Explanation of EffectsGain FlawThe Character permanently gains one of the following Flaws (if the Flaw rolled is one already possessed by the Character, he gains no new Flaw):
Roll | Flaw |
1 | Absent Minded |
2 | Animal Antipathy |
3 | Chain Smoker |
4 | Clean Freak |
5 | Coward |
6 | Cry Baby |
7 | Heavy Drinker |
8 | Klepto |
9 | Lecherous |
10 | Phobia: Being Alone |
11 | Phobia: Cats |
12 | Phobia: Crowds |
13 | Phobia: Darkness |
14 | Phobia: Deep Water |
15 | Phobia: Dogs |
16 | Phobia: Enclosed Places |
17 | Phobia: Heights |
18 | Phobia: Snakes |
19 | Squeamish |
20 | Superstitious |
BerserkThe Character is out of control and attacks anyone and everyone within sight, using his most effective attacks to do so. He may not use Defense Actions and can only use Move Actions to get closer to potential targets. He will spend Surge Points when beneficial (including for Extra Attacks), but will not use Surge where it will cause Fatigue. Berserk Characters never bother to reload, going for Close Quarter Combat after expending all Ranged Combat capabilities. After one minute (10 rounds) of being Berserk, the character can make a Willpower Save each round to regain control of himself (with a +1 bonus each additional round until he succeeds).
Blinded By FearThe Character cannot bear to look, covering his eyes or experiencing extreme tunnel vision. He treats everyone as if they had full concealment, and must move at half speed to avoid injuring himself on obstacles in his path. Additionally, he cannot read or use the Spot skill, needs outside guidance to use the Drive, Pilot, or Operate Heavy Machinery skills, and suffers a –2 penalty to all die rolls. The Blinded By Fear Condition lasts until the situation that caused it is resolved.
CatatonicThe Character’s Wisdom Score drops to zero. The lights are on, but nobody’s home. The Character is lost in his own mind and unable to interact with the real world, except to stare blankly and drool a lot. If left alone, the Character will sit unmoving until he starves to death. Catatonic Characters are considered Helpless and recover at the normal rate for Ability Damage (one point per week).
Note that Characters can spend a Luck Point to avoid this particular fate, as it can effectively take them out of the game. In this case, simply change the value of the GM’s roll from 20 to 19 and apply that effect instead.
FaintThe Character faints dead away and is Unconscious and Helpless for at least a minute (10 rounds). After one minute (10 rounds), the Character can make an Endurance Save each round to regain consciousness (with a +1 bonus each additional round until he succeeds).
FatiguedCharacters who are Fatigued cannot Run and suffer a –2 penalty to all Strength and Agility based skills.
Gains +1 (or +2) PsychosisThe Character’s Psychosis Score increases by one or two points as appropriate.
Hair Turns WhiteThe Character’s hair turns white from fright. If the Character has already taken this effect, then he goes one step further, turning completely albino. Once albino, the Character is immune to further exposure to this particular effect.
NauseatedNauseated Characters are unable to attack, use powers, or even concentrate on anything other than their roiling stomach distress. They may only take a single Action each round for either Movement or Defense, although they can still use surge for an additional Action (even an Attack Action) if desired. The Nauseated Condition is similar in duration to Unconscious, in that it lasts for at least a minute (10 rounds). After one minute (10 rounds), the character can make an Endurance Save each round to shake off the Nausea (with a +1 bonus each additional round until he succeeds).
PanickedThe Character is overcome with fear and must do everything in his power to immediately leave the area. Once the Character is at a safe distance (GM’s discretion), he regains his composure and may once again act normally.
Paralyzed By FearThe Character temporarily loses all Strength and can do nothing more than lie unmoving, barely able to speak. Although unable to move, a Paralyzed Character may still use purely mental based powers if he has them. Paralyzed Characters are considered Helpless. After one minute, the Character can make an Endurance Save each round to recover from this type of Temporarily Paralysis (with a +1 bonus each additional round until he succeeds). The Paralyzed By Fear Condition lasts until the situation that caused it is resolved.
Psychotic RapturePsychotic Rapture fills the Psychic’s head with a powerful euphoria, impairing judgment and imposing a –4 penalty to all Wisdom Based die rolls for a number of hours equal to (15 – WIS).
ShakenThe Character experiences extreme anxiety over a particular situation, suffering a –1 penalty to all die rolls until the situation is resolved.
StunnedThe Character is confused or knocked senseless for a moment (but not out) and must take a round to regain his bearings. Stunned Characters lose all concentration and get no Actions for one round, also losing the benefit of any prior Defense Actions taken. Stunned Characters are not considered Helpless however. Stunning effects do not stack.
Wets SelfThe Character temporarily loses bodily control and wets himself.
Temporary InsanityThe Character gains some form of Temporary Insanity that lasts a number of days equal to (100 divided by the Character’s Wisdom Score), before clearing up by itself.
Temporary Insanities are determined by the GM and should be comparable to Flaws in detriment to the character, though significantly more unusual and psychotic in nature. Some examples of Temporary Insanities might include things like:
~Roll | Insanity |
1 | Compulsive Hand Washing – because everything is dirty |
2 | Compulsive Licking Disorder – must… taste… EVERYTHING |
3 | Compulsive Tagging – ‘Bob Was Here’ or other such graffiti |
4 | Compulsive Undressing |
5-6 | Ends Every Sentence “because [insert unusual name here] says so.” |
7 | Explains Himself To Inanimate Objects – because they are so damn inquisitive about what he is doing all of the time. |
8-9 | Gains A More Serious Phobia Than The Norm, such as one of the following: |
| ..... 1-2 Fear of Being Touched (Haphephobia) |
| ..... 3-4 Fear of Crossing Streets (Dromophobia) |
| ..... 5-6 Fear of Flying (Pteromerhanophobia) |
| ..... 7-8 Fear of Foreign Languages (Xenoglossophobia) |
| .... 9-10 Fear of Looking Up (Anablephobia) |
| ... 11-12 Fear of Mirrors (Catoptrophobia) |
| ... 13-14 Fear of Opposite Sex (Heterophobia) |
| ... 15-16 Fear of Sleep (Somniphobia) |
| ... 17-18 Fear of Stairs Or Steep Slopes (Bathmophobia) |
| ... 19-20 Fear of Washing Or Bathing (Ablutophobia) |
10-11 | Gains The Shakes and a –1 penalty to all Agility based skills until cured |
12-13 | Having A Hand That Uncontrollably Gropes Anyone That Comes In Range |
14-15 | Hearing everything he says echoed back to him in a foreign language |
16 | Losing The Ability To Control One’s Bladder (Incontinence) |
17 | Losing The Ability To Speak |
18 | Paranoia – believing that one of his associates or friends is out to get him, but who? |
19 | Pyromania – Compulsive need to see things burn |
20 | Seeing ‘Ghost Cats’ in the periphery of their vision that disappear when they look directly at them |
Permanent InsanityThese the same as Temporary Insanities in effect, except that they do not go away by themselves and require not only a thirty day institutionalization to get rid of; but must also be bought off with Experience as if a Flaw (spend 4 XP to remove them).