Fear!There is nothing to fear except fear itselfFear is your ability to do things. There are two kinds of fear. The first kind is active, or "regular" fear. Active fear is the fear you use to do certain actions like creating monsters and infusing terrifying magic into the world. You can also gain fear by causing awe. You gain a certain amount of fear a turn. Fear is accumulated by having followers and horrors of your own. The second type is Terror, or GDF (Gross Domestic Fear). Terror Is that amount of fear spent a turn by all horrors. The higher it gets, the more likely !!FUN STUFF!! is going to happen.
Actions!Action is the foundational key to all success.Certain actions cost fear. If you are trying to achieve a big project, then fear can be spent to do it over multiple turns. The only case where this is not possible is when trying to create a minor Horror.
Free Actions- Using powers
- Talking and stuff
- Inflicting horror on someone without a strong willpower
- Using Magic
- Teleporting (Less fear income when away from your followers)
Actions That cost points1F: Drawing followers
3F: Creating 1 Monster (Price may change based on traits)
2F: Teaching 3 followers a magic system
These followers will be able to teach other followers
2 * Trait cost F: Giving a follower a certain trait
3F: Inflicting fear on every non strong willed person in a 250 ft radius
5F: Inflicting fear on every non strong willed person in a 500ft radius
10F: Creating a Minor Horror
Is a horror that is not as powerful as a regular horror. Are pretty loyal to their creators, and can do some of their own actions. They can attract their own followers. These followers will also pray
to the Minor Horror's creator. Can do any 0 cost action a horror could do.
20F: Infusing a magic system into the world
1-∞: Creating structures (Just get it price checked)
Anything else you wanna do, get it price checked.
Magic SystemsInfusing magic into the world will allow taught individuals to use horrifying magic. When magic is created, horrors must teach their followers how to use the magic. When a horror creates a magic system, other horrors must wait three turns until they can use that magic system for their own personal use.
There are currently no magic systems. It is rumored some have been created by angels, but they have not been rediscovered.
Monsters and FollowersLets start with the easier one, followers. Followers are your regular bread and butter boring old humans. They are in awe of you and terrified of you. They are drawn to you by fear, and pray to you out of fear. However, when another horror exerts their fear over your followers, your followers may convert. You can assign followers jobs, and you can assign them to do your bidding. You can even imbue followers with power!
Monsters are your monsters that you create. They can be anything, from a mouse with that emits fear over anyone near, or an octopus that can fly and breath regular atmosphere. Monster can be modified with traits which lower or heighten their cost. (When minor horrors are created, they can be given traits too!) Monsters also exert fear, increasing your fear income. If you need me to price check a certain creation, just give me a description and a list of traits, and I will be happy to price check it.
NOTES: for scaling effects, the power is tripled and cost doubled per rank.
Example: power 1 affects a 10 foot radius, multiplies cost by 2.
Power 2 would affect a 30 foot radius and multiply by 4,
Power 3 affects 90 foot radius, multiplies by 8, etc..
Scaling effects will be marked with *
For the weaknesses category, the substance and/or symbol must be somewhat accessible and can't be something that would already be lethal under most circumstances (such as explosives, nukes, being launched into the sun).
[Shapeshifting: Combat]<x18> Grants the ability to shapeshift into various forms suited for combat. Negates combat penalties from non-weakness effects.
[Shapeshifting: Utility]<x4> Grants the ability to shapeshift into various forms suited for labor and construction. Grants bonuses to various non-combat actions.
[Shapeshifting: Stealth]<x12> Grants the ability to shapeshift and disguise as other creatures or followers. Grants bonuses to infiltration on followers, and allows monsters to perform infiltrations.
[Broodmother] <x15>Can spawn one monster a turn that doesn't provide fear. The spawned monster has a total fear cap of 3F.
[*Darkness] <x5>100 ft radius of complete darkness. Creatures without nightvision suffer action penalties.
[Camouflage]<x5> Makes the user blend in with their environment provided they are not moving. Provides ambush bonuses on first combat turn.
[Frostbite Aurora]<x6>All mortals in close proximity to the creature are chilled, and may suffer frostbite if they don't get away quickly.
[Relay]<x6> Acts as a enhancer to magic/powers, but is indiscriminate.
[Empathic Extrasensory]<4x> Grants the ability to sense humans and their general location from up to a mile away. Grants scouting bonus against human ambushers.
[Substance production]<4x> The creature naturally produces some form of harvestable material via unknown means in usable amounts.
Weaknesses
[Irritant <x0.8>] A substance or symbol the creature is weak to. It repels them, but doesn't harm them severely.
Please recommend more!
[Vulnerability <x0.4>] A substance or symbol that a creature is weak to. It greatly reduces their powers, and generally makes them vulnerable to attack.
[Bane <x0.2>] A substance or symbol that a creature is weak to. They can sense when it is very close by and actively flee from it, and coming into contact will undoubtedly kill them.
[Immobile]<x0.2>] The creature is incapable of motion, and is essentially rooted to the spot it was created.
Note: this is not applicable to constructed or salvaged structures. Concider investing some followers into construction and searches if you do not want to spend fear on buildings.
Shelters: 3F per 10 followers housed.
Aqueduct: 4F to create, needs a water source to connect to.
Industrial Grain Mill: 7F
Hand crank Grain Mill: 3F
Farmland:1F per Acre created
Coorporation Benefits2 Horrors: 95% cost
3 Horrors: 85% cost
4 Horrors: 70% cost
5 Horrors: 65% cost
6 Horrors: 60% cost
7 Horrors: 50% cost
8 Horrors: 35% cost
9 Horrors: 25% cost
10 Horrors: 10% cost
Combat of HorrorsHorror damage can be increased with fear. New Horrors have a 2 turn grace period where they can't be killed. If a horror is killed, They can be brought back to life by others giving the dead Horror their fear with a 3:1 conversion rate.
Terror effects At a certain point, hostile NPC horrors will start appearing. The higher Terror is, the more powerful these horrors will be. With more Terror, comes more powerful humans wanting to fight back, And more Terror will cause the world to be more chaotic and crazy.
God
A powerful, unknown endgame.Secret ActionsSecret actions can be sent to me in the form of a PM. Secret actions cost 20% more.
To make this easier on me, please keep the game in North America. Space is fine but on earth only in north america please. Also, be careful about powergaming, you will get wrecked by NPC horrors and factions.
Special thanks to Tntey for coming up with the original rule and information pamphlet!