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Fear: Faith, Resolve, and Reflective


The Edges Horror Sense, Reflective, and Faith all require the use of the expanded Fear rules (Comp. p. 120-124). I do not know why Faith and Reflective were included in the main Edges list of the book, but Horror Sense (p. 124) was not - most likely a typo. However, while both Reflective and Faith (p. 123-124) can be modified for use without the Expanded Fear rules, Horror Sense requires Resolve (121-123) to be in play. This is why Horror Sense was left off our table.

The Vincent Campaign and Setting requires the use of the Expanded Fear Rules, including both
Resolve and Faith. The campaign was designed with these rules in play and it would require a lot of work to excise them. Use of the Fear Rules Expansion as presented in the Chill Companion is highly recommended for all campaigns, regardless. The only possible exception would be those in the Humor sub-genre (Comp., p. 25), where they could prove superfluous or distracting. The Fear Expansion Rules are required for campaigns and adventures set in the Action sub-genre (Comp., p. 25).

A character chosen to be the Central Character (
Comp., p. 30, 71) begins the game with 10 Resolve - regardless of the Creature(s) involved - in addition to the rules detailed on p. 30 of the Companion. Also note Michael Casavant's system expansion for recovering WPR.

Resolve is keyed to specific Creatures of the Unknown. One can build Resolve against Ezra Cabot (
Vampires, p. 70-78), for example, but this Resolve is no good against Gandarewa. 1/2 of this Resolve does count against other New England Vampires, however. The reasoning is simple: The more accustomed to their methods the envoys become, the better they are able to handle them emotionally, mentally, and otherwise. This 1/2 Resolve also applies to all of the Menace's Minions. Note that this 1/2-Resolve Threshold is only the beginning; each Creature has an EWS and Resolve Threshold that can, or must, be met individually.

If you choose not to include the Expanded Fear Rules, you can still use the
Faith and Reflective Edges, modified as follows:


Comp., p. 123-124

Characters with this Edge have a nigh-unshakable Faith in their beliefs. While these beliefs are assumed to be religious in nature, they do not have to be. The character may follow a non-religious philosophical code to which he devoutly adheres - his own personal "religion," if you will. He can employ whatever trappings of his Faith that are useful against The Unknown - such as crosses against vampires for Christians - as well as perform simple rituals/prayers. Advanced Rituals - such as blessing water and Exorcisms - require both this Edge and the specific Spell (Comp., p. 81-96). Those without this Edge cannot do such things, no matter how fervent the character holds his beliefs nor how religious he is otherwise (attending church on a regular basis is a very religious habit, but does not make the character faithful to the extent that one with the Faith Edge is). For those who have the Faith Edge unattached to a religion, more creative measure should be employed - within reason - for example, roses can be used against Vampires (purity of love and the perseverance of Man - it burns their flesh).

These options and defenses can also only be applied once the character has met the
Faith Threshold, which is generally  1/2 the amount needed for Resolve (p. 123-124) - i.e., the Faith Threshold is 1/2 the Menace's EWS. As noted on the Edges Table, Faith costs 4 CIP. Characters with this Edge still accrue Resolve as normal.


Comp., p. 122

Without the Resolve rules, the Reflective Edge may seem useless, but it can be modified so that the character receives some other insight into the Menace. The Test is still rolled against the Menace's EWS, but should be assigned a fairly low T#. As noted, the character cannot be Reflective until after he has rolled a Fear Check vs. the Thing. For instance, the character is confronted by a Menace but is uncertain as to what it is. After the requisite eight hours of brooding, the character suddenly realizes that there are heavy curtains over all the windows and no mirrors in the house, leading him to think the Creature is a vampire. Again, he must have rolled a Fear Check for some reason before attempting to Reflect.

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Tournament Play

In tournament play and adventures, instead of "spotting" individual characters Resolve (Comp., p. 123), combine the party's Resolve; all of the party combines their Resolve against the Menace to face it as a team. The CM may elect to handle this as he wishes, depending on which characters survive and/or are present during the climax (he may decide to drop dead, or not-present, characters' Resolve from the total, or otherwise modify it, for example).

Reflective Resolve