More Fear

🍳 Cooking (Survival + Spirit or Smarts)

Core Loop:

Effects Table (d6):

| 1 | Bland: No effect, but edible
| 2 | Comfort Food: Remove 1 Fatigue
| 3 | Energizing: +1 Pace for 1 hour
| 4 | Restorative: Recover 1 Wound (requires Raise)
| 5 | Inspiring: +1 to Support rolls for 1 scene
| 6 | Mythic Meal: Gain temporary Edge or Power Point (GM discretion)

Add tags like Seasonal, Rare, or Forbidden for flavor hooks.


⚒️ Weapon Crafting (Repair + Knowledge or Occult)

Core Loop:

Crafting Table (d6):

| 1 | Flawed: -1 to attack rolls
| 2 | Functional: No bonus
| 3 | Balanced: +1 to Parry
| 4 | Brutal: +1 damage
| 5 | Ritual-Bound: Add tag (e.g. “Only works under moonlight”)
| 6 | Legendary: Gain Minor Magical Effect (GM approval)

Could link to Downtime Scenes, Town Resources, or Monster Parts.


🏘️ Town Building (Persuasion + Repair + Knowledge)

Core Loop:

Town Feature Table (d6):

| 1 | Shelter: Removes Fatigue faster
| 2 | Forge: Enables Weapon Crafting
| 3 | Shrine: +1 to Spirit rolls in town
| 4 | Market: Trade goods, reroll one Resource roll per session
| 5 | Library: +1 to Research or Knowledge rolls
| 6 | Bastion: +2 to Defense rolls during sieges

You could even build a Town Sheet with tags like Haunted, Booming, or Cursed, and let players shape its legacy through play.

Fear Response Table (d20)

Roll Effect
1–3 Adrenaline Surge: The "fight" response activates. Gain +2 to one chosen Trait (e.g., Investigation, Notice) related to the fear source for the rest of the scene. Suffer –1 to other Traits due to tunnel vision.
Example: Investigating a branded corpse grants +2 to Investigation, but –1 to other rolls due to distraction.
4–6 Distracted: The character is mentally overwhelmed. They are Distracted for the rest of the scene (–2 to all Trait rolls).
7–9 Vulnerable: Emotional defenses falter. Suffer –1 to Persuasion and Intimidation rolls for the remainder of the day.
10–12 Shaken: Mentally stunned outside combat. Suffer –1 to all rolls for the rest of the scene. Cannot spend Bennies to remove this effect.
13 The Mark of Fear: A cosmetic or behavioral trauma manifests. Character is Stunned, and may gain a Hindrance.
Example: Anemic (can’t keep food down), or Twitchy (–1 to Persuasion).
14–15 Frightened: Gains Hesitant (Minor Hindrance) for the session or until significant rest. If already Hesitant, they become Panicked (see below).
16–17 Panicked: Immediate, uncontrolled behavior. Character may:
• Flee and hide irrationally
• Freeze and require a Spirit roll to act
• Scream and reveal party’s position
18–19 Minor Phobia: Gains a Minor Phobia Hindrance tied to a mundane element of the fear source.
Example: Claustrophobia from a basement encounter, Pyrophobia from a demonic flame.
20–21 Major Phobia: Gains a Major Phobia Hindrance—a debilitating fear with major behavioral consequences.
22+ Heart Attack: Mental collapse. Make a Vigor roll at –2. On failure:
• Gain Fatigue (removable only via Healing or magic)
• Become Stunned for 1d6 hours and incoherent

🧠 Mental Trauma Table (d20)

Roll Effect
1–3 Hyper-Vigilance: +2 to Notice rolls, –1 to all social rolls for the rest of the scene.
4–6 Mental Fog: –2 to all Smarts-based rolls (except Notice) for the rest of the scene.
7–9 Sensory Overload: Character is Distracted (–2 to all Trait rolls) until the end of their next turn.
10–12 Fraying Nerves: Character becomes Fatigued for the rest of the day. Can be removed by calm or a successful Spirit roll at day's end.
13 Echo of Fear: A sensory trigger haunts the character. –2 to all rolls when encountering it again during the session.
14–15 Deep-Seated Unease: Gains Suspicious (Minor Hindrance) for the remainder of the adventure.
16–17 Paralytic Shock: Character is Stunned for a number of rounds equal to their Vigor die. Can attempt a Spirit roll at –2 each round to recover.
18–19 New Quirk: Gains a permanent Quirk (Minor Hindrance) related to the event (e.g., stutter, obsessive checking).
20–21 Aversion: Gains Vow (Minor Hindrance) to avoid a specific place/object/person. Breaking it causes Shaken and Fatigued.
22+ Catatonic State: Character is Incapacitated. Requires Healing roll at –4 or 1d6 days of rest to recover. Revived characters suffer 1 level of permanent Fatigue.

🩸 Physical Trauma Table (d12)

Roll Effect
2 Broken Core: Permanent Fatigue level. Gains Barren (Minor Hindrance)—reproduction impossible without a miracle.
3–4 Shattered Limb: One arm (random) is unusable. Gains One Arm (Major Hindrance) and –2 to all rolls requiring two hands.
5–9 Deep Gash: Roll 1d6 for specific injury:
• 1–2: Ruptured OrgansAnemic (Minor Hindrance)
• 3–4: Battered SpineSlow (Minor Hindrance)
• 5–6: Busted RibsStrength permanently reduced one die type (min d4)
10–11 Crippled Leg: One leg (random) is mangled. Gains Lame (Minor Hindrance) or Lame (Major) if already Slow or previously injured.
12 Head Trauma: Roll 1d6 for specific effect:
• 1–3: Hideous ScarUgly (Major Hindrance)
• 4–5: BlindedOne Eye (Minor) or Blind (Major) if already missing one eye
• 6: Brain DamageSmarts reduced one die type (min d4), or reduction to a Smarts-linked skill

🩸 Legacy Trauma Table (d12)

Roll Effect
1 Blood Memory: The character involuntarily recalls the trauma during combat. Must make a Spirit roll or become Distracted.
2 Symbolic Trigger: A mundane object now causes unease. Suffer –1 to rolls when near it.
Example: Mirrors, knives, children’s toys.
3 Dream Invasion: Nightmares plague the character. Cannot recover Fatigue through sleep until a ritual or healing is performed.
4 Echoing Phrase: A specific phrase or sound causes a Fear check.
Example: “It’s behind you.”
5 Inherited Mark: A physical scar or mark remains. Others may recognize it and react accordingly.
6 Unseen Companion: The character believes something follows them. Suffer –1 to Notice and –1 to Stealth.
7 Compulsion to Document: Must record or narrate events obsessively. If prevented, suffer –2 to Smarts rolls.
8 Tactile Flashback: Touching certain textures triggers a Vigor roll or suffer Fatigue.
9 Sensory Sensitivity: One sense becomes hypersensitive. Suffer –1 to rolls when overstimulated.
10 Protective Fixation: Becomes irrationally protective of a person or item. Suffer –2 to rolls if separated.
11 Legacy Curse: Trauma manifests as a supernatural effect. GM may impose a Minor Hindrance or mystical consequence.
12 Mythic Echo: Trauma links to a mythic archetype. Gain a unique Edge or Hindrance tied to the myth.
Example: “Touched by the Void” grants +1 to Occult, –1 to Persuasion.