Spelljammer
Combat
Rule Category:Combat
Rule Name:Fright Table
Unless specified otherwise, the fright effects last for 1d20 rounds.

RollEffect
01-20Target is wary an suffers a -25 to all actions for 2 rounds.
21-25Flies into a berserk rage and will immediately attempt to attack (within the limits of movement) the object of his rage (the mage or manifestation that brought about the fear). He will charge if possible. He gains a +10 to hit his target, but is also at +10 for others to hit him.
26-76Target flees as rapidly as possible away from the source of terror.
77-90Target is immobilized as if stunned and adds 5 to all subsequent rolls on the fright table for this day.
91-95Target becomes hysterical and will continue to stand in place and scream until snapped out of it(DM determines how this occurs). Add 15 to all subsequent rolls on the fright table for remainder of day.
96-100Target's hair turns white as he becomes totally catatonic (as if stunned). Add 15 to all subsequent rolls on the fright table this day.
101-106Target faints dead away (collapsing to the ground). He remains unconscious for D6 minutes. Add 10 to all rolls this day on the fright tables.
107-110Target suffers a heart attack. The result is the same for 101-106 except that target may not move under his own power for remainder of day and suffers a decrease of 2 in all stats until he has spent one month in bed resting.
111+Target suffers a heart attack and goes into a coma. If resuscitated he will be at -3 to all stats until he has spent one month in bed resting (from the time he was brought out of the coma. Add 10 to all Fright Table rolls for six months.

Note that targets who flee will move at a Fast Sprint (4x TMR) for as long as they have more than 15 hit points remaining (see rules on Running and the non-lethal HP damage taken per round of Running), and a Sprint (3x TMR) for as long as they have more than 5 hit points remaining.
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