TEXT: HORRIFIC FEARS
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  HORRIFIC FEARS
  PAGE 2
  INTRODUCTION
  The core rules encourage a particular style of game play. 
  You might not think of it that way, but consider some of 
  the game’s rules and how they affect a session of play. 
  Anyone who has played a fighter keeps a careful eye on 
  her character’s hit point levels. When you have a lot of 
  hit points you can take risks and charge into battle. When 
  your character is injured, you need to fight cautiously and 
  avoid prolonged battles. Spellcasters gain progressively 
  more powerful spells, allowing them to easily destroy large 
  numbers of weak creatures with a single fireball. The rules 
  assume that characters have a minimum level of wealth at 
  each level, which translates into a range of magic items 
  that a character should have access to. The challenge rating 
  system is calibrated to provide characters with appropriate 
  threats. It assumes that the PCs usually face monsters that 
  are at or near their power level.
  Games in the genre of dark fantasy and horror work natu-
  rally work against some of the accepted assumptions of 
  heroic fantasy. In a typical fantasy RPG game, combat 
  might not be as dangerous and threatening in a fear or 
  horror based adventure. The core hit point rules allow 
  PCs to absorb a few attacks without disrupting their abili-
  ties. In contrast, most horror movies and stories are built 
  with devastating, direct threats that can slay even the 
  toughest hero with a single blow. Magic, monsters, and 
  other facets of the core rules may not match the tone and 
  feel that you want to induce in your horror or dark fantasy 
  gaming session. This Horrific Terror: The Fear and Terror 
  sourcebook presents a mixture of new options you can use 
  to modify the core rules to make you gaming sessions fit 
  the dark fantasy and horror better.
  THE TEMPLATE APPROACH
  In numerous ways, these new rules work like templates 
  that can change the entire game. A monster template allows 
  you to take an ogre and make it a half demonic beast, or 
  transform an evil wizard into a spellcasting vampire. The 
  following rules options work primarily the same way. 
  By altering the rules of the game, you can change how 
  the players approach scenarios and how the world they 
  are playing in works. If no one has many hit points, then 
  heroes cannot stand alone against powerful monsters or 
  dozens of opponents. If destructive spells wear away a 
  caster’s soul, only the most diabolic wizards, sorcerers, and 
  clerics will use them.
  The insanity rules allow you to add well established 
  elements of horror to your games. Simply encountering 
  powerful creatures—never mind fighting them—can 
  destroy the characters. Insanity, mental illness and insta-
  bility plague anyone who pokes at the uncanny and bizarre 
  creatures and extraordinary beings that lurk at the edge of 
  reality.
  CHARACTER HEALTH AND MORTALITY
  One of the key elements of fantasy RPGs is that characters 
  can sustain multiple injuries before they are defeated. Hit 
  points allow them to fight against overwhelming odds and 
  go toe to toe against powerful monsters. A mighty fighter 
  can leap into a mob of hobgoblin warriors, absorb dozens 
  of crossbow bolts, and hack his way through an army of 
  orcs, all thanks to the tremendous number of hit points he 
  has built up due to his high level and Constitution score.
  In a horror based fantasy game, such events undermine 
  the idea that powerful, dominant and overwhelming 
  monsters lurk just beyond the delicate radiance of civiliza-
  tion. Characters with mountains of hit points can combat 
  powerful enemies and shrug off horrifying wounds. While 
  this is common place for a heroic based fantasy game, it 
  undermines some of the strengths of a horror based fantasy 
  campaign. The optional rules presented here offer several 
  new systems for health in addition, there is supplementary 
  observations on how you can use the core rules as written 
  without injecting too much action-adventure heroism into a 
  horror based fantasy game.
  CONSTITUTION AND HEALTH SYSTEM
  The first optional rule set addresses one of the basic 
  problems that hit points pose in a horror based fantasy 
  game. With each level the characters gain, their hit points 
  advance steadily upward. Fighters and barbarians can have 
  more than 100 hit points by 8th or 9th level, perhaps even 
  earlier for characters that have good Constitution scores. 
  Hit points are easy to keep track of, your players already 
  understand how they work, and all of the monsters, NPCs, 
  and classes in the other RPG books you own make use of 
  them. At first glance, it might seem simple enough to limit 
  the characters to lower numbers of hit points, but this move 
  can cause some unforeseen complications. For example, if 
  you alter hit points so that the characters have lower totals, 
  how does that change things for monsters? Do ogres, trolls, 
  and other beasts have the same number of hit points as 
  before? If hit points no longer represent a combination 
  of endurance, energy, toughness, and luck, what do they 
  represent?
  The health system is very similar to hit points. A creature’s 
  health is a numerical value that declines as the creature 
  takes damage. Attacks, spells, and other effects inflict the 
  same damage under both systems. There is no need to 
  convert anything. However, health is calculated in a much 
  
  HORRIFIC FEARS
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  different manner than hit points. A creature’s Constitution 
  score and its size are much more important factors in deter-
  mining health when compared to the hit point rules. The 
  formula is as follows: Health = (Constitution score x size 
  factor) + Hit Dice or level
  Constitution: A creature or character’s Constitution is the 
  basic building block for its health score. Most PCs’ health 
  equals their Constitution. Size Factor: Logically, bigger 
  creatures should be able to absorb more punishment than 
  smaller ones. To account for this, a creature multiplies its 
  Constitution score by a size factor to reflect its greater 
  body mass, thicker bones, and denser muscles. Look up 
  a creature’s size on the size factor table and multiply that 
  factor by the creature’s Constitution.
  Creature Size 
  Size Factor
  Fine 
  1/8
  Diminutive 
  1/8
  Tiny  
  1/4
  Small  
  1/2
  Medium 
  1
  Large  
  2
  Huge 
  3
  Gargantuan  
  4
  Colossal  
  5
  Hit Dice or Level: A creature’s Hit Dice play a minor 
  role in determining its health. Regardless of the creature 
  or character’s Hit Die type (d4, d8, and so on), a creature 
  gains +1 health for each Hit Die it has. Hit Dice allow you 
  to introduce some variation in creatures’ health ratings, 
  since this system tends to give creatures with the same size 
  roughly the same health rating. They also still play a role 
  in determining a monster’s attack bonus, saving throws, 
  and so on. In addition, remember that PCs gain one Hit Die 
  per level. Thus, after multiplying a character’s Constitution 
  by his size factor, add his total level to the result to deter-
  mine his health rating. Examples: To guide you in calcu-
  lating a creature or character’s health rating, here are a few 
  examples to show you how this system works.
  Example 1: A 1st-level human fighter with a 15 
  Constitution would have 16 health. The fighter is size 
  Medium, for a size factor of 1. 15 x 1 is 15. Adding +1 for 
  the character’s level, the total is 16.
  Example 2: A gnome rogue has a Con of 13, size Small, 
  and is level 4. The size factor for Small is 1/2. Con times 
  size factor is 13 x 1/2, or 6.5, rounded down to 6. Adding 
  the gnome’s level of 4 results in a total health of 10.
  Example 3: A centaur has a Con of 15, size Large, and 
  4 Hit Dice. The size factor for Large is 2. Con times size 
  factor is 15 x 2, or 30. Adding its Hit Dice of 4 results in a 
  total health of 34.
  Health in the Game: In game play, health works exactly 
  like hit points. If a character takes damage, subtract it from 
  his health rather than his hp. If a character goes to 0 health 
  or less, treat him exactly as if he was reduced to 0 or fewer 
  hit points. Spells and magic items that restore hit points 
  restore health in the same manner.
  Using These Rules: Health realistically reflects a crea-
  ture’s physical toughness and endurance more closely 
  than hit points actually do. While hit points are an abstract 
  measure of skill, toughness, and size, health is a closer 
  representation of the punishment a creature can sustain 
  before it falls unconscious or strays close to death. Thus, 
  creatures have lower health scores than hit points, though 
  lower-level PCs and monsters with few Hit Dice some-
  times have more if they have good Constitution scores.
  In direct comparison over the long term, a PC’s health 
  score barely inches upward. A high-level character has a 
  health score that is perhaps only 10 points higher than a 
  neophyte opponent. The ramifications are important in a 
  gritty, horror based fantasy game. Experience levels are 
  no shield against death. A10th-level character has barely 
  more health than a common peasant, making any fight a 
  challenge. A dozen town guardsmen with crossbows are 
  just as much a threat as a rampaging dragon. This addi-
  tional divide between the player characters and powerful, 
  dangerous monsters helps enforce the tone and feel of 
  horror based fantasy games by clearly showing the players 
  that their characters cannot hope to stand and fight 49 
  against powerful monsters. Best of all, since health works 
  almost exactly like hit points, experienced players can 
  instantly see the changes these new rules create for the 
  entire game. If they think of health in terms of hit points, 
  they understand that even a single swipe of an ogre’s club 
  or a 2nd or 3rd-level spell can instantly kill a PC.
  Monsters and Health: The main focus of these rules is on 
  the player characters. Smaller creatures and those with few 
  Hit Dice are hurt the most by it, while in some cases crea-
  tures may have higher health ratings than hit points. This 
  exception applies primarily to Large and Huge creatures 
  that have few Hit Dice or very high Constitution scores. In 
  most cases, you can safely use a monster’s hit points. The 
  goal of this system is to make the characters more vulner-
  able than normal, robbing them of the safety net that hit 
  points provide without making them too easily defeated 
  or removing any options for creating tough PCs from the 
  players’ hands.
  
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  However, it sometimes makes sense to use a single system 
  and stick with it for all creatures. Some monsters may end 
  up with so many hit points that it strains consistency within 
  the game. On the other hand, Medium creatures end up 
  with much fewer hit points. In some cases, otherworldly, 
  strange, and monstrous creatures should use hit points 
  rather than health to reflect their supernatural strength and 
  vitality. The list below gives you a basic guideline on the 
  monsters that should use health and the ones that should 
  use hit points.
  Health: Aberrations, animals, dragons, giants, humanoids, 
  monstrous humanoids, vermin.
  Hit Points: Constructs, elementals, fey, magical beasts, 
  oozes, outsiders, plants, undead.
  Generally speaking, magical, strange, and otherworldly 
  creatures should use hit points to reflect their monstrous 
  nature. In addition, this divide provides you with another 
  tool to help enforce the feel of terror and fear in a horror 
  based fantasy game. If you have watched horror movies, 
  you know that the relentless, monstrous creature that 
  can withstand dozens of bullets and horrific injuries is a 
  classic element of the genre. If the characters see that their 
  weapons and spells have little effect on supernatural crea-
  tures, you can increase the horror, fear, and tension in your 
  games. Standing up to a flesh golem with a longsword is 
  virtual suicide if the PCs use health scores and the monster 
  has its full complement of hit points. A dragon’s breath can 
  incinerate an entire band of experienced adventurers, while 
  even a 5th-level wizard’s fireball can deal enough damage 
  to annihilate the party.
  WOUND LEVELS AND INJURY PENALTIES
  These optional rules allow you to simulate how the phys-
  ical trauma and injuries that characters sustain can hinder 
  their efforts. A sword blow not only pushes a character 
  closer to death, it also causes pain that distracts a PC, 
  breaks his concentration, and makes it more difficult for 
  him to use his abilities. These rules make combat even 
  deadlier, as characters can only suffer an injury or two 
  before they become worse at fighting. These penalties 
  serve as a stark reminder to the players that combat is a 
  dangerous proposition. They can defeat a few opponents, 
  but as their injuries mount they lose their ability to fight 
  and defend themselves.
  In game design terms, this progression is known as a death 
  spiral. The more injuries the characters sustain, the more 
  likely they are to suffer more of them. In simple terms, if a 
  character starts a fight with an AC of 20 and his AC goes 
  down each time he suffers a hit, he takes more hits and 
  injuries each round. By the same token, if a character’s 
  attack bonus goes down with each injury, he has less of 
  a chance of hitting and defeating his foe. Inflicting the 
  first injury in a battle becomes more important under this 
  system. In one-on-one duels, the more skilled combatant, 
  luckier one, or the one who can gain bonuses (such as 
  flanking) has a huge advantage. Those initial edges not 
  only give him a better chance to hit, but they impose penal-
  ties on his foe as the damage he inflicts accumulates.
  These mechanics also make fights where the characters are 
  outnumbered more difficult than normal. In most of these 
  conflicts, the PCs are more skilled than their enemies are. 
  However, the injury penalty rules help nullify this edge. 
  A mob of creatures has more opportunities to roll a 20 
  and automatically strike a character regardless of his AC. 
  As these lucky hits pile up, the characters’ ability to fight 
  diminishes. Even if the monsters’ need an 18 or higher to 
  hit a PC, they can score one or two hits a round if they 
  have 10 attacks to use against a character. As the fight 
  progresses, the PCs’ steadily lose their edge over their 
  opponents and can quickly suffer defeat.
  Game Rules: Under the injury penalty system, characters 
  suffer penalties to various actions as they endure injuries. 
  Spellcasters must focus to cast spells successfully, while 
  warriors are easier to hit and less dangerous themselves, as 
  they cannot dodge as well and cannot put the same power 
  behind their attacks.
  Note that this system can be applied to either health or hit 
  points, depending on the level of danger and grittiness in 
  your campaign. Specific guidelines for using these rules 
  with the health system are offered below.
  There are four different health levels, listed from the least 
  injured to the most: healthy, staggered, injured, and critical. 
  A character moves through these injury states as he loses 
  health. Each of the four conditions is described below. 
  Note that the modifiers listed under each health level do 
  not stack. For example, a character in critical condition 
  does not also suffer the penalties for being injured or stag-
  gered.
  Healthy: A healthy character is in perfect physical condi-
  tion. He has no major injuries, aside from perhaps a few 
  cuts, bruises, and scrapes. A healthy character suffers no 
  special bonuses or penalties to his checks. A character 
  remains in this state until he has lost a quarter of his health.
  Staggered: A character is staggered when he has lost a 
  quarter of his maximum health but has not yet lost more 
  than half. A staggered character has sustained one or more 
  notable cuts and bruises. He may have strained muscles 
  
  HORRIFIC FEARS
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  or sprained joints, a cut that bleeds into his eyes, or other 
  non-life-threatening but hindering injures. A staggered 
  character suffers a –2 penalty to attacks, checks, and saves. 
  A staggered spellcaster must make a DC 10 Concentration 
  check to cast a spell. If a character must otherwise make a 
  Concentration check to cast a spell, either use DC 10 or the 
  check’s normal DC, whichever is higher. 
  Injured: A character is considered injured if he has lost 
  half his health but still has more than a quarter remaining. 
  An injured character suffers from wounds that directly 
  hinder his ability to act, such as a cracked bone, a concus-
  sion, a wrenched knee, and similar injuries. An injured 
  character suffers a –2 penalty to attacks, checks, and 
  saves. In addition, he suffers a –2 penalty to Strength 
  and Dexterity. An injured spellcaster must make a DC 15 
  Concentration check to cast a spell. If a character must 
  otherwise make a Concentration check to cast a spell, 
  either use DC 15 or the check’s normal DC, whichever is 
  higher. 
  Critical: A character in critical condition suffers from 
  severe wounds. He has suffered torn ligaments, broken 
  bones, shattered joints, or other serious injuries. He may 
  linger on the edge of death. An injured character suffers 
  a –2 penalty to attacks, checks, and saves. In addition, 
  he suffers a –4 penalty to Strength and Dexterity. Each 
  minute, there is a 10% chance that he loses an additional 
  health point until his total drops below zero. As soon as 
  the character is no longer in critical condition or if he 
  receives healing of any sort, he no longer loses hit points 
  in this manner. A critical spellcaster must make a DC 20 
  Concentration check to use a spell. If a character must 
  otherwise make a Concentration check to cast a spell, 
  either use DC 20 or the check’s normal DC, whichever is 
  higher. A character is in critical condition when he has 25% 
  or less of his maximum health points remaining.
  A character suffers the penalties for a given health level 
  immediately upon taking enough damage to drop him to 
  that level. For example, on its action an ogre fighter attacks 
  a PC twice for 8 and then 5 points of damage. If the first 
  8 points would drop the character to a lower health level, 
  apply those new penalties before assessing the effects of 
  the 5 point hit.
  Keeping Track of Health Levels: The easiest way to 
  keep track of a character’s health levels is to divide his 
  health or hit points into four groups and place them each 
  into four separate tracks. Divide a character’s health points 
  by 4. A character has this many points in each of the four 
  conditions: healthy, staggered, injured, and critical. If you 
  
  HORRIFIC FEARS
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  have a remainder after dividing by four, put an extra point 
  into healthy, then staggered, then the injured total until 
  you have allocated the entire remainder. For example, if 
  you have a remainder of one point, place that point in the 
  healthy total. If you have a remainder of three, put one 
  point into healthy, one into staggered, and one into injured.
  To keep track of a character’s health level, subtract damage 
  he suffers from the healthy total first. When those points 
  are exhausted, take points out of the staggered total, and 
  so on. Once a character has lost any point from a wound 
  level’s total, he suffers its negative effects. Healing works 
  in the opposite manner. A PC who receives healing restores 
  hit points to the lowest health level in which he has lost 
  hit points. When that track is fully healed, apply any extra 
  damage to the next highest one.
  For ease of reference, the players can list the various penal-
  ties for each of the states on their character sheets.
  Example: Balfor the half-orc fighter has 27 hit points. 
  To figure out how many hit points he has in each health 
  category, divide his hit points by 4. The result is 6 with 
  a remainder of 3. According to the rules above, Balfor 
  distributes one hit point into his healthy, staggered, and 
  injured totals. He thus has 7 hit points in his healthy level, 
  7 in his staggered one, 7 in his injured one, and 6 in his 
  critical level.
  During an adventure, Balfor comes under fire from a mob 
  of goblin archers. He takes 5 points of damage, reducing 
  his healthy level’s hit points to 2. So far, he takes no penal-
  ties. He then gets hit again for 2 points of damage. He 
  no longer has hit points remaining in his healthy level. 
  However, since he hasn’t lost any points from his staggered 
  level, he does not yet take any damage penalties. Later, 
  he suffers another injury for 11 points of damage. This 
  completely eliminates the hit points he has at his staggered 
  level and reduces his injured level by 4. Thus, he suffers 
  the penalties listed under the injured level, since he lost hit 
  points from that total.
  If Balfor receives 4 points of healing, he would restore the 
  damage he lost from his injured hit point total. He would 
  no longer suffer the penalties listed for the injured state, 
  since his hit point total in that category is back to full, but 
  he would suffer the penalties for the staggered level. As 
  you can see, one sword blow can reduce Balfor to stag-
  gered level and leave him with penalties.
  Using Health: Since health works pretty much like hit 
  points, save that it is calculated differently, you can easily 
  use these rules with that optional system. Divide a char-
  acter’s health into the different wound levels and assess 
  penalties as described above. Combining the two systems 
  makes the game doubly lethal, as characters die faster due 
  to serious injuries but those who manage to survive are 
  in a tough position to keep fighting. On the other hand, if 
  you want to run a lethal, gritty horror based fantasy game, 
  combining both of these rules can produce exactly the feel 
  you want. Even against town guards or cultists, the charac-
  ters face a very real chance of defeat.
  Using Health Levels with Monsters: Some monsters are 
  too tough, otherworldly, or strange to suffer from penalties 
  due to injuries. For example, zombies fight on despite the 
  sword blows and axe injuries they sustain. The following 
  creature types do not suffer penalties from health levels: 
  constructs, elementals, oozes, plants, and undead. In addi-
  tion, creatures that are immune to critical hits do not suffer 
  these penalties. The idea behind this system is that injuries 
  can slice tendons, crush joints, and break bones. Creatures 
  that lack mundane anatomies are immune to such attacks 
  since they simply lack the organs, bones, and other struc-
  tures that can sustain such injuries.
  Health Levels and Powerful Characters: If you use the 
  standard classes as presented in the core rules and the char-
  acters advance to high levels, the penalties inflicted by the 
  various health levels may seem too low to have any effect 
  on the characters’ actions. If the party fights monsters with 
  CRs at or above their average level, the penalties should 
  have a tangible effect on their ability to score hits in battle, 
  resist spells and effects, and so on. The DCs and ACs they 
  need to hit are high enough that even a –2 penalty can 
  make a difference.
  However, against large numbers of weaker foes the party 
  might not even notice these hindrances. As an optional 
  rule, you can simplify the health level rules and make them 
  more applicable to all types of encounters, both easy and 
  difficult, by making some alterations to how they work. 
  Ignore the penalties listed for each health state. Instead, 
  a character suffers a –1 injury penalty to attacks, checks, 
  and saves for every 10 hit points he loses. As a character 
  regains hit points, his penalty from injury diminishes.
  Example: Galen the elven barbarian has 120 hit points. 
  During the course of an adventure, he drops to 78 hit 
  points, a loss of 42 points. These wounds result in a –4 
  injury penalty to attacks, checks, and saves. Later, the 
  party’s cleric heals him of 28 points of damage. Galen now 
  has 106 hit points, a loss of 14. He now suffers a –1 injury 
  penalty to attacks, checks, and saves. If additional healing 
  brought him to 111 hit points, he would no longer suffer a 
  penalty since his total hit points lost are less than 10.
  
  HORRIFIC FEARS
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  These optional rules may seem easy to use and balanced at 
  first glance, but there are some important issues you need 
  to consider when using them. As penalties mount, the char-
  acters are quickly reduced to a state in which they cannot 
  effectively defeat opponents with CRs near their average 
  level. In addition, characters with high hit point totals, such 
  as barbarians and fighters, can quickly become unable to 
  hit their foes in melee. Since these characters are the ones 
  most likely to suffer attacks from monsters that can dish 
  out plenty of damage in only a few hits, the party might be 
  regularly forced to retreat from a fight after a few rounds. 
  The rate of character death remains the same, since PCs 
  can still escape from battle, but the party may instead run 
  away after the group’s main fighter takes 30 or 40 points of 
  damage.
  Generally speaking, it is best to use this variant rule with 
  the optional health rules given earlier or in campaigns 
  where the characters will attain 10th level at the highest. 
  Once the party attains higher levels, these rules can slow 
  the game down and make it less enjoyable for everyone. 
  The more hit points a character has, the higher the injury 
  penalty he can sustain, a condition that can erode the PCs’ 
  abilities to the point of rendering them inept while still 
  leaving them with plenty of hit points left over.
  FEAR, TERROR AND MADNESS
  In horror RPGs, madness has long been the traditional path 
  to destruction for player characters. Otherworldly beings 
  and creatures manipulate and shatter the structure of reality, 
  exposing adventurers who meet them to mind-warping 
  events and sights that leave them gibbering madmen. 
  Horrific events, such as a fellow adventurer’s gory death 
  or the discovery of a gruesome murder scene, wear away 
  at a character’s resolve and push him towards an emotional 
  and mental breakdown. In many ways, demons, devils, and 
  other horrific monsters have a better chance of shattering 
  a character’s sanity than tearing him apart with their claws 
  and fangs.
  Rules for sanity and madness help remind the players that 
  their characters’ weapons and spells are of only limited use 
  against the terrible creatures from beyond. An enchanted 
  blade can do nothing to ward away fear, while even the 
  mightiest spells are useless to a mage whose mind has 
  been splintered by madness. These rules shift the focus of 
  the game away from physical combat and place a greater 
  emphasis on caution, fear, and the alien nature of monsters 
  and creatures. The characters can still use their weapons 
  and abilities to defeat mundane threats, such as cultists, 
  evil wizards, and other evil humanoids, but the greatest 
  powers, the dark monsters that seek to overwhelm the 
  world, become a completely different sort of threat. Even if 
  the characters manage to amass the weapons, armor, spells, 
  and artifacts to physically defeat these creatures, they still 
  face defeat if they lack the nerve and emotional strength to 
  stand against them.
  This section presents three different systems for resolving 
  the effects of emotional duress, fear, and madness. Each of 
  the systems is designed to work independently of the other, 
  allowing you to choose one that fits your campaign the 
  best. However, they are also designed to work together if 
  you choose to use that option.
  TERROR AND FEAR
  The terror rules present a set of Will save DCs that char-
  acters must make in order to keep their nerve in the face 
  of horrific creatures. Every creature has a fear rating (FR) 
  based on its type, size, and an arbitrary rating selected 
  by the DM to reflect its appearance, nature, and reputa-
  tion. When confronted with a creature, characters must 
  make Will saves with a DC equal to the monster’s FR. 
  Characters that succeed at this save maintain their nerve 
  and fight on. Characters that fail by a small margin are 
  unnerved and take penalties to their actions, while those 
  who fail by a wide gap may flee, freeze in horror, or other-
  wise take random actions.
  Mechanics: When a character comes within 100 feet of 
  a creature that has a fear rating (FR), he must make a 
  Will save with a DC equal to the creature’s FR. A char-
  acter must only make this save if he can see or otherwise 
  perceive the creature.
  Furthermore, if a character uses spells or a magical item 
  to observe a creature with the same clarity as if it stood 
  within 100 feet of him, he must also make a save. For 
  example, a wizard who uses clairvoyance to view a 
  monster on the other side of a door must make a save, as 
  the creature is visible to him as if it were within 100 feet.
  If the Will save is successful, the character suffers no ill 
  effects. If it fails, a character suffers penalties based on the 
  difference between his total save result and the creature’s 
  FR. The effects of a failed FR save persist for 10 rounds 
  – a character’s Wisdom modifier, with a minimum of 5 
  rounds.
  A fear save counts as a mind-affecting, fear-based effect. 
  Creatures immune to mind-affecting abilities do not need 
  to make these saves, while creatures that gain a bonus 
  against fear may use it on saves against FR.
  
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  A character need only make a saving throw once per crea-
  ture type per encounter. For example, if the party encoun-
  ters five demonic trolls that are FR 14, they only need to 
  save once, not five times. If they ran into five demonic 
  trolls and three half-fiend gnolls, they would save once for 
  the trolls and once for the gnolls. Apply the least favorable 
  saving throw result to each character. For example, if a 
  character sees a creature with FR 10 and another with FR 
  13, he must save against both. If one leaves him shaken 
  and the other panicked, he suffers from panic.
  If a character who suffers from the effects of a failed save 
  encounters new creatures with FR, he must make new 
  saves. If he fails any of these saves and suffers a worse 
  result than his current condition, he gains that condition. 
  When a character becomes more afraid in this manner, 
  the duration of the fear effect resets. He sustains his new 
  condition for 10 rounds – his Wisdom modifier, with a 
  minimum of 5 rounds.
  Note that a worse result is defined as one that occurs with a 
  greater margin of failure when compared to another result. 
  For example, frightened is a worse result than shaken.
  If there is ever a situation in which a character automati-
  cally fails his save to resist a creature’s FR, such as a curse 
  or some other magical effect that causes saves to fail, 
  treat the character’s roll as a 1. If the character’s Will save 
  modifier would push the total result above the creature’s 
  FR, treat the character as shaken. This rule also applies 
  when a player rolls a natural 1, a result that normally 
  counts as an automatically failed saving throw.
  Creatures that have a fear rating are much harder to scare 
  than mortal men are. They are accustomed to horrific 
  sights and do not easily lose their nerve. A creature with an 
  FR score adds it to any Will saves it must make to resist 
  fear. If the creature’s FR is higher than its opponent’s it 
  does not need to save to resist fear.
  Will Save 
   
  Failed By 
  Result
  1–5 
   Shaken: A shaken character takes a –2 
  penalty on attack rolls, saving throws, skill 
  checks, and ability checks.
  6–10 
   Frightened: A frightened character flees 
  from the source of his fear as best he can. 
  If unable to flee, he may fight. A frightened 
  character takes a –2 penalty on all attack 
  rolls, saving throws, skill checks, and 
  ability checks. A frightened character can 
  use special abilities, including spells, to 
  flee.
  11–15 
   Panicked: A panicked character must 
  drop anything he holds and flee at top 
  speed from the source of his fear, as well 
  as any other dangers he encounters, along 
  a random path. He cannot take any other 
  actions. In addition, the character takes 
  a –2 penalty on all saving throws, skill 
  checks, and ability checks. If cornered, a 
  panicked character cowers and does not 
  attack, typically using the total defense 
  action in combat. A panicked character can 
  use special abilities, including spells, to 
  flee.
  16–20 
   Cowering: The character is frozen in fear 
  and can take no actions. A cowering char-
  acter takes a –2 penalty to Armor Class and 
  loses her Dexterity bonus to AC (if any).
  21+ 
   Overwhelmed: The character is so utterly 
  overwhelmed with terror that he loses his 
  grip on reality. He acts at random as per 
  the spell confusion.
  Note: Any rules that require you to determine the differ-
  ence between the result of the save and a DC can prove 
  cumbersome—doing the math during a session can slow 
  things down. Before running an adventure, you can deter-
  mine the various DCs for each level of fear. In essence, 
  you do the math once to complete all the work before the 
  encounter. When a character makes a save, find the lowest 
  DC that he fails to equal or beat to determine the fear 
  effect he suffers. The math is simple enough that you could 
  even take a moment to figure it out before an encounter 
  starts.
  Fear State 
  DC
  Shaken 
  FR
  Panicked 
  FR + 5
  Frightened 
  FR + 10
  Cowering 
  FR + 15
  Overwhelmed 
  FR + 20
  OPTIONAL RULE: FEAR IMMUNITY
  Unlike normal saves, the Will save to resist a creature’s 
  FR does not automatically fail on a roll of 1. In this case, 
  add the character’s Will save modifier as normal and check 
  to see if the save is successful. Some characters have the 
  mental toughness and fortitude needed to face down some 
  creatures. This rule works best for horror based fantasy 
  games with a heroic slant or if you want to incorporate 
  these rules into a standard fantasy game with a horror 
  theme. If you think that it is silly that a 15th-level fighter 
  
  HORRIFIC FEARS
  PAGE 9
  might be shaken by an FR 1 creature that would have 
  trouble spooking a peasant, this rule is for you.
  OPTIONAL RULE: COMBINING FEAR RATINGS
  As an optional rule, you can combine multiple fear ratings 
  to represent the effect of viewing multiple terrifying 
  monsters. Treat the creatures’ FRs as challenge ratings 
  and combine them as if you were calculating an encounter 
  level. The result is the group’s combined fear rating. 
  This optional rule has two effects on the game. Rather 
  than make several saves, the characters only make one. 
  This change reduces the effect bad luck has on the PCs. 
  The more saving throws the characters need to make, the 
  greater the chance that they suffer from bad luck and fail 
  one. On the other hand, the saving throw DCs are higher 
  for this one save, making it more likely that PCs with poor 
  Will saves may flee or cower in terror. In general, using 
  this optional rule helps characters with good Will saves. 
  They need to make fewer saves, reducing the chance that 
  they roll poorly, and the save DCs do not climb so high 
  that they eclipse their save bonuses.
  Calculating Fear Rating: A fear rating represents a crea-
  ture’s appearance, its size, and its reputation. Appearance 
  has an obvious effect on how the characters might react to 
  a monster. A beast covered in slimy tentacles and wreathed 
  in a cloak of moaning, human faces is much scarier than 
  a seemingly normal dwarf. By the same token, a creature 
  that towers above the PCs has an innately scarier, more 
  intimidating appearance. Finally, reputation has a major 
  impact on how adventurers regard a beast. From the 
  example earlier in this paragraph, the tentacle beast with 
  the ghastly cloak may be well known as a minor demonic 
  creature. While it has a horrific appearance, a few sword 
  strokes can send it back to the hell that spawned it. On the 
  other hand, that innocent dwarf may match the description 
  of Mordecai Fellheart, a well-known murderer who drank 
  a mighty potion that rendered him impervious to mortal 
  weapons. With that information in mind, the characters are 
  much more likely to lose their nerve around the dwarf than 
  in the presence of the demon.
  Determine a creature’s fear rating with the following 
  formula: 
  FR = half challenge rating + size modifier + appearance + 
  reputation
  Challenge Rating: This measure serves as a base guide 
  for how scary a creature should be. Tougher creatures are 
  more fearsome because they are usually stronger than other 
  beasts, they have a wider range of magical powers, and 
  they have fearsome reputations. Use the creature’s chal-
  lenge rating as listed in its description divided by 2. If 
  dividing a creature’s CR drops it below 1, count it as 0. As 
  usual, round down any fractions.
  Size Modifier: Larger creatures are innately scarier than 
  smaller ones. While this rule is not absolutely true (a 
  poisonous spider is far more intimidating than a cow) it 
  serves as a reliable rule of thumb. Use the size rating table 
  to determine how a creature’s size affects its fear rating.
  Size 
  Fear Rating Modifier
  Fine 
  0
  Diminutive 
  0
  Tiny 
  0
  Small 
  0
  Medium 
  0
  Large 
  2
  Huge 
  4
  Gargantuan 
  8
  Colossal 
  16
  Appearance: A creature’s looks go a long way to deter-
  mine how others react to it. The stranger and more alien a 
  creature appears, the more likely it unnerves the characters. 
  By the same token, creatures with gory, horrific visages 
  obviously strike fear into mortals’ hearts. A creature’s 
  appearance modifier is based on its type or an arbitrary 
  rating selected by the DM to reflect the creature’s looks. If 
  you want to quickly generate a monster’s fear rating, use 
  the modifiers given for the creature types and subtypes. 
  Add the modifier for both the creature’s types and any 
  subtypes it may have. Otherwise, use the guidelines given 
  to select an appropriate rating. Do not use both values, as 
  that may drive a creature’s fear rating too high.
  Creature Type 
  FR Modifier
  Aberration 
  5
  Animal 
  0
  Construct 
  2
  Dragon 
  4
  Elemental 
  2
  Fey 
  4
  Giant 
  2
  Humanoid 
  0
  Magical Beast 
  3
  Monstrous Humanoid 
  2
  Ooze 
  3
  Outsider 
  6
  Plant 
  0
  
  HORRIFIC FEARS
  PAGE 10
  Undead 
  6
  Vermin 
  2
  Creature Subtype 
  FR Modifier
  Air 
  0
  Aquatic 
  0
  Chaotic 
  2
  Cold 
  1
  Earth 
  0
  Evil 
  3
  Fire 
  2
  Goblinoid 
  1
  Good 
  0
  Incorporeal 
  4
  Lawful 
  0
  Reptilian 
  1
  Shapechanger 
  1
  Water 
  0
  Instead of using a creature’s type and subtype, you can 
  also determine its FR modifier based on your judgment 
  of its appearance. Use the appearance table to determine 
  the overall modifier that presents a best fit for a creature. 
  Use this method for creatures that go against the general 
  tendencies of the types and subtypes, or use it to assign 
  scores to particularly gruesome and frightening monsters.
  Appearance 
  Modifier Description
  0–5 
   A creature with a moderately frightening or 
  disturbing appearance, such as a skeleton, a 
  vampire, or a poisonous spider. These crea-
  tures are natural in origin, are created by 
  minor magical spells, or closely resemble a 
  normal creature save for a few details.
  5–10 
   Creatures with disturbing appearances and 
  otherworldly or magical origins fall into 
  this range. These creatures resemble no 
  natural creature or have alien body forms. 
  Imps, quasits, zombies, and ghosts fall into 
  this range.
  11–15 
   Powerful outsiders, creatures with revolting 
  appearances, and monsters that have gory, 
  bloody, and horrific appearances fall into 
  this category. This includes greater demons, 
  powerful undead, and similar beasts.
  16+ 
   Blasphemous monstrosities whose very 
  existence defies the fundamental nature of 
  the cosmos. These beings can shatter an 
  observer’s nerves as they warp and twist 
  minds by their mere presence. Creatures 
  from beyond reality or from truly alien 
  realms qualify for these modifiers.
  Reputation: This modifier is a sort of X factor that allows 
  you to account for creatures that do not fit into the catego-
  ries given above. For example, a vampire does not look 
  frightening but everyone knows that it is a dangerous 
  creature. The reputation modifier to FR is based solely on 
  your judgment. You can use it to account for local folklore, 
  cultural bias, and recent events in an area. For example, in 
  a land where mummies are wholly unknown, such crea-
  tures might not initially arouse much fear. You can later 
  elevate their FRs as word of their horrific strength and 
  magical disease spreads. Use the table below as a guideline 
  for assigning reputation modifiers to fear ratings.
  Reputation 
   
  Modifier 
  Description
  Less than 0 
   The stories concerning the creature 
  describe it as weak, easily defeated, or 
  include some common, effective method 
  for defeating it. 
  0 
   The creature’s reputation is not espe-
  cially frightening. It is known as a 
  vicious monster, but it is not any more 
  or less fearsome than creatures of a 
  similar size and CR.
  1–5 
   Stories, rumors, and legends commonly 
  paint the creature as vicious, deadly, and 
  difficult to overcome.
  6–10 
   The creature is commonly known to 
  torment victims before slaying them, 
  to inflict fates worse than death such 
  as imprisoning its opponents’ souls 
  or eating them alive. Otherwise, it is 
  commonly known to use fearsome 
  tactics or follow gruesome practices. 
  This also applies to creatures that can 
  kill an opponent with a single use of a 
  special attack, such as petrifying breath.
  11–15 
   This rating is best applied to particularly 
  fearsome individuals who have carved 
  out a terrible reputation, such as specific 
  dragons, powerful vampires, and similar 
  creatures of dreaded stature.
  16+ 
   Creatures with this modifier are so 
  terrifying that no one dares speak their 
  names aloud for fear that they will over-
  hear and answer the call to them. Mighty 
  individuals that play roles in important 
  myths and legends fall into this category.
  
  HORRIFIC FEARS
  PAGE 11
  NPCs and Fear Ratings: When first reading over these 
  rules it may seem that fear ratings are useful only for 
  monsters, undead beings, and other supernatural threats, 
  but you can also use them with fearsome wizards, dreaded 
  necromancers, and other mortals who have gained a wide-
  spread reputation.  The mere name of the mighty sorcerer-
  king who commands legions of skeleton warriors might be 
  enough to cause a tense silence to descend over a tavern. 
  The rules also give you a convenient tool to differentiate 
  between run-of-the-mill monsters and noted individuals, 
  powerful beasts, and legendary creatures that play a major 
  role in your campaign’s background. A prime candidate for 
  a fear rating could be a dark lord who conquered much of 
  the land and who, according to rumor, was never defeated 
  but instead slumbers and waits to return and reclaim his 
  conquests.
  Assigning Fear Ratings: As a rule of thumb, any creature 
  that looks significantly unnatural should receive a fear 
  rating. If a creature closely resembles a real-world animal, 
  its appearance is probably not strange enough to warrant 
  a fear rating. Use the FR summary for creatures from 
  the core rules as a guide. Note that the values given for 
  these monsters are by no means canonical. You can alter 
  them based on appearance and reputation based on your 
  campaign’s background, a monster’s role in your game, 
  and any changes you made to the creature’s appearance 
  and history.
  Non-Creature Events and Fear Ratings: While horrific 
  monsters are the most common source of fear rating saves, 
  characters can also encounter terrible scenes and bizarre 
  events that trigger them. For example, the characters might 
  stumble across the remains of a cult’s sacrificial altar. The 
  blood-spattered monument caked with skin, bone frag-
  ments, and other grim reminders of its purpose can send a 
  temporary shock through the characters. You can use these 
  checks to simulate the horrific environments and terrible 
  events that can befall the characters independent of the 
  creatures they battle.
  The site and event table gives you guidelines for assigning 
  FRs to a variety of events and sites that the PCs may 
  encounter in the course of their adventures. Generally 
  speaking, the more active or immediate an event the higher 
  the FR will be. In other words, witnessing an event as 
  it unfolds has a higher FR than finding its aftermath. In 
  addition, any personal connections to the events increase 
  the FR. Seeing a companion or friend transformed into 
  a gibbering, boneless lump of flesh is a more powerful 
  blow than witnessing the same thing happening to a total 
  FEAR RATING GUIDELINES
  Level  
  Good Will Save 
  Bad Will Save 
  Low FR 
  Medium FR 
  High FR
  1  
  +2  
  +0 
   10  
  12  
  17
  2  
  +3  
  +0 
   10  
  13  
  18
  3  
  +3  
  +1 
   11  
  13  
  18
  4  
  +4  
  +1 
   11  
  14  
  19
  5  
  +4  
  +1 
   11  
  14  
  19
  6  
  +5  
  +2 
   12  
  15  
  20
  7  
  +5  
  +2 
   12  
  15  
  20
  8  
  +6  
  +2 
   12  
  16  
  21
  9  
  +6  
  +3 
   13  
  16  
  21
  10  
  +7  
  +3 
   13  
  17  
  22
  11  
  +7  
  +3 
   13  
  17  
  22
  12  
  +8  
  +4 
   14  
  18  
  23
  13  
  +8  
  +4 
   14  
  18  
  23
  14  
  +9  
  +4 
   14  
  19  
  24
  15  
  +9  
  +5 
   15  
  19  
  24
  16  
  +10  
  +5 
   15  
  20  
  25
  17  
  +10  
  +5 
   15  
  20  
  25
  18  
  +11  
  +6 
   16  
  21  
  26
  19  
  +11  
  +6 
   16  
  21  
  26
  20 
  +12 
  +6 
  16 
  22 
  27
  
  HORRIFIC FEARS
  PAGE 12
  stranger. Both events a traumatic, but the former has a 
  greater, more direct emotional impact.
  SITE AND EVENT FEAR RATINGS
  FR 
  Site/Event
  10 
   A mildly disturbing scene, such as a profane altar 
  covered in gore
  15 
   The aftermath of a bloody death or injury, such as 
  a horribly mutilated corpse
  20 
   A bloody death as it happens, such as a person 
  eaten alive by a monster
  25 
   A horrible event that befalls a friend or ally, such 
  as a companion eviscerated by a horrid demon 
  30 
   An apocalyptic vision, such as the bloody death of 
  hundreds
  General Notes on Fear Ratings: Since a fear rating is 
  essentially a Will save DC, it is a good idea to look at the 
  party’s composition and the characters’ Will save bonuses 
  when using monsters. A single creature with an over-
  whelming FR can defeat the party if the PCs are rendered 
  helpless by its mere appearance.
  To help guide you in selecting monsters and assigning FRs 
  at various character levels, the above table summarizes 
  average Will saves for level 1 to 20 and gives suggested 
  values for low, medium, and high FR values. A low FR 
  value represents a creature that has only a 50% of having 
  any effect on any of the PCs. A moderate one has a good 
  chance of affecting weak-willed PCs and about a 50% 
  chance of causing  fear in PCs with good Will saves. A 
  high FR value almost always has an effect on a PC with 
  a poor Will save and has a 75% or greater chance of 
  affecting a PC with a good Will save.
  As a reminder, any class that has a Will save modifier of 
  +0 at 1st level has a bad Will save, while one that starts 
  with a +2 bonus has a good one. The values listed on the 
  table should serve as a general guide for FRs at various 
  levels. As a rule of thumb, use low FRs for common 
  encounters, such as thugs, cultists, and minor demons and 
  monsters.
  Medium FRs are a good fit for milestone encounters and 
  tough creatures that lead up to the important villains and 
  creatures that form the basis for a campaign or adventure. 
  Those climactic encounters should use the high FRs, as 
  they make important encounters suitably difficult and lend 
  them a sense of horror since most characters suffer the 
  effects of failed saves against FR.
  
  HORRIFIC FEARS
  PAGE 13
  MADNESS POINTS: LONG-TERM INSANITY
  As humans and other mundane creatures encounter 
  the supernatural, their minds slowly collapse under the 
  repeated strain. Alien monsters, creatures from other 
  dimensions, blasphemous tomes, and horrific sites place 
  an ever-increasing burden on the minds of those who view 
  them. One of the appeals of dark fantasy gaming is this 
  sense of growing, inevitable dread. The party’s successes 
  are that much more exciting and rewarding because they 
  come in the face of inevitable doom. A mighty warrior 
  could be whole in body, his skills with the sword and bow 
  as sharp as ever, but as his mind disintegrates he slowly 
  becomes unable to adventure. He sees flittering, ominous 
  shadows at the edge of his perception. In the face of other-
  worldly terrors, he collapses into a weeping, quivering 
  heap. The threat of madness perhaps weighs greater than 
  the prospect of death at the tentacles, fangs, and talons of a 
  demon or rampaging monster.
  These rules use some of the elements presented in the 
  fear rating system given earlier. The two systems comple-
  ment each other, but you can opt to use either or both at 
  the same time. While they draw on each other, they are 
  not intrinsically bound. The fear rating system handles a 
  character’s mental state in a particular encounter. When 
  the party meets a horrifying demon or vicious devil, some 
  of its members may lose their nerve for a brief period. 
  Granted, this might be long enough for the demon to feast 
  on a PC and rip him limb from limb, but if a PC survives 
  an encounter a failed save against FR has no long-term 
  consequences. The madness point system changes this 
  situation, introducing rules that keep track of a character’s 
  mental health over a long period of time. Keep in mind that 
  these rules are designed for use in a game. They make no 
  effort to model our modern understanding of mental health, 
  but instead aim to make horror based fantasy games more 
  fun and interesting by incorporating an element featured in 
  some of the most popular horror RPGs.
  The madness point system represents psychic and 
  emotional damage that characters sustain when they fail 
  Will saves to resist a creature or event’s fear rating. As 
  characters fail saves against FR, they gain madness points. 
  As a character’s madness point total increases, he suffers 
  penalties to further checks to resist fear and develops 
  symptoms of mental instability. A character may launch 
  himself into battle with a reckless sense of doom, leading 
  him to throw his life away with reckless tactics.
  A wizard may delve into esoteric areas of magical lore, 
  leading him to lose himself in abstract, nonsensical theo-
  ries. In essence, as a character’s madness score mounts the 
  player loses control over that character. Normally, a player 
  has full control over his PC. The madness rules change 
  that, as a character begins to make decisions based on 
  strange, irrelevant, or insane criteria.
  MADNESS SCORE
  A character’s madness score works a lot like an ability 
  score. Just like Strength or Wisdom, it provides a modifier 
  to actions, but unlike the normal ability scores it hinders a 
  character as it increases. The higher a PC’s madness score, 
  the more difficult it is for him to resist the effects of fear. 
  In addition, he gains drawbacks that hinder his actions and 
  cause him to act in ways that a player may not want. 
  All characters start with a madness score of 0. This repre-
  sents the average level of mental stability. Most NPCs have 
  a score between 0 and 10. Once a character’s madness 
  score increases to 10 or above, he starts to take penalties 
  to certain saves and may develop mental disadvantages. 
  Most of the time, a character’s madness goes up because 
  of encounters with horrific creatures. A character’s score 
  increases if he fails his saving throws against fear ratings. 
  In some cases, creatures or sites are so terrifying that they 
  increase a character’s madness score even if his saving 
  throw succeeds.
  Fear Save Modifier: Whenever a character must make a 
  saving throw against a fear-based effect, including saves 
  to resist a creature or scene’s FR, he takes a penalty to 
  his check equal to his current madness score divided by 
  10. The easiest way to remember the penalty is to simply 
  use the tens digit of the character’s madness score as his 
  penalty. For example, a character with a madness score 
  of 67 would have a –6 penalty to his saves against fear 
  effects.
  Insanity: As a character’s madness score climbs higher, 
  he slowly grows insane. When a PC’s score reaches 100, 
  he becomes utterly mindless, entering a catatonic state or 
  perhaps relentlessly attacking all around him in a psychotic 
  rage. Before that point, a PC might develop strange idio-
  syncrasies that slowly develop into full-blown madness. 
  The insanity table lists the number of mental disadvantages 
  that a character accumulates as his madness score climbs 
  higher. At each level of madness, the insanity table lists the 
  total number of quirks and disorders that a character has 
  accumulated. Quirks and disorders work a bit like negative 
  or disadvantageous feats. They range from minor to critical 
  hindrances that afflict a character due to his decaying 
  sanity. Quirks, disorders, and madness are explained later 
  in this section. These afflictions can be assigned by the 
  DM’s choice or via a random method.
  
  HORRIFIC FEARS
  PAGE 14
  GOAL-BASED MADNESS POINT LOSS 
  Madness Loss 
  Action
  1–5 
   Save several lives, foil a dangerous local 
  plot, defeat a minor evil spellcaster. 
  6–10 
   The party averts a disaster that could 
  destroy a village. 
  11–15 
   The party thwarts a monster or event that 
  would destroy a town or small city. 
  16–20 
   The characters save a city or permanently 
  defeat a powerful evil being. 
  Madness Score 
  Insanity
  0–10 
  None
  11–20 
  1 quirk
  21–30 
  1 quirk, 1 disorder
  31–40 
  2 quirks, 1 disorder
  41–50 
  3 quirks, 1 disorder
  51–60 
  3 quirks, 2 disorders
  61–70 
  4 quirks, 2 disorders
  71–80 
  4 quirks, 3 disorders
  81–90 
  5 quirks, 3 disorders
  91–99 
  5 quirks, 4 disorders
  100 
  Madness
  GAINING MADNESS POINTS
  Characters gain madness points when they fail their Will 
  saving throws against a creature or event’s fear rating (FR). 
  FR is explained earlier. Use the rules given there to deter-
  mine a creature or event’s FR, along with the notes for how 
  characters make saves against it. You can combine these 
  rules with the effects for failing saves against FR given 
  earlier or you can use only one system or the other.
  When a character makes a saving throw against a crea-
  ture’s FR, he gains madness points based on whether the 
  save succeeded or failed and the FR he had to save against. 
  Creatures with high FRs inflict more madness points than 
  monsters with lower ones. Some creatures are so horri-
  fying that even characters who make successful Will saves 
  against them still gain madness points.
  Fear 
  Failed Save 
  Successful Save 
  Rating 
  Madness Points 
  Madness Points
  1–5 
  1d2 
  0
  6–10 
  1d3 
  0
  11–15 
  1d4 
  0
  16–20 
  1d6 
  1
  21–25 
  1d8 
  1d3
  26–30 
  2d6 
  1d4
  31–35 
  2d8 
  1d6
  36–40 
  3d6 
  1d8
  40+ 
  3d8 
  2d6
  LOSING MADNESS POINTS
  While encountering terrible creatures can drive a charac-
  ter’s nerves to the breaking point, defeating those same 
  beasts can give him a sense of peace and closure. When 
  a character defeats a monster that has a fear rating, he 
  reduces his current madness point total by a small number 
  of points. A character can never lose a quirk or disorder by 
  reducing his madness point total. Once a PC’s psyche has 
  suffered an injury, its scars remain forever. However, the 
  penalty a character suffers to saves against fear effects does 
  go down with his point total.
  A character can reduce his madness score by defeating a 
  monster by slaying it, trapping it forever within a magical 
  ward, or otherwise neutralizing its power. The final deter-
  mination as to whether a monster counts as defeated is 
  the DM’s. No matter how many individual creatures of a 
  specific type a PC defeats, he only reduces his madness 
  points once for beating them. For example, howlers have 
  an FR of 18. Salamone slays six of them during an epic 
  battle. He does not gain a madness point reduction for 
  defeating an FR 18 creature six times. He only gains it 
  once for each distinct creature type overcome, in this case 
  only once for slaying the howlers. If he defeated three 
  howlers (FR 18), a green hag (FR 14), and an iron golem 
  (FR 14), he would lose madness points for defeating an FR 
  18 foe and two FR 14 creatures since he slew three distinct 
  types of monsters. Since characters only make Will saves 
  once per group of monsters, allowing them to lose madness 
  points for each monster defeated would allow them to 
  easily keep their scores at or near 0.
  Fear Rating 
  Madness Points Lost
  1–5 
  0
  6–10 
  1
  11–15 
  1d2
  16–20 
  1d3
  21–25 
  1d4
  26–30 
  1d6
  31–35 
  1d8
  36–40 
  2d6
  40+ 
  2d8
  In addition to losing madness points for slaying monsters, 
  the characters can also reduce them when achieving impor-
  tant goals. If the party saves a town from certain doom, 
  foils an evil wizard’s plans, or rescues a priest slated for 
  sacrifice by a diabolic cult, their efforts help settle their 
  minds and mend the trauma they have endured. The 
  
  HORRIFIC FEARS
  PAGE 15
  madness point reward table on the previous page lists a 
  range of losses and example goals that the PCs can achieve 
  to earn them.
  QUIRKS
  A quirk is a minor, eccentric trait that marks a character’s 
  first steps towards madness. A DM can assign quirks to 
  characters based on events surrounding the incident of their 
  failed FR saves. In some games, it might be appropriate for 
  the players to pick them out to allow them some freedom 
  in picking hindrances that fit their characters. Alternatively, 
  the players or DM can roll on the random table provided 
  along with the brief overview of the available quirks.
  A quirk’s defining trait is that it applies only under specific 
  circumstances or it has a constant effect that does not pose 
  a life-threatening risk to a character. You may become an 
  extravagant spender as your mind decays and you learn 
  that life has no meaning. While that attitude makes it diffi-
  cult to save money for expensive magical items, it does not 
  pose a direct threat to your health. The quirks that do incur 
  penalties on your actions, especially actions in combat, 
  apply only to specific creatures or other conditions.
  General Notes on Phobias: Many of the quirks given 
  here are phobias (an overpowering fear) against specific 
  types of creatures and obstacles. You can easily change 
  phobias so that they apply to different creature types to 
  add further variation to the list of quirks. For instance, you 
  could use the background and rules information for the 
  dragon phobia and apply it to lycanthropes or other crea-
  tures. When the phobia descriptions list creatures such as 
  dragons or aberrations, they refer to the creature types from 
  the core rules. For example, the penalties from a dragon 
  phobia would apply against wyverns (since their creature 
  type is dragon) in addition to the normal dragon types.
  A NOTE ON MODIFIERS
  The quirks and disorders described below frequently refer 
  to unnamed bonuses and penalties. Usually, a modifier is 
  described with a keyword such as morale or competence. 
  Bonuses or penalties with the same keyword do not stack. 
  However, penalties and bonuses that lack a keyword 
  always stack with each other and other bonuses. Keep this 
  in mind when assessing the effects of a mental drawback 
  that a character gains through exposure to the supernatural.
  d%  
  Quirk
  1–4  
  Arrogance
  5–8  
  Bloodseeker
  9–12  
  Lavish
  13–16 
   Miser
  17–20 
   Nervous tic
  21–24 
   Panic attacks
  25–28 
   Phobia: Aberrations
  29–32 
   Phobia: Constructs
  33–36 
   Phobia: Darkness
  37–40 
   Phobia: Dragons
  41–44 
   Phobia: Elementals
  45–48 
   Phobia: Fire
  49–52 
   Phobia: Giants
  53–56 
   Phobia: Heights
  57–60 
   Phobia: Magical Beasts
  61–64 
   Phobia: Oozes
  65–68 
   Phobia: Outsiders
  69–72 
   Phobia: Pain
  73–76 
   Phobia: Undead
  77–80 
   Phobia: Vermin
  81–84 
   Phobia: Water
  85–88 
  Recklessness
  89–92 
   Self-loathing
  93–96 
  Stutter
  97–100 
  Tentative
  Arrogance: While the horrors of the world are powerful, 
  you survived the experience of encountering them. You are 
  filled with not only faith in your own abilities, but derision 
  for the talents of others. You work poorly with your allies 
  and have an unrealistic opinion of your ability to work on 
  your own.
   •  Game Rules: You cannot take part in group skill 
  checks, either by making a check to lend another a 
  bonus or accepting bonuses from other. You cannot use 
  the aid another combat action, nor can others use it to 
  help you. You suffer a –4 penalty on all Diplomacy 
  checks as your arrogance leaves a poor impression 
  with others.
  Bloodseeker: Once your anger is aroused, you have 
  trouble containing it. When an opponent attacks you, you 
  strike back at him with little regard to your own safety. You 
  hack wildly with your weapon, leaving your guard exposed 
  as you focus solely on the attack.
   •  Game Rules: If you take any damage from a melee 
  attack, you suffer a –2 penalty to AC for the next round 
  as you attack your foes with a vicious abandon. Your 
  anger overwhelms you as you attack wildly, leaving 
  your shield dangling by your side or making little 
  effort to dodge blows.
  
  HORRIFIC FEARS
  PAGE 16
  Lavish: Life is short, painful, and miserable, or so you 
  have learned through firsthand encounters with horrid 
  demons and other monsters. You make the most of your 
  time on earth by spending money on the best creature 
  comforts you can find. You lavish coins on the purveyors 
  of fine meals, and the clothes and gear you buy simply 
  must be top of the line. You quickly fritter away your cash, 
  leaving you few coins to purchase useful goods.
   •  Game Rules: Whenever you gain a sum of money, 
  subtract 10% from its total value. This loss represents 
  money you spend on rich food, foppish clothes, and 
  gifts for passing friends and acquaintances other than 
  your fellow player characters. Even if you sell an item 
  and immediately try to purchase something else with 
  the full value, you still lose that 10%. Perhaps you ask 
  for unnecessary embellishments on the item you intend 
  to buy, or you set a few coins aside for a luxurious 
  dinner. In addition, if you are presented with several 
  items that all have the same basic function, you always 
  buy the most expensive one that you can afford. For 
  example, if you stop for the night at an inn you rent the 
  nicest room available.
  Miser: Life is short and miserable, but if you are prepared 
  you can survive anything. You hoard your treasure, 
  preparing for that terrible day when you’ll need all of it to 
  buy your way to safety or bribe the horrors that will come 
  for you.
   •  Game Rules: Subtract 10% from the total value of any 
  coins you find or gain. You take this treasure and hide 
  it in hidden caches, refusing to divulge their location 
  even under pain of death. Sadly, your madness leads 
  you to often forget the location of these stashes. You 
  cannot regain money lost in this manner. In addition, 
  you refuse to buy any item that costs more than half 
  the total gold pieces you possess. 
  Nervous Tic: Your encounters with the bizarre have left 
  your mind mostly intact, but your body is a different story. 
  You have slight muscle spasms and tics, undoubtedly the 
  result of residual, subconscious mental trauma inflicted 
  on you in the course of your adventures. You have trouble 
  with any actions that require fine motor coordination.
   •  Game Rules: You suffer a –2 penalty to all Dexterity 
  checks and checks made with Dexterity-based skills. 
  This penalty increases to –4 when you attempt Stealth 
  checks.
  Panic Attacks: At times, the memories of your encoun-
  ters with the bizarre surge from your subconscious and 
  overwhelm your other thoughts. You fall into a deep panic, 
  leaving you unable to take any complex actions and ruining 
  your efforts in high stress situations.
   •  Game Rules: You suffer a –4 penalty to all initiative 
  checks and a –2 penalty to Intelligence, Wisdom, and 
  Charisma-based skill checks made during combat.
  Phobia (Aberrations): Aberrations, with their alien bodies 
  and bizarre thought patterns, strike a deep terror within 
  you. The sight of them reminds you of the blasphemous 
  monsters you have encountered, sending fresh tendrils of 
  fear down your spine.
   •  Game Rules: You suffer a –4 penalty on all Will saves 
  to resist aberrations’ FRs. Even if your save succeeds, 
  you still count as shaken and gain an additional 
  madness point. You do not take any additional penalty 
  on a failed save, but you do gain an additional 1d4 
  madness points.
  Phobia (Constructs): Mechanical life, from animated 
  objects to golems, is anathema to the natural world. Life 
  flows in blood and rests in flesh and bone, not cold merci-
  less stone, iron, and dead flesh. You are filled with a deep 
  loathing and hatred for these creatures, as you see in them 
  the mortality, endurance, and toughness that your pitiably 
  fragile body lacks, yet so desperately needs to withstand 
  the horrors you have witnessed. 
   •  Game Rules: You gain a +2 bonus on attack rolls 
  against constructs, but suffer a –4 penalty on attacks 
  against all other opponents while a construct is present. 
  In addition, once you attack a construct you must fight 
  it to the death as per the bloodlust disorder described 
  below. Finally, you suffer a –1 morale penalty to 
  attacks and skill checks while clad in anything less 
  than medium or heavy armor. The metal and leather of 
  that gear puts you at ease, but lesser protections make 
  you tense and nervous.
  Phobia (Darkness): The creatures of your nightmares lurk 
  in the darkness. They advance close by, ready to snuff out 
  your life in an instant. You need light at all times, lest your 
  fears come to life and arrive to bear you off to Hell. When 
  in areas of darkness, you panic and devote all your atten-
  tion to finding light.
   •  Game Rules: You suffer a –2 penalty to all attacks, 
  checks, and saves while in total darkness. In addition, 
  you must make a Will save (DC 15) to do anything 
  other than try to illuminate the area (light a torch or 
  lantern, cast a light spell, etc.). If you do not carry a 
  lantern, torch, or other light source, you must either 
  seek one out or remain in one place, gripped in deep 
  fear.
  Phobia (Dragons): Your sundered mind sees dragons as 
  the ultimate life form. It is only a matter of time before 
  the true wyrms and their cousins expunge all life from the 
  
  HORRIFIC FEARS
  PAGE 17
  world and seize their place as rulers of the cosmos. You 
  can only hope to disguise yourself as kin to the dragons. 
  Perhaps they will overlook you in the purge if your decep-
  tion is successful.
   •  Game Rules: You suffer a –4 penalty to attacks 
  against dragons and on saves against their spells, 
  supernatural effects, and spell-like abilities. You must 
  spend ranks to learn Linguistics (Draconic) at the 
  earliest opportunity. You speak this language at all 
  times, using others only when communication is other-
  wise impossible. You sometimes hiss like a lizard and 
  brag of your draconic heritage, giving you a –2 penalty 
  on all Diplomacy checks due to your bizarre behavior.
  Phobia (Elementals): The matter of the world is a tenuous 
  thing. Elementals lurk within everything, ready to emerge 
  from almost any item when its constituent parts manifest 
  their elemental nature. Earth elementals hide within swords 
  and rocks, while even the smallest puddle contains a water 
  elemental ready to spring forth and drown you. Your nerves 
  remain on edge at all times, the accumulated stress leaving 
  you strung out and frazzled.
   •  Game Rules: You suffer a –2 penalty to all initiative 
  checks and a –1 penalty on all Reflex saves, as your 
  reaction times are dulled by your uncertainty and para-
  noia. While others act, you flinch from the fear that 
  constantly haunts you.
  Phobia (Fire): Flames can devour your soul, you are 
  certain of it. While a physical death usually unleashes your 
  psyche to seek out a better, happier place in the afterlife, 
  fire consumes you in utter annihilation. Even a burn is a 
  permanent stain on your immortal form. You avoid fire at 
  all costs.
   •  Game Rules: You suffer a –4 penalty on Will saves to 
  resist the FR of creatures with the fire subtype. If you 
  stand within 10 feet of an open flame, you suffer a –1 
  morale penalty on all attacks, checks, and saves as the 
  damning flame distracts your thoughts.
  Phobia (Giants): A towering giant strikes terror into your 
  heart as it reminds you of the futility of all effort. What 
  can men hope to accomplish in the face of such creatures 
  that stand above them? All efforts are hopeless, a toiling 
  drudgery in the face of the vast emptiness of the cosmos.
   •  Game Rules: The presence of larger humanoids in 
  the world reminds you that all human effort is tiny 
  and insignificant. You cannot take 20 on actions, as 
  the sustained effort in such a short period of time is 
  beyond you. You suffer a –2 penalty on all Will saves 
  to resist a giant’s FR.
  
  HORRIFIC FEARS
  PAGE 18
  Phobia (Heights): Your exposure to the horrid realities 
  and beasts that lurk just beyond mortal sight has triggered 
  something in your mind. You can feel a malevolent pres-
  ence within, one that pushes you to self-destruction. This 
  presence gains weight and gravity when you are high 
  above the ground. You can feel it pushing you to throw 
  yourself over the edge. If your concentration ever lapses, 
  you know that you will lose control and plunge to your 
  doom.
   •  Game Rules: You suffer a –4 penalty to all Climb 
  checks and cannot take 10 or 20 on them. While 
  climbing, you move at one-eighth your speed rather 
  than one-quarter. If you stand within 10 feet of a ledge 
  that is higher than four times your height, you suffer a 
  –1 penalty to all attacks, checks, and saves. If you hang 
  from the air for any reason, such as if a roc plucks you 
  from the ground, you must make a Will save (DC 20) 
  each round to take any actions. If you fail this save, 
  you lose your actions but are not considered helpless.
  Phobia (Magical Beasts/Animals): You have seen the 
  strange, supernatural powers that some creatures possess 
  and have come to realize that any animal may possess 
  them. An innocent rat could harbor a virulent, magical 
  disease, while a snake might sprout wings and attack you 
  at any moment. You are reluctant to fight either magical 
  beasts or animals as they may disguise terrible powers 
  behind innocent facades.
   •  Game Rules: When fighting magical beasts and 
  animals, you hold your attacks. Instead, you concen-
  trate on keeping your guard up to defend yourself 
  against the bizarre, horrific abilities they undoubtedly 
  have at the ready. If you stand in a square threatened 
  by a magical beast or animal, even a friendly one, 
  you do not threaten any areas. You may still attack as 
  normal, but you turtle up and refuse to take advantage 
  of attacks of opportunity. In addition, this passive 
  stance makes it more difficult for you to aid you allies. 
  You cannot flank an opponent while an animal or 
  magical beast threatens you. Your allies ignore you 
  when determining if they flank an opponent.
  Phobia (Oozes): Oozes hold all that is unclean in the 
  world within their pulsing, liquid forms. They are disease 
  incarnate, the pure filth of the cosmos given life. You have 
  an overpowering compulsion to avoid these creatures at all 
  costs. Every second you remain close to them you can feel 
  their raw essence slowly wearing away at your body and 
  soul.
   •  Game Rules: You have an overpowering compulsion 
  to remain far away from all oozes. If you end you 
  action while in an area an ooze threatens, you suffer a 
  –4 penalty to attacks, checks, saves, and AC as you are 
  seized by overwhelming panic. You can take all actions 
  as normal against an ooze, but if you remain close to 
  it for more than a brief moment you quickly lose your 
  cool.
  Phobia (Outsiders): Demons, devils, and other creatures 
  from beyond the mortal world are the epitome of all that is 
  unwholesome in the universe. Their mere sight is enough 
  to rend your mind and destroy your soul. You can feel their 
  essence leaking into you when you gaze upon them, their 
  psychic tendrils grasping at your soul.
   •  Game Rules: When in the presence of an outsider, you 
  suffer a 30% miss chance on all of your attacks, as you 
  shield your eyes from everything in the area for fear 
  that an outsider could snatch your soul away and bear 
  it off to another world.
  Phobia (Pain): Every sensation of pain, from the merest 
  stubbed toe to a vicious cut received in battle, heralds your 
  own mortality. When you feel any sort of pain, your first 
  reflex is to flee from the danger you face.
   •  Game Rules: Whenever you take damage, you must 
  make a Will save as if you saw a creature with an 
  FR equal to the damage you have taken. During 
  an encounter, this FR increases as you suffer more 
  damage. Once the encounter ends, the FR resets to 0. 
  For example, Deken has this phobia. On the first round 
  of combat, she suffers 5 points of damage and must 
  save against FR 5. On the next round, she takes 4 more 
  points of damage and must save against FR 9. Resolve 
  this as a standard save against a creature’s FR.
  Phobia (Undead): In the undead, you see the story of your 
  own fate. After all, the living dead were once just like you. 
  Within them all walks the soul of a person who was once 
  very much like you. You have an overwhelming compul-
  sion to avoid injuring the undead. You are not only terrified 
  of the walking dead, you are terrified with the certainty 
  that you, too, shall stand amongst them.
   •  Game Rules: When fighting the undead, you suffer 
  a –2 penalty to attacks and a –4 penalty to weapon 
  damage rolls. Your strikes against them are weak and 
  tentative, as you battle your inner urge to leave them 
  unharmed and flee from them in hopes of escaping 
  your inevitable fate.
  Phobia (Vermin): Poison, disease, filth, pestilence— the 
  vermin of the world carry all of these things. Rats, insects, 
  and other tiny pests can crawl into your armor, under your 
  clothes, and into your skin. Their mere physical presence 
  fills you with horror and revulsion while the slightest 
  contact with them drives you into a panicked frenzy for 
  
  HORRIFIC FEARS
  PAGE 19
  fear that their tiny spawn will nest within the folds of your 
  shirt.
   •  Game Rules: You suffer a –2 penalty on all saves 
  to resist the FR of vermin. In addition, each time a 
  vermin hits you in melee you suffer a –1 penalty to 
  attacks and checks you make on your next action. If 
  this penalty is –5 or greater, you must make a Will 
  save (DC 15) to do anything other than swat at your 
  clothes and recoil from the vermin in a blind panic.
  Phobia (Water): With its amorphous shape and suffo-
  cating, liquid substance, water holds a fate far worse than 
  death for you. You know that should you tumble into 
  the waves, they will grasp you in a deathless eternity of 
  boundless agony. The water surges toward you, seeking 
  you out and thirsting for your soul. You shy away from all 
  water sources, never remaining close to them for fear of 
  drowning in their murky depths.
   •  Game Rules: You suffer a –2 penalty to all attacks, 
  checks, and saves while in the water and a –1 penalty 
  on all attacks, checks, and saves while you are within 
  10 feet of a container or body of water that is the same 
  size or larger than you are. You suffer a –2 penalty to 
  all Swim checks, for a total penalty of –4 when in the 
  water.
  Recklessness: The horrors you have witnessed have taught 
  you that life is short, cheap, and worth little in the grand 
  scheme of things. Why proceed with caution and give up a 
  chance at glory when you have at most a few more decades 
  ahead of you? You fling yourself into situations with a 
  reckless bravery, sometimes taking needless risks simply 
  for the emotional rush you gain from danger.
   •  Game Rules: You throw yourself into danger with 
  such abandon that you leave yourself vulnerable to 
  attacks. Your opponents gain a +2 bonus to hit you 
  with attacks of opportunity. In addition, if you want 
  to use the fight defensively or total defense combat 
  options, you must make a Will save (DC 20) to employ 
  them. Otherwise, your heedlessness prevents you from 
  focusing on defense.
  Self-Loathing: Your terror has shown you that your inner 
  character has little worth. You rarely take the initiative to 
  complete actions, and you have trouble finding value in 
  anything that you do. While others act, you prefer to sit on 
  the sidelines and bemoan your wretched fate.
   •  Game Rules: You suffer a –2 morale penalty on all 
  Intelligence, Wisdom, and Charisma-related skill 
  checks and ability checks. You suffer a –2 morale 
  penalty on all Will saves against mind-influencing 
  effects, as your poor self-image leaves you relatively 
  easy to manipulate via magical means.
  Stutter: While the psychic trauma you have undergone has 
  not left any obvious marks on your personality, its subcon-
  scious effects have manifested as a physical symptom. In 
  times of stress and fear, you are unable to talk. You sputter, 
  stutter, and gasp for words.
   •  Game Rules: In combat or in any other situation that 
  the DM judges as dangerous or stressful, you have 
  difficulty speaking clearly. If you want to say anything 
  regarding the game situation or speak in-character 
  during these times, you must make a Will save (DC 
  15) each round or remain silent. Spellcasters must 
  make Concentration checks (DC 15 + the spell’s level) 
  in order to focus and speak an incantation’s words of 
  power.
  Tentative: Your experiences with the horrors of the world 
  have left you overly cautious and fearful. You hesitate 
  before acting, self-doubt and lingering fears overwhelming 
  your ability to make quick decisions. You act after others 
  and in stressful times have a tendency to briefly freeze or 
  hesitate.
   •  Game Rules: You suffer a –2 penalty to all initiative 
  checks. When you are caught flat-footed, you suffer a 
  –2 penalty to AC as you freeze up in fear. If you are 
  caught by surprise, you must make a Will save (DC 15) 
  or you may only use a move action on your next turn.
  DISORDERS
  Disorders are persistent, troubling mental drawbacks 
  that hinder a character in most aspects of his daily life. 
  In combat, they can at times have deadly consequences. 
  A delusional wizard may mistakenly use magic missile 
  to blast his paladin ally, while a rogue might freeze in a 
  catatonic state when confronted with a fearsome opponent. 
  Compared to quirks, disorders are much more dangerous. 
  However, a disorder is usually not enough on its own to 
  kill a character. With help from his allies and good plan-
  ning, a PC with a disorder can account for it and function 
  almost normally.
  You cannot typically gain the same disorder more than 
  once. The one exception to this is enhanced phobia. If you 
  gain it a second time, it applies to a different creature type.
  d20 
  Disorder
  1 
  Addiction
  2 
  Amnesia
  3 
  Bloodlust
  4  
  Delusions: Disease and Filth
  5  
  Delusions: Doom
  6  
  Delusions: Hallucinations
  
  HORRIFIC FEARS
  PAGE 20
  7  
  Delusions: Insight
  8  
  Delusions: Invulnerability
  9  
  Delusions: Might
  10 
  Delusions: Paranoia
  11  
  Delusions: Self-Flagellation
  12  
  Depression
  13  
  Maniacal obsession
  14  
  Nightmares
  15  
  Obsessive compulsion
  16  
  Overindulgence
  17  
  Phobia, enhanced
  18  
  Seizures
  19  
  Senility
  20  
  Terror attacks
  Addiction: To help blot out the pain and terror of your 
  encounters with the supernatural, you have taken to over-
  indulgence in alcohol or narcotics. Without your chosen 
  poison, you are an emotional wreck gripped by fear and 
  uncertainty. However, when you do indulge you suffer 
  poor reflexes, impaired judgment, and other drawbacks 
  commonly associated with alcohol.
   •  Game Rules: Each day, you must consume at least 5 
  gp worth of alcohol. If you do so, you suffer the effects 
  of inebriation. You take a –2 penalty to Dexterity, 
  Constitution, Intelligence, and Wisdom. If you cannot 
  indulge your addiction or you choose not to, you suffer 
  from withdrawal symptoms. In addition, the emotional 
  troubles that you try to drink away come back all the 
  stronger. You suffer a –2 morale penalty to all attacks 
  and checks. In addition, you take 2 points of tempo-
  rary damage to Dexterity and Wisdom. You can take a 
  maximum of 4 points of damage in this manner at any 
  give time, though if you heal the damage caused by 
  this disorder you may suffer more from it.
  Amnesia: The horrors of the world can sometimes cause 
  the mind to partially shut down, destroying a smaller part 
  of itself rather than risk the death of the whole. Amnesia 
  degrades your abilities, robbing you of some of the talents 
  that you have gained during your adventuring career. 
   •  Game Rules: You lose a number of skill ranks equal 
  to two times your current level + 3. You may remove 
  these ranks from any skills of your choice, taking all 
  the ranks from one skill or spreading the loss as you 
  see fit. You permanently reduce the number of skill 
  ranks you gain per level by 2 (minimum 0).
  Bloodlust: The terrors from beyond have shown you 
  that all life, not just your own, is fragile. The best way to 
  
  HORRIFIC FEARS
  PAGE 21
  survive is to slay your enemy before it can kill you. In the 
  midst of battle, you lose control of your emotions. They 
  carry you away in a red haze of murderous rage, pushing 
  you to attack your enemies until you or they are dead.
   •  Game Rules: Once you damage an enemy, you must 
  attack that foe to the exclusion of all other actions in 
  combat. You can use melee or ranged strikes, spells, 
  magic items, or special attacks to injure your oppo-
  nent. You cannot run away from the battle, stop to heal 
  another character, or stop to heal yourself. Your blood-
  lust consumes you to the point that you lose sight of 
  all other objectives. Once your opponent falls to 0 or 
  fewer hit points, you can act as normal. If your oppo-
  nent attempts to flee, you must pursue him or continue 
  to attack until he escapes beyond your sight or hearing 
  for at least 3 rounds. After that time, you can act as 
  normal.
  Delusions (Disease and Filth): You see evidence of the 
  strange, horrifying creatures that infest the world in every-
  thing. Their filth and refuse covers everything, including 
  your clothes and food. After all, such monsters are a funda-
  mental part of creation. They influence everything, and 
  most food and drink is tainted with their poison. You refuse 
  to eat or drink anything other than a few, rare items. When 
  they are not at hand, you consume only the smallest quanti-
  ties needed to survive. In time, your body slowly wastes 
  away as you starve yourself.
   •  Game Rules: You suffer a permanent –2 penalty to 
  Strength as your body withers due to your negligence 
  and paranoia. You never eat food unless you prepare 
  it yourself, and you restrict yourself to selected foods 
  that your damaged mind sees as pure and safe. You can 
  sometimes eat other things, but you restrict yourself to 
  small portions.
  Delusions (Doom): The world is coming to an end, and all 
  you can do is rage against the demise of all that is worth 
  fighting for as it all comes crashing down. You have seen 
  the terrors of the cosmos, the strange beings that hail from 
  beyond space and time, and in them you see an inevitable 
  doom. All of your actions are tinged with a mix of sorrow 
  at the world’s fate and rage at the futile inevitability of 
  your actions to prevent it. You swing from morose depres-
  sion to hotheaded anger.
   •  Game Rules: At the beginning of each day, roll 1d10 
  to determine your current mood. On a 1–5, you sink 
  into a deep depression. On a 6–10, you are overcome 
  with an angry, sour mood that can lead to bursts of 
  fury. During bouts of depression, you suffer a –2 
  morale penalty on all ability and skill checks and a 
  –1 morale penalty to attacks. You suffer a –1 morale 
  penalty to AC as you can barely muster the energy to 
  fend off attacks. During fits of anger, you gain a +1 
  morale bonus to damage but are unfocused and jittery, 
  giving you a –2 competence penalty to all attacks and 
  Intelligence, Wisdom, and Charisma-based skill and 
  ability checks. In addition, while in your angry mood 
  you must make a Will save (DC 15) each round of 
  combat to avoid using a standard action to make a 
  ranged or melee attack against the nearest opponent. 
  You can opt to make a ranged attack with a rock or 
  similar bit of debris if you do not have a bow at hand. 
  All that matters is that you vent your anger towards 
  your foe.
  Delusions (Hallucinations): Your encounters with the 
  bizarre have caused your grip on reality to become 
  unhinged. During times of stress, your mind conjures 
  phantom images that distract your efforts and lead you 
  away from the true dangers you face. You might mistake 
  a friend for a foe, or see a flowing river of blood that 
  surrounds you and prevents you from moving. 
   •  Game Rules: In combat or other stressful situations, 
  there is a 10% chance each round that you suffer 
  hallucinations. Your DM makes this check in secret. 
  You declare your intended actions before commit-
  ting them, and your DM may alter their outcome 
  depending on the hallucination you witness. Several 
  example mishaps are given below. Your DM is free to 
  invent new ones that fit the situation. You do not take 
  any additional actions based on your hallucinations. 
  Your DM can only modify ones you decide to take. 
  For example, if you are adjacent to an opponent and 
  decide to attack him, your DM cannot make you move 
  and then attack an ally due to your hallucinations. If 
  you had to charge your opponent and then strike, your 
  delusions could force you to move and attack an ally or 
  even an inanimate object.
     •  Attack: You strike your nearest ally or a random 
  target from those available, as you confuse friend 
  and foe. Alternatively, you could lash out at a 
  chair, table, or similar object.
     •  Move: You remain rooted in place or take a circu-
  itous route that can provoke up to one attack of 
  opportunity as your mind creates hallucinatory 
  obstacles in your intended path.
     •  Spell: Your hallucinations cause you to mistakenly 
  target a random ally rather than a foe or vice versa, 
  depending on the spell you cast. You might also 
  blast a rock or other object.
  Delusions (Insight): Exposure to the horrors of the world 
  has slightly skewed your view of reality. You harbor a 
  
  HORRIFIC FEARS
  PAGE 22
  variety of strange, incoherent theories on the workings of 
  the cosmos. Many of these ideas are strange but ultimately 
  harmless, but in hazardous situations your odd ideas can 
  put you and your allies in greater danger. For example, 
  when confronted with a deadly giant lizard, you might 
  sheathe your sword and throw dirt in its mouth because 
  you are convinced that the element of earth is poisonous to 
  the creature.
   •  Game Rules: In combat and other stressful, dangerous 
  situations, there is a 10% chance each round that you 
  waste your action on some nonsensical, bizarre idea. 
  You might shout nonsense words in the mistaken belief 
  that you can cast a spell, or you may stare into your 
  opponent’s eyes in a vain effort to hypnotize him. 
  You may not attack or cast spells during your action. 
  Otherwise, you may act as normal.
  Delusions (Invulnerability): While the monsters you 
  have encountered have devoured other folk and driven 
  them mad, you shrugged off the terror they spread and 
  lived to tell the tale. Obviously, you are utterly invulner-
  able to danger. Perhaps you are a god given mortal form, 
  or some higher power looks over you. In any case, you 
  are convinced that you have nothing to fear from physical 
  threats. While others proceed with caution, you stride 
  forward oblivious to the risks at hand.
   •  Game Rules: You suffer a –1 penalty to AC and a 
  –2 penalty to all Reflex saves as you react to danger 
  a second slower than normal. Your insane confidence 
  in your abilities is so great that you stand and absorb 
  attacks that other adventurers would try to dodge.
  Delusions (Might): The strength of ancient heroes flows 
  through your body, a supernatural blessing that allows 
  you to easily sunder wood, iron, and even magical ore. In 
  battle, your enemies fall beneath your attacks as you batter 
  them aside with ease. You are convinced that you are a 
  powerful hero, even though the physical evidence does not 
  support that view. While your body may look puny and 
  weak, you know that the divine might of the gods is within 
  you.
   •  Game Rules: You suffer a –2 penalty to damage 
  rolls and all Strength checks and Strength-based skill 
  checks. You make little effort to put any force into 
  your blows, as you prefer to coast on your supposed 
  divinely inspired strength. If you could use a move 
  action to approach a foe and attack him, you must do 
  so rather than make a ranged attack or cast a spell. 
  You cannot move farther away and then make a ranged 
  attack or use a spell. In essence, if an enemy is within 
  one move you can’t cast a spell or use a ranged attack 
  on your action. Your delusions push you to demon-
  strate your great might. 
  Delusions (Paranoia): You see enemies behind every rock 
  and tree. They lurk in the shadows, ready to leap forth and 
  slay you. You see their influence in all of your failures, 
  from mundane events to the grand, important plans you 
  have made throughout your life. Your efforts have been in 
  vain only because a shadowy cabal of enemies dogs your 
  every step. Unfortunately, these enemies are phantoms 
  conjured by your mind. You waste a tremendous amount of 
  time and energy obsessing over foes that do not exist.
   •  Game Rules: You are frequently distracted by the 
  enemies you have created in your mind. In stressful 
  situations, such as combat, you can set aside your 
  delusions and take care of the task at hand, but in 
  the absence of a direct threat you are distracted and 
  flighty. Outside of combat, you suffer a –2 penalty to 
  all skill checks and saves. In addition, you slowly build 
  up suspicious feelings towards those around you. In 
  order to give an item you own to anyone else or cast a 
  spell on them you must make a Will save (DC 20) to 
  overcome your innate mistrust of others. You always 
  demand an equal share of all treasure found. If you are 
  shortchanged, you attempt to steal from your allies to 
  ensure you gain your proper share. If an ally is in posi-
  tion to flank you with an opponent or another ally in 
  combat, you must move to a “safer” position before 
  taking any other action for fear of betrayal. You do not 
  suffer this drawback when two foes flank you.
  Delusions (Self-Flagellation): The terrors of the world 
  are spawned by the raw stuff of the cosmos. Your body, in 
  turn, is an artifact of the same material world that created 
  those horrors. Thus, you see in yourself the same building 
  blocks and the raw essence of the sickening creatures you 
  have faced. In secret, you cut your flesh, batter your body, 
  and otherwise inflict wounds on yourself as a means of 
  lashing out at the utter blasphemy of reality or purging 
  yourself of the taint in you.
   •  Game Rules: At the start of each game day, you suffer 
  damage equal to your total Hit Dice. This damage 
  cannot reduce your hit points to less than 1. You inflict 
  his damage in secret, such as by cutting yourself while 
  others aren’t looking or sneaking away from camp 
  to lash yourself with a whip or scourge. You do not 
  disclose this damage to others nor can you use healing 
  magic or items until you have suffered other injuries 
  from an opponent.
  Depression: Your experiences with the supernatural have 
  sapped the joy of living from you. Everything is drudgery, 
  from the simplest task to the important work that you have 
  
  HORRIFIC FEARS
  PAGE 23
  ahead of you. Getting out of bed can be a challenge, and in 
  the face of any sort of resistance or difficulty your energy 
  quickly wanes. You are moody, irritable, and difficult to 
  provoke to action.
   •  Game Rules: You suffer a –2 penalty to all initiative 
  checks. You take twice as long with all skill checks, 
  with those that require standard actions requiring full-
  round ones and so forth. You cannot gain any morale 
  bonuses to your actions, as your bleak disposition 
  prevents you from taking any joy or inspiration from 
  the work of others.
  Maniacal Obsession: You have become fascinated with a 
  minor, irrelevant, or otherwise trivial topic. You spend hour 
  after hour immersed in this activity, either participating 
  in it or conducting academic studies of it. For example, a 
  wizard may delve so deeply into the study of languages 
  that he neglects his arcane work. A fighter might spend so 
  much time oiling and polishing his armor that his combat 
  skills become rusty and forgotten.
   •  Game Rules: The effects of this disorder depend on 
  the nature of the character who is afflicted by it. Your 
  DM selects one of these effects depending on your 
  character’s area of expertise.
     •  Characters that excel at fighting, primarily those 
  whose base attack bonus increases by +1 per level 
  gained in their primary character class, suffer a –2 
  penalty to all attacks. They become so enamored 
  with their obsession that they neglect their combat 
  training.
     •  Spellcasters lose one spell slot or prepared spell 
  per day for every three caster levels. The spell or 
  spell slot must be of the highest level the character 
  can cast. These characters waste time on their 
  obsession while preparing their spells. Characters 
  who cast spontaneously use their magic for trivial 
  reasons related to their obsession.
     •  Characters with many skills suffer a –4 penalty 
  to a number of skills equal to half the skill ranks 
  they gain per level. You can only choose to apply 
  this penalty to skills in which you have a number 
  of ranks equal to your level. Otherwise, you must 
  devote it to the skills in which you have invested 
  the greatest number of ranks. Like characters that 
  focus on combat, these adventurers neglect the 
  study and practice of their talents.
     •  For characters with more than one class, use their 
  highest-level class to determine an appropriate set 
  of symptoms.
  Nightmares: Sleep has become a terrible trial for you, as 
  your experiences have left scars on your psyche that take 
  the form of terrible nightmares. Each night when you slip 
  off to sleep, you endure terrible visions of death, destruc-
  tion, and misery. You never awake fully rested unless you 
  sleep for much longer than usual. Physically you remain in 
  good health, but mentally you are continually fatigued and 
  drained.
   •  Game Rules: You are in a continual, mental fog 
  that makes it difficult for you to take quick, decisive 
  actions. In addition, your strung-out, tense state makes 
  it difficult to focus your concentration. You suffer a –2 
  penalty to all Reflex and Will saves. You suffer a –4 
  penalty to all Spellcraft checks. Your great weariness 
  makes it more difficult to properly prepare spells. Even 
  spontaneous casters, such as sorcerers, feel the weight 
  of mental exhaustion that dulls their arcane abilities.
  Obsessive Compulsion: In a world that utterly lacks 
  meaning, you construct some of your own by creating elab-
  orate rituals that you have a compulsive drive to complete. 
  For example, you might slap your sheath six times before 
  drawing your sword. A spellcaster may mumble a set of 
  nonsensical words and draw triangular patterns in the air 
  before completing a spell. While normally harmless, these 
  rituals can distract you from important work. In addition, 
  you must complete them or your become so distracted and 
  uneasy that all your efforts suffer.
   •  Game Rules: All standard actions or move actions 
  you attempt count as full-round actions, while free 
  actions count as move actions. You waste time with 
  your rituals and motions to the point that even the 
  simplest maneuver takes precious additional seconds in 
  combat and other stressful situations. If you choose to 
  ignore this restriction, you suffer a –4 morale penalty 
  to attacks, checks, and saves for 2d6 minutes. This 
  penalty applies to the action that you chose to commit 
  without completing your rituals.
  Overindulgence: The terrible sights you have witnessed 
  have pushed you to indulge in rich foods and stout drink. 
  Given that all living things will one day die, you see little 
  value in taking care of yourself. Instead, you live for the 
  day and eat to excess. You have neglected the physical 
  conditioning needed to maintain your health, especially in 
  light of the dangers and rigors of adventuring. You suffer 
  from poor physical health, and you are also more prone to 
  ankle sprains, pulled muscles, and other mundane injuries 
  caused by overexertion.
   •  Game Rules: You suffer a permanent –2 penalty 
  to Constitution. In addition, after each encounter 
  you must make a Fortitude save (DC 15) or suffer 
  
  HORRIFIC FEARS
  PAGE 24
  1d6 points of nonlethal damage due to minor pulled 
  muscles, twisted limbs, and other injuries brought on 
  by vigorous, athletic activity.
  Phobia, Enhanced: Something that produced a mild or 
  even severe fear reaction can now put you into a near cata-
  tonic state if you draw too close to it. Your mind has placed 
  the blame for the terror and fear that you have experienced 
  squarely on one specific type of creature or thing. This 
  defense mechanism allows you to cope with life rather 
  than be crushed under a suffocating weight of dread, but 
  the fears that lurk within your mind burst forth when you 
  encounter the object of this insanity. 
   •  Game Rules: Roll on the following table to determine 
  the creature type that this phobia applies to. If you roll 
  a creature that you already have a quirk level phobia 
  against, you may either re-roll or accept the result but 
  gain a new quirk to replace the phobia. Since these 
  rules augment the quirk strength phobia, having it as 
  one of your character’s quirks in essence gives you one 
  fewer quirk than you should have for your madness 
  total.
  d10 
  Creature Type
  1  
  Aberrations
  2  
  Constructs
  3  
  Dragons
  4  
  Elementals
  5  
  Giants
  6  
  Magical Beasts
  7  
  Oozes
  8  
  Outsiders
  9  
  Undead
  10  
  Vermin
  In addition to the drawbacks of the quirk version of your 
  phobia (see above), you must struggle to control your 
  actions while in the presence of the creatures that arouse 
  such fear and dread in you. Each round, you must make 
  a Will save with a DC equal to the creature’s FR + 10. If 
  you face more than one creature that you have a phobia 
  against, select the highest FR. If you succeed, you may act 
  as normal.
  If you fail, you lose control and must attack, flee, or cower 
  in fear for 2d6 rounds. Roll on the phobia result table to 
  determine the effect. Make this Will save in addition to any 
  required for the creature’s FR, applying the results of both.
  d4 
  Phobia Result
  1 
   You attack the nearest creature that your phobia 
  applies to.
  2 
  You attack the nearest creature, friend or foe.
  3 
   You stand frozen in place, losing you Dex bonus to 
  AC.
  4 
   You flee, moving as fast as possible to escape the 
  object of fear.
  Seizures: You suffer temporary paralysis and a violent 
  loss of bodily control as your psychic damage manifests 
  as physical symptoms. While outwardly your personality 
  seems intact, the stress and trauma of the horrors you have 
  witnessed translate into physical reactions. Your mind’s 
  control over your body slowly slips away as your grip on 
  reality wanes.
   •  Games Rules: You suffer a permanent –2 penalty to 
  Dexterity. In addition, at the start of each encounter 
  there is a 10% chance that  you suffer partial paralysis. 
  You take an additional –2 penalty to Dexterity for 2d6 
  minutes as the stress of battle triggers this disorder’s 
  severe symptoms.
  Senility: Your encroaching madness slowly wears away 
  at your memory and personality, leaving your ability and 
  reason permanently damaged. You have trouble recalling 
  basic facts and sometimes lapse into a glassy, dazed state.
   •  Game Rules: You suffer a permanent –2 penalty to 
  Intelligence, Wisdom, and Charisma. This damage 
  cannot be repaired in any way, as it represents the 
  steady degradation of your intellectual capacities.
  Terror Attacks: The stress and continuing emotional strain 
  of the psychological stress you have endured sometimes 
  overwhelms you. You can hold your emotions at bay for 
  long periods, but when they overwhelm you they leave 
  you in a catatonic, rigid state. Usually, you lose control in 
  stressful, dangerous situations such as combat.
   •  Game Rules: If you roll a natural 1 on an attack or 
  skill check, the stress and pressure you feel to struggle 
  on despite the terrors you have faced proves too much 
  to handle. You can take no actions for 1d6 rounds 
  and are considered helpless. For an additional 1d10 
  minutes, you suffer a –2 morale penalty to all attacks, 
  checks, and saves.
  MADNESS
  The sad, ultimate fate of many adventurers who venture 
  against the darkness at the edge of the world, madness 
  signals the end of a character’s adventuring career and 
  most likely the end of his life. Some characters that go 
  over the edge can be rescued, but they remain shattered, 
  hollow shells of their old selves. Their minds have been 
  opened to the true horrors of the world, and they can no 
  
  HORRIFIC FEARS
  PAGE 25
  longer cope with the rough and tumble life of an adven-
  turer.
  When a character reaches 100 or more madness points, 
  he immediately loses his grip on reality and enters a deep 
  state of insanity that manifests in one of several different 
  ways. Some characters may become raving lunatics as 
  their minds shatter into a thousand pieces. Others become 
  cold-blooded murderers as paranoia overtakes them. They 
  see deadly intent in the most innocent gestures and begin 
  to plot the murder of their friends. To these poor, twisted 
  souls, their friends planned all along to kill them. Thus, in 
  the grips of madness, the paranoid victims think it best to 
  kill their comrades before they can complete their nefar-
  ious plans.
  Unlike quirks and disorders, madness recedes when a 
  character’s madness point total drops below 100. However, 
  a character who escapes madness in this manner receives 
  a new disorder to reflect the permanent, mental strain 
  that overcame him. In addition, once a character has gone 
  over 100 madness points his total can never drop below 
  80 points. The process of descending into madness leaves 
  permanent, indelible scars that resist all attempts at healing. 
  Thus, characters that go completely insane usually remain 
  too fragile to engage in further adventures. A single, trau-
  matic incident can send them back over the brink.
  When a character reaches 100 or more madness points, 
  immediately roll on the table below to determine the nature 
  of his insanity. The other characters may not notice this 
  event, as some of these forms of insanity are subtle and 
  potentially dangerous to those around the affected PC.
  d4 
  Result
  1 
  Bloodthirsty Fury
  2 
  Catatonia
  3 
  Delusional Fantasies
  4 
  Psychotic Paranoia
  Bloodthirsty Fury: The battering, corrosive effects of all 
  the events you have witnessed and sanity blasting creatures 
  you have encountered finally destroy your mind. Your 
  natural fight-or-flight reflex goes haywire, throwing you 
  into a psychotic fury. You attack everyone around you, 
  including your friends, and turn into raving, murderous 
  wild animal.
   •  Game Rules: You immediately enter a bloodthirsty 
  rage. You gain +4 Strength and Constitution and a 
  +2 morale bonus on all Will saves at the cost of a –2 
  penalty to AC. In addition, you cannot use any skills 
  other than those based on Strength during this violent 
  episode. Your rage lasts for 2d6 minutes. During this 
  time you attack the nearest living creature whether 
  friend or foe. After your rage ends, you Intelligence 
  drops to 2 and you act as a wild animal. If you are 
  somehow restrained and brought back to civilization, 
  there is a 5% chance per month that your personality 
  and intellect return. In this case, your madness score 
  drops to 99. Otherwise, you seek out a lair and hunt 
  for food like a beast of the wilds until the end of your 
  days.
  Catatonia: The horrors of the world overwhelm your 
  senses. Your mind literally shuts down, leaving you a help-
  less vegetable. You still breathe and can eat and drink with 
  assistance, but are otherwise utterly helpless.
   •  Game Rules: You are considered helpless and are 
  unable to move, take any actions, or defend yourself. 
  This state remains until you somehow lose madness 
  points or enough time passes for your psyche to heal. 
  There is a flat 5% chance per month that you snap 
  out of this state. In this case, your madness point total 
  drops to 99.
  Delusional Fantasies: With reality presenting such a grim, 
  stark picture, your mind snaps and decides to produce a 
  new version of the world to enjoy. You lose touch with all 
  but the most basic aspects of the environment. You might 
  stand in the midst of a dusty, ruined castle, but your mind’s 
  eye sees it as a majestic, gleaming citadel. You walk 
  through life as if you were in a dream as your mind utterly 
  rejects the world.
   •  Game Rules: You lose your grip on reality. There is a 
  90% chance each round that you make an inappropriate 
  or nonsensical action. In battle, you might try to strike 
  up a conversation with the ogre that you mistake for 
  your valet. While the ogre batters you with its club, 
  you remain oblivious to your physical condition. There 
  is a 5% chance per month that you escape this world of 
  illusions. If you do so, your madness score drops to 99.
  Psychotic Paranoia: As the final layers of your sanity 
  peel away, you achieve a twisted insight into the world. 
  You realize that you’re supposed friends are in truth hidden 
  enemies. All of them plot against you, and the hour of your 
  doom is at hand. You must quickly ready yourself for this 
  day of reckoning. If you can eliminate your allies before 
  they strike you down, you might be able to survive.
   •  Game Rules: You immediately lose all of your quirks 
  and disorders as you see the world with a new, albeit 
  twisted, clarity. You dedicate yourself to tracking 
  down and slaying your former comrades. You may 
  try to trick them into thinking you are still an ally, all 
  while plotting to kill them. You might ally with their 
  enemies, secretly concoct plans that take weeks or 
  
  HORRIFIC FEARS
  PAGE 26
  months to come together, or even simply attack them 
  in a psychotic fury. In any event, your delusions of 
  paranoia and persecution are so strong that nothing 
  can sway you from your goal. Perhaps you believe that 
  your friends are monsters in disguise, or that they have 
  all gone insane and must be stopped. You eventually 
  withdraw from the world, cutting off all contact with 
  others as you see the taint of evil in the heart of every-
  thing.
  This is perhaps the most difficult form of madness to run in 
  a campaign, and at the DM’s option, you may ignore this 
  result and pick another one. Some players may think that 
  plotting amongst the party is a fun diversion, while others 
  may see it as an obstacle to a good time. The thought that 
  one of the characters plots against the rest of the party 
  adds a layer of suspicion and scheming to the campaign, 
  but inexperienced players may take such actions person-
  ally.  It is best to poll the players and ask how they feel 
  about this option before using it. As another alternative, 
  a player could lose control of a PC who falls to this form 
  of madness. The character can then become a recurring 
  villain, one who is all the more dangerous because of his 
  knowledge of the party’s abilities and methods.
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Darkness & Dread Copyright 2004, Fantasy Flight Publishing, Inc.
  Horrific Fear, Copyright 2009, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A 
  Louis Porter Jr. Design, NeoExodus: A House Divided & logos are a trademark owned by Louis Porter Jr. Inc. All rights reserved. All other content is copyright 2007 Louis 
  Porter Jr. Design Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible 
  with 3rd Edition and Revised 3rd Edition rules. This edition of adventure planner is produced under version 1.0a and/or draft versions of the Open Game License and the System. 
  Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document.
  Designation of Open Game Content: All Text
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9597 - Horrific Fears.pdf