- We have two PCs who have gotten an automatic lesser madness.
- Since we have gone into the dreamlands, I am going to begin using the madness and fear rules from Horror Adventures
- I will make a copy of the fear rules and madness rules to give to each of you, so that you know what is going on. The following is a summary:
- When exposed to something that engenders fear, the PC must make a will save.
- Upon failure, the PC gets the appropriate level of fear.
- The levels of fear are:
- Spooked: -2 penalty vs fear effects and perception checks and +1 on initiative
- Shaken: -2 penalty on attacks, saves, skills, and abilities
- Scared: Shaken and additional -2 penalty vs fear effects. Additionally, failure vs a fear effect staggers the PC for one round.
- Frightened: Must move away from the object of fear
- Panicked: Drop items and flee in a random direction. All fear sources make you flee. If you cannot flee, you cower
- Terrified: Panicked. Do not treat allies as allies. Must attempt saving throws even for beneficial effects. Every round after fleeing
- 1-25: Continue to flee even without seeing an object of fear
- 26-50: Find a place to hide until discovered or no longer terrified
- 51-75: Attack nearest creature
- 76-100: Do nothing.
- Horrified: No actions. -2 to AC. Flatfooted. Helpless.
- Fear immunity becomes fear resistance
Thursday, March 23, 2017
Fear Rules (rules about fear)
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YES! FINALLY CERTIFIABLY INSANE!
ReplyDeleteAlso, the dog is crazy too, while it lasts. My gnome knows. He can speak with animals.