TABLE 3-1: FEAR GUIDELINES
Minimally Afraid Easy(4)) Somewhat overmatched in combat; a minimally dangerous creature; a minor threat to one's safety.
Moderately Afraid Average [4)4))
Obviously overmatched in combat; a dangerously
aggressive creature; a credible threat to one's safety
and minimal threat to one's life.
Very Afraid Hard (4)4)4))
Battlefield combat; a pack of aggressive creatures;
a major threat to one's safety and moderate fear for
one's life.
Mortally Afraid Daunting (4444)
Terrifyingly intense combat; confronting a large and
dangerous creature such as a rancor; overwhelming
fear for one's life.
Utterly Terrified Formidable (444 44
A hopeless and utterly terrifying situation; combat
against things incomprehensible to one's mind; being
chased by a pack of rancors; fear so crippling that
sanity cracks.
Confronting something reputed
to be dangerous.^1 difficulty upgrade
Confronting a Sith warrior, or an Imperial Intelligence
agent; Negotiating with Jabba the Hutt.
Confronting something known to
be dangerous and very rare.^2 difficulty upgrades Being trapped in the gullet of a Sarlacc.
Confronting something known
to be extremely dangerous and
unique.
3 difficulty upgrades Fighting Darth Vader.
loved one might be required to make more checks to
reflect his ongoing concern and stress.
Typically, the effects of fear are determined by the
results of a Discipline check. However, if the character
has had time to prepare for the situation, and is not
taken by surprise, the CM may allow the character to
use a Cool check instead.
DETERMINING FEAR DIFFICULTY
The difficulty of a fear check is a combination of
circumstance and the individual experiencing the
fear. No two people respond the same way to a
frightening situation. Where an untrained civilian
might freeze in fear when a fight breaks out, a
trained soldier may act with confidence and effec-
tiveness. This is not to say that the solider is nec-
essarily unafraid; it simply means that he is better
able to deal with the fear.
Example circumstances and difficulties are shown
in Table 9-1: Fear Guidelines. The difficulty is ini-
tially set reflecting a frightening situation for a person
without prior experience in the events in question.
The difficulty of the check can also be upgraded, de-
pending on the circumstances at hand. Upgrades usu-
ally depend on the circumstances of the check or the
details of the creature or character causing the fear.
For example, confronting a grim warrior in black ar-
mor and carrying a lightsaber could at the very least
be a Daunting (4 • • •) check. However, know-
ing that the warrior is Darth Vader, who hunted down
and killed the Jedi and is a Dark Lord of the Sith, can
upgrade the difficulty of the check three times. The
CM may add • to represent other aspects of the situ-
ation, such as surprise. The CM may also add • and
other beneficial dice if the character's resolve is sup-
ported by powerful allies or other beneficial aids.
EFFECTS OF FEAR
The CM should interpret the results of the dice
pool. Some creatures or talents may dictate the re-
sults of a fear check they specifically trigger. The
GM may also create additional effects. <§) and O
carry effects regardless of success and failure. If
multiple fear checks are needed, >§> and O of later
rolls may cancel out effects from earlier rolls.
Suggested minimum failure effects are:
- Failure: The character adds • to each action he
takes during the encounter. - Threat: The character suffers a number of strain
equal to the number of Failures. If the check gen-
erates <§> <§> <§> or more, the character can be
staggered for his first turn, instead. - Despair: The character is incredibly frightened
and increases the difficulty of all checks until the
end of the encounter by one.
THE GAME MASTER
EDGE OF THE EMPIRE