Conditions
Terror
if Terror is induced the Effected RollsWis. over Effecter Wis. Mod + 10 otherwise he loses
1D4 Turns in which his actions are defined bellow (once) Terror Actions
| 1 | Nothing |
| 2 | go prone |
| 3 | run away |
| 4 | attack anyone in Range |
| 5 | Taunt |
| 6 | Terrorize next best person |
| 7 | Begin madly laughing |
| 8 | Nothing |
| 9 | Taunt |
| 10 | attack anyone in Range |
| 11 | +1% Corruption |
| 12 | +1% Purity |
Charmed
If a Player is charmed then they see them Charmer as an Ally and make a Wis.Roll over Charmer Char. Mod + 10 to see if they obey a Command.
To Break This Condition the Charmed has to Roll a 20 on a Command Roll
Prone / Immovables
If a Player is Prone or Immovable they gain+1 Throwing Acc. / +1 Weapon Acc. / +1 Casting Chance and they can not evade Attacks (all relevant Rolls count as 1)
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