Fear Checks
Fear is a natural aspect of the human psyche. This
valuable safety mechanism often overrides all
other factors, leading a character to flee or hide
from something that might prove injurious, fatal,
or even damning. Like a doctor's prescription, fear can be a
life-saving draught when taken in moderation.
Sometimes, however, truly terrible events can push a
person beyond the bounds of normal fear and into a state of
panicked terror. Such an excessive volume of fear, like an
overdose of otherwise beneficial medicine, can lead only to
ruin and disaster. Fear checks are a game mechanic
designed to simulate the often catastrophic effects of fright
on adventurers.
When to Make a Fear Check
A number of conditions, called triggers, can force a hero to
make a fear check. Some of these are strictly aspects of
game mechanics, while others depend upon the setting and
atmosphere of the adventure.
Game Events
As a rule, a fear check is required when a hero finds himself
confronted with an overwhelming threat. In some cases, the
hero may overestimate the danger, but if he believes the
menace he faces is far more powerful than he can handle,
he may still be forced to make a fear check. Conversely, if a
hero does not believe the threat before him to be deadly, no
fear check is usually required.
Below is a list of some of the most common fear check
triggers. These assume that the party faces some manner of
monster or other attacker.
Common Fear Check Triggers
The Hit Dice of the monster total more than twice those
of the entire party confronting it.
The monster can inflict enough damage in a single
round to kill the character with the most hit points.
The monster is immune to all of the party's weapons
and spells.
The monster is at least two size categories greater than
the largest member of the party.
Role-Playing Triggers
Of course, all the aforementioned triggers are based on
game mechanics. Players will almost always be ignorant of
things like the Hit Dice rating of the monster before them.
However, fear checks can be triggered by
events in the game as well.
Often, the Dungeon Master should base the need for a
fear check on the reactions of the players or the
environment in which the characters find themselves.
Confident Players: If a player appears confident of
victory, no fear check need be made for his character. Of
course, such a player may well be making a big mistake.
After all, Strahd von Zarovich looks more or less like a
normal man. A warrior might well be convinced that he
could easily defeat him. The warrior would not need to
make a fear check at the start of such a fight, although he
might well make one when the magnitude of his folly is
made clear. If he survives, he will probably be more
cautious in the future.
Hesitant Players: Should a player seem hesitant and
uncertain about battling the creature which confronts his
character, the Dungeon Master should have him make a
Wisdom check.
A successful check indicates that the character will act in
the manner most dictated by the list of triggers above. Thus,
if any of the listed conditions apply, a fear check will be
required. If none of those conditions apply, no check is
needed.
A failed Wisdom check indicates that the hero has
misjudged the menace before him. Thus, he must make a
fear check where one would ordinarily not be required and
vice versa. This can, of course, be disastrous.
Frightened Players: If a player clearly appears convinced
that the creature before him presents a great threat to his
character, the Dungeon Master is well within his rights to
mandate a fear check. This is true even in the case of
creatures that are all but harmless.
For example, a player whose character is exploring the
dungeons beneath Castle Ravenloft might well be convinced
that the giant centipedes he encounters are far more
dangerous than they truly are. (Perhaps they possess deadly
venom, some magical attack, or worse....) In such cases,
a fear check is probably in order.
The Environment
Fear checks are most frequently made during combat, when
the level of physical danger is almost certainly at its highest.
Additionally, a number of conditions can occur outside of
combat that might, at the Dungeon Master's discretion,
require fear checks.
It is important to keep in mind the fact that these checks
need be made in only the most extreme cases. Consider the
first example given below: an unexpectedly triggered trap.
If, while walking through the woods, a party of adventurers
sees their scout suddenly yanked into the air by a well-hidden snare,
they are more likely to burst out laughing than
run in fear. The same party, exploring the dank
labyrinth around a vampire's crypt, would react
differently if the same scout were
suddenly bisected by a great blade
springing from the wall.
Unexpected Traps: Whenever a character triggers an
unexpected trap, it has a chance of breaking the party's
nerve. The key word here is "unexpected". If the heroes
are watching a thief search for traps, they are not usually
too surprised if he sets one off.
As a rule, the chance that any given trap will cause
those who witness its effects to make a fear check is based
upon the damage it inflicts. For every point of damage
suffered by the target, each character who witnesses his
predicament has a 2% chance of needing a fear check.
Particularly gruesome or savage traps double this chance,
while those that are especially subtle in their operation
halve it.
Sudden Isolation: When a group of adventurers is
suddenly split up or an entire party finds itself cut off from
its expected escape route, the nerve of even the bravest
adventurer is tested.
Consider the case of a party moving along a narrow
tunnel in search of some terrible monster. One by one, the
characters move through the darkness keeping a careful
watch ahead and behind, when suddenly, the first (or last)
person in line falls through a trap door and slides down a
long chute. As the victim reaches the pitch black area at
its end, a fear check might well be in order. After all, while
the character has no reason to believe that he is in any
immediate danger, his imagination will almost certainly
whip up a few terrible fates that might be looming around
him.
Of course, if the character who vanished down the chute
was the most powerful member of the party, those left
behind might be the ones who feel isolated. In that case,
they might well feel overcome with panic while the fallen
character is standing up and dusting himself off calmly.
Witnessing Something Sinister: Ravenloft is a haven for
macabre and sinister things. When a hero happens upon
something dark and terrible, it may be more than his nerve
can bear. In such cases, a fear check is mandated.
If while exploring the jungle island that looks to be their
new home, the survivors of a shipwreck come upon the
remains of a cannibal's feast, they are likely to become
frightened. This is especially true if the evidence indicates
that the cannibals greatly outnumber the adventurers.
Dark Secrets: Just as the Demiplane of Dread has its
share of monsters and beasts, so too is it rich with
mysteries and puzzles. From time to time, discovering
these secrets can fill any adventurer with fear.
A group of heroes caught in a terrible storm might count
themselves lucky to find refuge in a monastery. When they
stumble across a tome that records the demise of a similar
group and reveals that their hosts are vampires, however, it
may be time for the Dungeon Master to mandate a few fear
checks.
How to Make a Fear Check
Fear checks function much like saving throws. Each
character has a fear check number, determined by his class
and level. (For details, see Appendix Three: Character
Classes.) When a player is instructed to make a fear check,
he rolls 1 d20 and compares it to his character's fear check
number. The following table lists adjustments applied to the
die roll.
Table 4:
Fear Check Modifiers
Modifier |
|
Condition |
+?/-? |
|
Magic Defence Adjustment (based on Wisdom Score) |
+4 |
|
Character or party possesses a spell, magical item,
weapon, or bit of knowledge which has already
proven effective against this particular threat. |
+2 |
|
Character or party possesses a spell, magical
item, weapon, or bit of knowledge which is
believed to be effective against this threat. |
+4 |
|
A relative or fellow player character is endangered. |
+2 |
|
A friend or ally is clearly endangered. |
+1 |
|
An innocent is endangered. |
+2 |
|
Character has faced and defeated a similar threat
within the last twenty-four hours. |
+1 |
|
Character has faced and defeated a similar threat
in the past (but not within the last twenty-four
hours). |
-2 |
|
Character has faced and been defeated by a
similar foe within the last twenty-four hours. |
-1 |
|
Character has faced and been defeated by a
similar threat in the past (but not within the last
twenty-four hours). |
If the adjusted die roll is equal to or greater than the fear
check number, the character resists the terror that
momentarily threatened to overcome him. If this happens,
play resumes normally. If the die roll is less than the
character's fear check number, however, the character fails.
When this happens, he is overcome by terror and, at least
for a few seconds, allows his emotions to dictate his actions.
For these checks, a roll of 20 always succeeds, and a roll of
1 always fails.
Effects of Failure
When overcome with fear, heroes respond in many ways.
Depending upon the exact situation, the Dungeon Master
may wish to dictate the actions of the characters. If not, the
player can be asked to roll 1d6. The Dungeon Master can
then consult the following chart for the results (described on
the next page). Modifiers can be added to the die roll as
indicated below the chart.
Table 5:
Failed Fear Check Results (1d6)
1. | Fumble |
|
6. | Flee |
2. | Gape |
|
7. | Faint |
3. | Scream |
|
8. | Horror |
4. | Stagger |
|
9. | Madness |
5. | Hide |
|
10. | System Shock |
Modifier |
|
Condition |
+1 |
|
Character is alone (or can't be quickly reached by
allies). |
+1 |
|
Character is a spellcaster with fewer than half of
his spells remaining. |
+1 |
|
Character has lost more than half of his maximum
hit points. |
+1 |
|
Character has failed a fear, horror, or madness
check within the last twenty-four hours |
The results from Table 5 are fully described below. In some
cases, these effects are minor and can be overcome quickly.
Sometimes, however, a failed fear check can be catastrophic.
Fumble
A character who suffers this effect is so startled that he
jumps back in fear and drops anything he was holding,
including weapons. A saving throw vs. fall must be
attempted for each dropped item (see Chapter 6 of the
Dungeon Master Guide).
Gape
In the face of great fear, indecision overwhelms the gaping
character. He stands paralyzed with fear for the entire round,
moving only if one of his companions physically forces him
to. A gaping character takes no action to defend himself,
thus losing any advantage to his Armor Class that might
have been gained by a shield or high Dexterity score. In
addition, any strike directed at the character gains a +2
attack bonus.
Scream
The character screams at the top of his lungs and jumps
back in fear. This causes him to forfeit any action he might
make this turn (although he can still defend himself from
attack). In addition to this loss, the Dungeon Master must
determine the exact effect of the character's screams. At the
very least, the fearful hero will draw unwanted attention to
himself and spoil any chance of surprising his foes.
Stagger
The character staggers back, trips, and falls. He must make
a successful Dexterity check for each item in his hands or
drop it. Any dropped item must make a successful saving
throw vs. fall to avoid damage. Until the character spends
an action regaining his feet, he is considered prone and,
thus, more vulnerable to attack.
Hide
In order to save himself from what he believes to be certain
doom, the hero cowers in the corner, dives under a table,
or otherwise seeks shelter. If the character can find
no place to hide, he must make a saving throw
vs. paralyzation. A failed saving throw indicates
that the character faints (as described below). A
successful saving throw indicates that the
character turns and flees in terror (as detailed
below).
If the hero is a rogue or other character with
the ability to hide in shadows, he may make use
of this special skill. The panic that grips him,
however, is so great that his skill is cut in half
during this hasty retreat. Also, he may not use
his ability if the conditions of the encounter
would normally prohibit him from doing so.
Flee
The character, putting all considerations but
self-preservation aside, turns and runs. In most cases, he
retraces the route that brought him to the location of the
encounter. If that is not possible, he flees in a random
direction (determined by the Dungeon Master) which will
move him away from the object of his fear.
A fleeing character moves at his maximum movement
rate for the duration of the flight. If the terrain over which he
runs is rough or treacherous, the Dungeon Master may
require saving throws or ability checks to avoid falling. No
fleeing character can attempt to move silently, search for
traps, or otherwise act in a logical, calculating manner.
Faint
This character simply cannot deal with the threat before
him. His eyes roll back in his head, his knees buckle, and
he collapses to the ground. While the character is not
injured by this fall, he drops any item that he was carrying;
the item must make a successful saving throw vs. fall to
avoid damage.
Horror
A horrified character has seen more than his mind can
accept. The Dungeon Master should roll again using
Table 7: Failed Horror Check Results to see what fate has
befallen the character. All normal modifiers apply.
Madness
Just as it is possible for the effects of a failed fear check to
bloom into horror, so too can they grow unchecked into
madness. Of course, only a character who has already
suffered a great deal of abuse need worry about this
possibility. When this result appears, the Dungeon Master
should roll again using Table 9: Failed Madness Check
Results to determine the fate of the character. All normal
modifiers apply.
System Shock
Any character who reaches this level of fear will simply
clutch at his chest, gasp for breath, and collapse. Friends
might assume he has fainted, but the truth is far worse. In
actuality, the character teeters on the verge of death. Of
course, he drops anything he is carrying and all such
objects must make successful saving throws vs. fall or be
damaged.
An immediate system shock roll must be made for the
character. Failure indicates that the character has, literally,
been scared to death. While magic might be used to revive
him, he is beyond the help of the healer's herbs and powders.
If the system shock roll succeeds, the character has a
chance to survive. His Constitution score is reduced by one
point, and he is instantly reduced to 0 hit points and assumed
to be hovering on death's door (as described in Chapter 9 of
the DUNGEON MASTER Guide). If he does not receive prompt
medical attention, he will lose 1 hit point per round until he
reaches -10, at which point, the character dies.
Recovering From Fear
Throwing off the effects of a fear check ranges in difficulty
from fairly easy (as in the case of someone who has fainted)
to very difficult (as for those who have been shunted to the
failed horror or madness checks) to virtually impossible (for
those who have simply dropped dead).
While certain actions by the allies of the character or
magical spells might aid in the mastery of fear, the following
descriptions are the accepted standard. Unusual cases
must, as always, be dealt with by the Dungeon Master.
Minor Effects
A character who has received a fumble, gape, stagger, or
scream result will return to normal on the next round. His is
a passing fear, quickly accepted and mastered.
Moderate Effects
A hero who hid, fled, or fainted is somewhat worse off. In
each case, it will be a full turn (ten minutes) before the
character returns to normal.
Others may try to snap the panicked hero out of his
trauma during that time. Someone who has fainted can be
awakened with smelling salts or cold water, a cowering
individual might be soothed or reassured by a charismatic (and
trusted) companion, and so forth. The Dungeon Master must
resolve such attempts based on their merit and practicality.
Major Effects
Characters who have been horrified, driven mad, or
undergone a severe system shock are in far worse shape. In
all cases, it may be a long time before they return to
normal. Of course, magic can greatly reduce this time, but
such wondrous aid is not always available.
Rules for recovery from horror and madness are provided
later in this chapter. Characters referred to those sections by
Table 5 should use the rules presented there. Characters
who have suffered system shock are either dead (in which
case, only magic can help them) or badly injured. Both
magic and normal healing can restore a surviving character
to health.
Role-Playing the Fear Check
As mentioned numerous times before, the RAVENLOFT game
does not focus on rules, tables, and dice - although these
are certainly important in its play. Instead, it is a game of
nightmares, heroism, and the imagination. Players who
recognize this fact and run their characters in accordance
with the environment must be rewarded for their efforts.
To that end, any player whose hero acts in a frightened
manner when the situation dictates that he should do so
becomes immune to fear checks. This game mechanic is
intended to promote role-playing by simulating the sorts of
reactions that should occur in a frightening situation.