Fear

There are several **Fear** conditions of increasing severity to which a character can be subjected.

If a creature is affected by a Fear effect whose level excceeds their current level of fear, their fear level increases to that level. If the fear effect is of equal or lower level, then they typically increase their fear level by one step. An exception to this is that multiple Lesser Fear effects cannot cause a creature to fall prey to Greater Fear; a Scared creature which is then subject to another Fear effect which would leave them Scared does not become Frightened.

Naturally, all Fear effects are themselves mind-affecting effects.

## Lesser Fear

There are three degrees of **Lesser Fear**. While suffering such effects, a creature is frightened and irrational, but more or less retains control of their faculties.

### **Spooked**

A **Spooked** creature has been left uneasy, a shiver down their spine and a chill in their heart. A Spooked creature suffers a -2 penalty on all Will saves made against Fear effects, and on all Listen, Search, and Spot checks - a Spooked creature is jumpy and prone to see horror and danger at the slightest provocation. Due to their jumpiness, however, a Spooked creature is ready to face danger and gains a +1 bonus on Initiative checks.

### **Shaken**

Gripped by fear, a **Shaken** creature is no longer thinking or acting clearly. A Shaken creature suffers a -2 penalty on all Attack rolls, saving throws, skill checks, and ability checks.

### **Scared**

Obviously afraid, a **Scared** creature jumps at shadows. A Scared creature suffers a -4 penalty on all Attack rolls, saving throws, skill checks, and ability checks.

Any time a Lesser Fear effect would cause a Scared creature to increase their fear level, they instead are Staggered for one round.

## Greater Fear

There are four levels of **Greater Fear**. While suffering such effects, a creature is so afraid that they can no longer think or act rationally and with each degree of Greater Fear they lose more and more control over their faculties.

Shaken by fear, at all levels of Greater Fear a creature suffers  a -2 penalty on all Attack rolls, saving throws, skill checks, and ability checks. This is in addition to any and all effects incurred by their particular degree of fear, as detailed below.

### **Frightened**

A **Frightened** creature is so afraid that they can only run in terror from the source of their fear. On a Frightened creature's turn, they must attempt to move away from any sources of fear they are subjected to. Once they can no longer perceive these terrors, they may act normally.

While trying to flee, a Frightened creature may use teleportation spells or powers and other special abilities to try and flee, and indeed must do so if it is the only method available to them by which they can conceivably escape the source of their terror. If completely unable to flee, a Frightened creature may attempt to fight.

### **Panicked**

Completely overwhelmed by fear, a **Panicked** creature can only attempt to desperately run away from not only their fear, but any potential source of harm. Like a Frightened creature, a Panicked creature must attempt to escape the source of their fear by any means necessary. Unlike a Frightened creature, however, a Panicked creature flees in a random direction - too terrified to think clearly - and cannot fight if cornered; should they be cornered a Panicked creature simply cowers in terror. Additionally, a Panicked creature treats all clear sources of danger as though the source of their fear and must attempt to flee them as well as the actual source of their panic.

### **Terrified**

A **Terrified** creature is so overwhelmed by fear that they can no longer reliably tell friend from foe. The Terrified condition functions as per the Panicked condition but with the following changes. First, a Terrified creature cannot recognize when an ally is trying to help them and must always make their saving throws against spells, powers, and other effects; even when such effects are beneficial.

Additionally, once a Terrified creature has successfully fled the source of their terror and other nearby threats, they do not act normally and must instead roll 1d100 each round and consult the table below to determine their behavior.

* **001-025:** Panicking, the creature continues to flee.
* **026-050:** Panicking, the creature attempts to hide. They must try and secret themselves away, using Move Silently and Hide checks as needed. If they are discovered, even by an ally, they must flee once more.
* **051-075:** Panicking, the creature lashes out at the nearest target. The creature must attack the nearest creature with whatever weapon they have at hand, even if this creature is an ally.
* **076-100:** The creature does nothing, cowering in fear. If a creature rolls this result twice in a row, they may act normally although should they encounter another source of danger - including of course the original source of their fear - they are terrified once more and must attempt to flee.

### **Horrified**

A **Horrified** creature is completely overwhelmed by fear and rendered utterly helpless, transfixed by their terror. A Horrified creature may take no actions, suffers a -2 penalty to their AC, and are considered to be both Helpless and Flat-Footed, even if they normally cannot be.

Any time a Greater Fear effect would cause a Horrified creature to increase their fear level, they instead suffer 1 point of Wisdom damage. This Wisdom damage can potentially reduce their Wisdom score to 0, killing them.