Difference between revisions of "Insane"

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{{Feats
 
{{Feats
| Synonyms = Drowsy, Dumb, Mentally Broken, Lost Sanity
+
| Synonyms = Madman, Mad, Drowsy, Stupid, Mentally Broken
 
| Prowess? = No
 
| Prowess? = No
| Archetype? = Yes
+
| Archetype? = No
 
| Official? = Yes
 
| Official? = Yes
 +
| Hidden? = Yes
 
| Special =  
 
| Special =  
This Archetype may be used as a condition imposed on your character because of a poison, a disease, a hit on the head or a loss of sanity.
+
This Feat brings no advantage. It could be a permanent condition of your character or a temporary one.
In this case, the limit of one Archetype per character doesn't apply and you gain none of the advantages.
+
By default it is [[{{PAGENAME}} (temporary)]] and will disappear at the next scenario.
But you will lose this condition at the end of the scenario.
+
But if it is specified that it is permanent [[{{PAGENAME}} (permanent)]] you would need a [[Miracle]] to cure it.
 +
[[Faith]] can always be used to prevent your character from receiving this condition.
 
| Description =  
 
| Description =  
  
Your character is mentally weak. This may come from a a poison, a disease, a hit on the head, a mental handicap, a loss of sanity or simply old age.
+
Your character is mentally broken. This may come from a particularly traumatic experience, a poison, a disease, a hit on the head, a mental handicap, lack of education or simply very old age.
  
You will fail every time a complicated mental action is required. If you have some Feats associated to mental actions, you need to roll a die 6 every time you use them. On a 5 or 6, you may use your Feat normally as if not wounded at all.
+
You will fail every time a complicated mental action is required. If you have some Feats associated to mental actions, you can only use them once per scenario, after that you need to roll a die 6 every time you use them. On a 5 or 6, you may use your Feat normally as if not insane at all.
  
The Game Master may decide that some mental Feats (like [[Charismatic]] or [[Instinct]]) are unaffected by this Feat.
+
Also, you are much more susceptible to mental pressure and will have a violent reaction (cowing, sobbing, running, screaming or brute force) in case of mental duress. You cannot use the Feat [[Courage]].
  
Your character isn't completely irrational and won't take actions that would obviously harm the party or himself, like insult an important character.
+
The Game Master may decide that some mental Feats (like [[Charismatic]]) are unaffected by this Feat.
  
Advantage :
+
Your character isn't completely irrational and won't take actions that would obviously harm the party or himself, like insult or hit an important character without any reason.
You gain two Feats of your choice.
 
  
 
}}
 
}}

Latest revision as of 17:18, 26 February 2022

Synonyms: Madman, Mad, Drowsy, Stupid, Mentally Broken


Special: Hidden

Insane is a Hidden Feat. It can only be given to you by the Game Master and you cannot talk about this Feat with other Players.


Special

This Feat brings no advantage. It could be a permanent condition of your character or a temporary one. By default it is Insane (temporary) and will disappear at the next scenario. But if it is specified that it is permanent Insane (permanent) you would need a Miracle to cure it. Faith can always be used to prevent your character from receiving this condition.


Description

Your character is mentally broken. This may come from a particularly traumatic experience, a poison, a disease, a hit on the head, a mental handicap, lack of education or simply very old age.

You will fail every time a complicated mental action is required. If you have some Feats associated to mental actions, you can only use them once per scenario, after that you need to roll a die 6 every time you use them. On a 5 or 6, you may use your Feat normally as if not insane at all.

Also, you are much more susceptible to mental pressure and will have a violent reaction (cowing, sobbing, running, screaming or brute force) in case of mental duress. You cannot use the Feat Courage.

The Game Master may decide that some mental Feats (like Charismatic) are unaffected by this Feat.

Your character isn't completely irrational and won't take actions that would obviously harm the party or himself, like insult or hit an important character without any reason.