Combat Paralysis
From Harath Rules
| 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.