Broadly speaking your resistance to intimidation, magical and psionic
effects, and frightening and stressful situations, is determined by
your Will stat. By default this is equal to your IQ; you can buy it up
or down for five points per +/-1, and may find this referred to as
"strong will" or "weak will".
Note that self-control rolls for mental disadvantages are unrelated to
the Will stat - you can be an iron-jawed hero who still can't resist
getting drunk when there's booze on offer.
Fright Checks are the most common sort of mundane Will roll, so there
are lots of advantages and disadvantages that affect them. Note that,
for purposes of Fright Checks only, you can never have a target number
higher than 13. (It's not a waste to have a higher Fright Check number,
because it still counts against other negative modifiers - the 13 is a
final cap once everything has been applied.)
Combat Reflexes [15], among other things, gives +2 to all Fright Checks.
(Therefore, so does Enhanced Time Sense.)
Combat Paralysis [-15], among other things, gives -2 to all Fright
Checks.
Cowardice [-10*] gives a penalty to Fright Checks based on frequency of
occurrence, -1 to -4.
Fearlessness [2/level] adds to your Will for Fright Checks, resisting
intimidation, or externally-induced fear.
Fearfulness [-2/level] works the same way, but in reverse.
Unfazeable [15] frees you from having to make Fright Checks at all (and
intimidation doesn't work on you either).
Post-Combat Shakes [-5*] doesn't modify your behaviour in combat, but
does require you to make a self-control roll when the situation is over,
and a Fright Check if you fail.
Xenophilia [-10*] gives a bonus to Fright Checks when meeting strange
creatures.
You can help someone else with their Fright Checks: if you successfully make a
Leadership skill roll as your action in a turn, everyone on your side
who can hear you has a +1 to combat-related Fright Checks, self-control
rolls, etc. until your next action. (+2 for a critical.)
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