Confuse

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CONFUSE
Type: Sensory (mental)Action: One (active)
Range: RangedDuration: Instant (lasting)
Resistance: WillCost: 1 point per rank

The target of this effect becomes confused, unable to independently determine his or her actions. If you overcome the target’s Will resistance, roll on the Confused Behavior Table at the beginning of the subject's first action each round to see what the subject does with that action. If you succeed by 5 or more, roll for both of the character's actions in the round. If you succeed by 10 or more, the target is so confused that he becomes totally helpless.

TABLE 5.4: CONFUSED BEHAVIOR TABLE
d20 RollBehavior
1-2Attack the user of the Confuse FX.
3-5Act normally.
6-10Do nothing but babble incoherently.
11-14Flee at top possible speed.
15-20Attack the nearest creature.

A confused character unable to carry out the indicated action does nothing (like a result of 6-10 on the table). Attackers are not at any special advantage when attacking a confused character. Any con- fused character who is attacked automatically attacks its attacker on its next turn, as long as it is still confused. The target gets a new Will save each round to shake off the Confuse effect, with a +1 bonus each round.

Contents

Customized Confuse

Gamemasters may allow substitutions on the Confused Behavior Table to customize the effect, such as changing “Do nothing but babble incoherently” to “Sing and dance Broadway show-tunes” or making “Flee at top possible speed” into “Close eyes and mutter ‘go away, go away, go away,’” or the like. As a general rule of thumb, a 1–2 result should always be something detrimental to the FX- user, and 3–5 should remain “Act normally” but otherwise feel free to modify (or expand) the Confused Behavior Table as desired.

FX Feats

  • Incurable: At the GM’s discretion, this power feat can simulate a Confuse effect that cannot be countered by other powers, only by time and the victim making a successful saving throw. It may be suitable for Confuse effects that are particularly powerful or unusual in nature.
  • Reversible: You can reverse your Confuse FX at will as a free action.

Extras

  • Alternate Resistance: Confuse may be based on Fortitude rather than Will to reflect a biochemical effect, such as a drug or pathogen. Such forms of Confuse are also often touch range and may also have the Disease or Poison modifiers.
  • Contagious: A Contagious Confuse effect might represent some sort of “plague of madness” or “telepathic virus” that spreads from subject to subject.

Flaws

  • Sense-Dependent: This flaw may reflect a Confuse FX requiring eye contact or based on flashing lights, maddening music, or an inhaled psycho-chemical, for example, rather than affecting a target automatically. These version of Confuse must be Perception range.
d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

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