Fear and Sanity: Difference between revisions

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Fear and Sanity are optional rules from ''Harker's [[Guide]] to [[Vampire]] Hunting.'' If you choose to use Fear and Sanity in your MythCraft game, you and your players can find the full list of [[Psyche Talents|Psyche Talents here]].
__NOAUTOLINKS__
 
Fear and Sanity are optional rules from ''Harker's Guide to Vampire Hunting.'' If you choose to use Fear and Sanity in your MythCraft game, you and your players can find the full list of [[Psyche Talents|Psyche Talents here]].


== Fear ==
== Fear ==
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== Sanity ==
== Sanity ==


You gain a third Metaphysical attribute: Sanity (SAN). This represents your ability to endure [[terror]]. SAN modifies Sanity attribute checks (as with any other attribute check). SAN increases your Fear Threshold. For every 2 points of SAN, your Fear Threshold increases by +1.
You gain a third Metaphysical attribute: Sanity (SAN). This represents your ability to endure terror. SAN modifies Sanity attribute checks (as with any other attribute check). SAN increases your Fear Threshold. For every 2 points of SAN, your Fear Threshold increases by +1.


With an extra attribute to manage, you gain additional Attribute Points:
With an extra attribute to manage, you gain additional Attribute Points:
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* Providing an offering or sacrifice to a Shrine.
* Providing an offering or sacrifice to a Shrine.
* Taking Psyche talents removes a set amount of Fear, but these talents have negative consequences.
* Taking Psyche talents removes a set amount of Fear, but these talents have negative consequences.
* [[Lesser Restoration]].
* Lesser Restoration.


[[Greater Restoration]] removes all Fear, or removes 1 Psyche talent that does not have the soul scar tag.
Greater Restoration removes all Fear, or removes 1 Psyche talent that does not have the soul scar tag.


If your hero has Fear, this doesn’t mean they are cowering and shivering in the corner. Heroes are dynamic characters, and fear can affect every hero differently. It can cause them to be irritable, paranoid, withdrawn, or even more determined and stubborn. Consider the Psyche talents that your hero has and how that might impact their behavior in various circumstances. A paranoid hero will, for example, be less likely to trust new potential allies in a social situation, but will be a valuable asset when leading a party through a booby-trapped ruin.
If your hero has Fear, this doesn’t mean they are cowering and shivering in the corner. Heroes are dynamic characters, and fear can affect every hero differently. It can cause them to be irritable, paranoid, withdrawn, or even more determined and stubborn. Consider the Psyche talents that your hero has and how that might impact their behavior in various circumstances. A paranoid hero will, for example, be less likely to trust new potential allies in a social situation, but will be a valuable asset when leading a party through a booby-trapped ruin.
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Lowlyroot is a hamlet consisting of a single inn, one workshop that houses both a blacksmith and a carpenter, and one watchtower surrounded by a vegetable garden. The citizens of Lowlyroot all live in the inn, but there are a few open rooms reserved for weary travelers.
Lowlyroot is a hamlet consisting of a single inn, one workshop that houses both a blacksmith and a carpenter, and one watchtower surrounded by a vegetable garden. The citizens of Lowlyroot all live in the inn, but there are a few open rooms reserved for weary travelers.


Lowlyroot’s population consists of eighteen people: two [[halfling]] families with two parents and three children each, and a large [[kleppin]] family.
Lowlyroot’s population consists of eighteen people: two halfling families with two parents and three children each, and a large kleppin family.


Lowlyroot has a marble statue honoring a kleppin [[cleric]] named Acorn. Long ago, Acorn cast the [[Hallow]] [[divine]] ritual on this region, granting the following permanent effects within the watchtower and in the gardens around it:
Lowlyroot has a marble statue honoring a kleppin cleric named Acorn. Long ago, Acorn cast the Hallow divine ritual on this region, granting the following permanent effects within the watchtower and in the gardens around it:


'''Bounty:''' The garden magically produces enough food for ten people daily. Any excess food goes sour at the end of each day and is no longer edible.
'''Bounty:''' The garden magically produces enough food for ten people daily. Any excess food goes sour at the end of each day and is no longer edible.
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==== Blood Altar ====
==== Blood Altar ====
An old [[altar]] of rusted iron and burnished bronze is decorated with filigree, like ram’s horns. Using this Shrine demands a sacrifice of fresh blood. A hero may lose 1⁄2 of their current HP to remove 2d4 Fear and automatically pass their next SAN check.
An old altar of rusted iron and burnished bronze is decorated with filigree, like ram’s horns. Using this Shrine demands a sacrifice of fresh blood. A hero may lose 1⁄2 of their current HP to remove 2d4 Fear and automatically pass their next SAN check.


==== Spider-Infested Gazebo ====
==== Spider-Infested Gazebo ====
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Entering the gazebo removes 1 Fear. However, there are also 2 [[Swarms of Scarabs]] and 1 [[Dire Spider]] that dwell in this gazebo. They do not fight the heroes directly, instead scurrying into tiny underground nests or climbing up nearby trees, rendering the area unsuitable to rest.
Entering the gazebo removes 1 Fear. However, there are also 2 [[Swarms of Scarabs]] and 1 [[Dire Spider]] that dwell in this gazebo. They do not fight the heroes directly, instead scurrying into tiny underground nests or climbing up nearby trees, rendering the area unsuitable to rest.


If the heroes manage to [[kill]] all the bugs, then the gazebo counts as a Haven. A hero that Takes a Rest in this Haven has a 75% chance of removing 1 Fear (roll 1d%).
If the heroes manage to kill all the bugs, then the gazebo counts as a Haven. A hero that Takes a Rest in this Haven has a 75% chance of removing 1 Fear (roll 1d%).


==== Wishing Well ====
==== Wishing Well ====
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== Psyche Talents ==
== Psyche Talents ==
Psyche talents are talents that you may be forced to take in [[order]] to reduce your Fear. These do not count towards talent points from leveling.
Psyche talents are talents that you may be forced to take in order to reduce your Fear. These do not count towards talent points from leveling.


When you start a Psyche track, you cannot willingly take Psyche talents from another track until you have reached the headstone of that track. Some character options, talents, and even specific Psyche talents may contradict this. Always defer to the most specific ruling.
When you start a Psyche track, you cannot willingly take Psyche talents from another track until you have reached the headstone of that track. Some character options, talents, and even specific Psyche talents may contradict this. Always defer to the most specific ruling.


Some [[traps]], monster abilities, and story moments may automatically impose specific Psyche talents.
Some traps, monster abilities, and story moments may automatically impose specific Psyche talents.


Check out the [[Psyche Talents|Psyche Talents page]] for a list of Psyche talents.
Check out the [[Psyche Talents|Psyche Talents page]] for a list of Psyche talents.

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