Difference between pages "Strong" and "Insane"

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{{Feats
 
{{Feats
| Synonyms = Warrior, Barbarian, Brute, Soldier
+
| Synonyms = Drowsy, Dumb, Mentally Broken, Lost Sanity
 
| Prowess? = No
 
| Prowess? = No
 +
| Archetype? = Yes
 
| Official? = Yes
 
| Official? = Yes
| Special = Leave blank if none.
+
| 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 =  
 
| Description =  
The character is both strong, resistant and knows how to fight.
 
  
In most situations, this Feat brings no advantages, but if the character is attempting an action in relation with those qualities, he must roll a die six. With no possibility to roll again for this whole situation.
+
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.
  
On a 1,2,3,4 this Feat has no effect.
+
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.
On a 5 or 6 the character is considered to have one of the following feats of his choice : [[Tough]], [[Combat (duel)]] or [[Combat (skirmish)]]
 
  
This Feat is not a drawback, it does not imply that the character is stupid or bullish.
+
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.
  
 
}}
 
}}

Revision as of 11:54, 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.