A Fright Check is a Will roll made to resist fear.[1] When something horrifying happens, characters involved roll roll vs Will (plus any relevant modifiers, such as Fearlessness). On a failure (including any roll above 14, see below), take the margin of failure and add it to 3d6, then consult the Fright Check Table.
Note: Unfazeable characters don’t make Fright Checks!
Rule of 14[]
By default, a 14+ will fail a Fright Check, regardless of Will. This may be improved to 15 with the Brave perk, or bypassed by Unfazeable.
Penalties[]
- Defensive reactions that don’t require a maneuver to perform – active defenses, resistance rolls, Fright Checks, etc. – never suffer penalties for attribute reductions.[2]
That means IQ loss for 1 second for Shock doesn't make it harder to scare someone. Not even an Affliction which lowerS IQ for minutes! BORING: ignore it. MA did when it applied grappling's -4 to DX to active defense rolls! PENALIZE IT ALL
Margin of Failure[]
Possibly there was somewhere about being -1 to skills per MoF but maybe that was for a social skill like Intimidation?
Railstar 2015 suggestion http://forums.sjgames.com/showthread.php?t=140330
- Maybe we could follow the spirit of Influence Skills on PCs and have "Battlefield Intimidation" cause penalties equal to Margin of Success against Fright Checks for that fight.
He's referring to Influencing the PCs
Awe and Confusion[]
Awe Checks and Confusion Checks are introduced on P84
See Also[]
- GURPS Horror
- Mad as Bones (Pyramid 103)
- Mental Control Points
- Stress and Derangement and Sanity-Blasting Fright Check
- Fright, Awe, and Confusion Table
References[]
- ↑ Basic Set: Campaigns, p.360
- ↑ Basic Set: Campaigns, p.421