About THE VAULT
Basic Disciplines NPC's
Antoine le Fanu 5th Gen Malkavian
Lord Benne 5th Gen Cappadocian
1 Combo Discipline Power
Brian Stack 6th Gen Salubri
Valern Warrior 5
True Faith 2
Alyssa 6th Gen Ventrue
Bajazet 6th Gen Assamite
Simon 6th Gen Nosferatu
True Faith 5
The Man with No Name 6th Gen Lasombra
Radek 6th Gen Tremere
Lady Meridie de Chancery 6th Gen Brujah
Milov Petrankov 6th Gen Gangrel
Myca Vykos 6th Gen Tzimisce (5 Successes Aura Sight Former Diablerie)
Sadir 5th Gen Setite (5 Successes Aura Sight Former Diablerie unless Obfuscate up and obscuring)
Rafael de Corazon 5th Gen Toreador
Francis Villon 5th Gen Toreador
Max Blood Pool /Current /
HOUR OF THE KNIFE
Fear is the mind collecting itself from a quick shock thus it is a Wisdom check.
A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger. Fear saves can also be used to test the morale of the heroes' foes. Common fear triggers
• The group is badly outnumbered or outclassed by opponents (EL is 4+ higher than the party level).
• The most powerful character in the group or half of the group's members are killed.
• A menacing creature is immune to the group's attacks.
• A menacing creature is at least two size categories larger than the biggest member of the group.
• A menacing creature has the Frightful Presence special attack.
• The character is helpless and threatened by immediate death (trapped underwater, for example).
Appearances are everything; if a character doesn't know she's in dire peril, then she has no reason to make a Fear save.
Likewise, if a player thinks her hero is doomed, a Fear save may be
Fear saves have a DC = 8 + creatures Charisma Modifier or just a flat DC of 10 for a scene.
-If it’s a never before seen encounter or creature then the DC is
Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.
Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A
Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's
Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails
Recovering from Fear
Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.
Horror is the attempt of trying to process the true threat of a scene, thus it is an Intelligence check.
Horror is harder to gauge for and not as simple to create a flat DC.
In short this is left up to best judgment of the DM, but a safe bet is a base of 8 for something like seeing a decaying body. The more gruesome or unexpected the scene might be, the harder it should become.
Horror is the murderer of innocence.
Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a
Witnessing a malign paradigm shift, such as discovering your fiancé
Horror Save Triggers
5 Signs of violence (a drying pool of blood,a splintered door, etc.).
8 A decaying body.
10 A scene of pain or suffering (a beggar ravaged by disease; a doctor sewing wounds shut).
12 A freshly slain corpse.
15 A scene of terrible agony (torture, involuntary transformation).
20 A scene of evil, cruelty, and madness (finding dismembered bodies that have been turned into marionettes).
25 Malign paradigm shift.
A "malign paradigm shift" is a situation in which a character discovers that an important element of the surroundings is not only drastically
Examples include PCs realizing that they are the only people in a crowded inn who aren't evil shapeshifters, or discovering that the
Horror Save Modifiers
+4 A loved one is clearly endangered by the threat.
Advantage Bonuses and Disadvantage:
Bonuses to fear and horror checks should either be a +1 or +2 depending on the situation.
For instance if you have a weapon that can hurt a particular enemy you
Other things might give you Advantage on said rolls such as you have faced a similar threat before and triumphed, or you’ve gained some knowledge on how to defeat such threats.
Of course Disadvantage can happen on said rolls to. If a character has faced a similar threat and been defeated that may cause Disadvantage.
And if a friend or ally turns out to be the cause of the check then that may cause a Disadvantage to the roll as well.
Resolution of Effects:
If a character succeeds at the Will save, then
If a character fails the Will save, then the
Failure Margin Effect:
1-5 points Minor
When determining the results of failed Horror save, the player also needs to roll 1d4 to select a specific effect.
See page 70ish of the Ravenloft 3ed book for more information.
However, succeeding at a recovery check removes a Horror effect while failing a recovery check does not cause additional ill effects.
See "Recovering from Horror" on page 70ish of the Ravenloft 3ed book for more information.