Difference between revisions of "Combat Paralysis"
From Harath Rules
(Created page with " Cost: -5 CP/level Description: You tend to freeze up when in combat. Detriment: You must make a Will roll (TN=4) to actually participate in combat. Typical penalties to Disab...") |
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Cost: -5 CP/level | | Cost: | ||
Description: You tend to freeze up when in combat. | | -5 CP/level | ||
Detriment: You must make a Will roll (TN=4) to actually participate in combat. | |- | ||
Typical | | Description: | ||
| You tend to freeze up when in combat. | |||
|- | |||
| Detriment: | |||
| 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): | |||
* Number, gear, and competence of enemies | * Number, gear, and competence of enemies | ||
* Surprise | * Surprise | ||
<br> | |||
Typical modifications to Disability level: | Typical modifications to Disability level: | ||
{| class="wikitable" | {| class="wikitable" style="width:550px;" | ||
|- | |- | ||
!-Ss | ! style="text-align:center;" | -Ss | ||
!Character’s Behavior | ! Character’s Behavior | ||
!Combat modifier (cumulative) | ! Combat modifier (cumulative) | ||
|- | |- | ||
|0 | | style="text-align:center;" | 0 | ||
|Slight hesitation | | Slight hesitation | ||
|-2 Initiative | | -2 Initiative | ||
|- | |- | ||
|1 | | style="text-align:center;" | 1 | ||
|Hesitation | | Hesitation | ||
|Lose 1 action/round | | Lose 1 action/round | ||
|- | |- | ||
|2 | | style="text-align:center;" | 2 | ||
|Tentativeness | | Tentativeness | ||
|-1 level on weapon Skill | | -1 level on weapon Skill | ||
|- | |- | ||
|3 | | style="text-align:center;" | 3 | ||
|Reluctance | | Reluctance | ||
|-1 level on weapon Skill | | -1 level on weapon Skill | ||
|- | |- | ||
|4 | | style="text-align:center;" | 4 | ||
|Fear | | Fear | ||
|Capable of defending only | | Capable of defending only | ||
|- | |- | ||
|5 | | style="text-align:center;" | 5 | ||
|Retreat | | Retreat | ||
|Only capable of organized retreat | | Only capable of organized retreat | ||
|- | |- | ||
|6 | | style="text-align:center;" | 6 | ||
|Panic | | Panic | ||
|Turn and run immediately | | Turn and run immediately | ||
|- | |- | ||
|7 | | style="text-align:center;" | 7 | ||
|Complete Paralysis | | Complete Paralysis | ||
|Can do nothing at all | | Can do nothing at all | ||
|} | |} | ||
<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’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 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’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]] | ||
Revision as of 01:47, 17 January 2021
| Cost: | -5 CP/level |
| Description: | You tend to freeze up when in combat. |
| Detriment: | 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):
- Number, gear, and competence of enemies
- Surprise
Typical modifications to Disability level:
| -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 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’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.