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Badfatcat23

preparation for GMing in RT

Jun 28th, 2015
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  1. Fear (1): Disturbing
  2. Fear (2): Frightening
  3. Fear (3): Horrifying
  4. Fear (4): Terrifying
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  7. Corruption Causes:
  8. a. Warp Shock (kl jadi gila karena ngelian Daemon)
  9. b. Rending the Veil (kalau nekad colek2 warp)
  10. c. Sorcery (termasuk witnessing dread rituals, daemon summoning)
  11. d. Knowledge and Blasphemous LORE (forbiddenlores are source of Corruption)
  12. e. Dark Deeds (appease Daemon, pursuing forbidden lore)
  13. f. Vile Persuasion (membujuk orang appease Daemon, converting people memuja Daemon)
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  15. • Disturbing (0): Viewing the scene of a gruesome murder, minor unknown supernatural or psychic phenomena—strange lights, spectral voices, or weeping statues, for example.
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  18. • Frightening (–10): Meeting someone known to be dead, being buried alive, major supernatural or psychic phenomena—the skies raining blood or a painting forming shrieking mouths, for example.
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  21. • Horrifying (–20): Sudden, shocking and inexplicable death (the man next to you on the shuttle suddenly dies, vomiting maggots), hideous moments of revelation (finding yourself covered in blood, surrounded by bodies with a meat cleaver in your hand and no memory of how you got there), the dead rising across a whole planet.
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  24. • Terrifying (–30): Experiencing a full-scale daemonic incursion, discovering your failure is responsible for the deaths of millions, staring unprotected into the warp.
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  27. Fear Tests in non-combat situations are very much the GM’s call as to when and where they occur and should not be considered to be automatic. They should instead be used to build dramatic tension, as their over-use will diminish their effectiveness and novelty, as well as grind down the player characters. That having been said, here are a few appropriate
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