If final, modified Will exceeds 13, reduce it to 13 for the purpose of the Fright Check.
This means that there's no way to ever not fail a fright check at least 16.2% of the time (unless you have Unfazeable; or 9.25% of the time with Rule of 15/Brave; GURPS Power Ups 2: Perks p. 13, GURPS Monster Hunters 1: Champions p. 25) no matter how many positive modifiers apply.