OOC:
That's right, @McButterpants, getting a 1 on a STRESS dice triggers a panic roll, on which you got an 8.
However, you did also get a 6, and that's not negated by this panic roll (higher values on the table do negate the action if it succeeded)
The text for this panic effect is "TREMBLE. You start to tremble uncontrollably. All skill rolls using AGILITY suffer a –2 modification until your panic stops." (p105 core rules)
As there is nothing specified here about how long the effect lasts, it defaults to continuing until one of the following things happens (p104 core rules)
- another character makes a successful COMMAND roll
- you are Broken (i.e. you drop to zero Health p98 core rules)
- One Turn i.e. around 5-10 minutes passes (p83 core rules)
OOC:
I'm also making Holroyd's OBSERVATION roll here.
You move out, as a group, heading towards the South Lock. Your eyes, and nose, and skin, are again assaulted by the foul-smelling air blowing hard against you, laced with oily raindrops that almost instantly soak your clothing.
It's night - not that night is so much darker than day here, with the faint sun and the almost-constant cloud cover - so your route to the South Lock is nervy as hell. Flapping tarps, creaking debris, so many things around you that feel like they might be about to pounce on you at any moment.
As you make your way to the South Lock, Macwhirr becomes overwhelmed by the oppressive sense of dread and desperation that has settled upon you all. She starts trembling uncontrollably, looking like she might even drop her weapon when the shakes are particularly strong.
And...
You make it safely to the South Lock, which opens without any problems. You are all able to step inside it, escaping the rain, and the wind, and to seal the door behind yourselves. In front of you is a second door, the one that will take you back into the building complex.
Lighting is, again, an issue here - the back-up red lighting is in place, although more stable, although with fewer flickers than in blocks C2 and B2. Light levels are low, however.
EDIT (based on results of Holroyd's OBSERVATION rolls) - you don't notice anything trying to sneak up on you either outside, or in the South Lock.
OOC:
If someone wants to use a COMMAND roll to try and remove Macwhirr's panic, and to do that outside, rather than inside the lock, then just let me know. The mechanical risk, unless you're a synthetic, is that you trigger your own panic roll.