Passion | Flavor | Trigger |
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Anger | The character has a lot of stored-up aggression. | Gain 1 charge die every time an opponent makes a strike roll against you, whether it’s successful or not, and every time an opponent inflicts one or more conditions on you. |
Bloodlust | The character revels in dealing out pain. | Gain 1 charge die for every wound you inflict on an opponent. |
Command | The character likes to be in charge, and takes pleasure in helping her allies succeed. | Gain one charge die if a combined maneuver or achievement you lead succeeds. If you gift dice to another character’s maneuver, and it generates an awesome token, gain one charge die. |
Compassion | The character cares deeply about other people. She puts them first, even if that places her in danger. | Gain 1 charge die every time one of your fellow PCs takes 1 or more wounds from a strike. You still gain this bonus if you took a wound that another PC would have suffered (using Awesome Tokens or Guard, for example). |
Connoisseur | The character enjoys the finer things in life, and has a discerning eye. She appreciates moments of transcendent beauty and awe. | Gain two charge dice when you witness someone other than yourself being awarded an awesome token. |
Cunning | The character takes pride in cleverness and Achievement. | Whenever you single-handedly achieve a goal, gain a number of charge dice equal to half the goal’s difficulty. |
Doubt | The character has a problem with low self-esteem. He feels like he needs to prove himself in his own eyes and those of others. | Whenever you spend charge dice on charge powers for a Strike or Achievement, and that Strike or Achievement fails (after using traits, if any), you get to keep those charge dice rather than discarding them. |
Fear | The character is driven by fear. She is afraid of getting hurt and tries to avoid being a target, but the more she gets cornered, the more she will lash out. | At the beginning of a conflict (or at the beginning of any of your later turns if you forgot to do this), determine the enemy you’re most afraid of. Gain 1 charge die every time this enemy either earns an Awesome Token with a Maneuver or makes a Strike roll against you or any of your allies. |
Glory | This character revels in victory and achievements. | Gain 2 charge dice each time you inflict a defeating wound on an opponent. In addition, if you are the one who inflicts the defeating wound on the last enemy in a conflict, you get to keep all of your charge dice instead of just half (including the 2 you just earned). You do not gain these benefits for your eidolons’ actions, if you have any. |
Harmony | The character admires coordination and unity, aiming to work in connection with allies. | Whenever you gift dice to someone else’s maneuver, and it succeeds, gain one charge die. |
Love | This passion is aimed at a particular other person. It can be a romantic interest, a family member, or someone else who is very close to the character (but it must be a PC). The love does not have to be requited. | Gain 1 charge die every time an opponent makes a strike roll against your loved one, and another charge die for every wound that that character receives. You still gain this bonus if you took wounds or were the target of strikes that your loved one would have suffered (using Awesome Tokens or Guard, for example). |
Self-Loathing | The character hates some part of herself, but doesn’t necessarily have a death wish. She purposely puts herself in dangerous situations and revels in pain. | Gain 2 charge dice for each wound that you take. |
Succor | The character reveres teamwork, and strives to be a good teammate. | Gain one charge die if a combined maneuver or achievement you take part in, but do not lead, succeeds. If you gift dice to another character’s maneuver, and it generates an awesome token, gain one charge die. |
Style | The character favors style over substance, and favors style generating substance even more. | Gain two charge dice any time you are awarded an awesome token. If awarded this Token for a maneuver before even rolling your dice, gain an additional charge die. |
Temperance | The character shuns impulsive actions strives to maintain self-control. | Gain one charge die any time you have multiple strike dice in your pool, but use your action to maneuver instead. |
Valor | The character admires courage, and strives to demonstrate it when facing danger. | You gain one charge die at the beginning of any conflict, two if outnumbered (counting squads and swarms as single opponents). Whenever you spend charge dice on charge powers for an achievement on your own, you retain one charge die for each success rolled (up to the number of charge dice spent), whether the roll succeeded or not. |
Vengeance | The character has been wronged by someone and seeks revenge. You need to name a specific NPC against whom you’ve sworn vengeance (your nemesis), and the faction to whom he or she belongs (such as Kanissian Guard, Loyalists, Enendian Rebels, Hidden Blade Crime Syndicate). This is a powerful drive forward for the character. | You gain 1 charge die at the beginning of any conflict and 1 charge die for every wound that you take. If one or more of the enemies you face belong to your nemesis’ faction, your gain instead is 2 charge dice at the beginning of the conflict and 2 charge dice for every wound that you take (this includes fighting your nemesis with other PCs on your side). If you face your nemesis all by yourself, you gain 3 charge dice at the beginning of the conflict and 3 charge dice for every wound that you take. |