Fright Checks¶
vhyl-rpg-expanded-fright.t adds fear and horror encounters: a Will-based Fright
Check, its situation modifiers, and the full range of results on a failure, from a
moment's stun to coma, catatonia and lasting changes. Source: full-2008, B360–B361,
with trait effects from B127, B129, B135 and B162.
Including¶
Include core, progression, Lite, vhyl-rpg-expanded.t and
vhyl-rpg-expanded-traits.t, then vhyl-rpg-expanded-fright.t. Characters must be
RpgExpandedProfiles with a rules object. Including the module changes nothing
until an author calls rpgFrightCheck.
Making a check¶
Describe the encounter with an RpgFrightSituation and call
rpgFrightCheck(profile, situation) from an Action.exec, so undo, rollback and
saves cover it. The receipt (RpgFrightResult) has a status:
| Status | Meaning |
|---|---|
resisted |
The check succeeded. Nothing else changes. |
failed |
tableRoll (3d) plus the failure margin gives total; row is the applied result (totals above 40 use row 40). |
exempt |
The character is Unfazeable. No dice are drawn. |
blocked |
reason = 'incapacitated': the character is dead or unconscious. |
The target is modified Will, reduced to 13 if higher, so a roll of 14 or more always
fails. Rolls of 3 or 4 always succeed, even when modified Will is below 3.
rpgFrightScore, rpgFrightModifiedWill and rpgFrightModifier are pure queries for
previews; they draw no dice and spend no time.
Situation fields¶
All fields are optional and default to no modifier.
| Field | Effect |
|---|---|
monster |
The creature's own modifier, −10 to 0. |
count |
Number of monsters: −1 at 5, −2 at 10, −3 at 20, −4 at 50, −5 at 100+. |
body |
'prepared' +6, 'peaceful' +2, 'violent' 0, 'mutilated' −mutilation (1–3). |
dependent |
−6 more when the body was the character's Dependent. Requires body. |
inCombat |
+5 when the horror appears during combat. |
touched, isolated, dark, alone |
−1, −1, −1 and −2. Set dark for daylight if the character is nocturnal. |
viewing |
'present', 'distant' (100+ yards, +1) or 'remote' (+3). |
experienced, briefing |
+1 for prior experience; +0 to +3 for advance knowledge. |
threat |
A stable id. Each earlier exposure to the same threat in the last 24 game hours gives +1. |
physicalDanger, charging, swornFoe, strange |
Enable Cowardice, Daredevil, Higher Purpose and Xenophilia. |
modifier |
Any further authored modifier. |
Trait ids recognised: fearlessness and combat-reflexes (through the shared Lite
score), fearfulness, combat-paralysis, unfazeable, daredevil,
higher-purpose, and cowardice and xenophilia, which scale with self-control
rating: 4, 3, 2 or 1 at 6, 9, 12 (the default) or 15.
Results¶
Each result either starts one timed condition (an RpgFrightEpisode), applies
immediate harm, or records a pending acquisition, and some do several. Dice are
drawn in the order shown.
| Rows | Result |
|---|---|
| 4–5 | Stunned 1 second, then recovers automatically. |
| 6–7 | Stunned 1 second, then a Will roll each second. |
| 8–9 | Stunned 1 second, then a roll each second against modified Will (episode.score). |
| 10 / 11 | Stunned 1d / 2d seconds, then modified Will each second. |
| 12 | Retching (retching) for 25 − HT seconds, then HT each second. |
| 13 | Pending quirk (−1). |
| 14–15 | Lose 1d FP, then stunned 1d seconds as row 10. |
| 16 | Stunned as row 10, plus a pending quirk. |
| 17 | Faint 1d minutes, then HT each minute. |
| 18 | As 17, plus an immediate HT roll; on a failure, 1 HP of injury. |
| 19 | Faint 2d minutes, then HT each minute; 1 HP of injury. |
| 20 | Faint 4d minutes, then wakes; lose 1d FP. |
| 21 | Panic (panicked) for 1d minutes, then Will each minute. |
| 22 / 23 | Pending −10 delusion / −10 mental disadvantage. |
| 24 | Pending −15 of physical disadvantages. |
| 25 | Pending: worsen a related disadvantage's self-control one step, or a new −10 mental one. |
| 26 / 27 | Faint as 18, plus pending −10 delusion / −10 mental. |
| 28 | Light coma: HT every 30 minutes; −2 for 6 hours after waking. |
| 29 | Coma: 1d hours, then HT; each failure adds 1d hours; −2 for 6 hours after. |
| 30 | Catatonia: 1d days, then HT; each failure adds 1d days. Without medicalCare, lose 1 HP on day one, 2 on day two, and so on. Afterwards −2 for as many days as it lasted. |
| 31 | Seizure 1d minutes, lose 1d FP, then an HT roll: a failure costs 1d injury, and a critical failure also 1 HT permanently. |
| 32 | Collapses with 2d injury. |
| 33 | Total panic: panicRoll is a 3d reaction roll for the author to interpret. |
| 34 / 35 | Pending −15 delusion / −15 mental. |
| 36 / 37 | Pending −20 / −30 physical. |
| 38 / 39 | Coma as 29, plus pending −15 delusion / −15 mental. |
| 40+ | As 39, and −1 IQ permanently. |
Conditions and time¶
Only one episode is active per character, and a new one replaces it. While it lasts,
it sets stunned, unconscious (faint, comas, catatonia), panicked or retching,
and holds Lite's fearSeconds so that ordinary stun and wake checks wait for it.
rpgFrightIncapacitated(profile) reports whether one is active.
Episodes advance inside rpgLiteHealthTime through the new
RpgLiteProfile.conditionTime hook, so Lite rest and combat clocks drive them
without extra calls. Total panic does not advance with time: after playing out the
reaction, call rpgFrightPanicReaction(profile). It rolls Will and returns nil when
the panic ends, or the next reaction roll. When an episode ends it clears only the
flags it set. A lingering −2 (lingeringPenalty) applies to every skill roll and
attribute check except defenses, and counts down only after the character wakes.
Pending acquisitions¶
The module never chooses a quirk, phobia or physical change. Failed rows append an
RpgFrightAcquisition (kind, points, row) to profile.frightPending. Resolve
one with rpgFrightAcquire(profile, acquisition, traits), passing new approved traits
whose creationCost() totals exactly points. For 'worsen-or-mental', pass a single
owned disadvantage with self-control 9, 12 or 15 to move it one step worse. Traits
added this way are marked acquiredInPlay, reduce the character's point value, and
may exceed the five-quirk creation limit.
Interpretations¶
The book leaves these choices to the GM. The module rules as follows:
- Recovery rolls against modified Will (rows 8–11, 14–16) are not capped at 13. The cap applies to Fright Checks only.
- Row 20 states no recovery roll, so the faint ends automatically.
- Seizures set
stunnedand lying posture rather than unconsciousness. - Stunning or fainting from other causes is cleared when the fright episode ends.
- Rerolling implausible results is the author's call: substitute any row with
rpgFrightApply(profile, total, modifiedWill). - Lite combat does not yet restrict panicked or retching characters. Check
rpgFrightIncapacitatedbefore offering actions.