In
heroic (and super-heroic) games, fear tends to appear infrequently and usually
inconveniences characters only temporarily. Many characters in roleplaying
games behave as though fear is absent from their psyche; they boldly descend
into dark places where monsters are thought to lurk and take risks to body,
mind and soul that could be damaging to a sane mind when merely considered. Even
courageous characters from the most death-defying heroic settings experience
fear, but the impact of fear on player characters is often minimized or
downplayed (by players and gamemasters alike).
Usually,
this is a matter of control. Players don’t mind having their character behave
as though afraid, so long as they are free to choose how and when to respond to
the source of their fear. When a poor roll causes a brave character to flee
however, players may feel resentment and some consequently rebel. For this
reason, using rules for expanded fear should be a group decision. They can be
used for a single themed scenario or for an entire campaign, but in either case
both the rules and the purpose behind their use must be explicitly stated… most
of the time. If the campaign is described as being based on the Twilight Zone, horror anthology comics
(like The Vault of Horror and other EC Comics offerings),
or the works of H. P. Lovecraft this alone is sufficient warning that something
is up and in a true horror game, the less explained the better.
In Mutants & Masterminds, fear is an (usually rare) effect descriptor and players are free to choose to make characters immune to it with a single character point by taking the Fearless advantage or immunity to fear effects. In campaigns with horror elements, fear as a descriptor becomes much more common and since the cost of immunity is based on the frequency of the threat, fear immunity should cost more. Taking immunity to a common effect descriptor costs 10 character points while an uncommon one costs 2. The gamemaster must decide whether fear immunity should be priced as common, uncommon or in between, but in any case the Fearless advantage will need appropriate adjustment as well. For example, Fearless could grant a circumstance bonus to resistance checks instead of immunity, or allow a reroll of a failed check (like Second Chance).
In Mutants & Masterminds, fear is an (usually rare) effect descriptor and players are free to choose to make characters immune to it with a single character point by taking the Fearless advantage or immunity to fear effects. In campaigns with horror elements, fear as a descriptor becomes much more common and since the cost of immunity is based on the frequency of the threat, fear immunity should cost more. Taking immunity to a common effect descriptor costs 10 character points while an uncommon one costs 2. The gamemaster must decide whether fear immunity should be priced as common, uncommon or in between, but in any case the Fearless advantage will need appropriate adjustment as well. For example, Fearless could grant a circumstance bonus to resistance checks instead of immunity, or allow a reroll of a failed check (like Second Chance).
The
expanded fear system adds the complication of tracking each character’s fear
level separately and requires players to check their current fear level
whenever a new source of fear come into play. The highest level of fear is the
most important as the effects of each level supersede the one before it,
however when a higher level of fear is removed, characters revert to the next
highest level of fear still influencing them.
Fear Terminology
Fear Effect:
Any effect with the fear descriptor. Alternatively, the in-game effect of a
given fear level on a character.
Fear Level:
Seven distinct conditions caused by fear. In ascending order they are; spooked, shaken,
scared, frightened, panicked, terrified, and horrified.
Greater Fear: The final four levels of fear frightened, panicked, terrified, and horrified.
Greater Fear: The final four levels of fear frightened, panicked, terrified, and horrified.
Lesser Fear:
The first three levels of fear; spooked, shaken, and scared.
Source of Danger: Any creature or hazard capable of causing damage to the character (a character immune to fire will not regard a burning house as a source of danger).
Source of Danger: Any creature or hazard capable of causing damage to the character (a character immune to fire will not regard a burning house as a source of danger).
Source of Fear:
Any effect with the fear descriptor or any creature, object, or situation that
adds a fear level.
Levels of Fear
Expanded fear has seven levels, each of which is represented by a combined condition and is divided into two groups; lesser fear and greater fear. In ascending order of consequence, the three levels of lesser fear are spooked, shaken, and scared. Lesser fear assigns penalties but otherwise leaves players free to choose how their character behaves. Greater fear, on the other hand, progressively removes choice from players with regard their character’s actions. The four levels of greater fear (in ascending order of consequence) are; frightened, panicked, terrified, and horrified. The effects of each level of fear are described below:
Expanded fear has seven levels, each of which is represented by a combined condition and is divided into two groups; lesser fear and greater fear. In ascending order of consequence, the three levels of lesser fear are spooked, shaken, and scared. Lesser fear assigns penalties but otherwise leaves players free to choose how their character behaves. Greater fear, on the other hand, progressively removes choice from players with regard their character’s actions. The four levels of greater fear (in ascending order of consequence) are; frightened, panicked, terrified, and horrified. The effects of each level of fear are described below:
Lesser
Fear
Fear
begins as a shiver down your spine, but soon grows.
1.
Spooked: The nature of your surroundings or events that
you have witnessed makes you uneasy. You feel your skin crawl and see figures
at the edge of your vision. You experience impaired
Perception (-2 Perception checks) and impaired
resistance
against fear (-2 to resistance
checks made against effects with the fear descriptor), however you receive +1 circumstance bonus to
initiative
due to your heightened state of vigilance.
2.
Shaken: Fear has taken hold of you and you are no longer
capable of thinking clearly. You are impaired,
suffering a –2 circumstance penalty on checks.
3.
Scared: You are noticeably afraid, jumping at shadows
and easily startled by odd sights and unexplained noises. You are impaired
and suffer impaired
resistance
against fear (-4 in total to these checks). In addition, if subjected to any
lesser fear effect you are dazed
for 1 round unless you choose to allow your fear level to advance (see Mounting
Fear below).
Greater
Fear
At
these levels, your fear begins to overwhelm you.
4.
Frightened: You are so afraid that you must flee from the
source of your fear. You are impaired
and behave as though controlled
to move away from any source of fear you perceive. Once you can no longer
perceive any source of fear, you can act normally. You can use special
abilities to flee and must resort to such abilities if they seem like the only
way to escape. If you flee from the source of your fear and it later reappears
while you are still frightened, you must immediately begin fleeing again.
If unable to flee, you can fight.
5.
Panicked: This level of fear is identical to frightened except
that you drop anything you are holding whenever you are forced to flee and you
flee in a random direction. In addition, you treat all sources of danger as
fear sources and must flee from them as well. If unable to flee, you cower in
fear leaving you vulnerable.
6.
Terrified: As panicked above, except that your intense
alertness causes you to shy away from even the gentlest intervention. You do
not treat any other character as an ally and must attempt resistance checks against
all effects that allow them, even if that effect would be beneficial. Unlike
being frightened or panicked, even after you have fled from any source of fear,
you are unable to act as normal. Instead, you take a random action: continue fleeing; find a place to hide; attack the nearest creature; or do nothing if you manage to do nothing on two consecutive turns, you recover enough to act normally until confronted with a new source of danger or fear.
7.
Horrified: You are transfixed with fear and can take no
actions. You are defenseless
and stunned.
Mounting Fear
As
characters are exposed to fear, their fear level either increases or remains
the same and higher levels of fear supersede lower ones. For example, if a
shaken character experiences a terrifying event, the character becomes terrified
(the shaken condition is moot). Furthermore, characters do not become immune to
the lower levels of fear as a result of taking on a higher one. Characters subjected
to a fear effect of a level equal to or lower than their current fear level, usually
increase their current fear level by one: A terrified character exposed to a
frightening monster becomes horrified, for example.
There
is, however, some limit to the effects of lesser fear. These effects do not cause
characters to progress through the greater levels of fear. If a character is at
the third level of fear (scared) or higher, fear that would cause a character
to be spooked, shaken and scared cannot cause the character to become
frightened or to advance their fear level further towards being horrified. Instead,
any exposure to lesser fear causes the character to become dazed
(limited to free actions and a single standard or move action per turn) for 1
round. Players can choose to allow their level of fear to advance, however, if
they would prefer.
For
example, a scared character stumbles into a bed chamber to find a group of three
vampires standing over a recently drained corpse. Two of the vampires are
accusing a third of being overzealous and leaving them wanting, when their
hungry eyes spy the player character. The gamemaster rules that this situation carries
a fear level of spooked, however the player is concerned that facing three
vampires while dazed, even for 1 round, would be a risky proposition. The
player chooses to allow the character to become frightened so as to move at top
speed away from this grisly scene and the hostile creatures.
The Power of Fear
The
gamemaster has great latitude when adding fear levels from sources other than
powers. In general, a non-power source of fear is likely to last for the
current scene
and when the scene ends, the associated fear fades. In other cases, a source of
fear may raise the fear level of characters interacting with it in some way. The
location of a recent murder may cause characters to become spooked, for
example. In this case, character might be able to remove their fear by withdrawing
from the immediate location, taking a stiff drink, or covering the body with a
sheet. Objects of fear might add levels of fear to all characters nearby or
only to character’s handling such an object. Perhaps a seemingly innocuous tome
of fear causes nothing unusual until it is read or only affects a character
taking ownership of it, leaving other characters confused as to the fear affected
person’s behavior.
Powers which generate effects with the fear
descriptor require gamemaster adjudication to determine what level of fear they
correspond to. In the case of afflictions,
this is a fairly simple matter of determining what condition(s) the fear effect
imposes on the target. A fear effect that causes a character to become impaired
with one degree
of failure on the resistance
check effectively causes affected characters to become shaken until the effect
ends. If a character fails to resist two different fear effects which cause the
same condition, the character becomes scated until overcoming at least one of
those effects.
Other
types of powers which include the fear descriptor may cause characters to add
fear levels, particularly environment
and illusion.
An environment of impeded
movement caused by animated corpses reaching out of their graves and grasp
at the feet of those moving by could certainly add a level of a fear. Carefully
described illusions could do so as well, even in situations when the power used
doesn’t include the fear descriptor normally. Using a light based power to
create a hologram could add fear levels when used to show a terrifying image.
With
these powers, the gamemaster should be careful to assign an appropriate level
of fear based on the circumstances and (in the case of players using such
powers) how the effect is designed and explained. In particular, clever players
might try to achieve a greater effect from their powers without paying
character points accordingly. This can be fine when done on occasion,
especially if victory
points are used, but players shouldn’t be allowed to regularly cheat the
system by imposing conditions without an affliction power. In addition, in
series where the characters are supposed to be heroes, using an illusion to
display horrific imagery to terrify someone, even a villain, can have morally
questionable implications and should carry the appropriate consequences.
Beyond
fear powers, effects that influence emotions and mental states may be able to
affect fear levels. As with fear powers, an effect with those descriptors that
creates an affliction could have a fear level based on the circumstances. With
regard to emotion control powers, any power that generates positive emotions
(such as courage) might reduce or remove one or more fear levels while it is in
effect. If used in opposition to a fear power, resolve the situation using the
rules for countering.
For other sources of fear, the gamemaster should compare the power and the
source(s) of fear influencing the target character to determine if the current level
of fear is reduced, removed entirely, or unaffected.
Note:
These rules are adapted from fear as
presented in Horror Adventures for
use the Pathfinder Roleplaying Game.
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