Cairn - Stress and Panic System
Bernie Wrightson
I've been playing a lot of Cairn and Mothership recently, so obviously my brain tried to figure out a way to port Mothership's Panic engine to Cairn.
Liminal Horror has its own popular take on this, but I don't think its Fallout system jams very well with fantasy, and I don't think Stress damaging HP makes much sense (although it is indeed very symmetric and elegant).
Here's what I came up with (completely untested).
Stress
Every time a character deals with something stressful, the player must choose between taking 1 direct damage to their WIL or gaining 1 Fatigue. Stressful situations include, but are not limited to:
- Failing at a crucial task;
- Witnessing incomprehensible magic;
- Experiencing adrenaline lulls after a combat.
Panic
Every time a character feels in their bones that they are going to die, they must make a WIL save to avoid panicking. Panic situations include, but are not limited to:
- Seeing a close ally fail at a Critical Damage save;
- Encountering a terrible, terrible beast;
- When all hope is lost and death feels certain.
If a character passes their Panic check, they remain in control of their body and mind. If they fail, their instincts take over, and they will either Fight (if STR is higher than DEX) or Flight (if DEX is higher than STR).
Take the Panic Check roll and read the corresponding entry:
FIGHT (STR is highest) | FLIGHT (DEX is highest) | |
---|---|---|
1 | Battle fury. Gain advantage on all combat rolls for the next 1d6 turns. Restore 1d6 WIL. | Autopilot. Gain advantage on all rolls to escape danger for the next 1d6 turns. Restore 1d6 WIL. |
2 | Furious. Take 1 WIL damage. Loudly blame someone or something for this mess. | Uneasy. Take 1 WIL damage. Become convinced that someone is watching you (you may be right). |
3 | Outburst. All close allies take 2 WIL damage. | Abandon ship. All close allies take 2 WIL damage after seeing you run. |
4 | Tunnel vision. Gain disadvantage on all non-combat rolls for the next 1d6 turns. | Paranoid. Whenever you are alone, make a WIL save to avoid taking 2 WIL damage. |
5 | Sleepless obsession. Focus on the reason of your wrath. While this foe remains unvanquished, you cannot restore Fatigue on Rest. | Fitful sleep. Did you hear that? It must be them, it must! While the source of your terror remains alive, you cannot restore Fatigue on Reset. |
6 | Defiant. If given an order, you must take do the opposite or take 1d6 WIL damage. | Cowardice. You must make a WIL save to stay in any dangerous situation; otherwise, you immediately flee. |
7 | Worthless bunch. Whenever a close ally fails a check, take 1 WIL damage. | Pessimist. Whenever a close ally makes a check, make a WIL save to avoid voicing your anxieties. If you fail, they roll with disadvantage. |
8+ | Burn it all. Your mind is gone. Destroy. (Make another character). | Retreat into your mind. You'll be safe there. Forever. (Make another character). |
If they are tied, player chooses.
Stress reduction activities
As in the base game, WIL is restored when the character is allowed an extended rest. However, if one wants a quick way to regain some of their willpower, they can find a calm room in the dungeon and engage in a nice stress reduction activity...
d10 | ACTIVITY |
---|---|
1 | Eating. Consume 2 rations. Feel fuller, better. |
2 | Singing. Express yourself. The entire dungeon will hear it, but so what? |
3 | Luxing. Light another torch. Be safe in its light. |
4 | Drinking. Consume 1 ration. Gain Disadvantage on all rolls for 1d6 turns. |
5 | Smashing. Punch something, anything. Make a STR save or ruin your hands and take 1d4 STR damage. |
6 | Gambling. Play a knife game. Make a DEX save or lose a finger, lowering your maximum DEX by 1d4. |
7 | Exercising. Take your armor off and sweat it out! Gain 2 Fatigue. |
8 | Meditating. Focus on your breath. Make a WIL save or become frustrated and take 2 WIL damage. |
9 | Carving. Etch something into your armor or your weapon. Make a DEX save or ruin it, reducing its effectiveness (Armor is lowered by 1, Weapon drops a die). |
10 | Praying. Commune with your patron. Make a WIL save, or they don't hear you in this god-forsaken place and you take 2 WIL damage. |
These can be chosen during delving or can be part of the character creation process -- Warden's discretion.