Difference between revisions of "Fight or flight"
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:'''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. | :'''Freeze:''' [[Delay]] with Standard, Move, AND Minor actions. | ||
− | :'''Flare ([ [[Psychic|Psychics]] ] only):''' Enter the Flared state and | + | :'''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]] |
Revision as of 23:52, 23 November 2014
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, Move, AND Minor 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.