Difference between revisions of "Insane"
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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. | 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 | + | 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 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]]. | 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]]. |
Revision as of 07:23, 5 April 2019
Synonyms: Mad, Drowsy, Stupid, Mentally Broken
Special: Archetype
Insane is an Archetype, it is a special kind of Feat. A character can only have one Archetype in total. Apart from that, Archetypes are like normal Feats and may be taken at character creation or on any level up. On your sheet, mark Insane as one of your Feats and add all Feats gained separately.
Special
This Archetype may be used as a condition imposed on your character because of a loss of sanity, a poison, a disease or a hit on the head. In this case, the limit of one Archetype per character doesn't apply and you gain none of the advantages. But you will lose this condition at the end of the scenario.
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 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.
Advantage : You gain two Feats of your choice.