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Out of Combat Fear Roll Failure Effects

How much you’ve failed your roll by Effect
0-5 “You Won’t Get Away With This!”
6-20 Mortified
21-30 Squeal of Terror
31-40 Loss of Faith
41-50 Nauseated
51-60 Immobilized/Scared Shitless
61-70 Flee in Terror
71-80 Marked by Fear
81-90 Phobia or WSD
91-100+ Scared to Death – Heart attack

Fear Effects Descriptions:

Adrenaline Rush – You use your natural fight or flight reflexes to your advantage, allowing to you add +25 to your next initiative roll. You also move 5’ further per action for the rest of this combat.

“You Won’t Get Away With This!”–Your fear quickly turns to anger, galvanizing you into action! All rolls meant to track down the source of fear or whatever created the situation causing the fear roll are one MFD step easier for you. If or when you confront the cause or source in combat, you may take an additional action each round of that combat.

Squeal of Terror –Fear has caused you to emit a high pitched squeal out of sheer terror. You lose your next action, and all enemies within earshot now know your exact position. Sneak rolls made this round automatically fail for you, and you take a -10 penalty on sneak rolls until the scary thing has left you be for at least 30 minutes, or until you make a successful fear roll (you may attempt another fear roll every round as a free action).

Mortified – What you saw there was wrong, and you’re going to make sure it never happens again! You receive a +10 bonus on all non-combat skill rolls for the next hour, but all fear rolls for the next 24 hours are one MFD step harder for you.

Skittish at the Bit – Whatever this thing is, it’s got you really nervous and its showing. You gain a +5 bonus on initiative next round, but you take a 1 MFD penalty to perception rolls and accuracy rolls for the rest of this combat.

Shakes– Your entire body quivers with fear, making it harder for you to aim and perform tasks requiring precision. All rolls requiring precision – such as firing a weapon, picking a lock, or operating a terminal – are 1 MFD steps harder for either the rest of combat or the next 30 minutes, whichever is shorter.

Loss of Faith – You’ve seen such things as to make you believe that there cannot possibly be a kind and loving Goddess, now or ever, and that there certainly isn’t one watching over you. Those with the Faith trait lose it and its benefits until such time as their faith might be restored. Those without the Faith trait gain the Faithless hindrance.

Flee in Terror – The horror, the horror! You succumb to your natural instinct to run the hell away from danger. You spend your next combat round running as far and as fast away from combat as your legs (or wings, etc.) will take you. After this combat round is over (or if you’re not in combat), you may attempt to make another fear roll every round to attempt to stop. Characters that do not make a successful fear roll will flee until they pass out from exhaustion or are no longer able to move. Characters capable of magical teleportation are too scared to focus on casting the spell.




Immobilized (Shell Shocked)– The chaos and confusion around you as you gaped in horror simply made your brain shut down. Your character cannot take any actions for 1d4 combat rounds. Even free actions like talking are impossible. Taking enough damage to become crippled immediately breaks this effect, allowing the character to act with a single action immediately after the damage was dealt. They may roll initiative during the next round as normal.

Psychological Scarring – The horrors of war have struck out at you and caused you immense physical and psychological pain – pain you won’t soon forget. You gain a phobia (as per the hindrance) of being hurt in whatever location you were last wounded. If you have not yet taken a wound during this combat, you instead flee in terror.

Phobia or WSD – You’ve seen things that could break a lesser pony and have come out the other side different than you were before. You gain an appropriate phobia or develop WSD – GM’s discretion of which is more appropriate.

Marked by Fear – You were scared so badly it physically changed you. Your pony now looks older than their true age, and may sport such features as a shock of white hair through their mane or tail, splotches of gray in their coat, permanently whitened eyes, lines of terror permanently ingrained into their face, or similar things that will forever mark them after their encounter. If any of these manifestations of terror are visible, they give a permanent -5 penalty to speechcraft.

Scared to Death – Heart Attack – Your character was so terrified their heart stopped. They must immediately roll endurance MFD ½ or go into cardiac arrest. Failures have two actions before going unconscious; critical failures do not get to act at all. If they do not receive medical attention within two minutes of entering cardiac arrest, they will die. A defibrillator, strong electrical shock, or medicine roll MFD ½ to perform CPR is required to restart the heart. Applying a strong electrical shock to properly restart the heart requires a medicine roll MFD ¾.

Immobilized (Scared Shitless) – The sight you’ve seen was so mind-rendingly frightening that your body immediately enters a flight-reaction, causing you to involuntarily relieve yourself. Aside from the embarrassment and discomfort of standing in a puddle of your own waste, you’re also too frightened to move.

Nauseated – Characters that have eaten in the last 2 hours lose their most recent meal and any benefits they haven’t already received from it are lost (and now they’re hungry). Otherwise, they simply wretch and cough up bile. Characters that become nauseated in combat take a -5 penalty to any actions that require them to use their mouth for the duration of combat.

 


Combat Summary

At the start of combat, all characters involved roll initiative. Lowest numbers go first; critical successes go first, and critical failures go last. Initiative roll numbers can be adjusted by up to 25% of a character’s agility MFD 1 value, and agility score can be used to break ties. Each character that acts has two actions per combat round. These actions can be spent individually to:

- Move up to their movement distance (or three times that if they spend both actions)

- Charge (spend both actions to move your full distance and end with a melee or unarmed attack)

- Perform an aerial maneuver (with some notable exceptions that take multiple actions)

- Fire a weapon (or otherwise perform a single attack)

- Activate SATS

- Reload a Weapon (may take more than one action)

- Cast a spell (may take additional actions depending on overglow and the spell being cast)

- Use a Recipe (may vary – see the Zebra Magic section)

- Perform an Aerial Maneuver (some maneuvers may require multiple actions)

- Dodge incoming fire

- Block an incoming attack

- Take Cover/Go to Ground

- Sneak

- Use an Item already held or readily available

- Equip a weapon

- Take out an item (from saddlebags)

- Get back up (if knocked down)

- Extinguish themselves (may take both actions)

Free Actions Include:

- Talking (within reason – remember that rounds are only 6 seconds)

- Making resistance rolls (against spell effects, poison, etc.)

- Taking damage from an ongoing damage effect

- Taking out an item or weapon with the Quickdraw perk

- Maintaining a Spell

- Ending a Maintained Spell

- Making Fear rolls

 



Date: 2015-12-11; view: 1094


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