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Terror Calls | |
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Call: | Terror
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Call Type: | Offensive Effects
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Description: | Freeze a foe in place and cause other problems as well.
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Common Sources: | The Terror spell, Grip of Darkness
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Associated Condition(s): | Terrorized
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Condition Name: | Terrorized
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Effect: | A Terrorized character is frozen in place unable to move.
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Duration: | 10 Minutes
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Common Sources: | The Terror spell, Grip of Darkness
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Common Cures: | Waiting, Getting Hit, Smelling Salts |
Traps an enemy in a terrorized state, paralyzing them and preventing them from moving.
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.
Terror Call
The 'Terror!' call never inflicts damage. Without modifiers 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 will only impact creatures of the type listed. Effects that prevent spells, such as Anti-Magic Aura, from affecting the target will block the call.
When the Terror call is paired with a damage type modifier, such as Poison Terror, the call never inflicts damage. Follow the rules for the damage modifier to determine if a shield can block it. Targets hit by the attack gain the condition associated with the damage modifier in addition to the Terrorized condition. Effects that prevent the damage modifier, such as Poison Immunity, will block the entire call.
The Terrorized Condition
Upon gaining the Terrorized condition, the target is paralyzed with fear. They cannot move, speak, cast spells, draw weapons, etc. They must simply hold still, as motionless as possible, for as long as the Terrorized condition lasts or until removed.
If the target is hit by a weapon attack or tag bag, the terrorized condition is immediately broken and they can react appropriately.
Whenever a character gains the Terrorized condition, they also gain the Pinned condition. This condition persists even if the Terrorized condition is removed, either until the duration ends or it is removed another way (such as with Smelling Salts).
Standard out-of-game information calls such as 'No Effect' should still be made as normal when necessary.
While under this effect the victim can always hear anything the source of the Terror says, even if they are a Spirit which you could not normally communicate with. The victim cannot understand the source if they are speaking a language the victim does not know.
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
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Helpless | You are unable to defend yourself. | Variable | Torso Wound and Terrorized conditions | Removing the source. |
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.
Categories: Gameplay Rules | Calls | Offensive Effect Calls | Spell Calls | Compulsion Calls | Terror Calls | Conditions
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