Tuesday, May 16, 2023

WFRP 4e House Rules 2

 

Fear & Terror

Fear and Terror inducing entities cause their opponents to make all rolls with disadvantage, that is take the worst combination from any percentile dice roll; a 39 becomes a 93, a 13 a 31 etc.

An entity suffering from fear can attempt to overcome it at the end of each round, provided:

  • They are not within striking distance of the source of the Fear
  • The source of the Fear is not getting closer

Overcoming fear requires an Extended Cool test equal to the Fear or Terror rating of the source, for Fear the difficulty is Average, for Terror it is Challenging.

Corruption

Convert the old value to a percentage by multiplying it by 10.

Every time a character's Corruption score increases to 50 make a % roll; if the roll is less than or equal to their Corruption score the character must succeed at a Challenging Endurance test or gain a mutation.

Upon mutating the character's Corruption is reduced by their Willpower.


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