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Daring Escape

3,203 bytes added, 08:49, 24 April 2019
Created page with "{{Feats | Synonyms = Exfiltration | Prowess? = Yes | Archetype? = No | Official? = Yes | Description = Against all odds, your character manages to run away from a perilous s..."
{{Feats
| Synonyms = Exfiltration
| Prowess? = Yes
| Archetype? = No
| Official? = Yes
| Description =

Against all odds, your character manages to run away from a perilous situation.

No matter how well guarded or restrained he is, he will manage to unlock his chains and jump out out of a window unharmed. Several accomplices will be there to help.

Or maybe he is at a disadvantage in a battle and someone on a horse will miraculously come to his rescue and ride away with him.

No matter the situation your character is in, he will be able to escape unarmed within few minutes as if he had the help of several accomplices and enough time to plan this evasion.

The evasion is not instantaneous, it does take couple of minutes, so it cannot be used to avoid an arrow. But it can arguably be used to run away from a crumbling building.

Also, it helps your character run away to a safer location, but won't cure him of existing conditions.

If the game master agrees, not only your character but other friendly characters can escape as well.

}}

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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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