Phobia

Phobia
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Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 15          Factor Cost: 4     

Description: This Power allows a Character to create a great irrational fear in teh mind of an opponents. Use of Phobia automatically manifests an illusion of whatever is most feared by the opponent (this illusion can only be seen by the opponent.)

Use of Phobia requires an Action Check with AV/EV's equal to the AP's of Power and OV/RV's equal to the opponent's Int/Mind. RAP's must equal of exceed the opponent's Mind for the attack to succeed, in which case the opponent can do nothing but quiver in fear for a time (in AP's) equal to the RAP's earned by the Phobia Action Check. The effects of Phobia are instantly cancelled in the using Character exits Range, is knocked unconscious, or decides to voluntarily release the opponent.

A Character subject to Phobia can attempt to free themselves from the effects of the Power each phase by making a Mental Attack with AV/EV's equal to their Int/Mind against OV/RV';s equal to RAP's scored by the original Phobia Action Check. If one of these rolls succeeds, the Character is released from the Phobia with no residual effects.

Appropriately, the villain Phobia has this Power.



Source: 3rd Edition Rulebook, page 60




Ed's Notes: Couple of things... First of all, I've always found it odd that to break free of this Power, you use your Int/MIND instead of your Int/WILL as you with say... trying to break free of Control. Second, it's against the RAP's earned, rather than the AP's of Power (which is typically larger) and (third) you only need 1 RAP to break free instead of RAP's exceeding the RAP's earned in the original attack or the AP's of Power. So, by design, this is an inherently weaker Power than others that require that threshold to break free. (Unless you're a Green Lantern, in which case your great WILL rating is rendered irrelevant. Lol)

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