Fear

How to Make a Fear Check

Fear checks function much like saving throws. Each character has a fear check number, determined by class and level (for details, see tables at end). When a player is instructed to make a fear check, roll 1d20 and compare it to the character’s fear check number. The following table lists bonuses or negatives applied to the die roll.

If the adjusted die roll is equal to or greater than the fear check number, the character resists the terror that momentarily threatens to overcome him. If this happens, play resumes normally. If the die roll is less than the character’s fear check number, 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.

Fear Check Modifiers

ModifierCondition
+?/-?Character Wisdom Modifier
+4Character or party possesses a spell, magical item, weapon, or bit of knowledge which has already proven effective against this particular threat.
+2Character or party possesses a spell, magical item, weapon, or bit of knowledge which is believed to be effective against this threat.
+4A relative or fellow player character is endangered.
+2A friend or ally is clearly endangered.
+1An innocent is endangered.
+2Character has faced and defeated a similar threat within the last twenty-four hours.
+1Character has faced and defeated a similar threat in the past (but not within the last twenty-four hours).
-2Character has faced and been defeated by a similar foe within the last twenty-four hours.
-1Character has faced and been defeated by a similar threat in the past (but not within the last twenty-four hours).

Effects of Failure

When overcome with fear, heroes respond in many ways. Depending upon the exact situation, the GM may wish to dictate the actions of the characters. If not, the player can be asked to roll 1d6. The GM can then consult the following chart for the results. Modifiers can be added to the die roll as indicated below the chart. The results from a failed Fear Check 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.

Failed Fear Check Results (1d6)

1.  Fumble6. Flee
2.Gape7.Faint
3.Scream8.Horror
4.Stagger9.Madness
5.Hide10. System Shock
ModifierCondition
+1Character is alone (or can’t be quickly reached by allies).
+1Character is a spellcaster with fewer than half of his spells remaining.
+1Character has lost more than half of his maximum hit points.
+1Character has failed a fear, horror, or madness check within the last twenty-four hours

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.

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 Fortitude saving throw vs. being paralyzed. 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 GM) 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.

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