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PCs with a Fear Rating vs. Fear Checks


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#1 Apache

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Posted 14 July 2013 - 02:42 PM

Does having a Fear Rating as a character have any kind of effect, in terms of modifiers to having to roll Fear Checks against lesser Fear Ratings than your own? It would seem logical that it would but I can't find any ruling on it. If a character with Pseudo-Daemonhood sees Fear (4) everytime they look in a mirror, they should have bonuses, if not be immune to lesser Fear Ratings because they themselves are more scary, and are used to it.



#2 Terraneaux

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Posted 15 July 2013 - 12:59 AM

A house rule that I use is to reduce the fear ratings of enemies by your own fear rating - that is, if a character with Fear (2) runs into an enemy that causes Fear (4), they treat it as if they had run into an enemy giving Fear (2).  The enemy with Fear (4) of course isn't scared of the character with Fear (2) at all.



#3 ShadowRay

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Posted 15 July 2013 - 04:37 AM

There are Gifts of the Gods that gives you fear rating and there is one that reduces enemies' fear rating for you.

In your houserule the second one is obsolete. While I'd say that your own fear rating might give you bonus to fear tests it shouldn't reduce fear ratings because in your example it would reduce fear(2) to noting which will give it to much power.

fear rating, fear rating, fear rating



#4 Apache

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Posted 15 July 2013 - 11:38 AM

But there are some extremely mundane things than give you a Fear Rating. Why would a powerful Psker with Pseudo-Daemonhood be scared of a Horror, when that's what he looks like himself, and is himself far more scary than the Horror is.



#5 Terraneaux

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Posted 15 July 2013 - 11:42 AM

Some of the Gifts of the Gods are just flat out better than others, that's true.  As one of my gaming buddies is fond of saying, "That's Chaos, baby!"



#6 Apache

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Posted 15 July 2013 - 11:47 AM

So, does a character wit Pseudo-Daemonhood risk killing himself whenever he looks in a mirror? What penalties should be placed on Operate tests because he'd have to remove the rear-view mirrors? Can he even look out of a window if it's brighter outside than in?



#7 Apache

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Posted 15 July 2013 - 12:05 PM

WP: 24, Inf: 31

 

Johnny rolls a Fear Check with a -20 penalty for seeing himself in a mirror for the first time after being blessed by the Gods. He rolls a 78. 7 degrees of failure. He suffers -10 to all Skill and Characteristic Test which involve concentration for the rest of his life, or until he gains Illusion of Normalcy. He also suffers a disorder and the GM rolls 1d4 + 1d100 to determine the table and result and rolls Table 4, Result 32. Johnny now Frenzies as soon as he thinks he's in combat.

 

Makes no sense!



#8 Apache

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Posted 15 July 2013 - 12:33 PM

Five years later, Johnny still gets twitchy, but he's come to terms with his affliction. He's gained Illusion of Normalcy and his life has been getting back to normal. He knows that whenever he wants, he can show people his true form and horrify them, so long as he doesn't see himself in the process (we've houseruled that Illusion of Normalcy can be "turned off" as per Icon of Blashemy that says "Once per session, the character may unveil or unleash his blasphemy upon his foe." ). Although Johnny is the most horrific and terrifying thing he has ever seen, he has now just recieved a Minion, Barry. Barry appears normal enough, a bit fat maybe and has a strange stare in his eye. His voice is slightly monotone and husky. Barry has Fear (1). Upon Johnny's first meeting with his new servant, Johnny rolls a Fear check because Barry is scary. He rolls an 85, 5 degrees of fail. Johnny suffers -10 to all Skill and Characteristic Test which involve concentration while Barry is around and suffers another Disorder. This time the GM rolls Conspiracy Theorist. Johnny now has a 25% of gaining a new disorder everytime he meets with Barry. He has another six meetings in the next fortnight alone.

 

Johnny resigns himself to his fate; resolves that the Chaos Gods are out to get him and brains himself with a Bolt Pistol.



#9 Apache

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Posted 15 July 2013 - 06:56 PM

Just got clarification of our house rule on this:

A creature that has a Fear Rating is implied to be immune to the effects of said trait.

It'd still be nice to know how canon works this though. Not just through Gifts of the Gods but even with a Talent; War Cry for example. Do they roll a Fear Check for being within a 50m radius of themselves and hearing their own supernatural voice?



#10 BrotharTearer

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Posted 22 July 2013 - 11:51 AM

Just because you're scary-looking doesn't necessarily mean you don't think others might be scary.


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#11 Apache

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Posted 22 July 2013 - 01:11 PM

There has to be some measure of control over it though, otherwise every game would just end up unplayable after a very short period of time.



#12 BrotharTearer

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Posted 25 July 2013 - 02:59 AM

Yes. It's called "Fearless", "Frenzy", "Infernal Will" and so on.



#13 Apache

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Posted 25 July 2013 - 03:48 AM

It'd be unplayable far before anyone has enough XP for them. Fearless is 1750XP Opposed, Frenzy is 500XP Opposed and only gives you the benefits at a huge cost, expecially to Psykers. And you'd need to offset them with True Advancements to recover the alignment balance. There's only a 2 + Inf Bonus% chance of getting Infernal Will, it comes at a huge cost and the higher your Inf Bonus, the more likely you are to roll a Reward rather than a Gift; unless you delibrately bend the rules and metagame to gain Corruption as a Failing, just to better your character.

 

The better way is to create a hard and fast house-rule, which works equally for both sides. I've used the following rules:

 

Game Balancing

 

When a new house rule is agreed upon between the player party and the GM, the rule should apply to DPCs and NPCs under the GM’s control, as well as the PCs themselves. This helps to stop controversy over balancing issues as what benefits the house rules give the player party; it will also give to their enemies.

 

Illusion of Normality

 

Any character with the Illusion of Normality Gift of the Gods may make an Easy (+10) Corruption Test as a Free Action to “turn off” the illusion for one scene or encounter. The character may turn the Illusion of Normality back on at any time during the scene or encounter as a Free Action. Any character that has any Gifts of the Gods which give them a Fear Rating or other beneficial effects that rely on the outward appearence or perception of the mutation itself do not gain these bonuses when the Illusion of Normality is active. Whilst inactive, the bonuses and benefits from Illusion of Normality become inert.

 

Fear Ratings

 

Any PC with an active Fear Rating is immune to the effects of Fear from any mortal creature with a Fear Rating equal to or lesser than their own. They are however, still affected by Fear from Psychic events, Daemons and truly disturbing scenes as the GM sees fit.

Edited by Apache, 25 July 2013 - 11:43 AM.


#14 BrotharTearer

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Posted 25 July 2013 - 08:28 AM

One of the house rules is a gift (you just argued they are too hard to get to be reliable) and the other doesn't help vs. higher fear ratings anyway (which are the only ones you really care about).



#15 Apache

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Posted 25 July 2013 - 11:37 AM

One house rule allows you to understand how the illusion works; and it blocks the Fear Rating when you have it activated, but doesn't give you the bonuses of the illusion when it is deactivated. The canon rule would render a great number of the Gifts of the Gods and Rewards of the Gods pemanently inert.

 

I'm not bothered about via higher Fear Ratings than you are, they are by definition more scary. It was only how to handle Fear checks  for mortal creatures with a lower Fear Rating than oneself.

 

With Pseudo-Daemonhood you become Fear 4 (the scariest any scary thing could ever possibly be in the mechanics of the game), but you're expected to still be scared of the random human guy beside you firing his gun (there is one Talent or something I seem to remember that gives you Fear 1 for a round if you fire on Full Auto, you get the idea). The minion above is probably a better example. You can gain Fear 1 very easily for a huge number of very mundane reasons. This shouldn't affect someone of Fear 4 as much as someone as Fear 0.


Edited by Apache, 25 July 2013 - 11:41 AM.


#16 BrotharTearer

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Posted 25 July 2013 - 03:40 PM

Again, just because your appearance change to resemble something scary as **** doesn't stop you from being scared as **** by scary stuff. A fear rating doesn't imply you became less sensitive to fear inducing things. It's just not logical on any level. Look at yourself in a mirror and you'll probably freak out too (probably even more if you weren't expecting it).


Edited by BrotharTearer, 25 July 2013 - 03:41 PM.


#17 Apache

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Posted 25 July 2013 - 05:31 PM

Maybe so, but for that to work in the context of a roleplay game, mechanics have to be added so that you don't have to retire a character whenever you gain something which is supposed to be a reward within the game, say like the Face of <X>. By that logic, once you have a Fear Rating, you'd have to effectively put your character into solitry confinement in a building with no glass and metagame until they grind enough XP to buy Nerves of Steel and Fearless; often going against the whole ethos and concept of the character. Considering that could be the case from character creation, what's the point in playing the game?

 

Would you have a padded room where you just throw characters as soon as they gain a fear rating? Keep a constant turn around of characters on the go. A four player group with 20 characters between them? It doesn't work. The logic is opposed to the concept of playing a fun, long term game.

 

So a house rule is set in place which allows a player,who has spent a long time writing a back history, genning the character and is really looking forward to playing it to actually play a character without some seriously restricting arbitrary loosely fitting rule completely disabling their character and leaving him alive, fully functional, but completely unplayable in a social roleplaying game.



#18 Cifer

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Posted 25 July 2013 - 05:59 PM

Meh. I don't think a houserule is needed since the Fear rules only refer to events and adversaries. Though the saying "You're your own worst enemy" may be apt in the context of quite a few Heretics, I don't think that's what the designers had in mind here.

For everything else, there's Jaded, a tier one talent that several archetypes start with and that immunizes you against every non-warpy source of fear.



#19 Apache

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Posted 25 July 2013 - 06:35 PM

So, would Jaded stop you rolling fear against a mortal source of Fear 4? It reads more like it immunises you against an unwritten Fear 0, mundane everyday fright.



#20 Cifer

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Posted 25 July 2013 - 06:38 PM

Yup, anything that's not of the warp holds no terror for the character any longer (excepting perhaps powers like Pure Faith).






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