Conditions: Difference between revisions

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(Created page with "=Fear= There are three steps of Fear effects. They are additive ==Shaken== A shaken character takes a -2 penalty on all skill rolls. ==Frightened== A frightened character...")
 
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=Fear=
=Fear=
There are three steps of Fear effects. They are additive


==Shaken==
==Shaken==
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==Frightened==
==Frightened==


A frightened character takes a -2 penalty on Defense.
A frightened character flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all skill rolls and dodge.  


==Panicked==
==Panicked==


A panicked character flees from the source of its fear as best it can. If unable to flee, a panicked character cowers. A panicked character takes a -2 penalty on all skill rolls. 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.  
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 -2 penalty on all skill rolls. 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 19:02, 27 March 2015

Fear

Shaken

A shaken character takes a -2 penalty on all skill rolls.

Frightened

A frightened character flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all skill rolls and 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 -2 penalty on all skill rolls. 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.