Heresypedia
The Shock Table
Roll a d100 and add 10 for every degree of failure.
01–20 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards he may act normally.
21–40 Fear grips the character and he begins to shake and tremble. He is at a –10 penalty on all Tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping out of it)
41–60 Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a –10 penalty on all Tests until the end of the encounter. The character gains 1 Insanity Point.
61–80 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping out of it, the character will make all Tests with a –10 penalty for the rest of the encounter. The character gains 1d5 Insanity Points.
81–100 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so he may only take Half Actions and is at a –20 penalty to all Tests. The character gains 1d5 Insanity Points. Once away from the danger he must successfully snap out of it to regain control.
101–120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regain consciousness he is still shaken and takes all Tests with a –10 penalty until the end of the encounter. The character gains 1d5 Insanity Points.
121–130 Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is helpless, may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity Points.
131–140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is knocked unconscious. The character gains 1d5 Insanity Points.
141–160 The character crumples to the ground for 1d5+1 Rounds sobbing, babbling and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and at a –20 penalty on all Tests until the end of the encounter. The character gains 1d5+1 Insanity Points.
161–170 The character’s mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character gains 1d10 Insanity Points.
171+ The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of “acute hallucinations” (see Going Insane) for 2d10 Rounds. After the hallucinations fade, the character will make all Tests with a –20 penalty while the encounter lasts. Thecharacter gains 2d10 Insanity Points and takes 1d10 points of permanent Willpower damage.