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Shell Shock

Large explosions from heavy mortar bombs, artillery shells, and aircraft bombs can cause Shell Shock to those close by. Shell shock is both the terror of almost being blown to pieces plus the after-effects of being tossed around by such a large explosion - with common symptoms being a ringing in the ears, blurred vision, dizziness, and the desire to hide in the deepest hole around.

Explosive weapons that have a burst radius of 10ft (20ft diameter) or greater cause Shell Shock (these equipment items).

A character caught within the area of effect of an explosive shell that causes Shell Shock must make a Willpower test with a DC equal to 10, +2 per measure of 5ft to the burst radius. E.g.: a bomb with a burst radius of 15ft has a Suppression Check DC of 16.

If the check is failed the character is Frightened (see below). If the save was successful the character is shaken (see below) for 1 round per 5ft of burst radius.

These effects are cumulative, a shaken character who is made shaken again becomes frightened. A frightened character becomes a panicked character (see below for a description of panicked).

  • Shaken - A shaken character is -2 on attack rolls, saving throws, skill checks, and ability checks.
  • Frightened - A frightened character is Shaken (see above), and in addition, they flee from the source (the explosion) of their fear as quickly as they can. They can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again (eg: another explosion that causes Shell Shock). Characters unable to flee can fight (though they are still shaken).
  • Panicked - Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.

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