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Conditions

Terror
    if Terror is induced the Effected Rolls
Wis. over Effecter Wis. Mod + 10 otherwise he loses
1D4 Turns in which his actions are defined bellow (once)   Terror Actions
1 Nothing
2 go prone
3 run away
4 attack anyone in Range
5 Taunt
6 Terrorize next best person
7 Begin madly laughing
8 Nothing
9 Taunt
10 attack anyone in Range
11 +1% Corruption
12 +1% Purity
Charmed
    If a Player is charmed then they see them Charmer as an Ally and make a Wis.
Roll over Charmer Char. Mod + 10 to see if they obey a Command.
To Break This Condition the Charmed has to Roll a 20 on a Command Roll

Prone / Immovables
  If a Player is Prone or Immovable they gain
+1 Throwing Acc. / +1 Weapon Acc. / +1 Casting Chance and they can not evade Attacks (all relevant Rolls count as 1)

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Cover image: by Alfred Kruse

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