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[]
- โ 1.0 1.1 1.2 Basic Set: Characters, p.133
- โ Power-Ups 6: Quirks, p.33