Conditions: Difference between revisions

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=Fear=
=Shaken=


==Shaken==
A shaken character takes a -2 penalty on all skill rolls. This is the lowest form of Fear.


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


==Frightened==
A frightened character takes a -4 penalty on all skill rolls and -2 dodge. This is the middle version of Fear.


A frightened character takes a -4 penalty on all skill rolls and -2 dodge.
=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 -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.


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 12:42, 30 March 2015

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. They are not considered flat footed and gain their full (remaining) defense.