Fearful
Main > Conditions |
You are in the grip of fear.
Fearful always includes a damage value, and has either a prohibited action or a required action. At the end of each of your turns where the fearful condition is in its active state, you take Morale damage equal to the damage value.
If the condition has a prohibited action, fearful becomes active if you perform the prohibited action, and becomes inactive at the end of your turn after you take damage.
If the condition has a required action, fearful becomes active at the end of your turn after you would have taken damage, and becomes inactive if you take the required action. At the GM’s discretion fearful may become active if you take an action directly opposed to the required action. For example, if the required action is to move away from a creature, the condition may become active if you move towards the creature.
At the GM’s discretion fearful may become active if you take an action directly opposed to the prohibited or required action, you may take a -2 penalty for minor deviations, or -4 for major deviations.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.