Conditions: Difference between revisions
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If a panicked character is cornered or unable to flee they cower in place, unable to move or perform actions. They are not considered flat footed however, and gain their full (remaining) defense. | If a panicked character is cornered or unable to flee they cower in place, unable to move or perform actions. They are not considered flat footed however, and gain their full (remaining) defense. | ||
=Flatfooted= | |||
A flatfooted character is unaware of an attack, and looses all dodge defense. A flatfooted character may be aware of the attacker, but if they do not percieve the threat, they may still be flatfooted to the attack. |
Revision as of 22:52, 18 June 2016
Shaken
A shaken character takes a -2 penalty on all skill rolls. This is the lowest form of Fear.
Frightened
A frightened character takes a -4 penalty on all skill rolls and -2 dodge. This is the middle version of Fear.
Panicked
A panicked character must flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. If unable to flee, a panicked character cowers. A panicked character takes a -4 penalty on all skill rolls and -2 dodge. A panicked character can use special abilities, including spells, to flee; indeed, the character must use such means if they are the only way to escape. This is the highest version of Fear.
Cowering
If a panicked character is cornered or unable to flee they cower in place, unable to move or perform actions. They are not considered flat footed however, and gain their full (remaining) defense.
Flatfooted
A flatfooted character is unaware of an attack, and looses all dodge defense. A flatfooted character may be aware of the attacker, but if they do not percieve the threat, they may still be flatfooted to the attack.