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* In another White Wolf example, this is steadily averted in both ''{{Vampire}}'' games. Vampires have the Beast, the predatory half of their vampiric nature that has a tendency to hijack their bodies in certain circumstances. One of those is mortal fear (such as when sunlight or fire make an appearance), in which case the Beast might grab hold and make the vampire run screaming into the night.
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* In another White Wolf example, this is steadily averted in both ''{{Vampire}}'' ''VampireTheMasquerade'' games. Vampires have the Beast, the predatory half of their vampiric nature that has a tendency to hijack their bodies in certain circumstances. One of those is mortal fear (such as when sunlight or fire make an appearance), in which case the Beast might grab hold and make the vampire run screaming into the night.
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* Most undead in Dominions have a morale of 50, a purely symbolic value meaning that they are completely unbreakable.
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* Most undead in Dominions ''{{Dominions}}'' have a morale of 50, a purely symbolic value meaning that they are completely unbreakable.
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* On ''Deadliest Warrior'', this was actually listed as an X Factor in the Vampires vs. Zombies episode. [[spoiler: The Zombies recieved the higher number due to being physically incapable of fear(unlike vampires).]]
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* On ''Deadliest Warrior'', ''DeadliestWarrior'', this was actually listed as an X Factor in the Vampires vs. Zombies episode. [[spoiler: The Zombies recieved the higher number due to being physically incapable of fear(unlike vampires).]]
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Fixed namespace!!
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* Reg Shoe and many other undead from ''{{Discworld}}'', along with the Igors.
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* Reg Shoe and many other undead from ''{{Discworld}}'', ''Literature/{{Discworld}}'', along with the Igors.
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** Averted, however, in ''Warhammer40K'', where the Necrons are basically Zombie Robots: The game explains that while they do ignore fear (comes with having your soul eaten by your gods and your entire body transferred into a machine), they can still judge when it would be advantageous to flee if in presence of a stronger enemy, and so must still take morale tests.
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** Averted, however, in ''Warhammer40K'', ''TabletopGame/{{Warhammer 40000}}'', where the Necrons are basically Zombie Robots: The game explains that while they do ignore fear (comes with having your soul eaten by your gods and your entire body transferred into a machine), they can still judge when it would be advantageous to flee if in presence of a stronger enemy, and so must still take morale tests.
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[[AC:Webcomics]]
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** [[spoiler: Until Mia decides to show her otherwise.]]
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** [[spoiler: Until Mia decides to [[TheReasonYouSuckSpeech show her otherwise.otherwise]].]]
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[[AC:{{Anime}} and {{Manga}}]]
* ''KoreWaZombieDesuKa'': This is Ayumu's view on ''his'' unlife. [[TheNecromancer Eu]] will simply patch him up after action, what's to worry?
* ''KoreWaZombieDesuKa'': This is Ayumu's view on ''his'' unlife. [[TheNecromancer Eu]] will simply patch him up after action, what's to worry?
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Namespace!
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* In ''The DeathGateCycle'', there are two kinds of undead- Cadavers (which are nearly mindless) and lazar (which are sentient). Both are completely fearless- cadavers because they are barely aware of what's going on around them, and lazar because they are aware of the agony of their undead condition and know for a fact that nothing is worse. Fireballs, sword thrusts, decapitation, arrows through the heart- none of it matters to something that's that far beyond our meager understanding of "pain".
** The cadavers aren't exactly mindless, their minds have just gotten stuck to the moment of their death, and they can't learn anything new, and are inclined to return to whatever they were doing just before their death, unless somebody constantly keeps an eye on them. They're essentially dementia patients taken up to eleven.
** The cadavers aren't exactly mindless, their minds have just gotten stuck to the moment of their death, and they can't learn anything new, and are inclined to return to whatever they were doing just before their death, unless somebody constantly keeps an eye on them. They're essentially dementia patients taken up to eleven.
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* In ''The DeathGateCycle'', there are two kinds of undead- Cadavers (which are nearly mindless) and lazar (which are sentient). Both are completely fearless- cadavers because they are barely aware of what's going on around them, and lazar because they are aware of the agony of their undead condition and know for a fact that nothing is worse. Fireballs, sword thrusts, decapitation, arrows through the heart- none of it matters to something that's that far beyond our meager understanding of "pain".
"pain".
** The cadavers aren't exactly mindless, their minds have just gotten stuck to the moment of their death, and they can't learn anything new, and are inclined to return to whatever they were doing just before their death, unless somebody constantly keeps an eye on them. They're essentially dementia patients taken up to eleven.
** The cadavers aren't exactly mindless, their minds have just gotten stuck to the moment of their death, and they can't learn anything new, and are inclined to return to whatever they were doing just before their death, unless somebody constantly keeps an eye on them. They're essentially dementia patients taken up to eleven.
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* In another White Wolf example, this is steadily averted in both ''{{Vampire}}'' games. Vampires have the Beast, the predatory half of their vampiric nature that has a tendency to hijack their bodies in certain circumstances. One of those is mortal fear (such as when sunlight or fire make an appearance), in which case the Beast might grab hold and make the vampire run screaming into the night.
* In ''{{GURPS}}'', the templates for most undead include Unfazeable and Indomitable, making them disregard all reaction rolls and fear effects.
* In ''{{GURPS}}'', the templates for most undead include Unfazeable and Indomitable, making them disregard all reaction rolls and fear effects.
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* In another White Wolf example, this is steadily averted in both ''{{Vampire}}'' games. Vampires have the Beast, the predatory half of their vampiric nature that has a tendency to hijack their bodies in certain circumstances. One of those is mortal fear (such as when sunlight or fire make an appearance), in which case the Beast might grab hold and make the vampire run screaming into the night.
night.
* In ''{{GURPS}}'', the templates for most undead include Unfazeable and Indomitable, making them disregard all reaction rolls and fear effects.
* In ''{{GURPS}}'', the templates for most undead include Unfazeable and Indomitable, making them disregard all reaction rolls and fear effects.
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** Played straight with the Plague Marines, who are described as being so rotten they can barely sense what's going on around them and are completely immune to pain. Perfectly represented on the tabletop in that they're far more durable than the standard marines, have the actual Feel No Pain rule, is slower than the average marines, and is completely and utterly fearless. Small wonder why they're one of the best units in the book.
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** Played straight with the Plague Marines, who are described as being so rotten they can barely sense what's going on around them and are completely immune to pain. Perfectly represented on the tabletop in that they're far more durable than the standard marines, have the actual Feel No Pain rule, is slower than the average marines, and is completely and utterly fearless. Small wonder why they're one of the best units in the book.
book.
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** Then again, skeletons are implicitly free CannonFodder anyway.
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** Then again, skeletons are implicitly free CannonFodder anyway.
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* The Undead monster family in one of two types (machine is the other) that cannot be intimidated in DragonQuestVIII.
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* The Undead monster family in one of two types (machine is the other) that cannot be intimidated in DragonQuestVIII.
VideoGame/DragonQuestVIII.
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** Although if Discworld/NightWatch is any indication, he was pretty fearless while alive, too.
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ymmv can not have examples, only their subitems can
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* On ''Deadliest Warrior'', this was actually listed as an X Factor in the [[YourMileageMayVary either infamous or surprisingly good]] Vampires vs. Zombies episode. [[spoiler: The Zombies recieved the higher number due to being physically incapable of fear(unlike vampires).]]
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* On ''Deadliest Warrior'', this was actually listed as an X Factor in the [[YourMileageMayVary either infamous or surprisingly good]] Vampires vs. Zombies episode. [[spoiler: The Zombies recieved the higher number due to being physically incapable of fear(unlike vampires).]]
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* On ''Deadliest Warrior'', this was actually listed as an X Factor in the [[YourMileageMayVary either infamous or surprisingly good]] Vampires vs. Zombies episode. [[spoiler: The Zombies recieved the higher number due to being physically incapable of fear(unlike vampires).]]
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* The Cauldron-Born in Lloyd Alexander's ''Prydain Chronicles'' have no emotions at all, including fear.
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* The Cauldron-Born in Lloyd Alexander's ''Prydain Chronicles'' ''PrydainChronicles'' have no emotions at all, including fear.
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Not this trope.
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* In another White Wolf example, this is steadily averted in both ''{{Vampire}}'' games. Vampires have the Beast, the predatory half of their vampiric nature that has a tendency to hijack their bodies in certain circumstances. One of those is mortal fear (such as when [[ItBurns sunlight or fire]] make an appearance), in which case the Beast might grab hold and make the vampire run screaming into the night.
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* In another White Wolf example, this is steadily averted in both ''{{Vampire}}'' games. Vampires have the Beast, the predatory half of their vampiric nature that has a tendency to hijack their bodies in certain circumstances. One of those is mortal fear (such as when [[ItBurns when sunlight or fire]] fire make an appearance), in which case the Beast might grab hold and make the vampire run screaming into the night.
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** As mentioned, this is still played straight with the undead mobs, which is immune to most fears. (pallies can still turn them, through.)
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* BeingHuman often has the ghost character, Annie, reminding herself or others that she is a ghost and thus has no reason to be afraid of any physical danger.
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* BeingHuman ''Series/BeingHuman'' often has the ghost character, Annie, reminding herself or others that she is a ghost and thus has no reason to be afraid of any physical danger.
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[[AC: Live-Action Television]]
* BeingHuman often has the ghost character, Annie, reminding herself or others that she is a ghost and thus has no reason to be afraid of any physical danger.
--> Annie (terrified while exploring a creepy hospital wing): "I'm already dead. I'm already dead. I'm already dead…"
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* In another White Wolf example, this is steadily averted in both ''{{Vampire}}'' games. Vampires have the Beast, the predatory half of their vampiric nature that has a tendency to hijack their bodies in certain circumstances. One of those is mortal fear (such as when [[ItBurns sunlight or fire]] make an appearance), in which case the Beast might grab hold and make the vampire run screaming into the night.
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** Played straight with the Plague Marines, who are described as being so rotten they can barely sense what's going on around them and are completely immune to pain. Perfectly represented on the tabletop in that they're far more durable than the standard marines, have the actual Feel No Pain rule, is slower than the average marines, and is completely and utterly fearless. Small wonder why they're one of the best units in the book.
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* The Apostle from ''Dogma'' states that the dead have few things to worry about.
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* The Apostle from ''Dogma'' ''{{Dogma}}'' states that the dead have few things to worry about.
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* Reg Shoe and many other undead from {{Discworld}}, along with the Igors.
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* Reg Shoe and many other undead from {{Discworld}}, ''{{Discworld}}'', along with the Igors.
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** The ''Will Of The Forsaken'' racial ability that all Undead players get is essentially this trope in ability form. Activate it and it will negate any Fear, Charm or Sleep debuff the player is currently suffering from (it's not ''immunity'' per se, as it needs to be activated by the player, and then you won't be able to do it again until it's cooled down).
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--> Dread Warlock flavor text, Magic The Gathering
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** Averted in the Test of Spite tournament house rules for ''Dungeons And Dragons''. Fear is no longer considered a "mind effecting" effect, and thus undead are not immune.
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** Averted in the Test of Spite tournament house rules for ''Dungeons And Dragons''. Fear It is no longer considered a "mind effecting" effect, and thus also averted as far as intelligent undead are not immune. perfectly capable of a TacticalWithdrawal, and indeed will do so when a battle turns against them since they know firsthand just how much their situation beats the NothingAfterDeath. They just can't be forced to by anything short of TurnUndead.
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** Then again, skeletons are implicitly free CannonFodder anyway.
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* The Undead monster family in one of two types (machine is the other) that cannot be intimidated in DragonQuestVIII.
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That's werewolves, not Igors.
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* Reg Shoe and many other undead from {{Discworld}}, along with the Igors (who may or may not be technically undead, but they're big and scary and come from Uberwald).
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* Reg Shoe and many other undead from {{Discworld}}, along with the Igors (who may or may not be technically undead, but they're big and scary and come from Uberwald).Igors.
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** Especially considering that skeletons cannot be recovered to lairs by imps, so dying means they are LostForever, and that with no need to eat or sleep, they will usually spend all their time training - which costs gold.
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** This is something of GameplayAndStorySegregation. In the original alpha, forsaken were treated as undead and had all the benifits that came with, including immunity to fear. They also had the downsides, which allowed priests and paladins(then exclusive to the opposing faction, the Alliance) to utterly dominate them. In Warcraft's tabletop rpg companion, they're treated as undead and are immune to fear.
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** This is something of GameplayAndStorySegregation. In the original alpha, forsaken were treated as undead and had all the benifits benefits that came with, including immunity to fear. They also had the downsides, which allowed priests and paladins(then exclusive to the opposing faction, the Alliance) to utterly dominate them. In Warcraft's tabletop rpg companion, they're treated as undead and are immune to fear.
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* Most undead in Dominions have a morale of 50, a purely symbolic value meaning that they are completely unbreakable.
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[[AC:Webcomics]]
* [[NoNameGiven The zombie]] in HannaIsNotABoysName has a touch of this ability: he's infamously cool headed and very little can scare or shake him.
* [[NoNameGiven The zombie]] in HannaIsNotABoysName has a touch of this ability: he's infamously cool headed and very little can scare or shake him.
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* ''AceAttorney'' ghosts can fear loved ones coming to harm but don't need to worry about any repercussions of their own, [[spoiler: something Dahlia Hawthorne uses quite skillfully.]]
** [[spoiler: Until Mia decides to show her otherwise.]]
** [[spoiler: Until Mia decides to show her otherwise.]]
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* ''DungeonsAndDragons'', to a varying degree in different editions. Undead are typically immune to all fear spells, and if morale is a factor, undead are unshakable morale-wise. The only thing that will set undead running for the hills is holy power, such as that unleashed by the Cleric's ability to TurnUndead.
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* ''DungeonsAndDragons'', to a varying degree in different editions. Undead are typically immune to all fear spells, and if morale is a factor, undead are unshakable morale-wise.unshakable. The only thing that will set undead running for the hills is holy power, such as that unleashed by the Cleric's ability to TurnUndead.
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** Also averted in the fourth edition. Undead are immune to things that specifically affect only living creatures and don't need to breathe or sleep, but that's it; the blanket immunity against mind-affecting spells and effects from previous editions is gone. (In fact, two undead of the exact same type equipped with charm or fear powers might plausibly affect ''each other'' with them if those powers aren't specifically limited to working only on the living. A mummy's despair aura comes to mind.)
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"Undead" should never be capitalized, as it is not a proper noun.
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Being dead sucks. On this most people agree. However, there are perks and this particular perk derives from the fact that there is very little imaginable that can happen to you that has not already happened. In works of fiction, the Undead are usually depicted as being without fear and immune to supernatural attempts to inflict it.
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Being dead sucks. On this most people agree. However, there are perks and this particular perk derives from the fact that there is very little imaginable that can happen to you that has not already happened. In works of fiction, the Undead TheUndead are usually depicted as being without fear and immune to supernatural attempts to inflict it.
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* Bizzarely averted in ''{{Gladius}}''. Undead aren't immune to ''any'' stats effects. Skeletons can bizarrely be effected by the "bleeding" condition.