking Stress levels this high, things are beyond bad - let the table reflect that wherever it can!

#17 - Spiraling: 5/10
This one’s fine, although I think it’s a bit too similar to its immediate and cooler neighbor, Compounding Problems - plus, it lacks immediacy (I know I won’t shut up about that, but I do think it’s key to what I want to see out of a panicking crewmember situation). There’s not really many clear moments that come out of panicking and rolling this effect. The next time I panic, it’ll be worse, but what happens now? Not much. I think I’d like to see something like “Gain a new Condition: Panic Checks are at [-] and Panic Check again” as a way to ratchet up some immediate fallout/tension here.

#18 - Compounding Problems: 10/10
Oh yea, baby - this is the REAL good stuff. Oh no, you have at least 18 Stress and panicked? The situation much be getting pretty rough out there. Oh well, take TWO Panic Effects for the price of one. Oh, and go ahead and raise your Minimum Stress by 1 just for fun while we’re at it. Truthfully, I don’t think you need that last bit here since it’s not likely to be near the top of the list of concerns for anyone facing down the rest of this effect, but I can’t knock the whole thing too much since I love the drama and well… the compounding problems it creates.

#19 - Heart Attack / Short Circuit (Androids): 9/10
I’d change the “Heart Attack” naming here to give it a bit more of a nebulous cause, something like “Broken” instead (which would apply to humans and androids alike) - but I love the effects here. I would also have the Minimum Stress raised hit harder (let’s say 1d5 or even 1d10 increase). You just failed a Panic Check at Stress 19 or 20 and rolled a 19. Let this one REALLY stick with the character, if they manage to get out alive. I do like that this has the potential to kill if you are already on your last Wound, but I think having a person just drop dead from a heart attack is rarely satisfying. Opening up the interpretation a bit would let Wardens and players flavor it a bit more to their situation for a more dramatic, tragic, or appropriate send off.

#20 - Retire: 1/10
Despite being in what should be the most “critical failure” spot on the table, there’s just nothing much to this one - a big disappointment for what should be the harshest and most dramatic effect on the table. Obviously losing your character is huge, this effect lacks any and all context around that. There’s not much immediacy. It’s unclear how I’d play this out in character. Also, I’d expect the harshest Panic effect to go beyond just a threat to my character but expand out to the party more broadly. I’d hope for something more like: “Sabotage: You and your crew are never getting out of here alive so why continue the suffering? You attempt to actively sabotage your crew until you kill them and yourself or they stop you.”


So there ya have it, folks. That’s my review of all of Mothership’s Panic Table effects. In reviewing these options, I definitely came to find that I like less of them than I remembered and for my own Panic Table writing sake, I want to be sure to keep a few element in mind when creating effects I really enjoy (which will be much harder than it seems, I have no doubt):

  • Immediate

  • Dramatic, Dangerous, or Deadly

  • Adaptable to Various Failure Situations

For Stranger Star (and I know at some point I will regret trying to make 6 bespoke Panic Tables), I will also be adding a fourth bullet to that mix:

  • Showcase Class Strengths and (Mostly) Class Weaknesses

Thanks for reading along for that far-too-long review of a single TTRPG table. If you are here, you are truly a sicko like me.

Also, I want to say that I know this table saw a ton of development, playtesting, and design over the year’s bringing Mothership into its current form and that whole Mothership team are great designers from top to bottom - so I hope this doesn’t come across as overly negative. So much of game design comes down to our specific angles, our preferences, and what we like to see happen at the table. Any two designers would build a different Panic Table.

Now it’s time to see if one designer (me) can build six….