@mcellis: so Grant totaled a 7 on his Occult roll, not enough for a raise but certainly enough to glean some information. Tell me which topic in the Zeitzkenov's diary Grant specifically wants to know more about.
@Hack Writer: I guess what I'd like to know about would be the relationship between the Narts and the Akalaians. If there is some parallel to them in the Nart Sagas or some other name they might go by.
With the -1 modifier from Fear 1, that's a fail, mcellis; would you like to use a Bennie to re-roll it, or not? I'll roll on the Fright chart to discover what happens after you've decided.
Mick = Shaken and the character gains a Minor Phobia Hindrance somehow associated with the trauma.
Prem = The character immediately moves his full Pace plus running die away from the danger and is Shaken.
Sally = The hero’s “fight” response takes over. He adds +2 to all Trait and damage rolls on his next action.
From Phobia: Phobias shouldn’t be too obvious—everyone should be afraid of vampires, for example, so it’s not a phobia—it’s common sense. Instead, the phobia usually centers on some random element the mind focused on during whatever encounter caused such a fright. Remember, phobias are irrational fears.
ThirtyThr33 are you sure everyone rolled a 1, I mean I know it's possible but it seems like a hell of a coincidence. Could the die roller formula be messed up?
It does seem kind of an unfortunate coincidence - 4 dice of various types, all resulting in a 1. I've never been too hot with stats, but I suppose it could be a possibility.
For the purposes of role-play, I'm inclined to just accept it and move on; still, ThirtyThr33, if you think the numbers were somehow generated unfairly, and I have a suspicion that the program for dice rolling on this forum isn't actually 'true random', you can roll again.
If you prefer to accept what fate handed you (regardless of how dubious it might be), you can expend a Bennie to re-take your Guts check. If you're happy with Mick picking up a phobia and want to develop it into an aspect of his character, then kudos to you, I like that sort of thing. The actual phobia in question could be anything associated with the current adventure - not just claustrophobia, which I think is more of a Major Hindrance. Here' are two options that spring to mind:
- Astraphobia: fear of storms and lightning. He might associate storms with the Akalaians and be convinced that something sinister is behind every thunder storm and lightning flash - fitting, I think, for DAR's horror-rich world.
- Frigophobia: fear of becoming too cold; of freezing to death. Mick might take extreme measures to ensure he stays warm in cold environments from now on. He might decide that it's always too chilly - even when it's warm.
As I said before, you can re-roll if you think the forums screwed you over; but, if you prefer to let the roll lie, I'll promise not to exploit Mick's new-found paranoia too much.
@mcellis: you have a MAJOR phobia, I'm afraid. This is certainly turning into an eventful encounter!
If any of you are dead set against having your character burdened with a phobia, I'll probably allow you to buy it off with a forfeiture of XP at the end of the adventure.
Also, here's Salt's roll:
Salt: (1d4)[4] (1d6)[3]
Sarki: (1d6)[2]
Note that I've purposely left the modifier out of the dice rolls, just to ensure a clearer result. All dice rolls have a -1 modifier added to them.
I'm going to stick with minor claustrophobia I think. It makes the most sense with the earthquake going on too.
If I was going to spend a benny I would probably use it on Sally. Just because these things are scary doesn't mean this is automatically a fight... It would be unfortunate for Sally to attack an all powerful Akalaian and immediately be put down.
@ThirtyThree: that's fine; go for minor claustrophobia and add it to Mick's character sheet. Despite the phobia being a Hindrance, I won't necessarily use it to hamper Mick's progress in the game; there might be situations where, for example, it actually benefits Mick - makes him a better fighter, makes him more alert, etc. I've always looked at Hindrances as more as tools to enforce good role-play than actual detrimental burdens a player is obliged to carry around.
@Java: I appreciate that you're probably busy, so I'll wait until this evening before moving the game along.