Cost: [30 + 10 per -1 to Fright Check]
Terror is a supernatural mental advantage [1] on which you concern the normal human mind by a characteristic of yours. Awe and Confusion use all the same rules including modifiers for advantages and disadvantages as Terror.
Special Enhancements[]
- Active (±0)
- Presence (+25%)
- Awe; Confusion (±0): "at the GM’s option, Awe and Confusion are separate advantages"[2] as they use the Awe and Confusion Check Table not the standard Fright Check table.[3]
Special Limitations[]
- Always On
- Basic Set: Characters pg 93 assigns -20%
- The Weird pg 40 assigns -10%
Powers Built From Terror[]
- Fear (+0%): Terror (-2 to Fright Checks; Active, +0%) [50]
Alternatives[]
- Affliction (Daze, Ecstasy, Hallucinating, etc enhancement): attack that causes the victim to halt
References[]
- ↑ Basic Set 93
- ↑ GURPS Powers p 84
- ↑ GURPS Powers p 85
- GURPS Powers pg 84, 143