Actions

Difference between revisions of "Combat Paralysis"

From Harath Rules

 
(3 intermediate revisions by the same user not shown)
Line 6: Line 6:
| You tend to freeze up when in combat.
| You tend to freeze up when in combat.
|-
|-
| Detriment:
|Gameplay:
| You must make a Will roll (TN=4) to actually participate in combat.
| You must make a Will roll (TN=4) to actually participate in combat.
|}
|}
Typical modifiers to rolls with this Disability (adds Combat Paralysis levels, not penalty dice):
Common situational modifiers that can add or subtract <u>levels</u> to overcome your Combat Paralysis:
* Number, gear, and competence of enemies
* Number, gear, and competence of enemies
* Surprise
* Surprise
<br>
<br>
Typical modifications to Disability level:
There are specific ramifications for failing a Combat Paralysis roll:
{| class="wikitable" style="width:550px;"
{| class="wikitable" style="width:550px;"
|-
|-
Line 53: Line 53:
|}
|}
<blockquote>
<blockquote>
Michael has Combat Paralysis=4 and Will=6. He and his friends are walking through the woods when a sizable force of mounted warriors begins charging toward them. Because Michael&#8217;s foes are well armed and armored, mounted, and trained, and because they outnumber his own group by at least 2-to-1, the GM assess a penalty of 6 to Michael&#8217;s Combat Paralysis (now=10). He rolls 6 dice for his Will, and does well, garnering 5 Ss. Unfortunately, he needed 10 Ss to act in the face of such an overwhelming foe. His failure by 5 Ss forces him to retreat. He doesn&#8217;t panic and run, but he cannot stand and fight, even if they were to catch up to him, which at this point seems likely.</blockquote>
Michael has Combat Paralysis=4 and Will=6. He and his friends are walking through the woods when a sizable force of mounted warriors begins charging toward them. Because Michael&#8217;s foes are well armed and armored, mounted, and trained, and because they outnumber his own group by at least 2-to-1, the GM assess a penalty of 6 to Michael&#8217;s Combat Paralysis (now=10). He rolls 6 dice for his Will, and does well, garnering 6 Ss. Unfortunately, he needed 11 Ss to act in the face of such an overwhelming foe. His failure by 5 Ss forces him to retreat. He doesn&#8217;t panic and run, but he cannot stand and fight, even if they were to catch up to him, which at this point seems likely.</blockquote>


[[Category:Abilities and Disabilities]]
[[Category:Abilities and Disabilities]]

Latest revision as of 00:20, 5 February 2021

Cost: -5 CP/level
Description: You tend to freeze up when in combat.
Gameplay: You must make a Will roll (TN=4) to actually participate in combat.

Common situational modifiers that can add or subtract levels to overcome your Combat Paralysis:

  • Number, gear, and competence of enemies
  • Surprise


There are specific ramifications for failing a Combat Paralysis roll:

-Ss Character’s Behavior Combat modifier (cumulative)
0 Slight hesitation -2 Initiative
1 Hesitation Lose 1 action/round
2 Tentativeness -1 level on weapon Skill
3 Reluctance -1 level on weapon Skill
4 Fear Capable of defending only
5 Retreat Only capable of organized retreat
6 Panic Turn and run immediately
7 Complete Paralysis Can do nothing at all

Michael has Combat Paralysis=4 and Will=6. He and his friends are walking through the woods when a sizable force of mounted warriors begins charging toward them. Because Michael’s foes are well armed and armored, mounted, and trained, and because they outnumber his own group by at least 2-to-1, the GM assess a penalty of 6 to Michael’s Combat Paralysis (now=10). He rolls 6 dice for his Will, and does well, garnering 6 Ss. Unfortunately, he needed 11 Ss to act in the face of such an overwhelming foe. His failure by 5 Ss forces him to retreat. He doesn’t panic and run, but he cannot stand and fight, even if they were to catch up to him, which at this point seems likely.