Difference between revisions of "Fight or flight"
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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. | + | {{Jpeg|Fight or Flight|400px}} |
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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]]. | ||
=== Fear Response === | === 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. | :'''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 | + | :'''Freeze:''' [[Delay]] with Standard AND Move actions. |
+ | :'''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]] [[Category:Cyber Rules]] | [[Category:Base Rules]] [[Category:Cyber Rules]] |
Latest revision as of 08:09, 15 February 2018
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.