Terror (Active +0%), effects of Will and Telepathic Talent
A new-to-GURPS player wants a psi character in a 150CP campaign I'm prepping and I'm helping her on character building. One of the (few) powers taken is Terror with the Active (+0%) modifier from Powers and Telepathic (-10%), so a telepathy-based single target 10 yard range quick contest of Will between the PC and the target to determine the penalty on a Fright Check. All well and good. However:
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I, personally, don't think that sounds right. |
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Re: Terror (Active +0%), effects of Will/Telepathic Talent/Heat of Combat
One more question about active terror, or terror in general; in the section of Basic regarding Fright Checks (can't remember the page right now), there is a +5 modifier to Will on a standard Fright Check if the target is in the heat of combat at the time that the frightening thing occurs. I'd imagine this is applicable in the case of seeing Cthulhu rise from the swimming pool while you're engaged in a mortal swordfight with a bunch of ninjas, but for Active Terror it (a) doesn't seem to fit with the narrative idea of the power and (b) makes it effectively useless except for scaring randome people on the street one at a time. Any RAW ruling I missed here regarding this, or house rules?
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Re: Terror (Active +0%), effects of Will and Telepathic Talent
What is "Strong Will"? I have never seen it in any of my books.
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;-P |
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Darn kids! |
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