Terror Calls

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Terror Calls

Combat Call

Call: Terror

Call Type: Offensive Effects

Description: Freeze a foe in place and cause other problems as well.

Common Sources: The Terror spell, Grip of Darkness

Associated Condition(s): Terrorized

Condition

Condition Name: Terrorized

Effect: A Terrorized character is frozen in place unable to move, and other effects as well.

Duration: 10 Minutes

Common Sources: The Terror spell, Grip of Darkness

Common Cures: Waiting, Getting Hit, Smelling Salts

Trap an enemy frozen in horror with the 'Terror!'.

Description

The 'Terror!' call as a spell represents inflicting psychological horror upon someone so severe they can't even bring themselves to move. When their life is threatened and they finally try to defend themselves even then the fear is so intense they can barely function. When it comes from an alchemical effect the 'Terror!' call represents losing control of your body to crippling poisons or drugs that cause horrific hallucinations in their victims.

Using the 'Terror!' call will almost always result easily defeating an opponent if they have no defenses against it. It is an incredibly potent offensive resource.

Calls

The 'Terror!' call never inflicts damage. By itself it always counts as a Compulsion spell and may not be blocked by a shield. Characters hit by an attack with the 'Terror!' call get the Terrorized condition.

When the 'Terror!' call is paired with a creature type such as 'Terror Humanoid!' it still counts as a spell, but no longer counts as a Compulsion spell. It still may not be blocked by a shield. The call only impacts creatures of the type listed.

The 'Poison Terror!' call never inflicts damage. It can be blocked by an unbroken shield. Characters hit by the attack get the Poisoned condition and the Terrorized condition. The 'Poison Terror!' call is not a spell.

The 'Acid Terror!' call never inflicts damage. It can be blocked by an unbroken shield. Characters hit by the attack get the Acid Residue condition and the Terrorized condition. The 'Acid Terror!' call is not a spell.

The Terrorized Condition

For 10 minutes a character with the Terrorized condition cannot move, speak, cast spells, draw weapons, etc., they must simply hold still, as motionless as possible, they are Helpless for as long as the Terrorized condition lasts. The victims only thought is to cower in fear, moving as minimally as possible. While under this effect the victim can also always hear anything the source of the 'Terror!' says even if they are a Spirit which you could not normally communicate with. They cannot understand them if they are speaking a different language though.

Standard out-of-game information calls such as 'No Effect' should still be made as normal when necessary.

If the character is hit by a weapon or a tag bag, the Terrorized condition (and the Helpless condition) ends immediately.

Additonally upon gaining the Terrorized condition the character also immediately gains the Disengaged condition for 1 minute, the Pinned condition for 10 minutes, the Silenced condition for 1 minute, and the Weakened conditions for 10 minutes. Each of these conditions are separate from the Terrorized condition. If the Terrorized condition is ended early that alone doesn't end these other conditions.

All of these conditions last for their normal durations starting the moment the character is hit with 'Terror!'. They would all end at once if something like 'Dispel Magic!' or Smelling Salts is used, both of which will get rid of all Compulsion spell conditions at once. Getting attacked breaks only the Terrorized condition and leaves the Disengaged, Pinned, Silenced, and Weakened conditions.

References

The Helpless Condition

A character with the Helpless condition is unable to defend themselves by any means. They can't execute any actions even if they are still conscious. The character is treated as having no free hands, and may not cast any spells even if the spell requires no incantation.

Condition Name

Effect Duration Common Sources Common Cures

Helpless

You are unable to defend yourself. Variable Torso Wound and Terrorized conditions Removing the source.

The Disengaged Condition

A character with the Disengaged condition cannot make any attacks against the source of the condition (referred to here as the influencer) for one minute. They also will attempt to avoid approaching the influencer, attempting to stay at least 5 feet away at all times if possible. The character with the Disengaged condition is free to attack other people (even if those people are within 5 feet of the influencer) and take other actions.

If at any time the influencer attacks the Disengaged character the Disengaged condition ends immediately. Should the influencer move within 5 feet of the Disengaged character with an unsheathed weapon or active spell tag bag this will also end the condition. Characters who have the Disengaged condition should be avoiding the influencer, so this should only ever happen if the influencer is deliberately moving towards the Disengaged character. Deliberately using the avoidance of the Disengaged condition to trap someone into a corner will also break the Disengaged condition.

After the condition ends the character is fully aware they were under a Compulsion effect. Prior to that they might be aware, but they won't care enough to think about it/ bring attention to it.

The Pinned Condition

A character who has the Pinned condition must keep their feet planted firmly where they were when the condition began for 10 minutes. If that character was on their knees or sitting at the time the 'Pin!' hit them, they should remain in that position. Should the character take a Leg Wound while Pinned it is ok for them to go to their knees and stay there for the remainder of the Pinned duration.

The Silenced Condition

A character with the Silenced condition cannot speak in-game, which stops them from speaking incantations for rituals and spells. The character may still make noise through other means though, such as banging objects together.

The player should still make calls in combat as normal as that is out-of-game information not the character speaking.

The Weakened Condition

A character who has the Weakened condition has their Might and Accuracy halved (rounded down, minimum 1). This also reduces their maximum might and accuracy based on what weapons they are wielding.

A character fighting with two weapons or weapon and shield is normally capped at 2 Might. If they have enough Might to deal 4 damage before the cap they still only deal 1 damage while Weakened and fighting in those styles.

Characters using a great weapon can halve their Might in order to add 'Slay' to an attack. They can also halve their Accuracy while using a bow to add 'Pierce!' to an attack. If they are Weakened their Might or Accuracy (respectively) are halved twice (rounding down each time) if they wish to take advantage of these weapon features.

Categories: Gameplay Rules | Calls | Offensive Effect Calls | Spell Calls | Compulsion Calls | Terror Calls | Conditions


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