====== Fear ====== Certain creatures and horrific scenes may challenge a character's resolve and cause them to make a Fear check (a [[attributes:spirit|Spirit]] roll) when they see them. A success on the [[attributes:spirit|Spirit]] roll means the character manages to overcome the situation and carry on. A failed Fear roll depends on whether the cause of the roll was grotesque or terrifying in nature. * **Fear/Nausea**: If the scene was grotesque or horrific, such as a grisly discovery or learning a secret "Man Was Not Meant to Know," the character is [[rules:shaken|Shaken]] and must make a [[attributes:vigor|Vigor]] roll or suffer severe nausea/mental shock that causes a level of [[rules:fatigue|Fatigue]] for the remainder of the encounter. A natural 1 on the [[attributes:spirit|Spirit]] die (regardless of the [[rules:the-wild-die|Wild Die]]) causes the victim to roll on the [[tables:fright|Fright Table]] as well. * **Terror**: A terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense, and can rattle even the most stout-hearted hero. Extras are typically [[rules:panicked|Panicked]]. Wild Cards must roll on the [[tables:fright|Fright Table]] should they fail their Fear check. Roll 1d20 and add the monster's Fear penalty, if any, to the roll (a –2 adds +2 to the roll, for example). [[rules:fear-becoming-jaded|Becoming Jaded]] //Savage Worlds Deluxe Edition p. 97//