I remember that someone had done some Fear mechanics for an issue of GDW's Challenge and I think I used that as a basis for my own Fear rules.
The following is basically a cut & paste of some rules for Fear from my DC-London site
https://sites.google.com/site/darkconsp ... onventions
This page has some additional house rules under the coverall title of "Fear, Fatigue, Panic and Pain" in my attempt to make DC a little harsher.
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Fear
Dark Conspiracy is a game about fear, fear of what the government is doing (or not doing), fear of the corporations and their intentions, fear of the heavy hand of the law, fear of unemployment, fear of your neighbours, fear of criminals, fear of strangers and fear of the future. Into this mix has come another fear. Closely allied to the fear of the unknown, this is the fear of the strange creatures that have entered the world, creatures spoken of only in myth and horror stories.
In certain circumstances, it will be necessary for the PCs to roll for a Fear Check. This is tested against their Willpower Asset, (difficulty is determined by the Referee).
If the Character passes the Fear Check, they can act as normal during their turn.
If the Character fails the Fear Check, they have succumbed to the terror of the situation and they lose the ability to act in that particular turn.
Exact effect upon the PC is up to the Player
however it must always be kept in mind that the Character is in a state of sheer terror; any normal person will typically either run in fear, freeze in place or curl up in a ball and tried to avoid acknowledging the world around them.
A terrified Character may attempt a Fear Check in their next turn in an attempt to ‘snap out of it’. This test is at one Difficulty Level lower than the original test and if passed, the PC has shaken themselves free of their fear and can get back into the action on their next turn (i.e. the second turn after they initially failed the Fear Check). If they score an Outstanding Success, they can take their action immediately instead of waiting until their next turn even if this places them out of their Initiative phase.
If they suffer a Catastrophic Failure, the PC is panic-stricken and is reduced to one thought – to flee. The only action available to the PC is to run away from the source of their fear. If flight is impossible, they drop to the floor and whimper & quiver (or any other
appropriate action the Player believes their Character would do).
If the Character has suffered a Catastrophic Failure, they will remain useless until the source of the fear has gone. Only then can they attempt their Fear Check again (EASY: Willpower). Alternately, if a friend is able to assist the PC, they can try to motivate them even if the source of fear is still present (DIFF: Willpower) or the friend can wait until the source of fear is gone and try to motivate the Character (EASY: Willpower).
Note that this test is made in addition to any checks for Panic.