Fear
When a character is confronted by an excessively frightening event or adversary, the GM calls for a Fear Test. There are two types, each a Willpower test with a modifier.
Panic tests
Called when confronted by mundane shock or horror. Written as Panic (+/- X) - a Willpower test with the stated modifier.
Horror tests
Called when confronted by supernatural terrors. Written as Horror (+/- X) - a Willpower test with the stated modifier. Horror tests with penalties should be reserved for the most terrifying monsters and mind-melting terrors.
Fear effects
In combat: On a failed fear test, immediately roll d100 on the appropriate table below. Effects apply at once.
Out of combat: On a failed fear test, the character becomes unnerved and suffers -20 to any tests requiring concentration while they remain near the source of their fear.
Snapping out of it
Some effects allow the character to attempt a Willpower test at the end of their Turn to shake off the fear. If they fail, they may try again on their next Turn.
Combat Panic Test results
| Roll | Effect | Details |
|---|---|---|
| 01-30 | Startled | May not take any reactions until the start of their next Turn |
| 31-60 | Spooked | -10 to all tests for the rest of the encounter (snap out to end) |
| 61-90 | Frightened | Cannot willingly approach the source of fear; -10 to all tests for the encounter |
| 91-95 | Lost Composure | May take no actions until they snap out of it; -10 to all tests for the rest of the encounter afterwards |
| 96-100 | Running and Screaming | Must flee directly away from the source at maximum speed, ditching equipment if needed; -20 to all tests. Must snap out of it or wait for the encounter to end |
Combat Horror Test results
| Roll | Effect | Details |
|---|---|---|
| 1-40 | Momentary Blackout | Falls unconscious for 1 round; -10 to all tests for the rest of the encounter |
| 41-60 | Uncontrollable Vomiting | Helpless for 1 round (vomiting); loses 1 SP immediately afterwards |
| 61-80 | Manic Terror | Attacks nearest character (friend or foe) with current weapon. May snap out at start of each Turn, or be knocked unconscious. Loses 1d4 SP afterwards |
| 81-90 | Hopeless and Despairing | Falls to the ground babbling for 1d6 rounds. Loses 1d4 SP when they recover |
| 91-95 | Blackout | Catatonic for 1d4 hours; cannot be roused by normal means |
| 96-99 | Mind Break | Stuttering and mumbling for 1d6 rounds. Permanently loses 1d8 Willpower or Personality (player’s choice). Cannot attack or approach the source of horror until they snap out or the encounter ends |
| 100 | Scared to Death | Must pass an [[Endurance (Characteristic) |