| 1-2 | They're crawling all over me: The warrior is convinced that he is
covered with
rats, spiders, bats and other dungeon critters. He can do nothing else
this turn but try
to beat them off. No monster will get the idea of attacking a warrior
that's acting like
this. Even barbarians that go bezerk look like half-dead compared to the
warrior.
|
| 3 | Over there: The warrior thinks that the enemy is standing next to him.
He
immediatly starts attacking with the weapon he's holding in his hand.
He'll attack
every other warrior standing next to him (he'll attack as many warriors a
s
possible),
but with a -1 to hit because he's in total panic.
|
| 4 | Run for it: The warrior will try to leave the room as soon as he can.
If he is fighting
at that time, he must try to escape pinning (and use everything he has to
increase the
possibility to escape pinning).
|
| 5 | Traitors: The warrior thinks that one of his companions is fighting for
`the other
side'. He'll attack that warrior (determine randomly, but if the party
leader has not
been selected the first time, determine again. The next result is valid,
no matter which
warrior comes up.)
|
| 6 | knocked out: The effect of the gas on the warrior is so great that he
passes out. The
warrior will remain passed out for 1D3 turns, as if he was using the play
dead skill.
However he can't use potions or the like.
|