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Puppet Master

3,471 bytes added, 21:08, 22 September 2019
Created page with "{{Feats | Synonyms = Hypnosis | Prowess? = Yes | Official? = Yes | Archetype? = No | Description = You hypnotise someone for hours and implant a program deep into his mind...."
{{Feats
| Synonyms = Hypnosis
| Prowess? = Yes
| Official? = Yes
| Archetype? = No
| Description =

You hypnotise someone for hours and implant a program deep into his mind.

The program is triggered each time a very specific condition is met, for example :

"Each time you hear a certain word"

"When you feel you've been discovered by the inquisition"

"Once, one year from now"

etc...

The program is any action you want the person to make. It cannot be something the person is very unwilling to do.

For example, you can't force someone to disclose something he doesn't want to disclose or you can't force someone to suicide. But you can force someone to drink a "healing potion" which is in fact a very potent poison.

Examples of programs and triggers :

"If you are tortured by the inquisition, loose all ability to speak / scream incoherently"

"Each time you see the leader of this criminal organisation, attack relentlessly everyone around you"

"One year from now, drink this potion"

etc...

Depending on the willpower of the person, he may resists the hypnosis (with the Feat Courage in particular) or he may need several sessions.

The program stays implanted in the mind of the person for a certain amount of time, it could be weeks, months, years or a lifetime, depending on a lot of factors.


}}

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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 two to be chosen in a list
or
A disadvantage that grants two feats freely chosen.

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.

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