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rules:fear

Fear

Certain creatures and horrific scenes may challenge a character's resolve and cause them to make a Fear check (a Spirit roll) when they see them. A success on the Spirit roll means the character manages to overcome the situation and carry on. A failed Fear roll depends on whether the cause of the roll was grotesque or terrifying in nature.

  • Fear/Nausea: If the scene was grotesque or horrific, such as a grisly discovery or learning a secret “Man Was Not Meant to Know,” the character is Shaken and must make a Vigor roll or suffer severe nausea/mental shock that causes a level of Fatigue for the remainder of the encounter. A natural 1 on the Spirit die (regardless of the Wild Die) causes the victim to roll on the Fright Table as well.
  • Terror: A terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense, and can rattle even the most stout-hearted hero. Extras are typically Panicked. Wild Cards must roll on the Fright Table should they fail their Fear check. Roll 1d20 and add the monster's Fear penalty, if any, to the roll (a –2 adds +2 to the roll, for example).

Becoming Jaded

Savage Worlds Deluxe Edition p. 97

rules/fear.txt · Last modified: 2021/03/12 23:19 by admin