Cover artist - Stuart Manning |
|
| Fear | |
| Series: | Big Finish - Explored Worlds - Cyberman |
| Release Number: | 2 |
| Main Character: | Paul Hunt Samantha Thorne |
| Featuring: | |
| Enemy: | The Cybermen, Androids |
| Setting: | |
| Writer: | Nicholas Briggs |
| Director: | Nicholas Briggs |
| Post Production: | Nicholas Briggs |
| Publisher: | Big Finish |
| Release Date: | October 2005 |
| Format: | 1 CD |
| Prod. Code: | BFPCYBESCD02 |
| ISBN: | ISBN 1-84435-118-1 |
| Previous Story: | Scorpius |
| Following Story: | Conversion |
Contents |
There is a conspiracy at the heart of Earth’s Government.
The Orion War situation is worsening by the day. The human race is sleepwalking towards extinction. Now the time is right for the next phase of the Cyber plan to begin.
THERE IS NOTHING TO FEAR...
to be added
to be added
to be added
to be added
to be added
| Fear | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
| Linear | Line of Sight | Free Squares | Boost Range | Fatal |
|---|---|---|---|---|
|
|
|
|
|
|
Caution: Monsters' elemental/neutral damage is modified by their statistics, which are in majority unknown.
| Lvl | Effect | Crit | AP | Ra | Critical | Casts per | Cd | Caster level |
||
|---|---|---|---|---|---|---|---|---|---|---|
| Hit | Fail | Tgt | Trn | |||||||
| 1 | Repels to the target cell | - | 2 | 2-2 | - | 1/100 | - | - | - | 60 |
| 2 | Repels to the target cell | - | 2 | 2-3 | - | 1/100 | - | - | - | 60 |
| 3 | Repels to the target cell | - | 2 | 2-4 | - | 1/100 | - | - | - | 60 |
| 4 | Repels to the target cell | - | 2 | 2-5 | - | 1/100 | - | - | - | 60 |
| 5 | Repels to the target cell | - | 2 | 2-6 | - | 1/100 | - | - | - | 60 |
| 6 | Repels to the target cell | - | 2 | 2-7 | - | 1/100 | - | - | - | 160 |
This spell repels allies or enemies in close combat to the targeted cell. The spell does not cause damage when the target is pushed against an obstacle.
|
|
||||||||||||||||||||||||||
|
||||||||||||||||||||||||||
Fear (フィア Fia) is a White Magic spell that usually attempts to make enemies run away.
Contents |

Fear, also known as FEAR in the Famicom release, is a level 4 White Magic spell which attempts to drive all enemies away in terror. It has a rather low success rate.
The spell can be bought at Elfheim and can be learnt by the White Mage and White Wizard job classes. In the Dawn of Souls and 20th Anniversary Edition releases it costs 10 MP to cast.
Fear, also known as Peep in a fan translation, is a White Magic spell which increases the chances that one or all enemies will flee in the next round. The success rate increases with the level of the spell. Any character can learn Fear by having them use the Fear Tome (called the Fear Scroll in the Origins release).
| Fear Tome | |
|---|---|
| Effect | Allows the target to learn Fear when used outside of battle. Casts Fear VIII on all enemies when used in battle. |
| Buy In | Bafsk, Mysidia |
| Find In | N/A |
| Won From | N/A |
| Cost | 800 gil (Origins) |
| 600 gil (Dawn of Souls, 20th Anniversary Edition) | |
Fear is an enemy-only ability in Final Fantasy XII, it depletes one character's MP by 75%. A stronger version, namely Fearga, depletes 95% of all targets' MP in range.
| Fear | |
|---|---|
| [[Image:|px|Image of Fear]] | |
| Statistics | |
| Real name | Todd Andrews |
| Ring Names | {{{names}}} |
| Height | 6'09" |
| Weight | 275 lbs. |
| Date of birth | December, 26 1975 |
| Place of birth | Alkatraz Island, CA |
| Date of death | |
| Place of death | |
| Resides | |
| Billed from | |
| Trainer | |
| Current federation(s) |
New Era Wrestling (2003-Present) |
| Previous federation(s) |
Extreme Championship Wrestling (1999-2000) Champinship World Fantasy Wrestling (2000-2001) Alpha Omega Wrestling (2001) Primetime Championship Wrestling (2001-2002) NeWave Wrestling (2002-2003) |
| Handled by | |
| Win/Loss Record | {{{winloss_record}}} |
| Debut | |
| Retired | {{{retired}}} |
Fear was born in 1976 on Alcatraz Island to an ex con mother on the run from the law. After growing up through many foster homes, Fear was adopted by a high school wrestling coach in Indianapolis, IN. He instantly picked up the sport which kept him out of trouble. After that father died, Fear went to live with his father's friend, a professional wrestling trainer.
He trained for 3 years and wrestled underground for 6 months. After recieving very high marks for the use of his brain in and out of the ring. Fear prides himself on the research he does on his opponent, and practices the opponents finisher hundreds of times before the match, then uses it against them as the ultimate humiliation.
After a small start in an independent federation known as Extreme World Championship Wrestling (XWCW), that brand transformed into Championship World Fantasy Wrestilng (CWFW) where Fear had a small feud with then World Champion Supreme. After making a name for himself by participating in a scoffold match against Supreme, to which he lost, Fear left CWFW after it closed it's doors and helped create a federation consisted of CWFW wrestlers and new talent called Alpha Omega Wrestling. Due to conflicts with the front office, Fear decided that managing a fed wasn't for him, and joined an elite federation known as Primetime Championship Wrestling. The high caliber of talent in this federation caused Fear to hone his skills, and he became known in the federation as a hardcore wrestler, eventually winning the hardcord title in a match to which he was pronounced dead for three minutes from drowning in a pool during the match.
After PCW closed it's doors, Fear learned that some old CWFW/AOW wrestling stars had created a federation deemed NeWave Wrestling. The caliber of talent in this federation was almost that of PCW, so Fear knew it'd be a great fit. After NeWave aquired ICE wrestling, the fed seemed to be getting stronger, but as with most federations, upper management couldn't handle the influx of talent, and Fear was again left jobless.
After about a year, training and inventing new moves and wrestling styles, Fear heard of a federation known as New Era Wrestling, that had just morphed from w187, which housed some members of the Rampage World Wrestling Federation (RWW) wherein contained members of the old CWFW, including Supereme and Darkfalls, Fear's mentors. Upon attending some live tapings of the federation, Fear was hooked, and contacted Sean Cole to see about getting a contract with NEW. Fear hoped to make a huge impact in N.E.W. And show everyone the real meaning of "mind games".
During his rookie year with NEW, Fear won the World Title, World Tag Titles, and was coined the "leader" of the Fire brand while it was competing against Bloodzone. The first Collision Course PPV was main evented by Fear and Matt Michaels, and some say it's the best match in New Era history.
After taking a sudden hiatus from NEW in late 2005, Fear travled to Mexico to learn the ways of the luchador. After shedding a few pounds, his high risk antics were the stuff of legends, as his size was no match to his agility and ring prowess. Known as Miedo Muerte, he shot to the top of the AAA wrestling federation winning their two top belts. But something was always missing, so he packed up and headed back to the US, now that he has renewed his passion for the sport he loves, and back in the federation that he halped make famous, the New Era legend is coming to make a claim at the hall of fame, and win back, the Ultimate Title.
It's no longer about being a legend anymore, it's about the glory that comes with the status of...the best.
Fear is a central theme in Lost as the survivors face countless perils and challenges. Almost each and every one of the characters has experienced fear in some form, be it from the natural dangers or the challenges posed by the Island.
Contents |
| This page contains a list of all the comics included in this volume of the series. If you have found something that is not seen on this page, please add it to this list. (This template will categorize articles that include it into Category:Comic Lists.) · Images from Fear Vol 1 |
|
Back to title selection : Comics F : Fear Vol 1
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() Oct, 1972 |
![]() Dec, 1972 |
![]() Feb, 1973 |
![]() Apr, 1973 |
![]() June, 1973 |
![]() Aug, 1973 |
![]() Sept, 1973 |
![]() Oct, 1973 |
![]() Nov, 1973 |
![]() Dec, 1973 |
![]() Feb, 1974 |
![]() Apr, 1974 |
![]() June, 1974 |
![]() Aug, 1974 |
![]() Oct, 1974 |
![]() Dec, 1974 |
![]() Feb, 1975 |
![]() Apr, 1975 |
![]() June, 1975 |
![]() Aug, 1975 |
![]() Oct, 1975 |
![]() Dec, 1975 |
See Also:
Back to title selection : Comics F : Fear Vol 1
Fear was an evil magic spell available before the evil and good magic skills were merged into one spellbook. It required three body runes and one mind rune.
Contents |
Fear was cast on an attackable NPC to allow a player to avoid combat with that NPC. Fear had two entirely different effects, depending on the state of the target NPC:
When Fear was cast on an NPC engaged in combat with the casting player, the NPC would retreat from combat, and stop being aggressive toward the casting player. This was often used as a move of desperation for players overwhelmed by the target NPC.
When Fear was cast on NPCs not engaged in combat, the spell would make the NPC "disappear." Essentially, the NPC would appear to log off, just as a player would. No bones would be left behind, and minutes later, the NPC would respawn as normal. While it is unknown whether this effect was a bug or not, many players used the spell as a joke on other players who were trying to train combat, casting fear on others' training targets. Other players used it to steal kills, much to the annoyance of others.
Spirit wolf - A similar effect found by a Summoning familiar.
Fear was an Imperial Nebulon-B Frigate that attempted to stop Yali and Maria on their way to Hoth. She was destroyed on that attempt by combined efforts of fleets and Red Squadron's B-wings.
| Fear | ||
|---|---|---|
|
||
| English: | Fear | |
| Attribute: | Spell Cards |
|
| Property: | Continuous |
|
| Card Lore: | As long as this card remains face-up on the field, both players skip their Draw Phase. Discard 1 card during each of your End Phases. If you cannot, this card is destroyed. | |
| Sets with this Card: | Forbidden Reflections - FR-EN044 - Secret Rare | |
| Card Limit: | Forbidden | |
| Other Card Information: | Gallery - Rulings Appearances Tips - Errata - Trivia Lores - Artworks - Names |
|
Contents |
Fear is the mind-killer. Fear is the little death that brings total obliteration. --Frank Herbert
Or, in terms of CoX game mechanics, Fear is a Status Effect, like disorient, or knockback. A mob or player under the affects of a Fear power will cower in terror for the duration of the power. NPC enemies sometimes run a short distance, but mostly stand still and cower. Fear, in some cases, also causes an accuracy debuff. Most importantly, while Fear is in effect, the target cannot attack unless it is attacked first. Then the target can either perform one counter-attack, or run away for 10 seconds, after which it will go back to cowering until the Fear effect wears off. Note that, unlike a hold, Fear does not detoggle its target.
All status effects work the same way. The target has both Resistance and Protection. In order for the attack to take effect, it must have a Magnitude greater than (not equal to) the Protection. Attacks can stack in order to overcome a target's Protection. The duration of the effect depends on the target's Resistance.
PVE: Minions have a Protection of 1. Lts are 2. Bosses are 3. Elite Bosses are 6. The Purple Triangles of Doom on an Archvillain or Hero add 50 while they are up. Some specific enemies are resistant to fear.
PVP: Players have a Protection of 1. Dark Armor and Ninjitsu status protection adds an additional 10. Certain ally-only buffs can add as much as an additional 13.
Anyone can obtain a fear inflicting power through the power pools, but there are also a few fear inducing powers scattered among the primaries and secondaries for Scrappers, Brutes, Stalkers, Defenders, Controllers, Dominators, and Blasters.
The third and fourth powers of the presence pool are fear powers. Like with any Power Pool, players must take either the first or second power in the pool in order to have access to the third power, and must take two of the first three powers before taking the fourth.
| Intimidate Ranged single target. Mag 2-3. The third power in the Presence power pool. Causes 8 seconds of mag 2 fear, plus a 30% chance of mag 3 (additional mag does not proc on players). Recharge time is 30 seconds. |
| Invoke Panic PBAoE. Mag 2. The fourth power in the Presence power pool. Causes 8 seconds of mag 2 fear. Recharge time is 60 seconds. |
| Touch of Fear Mag 3. Melee, single target. Scrappers, Brutes, and Stalkers have access to this power from the Dark Melee attack powerset. |
| Cloak of Fear Mag 2 for Stalkers and Scrappers, Mag 3 for Brutes. PBAoE Toggle power Scrappers, Brutes, and Stalkers have access to the Dark Armor defensive powerset. |
| Terrify Mag 3. Ranged cone. Controllers and Dominators have access to the Terrify power through the Mind Control powerset. It inflicts minor damage as well as causing fear. |
| Fearsome Stare Mag 2. Ranged cone. This power is available to Defenders, Corruptors, and Masterminds through the Dark Miasma set, but not Controllers. Note that the Dark Servant pet in Dark Miasma can not cast Fearsome Stare. Also note that Petrifying Glare in the same powerset is not a fear power; it is a hold. |
| Spectral Terror Mag 3 Controllers, but not Dominators, have access to the Illusion powerset, which includes Spectral Terror. This power creates a ghastly apparition which projects Fear in a cone. The apparition does not move. |
| Tornado Mag 1? Storm Defenders can cast Tornado. One of the minor side-effects of this power is that it sometimes causes fear. |
| Scare Mag ? This power is available to Blasters with the Mental Manipulation secondary power set. |
| Thaw Ranged Resistance+Free, Ally Part of the Thermal Radiation powerset available to Corruptors. Frees an ally from and provides Protection against Disorient, Hold, Sleep, Immobilize, Confusion, and Fear. Also increases resistance to Cold damage and Slow. |
| Antidote Ranged Resistance+Free, Ally Part of the Poison powerset available to Masterminds. Frees an ally from and provides Protection against Disorient, Hold, Sleep, Immobilize, Fear and Confusion. Also provides resistance to Toxic and Cold damage, as well as a large amount of resistance to Sleep effects. |
| Clarity Ranged Resistance+Free, Ally Part of the Sonic Resonance powerset available to Controllers, Corruptors, and Defenders. Frees an ally from and provides Protection against Disorient, Hold, Sleep, Fear, Confusion, and Immobilize. Also increases Perception. |
| Clear Mind Ranged Resistance+Free, Ally Part of the Empathy powerset available to Controllers and Defenders. Frees an ally from and provides Protection against Disorient, Hold, Sleep, Fear, Confusion, and Immobilize. Also increases Perception. |
| Indomitable Will Resistance, Self Part of the Psionic Mastery Ancillary pool available to Controllers. Provides defense to Psionic damage and Protection against Sleep, Fear, Hold, and Disorient. |
| Kuji-In Rin Toggle Resistance, Self Part of the Ninjitsu powerset available to Stalkers. Provides Protection against Sleep, Fear, Hold, Immobilize, Confuse, and Disorient. |
| Obsidian Shield Toggle Resistance, Self Part of the Dark Armor powerset available to Brutes, Scrappers, and Stalkers. Provides Protection against Sleep, Fear, Hold, and Disorient. Also provides resistance to Psionic damage. |
| Shadow Fall Toggle PBAoE Resistance, Self+Ally Part of the Dark Miasma powerset available to Corruptors, Defenders, and Masterminds. Provides Stealth, minor Defense to all damage types, and Resistance to Psionic damage, Negative damage, and Energy damage. Also provides protection against Fear. |
| Stimulant Ranged Resistance+Free, Ally Second power in the Medicine pool. Frees an ally from and provides protection against Immobilize, Sleep, Disorient, Hold, Fear, and Confuse. |
| Tactics Toggle PBAoE Resistance, Self+Ally Third power in the Leadership pool. Provides a bonus to ToHit, increases Perception, and provides resistance to Fear. |
| Break Free Resistance+Free, Self This inspiration frees from and provides protection against sleep, hold, immobilization, disorient, fear, confuse, knockback, repel, taunt, and placate. |
| Emerge Resistance+Free, Self This inspiration frees from and provides Protection against sleep, hold, immobilization, disorient, fear, confuse, knockback, repel, taunt, and placate. |
| Escape Resistance+Free, Self This inspiration frees from and provides protection against sleep, hold, immobilization, disorient, fear, confuse, knockback, repel, taunt, and placate. |
| Fear Resistance (Empowerment) Resistance, Self This Empowerment Buff provides resistance to Fear for an hour. |
|
|