Fear 20 points +5 points per extra level. Copyright (c) 1995 by Thomas Barnes You have the supernatural ability to cause people around you to make Fright Checks. The first level of this advantage gives you the ability to cause anyone within 3 hexes to make an immediate Fright Check. Each additional level either doubles the range or gives an additional -1 to the subject's Will roll. This ability is cumulative with the Intimidatation skill (that is, you can learn to be scary as well as being naturally scary). Half the level by which you make your Intimidation roll is added to your natural Fear ability. Only 5 levels of extra range can be taken. Limitation: Always on. Anyone in range is affected, whether or not you want them to be affected. -50% Limitation: Requires Concentration. You can do nothing else on the turn that you make the Fright Check. -25%. Limitation: Requires Eye Contact. You must have eye contact with the victim in order for the attack to have any effect. Range is unaffected, but you can affect only one character per turn. -50%. Limitation: Requires Sight. Your victims must be able to see you. -10% Limitation: Requires Hearing. Your victims must be able to hear you. -10% Limitation: Only Certain People Affected. Large Group of People -10% Small Group of People -25%, Very Small Group of People -50%. Enhancement: Selective. Only those people who you want to be affected by your power are affected. Can't be combined with the Requires Eye Contact Limitation. +25%. Sample Fear advantages: Eyes of Doom (Fear + 9 levels + Requires Eye Contact + Requires Concentration = 70 pts x 25% = 17.5 = 20 points.) Your eyes are weird and can dilate to reveal images of horror to one opponent, who must make a Fright Check at -7. The character must be within 24 hexes, but you must have eye contact with your victim and you can do nothing else on the turn that you use this ability. Roar of the Dragon Fear (Fear + 6 levels + Must Hear = 55 points x 90% = 49.5 = 50 points.) You are able to issue a guttural scream that terrorizes all around you. All those within a 24 hex radius must make a Fright Check at -3. Fearful Righteousness (Fear + 4 levels + Must See + Only "Evil" beings (Large Group) + Selective = 45 x 105% = 47.5 = 50 points.) You have the ability to cause evil-doers to flee before you. Any "evil" being within a 12 hex radius who can see you must immediately take a Fright Check at -1. You can selectively control this ability to exclude certain people. Innocent or "good" creatures are unaffected by your powers. (Just the thing for Angels of God, paladins, and certain Narnian lions.) Eldrich Horror (Fright + 10 levels + Must See + Always On = 75 points x 65% = 48.75 = 50 points.) You are a Thing-From-Beyond-The-Crypt, a Horror-Out-Of-Space, a Bug-Eyed-Monster, or A-Creature-That-Man-Was-Not-Meant-To-Know. Anyone within 24 hexes who can see you must make a Fright Check at -7. Instill Fear in the Hearts of Wrong-Doers (Fright + Must See + Requires Concentration + Only Affects Criminals (Small Group) = 25 points x 40% = 10 points.) By concentrating, you can cause criminals and other wrong-doers to flee in panic. Any criminal within 3 hexes who can see you must make a Fright Check. You can do nothing on the turn on which you use this ability (except maybe to crash through a window and posture dramatically). (Just the thing for Caped Crime-fighters.)