Frightened

Moderate

Effect: Flee from the source at full Speed for 1 Beat, then become Suppressed for the rest of the scene.

Duration 1 Beat of fleeing, then Suppressed for the scene

Inflicted By

  • Fearmonger (Mindweaver R2)
  • Mass Hysteria (Mindweaver R4)
  • Critical Failure on certain Fear effects
  • Other GM-discretion Fear effects from supernatural sources

Cleared By

  • Automatic after 1 Beat of fleeing, when the condition converts to Suppressed
  • Iron Calm (Bastion Soul R1) removes Frightened before the flee triggers
  • Adrenaline Purge (Flesh Shaper R2) removes Frightened and grants Fear immunity for 5 Ticks
  • Burden Transfer (Bastion Soul R2, absorbed by another)
  • Immune: Targets with Fear immunity (Zealous Acolytes, certain Veil-Born, Iron Will)

Frightened is a two-phase condition: a forced movement away from the source for one Beat, then a transition into Suppressed for the rest of the scene. The flee phase is the worst of it: the character actively moves away from the threat at full Speed regardless of tactical positioning. The Suppressed remainder is the lingering damage to composure.

Critical Frightened effects (Margin 9+ on Mass Hysteria) also cause the target to drop held items as they flee, useful for disarming without lethality.

Frightened is one of the few mechanics where Fear immunity matters distinctly: a target with Fear immunity is entirely immune to Frightened, not just resistant. Iron Calm specifically removes the Frightened condition (it’s named in the source as the canonical counter).