TEXT: RULES SUPPLEMENT
  
  1
  Expanded Fear
  Credits
  design and development
  J. Scott Zumwalt
  This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY and its logo, are 
  trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games charac-
  ters and character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.  
  www.FantasyFlightGames.com
  This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material 
  is used with permission under the Community Content Agreement for Genesys Foundry. All other original 
  material in this work is copyright 2019 by J. Scott Zumwalt and published under the Community Content 
  Agreement for Genesys Foundry.
  If you have any feedback, issues, or questions contact me on reddit as  
  /u/DrainSmith, Discord as DrainSmith#0001, or email at scott.zumwalt@gmail.com
  Document Version 2.3.0
  
  2
  Expanded Fear
  spending a, t, h, and d on Fear CheCks
  Dice Result
  Effect
  h or d
  Aversion: Add j to all checks involving the source of the fear for the remainder of the encounter.
  hh or d
  Flee: Must perform Move maneuver on next turn to move away from source of the fear. May not make 
  maneuvers toward the source for one round.
  hhh or d
  Frozen: Immobilized and staggered for one turn.
  d
  Terror: Upgrade all checks involving the source of the fear
  dd
  I’m Out!: Immediately leaves the encounter.
  a or t
  Rally: All allies gain j to their next fear checks.
  aa or t
  Guarded: May immediately take the Guarded Stance maneuver for free.
  aaa or t
  Aggressive: Immediately take any maneuver for free.
  t
  Focus: Add j to all checks involving the source of the fear for the remainder of the encounter. 
  tt
  Iron Will: May automatically succeed on all fear checks for the remainder of the session. 
  expanded Fear guidelines
  This guide is intended to expand on the current fear 
  rules available in the Genesys Core Rulebook. The 
  rules here should allow a GM to make fear more of a 
  focus in a game. Included is a new table for spending 
  dice results during fear checks and general guidelines 
  to help fear become a larger part of the experience.
  Fear
  At its most basic, fear is the reaction to a stressful sit-
  uation. Different people will react in different ways to 
  a variety of stimuli. Fear reactions are frequently not 
  rational, well thought out actions. They are instead 
  baser instincts brought about through millions of year 
  of evolution combined with learned behaviors. Small 
  sources of fear can produce simple feelings of anxiety  
  and unease while larger sources can trigger full on fight 
  or flight responses. Sometimes, what one person thinks 
  of as scary is not at all to another and vice versa. 
  It is important to remember how fear checks can 
  make players feel like they are losing agency over their 
  characters. If necessary, GMs should discuss how fear is 
  going to be used in the game. This loss of agency is how 
  a lot of people experience fear. One could argue that 
  fear reactions are exactly that, when we lose control 
  and let the primitive parts of our brains act on instinct. 
  making Fear CheCks
  Discipline is the skill used when making fear checks. 
  This represents a character’s ability to keep control of 
  their reaction to a fear stimulus. Fear checks should 
  only be called for when the GM believes that the 
  characters may react to something in a more realistic 
  way than the players are likely to represent. It can be 
  hard to convey how a character would be frightened 
  of a certain creature when only hearing a vague de-
  scription of it. Being in that moment, smelling the hot 
  breath of an eight foot tall werewolf in one’s face is 
  very different from hearing about it while sitting at a 
  game table.
  using the Fear motivation
  GM should take effort to include how a character’s 
  Fear Motivation could affect or call for a fear check. 
  When a character is facing something that is related to 
  their Fear Motivation, GMs could call for a fear check 
  only for that character. Additionally, if there is a gen-
  eral source of fear and a character’s Fear Motivation 
  relates in some way, GMs are encouraged to add j or 
  jj to the pool. Using the Fear Motivation to call for 
  a fear check means that they can occur during social 
  encounters. The same table below can be used, but the 
  narration of how they play out is likely to be different.
  
SOURCE: textdata/thevault/Genesys/Genesys - Expanded Fear Guidelines Genesys Rules Supplement.pdf