Terror for Corps

These rules to combine Corps and Kult make extensive use of the terror tables in the Kult 1st Edition Rule Book and GM Screen.

Terror Roll:WIL task roll

General:
Connection to Advantage +value of Advantage
Connection to Disadvantage -value of Disadvantage
Event was unexpected 5
Event disturbs PC's frame of reference 7
Event was expected 5

Mental Balance:
-15 +1
-30 +2
-45 +4
-60 +6
-75 +8

Situations:
Monsters Terror Throw Mod- Varies
Close Encounter- 5
Close friend beaten- 5
Close friend murdered- 8
Seeing other beaten- 4
Beating someone- 6
Committing murder- 7
Being beaten- 5
Being tortured by professionals- 9
Close friend severely injured/killed accidently- 6
Accident without injury- 4
Injured in accident- 5
Seeing close friend raped- 7
Seeing stranger raped- 6
Being raped- 9
Committing rape- 7
Physical effects on self- 6-8
Seeing close friend exposed to event- 5-7

Effects of Shock
Mental Balance Effect
+75 Cannot be shocked or at all effected by terrifying events
+60 Hesitate only a moment (1 round)
+45 Mild shock for 1 minute. No penalty to skills
+30 May cancel the shock with successful WIL roll (versus a 6)
+15 Can act in spite of shock. -1 to all skills
-15 Disadvantages can be kept at bay with a successful WIL roll (versus a 6)
-30 Disadvantages can be controlled by persuasion from others
-45 WIL roll (versus a 7) to prevent you from hurting yourself or others
-60 Disadvantages cannot be controlled
-75 Disadvantages cannot be controlled, physical changes can occur

Reactions: 1-2 = screams, 3-4 = weeps, 5-6 = faints, 7-8 = runs away, 9-10 = catatonic shock

Effects of Disadvantages:
Animal Enmity- Fit of rage. Attack all animals on sight and try to kill them
Bad Luck- Disasters galore
Bad Reputation- Lives out the rep. Provokes people. Acts on negative impulses
Curse- varies
Death Wish- More than usually reckless
Depression- Gorges on self pity. Loses all initiative. Unable to act
Drug Addiction- Must get some and anything will do
Egotism- No longer gives a damn about anyone or anything. Could sell out people for zip
Fanaticism- Accuses the enemies of the faith for the shock.
Lashes out wildly at them
Forgotten- Breakdown. Asks complete strangers if they recognize him
Greedy- Becomes totally obsessed with money
Habitual Liar- Unable to utter a true word
Haunted- Critter magnet
Innocently Blamed- Takes everything bad that happens upon self
Intolerance- Aggressively accuses everyone and everything for the shock
Maimed- Anxiety over physical appearance. Must hide, or try further mutilation to self
Mania- Becomes hyperactive. Can't sleep, rest or hold normal conversation
Mental Compulsion- Performs the compulsive act maniacally
Mental Constriction- Memories come back causing anxiety
Mistaken Identity- Mental disorientation. Believes and acts as the identity
Mortal Enemy- Begin manic search for enemy and attacks. Blames enemy for the shock
Nightmares- As soon as sleep hits
Oath of Revenge- Begin manic search for enemy and attacks. Blames them for shock
Paranoia- Panic. They are everywhere and they are coming now.
Persecuted- Provoke people to get in trouble
Phobia- Uncontrollable. Hallucinations of phobia. Seeks out the phobia
Rationalist- Try to suppress event. Refuse to hear of it or acknowledge what caused it
Reckless Gambler- Must gamble now, with anyone and for anything
Schizophrenia- Hallucinates. Hears voices. Suffers delusions. Loses contact with reality
Sexual Neurosis- Must act on it here and now and with anyone at hand
Sexually Tantalizing- Yields totally. Will do anything at all for sex
Split Personality- Switches wildly between personalities
Touchy- State of permanent rage
Unwilling Medium- Evil spirits possess at will
Wanted- Exposes self to pursuers. Come and get me...if you can
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