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Discipline - Fear

Some mundane yet terrifying situations can justify a fear check. Whenever a character is facing a stressful and dangerous situation and has no control over it, a fear check can be made to determine how the character reacts to what they are exposed. Note than some situations, while dangerous and stressful, requires a Cool check rather than a fear check (see "Keep your Cool" on page 30). Finally, horrific and gorey sights will also justify a fear check.   EXAMPLE #1 OF A FEAR CHECK   After her wagon brakes down in the middle of nowhere, Sophitia starts looking for help. There seems be a house in the distance with lights on. She walks up to the door and knocks, but gets no answer. She puts her hand on the handle and the door opens.   She calls to anyone inside but again, no answer. She then enters, looking around for a toolkit to repair her wagon. As she continues to look around the house, she hears a noise in the basement. She opens the door leading down and calls out again and once again, she is answered only by silence.   She walks down the stairs and looks around. Opening a side door reveals a horrific sight: in the middle of the room is a naked man, suspended in the air by his hands to a large metal hook affixed to the ceiling! He is missing a leg, which was clearly butchered. Her gaze goes from the man to a nearby table, where the limb stands next to a bloody cleaver.   This horrific scene calls for fear check. The gore she's witnessing, along with being in a basement in the middle of nowhere makes this a Daunting (dddd) Discipline check.   The roll generates ffhh. Failing the check, Sophitia suffers from the disoriented condition. The GM spends the first h to have Emily flee in terror. The second h is spent to have her scream as she panics. This will contribute to have the antagonist show up as she runs upstairs.   EXAMPLE #2 OF A FEAR CHECK   Mitsurugi is a veteran of The Rangers, a group of monster hunters. All day, he's been investigating the recent massacres of a local community's livestock. He gathered witnesses, footprints, and other clues leading him to think he's going to face a harpey. He makes sure to prepare proper equipment to face such a creature based on his knowledge. Even though he's been a ranger for years now, he's never actually faced a harpyey.   Later that day, he encounters the creature, which has the Terryfing scream special ability, forcing Cyrus to make a Hard (ddd) fear check. Since Mitsurugi had the day to prepare himself for this encounter, he is not as stressed. Therefore, the GM adds a b to the check.   The roll generates sht. The GM spends the h to have Mitsurugi experience an adrenaline rush. He will add b to his next check but suffers 3 strain. Then, Mitsurguri's' player spends the t to have the ranger not be afraid of harpies. Mitsurugi' player writes a new ability on his character sheet that makes him immune to harpies' Terrifying scream ability.

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