Terrorise

From The Black Vault
Jump to navigationJump to search

Terrorise: [major] by Iczer

'quake in fear like your friends, like your allies and like your beloved city of Jersey!'

The character can initiate an area of terror, creating subsonic harmonics that rattle hardened heroes and terrifies common folk.

1) Horror factor field: With the least amount of effort, the character can radiate fear out to 30 feet. While he concentrates on doing so, he has a HF of 14.

2) Horror screech: this subsonic screech can target a single individual with terror. The target must be within 50 feet for this ability to work. The target must make a saving throw vs HF 16 when targeted. If he fails he must immediately save vs insanity or develop a temporary phobia of the character. The HF lasts for the single melee round he is affected, but any temporary insanity lasts 1 melee round per level.

3) Keening: The penultimate use of this power. The character can expend all actions continuously in order to emit a very long range keening. the initial area of effect is 10 feet, but it doubles in size every minute this power is maintained. (maximum radius is 16,000 feet) everyone in the affected radius begins to feel anxious, then nervous and then nauseous and frightened. each person in the area must make a saving throw VS HF (14) every minute or begin to suffer its effects. riots break out as mass panic and hysteria seize the people in the affected area. rats, dogs, cats also are affected, adding to the relative carnage. Obviously the character needs to take a break every now and then, as continuously keening is both taxing and boring. He can keen in this way for 10 minutes per point of PE he possesses. After keening, the character requires a one hour break before he can resume.

4) Drawbacks: Yhis power works by subsonic soundwaves. They penetrate normal barriers less than 5 feet thick per level. deliberate soundproofing blocks them. characters with enhanced hearing will hear the waves, as well as feel the terror, but if they can hold themselves together they can track it to the source. characters immune to fear feel queezy rather than terror and are otherwise unnafected. characters immune or resistant to sonics can ignore all aspects of this power (and depending on the power in question, may be able to shield others) portable sound protection adds +1 to +4 to the saving throw depending on the complexity.

5) Other bonuses: The character is immune to fear and is resistant to soni damage 9and immune to sonic stunners)