Difference between revisions of "Fight or flight"

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(It's usually not a good plan, but it sometimes is and it's a pretty real choice)
 
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When something Frightening happens, a character must make a Will save against a DC equal to that event's Frightening value. If the character fails, they must perform their Fear Response. At the end of each of the character’s turns, they may roll a Will save again to stop their Fear Response, with the same Frightening value. Frightening things are [ [[Fear]] ] effects.
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{{Jpeg|Fight or Flight|400px}}
  
=== Squads ===
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When something Frightening happens, a character must make a Will save against a DC equal to that event's Frightening value. If the character fails, they must perform their Fear Response. At the end of each of the character’s turns, they may roll a Will save again to stop their Fear Response, with the same Frightening value. Frightening things are [ [[Fear]] ] effects. If no value is specified for something Frightening, use the causer of the scary thing's [[Save DC]].
Creatures can choose to team together in squads of 4 or more. This gives them a +1 bonus to Will, and they may share the results of a single save rolled by the creature with the highest Will, but a squad being reduced to three-quarters its original size is Frightening 5 for the whole squad, and being reduced to one-quarter its original size is Frightening 9.
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Squad members should stay together, such that all of them are connected to the majority of the squad by links of other members, no more than 10 meters apart. If a group of squad members finds themselves separated from the majority of the squad, they find it Frightening 3 each round for 3 rounds, after which time, if they haven't rejoined the majority, they split into a separate squad.
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=== Fear Response ===
 
=== Fear Response ===
:'''Run:''' Move as quickly as possible away from the creature or event that caused the Will save.
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:'''Flee:''' Move as quickly as possible away from the creature or event that caused the Will save.
:'''Frenzy:''' Attack the creature or object that caused the Will save as aggressively as possible.
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:'''Frenzy:''' Approach the creature or object that caused the Will save and attack it as aggressively as possible.
 
:'''Hide:''' Run out of sight of the creature or event that caused the Will save, take cover, and [[cower]].
 
:'''Hide:''' Run out of sight of the creature or event that caused the Will save, take cover, and [[cower]].
:'''Freeze:''' [[Delay]] with Standard, Move, AND Minor actions.
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:'''Freeze:''' [[Delay]] with Standard AND Move actions.
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:'''Flare ([ [[Psychic|Psychics]] ] only):''' Enter the Flared state and perform no actions that would directly cause you to leave it. If you're already Flaring, triggering the Flare fear response again counts as Frenzy.
  
  
[[Category:Base Rules]]
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[[Category:Base Rules]] [[Category:Cyber Rules]]

Latest revision as of 08:09, 15 February 2018

Fight or Flight.jpg


When something Frightening happens, a character must make a Will save against a DC equal to that event's Frightening value. If the character fails, they must perform their Fear Response. At the end of each of the character’s turns, they may roll a Will save again to stop their Fear Response, with the same Frightening value. Frightening things are [ Fear ] effects. If no value is specified for something Frightening, use the causer of the scary thing's Save DC.

Fear Response

Flee: Move as quickly as possible away from the creature or event that caused the Will save.
Frenzy: Approach the creature or object that caused the Will save and attack it as aggressively as possible.
Hide: Run out of sight of the creature or event that caused the Will save, take cover, and cower.
Freeze: Delay with Standard AND Move actions.
Flare ([ Psychics ] only): Enter the Flared state and perform no actions that would directly cause you to leave it. If you're already Flaring, triggering the Flare fear response again counts as Frenzy.