Wander deep enough into the Wyrdwood and you’ll find a small
village full of devils. The devils down in Devil Town know how to forge blades
out of your own fears.
Fear Knives
You’ll need to pay the devilish smith in advance, but he
will cut you a nice discount. The knives
bring more misery into the world, after all. After you give the devil your
coins, confess your own worst fears aloud. The smith draws those fears out of
you, like gray spun sugar, and coalesces them into a dense alien material, not
unlike glass, metal, or ceramic. The smith forges this fear-stuff into a knife
with aesthetic aspects reminiscent of the fears that created it. A blade forged
from a fear of fire might be bright orange in color with flickering edges of
yellow. Fear of abandonment might produce a blade that weeps tears when left
unattended.
You are now immune to fear, both mundane and magical. But
fear is part of what makes us human and keeps us safe, so you also lose 2
points of Charisma and 1 point of Wisdom forever.
The knife inflicts damage like a dagger (1d4). In your
hands, a knife made from your own fears is +2 to hit and inflicts an
additional 1d8 psychic damage to living, feeling creatures.
Draw a pentagram on your character sheet. Write “NP” in the
middle. Fill in each arm as you gain Nightmare Points.
If you use the fear knife to hurt a living, thinking,
feeling creature, then when you sleep that night you must make a 2d6+WIS
roll.
- 6 or less: Your sleep is plagued by the pain and terror of the being you harmed. You do not gain any benefit from the rest (no healing or spell recovery). Gain a Nightmare Point
- 7-9: Your dreams are unpleasant, but you are otherwise fine.
- 10+: Your sleep is deep and dreamless. You find comfort in the abyss. Lose a Nightmare point, if you have any.
Nightmare Point Totals
- 1: You always look like you need a nap, but you’re otherwise fine.
- 2: Your skin and hair turns ashen white or charcoal gray (your choice).
- 3: Your alignment turns to Chaos, if it isn’t already.
- 4: You no longer regain HP or Attribute damage from resting and must rely on supernatural means of recovery. You can still refresh your spells, at least.
- 5: Your physical form fades away, becoming dream-stuff and entering the Kingdom of Terrors. Roll up a new character. They are pestered by dreams of your old character. Give them +1 to any one Attribute.