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Fright Check table
4-5=Stunned for one turn, then recover automatically
6-7=Stunned for one turn, then roll vs. Will to recover.
8-9=Stunned for one turn, then roll vs. Will plus fright check modifier to recover
10=Stunned for 1d6 turns, then roll vs. Will plus fright check modifier to recover
11=Stunned for 2d6 turns, then roll vs. Will plus fright check modifier to recover
12=Loose your Lunch. You are Retching for (25-HT) turns, then roll vs. HT to recover
13=Acquire a new mental Quirk
14-15=Lose 1d6 FP, stunned for 1d6 turns, then roll vs. Will plus fright check modifier to recover
16=Acquire a new mental Quirk. Stunned for 1d6 turns, then roll vs. Will plus fright check modifier to recover
17=Faint for 1d6 minutes, then roll vs. HT every minute to recover
18=Faint for 1d6 minutes, then roll vs. HT every minute to recover. Roll HT or loose 1 HP on collapsing
19=Severe faint, 2d6 minutes, then roll vs. HT every minute to recover. 1 HP injury
20=Shocklike Faint, 4d6 minutes. Loose 1d6 FP
21=Panic 1d6 minutes, then roll vs. Will every minute to recover
22=Acquire a -10 point Delusion
23=Acquire a -10 point Phobia or other -10 point Mental Disadvantage
24=Acquire physical disadvantages totalling -15 points
25=Existing Phobia worsens one step, alternatively acquire new -10 point Phobia
26=Faint for 1d6 minutes, then roll vs. HT every minute to recover. Roll HT or loose 1 HP on collapsing. Acquire a -10 point Delusion
27=Faint for 1d6 minutes, then roll vs. HT every minute to recover. Roll HT or loose 1 HP on collapsing. Acquire a -10 point Phobia or other -10 point Mental Disadvantage
28=Light Coma (see B361)
29=Coma (see B361)
30=Catatonia (see B361)
31=Seizure (see B361)
32=Stricken (see B361)
33=Total Panic (see B361)
34=Acquire -15 point Delusion
35=Acquire -15 point Phobia or other -15 point Mental Disadvantage
36=Acquire physical disadvantages totalling -20 points
37=Acquire physical disadvantages totalling -30 points
38=Coma (see B361), and ackquire -15 point Delusion
39=Coma (see B361), and acquire -15 point Phobia or other -15 point Mental Disadvantage
40-1000=Loose 1 IQ, Coma (see B361), and acquire -15 point Phobia or other -15 point Mental Disadvantage
In GURPS Powers, the concepts of the Awe and Confusion tables are introduced (p. 85). The table there really combines two tables, I present them separated here:
Awe table
4-5=Stunned one turn, recovery automatic
6-7=Stunned one turn, standard recovery (Will)
8-9=Stunned 1d turns, then standard recovery (Will)
10-11=Stunned for 2d turns, then standard recovery (Will)
12-13=Awe: (25 - Will) seconds of Ecstasy, then standard recovery (Will)
14-15=Acquire a new mental quirk.
16=Stunned 1d turns, then standard recovery (Will). Acquire a new mental quirk.
17-18=Awe: 1d minutes of Ecstasy, then roll Will 1 pr. min to recover.
19=Awe: 2d minutes of Ecstasy, then roll Will 1 pr. min to recover.
20=Awe: 4d minutes of Ecstasy, then roll Will 1 pr. min to recover.
21=Awe: Slave Mentality 3d minutes, then roll Will 1 pr. min to recover.
22-23=Acquire a -10-point mental disadvantage. See text.
24-25=Acquire a -10-point mental disadvantage. See text.
26-27=Awe: 1d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
28-29=Awe: 2d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
30-31=Awe: 4d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
32-33=Awe: Overcome. Helpless 1d minutes, 1d FP. See text.
34-35=Acquire a -15-point mental disadvantage. See text.
36=Acquire a -20-point mental disadvantage. See text.
37=Acquire a -30-point mental disadvantage. See text.
38=Awe: 1d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -15-point mental disadvantage. See text.
39=Awe: 2d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -20-point mental disadvantage. See text.
40=Awe: 2d minutes of Ecstasy, then roll Will 1 pr. min to recover. Acquire a -20-point mental disadvantage. See text. Loose 1 Will/IQ.
Confusion table
4-5=Stunned one turn, recovery automatic
6-7=Stunned one turn, standard recovery (Will)
8-9=Stunned 1d turns, then standard recovery (Will)
10-11=Stunned for 2d turns, then standard recovery (Will)
12-13=Confusion: (25 - IQ) seconds of Daze, then standard recovery (Will)
14-15=Acquire a new mental quirk.
16=Stunned 1d turns, then standard recovery (Will). Acquire a new mental quirk.
17-18=Confusion: 1d minutes of Hallucinating, then roll Will 1 pr. min to recover.
19=Confusion: 2d minutes of Hallucinating, then roll Will 1 pr. min to recover.
20=Confusion: 4d minutes of Hallucinating, then roll Will 1 pr. min to recover.
21=Confusion: Hallucinate 3d minutes, -5 on all success rolls, then roll Will 1 pr. min to recover.
22-23=Acquire a -10-point mental disadvantage. See text.
24-25=Acquire a -10-point mental disadvantage. See text.
26-27=Confusion: 1d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
28-29=Confusion: 2d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
30-31=Confusion: 4d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -10-point mental disadvantage. See text.
32-33=Confusion: Madness. See text.
34-35=Acquire a -15-point mental disadvantage. See text.
36=Acquire a -20-point mental disadvantage. See text.
37=Acquire a -30-point mental disadvantage. See text.
38=Confusion: 1d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -15-point mental disadvantage. See text.
39=Confusion: 2d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -20-point mental disadvantage. See text.
40=Confusion: 2d minutes of Hallucinating, then roll Will 1 pr. min to recover. Acquire a -20-point mental disadvantage. See text. Loose 1 Will/IQ.
Last edited by wrathchild on Fri May 02, 2008 6:03 am, edited 3 times in total.
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