

| Fright Table |
| Dice roll Results 01 – 20 Target is wary and suffers a subtraction of 5 from all strike chances for the remainder of the pulse. 21 – 25 Target flies into a berserk rage and immediately attempts to attack (within the limits of TMR) the object of his rage. He will charge if possible and attempt to grapple. All strike chances against him are increased by 10% and all strike chances he or she makes are increased by 10%. 26 – 76 Target flees as rapidly as possible away from the source of his or her terror. 77 – 90 Character is immobilized as if stunned and adds 5 to all subsequent rolls on the Fright Table this day. 91 – 95 Target becomes hysterical and will continue to stand in place and scream until snapped out of it (GM may determine how this occurs). Add 15% to subsequent rolls on the Fright Table this day. 96 – 100 Target becomes totally catatonic (as if stunned). Add 15% to subsequent rolls on the Fright Table this day. Target has a 5% chance of having hair turn permanently white. 101 – 106 Target faints dead away (collapsing to the ground). He or she remains unconscious for d +6 minutes. Add 10% to all subsequent rolls on the Fright Table this day. 107 – 110 Target suffers a heart attack. The result is the same as for 101-106 except that the target cannot move about under his own power for the remainder of the day and suffers a decrease of 2 in all characteristics until he has spent one month resting in bed. 111+ Target suffers a heart attack and must have medical attention within one minute or die. If he does survive all subsequent rolls on the Fright Table are increased by 20% this day. Characters fleeing the source of their fright will do for 1 minute or until the can no longer see the source of their fright, which ever is longer. Fright caused by the spell of fear can add 10% for double effect and 20% for triple effect on this chart instead of lowing resistance. |