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#1 |
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Join Date: Dec 2007
Location: Brooklyn, NY
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I found it odd that the Terror advantage was ignored, with not so much as a mention in the advantages list, and with few templates having it (instead having Afflictions like the Horrifying Window ones), even though it's the most direct way to cause Fright Checks.
Also, I'd have liked to see a modifier (possibly Cosmic) that officially granted a Terror ability that could cause Sanity blasting Fright (Madness) Checks. Would that be Cosmic +50%? Also no mention of Awe and Confusion, which could have places in a Cosmic or other Horror game. And I've always wondered if there was an official ruling on whether Awe and / or Confusion could be mitigated (or made impossible) by Fearlessness and Unfazeable.
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-JC |
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#2 | ||
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Join Date: Jul 2007
Location: One Mile Up
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Quote:
Quote:
--4e Powers, p 84 |
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#3 | |
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Join Date: Dec 2007
Location: Brooklyn, NY
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I'd want to build a Terror-based ability that hit that Unfazeable guy with an immediately Sanity-Blasting Fright Check wherein they only got a +8 to resist. On that note, if Unfazeable only gives +8 (as opposed to full-on Immunity) to Sanity-Blasting Fright Checks, what is the effect of Fearlessness (or, for that matter, Fearfulness - also not mentioned in Horror) on them? Would a Fearlessness +8 only work at +3 (and then, what if its intermediate and lower levels)?
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-JC |
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#4 | ||
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Join Date: Aug 2004
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Upgrading Terror: I think something like a Lingering Effect Cosmic (+100%) would be needed to bump it up to Sanity-Blasting level. Effects of Fearlessness and Fearfulness: Given the lack of special mention regarding them, it seems reasonable to assume that both work normally when making a Sanity-Blasting Fright Check. |
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#5 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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We don't call out existing traits in new books merely to say, "Hey, this trait is really appropriate!" We spend our limited words on traits when said traits need extra rules for a particular genre or setting, notes on how to interact with other things in the book, new modifiers or specialties, and/or warnings about being overpowered or worthless in the book's context. "Scary monsters ought to have Terror" is obvious and not especially useful information, much like "Geniuses ought to have high IQ." I wouldn't use the word "ignored" for Terror, given that Horror mentions it alongside Affliction (which does need extra rules and examples) on p. 12, calls it out for the Fear and Madness powers on pp. 31-32, and assigns it to over a dozen monsters (from giant animals on p. 65 to demons on pp. 95-97). In effect, Terror gets lots of examples, which is what it actually needs rather than new rules.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#6 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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As for Fearfulness . . . Like Terror, this simply works as advertised. No notes are needed, really (whereas Fearlessness and Unfazeable need a few words on how they break the mood of some kinds of horror). Sanity-Blasting Fright Checks use the same modifiers as other kinds; the difference is that they cause scarier effects when failed, and that Unfazeable gives +8 rather than full immunity. These differences are best discussed where they are – i.e., under Stress and Derangement (pp. 141-142) and Unfazeable (p. 19).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#7 | |
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Join Date: Aug 2004
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| Tags |
| cosmic, horror, terror |
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