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11-21-2017, 07:31 PM | #1 |
Join Date: Jul 2013
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Fear and Madness
I'm starting a GURPS Horror game dealing with nameless horrors from beyond. I need to know how to model fear and sanity for the characters. I've got the main books, and Horror, but can't find what I need. Admittedly I may just be missing it.
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11-21-2017, 07:37 PM | #2 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Fear and Madness
Have you checked out the rules for Fright Checks (pp. B360-361 and expanded in Horror, p. 139-141)? I'd start with those. There are also rules in Horror for more long-term fright and madness, under "Stress and Derangement" (pp. 141-142) and "Insanity" (pp. 142-146).
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11-22-2017, 12:41 AM | #3 |
Join Date: Jul 2013
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Re: Fear and Madness
Thanks, I'm away from my books right now, but I'll check out the pages.
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11-22-2017, 12:47 AM | #4 |
Join Date: Apr 2005
Location: France
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Re: Fear and Madness
And once you will be used to Fright Check rules, you may want to look at Horror options. It gives rules which allow to make a difference between ordinary frights and deeper sanity disorder.
But Fright Check rules are still sufficient to begin with. I played a lot of Call of Cthulhu adventures with them only and it perfectly worked. |
04-13-2018, 12:53 PM | #5 |
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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Re: Fear and Madness
By "perfectly worked" you mean it's good enough for "in the moment" sanity checks where the characters might freeze and get killed as a result, but did you not miss any of the "accumulating" effects of the original CoC SAN system?
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04-13-2018, 01:24 PM | #6 |
Join Date: Dec 2007
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Re: Fear and Madness
Fright checks have that. All it takes is a fumble or a big enough modifier and you start to accumulate quirks, delusions, phobias...
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Tags |
fear, horror, sanity |
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