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GURPS Wiki

Cost: -10 points + -1 point per yard beyond first

Dread is a supernatural mental Disadvantage where that compels one to keep a certain, minimum distance (referred to as the "forbidden radius") from a particular item or substance.[1]

Rules[]

  • If an outside force brings a character closer than the minimum distance, they must move away by the most direct route possible.[1] They cannot do anything else until outside of the forbidden radius.
  • A character that cannot get away from the Dread is rendered helpless.
  • A character with Dread can instantly sense of the presence of a Dread if within the radius. While not precise, this sense allows them to know what direction the Dread is--and by extension, which direction to flee.

Limitations[]

  • Cannot Be Trapped (-50%)[1] -- Dread works as normal, but if character is carried or moved within the radius, they can act normally.
  • Insensitive

Examples[]

  • Various versions of vampires have Dread (Religious Symbols; 5 yards).
  • The Alfar of Nordlond have Dread (Running Water), which may explain Nordlond's fondness for strategically-defensible bridges.

Quirk Version[]

Can Be Turned by True Faith[2]

See Also[]

  • Revulsion, a supernatural, incapacitating reaction to an otherwise innocuous substance.

References[]