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Insane

513 bytes added, 18:18, 26 February 2022
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{{Feats
| Synonyms = Madman, Mad, Drowsy, DumbStupid, Mentally Broken, Lost Sanity
| Prowess? = No
| Archetype? = YesNo
| Official? = Yes
| Hidden? = Yes
| Special =
This Archetype may Feat brings no advantage. It could be used as a permanent condition imposed on of your character because of a poison, a disease, a hit on the head or a loss of sanitytemporary one.In this case, the limit of one Archetype per character doesn't apply By default it is [[{{PAGENAME}} (temporary)]] and you gain none of will disappear at the advantagesnext scenario.But if it is specified that it is permanent [[{{PAGENAME}} (permanent)]] you will lose would need a [[Miracle]] to cure it.[[Faith]] can always be used to prevent your character from receiving this condition at the end of the scenario.
| Description =
Your character is mentally weakbroken. This may come from a particularly traumatic experience, a poison, a disease, a hit on the head, a mental handicap, a loss lack of sanity 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 wounded insane at all.
The Game Master may decide that some Also, you are much more susceptible to mental Feats pressure and will have a violent reaction (like [[Charismatic]] cowing, sobbing, running, screaming or brute force) in case of mental duress. You cannot use the Feat [[InstinctCourage]]) are unaffected by this Feat.
Advantage :The Game Master may decide that some mental Feats (like [[Charismatic]]) are unaffected by this Feat.You gain two Feats of your choiceYour 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.
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