Fading Suns and Flaming Heresies
Some people’s emotions run hot, and they can explode into angry rages or steamy lusts. The energy of these unleashed emotions may be hard to control, but it can provide an unstoppable force: A knight wades undaunted through impossible obstacles to reach his true love, or a vengeful girl’s hatred of the man who killed her family drives her for years against all opposition until she can finally drive her blade into his guts.
Sometimes, a character may want to incite his passions to gain some of this indomitable energy. Passion can aid a character in certain tasks or help him to continue when fatigue would otherwise have felled him. But unleashed passions can be hard to control, and they can take over a character, transforming a soldier into a berserk warrior or a priest into a suicidal martyr.
A character must have a focus for his passion before inciting it. This can be a true love, a deeply despised enemy, a liege or religious tenet worth dying for, a personal invention that will change the world, etc. It should be a worthy passion, one fit to stand in great epics, not a measly hatred of a noble who snubbed you at the ball. The gamemaster must decide whether a passion is worthy enough to incite for gain.
To incite the emotional fires, the character spends one Wyrd point and rolls his Passion as the goal number (with out pairing to a skill). Add or subtract any applicable modifiers from the Inciting Passion Chart. Each victory point adds one to the goal number for any rolls related to the focus of the character’s passion, whether it be climbing a tower to rescue a true love or swinging a sword at a long-hated foe. Or, at the player’s choice, each victory point will instead add one die of damage. The player must choose which option to use before making the roll.
This effect generally lasts for one span, but if it is a deep-enough emotion, the gamemaster may allow the benefits to last for hours or days, but no longer than the focus calls for. If the emotional issue is resolved, the effect ends. After the effect wears off, the character will be exhausted, drained of any immediate zeal. All tasks, for an amount of time equal to the time the passion was incited, are treated as if they were Demanding (-4).
If the roll is a critical success, the character is trapped in the throes of his passion, unable to let go of his task or the object of focus until his emotions are resolved: She rescues her prince from the ransoming barbarians; his wooing is successful and she says yes to marriage; the murdering fiend chokes out a death rattle at the end of your pike; the cathedral has finally been completed even though the bandits tried to stop its construction, etc.
Until this resolution, the character is not in full control of his desires — all else is put aside for the passionate task at hand. Even necessary considerations like eating or healing may be forgotten if they stand in the way of an opportunity for resolution. The character may even give up his life for the cause if it’s the quickest or only means to resolution: He takes a bullet for his lover; she ejects her comrades in the escape pod while staying behind to manually set the self-destruct sequence on the Imperial cruiser; he willingly walks into the knives of his enemies, knowing it is the only way to convince the townsfolk of the Pancreator’s mercy.
|Insulted/humiliated before an important audience||+3|
|Suffering bigotry (class or race based)||+2|
|Favored by a lover||+2|
|Spurned by a lover||+3|
|House/Church/League matter of importance||+2|
|Rival/foe within presence||+2|
|Object of vendetta within presence||+3|
|Crisis of faith||+3|
|Lots of money involved||+2|
|Encountering scary place/people||+1|
|Encountering terrifying place/people (Symbiots)||+2|