D20 Advanced Wiki
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Action Module Taint
Basics Taint Basics
Designing Taint
Drawbacks
Types Corruption
Fear
Forbidden Magic
Madness
Mutation
Options Taint Feats
Mini Module: Vices


Character Module Dark FX Module
How FX Work FX Components
FX Types
Using FX
Noticing FX
Countering FX
Creating FX FX Descriptions
FX Modifiers
Extras
Flaws
FX Structures
Creating FX
Advancement Improving and Adding FX


INDUCE MADNESS
Type: Sensory Action: One (triggered)
Range: Perception (Wide Area) Duration: Instant
Resistance: Will (madness, see below) Cost: 5 points + 4 points per rank


Your presence is anathema to mortal minds, and your existence flies in the face of reality itself. When you first appear to other characters, this effect triggers, forcing all characters in the Zone you target to make a Will check against Madness (DC 10 + your ranks in this FX). If any creatures in that Zone have a madness dice pool, they must check using that pool instead of a normal roll.

You may also take one action to strike a suitably horrific pose or take a terrifying action to attempt to madden targets further. This affects all characters in a given Zone.

On a failed check, the target loses one action, unable to fully react to the unspeakable horror which it now perceives, and gains a madness die. If the target fails by five or more, in addition to gaining a madness die, the target loses both of his actions, completely unable to process the affront to logic your very being represents. If the target fails by 10 or more, in addition to gaining a madness die, the target is rendered unconscious, so overcome by the madness your visage brings that they feint.

In addition, you are immune to madness, and never need to make a madness save. You may treat your ranks in your Induce Madness FX towards the madness dice totals needed to use certain FX with the Madness Required drawback.

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