Question about Fear in an action card and stress/fatigue recovery.

By Ryath, in WFRP Rules Questions

Just a couple of quick questions to make sure we have beening doing them as the game would intend.

We had a fight where a fear rating of 2 was trigered from a ranged attack action card. Just want to make sure if that fear rating would affect only the target or all the enemies in the combat, and second point as it was a 0 recharge card would you have to make that check every turn if it was trigered?

After a combat encounter has ended just making sure that each character recovers fatigue equal to their toughness and stress equal to their willpower. As we have seen that a collection of smaller encounters one after another does not really alow the stress/fatigue to bulid up as fast as if the combats where linked by a few rally phases, the difference being a fight where the group moves through an area and one where the group could be attact by a few waves of enemies. So once again just wanting to make sure we are doing this a the rules intend.

Page 66 of the rulebook:

"When a character first confronts a creature or situation with a Fear
rating, he must attempt a Discipline check. The difficulty of the
Discipline check is equal to the creature’s Fear rating. A character
failing this Discipline check suffers stress equal to the creature’s
Fear rating. If he generates 2 or more banes on the Discipline check,
he also gains the Frightened condition."

My interpretation is that if the first Discipline check is passed, he does not have to check again for that creature or situation during the current encounter. I would say Fear triggered by an action card is a situation and he wouldn't have to check again during the same encounter, but if it was used again in a subsequent encounter, he would have to test again the first time it was used in the new encounter.

Page 62 of the rulebook:

"At the end of an episode or encounter, characters immediately
recover from some of their fatigue and stress. A character recovers
from a number of fatigue tokens equal to his Toughness, and recovers
from a number of stress tokens equal to his Willpower."

The thing to remember is that an episode or encounter is normally made up of multiple acts (usually 3) with Rally Steps in between. I think many people forget that due to being used to treating an encounter as the lowest level of an adventure from other games. Note that multiple waves of opponents is only one example of a 3-act episode that includes combat.

For example, Act 1 could have the PCs tracking their opponents. You might use a progress tracker to see how well they do and have them make a series of Observation checks and take stress when they fail and Fatigue whenever banes/Chaos Stars are rolled. When they reach the end of the progress track, they have located their quarry and after a Rally Step, Act 2 begins, which features a fight. Not all fights need to be until all the opponents are slain either. You might decide the opponents flee after x number of losses or when they are outnumbered. After a Rally Step, Act 3 begins with the PCs chasing after the fleeing opponents. Another progress tracker is set up. The PCs might have to make Athletic checks to keep up the chase and take Fatigue if they have any boons or two on a Chaos Star. If they fail, they out of the chase. By this point, they may also be carrying a good amount of fatigue/stress already, so they might pass out from fatigue and out that way. If all the PCs fall out of the chase, the opponents get away. This would end the encounter. The PCs would recover some stress/fatigue and then a new episode might begin with them needing to track their opponents again, if they insist on pursuing them. OTOH, if the PCs reach the end of the progress track first, they have overtaken the opponents and can confront them again. This second confrontation would end up being Act 4 of the same encounter, so any fatigue gained from the chase and earlier acts would still be there (minus any removed during the rally step between acts 3 & 4). This time you decide that the PCs have the opponents cornered and they will fight to the death, ending the encounter.

Bottom line, just because a combat is over doesn't have to mean that the episode/encounter is.