Combat is frightening to the unprepared. At the start of hostilities - when "slow" time starts and combatants start acting turn-by-turn (see Time During Adventures, p. B497) - those with neither combat skills nor Combat Reflexes must make a Fright Check (p. B360). Apply the usual +5 for the "heat of battle" and any bonus for a successful Leadership roll by the group's leader (see p. B204). The GM may rule that those who fail simply drop their weapons and flee instead of rolling on the Fright Check Table.

The Ultimate Karate Bible

The Ultimate Karate Bible

Stop being the victim. Long lost manuscript will show you exactly how to humiliate your enemies with a few secret moves. Stop for a minute and picture this you're walking home alone one night. It's just a regular night like any other and you are eager to get home.

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