Difference between revisions of "Instill Madness"

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With a poison, carefully chosen words or a painful truth revealed, you instil doubt and uncertainty in your target. Slowly cracking the core of their soul.  
 
With a poison, carefully chosen words or a painful truth revealed, you instil doubt and uncertainty in your target. Slowly cracking the core of their soul.  
  
Depending on how familiar you are with target and depending on the strength of his beliefs, it may take few sentences or few hours or not be possible at all.  
+
Depending on how familiar you are with the target and depending on the strength of his beliefs, it may take few sentences or a long conversation.
  
If the maddening attempt is successful, the target will either cow and sob or try to attack you violently, then it will permanently suffer for the effects of [[Insane]] or [[Lost Faith]] (only the bad effects without the advantages) depending on its personality.  
+
If the maddening attempt is successful, the target will either cow and sob, try to attack you violently or feel eternally grateful for your help, then it will permanently suffer the effects of [[Insane]] or [[Lost Faith]] depending on its personality (only the bad effects without any advantages).  
  
  

Revision as of 16:54, 19 September 2020

Synonyms: Drive Insane, Words of Madness, Heretic Speech, Devil's Tongue


Special: Prowess

Instill 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 : No prerequisites, anyone can take this Prowess.

Your Game Master may accept to waive such prerequisites if your background or in game actions justify it. Unlike normal Feats, a Prowess can be acquired several times.


Description

With a poison, carefully chosen words or a painful truth revealed, you instil doubt and uncertainty in your target. Slowly cracking the core of their soul.

Depending on how familiar you are with the target and depending on the strength of his beliefs, it may take few sentences or a long conversation.

If the maddening attempt is successful, the target will either cow and sob, try to attack you violently or feel eternally grateful for your help, then it will permanently suffer the effects of Insane or Lost Faith depending on its personality (only the bad effects without any advantages).


The Game Master may rule that a person is special and can't be influenced by this Prowess, he has to warn you before using the Feat. In particular, this Feat can't be used on someone with the Courage feat.