Fear and Sanity: Difference between revisions

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(Created page with "__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 here. == Fear == Fear is a mechanic that represents the mental and psychological strain put on heroes for enduring horrific circumstances. At certain intervals throughout the game, you may be forced to gain Psyche talents. These are abilities that build u...")
 
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__NOAUTOLINKS__
__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 here.
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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== Fear Threshold ==
== Fear Threshold ==
Your Fear Threshold represents how much psychological strain you can endure at once. Your Fear Threshold is 1 + your SAN bonus (min 1).
Your Fear Threshold represents how much psychological strain you can endure at once. Your Fear Threshold is 1 + your SAN bonus.


You gain +1 Fear at certain instances:
You gain +1 Fear at certain instances:
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This only works on you; you cannot use such an ability to cancel Fear for someone else.
This only works on you; you cannot use such an ability to cancel Fear for someone else.
=== When do I take Psyche Talents? ===
You may voluntarily take a Psyche talent whenever you are not actively in combat and you have Fear in excess of your Fear Threshold. You may take any number of Psyche talents provided that your Fear is in excess of your Fear threshold.
Your Fear can never be reduced below 0.


== Havens & Shrines ==
== Havens & Shrines ==
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'''Havens:''' While in a Haven, you do not gain Fear from Taking a Rest.
'''Havens:''' While in a Haven, you do not gain Fear from Taking a Rest.


'''Shrines:''' Providing offerings or sacrifices to a Shrine can remove Fear. Most Havens also have Shrines. In the ''Veil of the Eternal Night'' campaign modules, Havens and Shrines will be clearly marked, along with any costs or benefits that heroes gain from interacting with them.
'''Shrines:''' Providing offerings or sacrifices to a Shrine can remove Fear. Most Havens also have Shrines.  


Provided here is an example of a Haven and three Shrines.
Provided here is an example of a Haven and three Shrines.  


=== '''Havens''' ===
=== Havens ===
Havens offer your heroes a safe place to spend the night. This is an example Haven that you might use in an adventure.
Havens offer your heroes a safe place to spend the night.This is an example Haven that you might use in an adventure.


==== '''Lowlyroot''' ====
==== Lowlyroot ====
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.


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Here are a few example Shrines that your party might encounter. These Shrines are generic enough to be used in any dangerous adventuring area.
Here are a few example Shrines that your party might encounter. These Shrines are generic enough to be used in any dangerous adventuring area.


==== '''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 ½ 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 ====
An old, run-down gazebo has the iconography of the Celestial Council carved into its posts. Perhaps you can find sanctuary here.
An old, run-down gazebo has the iconography of the Celestial Council carved into its posts. Perhaps you can find sanctuary here.


Entering the gazebo removes 1 Fear. However, there are also 2 [[Swarm of Scarabs|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 a 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 ====
A crumbling stone well has glittering coins in its watery depths. A hero may throw between 1 and 100 sc into the well. Roll a 1d%. If the die roll is equal to or less than the number of coins thrown into the well, the hero removes 1 Fear and regains 1d10+5 HP. On a roll of 1, the hero may also remove a Psyche talent.
A crumbling stone well has glittering coins in its watery depths. A hero may throw between 1 and 100 sc into the well. Roll a 1d%. If the die roll is equal to or less than the number of coins thrown into the well, the hero removes 1 Fear and regains 1d10+5 HP. On a roll of 1, the hero may also remove a Psyche talent.


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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.


Provided is a list of Psyche talents, divided into individual talents, Tripartite talents, and Pentacle talents. Tripartite talents are a set of three sequential talents, and Pentacle talents are similarly a set of five sequential talents.
Check out the [[Psyche Talents|Psyche Talents page]] for a list of Psyche talents.
 
=== When do I take Psyche Talents? ===
You may voluntarily take a Psyche talent whenever you are Recouping or attempting to Take a Rest and you have Fear in excess of your Fear Threshold. You may take any number of Psyche talents provided that your Fear is in excess of your Fear Threshold. Your Fear can never be reduced below 0.