Chaos, Fear and Corruption

Chaotic creatures have fear ratings. Fear can open the mind to chaotic corruption and corruption to a chaos taint. Dealing with Chaos creatures, cults, rituals, tomes etc. falls into the “Terror” category. Fear Modifier is subtracted Fear checks and added to your d20 rolls on the Fright Table. PC’s get a modifier according to Rank as Legendary Heroes have become somewhat jaded towards the maddening nature of chaos.

Rank Modifier

  • Veteran: +1
  • Legendary: Additional +1 for total of +2

Fear Check:

Roll: Spirit die + PC Rank Modifier – Creature Fear Rating – PC Current Corruption vs TN 4
(Failure forces PC to roll on the Fright Table below )

Shadora Fright Table

Roll: 1d20 + Creature Fear Rating + PC Current Corruption

Roll Effect Description
1-4 Adrenaline Surge The hero’s “fight” response takes over. He adds + 2 to all Trait and damage rolls on his next action. If you are an Initiate or higher in a cult, you take + 2 on all trait tests that oppose chaos for the remainder of the encounter. You feel you have been divinely aided.
5 Shaken The character is Shaken.
6 Panicked The character immediately moves his full Pace plus Running die away from the horror and is Shaken.
7-8 Shocked The character is Shaken and takes a − 2 penalty on all trait tests as long as they remain in the presence of the horrific creature or event.
9-10 Raging Psychosis If your hero suffers an attack of Raging Psychosis, make a Spirit roll. Success indicates a momentary surge of anger: a red mist that descends on your hero. In combat he makes a single attack against the nearest individual (friend or foe), otherwise he smashes up whatever room he is in. Failure means your hero loses control completely and must always move toward the nearest potential target (friend or foe), and attack. The next time a Joker is dealt, the madness passes and your hero returns to normal, unable to remember what happened. In a non-combat situation the madness can be just as dangerous as your hero starts to tear up his surroundings.
11-12 Minor Phobia Gain a Minor Phobia Hindrance somehow associated with the trauma and is Shaken. Hero may spend a Benny to Rationalize (Smarts) the event and avoid these effects.
13-14 Major Phobia Gain a Major Phobia Hindrance somehow associated with the trauma and is Shaken. Hero may spend a Benny to Rationalize (Smarts – 2) the event and avoid these effects.
15 Terrified This encounter with Chaos has chilled you to the bone. The hero is Shaken and gains the Yellow Hindrance that activates in the presence of Chaos. Hero may spend a Benny to Rationalize (Smarts – 2) the event and avoid these effects.
16-17 Mark of Fear The hero is Shaken and also suffers some cosmetic physical alteration. A white streak forms in the hero’s hair, his eyes twitch constantly, shaking hands, or some other minor physical quirk. This permanently reduces his Charisma by 1.
18 Bad Dreams Sleep becomes disturbed by nightmares and never counts toward recovering Fatigue/Wound levels (Poison, Disease, etc). Unconscious characters recover normally. At the start of each day, the character must make a Spirit roll. On a failure, he has suffered a nightmare during the night and is Fatigued (- 1) for the rest of the day. On snake-eyes, Exhausted. (- 2)
19 Heart Attack Hero is so overwhelmed with fear that his heart stutters. He becomes Incapacitated and must make a Vigor roll at – 2. If successful, he’s Shaken and can’t attempt to recover for 1d4 rounds. If failed, he dies in 2d6 rounds. Healing roll at – 4 saves victim, but he remains Incapacitated.
20+ Corrupted The hero’s mind has become unhinged and the way is open for chaos to exert its corrupting influence on them. Hero is Shaken and must make an immediate Spirit Roll( – 4) minus any current Corruption and minus Creature Fear rating. Failure means the hero gains 2 Corruption. A success causes the hero to gain only 1 Corruption. Raise avoids corruption altogether.

Corruption is an Indication of how close you are to gaining a chaotic taint. Only divine intervention or great quests of contrition can cure corruption. Corruption affects the normal flow of magic and Divine spell users suffer a – 2 per corruption on their divine spell recovery spirit rolls. Possession magic users may only store Smarts – Corruption spells in their mind at a time. Corrupted sorcerers find the concentration necessary for spell casting more difficult and suffer -1 on spell casting rolls per Corruption. Additionally, current Corruption is added to all Fright Table rolls as a weakened Spirit is more easily corrupted. Divine intervention can remove 1 point of corruption per success, but the gods will not answer the pleas of the unrepentant. Walking the conundrum removes 1 point of corruption, but corrupted sorcerers rarely survive the experience and most flee to join the chaos colleges where they are welcomed with open arms.

Every fourth point of Corruption bestows a Chaotic Feature and a permanent Taint. Once tainted you are beyond the reach of divine intervention due to the Concordance. You will trigger temple warnings and defenses for any sane god. However, your god does not always forsake you, and great acts in their name could lead to redemption, but this is rare. Most seek a noble death in line with the views of the cult and pray that their god welcomes them into the halls of silence.


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