<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://prima.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=176.174.242.89</id>
		<title>Prima RPG - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://prima.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=176.174.242.89"/>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Special:Contributions/176.174.242.89"/>
		<updated>2026-04-18T21:24:47Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://prima.wiki/index.php?title=Instill_Madness&amp;diff=3750</id>
		<title>Instill Madness</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Instill_Madness&amp;diff=3750"/>
				<updated>2022-06-19T17:37:55Z</updated>
		
		<summary type="html">&lt;p&gt;176.174.242.89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats&lt;br /&gt;
| Synonyms = Drive Insane, Words of Madness, Heretic Speech, Devil's Tongue, Possession&lt;br /&gt;
| Prowess? = Yes&lt;br /&gt;
| Prowess Prerequisites = [[Manipulative]], [[Trickster]], [[Charismatic]], [[Interrogate]], [[Knowledge (apothecary)]], [[Knowledge (heresy)]] or [[Poison]]&lt;br /&gt;
| Official? = Yes&lt;br /&gt;
| Archetype? = No&lt;br /&gt;
| Description = &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
If used several times on the same target, he will fall deeper and deeper into madness, to a point where he loses all links with reality. You may chose to influence his madness in certain directions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.&lt;br /&gt;
But don't worry :-)&lt;br /&gt;
After a quick review by the Prima Team and few modifications, it can be made Official.&lt;br /&gt;
Make sure to monitor the &amp;quot;Discussion&amp;quot; part of this Article to see eventual comments made by the review team.&lt;br /&gt;
To do that, please create an account and select &amp;quot;Watch this page&amp;quot; while editing this Feat. &lt;br /&gt;
&lt;br /&gt;
Advices on creating Feats :&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
A person with the Agile Feat, is qualified to be in the Olympics (not win, but at least participate)&lt;br /&gt;
A person with the Rich Feat is the richest man in his city.&lt;br /&gt;
Etc..&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.&lt;br /&gt;
&lt;br /&gt;
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.&lt;br /&gt;
&lt;br /&gt;
Advices on creating Archetypes :&lt;br /&gt;
&lt;br /&gt;
A typical archetype is either :&lt;br /&gt;
One Feat imposed and two to be chosen in a list&lt;br /&gt;
or&lt;br /&gt;
A disadvantage that grants two feats freely chosen.&lt;br /&gt;
&lt;br /&gt;
The goal of an Archetype is to guide a new player on how to create a very cool and coherent character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advices on creating Prowesses :&lt;br /&gt;
&lt;br /&gt;
A Prowess can only be used once per scenario and allows the character to do a special action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Unlike normal Feats, a character can acquire the same Prowess several times. &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>176.174.242.89</name></author>	</entry>

	<entry>
		<id>http://prima.wiki/index.php?title=Instill_Madness&amp;diff=3749</id>
		<title>Instill Madness</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Instill_Madness&amp;diff=3749"/>
				<updated>2022-06-19T17:36:22Z</updated>
		
		<summary type="html">&lt;p&gt;176.174.242.89: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats&lt;br /&gt;
| Synonyms = Drive Insane, Words of Madness, Heretic Speech, Devil's Tongue, Possession&lt;br /&gt;
| Prowess? = Yes&lt;br /&gt;
| Prowess Prerequisites = [[Manipulative]], [[Trickster]], [[Charismatic]], [[Interrogate]], [[Knowledge (apothecary)]], [[Knowledge (heresy)]] or [[Poison]]&lt;br /&gt;
| Official? = Yes&lt;br /&gt;
| Archetype? = No&lt;br /&gt;
| Description = &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
If used several times on the same target, he will fall deeper and deeper into madness, to a point where he is irremediably lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.&lt;br /&gt;
But don't worry :-)&lt;br /&gt;
After a quick review by the Prima Team and few modifications, it can be made Official.&lt;br /&gt;
Make sure to monitor the &amp;quot;Discussion&amp;quot; part of this Article to see eventual comments made by the review team.&lt;br /&gt;
To do that, please create an account and select &amp;quot;Watch this page&amp;quot; while editing this Feat. &lt;br /&gt;
&lt;br /&gt;
Advices on creating Feats :&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
A person with the Agile Feat, is qualified to be in the Olympics (not win, but at least participate)&lt;br /&gt;
A person with the Rich Feat is the richest man in his city.&lt;br /&gt;
Etc..&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.&lt;br /&gt;
&lt;br /&gt;
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.&lt;br /&gt;
&lt;br /&gt;
Advices on creating Archetypes :&lt;br /&gt;
&lt;br /&gt;
A typical archetype is either :&lt;br /&gt;
One Feat imposed and two to be chosen in a list&lt;br /&gt;
or&lt;br /&gt;
A disadvantage that grants two feats freely chosen.&lt;br /&gt;
&lt;br /&gt;
The goal of an Archetype is to guide a new player on how to create a very cool and coherent character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advices on creating Prowesses :&lt;br /&gt;
&lt;br /&gt;
A Prowess can only be used once per scenario and allows the character to do a special action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Unlike normal Feats, a character can acquire the same Prowess several times. &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>176.174.242.89</name></author>	</entry>

	</feed>