Staredown

Allows a character to intimidate others; works less well against other supers. The Spectre is extremely scary. It is only effective on the first meeting (or on subsequent meetings if the victim simply ran away at the very beginning of the first meeting), and only lasts the first phase of combat after Staredown. No attack roll is necessary, but full perception of the Staredown attack is. The attacker rolls 1d6 for every 10 points in Staredown, subtracts Supernatural Defense AND the target's PRE/5, and compares the result to the target's PRE according to the chart below.

STAREDOWN CHART =>

Result is > or = Effect on target
1x PRE -1 DCV to victim, x1/2 OCV to victim
2x PRE 1/2 DCV to victim, 0 OCV to victim
3x PRE 0 DCV, victim will do as told if he believes life is in danger, 0 OCV to victim
4x PRE Run away or surrender, 0 OCV to victim
10x PRE Run away or surrender, 0 OCV to victim

The effects apply on the first victim's phase after the Staredown attack. After the victim's first phase, the effect goes down one level per phase. For example, a victim might be DCV 0 one phase; thus he will be 1/2 DCV the next, and -1 DCV the phase after. Certain modifications affect the chart. If the target believes he is much more powerful, the chart is shifted down 4 levels (the best the attacker can do is -1 DCV); if the target believes he is more powerful, the chart is shifted down 3 levels (the best the attacker can do is half DCV); if the target believes he is equal, the chart is shifted down 2 multiples; if the target believes he is less powerful but is still a super, the chart is shifted down 1 multiple. Characters particularly intent on their actions or insane may also be shifted down, per the GM.

Staredown costs 10 points per 1d6. It requires 1 END per 10 points used, and is effective at any range that the attacker can be fully perceived. The power is only visible in its effects on people.  Any Supernatural Defense a character has is subtracted IN ADDITION TO the character's PRE/5. 

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