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Questors and the Passions
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| The Passions of Barsaive grant their power sometimes to any ordinary Namegiver in need of their help - but there are a few chosen who dedicate their life to follow the ideals of one Passion. Those who do are blessed by additional powers granted by their patron Passion.
To become a questor, a character needs the Arcane Background (Miracles) Edge, as well as the Faith skill.
This Edge can be taken after character creation as well, but it should only come after some kind of revelation. Additional Powers can be bought as usual through the New Power Edge, but a GM may request some act of devotion first.
Each Passion grants the Powers as listed below, with the trappings and/or restrictions provided.
IMPORTANT: As with Magic, Powers cast through the Miracles Background to not consume Power Points!
Durations are always (unless otherwise noted) a number of rounds equal to the Faith skill.
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Astendar
Aspects: Love, Art Music
Enchanted Gift: The questor can use his Faith skill to boost his Persuasion as per the Boost Trait power.
Instill Love: The questor rolls his Faith skill. With every success and raise he can better the Reaction by one step.
Return Youthful Spirit: The Return Youthful Spirit power allows a questor to draw on the vibrant energy of youthful passion in the darkest of times, finding the strength and personal fortitude to speak words of comfort and inspiration to those suffering injuries, and revive hope for a better future. The questor speaks inspirational words for 3 rounds, then makes a Faith Test If the test succeeds, the questor distracts his companions from the grim reality of their present situation by painting a vivid verbal picture of a fantastic world where everything is possible and nothing can stand in their way. While they are affected by the power, characters ignore their injuries and suffer no penalties from Wounds our Fatigue. This lasts for a number of minutes equal to the questor's Faith skill. By spending a Karma Point, the questor can increase the duration by one round.
Chorrolis
Aspects: Wealth, Trade, Jealousy, Desire
Incite Greed: By making an opposed roll of Faith versus Smarts (after a few rounds praising the subject), the questor can try to infuse the target with the longing to own a specific item, follow an idea, see an official elected or the like. The effect lasts for a number of hours equal to the questor's Faith skill. If others try to change the target's mind, their roll is at -2, -4 if the questor won the opposed test with a raise.
Encourage Trade: By making a Spirit-opposed Faith roll, the questor makes the target willing to trade. This increases the chances of haggling and offers a +2 to rolls for this purpose. If the target doesn't want to sell an item (like the priced magical sword he just found), he's willing to negotiate a price.
Locate Valuables: The questor can substitute his Faith skill for Notice when searching for treasures. His sense is always drawn to the biggest treasure in the vicinity - which may be a priceless artifact his companions already found. This has a range of his Faith skill times 3 in (game) inches.
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Dis (Mad Passion)
Aspects: Confusion, Unnecessary work, Bureaucratic hierachies, Slavery and Mastery
Enslave: With a Faith roll, the questor may cast the Lower Trait power, but only on Spirit.
Confuse: With a Faith roll, the questor may cast the Lower Trait power, but only on Spirit.
Living Death: With a Faith roll, the questor may cast the Puppet power.
Floranuus
Aspects: Revelry, Victory, Energy, Motion
Inspire Stamina: With a Faith roll, the questor may cast the Boost Trait power for Vigor.
Increase Speed: With a Faith roll, the questor may cast the Speed power.
Speed Ships: With a Faith roll, the questor may cast the Zephyr power. (see 50Fathoms)
Garlen
Aspects: Hearth, Healing
Heal: With a Faith roll, the questor may cast the Heal power.
Seal Home: With a Faith roll, the questor may cast the Barrier power. This works only to seal entrances like doors and windows and lasts for a number of hours equal to the questor's Faith skill. Evil creatures have to roll Spirit at -2 (-4 with a raise) to cross the threshold. If they fail, they are shaken and repelled. If they roll a natural one and the Barrier was cast with a raise, they take a wound.
Comfort: With a Faith roll, the questor eases the target's mind, making it easier for him or her to relax, to make difficult choices and to forget their fears and worries for a while. If the target makes a Smarts roll, the GM may hint at the best course of action for the character.
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Jaspree
Aspects: Growth, Caretaker of Flora and Fauna
Plant Growth: With a Faith roll, the questor accelerates Plant growth. He can affect an area of squaremeters equal to his Faith skill. Every sucess and raise accelerates the natural growth by about a week.
Animate Plant or Tree: With a Faith roll, the questor may cast the Zombie Power. This works only on trees or other plants.
Command Animal: With a Faith roll, the questor may cast the Beast Friend power.
Lochost
Aspects: Rebellion, Change, Freedom
Break Shackles: With a Faith roll, the questor may cast the Boost Trait power, but only for Strength, when the target is bound or imprisoned. However, double all benefits of the power in those cases.
Inspire Rebellion: The questor speaks for 5 rounds, inspiring his targets to rise up and defeat their oppressors. He then makes a Faith test at -2. Every sucess and raise adds +2 to all actions the targets undertake to gain their freedom. This power can only affect Extras in captivity up to a number of twice the questor's Faith skill.
Change Thoughts: Wirth a Faith roll, the questor may cast the Boost Trait power, but only for Persuasion.
Mynbruje
Aspects: Justice, Compassion, Empathy, Truth
Increase Perception: With a Faith roll, the questor may cast the Boost Trait power, but only for Notice.
Perceive Emotion: With a Faith roll opposed by Spirit, the questor gets a glimpse of the target's emotions about specific subjects. The question: "What do you think about the miller?" could cause a reaction of hate or love, even if the target tries to hide it. With a raise, the questor also gains a glimpse about how recent the cause for the emotion is. In the example above, the questor may get the impression that the target hates the miller, but only since a few days.
Ease Pain: With a Faith roll, the questor may reduce penalties due to wounds or fatigue. Each sucess and raise lowers the penalty by -1. This lasts for a number of hours equal to the questor's Faith skill. The power affects only existing penalties. A questor can't cast Ease Pain on a subject in the morning so that the target doesn't suffer the wound penaltied fromwounds received 3 hours later. A target can also only benefit from one Ease Pain effect at a time.
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Raggok (Mad Passion)
Aspects: Vengeance, Bitterness, Jealousy
Painful Memories: With a Faith roll, the questor may cast the Stun power.
Cause Pain: With a Faith roll, the questor may cast the Blast power. He must be able to speak to use this power. This power has a duration of one round. Only the base effect is possible (ie, no extra Power Points).
Inspire Rage: With a Faith roll opposed by the target's Spirit, the questor may grant the target the benefits of the Berserk Edge. The target always attacks the nearest target in sight, preferably a player character ;-). The questor has to talk to the target for 5 rounds for the power to take effect. He may target more than one subject at a time, but every target after the first incurrs an additional -1 penalty.
Thystonius
Aspects: Physical Conflict, Valor
Absorb Damage: With a Faith roll, the questor may cast the Armor power.
Inflict Extra Damage: With a Faith roll, the questor may cast the Quickness power.
Increase Strength: With a Faith roll, the questor may cast the Boost Trait power, but only for Strength.
Upandal
Aspects: Building, Construction, Planning
Create Bridge or Tower: With a Faith roll, the questor temporarily creates a stone bridge or stone tower. This has an duration of a number of hours equal to his Faith skill. Every success and raise adds a lane to the bridge or a story to the tower, respectively.
Create Weapon: With a Faith roll, the questor temporarily creates a weapon. It can be any weapon, but it always does Str+2 with a sucess, Str+4 with a raise.
Fortify Structure: With a Faith roll, the questor may cast the Armor power on structures, thus raising it's Toughness. This affects only a part of the structure - he may fortify the south wall or the gate or on of the corner towers, but not the whole castle.
Vestrial (Mad Passion)
Aspects: Manipulation, Deceit
Deceit: th a Faith roll, the questor may cast the Lower Trait power, but only for Smarts.
Discover Desire: With an Faith roll opposed by Smarts, the questor may discover the greatest wish of the target. These are in general long-term goals or dreams (like "restore Bloodwood"), simpler minds may simply wish for "a lot of gold".
Manipulate Desire: With an Faith roll opposed by Smarts, the questor may implant the desire for something for a duration of a number hours equal to his Faith skill. During this time, the questor adds +2 to all interaction tests (+4 if he beat the target with a raise) that are aimed to help the target to accomplish that goal. If he'd try to deter the target from the desired object, he'd suffer a penalty of -2 (or -4, respectively). Should he merely deepen the desire of the target, he adds +2 to his roll. Example: The simpleton who just wants "a lot of gold" is manipulated to want all the gold that *that* merchant now has. The questor has to talk for about a minute to the target for the power to take effect.
Raggok (Mad Passion) |
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