Difference between revisions of "Coward"

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{{mentalFault
 
{{mentalFault
|xp=5
+
|xp=8
|description=You can't stand the sight of blood – well, yours, anyway.  You take a −4 penalty on all Courage rolls, and you likewise take a −2 penalty on all offensive combat actions.  This is because your entire attention is devoted to protecting yourself from harm: you gain a +2 bonus to your [[Defense Roll]] (your buddies can fend for themselves).  In any combat situation, you must spend a [[Fate point]] or flee at the earliest opportunity.  If you cannot escape, you will surrender.  Combat-oriented characters who know of your cowardice will lose respect for you (you take a −4 penalty on all [[Leadership]], [[Bluff]], [[Negotiate]], [[Seduce]], and [[Intimidate]] rolls towards them).
+
|description=You can't stand the sight of blood – well, yours, anyway.  You take a −4 penalty on all Courage rolls, and you likewise take a −1 penalty on all offensive combat actions.  This is because your entire attention is devoted to protecting yourself from harm: you gain a +1 bonus to your [[Defense Roll]] (your buddies can fend for themselves).  In any combat situation, you must spend a [[Fate point]] or flee at the earliest opportunity.  If you cannot escape, you will surrender.  Combat-oriented characters who know of your cowardice will lose respect for you (you take a −2 penalty on all [[Negotiate]], [[Seduce]], and [[Intimidate]] rolls towards them).
 
|requires=A maximum [[Courage]] of 3
 
|requires=A maximum [[Courage]] of 3
 
|incompatible=* [[Fearless]]
 
|incompatible=* [[Fearless]]
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* [[Duelist]]
 
* [[Duelist]]
 
* Hand-to-Hand Combat
 
* Hand-to-Hand Combat
* [[Weapon Mastery]]
+
* [[Weapon Savant]]
 
}}
 
}}

Revision as of 17:39, 22 February 2009

Moron.gif

Mental Fault

Expoint Bonus: 8

You can't stand the sight of blood – well, yours, anyway. You take a −4 penalty on all Courage rolls, and you likewise take a −1 penalty on all offensive combat actions. This is because your entire attention is devoted to protecting yourself from harm: you gain a +1 bonus to your Defense Roll (your buddies can fend for themselves). In any combat situation, you must spend a Fate point or flee at the earliest opportunity. If you cannot escape, you will surrender. Combat-oriented characters who know of your cowardice will lose respect for you (you take a −2 penalty on all Negotiate, Seduce, and Intimidate rolls towards them).

Incompatible with