Fear and Loathing in Ustalav
Notes on Fear and Tone for this Campaign
Quote:
"We can't stop here, this is bat country!" - Hunter S. Thompson
From the Players Guide: "Strange Aeons embraces numerous themes of Lovecraftian horror to present an entire campaign that pits Golarion’s latest batch of heroes against maddening menaces from beyond time and space. In this Adventure Path, you’ll find encounters focusing on locales such as insane asylums, creepy old houses, musty libraries, forgotten desert cities, and far stranger locations. At the same time, Strange Aeons remains fundamentally a Pathfinder game. Your characters will continue to gain power as they rise in level, and the expectation is that they will survive and persevere against seemingly insurmountable horrors."
Goal:
In an effort to balance the cosmic horror aspects of this campaign with the traditional Pathfinder character growth and sense of agency over the conflicts in the story, I will attempt to do two things:
1. Maintain relatively standard character growth expectations to keep the "Pathfinder" feel, while
2. Simultaneously focusing on the tone of the material and attacks against the mind.
Strategy:
To accomplish #1 is simple - don't get in the way more than I have to.
#2 will be the challenge. To accomplish this, I will try to engage the senses when describing new rooms, creatures, etc.
Each character is starting with a drawback - an immediate reminder that the characters are imperfect.
The missing five years themselves are a tool to accomplish this goal - the slow reveal of who you
were and how that aligns with who you've
become are could be jarring, maybe even worrisome, while leading you to question your sense of identity and come out stronger for it.
I will be using two systems, outlined below, to help accentuate the horror aspects of this game: expanded fear & corruptions. I thought about using the Sanity system Paizo developed, but found it too finicky and thought it not worth using in the long run.
Expanded Fear:
The expanded fear rules can be found
HERE.
In short, the way we will handle fear is a sliding scale from 0 (under no fear effects) to 7 (the worst). Closer to 7 you begin to lose control of you character, run away in terror, etc. Throughout the scale, characters can expect to have various debuffs that reflect the impact of everything they witness and deal with.
Will saves will be important to save against fear. Consider taking feats such as "Iron Will", or traits that help with these rolls. Consider magic that protects against mind-affecting effects, and be particularly thoughtful if your class does not have a naturally high will save score.
Fear Immunity will be handled differently as well, by being modified to be a type of Fear Resistance. Any source that provides immunity to fear, instead reduces the effects of fear, so that the character suffers the effects of the fear level two levels lower than normal.
[ +- ] The Fear Levels
Lesser Fear
Fear begins as a shiver down your spine, but soon grows.
1. Spooked: The nature of your surroundings or events that you have witnessed makes you uneasy. You take a –2 penalty on saving throws against fear effects and on Perception checks, as your mind conjures potential horrors in every shadow. However, you are ready to face danger, and gain a +1 circumstance bonus on initiative checks. This level of fear will not inhibit psychic spell-casting as other levels of fear do.
2. Shaken: Fear has taken hold of you and you are no longer thinking or acting clearly. You take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
3. Scared: You are noticeably afraid, jumping at shadows and easily panicked by odd sights and unexplained noises. You take all of the penalties of the shaken condition, except the penalty on saves against fear effects becomes –4. In addition, if being subject to a lesser fear effect would increase your fear level, you are staggered for 1 round instead.
Greater Fear
At these levels, your fear begins to overwhelm you.
4. Frightened: You are so afraid that you must flee from the source of your fear. On your turn, you must move away from any source of fear you perceive. Once you can no longer perceive any source of fear, you can act as normal, but you still take all the penalties of the shaken condition. You can use special abilities, such as spells and equipment, to flee and must resort to such abilities if they seem like the only way to escape. If you flee from the source of your fear and it later reappears while you are still frightened, you must immediately begin fleeing again. If unable to flee, you can fight.
5. Panicked: This functions as the frightened condition, but you drop anything held whenever you are forced to flee and you flee in a random direction. In addition, you treat all sources of danger as fear sources and must flee from them as well. If unable to flee, you cower in fear.
6. Terrified: This functions as panicked, but you do not treat any other character as an ally and thus must attempt saving throws against spells that allow them, even if the spells are beneficial. If unable to flee, you cower in fear. In addition, once you have fled from fear, you do not act as normal. Instead, each round you roll on the following table to determine your course of action.
d% Result
1–25 Continue to flee, moving away from any known source of danger.
26–50 Find a place nearby to hide, using Stealth as normal. You do nothing until you are discovered (and forced to run again) or you are no longer terrified.
51–75 Lash out at the nearest creature, even an ally, attacking it with whatever weapon is available.
76–100 Do nothing. If you get this result in two consecutive rounds, you no longer need to roll on this chart starting on the third round and can act as normal unless you encounter a source of fear or danger, in which case you are still terrified and act accordingly.
7. Horrified: You are transfixed with fear and can take no actions. You take a –2 penalty to your AC, are flat-footed (even if you normally cannot be), and are considered helpless.
Corruptions:
Corruptions may or may not even come up, but I want to keep the option open in case the right situation comes up. The rules for them can be found
HERE.
In short, it is possible your character could become afflicted by a terrible corruption that provides a number of boons and drawbacks, which grow as certain conditions specific to your corruption occur. Vampirism, lycanthropy, demonic corruption, and more - all are fair game. Like most things, I will only use this if it makes sense to the narrative and characters.