Shock and Fear

Roll 1d100, add +10 for each degree of failure after the first on a Fear test.

When characters are faced with terrifying events or adversaries, they must make a Fear test. This is a Willpower test, modified by just how horrible what the character faces is. Should a character pass a Fear test, they may continue as normal. Upon failure, however, they must suffer Shock.

Fear tests impose a -10 penalty for each level above the first - eg Fear(3) is at a -20

Roll Result
01-20 The character is badly startled. He can only take a single Half Action during his next turn, but afterward he acts normally.
21-40 Fear grips the character and he begins to shake and tremble. He suffers a -10 penalty on all tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping Out of It, page 286).
41-60 Reeling with shock, the character backs away from the source of his Fear. He cannot willingly approach the object of his Fear, but can otherwise act normally, with a -10 penalty on all tests until the end of the encounter.
61-80 The character is frozen by terror. He can take no actions until he recovers himself (see Shock and Snapping Out of It, page 286). After snapping out of it, he makes all tests with a -10 penalty for the rest of the encounter.
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, can only take Half Actions and is at a -20 penalty to all tests. Once away from the danger, he must successfully Snap Out of It (see Shock and Snapping Out of It, page 286) to regain control.
101-120 Fainting dead away, the character keels over and remains Unconscious for 1d5 rounds. Once he regains consciousness, he is still shaken and takes all tests with a -10 penalty until the end of the encounter.
121-130 Totally overcome, the character screams and vomits uncontrollably for 1d5 rounds. During this time he can do nothing, and drops anything he is holding. Afterward, until the end of the encounter, the character can only take a single Half Action each turn.
131-140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or attacking with whatever he has at hand. This effect lasts until the character Snaps Out of It (see Shock and Snapping Out of It, page 286), or until he is knocked Unconscious or otherwise incapacitated.
141-160 The character crumples to the ground for 1d5+1 rounds and begins sobbing, babbling, and tearing at his own flesh, and can do nothing else. Even after he returns to his senses, he is a complete mess, and suffers a -20 penalty on all tests until the end of the encounter.
160-170 The character's mind snaps. He becomes catatonic for 1d5 hours; for that time, he is Unconscious and cannot be roused.
171+ The character is so overcome with terror that his heart stops: he must make a Challenging (+0) Toughness test or die. If he succeeds, the character still falls Unconscious for 1d5 hours, and cannot be roused for that time.

Snapping Out of It

Characters can attempt to shrug off some effects of Fear and Shock. Doing so requires a Willpower test on their next turn. If they are successful, they regain their senses and act normally. Should they fail, the effect continues and the test can be made again the next round. This test can only be made at the start of their turn, or immediately if the Fear effect started on their turn.

Insanity

Insanity (IsP) is a representation of the toll the horrors of the 41st Millennium place on the minds of the characters. Corruption is used to represent the damage to characters' very souls.
Insanity points start at 0, and may increase as time goes on. As characters become more Insane, the effects are categorized into a variety of Mental Traumas, and they may gain mental disorders.

Disorders are detailed on pp. 288-289 of the core rulebook. Generally, these are left to the discretion of the GM. Note that, as characters become more insane, the severity of their mental disorder increases.

  • Minor Disorder - These are weak disorders, and any test to overcome the effects of the disorder gains a +10 bonus
  • Severe Disorder - There is no modifier to the resistance of these disorders
  • Acute Disorder - These will trigger at the slightest provocation. Any test to resist the effects gain a -10 penalty

Insanity points can be removed through the use of Experience. It costs 100 xp to remove a single point of Insanity, and the character may never reduce their degree of madness (Stable > Unsetttled > Disturbed > Unhinged > Deranged) by this method; nor may they be cured of their disorders.

The more Insane a character is, the more jaded they are to the horrors surrounding them. Should the tens digit of a character's IsP be double (or more) the Fear rating of a test, they simply ignore it.


The Insanity Track

IsP Total Degree of Madness Trauma Modifier Disorder
01-09 Stable N/A None
10-19 Unsettled +10 -
20-29 Unsettled +10 -
30-39 Unsettled +10 -
40-49 Disturbed +0 1st - Minor
50-59 Disturbed +0 -
60-69 Unhinged -10 2nd - Severe
70-79 Unhinged -10 -
80-89 Deranged -20 3rd - Actue
90-99 Deranged -20 -
100+ Terminally Insane - Character retires from play.
Your service will be remembered.

Mental Trauma

As characters go insane, they may gain mental traumas. These, unlike Mental Disorders, are generally the short-term effects of a character's Insanity. Every 10 IsP gained requires a Willpower test, with a modifier based on the character's progress along the Insanity Track. Should the character pass the test, they do not experience trauma. Upon failure, however, they roll 1d100 and add 10 for each degree of failure on the Willpower test.

Roll Effect
01-40 The character becomes withdrawn and quiet. He suffers a –10 penalty to all Fellowship based tests for 3d10 hours.
41-70 The character must compulsively perform an action (such as fevered praying, frantically cleaning a weapon, etc.) and pays little attention to anything else. He suffers a –10 penalty toall test based on Intelligence, Fellowship, and Perception. This effect lasts for 3d10 hours.
71-100 The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains a +10 bonus to all Perception-based tests and is at a –10 penalty to Willpower tests for the next 1d5 days.
101-120 The character suffers from a temporary Severe phobia (see Gaining Mental Disorders, page 287). This effect lasts for 1d5 days.
121-130 The character reacts to the slightest stressor pressure by becoming extremely agitated. When performing any task that involves a test, the character must first pass a Willpower testor suffer a –10 modifier to the test. During combat encounters, he suffers a –10 penalty on all tests. This effect lasts for 1d5 days.
131-140 The character suffers vivid and extreme nightmares whenever he tries to sleep. The next day, and for a further 1d10 days, the character is exhausted by a lack of sleep and gains 1 levelof Fatigue.
141-150 The character is struck dumb and is unable to speak. This lasts for 1d5 days.
141-160 Extremely distressed and unfocused, the character refuses to eat or drink, and looks to be in a terrible state. Reduce all of the character’s characteristics by 10 (to a minimumof 1) for 1d10 days.
161-170 The character suffers a fit of hysterics, and becomes temporarily blind or deaf for 1d10 days.
171+ The character becomes completely traumatised and virtually unresponsive. He cannot initiate actions, but can be gently led. This effect lasts for 1d10 days.

Corruption

Corruption (CP) reflects the permanent taint of Chaos on the souls of the characters. Insanity governs the toll the horrors of the 41st Millennium take on the mind.
Corruption points start at 0, and may increase as time goes on. As characters become more corrupted by the forces of Chaos, their bodies may warp and twist to reflect the scarring of their befouled souls. These are known as Malignancies and Mutations, and are detailed below.

There are many things that may corrupt the souls of Acolytes. Generally this is left to the discretion of the GM, but may include such things as:

  • Failing a Fear test caused by a Warp entity
  • Exposure to the Warp without the protection of a Gellar field
  • The study of corrupting texts, pict-logs, or runes - even if the character does not comprehend the writings
  • Handling an artefact of the Ruinious Powers

Each time after gaining 10 CP, a character must make a test against gaining a Malignancy. This is modified based on their current degree of Corruption. Roll 1d100 and consult the Malignancies table. Should the result be a Malignancy the character already posesses, they must roll again.

As characters advance in degrees of Corruption, they will be required to make a test against gaining a Mutation. This test is against two Characteristics of their choosing (the same Characteristic may not be used for multiple Mutation tests, so keep track). Failure on either test means they gain a Mutation. Roll 1d100 and consult the Mutations table. Should the result be a Mutation the character already posesses, they must roll again.

Corruption is considered to be permanent. While it is possible to remove the taint of the Warp from one's soul, the chances to do so are exceedingly rare. This may be done, for example, by a Living Saint visiting and giving her blessing as thanks for cleansing a shrine. This would reduce a character's corruption by only a small amount, usually 1-2 CP.


The Corruption Track

CP Total Degree of Corruption Malignancy Modifier Mutation
01-30 Tainted +0 -
31-60 Soiled -10 First Test
61-90 Debased -20 Second Test
91-99 Profane -30 Third Test
100+ Damned - Character is removed from play.
Only in death can your soul be redeemed.

Malignancies

Roll Effect
01-10 Palsy: The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility by 1d10.
11-15 Dark-hearted: The character grows increasingly cruel, callous, and vindictive. Reduce his Fellowship by 1d10.
16-20 Ill-fortuned: Chance seems to mock this Acolyte at the most crucial of opportunities. Whenever this character uses a Fate point, roll 1d10. On a result of 7-10, the Fate point has no effect but is spent anyway.
21-25 Skin Afflictions: The character is plagued by boils, scabs, weeping sores and other disgusting features across his body. He suffers a -20 penalty to all Charm tests.
26-30 Night Eyes: Light pains the character, echoing the growing stain on his soul. Unless he shields his eyes, he suffers a -10 penalty on all tests made in an area of bright light.
31-33 Morbid: The character finds it hard to concentrate as his mind turns increasingly macabre and he becomes prone to tortured, gloom filled trains of thought. Reduce his Intelligence by 1d10.
34-45 Witch Mark: The character develops some minor physical deformity or easily concealable mutation. It is small, but perhaps enough to consign him to death if found out by a fanatical witch hunter.
46-50 Fell Obsession: This functions like the Obsession Disorder on page 288, but in this case the character is obsessed by something sinister or malign (such as collecting finger-bone trophies, etc.).
51-55 Irrational Nausea: The character feels sick at the sight, sound, or smell of something otherwise innocuous (such as prayer books and holy items, bare flesh, human laughter, fresh food, etc.). When he encounters an object of his revulsion he must make a Toughness test or suffer a -10 penalty to all tests as long as he remains in its presence.
56-60 Wasted Frame: The character's pallor becomes corpse-like and his muscles waste away. Reduce his Strength by 1d10.
61-63 Night Terrors: The character is plagued by daemonic visions in his sleep. This functions identically to the Horrific Nightmares Disorder on page 289.
64-70 Poor Health: The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to fully heal. Reduce the character's Toughness by 1d10.
71-75 Distrustful: The character cannot conceal the distrust and antipathy he has for others. He suffers a -10 penalty to Fellowship tests when dealing with strangers.
76-80 Malign Sight: The world seems to darken, tarnish, and rot if the character looks at anything too long. Reduce the character's Perception by 1d10.
81-83 Ashen Taste: Food and drink taste foul and provide little sustenance to the character, and he can barely stomach eating. Recovering levels of Fatigue takes twice as long for him than normal (see page 233).
84-90 Bloodlust: Murderous rage is never far from the character's mind. After suffering damage (after Armour and Toughness bonus) in combat, he must succeed at a Willpower test to allow his enemies to flee, be captured, or incapacitated, rather than killing them outright, even if his intent is otherwise.
91-93 Blackout: The character suffers from inexplicable blackouts. When they occur and what happens during them is up to the GM, who should inform the player the details of what (if anything) he remembers on awakening.
94-100 Strange Addiction: The character has a near-uncontrollable craving for some bizarre and unnatural substance (such as rose petals, fresh blood, widows' tears, etc.). This acts like a Minor Disorder for Compulsion (see page 288), but is freakish enough to cause serious suspicion if discovered.

Mutations

Roll Effect
01-06 Bestial Hide: The character's skin becomes toughened with layers of thick scales or chitin, and he gains the Natural Armour (2) trait.
07-11 Unnatural Arms: Twisted appendages (shrivelled arms, hooked talons, or fleshy tendrils) emerge from this character's spine or torso. He gains the Multiple Arms (CB) trait.
12-17 Sightless Orbs: This character's eyes become sightless, cracked windows into a soul afflicted with a growing corruption. He gains Blind and Unnatural Senses (CBx10) traits.
18-25 Swollen Brute: This character becomes bloated, his muscles expanding and his form becoming excessively corpulent or disturbingly muscular (or perhaps both). This character's Toughness and Strength characteristics are permanently increased by 10, but his Agility bonus is reduced by 1 for purposes of movement.
26-30 Deathsight: This character's mind becomes twisted, his eyes showing him countless possible annihilations of anything or anyone he gazes upon for more than a few moments. Once per game session, this character may increase the damage of one attack he has made by his Corruption bonus. If he does so, he gains 1 Corruption point.
31-36 Cursed Fleshmetal: This character's armour and cybernetic implants become fused with his flesh, and even regenerate. Removing any of these items requires a Challenging (+0) Medicae test; if the test fails, he suffers 1d5 Rending damage to a randomly selected limb that ignores Armour. He can make an Ordinary (+10) Toughness test to repair items merged with him, in the same manner as a Tech-Use test to repair the same equipment, but suffers 1 Corruption point.
37-43 Razor Fangs: This character's teeth grow long, turning into tearing fangs. This character gains an unarmed attack that inflicts 1d5+CB Rending damage, pen 2. He permanently reduces his Fellowship characteristic by 1d5.
44-49 Excessive Legs: This character develops extra legs that support his form, suspending his upper torso above a centauroid lower body. This character gains the Quadruped trait with a number of extra legs equal half to his Corruption bonus (rounded up).
50-54 Wings: Massive feathered or leathery wings erupt from this character's spine, and he gains the Flyer (CBx2) trait.
55-60 Serpentine Tail: This character's legs wither while his spine elongates into a serpentine tail that supports his body. He gains the Crawler trait and gains an unarmed attack that can strike for 1d10 Impact damage, Pen 0.
61-69 Searing Blood: This character's veins are filled with searing acids in place of blood, though somehow the corrosive effects do not burn his own flesh. Whenever he suffers Blood Loss, the foul liquid erupts and inflicts 1d5+CB Energy damage, Pen 0, to each other character within 1d5 metres.
70-77 Witch-Curse: A small stigma in the shape of a maddening rune appears on this character's body, marking him as touched by Chaos. He gains the Psyker trait (or adds 1 to an existing psy rating) and freely learns any 1 psychic power that costs 100 xp or less. Whenever he attempts to use this power, he gains 1d5 Corruption points.
78-84 Bone-Blades: This character's bones grow long, twisted spurs that sprout painfully from his flesh on his command. This character gains an unarmed attack that inflicts 1d10+CB Rending damage, Pen 0. Whenever he makes an attack with this weapon, this character suffers Blood Loss unless he passes a Challenging (+0) Toughness test.
85-89 Cannibalistic Urge: Blood and marrow become as wine and bread to this character, and normal food no longer sates the hunger of his soul. Once per game session, he can remove 1d5 damage by consuming human flesh. Each time he does so, he gains 1 Corruption point.
90-92 Corrupted Flesh: Instead of blood, when this character's flesh is torn asunder, horrific insects, worms, or flitting creatures spill forth. Whenever he suffers damage, this character gains the Fear (1) trait for 1d5 rounds.
93-94 It Will Not Die!: This character is touched by the power of the Warp, and fortune twists to keep him alive regardless of the terrible wounds he suffers, as if it is the will of some dark being that resides beyond the veil of reality. He can no longer burn a Fate point to survive lethal injuries. Whenever this character would die, he instead survives by the narrowest margin as if he had burned a Fate point and gains 1d10+5 Corruption points.
95-97 Warp Gaze: Whatever this character looks upon burns with the fire of the Warp, and all who see his eyes despair. This character gainsa 20m ranged attack that strikes with 1d10+CB Energy damage and the Spray quality. Each time he uses this attack, he gains 1d5 Corruption points. Characters struck with this attack must make a Challenging (+0) Fear(1) test.
98-99 Warp Regeneration: Corruption seethes through this character's flesh, sewing his body back together time and time again whether he wills it or not. Whenever this character suffers damage, he makes a Challenging (+0) Toughness test. If he succeeds, he gains the Regeneration (CB) trait for 1 round and gains 1d5 Corruption points.
100 The Warp Made Manifest: This character becomes a Daemon-like creature, capable of reshaping reality itself at his whim. He gains the Daemonic (CB), Fear (2), From Beyond, and Warp Instability traits. He can also use his Willpower characteristic in place of any other characteristic for any test he is called upon to take.