Difference between revisions of "Whispers of Madness"

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| Synonyms = Whispers of Madness, Eldritch Knowledge, Unholy Knowledge, Forbidden Knowledge
 
| Synonyms = Whispers of Madness, Eldritch Knowledge, Unholy Knowledge, Forbidden Knowledge
 
| Prowess? = Yes
 
| Prowess? = Yes
| Prowess Prerequisites = [[Knowledge (heresy)]] or [[Handicap (insane)]] or [[Handicap (lost faith)]]
+
| Prowess Prerequisites = Any two of : [[Knowledge (heresy)]] or [[Handicap (insane)]] or [[Handicap (lost faith)]]
 
| Official? = Yes
 
| Official? = Yes
 
| Hidden? = Yes
 
| Hidden? = Yes
 +
| Dark Feat? = Yes
 
| Archetype? = No
 
| Archetype? = No
 
| Description =  
 
| Description =  
  
 
You read the wrong tome.
 
You read the wrong tome.
The whispers began almost immediately, faint and incoherent, but with each passing moment, they grew louder, more insistent, filling your mind with a cacophony of madness. The book, now a cursed relic, is both your only refuge and your constant torment.
+
The whispers began almost immediately, faint and incoherent at first, but with each passing moment, they grew louder, more insistent, filling your mind with a cacophony of madness. It's as if an unseen malevolent presence murmurs dark secrets in your ear.
 +
A physician would likely deem you afflicted with schizophrenia, yet the truth might harbor a far darker and more sinister reality.
 +
The book, now a cursed relic, is both your only refuge and your constant torment.
  
 
The terrible knowledge you absorbed from the forbidden text grants you unique insights and dark powers. However, this gift comes at a dire cost.
 
The terrible knowledge you absorbed from the forbidden text grants you unique insights and dark powers. However, this gift comes at a dire cost.
  
Using this prowess you may emulate once the effect of [[Dark Miracle]], this Feat then becomes [[Whispers of Madness (used)]] once used, you may only use this Feat to emulate the effect of one of the following Feats :  
+
You may use this Prowess to emulate the effect of :  
*[[Instill Madness]]
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*[[Grand Scheme]] (It is all in the tome ! Everything was foretold ! EVERYTHING !)
*[[Knowledge]]
+
*Any [[:Category:Dark Feats|Dark Feats]], in which case mark this Feat as [[Whispers of Madness (exhausted)]] and it cannot be used at the next scenario (mechanism similar to Faith).
*[[Knowledge (heresy)]]
 
*[[Knowledge (cryptography)]]
 
*[[Polyglot]]
 
*[[Clairvoyance]]
 
*[[Revelation]]
 
*[[Trickster]]
 
*[[Fanatic]]
 
*[[Manipulative]]
 
*[[Puppet Master]]
 
*[[Curse]]
 
*[[Witchcraft]]
 
*[[Necromancy]]
 
  
At each start of scenario, launch a repeated 60min timer of real-life time. Each this timer rings, your character has to open the cursed book and read it for 15 minutes of in-game time. If he cannot, he permanently looses one Feat. If he reaches zero Feats, he dies.
+
List of [[:Category:Dark Feats|Dark Feats]] :
A [[Miracle]] can delay the timer by 120 minutes.
+
<DynamicPageList>
 +
category            = Dark Feats
 +
category            = Official
 +
notcategory          = Curse
 +
ordermethod          = sortkey
 +
order    = ascending
 +
mode    = unordered
 +
</DynamicPageList>
  
}}
+
----
 +
'''Special: Free Feats'''
  
<!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.
+
Once you gain this Feat, you may decide once at any time to also gain as a free Feat
But don't worry :-)
 
After a quick review by the Prima Team and few modifications, it can be made Official.
 
Make sure to monitor the "Discussion" part of this Article to see eventual comments made by the review team.
 
To do that, please create an account and select "Watch this page" while editing this Feat.
 
  
Advices on creating Feats :
+
[[⛧ Dark Faith]]
  
A Feat is a massive advantage granted to the finest of the finest after a life of training. Most normal people don't have Feats at all.
+
And / Or
A person with the Agile Feat, is qualified to be in the Olympics (not win, but at least participate)
 
A person with the Rich Feat is the richest man in his city.
 
Etc..
 
  
While creating a Feat, make sure with your Game Master that there is no other Feat that would be Synonym (e.g. would have the same final game effect). If yes, add it as a Synonym rather than create a new Feat.
+
Those three free Feats : [[Insane (permanent)]], [[Knowledge (heresy)]] and [[Polyglot]]
  
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.
+
You can chose to only Gain [[⛧ Dark Faith]] or to only gain the three Feats or both, or none, but you cannot choose to gain only [[Polyglot]] for example.
  
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.
+
----
 +
'''Curse: Insanity Timer'''
  
Advices on creating Archetypes :
+
At the start of each scenario, initiate a real-time 60-minute insanity timer. When the insanity timer rings, restart it, and then your character must open the cursed book and read it for 15 minutes of in-game time. Failure to do so results in the permanent loss of one Feat of your choice (except this one) and the whispers growing louder permanently. If your character loses all their Feats or only has this Feat left, they die or descend into permanent incoherent madness.
  
A typical archetype is either :
+
[[Miracle]] can add 180 minutes to the current insanity timer. [[Faith]] or [[Dark Faith]] adds 60 minutes.
One Feat imposed and one to be chosen in a list
 
or
 
A disadvantage that grants two feats freely chosen plus one Miracle.
 
  
The goal of an Archetype is to guide a new player on how to create a very cool and coherent character.
+
If your character has [[Insane (permanent)]] or [[⛧ Dark Faith]], the insanity timer lasts for 90 minutes (120 min if the character has both) instead of 60.
  
 +
For example, if your character has [[Insane (permanent)]] and just used [[Faith]] and [[Miracle]] to delay the insanity timer as much as possible, the current timer will last for 90+60+180 minutes, once it rings, it resumes to 90 minutes.
  
Advices on creating Prowesses :
+
[[Category:Curse]]
  
A Prowess can only be used once per scenario and allows the character to do a special action.
+
}}
 
 
A Prowess is a type of non-visual spell. It is possible only if there is an explanation to the limit of the scientifically plausible and it is up to the player to justify it with the game master before using his prowess.
 
 
 
For example, it is humanly impossible to heal someone who has been decapitated, but it is not impossible to treat someone who's throat have been slit. It is very difficult, very rare, but scientifically plausible.
 
 
 
Unlike normal Feats, a character can acquire the same Prowess several times.
 
 
 
-->
 

Latest revision as of 19:12, 16 July 2024

Synonyms: Whispers of Madness, Eldritch Knowledge, Unholy Knowledge, Forbidden Knowledge


Special: Prowess

Whispers of Madness is a Prowess, this special kind of Feat is an action that can only be done once per scenario.

To acquire it, you need to already have another Feat related to it, for example : Any two of : Knowledge (heresy) or Handicap (insane) or Handicap (lost faith)

Your Game Master may accept to waive such prerequisites if your background or in game actions justify it.


Special: Hidden

Whispers of Madness 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.


Description

You read the wrong tome. The whispers began almost immediately, faint and incoherent at first, but with each passing moment, they grew louder, more insistent, filling your mind with a cacophony of madness. It's as if an unseen malevolent presence murmurs dark secrets in your ear. A physician would likely deem you afflicted with schizophrenia, yet the truth might harbor a far darker and more sinister reality. The book, now a cursed relic, is both your only refuge and your constant torment.

The terrible knowledge you absorbed from the forbidden text grants you unique insights and dark powers. However, this gift comes at a dire cost.

You may use this Prowess to emulate the effect of :

List of Dark Feats :



Special: Free Feats

Once you gain this Feat, you may decide once at any time to also gain as a free Feat

⛧ Dark Faith

And / Or

Those three free Feats : Insane (permanent), Knowledge (heresy) and Polyglot

You can chose to only Gain ⛧ Dark Faith or to only gain the three Feats or both, or none, but you cannot choose to gain only Polyglot for example.


Curse: Insanity Timer

At the start of each scenario, initiate a real-time 60-minute insanity timer. When the insanity timer rings, restart it, and then your character must open the cursed book and read it for 15 minutes of in-game time. Failure to do so results in the permanent loss of one Feat of your choice (except this one) and the whispers growing louder permanently. If your character loses all their Feats or only has this Feat left, they die or descend into permanent incoherent madness.

Miracle can add 180 minutes to the current insanity timer. Faith or Dark Faith adds 60 minutes.

If your character has Insane (permanent) or ⛧ Dark Faith, the insanity timer lasts for 90 minutes (120 min if the character has both) instead of 60.

For example, if your character has Insane (permanent) and just used Faith and Miracle to delay the insanity timer as much as possible, the current timer will last for 90+60+180 minutes, once it rings, it resumes to 90 minutes.