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Created page with "{{Feats | Synonyms = Whispers of Madness, Eldritch Knowledge, Unholy Knowledge, Forbidden Knowledge | Prowess? = Yes | Prowess Prerequisites = Knowledge (heresy) or Hand..."
{{Feats
| Synonyms = Whispers of Madness, Eldritch Knowledge, Unholy Knowledge, Forbidden Knowledge
| Prowess? = Yes
| Prowess Prerequisites = [[Knowledge (heresy)]] or [[Handicap (insane)]] or [[Handicap (lost faith)]]
| Archetype? = No
| Description =
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 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 :
*[[Instill Madness]]
*[[Knowledge]]
*[[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.
A [[Miracle]] can delay the timer by 120 minutes.
}}
<!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.
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 :
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.
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.
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.
Advices on creating Archetypes :
A typical archetype is either :
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.
Advices on creating Prowesses :
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.
-->
| Synonyms = Whispers of Madness, Eldritch Knowledge, Unholy Knowledge, Forbidden Knowledge
| Prowess? = Yes
| Prowess Prerequisites = [[Knowledge (heresy)]] or [[Handicap (insane)]] or [[Handicap (lost faith)]]
| Archetype? = No
| Description =
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 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 :
*[[Instill Madness]]
*[[Knowledge]]
*[[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.
A [[Miracle]] can delay the timer by 120 minutes.
}}
<!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.
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 :
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.
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.
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.
Advices on creating Archetypes :
A typical archetype is either :
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.
Advices on creating Prowesses :
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.
-->