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Terror and Fear Checks.

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Terror and Fear Checks. Empty Terror and Fear Checks.

Post by doomedelf Fri Aug 19, 2016 3:30 pm

Terror

p. B93, P86
30 points + 10 points per -1 to Fright Check
You can unhinge the minds of others. There are many way this effect can manifest: a chilling howl,mind-warping body geometry, or even divine awe or unbearable beauty. When you activate this ability, anyone who sees you or hears you (choose one when you buy this trait) must roll an immediate Fright Check (see Fright Checks, p. 360).
Modifiers: All applicable modifiers under Fright Check Modifiers (B. 360). You can buy extra penalties to this Fright Check for 10 points per -1 to the roll. Your victims get +1 per Fright Check after the first within 24 hours.
If a victim succeeds at his Fright Check, he will be unaffected by your Terror for one hour. Add the Melee Attack limitation (p. B112) if your Terror affects only those you touch.

A few entities provoke strong reactions other than fear. Gods and angels induce awe, while weird extradimensional creatures cause mind-boggling confusion. At the GM’s option, Awe and Confusion are separate advantages. Use the rules for Terror, but Fright Checks become “Awe Checks” or “Confusion Checks.” All the rules for Fright Checks apply to these rolls, including modifiers for advantages and disadvantages (see p. B360). The only difference is that failures go to the Awe and Confusion Check Table (p. P85).


Alternatives


An attack that causes the victim to halt in his tracks is an Affliction (p. P39), often with an enhancement such as Daze, Ecstasy, or Hallucinating. To exercise more subtle control over a victim’s emotions, use Mind Control (p. P61) – possibly with the Emotion Control enhancement.


Special Enhancements



Godlike beings often have the “irresistible attack” level of Cosmic (p. B103). Victims get no benefit from advantages such as Fearlessness and Unfazeable (unless those traits are Cosmic), and suffer their tormentor’s choice of Awe, Confusion, or Terror if they fail their Fright Check.
Active: Your Terror doesn’t affect everyone nearby – it’s a direct mental attack on one victim. Your target must be within 10 yards (modified by Increased or Reduced Range), and able to see or hear you. You must take a Concentrate maneuver to affect him. Roll a Quick Contest of Will with your subject. He’s at -1 for each -1 to Fright Checks you bought. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his mar- gin of failure. +0%.
Presence: Your physical presence within 10 yards is enough to cause Fright Checks, even if your victims can neither see you nor hear you. You could be locked in a coffin and still terrify those who stray too close. Each level of Area Effect doubles your radius, but the GM should consider forbidding huge areas. +25%.

Special Limitations

Always On: You cannot turn off your Terror to engage in normal social activities. This limitation often accompanies the extreme levels of Appearance – usually Hideous or worse, but possibly also Transcendent! -20%.


Fear Checks

A Fright Check is a Will roll made to resist fear. Fright Checks can occur as often or as rarely as the GM wishes. In a horror campaign where ordinary people meet shockingly gruesome Things, Fright Checks might be very common! With only minor adaptation, the GM can use these rules for awe, confusion, etc. as well as fear. As a general rule, “ordinary” frightening things do not require Fright Checks. Fright Checks are for events so unusual and terrifying that they might stun or even permanently scar someone. What counts as “ordinary” depends on the characters and the setting. This is one place where a character story can be helpful! An ordinary, 21st-century American might have to make Fright Checks for encounters with monsters, dead bodies, and the supernatural. A battle-hardened commando in the same game might not have to roll for dead bodies. And in a fantasy campaign, all these things may be quite normal . . . threatening, but normal. On the other hand, a fantasy character might have to make a Fright Check if transported to the 21st century and given a ride down the interstate . . .

Fright Check Modifiers

The following modifiers are cumulative.
Advantages and Disadvantages: Any Fearlessness bonus or Fearfulness penalty; +2 for Combat Reflexes, or -2 for Combat Paralysis.
Other modifiers are conditional: -1 to -4 for Cowardice when your physical safety is at risk; +1 for Daredevil when charging into a scary situation; +1 for Higher Purpose when confronting threats you are sworn to oppose; +1 to +4 for Xenophilia when confronting monsters. Unfazeable characters don’t make Fright Checks!
Bodies: +6 for a peace full looking body, prepared for burial; +2 for a dead body with no signs of violence; no modifier for most victims of violence; and from -1 to -3 for grisly mutilations. Apply another -6 if the victim was your Dependent!
Heat of Battle: +5 if you are in combat when the terrifying thing happens or you first notice it.
Monsters: A given monster might give a basic -1 to -10 to Fright Checks. For hordes of monsters, roll at -1 for 5 monsters, -2 for 10, -3 for 20, -4 for 50, and -5 for 100 or more.
Physical Circumstances: -1 if the body, monster, etc. touches you; +1 if you witness it at a great distance (at least 100 yards); or +3 if you view it remotely (using Clairsentience, closed-circuit TV, etc.). Apply -1 if the area is physically isolated, -1 at night or in the dark (or in daylight, if you’re a night-dweller!), and -2 if you are (or think you are) alone.
Preparation: +1 if you have previous personal experience with this kind of threat; +1 per exposure to this particular threat in 24 hours; +1 to +3 (depending on the quality of the report) if you learned the details of this particular situation before you witnessed it.


The Rule of 14

If final, modified Will exceeds 13, reduce it to 13 for the purpose of the Fright Check. This means that a roll of 14 or more is automatically a failure. This rule does not apply to other Will rolls (resistance rolls, rolls to avoid distraction, etc.) – only to Fright Checks.

Fright Check Table

When you fail a Fright Check, roll 3d, add your margin of failure on the Fright Check, and consult the table below. This sometimes gives implausible results. The GM should either reroll these or change them to some- thing more appropriate – especially for Fright Checks stemming from awe (e.g., divine beauty) or mind-warping complexity (e.g., otherworldly geometry or radical philosophical concepts) instead of fear. Many of these results give a new mental quirk or disadvantage. The GM assigns this trait, which must be related to the frightening event. If possible, it should also be related to the victim’s existing mental traits! Traits acquired this way reduce the victim’s point value.
doomedelf
doomedelf
Admin

Posts : 331
Join date : 2016-04-07

Character sheet
Name: Ceffer Hawk
HP:
Terror and Fear Checks. Left_bar_bleue13/13Terror and Fear Checks. Empty_bar_bleue  (13/13)
FP:
Terror and Fear Checks. Left_bar_bleue12/12Terror and Fear Checks. Empty_bar_bleue  (12/12)

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Terror and Fear Checks. Empty Fright Check Table

Post by doomedelf Fri Aug 19, 2016 3:41 pm

Fright Check Table:
doomedelf
doomedelf
Admin

Posts : 331
Join date : 2016-04-07

Character sheet
Name: Ceffer Hawk
HP:
Terror and Fear Checks. Left_bar_bleue13/13Terror and Fear Checks. Empty_bar_bleue  (13/13)
FP:
Terror and Fear Checks. Left_bar_bleue12/12Terror and Fear Checks. Empty_bar_bleue  (12/12)

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Terror and Fear Checks. Empty Awe and Confusion Check Table

Post by doomedelf Fri Aug 19, 2016 3:50 pm

Awe and Confusion Check Table

When you fail an Awe or Confusion Check, roll 3d, add your margin of failure on the Check, and consult the table below. Many entries give different outcomes for Awe and Confusion – read carefully. If new quirks or disadvantages result, the GM chooses these traits, which should suit the circumstances of the Check.
Awe and Confusion Check Table:
doomedelf
doomedelf
Admin

Posts : 331
Join date : 2016-04-07

Character sheet
Name: Ceffer Hawk
HP:
Terror and Fear Checks. Left_bar_bleue13/13Terror and Fear Checks. Empty_bar_bleue  (13/13)
FP:
Terror and Fear Checks. Left_bar_bleue12/12Terror and Fear Checks. Empty_bar_bleue  (12/12)

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Terror and Fear Checks. Empty Re: Terror and Fear Checks.

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