Fear Checks

Upon seeing something that should scare someone, the GM should have everyone who witnesses it make a Fear Check. The Fear Check is only to be made the first time the characters encounter the thing they are to be afraid of (unless that thing is a monster, in which case Fear Checks are required the first time the characters see the monster in each new encounter).
The GM should apply a Target Number to the scene the characters are seeing. In the case of a monster, the GM will use the monster's Fear score. The GM then rolls on that number to get a ranked result. This is the Fear Factor.
The GM then has every character who is about to be afraid make a Psyche roll, modified by any Advantages or Disadvantages they may have. Each character's rank of success is known as a Fear Defense Score.
The GM then subtracts each character's Fear Defense score from his Fear Factor for each character. Essentially, he is using his Fear Factor against each character, using the character's Fear Defense score as a Difficulty Rating. The resulting rank is how scared the character is. For example, if he made a Good Fear Factor, and Bob and Bill rolled Fair and Good Fear Defense scores, then Bob would be scared for a Poor amount (Good minus Fair) and Bill wouldn't be scared at all (Good minus Good).
Characters who are made afraid will suffer temporary Psyche loss equal to the rank of their fear times the number of rounds they will be afraid for. Thus, Good-ranked fear would cause you to lose 3 temporary Psyche per round. One round is equal to twelve turns, and a round will be considered any amount of time during a round. For example, being afraid for thirteen turns is considered two rounds, because the character was afraid for one full round and then one turn into the next round.
The following table shows some good amounts to use as a basis when deciding on the Target Number the GM should use:
Fear Target Numbers
Situation 	Suggested Score
Finding a corpse 	40
Witnessing a murder 	50
Watching a fatal car crash right in front of you	60
Realizing your whole body is on fire 	70
Seeing your own arm severed 	80
Watching someone you care about be tortured 	85
Coming across a room full of corpses 	95
Watching a Horror destroy an entire city 	150
The amount of fear a character feels upon failing a Fear Check can cause any number of reactions in addition to the Psyche loss, and the GM is free to decide how each character reacts based on their level of Fear, but the following table may act as a guide for those who prefer a bit more strucure.
Fear Results
With this Rank of Fear...	A Character will react in this way...
Poor 	1d10 turns paralyzed with fear
Fair 	3d10 turns paralyzed with fear
Good 	The character must flee immediately and not stop until they are completely away from whatever caused their fear, and then remain there paralyzed with fear for 5d10 turns
Excellent 	The character must flee immediately and not stop until they are completely away from whatever caused their fear, and then remain there paralyzed with fear for 2d10 rounds
Exceptional 	The character goes into shock and will not revive for 1d10 hours
See the section on Mental Damage for more about Psyche loss.