SHOCK
War leaves its mark on the mind as surely as on the body. Every grvnt ships out with a little SHOCK already — the Dying Lands add the rest.
Starting SHOCK
Every grvnt starts with d2 SHOCK.
Receiving SHOCK
When a grvnt receives SHOCK, test Toughness DR14. On a failure, add d4 to your current SHOCK and immediately resolve the new effect from the SHOCK table below. When losing SHOCK, ignore the new effect.
Remedy
A good night's rest and a full meal will relieve d2 SHOCK. It isn't always enough, though — grvnts have developed peculiar habits to cope (see Vices). The GM may also choose to relieve d2 SHOCK when a grvnt is genuinely relaxed or shares a good interaction during general roleplay — but this is not a common occurrence.
The SHOCK Table
Roll a d12 on the following table (with any permanent modifiers — some grvnts have seen too much to ever shake it).
| d12 | Effect |
|---|---|
| 1 | THE SHAKES — Always have last Initiative. |
| 2 | PRIMAL FEAR — Next SHOCK roll is d6. |
| 3 | 1000 LEAGUE STARE — Your mindlessness causes you to leave an item behind. |
| 4 | VISIONS OF DEATH — −1 to all damage rolls. |
| 5 | JAMMED — Cannot target for d2 rounds. |
| 6 | BLIND FIRE — Immediately fire at the nearest enemy (DR16). |
| 7 | DESPAIR — Lose an Omen (if none to lose, Dark Thoughts). |
| 8 | DARK THOUGHTS — Damage self with your Side Arm. |
| 9 | PANIC — Run screaming from battle to the nearest "safe" location, and SHOCK nearby allies. |
| 10 | CONFUSION — Attack nearest comrade with your strongest weapon. |
| 11 | ABJECT SORROW — Lay down arms and run directly at the enemy. |
| 12 | ENDGAME — Fall dead where you stand. |