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

RollEffectDetails
01-30StartledMay not take any reactions until the start of their next Turn
31-60Spooked-10 to all tests for the rest of the encounter (snap out to end)
61-90FrightenedCannot willingly approach the source of fear; -10 to all tests for the encounter
91-95Lost ComposureMay take no actions until they snap out of it; -10 to all tests for the rest of the encounter afterwards
96-100Running and ScreamingMust 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

RollEffectDetails
1-40Momentary BlackoutFalls unconscious for 1 round; -10 to all tests for the rest of the encounter
41-60Uncontrollable VomitingHelpless for 1 round (vomiting); loses 1 SP immediately afterwards
61-80Manic TerrorAttacks nearest character (friend or foe) with current weapon. May snap out at start of each Turn, or be knocked unconscious. Loses 1d4 SP afterwards
81-90Hopeless and DespairingFalls to the ground babbling for 1d6 rounds. Loses 1d4 SP when they recover
91-95BlackoutCatatonic for 1d4 hours; cannot be roused by normal means
96-99Mind BreakStuttering 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
100Scared to DeathMust pass an [[Endurance (Characteristic)

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