Corruption and Insanity

Corruption and Insanity

Fear
Fear comes into effect when the characters and confronted with scenes of atrocity or horror, or when they are called upon to battle terrifying aliens, perversions of science, and nightmarish entities from the warp. When a PC is confronted by such an event or adversary he must make a fear test. This is a Willpower test modified by how frightening the thing is.

If they pass they continue as normal.
If the character fails a fear test in a combat situation, he must immediately roll on The Shock Table (pg. 294). For each degree of failure on the Fear test add +10 to the roll.
If the test was failed in a non-combat situation, the character becomes unnerved and suffers a -10% penalty to any Test that requires concentration on his part. This lasts as long as the character stays near the object of his fear. If this test is failed by 3 or more degrees they gain +1d5 Insanity Points.
Shock and Snapping Out of It
Where specified on The Shock Table, that a character can “snap out of it” a character can make a Willpower Test at the beginning of his next turn. If failed the effect continues. Hey may test again at the beginning of his subsequent turns until he succeeds.

Going Insane

Insanity points represent the strain put on a character’s mind by his experiences. The effects of gaining insanity points is divided into:
Traumas: Short term aftereffects of particularly terrible experiences.
Disorders: Permanent mental afflictions.

Degrees of Madness
A character’s degree of madness determines the modifier taken to tests to avoid Mental Trauma.

Insanity Points
Degree of Madness
Trauma Modifier
0-9
Stable
N/A
10-39
Unsettled
10%
40-59
Disturbed
+0%
60-79
Unhinged
-10%
80-99
Deranged
-20%
100

Terminally Insane – Character Retires From Play
Mental Trauma
Each time a character gains 10 Insanity points he must take a Trauma Test.

Disorders.

Corruption and Insanity

The Murder of Crows Skampaw