The creeps and freaks lurking in the Scooby-Doom-iverse are some of the most terrifying in existence. Their mere presence turns bustling villages into ghost towns veritably overnight!
Detailed below is the mutatious method used to accomplish such hair-raising feats of spookification!
Fear Generation (Mental): The mutant projects powerful waves of psychic energy that send all victims within a 30' radius into blind panic. The mutant makes a Mental Attack against each target within range; those affected run away in a random direction for 2d6 rounds. And upon recovering, victims suffer a -3 To Hit penalty to all attacks (including Mental!) directed at the mutant for another 1d8 rounds. This ability is usable 4 times per hour.
This mutation weakens when used against those who have already suffered its effects; the mutant suffers a cumulative -1 to its Mental Attack roll each time Fear Generation is used on a prior victim. (Yes, victims gradually lose their fear response.)
Even when not actively using Fear Generation, the mutant's psionic emanations disturb the local denizens. Anywhere the mutant travels, all sentients and animals within a 2-mile radius feel a sense of unease and foreboding, with corresponding nervousness, jumpiness, and disrupted sleep patterns. Those with Willpower scores of 11- generally uproot and move their entire families from the area within days of the mutant's arrival.