Copyright (c) 1995 by Kurt Grossman and Kathleen Fuller Screaming P/E; based on HT The character gives a particularly penetrating and carrying scream when frightened or startled. The player rolls on this skill whenever he or she is frightened (GM's discretion); if successful, the characters in the area hear it and must make Fright Checks. These Fright Checks must succeed by as much as the Screaming roll, or the character will be taken aback by the scream. (The GM determines results. Not all Fright Table results are appropriate!) On a critical failure, the character is hoarse and unable to speak loudly for 2d minutes; he or she must make a HT roll to be heard more than a hex away. Characters with the Voice advantage may add +1 to their skill. This skill is particularly appropriate for GURPS ATOMIC HORROR and other light-hearted horror settings. Voice Projection P/E HT-5, Singing-2, Leadership-5 This is the skill of projecting your voice so that it can be heard over loud noises or can be heard at a distance. It is commonly used by town criers, drill sergeants, sailors, and outdoorsmen. The Voice advantage adds to the skill. The Audio Amplification or Penetrating call advantage negates the need for this skill. Successful use of this skill will allow you to be heard and understood at long distances or in adverse conditions. The exact distances depend on the circumstances and the GM's judgement. If the character is calling from the top of a mountain down a moutain valley on a calm day his voice could carry for miles. If the character is trying to order troops in an artillery barrage, his voice might only carry for yards. On a critical success, or at the GM's option, use of this skill might give a bonus to the Intimidation skill, or might even cause a Fright Check, like the Penetrating Call advantage.