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Fear

“These nightmarish creatures can be felled, they can be beaten, but they will try to break your mind first.”
On the battlefield, in damp crypts, in the outer planes, and in the safety of your own camp, your own mind can be your worse enemy.
Fear is a multi-level condition that can be applied to enemies and allies alike, and hinders their ability to act and fight rationally.
It works similarly to , with Fear Damage being able to inflict various levels of Terror.

Inflicting Fear

Characters can intimidate others with a Will or related Skill roll.
Brutal actions and Eldritch appearances can also cause Fear, with a result based on their intensity:
4: Trivial
8: Easy
12: Moderate
16: Difficult
20: Very Difficult
24: Heroic

Resisting Fear

Unlike physical damage that can be parried or dodged, Fear is inevitable. The only thing to do is to steel your mind and brace for it.
Characters resist Fear with their Will Stat, like .
Spells from the Order and Chaos Plane can be used to block Fear like .

Effects of Fear

Receiving Fear inflicts Terror on you, depending on how much you received at once.
When receiving over 3 Fear and you’re already under some Terror effects, you raise your Terror Level by 1.
Under 0: Unafraid, your Will is strong, your aim is true.
1-3: Shaken, you drop an item in your hands.
4-8: Dread, you have -1D for actions regarding the Source of your Fear.
4-8*: Severe Dread, you have -2D for actions regarding the source of your Fear.
Triggers if you receive between 4-8 Fear when already under Dread.
9-12: Horrified, you cannot move towards or attack the Source of your Fear.
13-15: Nightmare, you cannot move or act, and can only speak incoherently.
16+: Sudden Death, your heart broke as your Will crumbled, you drop dead on the spot.
“Sources of Fear” are entities that inflicted Fear upon another.

Reducing Fear

You can calm yourself and try to reduce your Terror Level by one by:
Resting in a calm place
If not calm, Will or related Skill roll.
Being targeted with a calming spell.
Eating or drinking strong foods.
Having a character spend an action to calm you.
You can fully reduce your Terror Level by:
Spending your whole turn calming yourself.
Falling Unconscious.
Not being able to see, hear of feel the Source of your Fear in any way during one turn.

Mounted Combat

“ Arise, arise, riders of Elturel ! Fell deeds awake, fire and slaughter ! Spears shall be shaken, shields be splintered, a sword day ! A red Day ! Ere the sun arises !”
“So you just get on top of the boar, carefully, and then you’re good to go ! They’re peaceful creatures when you know em, they don’t bite !” - One-leg Oleg, Boar Trainer
Special rules apply when fighting mounted on a horse or any other mount:
Attacks can be aimed at the rider or the mount.
Riders have a TN bonus of +5 at all times, +10 when they used an action to dash.
Unless targeted by other riders.
Mounts have separate character sheets, but do not have separate turns when mounted. Upon being wounded, the rider will need to do a Heart or Riding Check to keep their mount calm, otherwise they get thrown off.
When attacking on a mount:
Gain +1D to hit and +2D to damage if you moved from Close Range before attacking in Melee.
An action can be used to Charge, letting your mount attack by ramming into the target or using natural weapons. Depends on mount’s character sheet. When an action is taken to charge, the rider can only take one other action themselves.
Any major distraction can warrant a Finesse or Riding roll to stay on the mount.
Riders have +1D to resist Shove and Grapple attempts, though failing will immediately dismount them and render them prone.

Bark Sentinels

“Just as the Lindwurm was about to come barreling through the gates, it got skewered by an arrow... well a tree trunk is more accurate I guess...
“It took a bit of effort to clean up, but seeing the lad just impale the Cockatrice on the church’s spire was something.”

Bark Sentinels are a special kind of mount. While in a Bark Sentinel, you use its Brawn and Finesse Stats.
Pilots use their Heart Stat or Bark Soldier Skill to roll for attacks.
In addition:
You can use Bark Weapons , found in the and are subject to .
Fire bypasses your to Absorb.
During Combat:
Once a Bark Soldier is Mortally Wounded, the pilot can get wounded when his Sentinel is attacked.
Anytime their Bark Sentinel would receive a wound from this point, the pilot receives it instead.
Monsters or other Sentinels can rip a pilot out by doing a contested Brawn, Finesse, or related Skill roll during a Grapple.
Characters cannot use magic other than Life Magic when in a Bark Sentinel.

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