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Insanity In WFRP

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One of the things that sets WFRP apart from other run-of-the-mill fantasy games is the emphasis it places on fear, and the mental instability that an overdose of stress and fear can cause. In this area, it is probably most reminiscent of Call of Cthulu.

Since the action generally revolves around fighting the forces of chaos and darkness, fear checks (called "cool checks" in the game) are often required. The usual penalty for failure is either an inability to attack, "fear", or an irresistible desire to run away, "terror".

As an aside, it was quite funny in a recent session when John's warrior bricked it four encounters in a row. On the fifth encounter, which involved us being stalked by some kind of mud-dwelling tentacle thing, I was able to say: "Well at least we've got one advantage we don't usually have."

"What's that?"

"You haven't bricked it!"

But sometimes a scenario might specify that failing a cool check might incur an "insanity point". Insanity points can also be accumulated through taking critical hits (WFRP has particular gruesome critical hits) or spending a fate point to avoid death (which is kindof a near-death experience).

Eventually, you will get to six insanity points, at which point make another cool check. If you fail...

...you lose all your insanity points. Yeah!

...but you also gain an insanity. Bahhhhh!

Which was how I became an alcoholic.