GM Thing's Strange Aeons (Inactive)

Game Master Sir Longears

Current Map [+]

Party Conditions:
Alenka: Grazed (-1)
Cerio: Healthy
Edrick: Healthy, allergic reaction (-2 Dex and Cha)
Jenni: Grazed (-1), allergic reaction (-2 Dex and Cha)
Lucius: Healthy
Mira: Grazed (-1)

Party Exp: 3270/5000


NPCs

Airwynn This young woman of Kelid descent is wrapped in bandages in numerous places, a result of several broken bones in recovery. She has a dark brown hair and green eyes, but aside from that, isn't particularly beautiful. She wears the uniform of a support staff.

Baisily This woman of Varisian descent is quick to smile and pretty talkative. Her hair is blond and her eyes are dark. She is a bit above the ideal weight, which is a quite intriguing fact, considering she is a patient and they generally have not open access to the food stores. She still wears her patient clothes.

Bates This young boy of Varisian descent has a timid face covered in freckles. His short hair is reddish and his eyes are blue. He lacks the two front teeth, probably lost to normal causes, even if he was bitten viciously by the crazed patients during the chaos of the asylum. He wears the clothes of a patient.

Brenton This young boy of Varisian descent is quite small for his age. His hair is blond and a bit long, meaning that he needs to move it away from his watered eyes constantly. He is never seen without a shadow lantern, which holds as if his live depends on it.

DaNae This old woman of Varisian descent is around her fifties. Her hair is mostly white now, but a couple strands of red is still visible. Her light green eyes are quite mistrustful. She wears a patient clothes and usually keeps to herself, watching everyone but saying nothing.

Denman Winoparess This young man of Varisian descent is quite twitchy, even if he has a friendly, if not particularly beautiful, face with more than a couple pimps. The color of his short hair resembles the color of a rat, which is quite fitting for him. He still wears an apron, suggesting some work on the kitchens.

Loic This middle-aged man of Varisian descent is completely bald and trimmed beard, even if a light facial hair is already growing back. He is quite restless, and constantly suffers from unsettling auditory hallucinations. He still wears his patient clothes.

Maeve This young girl of Kellid descent seems to be a bit traumatized by the recent events. Her dark hair is kept in a ponytail, and she wears a light pink dress with embroidered yellow flowers.

Mura This woman of Varisian descent is on her mid twenties, and is a mute. Her black hair is trimmed short, much like those of a man... or a patient. Her eyes are dark and her face is fair, pretty ordinary with a couple freckles. She wears the clothes of a patient and a padded armor on top of it.

Naysa This young woman of Varisian descent is full-figure beauty with a calming voice. Her long hair is brown and her eyes are deep blue. With a charming smile, few men would be able to resist her charms if she intended to employ it for such ends. She wears a nurse uniform beneath a padded armor that doesn't suits her at all.

Tolman This young Garundi man is incredibly handsome, even if a bit bookish. His hair is curly and short, his beard is trimmed into a contour around his mouth in a thin van d~$* style. He wears the uniform of a nurse beneath his padded armor. An amulet of Shelyn hangs around his neck.

York This man of clear Varisian descent, has trimmed black hair and a wild beard. He has dark eyes and several small holes on his ears, probably for earrings that he doesn't use anymore. He wears an orderly apron and battered leather armor atop it. At his waist, he carries a light mace. Promoted to 'Captain' since the chaos that befell the Asylum, York is quite diligent in his work.

Winter Klaczka This woman of Kellid descent is pretty beautiful, with a pale skin and eyes of different colors, one brown and the other green. Her long hair is dark as a raven. She wears dark clothes, a necklace with the symbol of Pharasma around her neck, and a silver badge with a single black tower surrounded by what appears to be dried tree branches on the bottom and sparkling red stars on the top.

Fear Rules and Effects:

Triggers and Durations

Many situations might strike fear in your hearts and the most common are 'Horror Scenes', 'Horror Creatures', and 'Spells or Abilities'.

Horror Scenes: Trully horrific scenes are divided in three categories. 'Mild Horror' (Will DC 10), 'Standard Horror' (Will DC 15), and 'Strong Horror' (Will DC 20). The first time you encounter such horrific scene, you must save against the appropriate difficulty, increasing your 'fear level' by one (never increasing from Lesser Fear to Greater Fear however) until you remains within sight of the triggering scene.

Horror Creatures: The first time you encounter a horrific creature (generally undead and aberrations), you must make a Will save with a DC=10+Creature's CR, or DC=15+Creature's CR in the case of truly horrific creatures. On a failed check you increase your 'fear level' by one (never increasing from Lesser Fear to Greater Fear however) until you remain within sight of the triggering creature.

Spells or Abilities: Anytime you fail an appropriate spell or ability which gives a fear effect, your 'fear level' becomes the new 'fear level' appropriate for the spell or ability (shaken for an intimidate skill check, frightened for a cause fear spell) or increase by one if you current 'fear level' is higher than the one the spell or ability would cause (if shaken and targeted by a demoralize attempt, would become scared). The duration of this fear effect last as normal for the spell or ability.

Fear Levels:
Lesser Fear

1.Spooked: The nature of your surroundings or events that you have witnessed makes you uneasy. You take a –2 penalty on saving throws against fear effects and on Perception checks, as your mind conjures potential horrors in every shadow. However, you are ready to face danger, and gain a +1 circumstance bonus on initiative checks.

2.Shaken: Fear has taken hold of you and you are no longer thinking or acting clearly. You take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

3.Scared: You are noticeably afraid, jumping at shadows and easily panicked by odd sights and unexplained noises. You take all of the penalties of the shaken condition, except the penalty on saves against fear effects becomes –4. In addition, if being subject to a lesser fear effect would increase your fear level, you are staggered for 1 round instead.

Greater Fear
4.Frightened: You are so afraid that you must flee from the source of your fear. On your turn, you must move away from any source of fear you perceive. Once you can no longer perceive any source of fear, you can act as normal, but you still take all the penalties of the shaken condition. You can use special abilities, such as spells and equipment, to flee and must resort to such abilities if they seem like the only way to escape. If you flee from the source of your fear and it later reappears while you are still frightened, you must immediately begin fleeing again. If unable to flee, you can fight.

5.Panicked: This functions as the frightened condition, but you drop anything held whenever you are forced to flee and you flee in a random direction. In addition, you treat all sources of danger as fear sources and must flee from them as well. If unable to flee, you cower in fear.

6.Terrified: This functions as panicked, but you do not treat any other character as an ally and thus must attempt saving throws against spells that allow them, even if the spells are beneficial. If unable to flee, you cower in fear. In addition, once you have fled from fear, you do not act as normal. Instead, each round you roll on the following table to determine your course of action.

1-25) Continue to flee, moving away from any known source of danger.
26-50) Find a place nearby to hide, using Stealth as normal. You
do nothing until you are discovered (and forced to run again) or you are no longer terrified.
51-75) Lash out at the nearest creature, even an ally, attacking it with whatever weapon is available.
76-100) Do nothing. If you get this result in two consecutive rounds, you no longer need to roll on this chart starting on the third round and can act as normal unless you encounter a source of fear or danger, in which case you are still terrified and act accordingly.

7.Horrified: You are transfixed with fear and can take no actions. You take a –2 penalty to your AC, are flat-footed (even if you normally cannot be), and are considered helpless.

Fear and Psychic Magic:
Instead of automatically failing to cast a psychic spell, you need to succeed at a Concentration check with a DC=10+'Fear Level'+twice the spell level. Casting a psychic spell also adds the normal +10 increase in this check if you don't center yourself as a move action.