Fight or flight: Difference between revisions

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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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=== Squads ===
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.
 
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.


=== Fear Response ===
=== Fear Response ===
:'''Run:''' Move as quickly as possible away from the creature or event that caused the Will save.
:'''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.
:'''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 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]]

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.