The horrors and trauma of the world can cause the accumulation Fear within you, potentially causing you to Panic. When afraid and in a stressful situation, you may be required to make a Panic Check. A failed check will result in involuntary actions.
Fear:
Fear Threshold: Each character has a Fear Threshold score representing their resilience to fear (10 + Wisdom modifier + Constitution modifier).
Fear Checks: When a character encounters a frightening situation or creature, the DM calls for a Fear Check. The player rolls [roll]2d12[/roll] and adds any accumulated fear points. If the result is equal to or lower than the Fear Threshold, the character remains composed. If the result is higher, the character accumulates 1 point of Fear. Each failed fear check results in a +1 addition to the accumulation of Fear Points.
Recovering from Fear:
A player can reduce their accumulated Fear Points in the following ways:
- Short Rest: A character can attempt to calm themselves during a short rest. They make a DC 10 Wisdom + Constitution saving throw; on a success, they lose 1 Fear Point.
- Long Rest: A long rest fully resets a character's Fear Points to 0.
- Other Means: Specific class features, spells, or items may offer additional ways to reduce Fear.
Panic:
The DM can call for a Panic Check when a character is already experiencing Fear and encounters a particularly stressful or overwhelming situation, such as:
- Witnessing a gruesome death or injury.
- Facing a seemingly insurmountable obstacle or foe.
- Being caught in a trap or ambush.
- Experiencing a sudden, dramatic change in the environment (e.g., a cave-in, a raging inferno)
Panic Check: The DC is equal to 10 plus each Fear Point the character has accumulated. A player must meet or beat the Panic Check with a Wisdom saving thrown + Constitution saving throw modifier.
Effects of Failure:
- Gain Additional Fear: The character gains 1 additional Fear Point.
- Potential Action: The DM may choose to have the character take an involuntary action driven by panic, such as:
- Fleeing from the perceived threat.
- Dropping their weapon or shield.
- Cowering in fear, unable to act.
- Lashing out in a blind rage.
Example:
A character with 3 Fear Points, already shaken by a grotesque creature, hears the ominous rumble of a collapsing tunnel. The DM calls for a Panic Check. The high DC, compounded by their Fear, makes success unlikely. A failed check leads to further Fear and potentially a panicked action, heightening the tension and forcing difficult choices.
Interplay:
- Fear makes characters more susceptible to panic, creating a feedback loop of increasing terror and potential breakdown.
- This dynamic Is intended to encourage roleplaying, strategic decision-making, and memorable moments of heroism or vulnerability.
DM Tips
- Use these mechanics judiciously for maximum impact.
- Tailor effects to the source of fear and offer opportunities for characters to overcome it.
- Encourage roleplaying to bring the emotions of fear and panic to life.
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