Conditions: Difference between revisions
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==Panicked== | ==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 - | 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. | ||
==Cowering== | ==Cowering== | ||
If a panicked character is cornered or unable to flee they cower in place, unable to move. They are not considered flat footed and gain their full (remaining) defense. | If a panicked character is cornered or unable to flee they cower in place, unable to move. They are not considered flat footed and gain their full (remaining) defense. |
Revision as of 18:05, 27 March 2015
Fear
Shaken
A shaken character takes a -2 penalty on all skill rolls.
Frightened
A frightened character takes a -4 penalty on all skill rolls and -2 dodge.
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.
Cowering
If a panicked character is cornered or unable to flee they cower in place, unable to move. They are not considered flat footed and gain their full (remaining) defense.