Player's Handbook · Chapter 11

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).

d12Effect
1THE SHAKES — Always have last Initiative.
2PRIMAL FEAR — Next SHOCK roll is d6.
31000 LEAGUE STARE — Your mindlessness causes you to leave an item behind.
4VISIONS OF DEATH — −1 to all damage rolls.
5JAMMED — Cannot target for d2 rounds.
6BLIND FIRE — Immediately fire at the nearest enemy (DR16).
7DESPAIR — Lose an Omen (if none to lose, Dark Thoughts).
8DARK THOUGHTS — Damage self with your Side Arm.
9PANIC — Run screaming from battle to the nearest "safe" location, and SHOCK nearby allies.
10CONFUSION — Attack nearest comrade with your strongest weapon.
11ABJECT SORROW — Lay down arms and run directly at the enemy.
12ENDGAME — Fall dead where you stand.
Manual updated Aug 7, 2026.