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Voice of the Abyss

3,062 bytes added, 7 July
Created page with "{{Feats | Synonyms = Words of Madness | Prowess? = Yes | Prowess Prerequisites = Both Instill Madness and Puppet Master | Hidden? = Yes | Dark Feat? = Yes | Official?..."
{{Feats
| Synonyms = Words of Madness
| Prowess? = Yes
| Prowess Prerequisites = Both [[Instill Madness]] and [[Puppet Master]]
| Hidden? = Yes
| Dark Feat? = Yes
| Official? = Yes
| Archetype? = No
| Description =

Through a potent combination of carefully chosen words, psychological manipulation, or a precisely administered poison, you unleash a devastating assault on your target's mind. By exploiting their deepest fears and vulnerabilities, you simultaneously break their sanity and implant a hypnotic program that controls their actions under specific conditions.

The subject is under the effects of both [[Instill Madness]] and [[Puppet Master]] (instantaneously).

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.

}}

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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 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.

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