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Fear

Fear takes effect in combat.   When an Acolyte is confronted by such a frightening event or adversary, they must take a Fear Test; this is a Willpower Test, modified by how frightening the thing is. If the Acolyte passes this Test then he may continue to act as normal. If he fails however, he succumbs to Fear.  

Degrees of Fear

Some things are clearly more frightening than others; for an Acolyte, having a gun waved in his face by a ganger, although obviously dangerous, is not sufficient to call for a Fear Test. However, having a gun waved at him by the walking corpse of his dead brother, while luminous white spiders scurry in and out of his bloodless open wounds—that calls for a somewhat severe one. The Fear Test Difficulties Table offers some guidelines on the severity of Fear Tests.  
Fear Test Difficulties
Severity of Fear Test Mod Example Adversaries
Fear (1) Disturbing 0 Nightwing, Revenant, Synofian Bore Worm
Fear (2) Frightening –10 Carnosaur, Dusk Stalker, Murder Gholam
Fear (3) Horrifying –20 Incarnate Daemon, Astral Spectre, Psychneuein
Fear (4) Terrifying –30 The King in Rags and Tatters

Failing the Fear Test

If in a combat situation a character fails a Fear Test, he must immediately roll on The Shock Table, adding +10 to the result for each degree of failure. The effects listed are applied immediately to the character.
If in a non-combat situation the character fails the Fear Test, the character becomes unnerved and suffers a -10 penalty to any Skill or Test that requires concentration on his part. This penalty lasts while the character remains in the vicinity of the object of their Fear (simply leaving and coming back again doesn’t stop this!).
In addition, if a non-combat Fear Test is failed by 30 or more, the character also gains +1d5 Insanity Points.  

Shock and Snapping out of it

Characters may be able to shake off some of the effects of Fear after the initial shock has worn off. Where specified on The Shock Table that a character may “snap out of it”, a character can make a Willpower Test when it is his next Turn. If this succeeds then he regains his senses, shrugs off the effects and may act normally from then on. If he fails this Test, the effect continues and he may try again when it is his next Turn.  
The Shock Table
01–20 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards he may act normally.
21–40 Fear grips the character and he begins to shake and tremble. He is at a –10 penalty on all Tests for the rest of the encounter unless he can snap out of it.
41–60 Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a –10 penalty on all Tests until the end of the encounter. The character gains 1 Insanity Point.
61–80 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping out of it, the character will make all Tests with a –10 penalty for the rest of the encounter. The character gains 1d5 Insanity Points.
81–100 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so he may only take Half Actions and is at a –20 penalty to all Tests. The character gains 1d5 Insanity Points. Once away from the danger he must successfully snap out of it to regain control.
101–120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regain consciousness he is still shaken and takes all Tests with a –10 penalty until the end of the encounter. The character gains 1d5 Insanity Points.
121–130 Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is helpless, may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity Points.
131–140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is knocked unconscious. The character gains 1d5 Insanity Points.
141–160 The character crumples to the ground for 1d5+1 Rounds sobbing, babbling and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and at a –20 penalty on all Tests until the end of the encounter. The character gains 1d5+1 Insanity Points.
161–170 The character’s mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character gains 1d10 Insanity Points.
171+ The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of “acute hallucinations” (see Disorders ) for 2d10 Rounds. After the hallucinations fade, the character will make all Tests with a –20 penalty while the encounter lasts. The character gains 2d10 Insanity Points and takes 1d10 points of permanent Willpower damage.

Very Bad Things

Fear Tests in non-combat situations are very much the GM’s call as to when and where they occur and should not be considered to be automatic. They should instead be used to build dramatic tension to your games, as their over-use will diminish their effectiveness and novelty, as well as grind down your Acolytes. That having been said, here are a few appropriate examples of events that can cause Fear:   Disturbing : Viewing the scene of a gruesome murder, minor unknown supernatural or psychic phenomena—strange lights, spectral voices, weeping statues, etc.   Frightening (–10): Meeting someone you know to be dead, being buried alive, major supernatural or psychic phenomena— the skies raining blood, a painting forming shrieking mouths, etc.   Horrifying (–20): Sudden, shocking and inexplicable death (the man next to you on the shuttle suddenly dies, vomiting maggots), hideous moments of revelation (finding yourself covered in blood, surrounded by bodies with a meat cleaver in your hand and no memory of how you got there), the dead rising across a whole planet, etc.   Terrifying (–30): Experiencing a full-scale Daemonic incursion, discovering your failure is responsible for the deaths of millions, staring unprotected into the warp.

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