7.b Horror

7.b Horror 

A Twisted World

Horror rules in SagaBorn attempt to simulate the inner workings of a character’s mind as they deal with the strange world of the Dark Return.

There are two reasons we think this is an important addition to the SagaBorn core game. First is to illustrate the difficulties for the characters as they encounter the bizarre and often terrible things happening around them. The first time the undead rise up to fight might be a mind-numbing event, not just a combat encounter. Or, opening and reading a Grim Mortis warps the character’s perspective of the universe. Thus, keeping track of these horrors becomes a scale trying to balance the heroes mind amidst the horrors that Atheles contains. 

The second is to add consequences to overt violence. We don’t have alignments in SagaBorn, but acts of unwarranted violence are considered evil. When one commits these acts, they erode the barriers that separate them from being more than brutish animals. In a tabletop game where we are simplifying a complex world into a world built on numeric formulas, these rules will allow players to have their characters deal with the loss of compassion and understanding. 

Horror

Horror is a build up of trauma that the heroes encounter in their adventures. Horror is tracked by points, which gradually accrue based on their encounters. As an adventurer’s Horror Points grow, so do the consequences. These points are inflicted through encounters with the supernatural, the horrific, or violence. They can be lost by spending downtime to rest and relax and bonding with teammates.

Horror has three components: Horror Resistance Max, Horror, and Current Horror Resistance. Max Horror Resistance is equal to Spirit (ACUx5). This number will normally stay the same (though it will go up or down if ACU is changed, a Horror Talent is taken, or some external force affects the stat). Horror is the current amount of Horror that has been suffered. This goes up and down based on experiences, or when downtime is used to lower it. The final is Current Horror Resistance. This is derived from Horror Resistance Max minus Horror. This is the number that must be tested during a Horror check. It is treated as a skill (roll 1d100 and roll at or below the number). 

As the hero gains Horror, they become increasingly susceptible to gaining more. It is best to use time between adventures to lower this.

An adventurer starts with 0 Horror. When a hero gets the following total of Horror Points, they receive these Conditions.

At 25 points:

The character gains the following Effect when their Horror is above 25 points: Anxious – The character suffers anxiety and takes -10 to all skill rolls. This Effect is lost when Horror is reduced to 25 or below.

At 50 Points:

The character gains the following Effect when their Horror is above 50 points: Shaken – The character or creature takes a -20% penalty to all skill rolls. This Effect is lost when Horror is reduced to 50 or below.

At 75 Points:

The character gains one of the following Effects when their Horror is above 85 points:

Roll 1d10

1-2  Nauseated – The character or creature experiences gastric distress, and may also vomit up the contents of their stomach. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

3-4 Panicked – When panicked, the creature tries to flee the source of its fear. Affected creatures will not do anything that harms themselves, but they will do their best to flee and hide from this fear. When Panicked they can not attack, but they can defend themselves with dodge or parries.

5-6  Stressed – The character takes a -30 penalty to all rolls.

7-9 Scared – When scared, all skills become difficult.

10 Cowering – The character is frozen in fear and can take no actions. A Cowering character is Easy to hit in combat.

This Effect is lost when Horror is reduced to 85 or below.

At 100 Points:

The character slips into Cosmic Horror, and it would take a miracle to save their mind.

Horror Expanded

All adventures start with Horror Resistance equal to their Spirit (ACUx5). This is their Max Horror Resistance. A Horror check is a d100 roll vs. Current Horror Resistance. As they gain Horror, their Horror Resistance is lowered by the Horror they accumulate:

Current Horror Resistance = Max Horror Resistance – Horror.

Example: Vanra has 15 Acumen, meaning she has 75 Max Horror Resistance and has not accrued any Horror yet. She faces off against a Drekava, a small demon. She rolls a 86, which means she fails and gains 3 Horror (a drekava has 0/1d3 when it is first encountered). 75 – 3 = 72, which is now her current Horror Resistance. The next round the drekava screams, which can add 1 Horror. Vanra rolls a 71, right below her new resistance, and saves.

There are many ways a hero may gain Horror. When a hero encounters a supernatural encounter, a horrific demon from the other side, or commits unwarranted violence, the SG may request a Horror check. 

On a successful check, the character either gains no Horror points or loses only a minimal amount. Potential Horror is usually shown as two numbers or die rolls separated by a slash, for example, “0/1d4.” The number before the slash indicates the number of Horror points gained if the Horror check succeeds (in the previous example, zero); the number after the slash indicates the number of Horror points gained if the Horror check fails (in the example, between 1 and 4 points depending on the dice roll).

Environmental

When a character encounters a gruesome, unnatural, or supernatural situation, the SG might require the player to make a Horror check.

Horror Severity Examples Chart

Severity LevelHorrorExamples
Minor0/1d2Finding a dead body, a stream of blood, encountering a minor demon, translating another’s spellbook.
Moderate1/1d4Being buried alive, witnessing a friend’s death, encountering a ghost, harming an innocent, hurting an incapacitated being or animal.
Significant1/1d8Being tortured, seeing a ritual to raise the dead, killing an innocent.
Severe2/2d8Assassinating someone, taking part in a dark magic ritual, torturing someone.
Extreme2d10/2d100Meeting a Great One from the Navirim.

Creatures

Some creatures and monsters have abilities, or even their mere presence, that cause Horror. A monster with
“First Encounter” as a Horror ability means that the first time this creature is encountered by a hero, they must make a Horror check. Other abilities may be marked in the creature sheet that says when other Horror checks take place. A creature’s Horror can be gauged by its CV. 

Creature Horror Effects by CV

Creature CVHorror
<10/1
11/1d4
21/1d6
31/1d8
42/1d8+1
52/1d10+1
62/1d12+1

Spells

Some spells cause a Horror check when a person or creature is the target of one. Other spells cause a Horror check to the mage when they are cast.

Horror Spell Chart 

SpellHorror
Cause Fear1/1d6
Doom1/1d6
Scare1/1d6
Fear2/1d8+1

Dark Spells

Some spells automatically take a mental toll on the caster. These spells cause Horror with no chance of a Horror Check.

Spell Mana CostHorror Cost
11
31d3
51d6
71d8

Forbidden Lore

Forbidden Lore, A Knowledge Expertise, is gained by research into the darkness of the universe. Forbidden tomes, ancient artifacts, or forgotten temples can allow a person to gain Forbidden Lore Knowledge. 

Researching Forbidden Lore is a dangerous and mind-bending task. There are high risks to gain Forbidden Lore points, greatly risking your health and Horror.

Examples Forbidden Lore:

ExaminationPeriodDifficultyNumber of Spells to be Gained (for tomes)InitialHorror HorrorUpon CompletionHealth DamageForbidden LoreRanks Gained
1 hourEasy011d41d41
3 daysAverage11d41d41d41
1 weekAverage21d42d61d61
2 weeksAverage1d41d62d61d62
2 weeksAverage1d61d102d61d62
2 weeksDifficult31d62d61d62
2 weeksDifficult1d6+11d62d61d63
3 weeksDifficult1d4+11d102d61d62
3 weeksDifficult1d61d62d101d82
3 weeksVery Difficult1d4+51d103d61d103

Losing Horror

Immediate help

A companion or NPC can try to use their Persuasion or Survival skill to help someone when they first reach 86 (or above) Horror. They must succeed at a Difficult skill check. If successful, the one in need has their Horror reduced to 85. A person can only have one companion try to help once per day.

Downtime

General Horror Lost:

Heroes lose 1 horror point for each day of downtime when they do nothing else.

Heroes lose 8 horror points for each week of downtime when they do nothing else.

Heroes lose 3 horror points for each week when they do small tasks, such as crafting or directing allies.

Heroes lose 1 extra horror points per Stronghold level for each week of downtime, even if doing other activities.

Companionship:

Players can spend the week with a companion. Both heroes who spend a week of downtime recuperating lose 15 + 1/2 SOC in horror points. This can be their only task for the whole week.

Other methods:

Some Stronghold rooms grant bonuses to Horror loss during Downtime.

Spell Book of Forbidden Spells

Spell Summaries – Detailed spell descriptions in the following section.

  • Bleed – A victim bleeds from all orifices.
  • Blood Wave – A wave of blood trips opponents and makes the ground slippery.
  • Break – Caster breaks one of the victim’s hands or feet.
  • Cause Madness – Target gains Horror.
  • Circle of Death – Hurts creatures within a 40’ sphere.
  • Flay – The skin peels back on the victim.
  • Nightmare Terrain – Area turns into a nightmarish landscape.
  • Phantom Hooks – Hook-ended chains lash out of the mist to grapple the victim.

Spells

Bleed

  • Mana per Level: 2
  • Horror Cost: 1d4
  • Casting Time: 1 Standard Action
  • Range: 60’
  • Target: Single Target
  • Duration: Instant
  • Avoidance: Stamina for 1/2 damage
  • Special:
  • Type: Damage

Blood seeps from all orifices of a victim, doing 1d8+1 in damage, 1 Bleed, and 1d3 Horror for each mana level spent.

Spellcraft failure: The spell fizzles, and mana is lost.
Spellcraft fumble: the spell affects the caster.

Blood Wave

  • Mana per Level: 1
  • Horror Cost: 1
  • Casting Time: 1 Standard Action
  • Range: 15’ Cone
  • Target: Cone Shaped Burst
  • Duration: Instant
  • Avoidance: Dodge for 1/2
  • Special: Doubles the Size; Critical: Doubles the Damage
  • Type: Damage

The mage pricks their hand and using their own blood, expands it into a giant wave of blood that crashes out 15’. Those within the area of effect must succeed at an Acrobatics roll or be tripped and end up prone. The area covered by the cone remains slick for 2 rounds, making it difficult terrain. All who are hit by the Blood Wave suffer 1d4+1 damage and must make a Horror Check and suffer 1/1d4 Horror.

Spellcraft failure: The spell fizzles, and mana is lost.

Break

  • Mana per Level: 2
  • Horror Cost: 1d6+1
  • Casting Time: 1 Standard Action
  • Range: 60’
  • Target: Single Target
  • Duration: Instant
  • Avoidance: Dodge for 1/2 damage
  • Special: Additional +1 damage; Critical Additional +3
  • Type: Utility

The mage breaks their target’s hand or foot, its digits shattering and twisting backwards. This causes 1d8+1 damage per mana level, plus renders that extremity useless. This means they can not wield a weapon, use an object, or hold anything with a hand. With a broken foot, they can only move at 1/2 speed, and it is with great suffering that they do move. The victim must roll a Horror check, and if failed, they suffer 1d6+1 Horror damage.

A successful save means the victim takes half damage, and they can use their extremity. 

Spellcraft failure: The spell fizzles, and mana is lost.
Spellcraft fumble: The spell affects the caster.

Cause Madness

  • Mana per Level: 3
  • Horror Cost: 1d6
  • Casting Time: 1 Standard Action
  • Range: 60’
  • Target: Single Target
  • Duration: Instant
  • Avoidance: Spirit
  • Special:
  • Type: Utility

The spellcaster causes the target to experience their greatest unknown fear. They will lose 1d8 Horror per mana level unless they successfully save, instead taking only 1d4 Horror per mana level..

Spellcraft failure: The spell fizzles, and mana is lost.
Spellcraft fumble: The spell affects the caster.

Circle of Death

  • Mana per Level: 2
  • Horror Cost: 1d6+1 per mana level
  • Casting Time: 1 Standard Action
  • Range: 60’
  • Target: a 10’ AoE sphere
  • Duration: Instant
  • Avoidance: Spirit
  • Special:
  • Type: Utility

The spell causes the veins of living creatures to burst and their skin to dry like parchment, causing 1d6+1 damage and 1d4 Horror per mana level. A Spirit save halves the damage and Horror gained.

Spellcraft failure: The spell fizzles, and mana is lost.
Spellcraft fumble: the spell affects the caster.

 Flay

  • Mana per Level: 1
  • Horror Cost: 1d6+1
  • Casting Time: 1 Standard Action
  • Range: 60’
  • Target: Single Target
  • Duration: Instant
  • Avoidance: Spirit
  • Special: Adds +1 damage per mana level; Critical: Adds +3 damage per mana level
  • Type: Damage

The spellcaster causes the target’s skin to peel back from their body. This causes 1d6+1 damage, 1 Bleed, and 1d4 Horror damage per mana level. A Spirit save halves the damage and bleed, as well as negates the Horror.

Spellcraft failure: The spell fizzles, and mana is lost.
Spellcraft fumble: The spell affects the caster.

Phantom Hooks

  • Mana per Level: 3
  • Horror Cost: 1d4
  • Casting Time: 1 Standard Action
  • Range: 30’
  • Target: Single Target
  • Duration: 1d4+1 rounds per mana level
  • Avoidance: Dodge for 1/2 damage
  • Special: Double damage; Critical: Double Duration
  • Type: Damage

Mist surrounds the target from which hooked chains fly towards the victim. The hooks embed themselves in the target, pulling skin loose and slowing movement. The target receives 1d4 Horror. If they fail their Dodge, the hooks grapple the victim and do 1d8+1 damage per mana level. If grappled, the target can not move. If they succeed at the initial Dodge, the target is still hooked, but only suffers half the damage and can move at half-speed. Each round the spell lasts, the target may attempt a Heroic Action (DEX vs. Spellcraft) to escape, which allows them to move at full speed.

Spellcraft failure: The spell fizzles, and mana is lost.
Spellcraft fumble: the spell affects the caster.

Nightmare Terrain

  • Mana per Level: 3
  • Horror Cost: 1d8
  • Casting Time: 1 Standard Action
  • Range: 100’
  • Target: 40’ sphere
  • Duration: 1 minute per mana level
  • Avoidance: Horror Resistance
  • Special: Adds +1 damage per mana level; Critical: Adds +3 damage per mana level
  • Type: Mind

The mage contorts the terrain to look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Dank mist fills the area, and the stench of death fills the air.

The nightmare terrain created is mostly illusory, but the obstacles are partially real. Creatures within, entering, or viewing the area can make Will saves to discern the illusion. Creatures that fail their saves become entangled and must make a Horror check. All within the nightmare terrain suffer 2/1d8+1 Horror.

Movement within the sphere becomes difficult.

Spellcraft failure: The spell fizzles, and mana is lost.
Spellcraft fumble: the spell affects the caster.

Artifacts and Magic Items

Mind’s Eye Amulet – This ancient amulet was made to protect mages while experimenting with unknown magics. This gives the wearer +5 to their Max Horror Resistance while it is worn. When the amulet is first worn, it also allows them to lose 5 Horror points. If removed, the wearer loses the +5 bonus and gains 5 points of Horror.

Psyward – This item can come in many forms, but it shields the mind of the wearer against mental attacks. The wearer gains a -3 to their Horror check.

Grim Mortis, Minor – A Grim Mortis contains ancient knowledge that conveys Forbidden Lore to any who dare read it. 

Minor Grim Mortis

ExaminationPeriodResearchNumber of Spells to be GainedInitialHorror GainHorror GainedUpon CompletionForbidden LoreRanks Gained
1 weekDifficult21d42d61

Grim Mortis, Major – A Grim Mortis contains ancient knowledge that conveys Forbidden Lore to any who dare read it. 

Major Grim Mortis

ExaminationPeriodResearchNumber of Spells to be GainedInitialHorror GainHorror GainedUpon CompletionForbidden LoreRanks Gained
2 weeksDifficult31d62d62

Diary of Daloron the Leech – Daloron was the right hand of the Warlock King. He performed unimaginable experiments of both science and magic.Though his research he was able to extend his own life and that of the Warlock King by several centuries. His works involved the unnatural combination and breeding of man and beast, and the summoning of creatures from dimensions outside of our own. His diaries allegedly hold the coded secrets to these dark experiments. 

Diary of Daloron

ExaminationPeriodResearchNumber of Spells to be GainedInitialHorror GainHorror GainedUpon CompletionForbidden LoreRanks Gained
3 weeksVery Difficult1d4+51d103d63