Subject: Stormbringer rules for Passions

From: "Loren J. Miller" MILLERL@WILMA.WHARTON.UPENN.EDU

System: Stormbringer

[When Loren sent these to the Stormbringer list, he said they were
 a set of rules that the Gamemaster was thinking of implementing.
 I thought them somewhat interesting and odd, and thus they have been
 included here -sda]

PASSIONS

Gaining Raw Passion

Raw Passion is a measure of the suffering which a character undergoes
for his or her principles, whatever motives the character may have.

Every time a character must roll on the Major Wounds table, he gains
1D8 Raw Passion.

Every time a character is affected by a dose of hallucinogen or
deliriant poison, he gains 1D8 Raw Passion.

Every time a character's mind is invaded by demonic Telepathy or
Emotion Control or another means, or he is attacked by a demon or huge
(more than 3xSIZ) creature, he gains 1D8 Raw Passion (huge demons are
worth 2D8. huge mind invading demons are worth 3D8).

Every time a character loses permanent attributes he gains 1D8 Raw
Passion for each attribute point lost.

If a character tries and fails to become an agent or priest, or to win
to great political power, he gains 1D8 Raw Passion.

If a character attempts a Summoning and fails to summon, influence or
bind his target he gains 1D8 Raw Passion.

If a character kills or witnesses the death of a friend or companion
he gains Raw Passion. 1D8 for an acquaintance. 2D8 for a friend or
long-time companion / party member. 3D8 for family member, favorite
pet, or best friend.

If a character is insulted or embarrassed in public he gains 1D8 Raw
Passion.

If a character is strongly affected by a work of art he gains
1D8 Raw Passion.

If a character loses at love he gains 3D8 Raw Passion.

If a character acts against the Stormbringer genre, detrimentally to
the campaign, or in a notably bizarre fashion he will gain 1D8 Raw
Passion (GM's discretion).

Using Raw Passion

There are two sorts of Passions: Raw Passion, which is undirected
until it passes a certain level; and Passionate Traits, which are
Passion directed in a specific manner. It may help to think of Raw
Passion as an unspent pool of points which will eventually become
Passionate Traits.

Once a character has begun to accumulate Raw Passion, the player
should decide what Passionate Trait the character is developing and
mark this down on his character sheet.

If a character's Raw Passion exceeds his POWx3 and he earns additional
Raw Passion he must roll 1D100 against his total Raw Passion. If the
roll is a success then the developing Passion is now a full-blown
Passionate Trait; if the roll is a failure then there is no effect.
Call for player votes on how Raw Passion manifests itself. If the
other players agree with the player's own choice of Passion, i.e. if
the character has consistently pursued some goal or course of action,
make it his new Passionate Trait.  Otherwise there should be a popular
vote. As a last resort, the GM will pick at random. Record Raw Passion
as the magnitude of the Passionate Trait. Then subtract POWx3 from Raw
Passion.

Passionate Traits

Likely Passionate Traits for player characters include extreme
versions of ordinary roleplaying character behavior. Some examples, in
no particular order, are

     Doomed, Loyalty (Lord), Loyalty (Nation), Love (Family),
     Hospitality, Companionship, Honor, Fame, Loyalty
     (Religion), Hate (Religion), Love (Folk), Hate (Folk),
     Love (Individual), Hate (Individual), Love (Occupation),
     Hate (Occupation), Bloodlust, Berserk, Curious,
     Addiction, Leader, Joker, Compulsive (Behavior),
     Delusion, Gluttony, Money, Trust (Others), Jealousy,
     Relaxation, Lust (Sex), Pacifism, Paranoia, Phobia,
     Cruelty, Split Personality, and Love (Own Opinion)

To handle Passionate Traits, whenever a character is faced by a
situation where Passion might rule his response, have the player roll
against the magnitude of the appropriate Passionate Trait, and if the
roll is a success then the Passionate Trait must manifest itself,
otherwise the player may roleplay it. Roleplay the effect of
Passionate Traits. If a player does not roleplay his Passionate traits
the GM may give the character 1D8 Raw Passion.

Overcoming Passionate Traits

The Psychiatry skill is useful for overcoming, or rationalizing,
Passionate traits. Since this skill is not taught in the Young
Kingdoms one must bind a demon with the skill (or embody a virtue of
knowledge) in order to buy back Raw Passion or a Passionate Trait.
Each full week (48 hours of treatment) make a Psychiatry roll,
successful treatment will subtract 1D8 from Passion. Plant Lore skill
(Class 9 Potions) may also be able to overcome Passionate Traits
(Figure each potion will subtract about 1D8 Passion). In order for one
to progress toward overcoming Passionate traits, a character's raw,
unallocated Passion must be reduced to zero. Once the magnitude of a
Passion has been paid off, the Passion has been overcome and may be
marked off the character sheet.

The Lords of Law and Chaos may remove and change Passions instantly if
they wish.

Defeating enemies, and other happy moments, can avert the formation of
new Passions. Subtract 1D8 Passion points from each character's Raw
Passion (or Passionate Trait of choice if Raw Passion is already zero)
whenever an adventure is a success.  Special adventures may subtract
even more Passion points.

Rest and relaxation remove POW Passion points per year.

Each six months of a successful romance subtracts 1D8 Passion points,
first from Raw Passion points, then from other Passionate Traits in
random order, and allocates them towards a Passion of Love (Beloved).


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