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In fear, there has to be certain subsections of rules that govern uncontrollable actions to make the behaviou seem more believable. Synergistically, we can use these rules as prescripted events for particular triggers that go beyond random permutations of combat. For example, seeing an enemy sacrificial shrine as a line of sight environmental trigger can select from a range of results of a small group of columns that encompass extreme anger and disgust. Similarly, a creature with a preternatural ability to confuse and beguile enemies within a certain radial distance of them can make use of a certain degree of that table too.

"I can't remember if dungeon keeper had a fear mechanic, I'm thinking not. They fought exclusively to the death [except imps].

Baldur's Gate was a bit more fleshed out. The characters had "morale" status that diverged from standard to panic and beserk. Panic was fleeing and covering while beserk meant attacking whoever was nearest indiscriminantly, both beyond self preservation.

Standalone stations where orphanable actions can be commited."-08/12/12.