Difference between revisions of "Insane"
Line 15: | Line 15: | ||
The Game Master may decide that some mental Feats (like [[Charismatic]] or [[Instinct]]) are unaffected by this Feat. | The Game Master may decide that some mental Feats (like [[Charismatic]] or [[Instinct]]) 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 an important character. | ||
Advantage : | Advantage : |
Revision as of 10:54, 18 August 2018
Synonyms: Drowsy, Dumb, Mentally Broken, Lost Sanity
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 poison, a disease, a hit on the head or a loss of sanity. 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 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.
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.
The Game Master may decide that some mental Feats (like Charismatic or Instinct) 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 an important character.
Advantage : You gain two Feats of your choice.