Meeting with terror


Terror throw
In KULT and CHILL, you make a terror throw in a terrifying situation. The victim, should throw a D20 (add any modifications) equal or below his EGO (KULT) or Willpower (CHILL). If he succeeds, he's only scared, but if he fails it can cause some interesting effects. These effect are poorly covered, and not implemented very well. That is why I made this document.

Effects of failed terror throw

What is the effect?
The effect is determined by the dice result, of the failed terror throw throw. A modified terror throw still uses an unmodified dice result. If you feel a specific effect is inappropriate for a certain character or event, pick another effect that is more suitable. i.e. 'Weeps', and 'Pukes' can be ignored in most cases, 'Shits' and 'Pees' are not realistic if you are not threatened. Also, you can add effects if you feel it's realistic.
 
Use the dice result for the appropriate system
Kult Chill Effect
1 1-5 Catatonic, (Shits and pees)
2 6-10 Catatonic
3-4 11-20 Faints
5-6 21-30 Attacks the threat (or Faints)
7 31-35 Paralyzed, (Shits)
8 36-40 Paralyzed, (Pees)
9-10 41-50 Paralyzed, (or Pukes)
11-12 51-60 Screams, Runs away, (Weeps),(Pukes)
13-15 61-75 Screams, (Weeps)
16-20 76-100 Screams

Effects within '( )' should only be used when appropriate.
Hint: Cross out the system you don't use so you don't get confused.

Explanations
Screams
The shocked screams at the top of his voice. Often combined with other effects.

Weeps
The shocked starts to weep. Often combined with other effects.

Pukes
The shocked pukes.

Tries to run away
If he can, the shocked tries to run away. He will run until the danger is out of sight or 1D20 meters if he succeeds with an additional EGO or Willpower throw.

Shit and/or pee
The shocked in his terror, looses control of his muscles. Just hand him a note stating this. When the danger is gone, others have to make a successful Perception throw to find out.

Attacks the threat
The shocked tries to get rid of the threat, and attacks the threat for 1D5 rounds, even if the threat is not able to defend or attack any more. Every time the shocked is hurt, a successful EGO or Willpower throw will make him
regain control of himself.

Faints
The shocked faints for 1D20 rounds. Shaking, or slapping him can make him regain consciousness.

Paralyzed
The shocked is paralyzed for 1D5 rounds, and can't move, or talk. A successful EGO or Willpower throw makes you able to act again. One try per round.

Catatonic
The shocked becomes catatonic for 1D20 minutes. He can't speak properly, and can't move by himself. He must be told where to go. Successful use of First Aid (chock treatment) makes him ok in a few minutes.