Fear and Madness
Sometimes there will be situations in which any sane individual would be afraid. Now, as heroic characters, it is expected that you will often try to fight past these instincts, however it should be a struggle. When a fear save is called for, the DM will set a DC and the players can try to resist it.
- If the player passes a fear save, they can act normally.
- If the player fails a fear save, they will gain the Frightened condition.
- A Hope point can be spent to ignore being Frightened for a turn.
- A player can choose before rolling to willingly fail a fear save and roleplay that fear. Typically this will be rewarded with a Hope toke.
Occasionally your characters may be exposed to something so utterly alien or horrifying that their minds risk fracturing under the strain. In these cases you will be asked to make a madness save. When a madness save is called for, the DM will set a DC and the players will need to roll a Charisma saving throw.
- Those that roll a natural 20 find their resolve hardened. They are immune to fear or madness effects from that source for the rest of the day and gain Inspiration.
- Those that meet or exceed the DC suffer no ill effects.
- Those that fail the saving throw by five or less will be affected by an option from the Short-Term Madness table for 1d10 minutes. (DMG 259)
- Those that fail the saving throw by more than five will be affected by an option from the Long-Term Madness table for 1d10x10 hours. (DMG 260)
- Those that roll a natural 1 have their mind permanently damaged. They immediately gain a new flaw from the Indefinite Madness table. (DMG 260)
- Madness adds a new trait to the character, which can be roleplayed to generate additional Hope tokens.