More Fear
🍳 Cooking (Survival + Spirit or Smarts)
Core Loop:
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Roll Survival to forage or hunt ingredients
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Roll Common Knowledge or Crafting to prep/cook
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Use Spirit for mythic or ritual dishes that affect morale, fatigue, or even powers
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:
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Roll Repair to forge or modify
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Use Knowledge (Engineering) or Occult for special materials or enchantments
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Time cost: 1 hour per tier (Simple, Martial, Mythic)
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:
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Spend resources (abstract or tracked)
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Roll Persuasion to rally help
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Roll Repair or Knowledge (Architecture) to build
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Roll Common Knowledge or Notice to scout location
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 |
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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 |
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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 |
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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 Organs → Anemic (Minor Hindrance) • 3–4: Battered Spine → Slow (Minor Hindrance) • 5–6: Busted Ribs → Strength 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 Scar → Ugly (Major Hindrance) • 4–5: Blinded → One Eye (Minor) or Blind (Major) if already missing one eye • 6: Brain Damage → Smarts reduced one die type (min d4), or reduction to a Smarts-linked skill |
🩸 Legacy Trauma Table (d12)
Roll | Effect |
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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. |