New Fear rules inspired by the rules from Beta

By Commediante, in Dark Heresy House Rules

As some of you may know, in Beta version of Dark Heresy 2 Fear rules were very much simplified. Every fear source had specific effect on characters that failed the test, be it gaining corruption or insanity points, fleeing or being paralyzed by fear.

I gave it a thought and decided to try different Fear rules. On a failed Fear test character always receives -10 penalty to all tests and behaves in one way that reflects it's personality and is chosen during the character creation. There are four responses to fear to choose from:

1. Doubtful

When facing overwhelming difficulties or atrocities that freeze the blood in it's veins, character deals with stress by victimizing itself and blaming his superiors, imperial institutions or even the Emperor Himself. The character is quick to question decisions that led him to the source of the fear or let it happen in the first place. Every time the character fails the Fear test it receives DoF number of Corruption Points.

2. Introvert

When failing to resist the fear, the character sacrifices a small part of it's own sanity to prevail. It brakes it's own spirit, to eventually become stronger, molded from the better clay than before (at least in it's own mind). Every time the character fails the Fear test it receives DoF number of Insanity Points.

3. Coward

Character tends to avoid sources of overwhelming fear. It's mind and it's instincts always force it to flee in the face of terror and stop only when the Fear Test is passed. Every time the character fails the Fear test it's next action must be Run. It has to move away from the source of fear as far as possible, even when it requires a test of some sort, like athletics or WS for example. For every DoF received in a Fear Test the character will prefer escape route that imposes -10 bigger penalty to the Test, if that's the shortest (or only) way out. For example if cowardly character fails Fear Test with 2DoF it wouldn't bother that the shortest escape route leads up over the wall that's (-20) hard to climb. It will use it's next action to climb over it.

4. Struggling

Character responses to fear source with shock. It's actions are slowed while it tries to resist the urge to flee or hide and still do something useful at the same time. Every time the character fails the Fear test it can only make Half Action in it's next turn.

3 probably needs some testing. CPs and IPs can also be gained normally, through other means.