Freedom Fighter


The Freedom Fighter lies somewhere in the vicinity of the classical hero, falling on either side depending on which Passion sponsers him or her: Mynbruje or Lochost. The Monks of Mynbruje's Monastery are concerned with justice, leading their followers on to victory and then setting out alone for the next battle. The exiled Followers of Lochost spend their days teaching the people to fend for themselves against the tyrants and watch their pupils become leaders and warriors in their own rights.
Important Attributes: Charisma
Racial Restrictions: Dwarf, Obsidiman, Windling, Woodken
Karma Ritual: The Freedom Fighter composes a letter to a city he/she has liberated or people he/she has assisted. If not possible, he/she writes a speech he intends to use. Such a speech counts as a Karma Ritual of its own. When the speech is given, finished, or when the letter has been entrusted to someone for delivery, the ritual is ended.
Artisan Skills: Acting, Storytelling, Singing

FIRST CIRCLE
Talents

*Epic Tale(D)
First Impression(D)
Karma Ritual
Melee Weapons
Shield Charge
Speak Language(D)

SECOND CIRCLE
Talents

*Defiant Stand(D)
Durability (6/5)
Read and Write Language

THIRD CIRCLE
Talents

Heartening Laugh(D)
Lion Heart(D)

FOURTH CIRCLE
Quick Recovery:
The Freedom Fighter may make a second Willpower test against a Social Action after failing the first. The cost is 2 strain.
Talents

Lasting Impression(D)
Thread Weaving(Freedom
Weaving)(D) FIFTH CIRCLE
Social Defense:
Increase the Freedom Fighter's Social Defense by 1.
Talents
*Form Militia(D)
Resist Taunt

SIXTH CIRCLE
Karma:
The Freedom Fighter may spend a Karma Point on any action using Charisma only.
Talents

Riposte
Steely Stare(D)

SEVENTH CIRCLE
Spell Defense:
Increase the Freedom Fighter's Spell Defense by 1.
Talents

Momentum Attack
Spirit Talk(D)

EIGHTH CIRCLE
Physical Defense:
Increase the Freedom Fighter's Physical Defense by 1.
Talents

*Aura of Command(D)
Incite Mob

NINTH CIRCLE
Patriotic Duty:
For one permanent damage(to be healed at the end of the duty), a hero can entrust a target with a task or duty. While so entrusted, the target's social defense can only be defeated by an extraordinary success.
Talents

Anticipate Blow
Lion Spirit(D)
Tame Mount
TENTH CIRCLE
Karma:
The Freedom Fighter may spend a Karma Point on any action using Willpower or Willforce.
Social Defense: Increase the Freedom Fighter's Social Defense by 1.
Champion Challenge(D)
Throwing Weapons

ELEVENTH CIRCLE
Physical Defense:
Increase the Freedom Fighter's Physical Defense by 1.
Spell Defense: Increase the Freedom Fighter's Spell Defense by 1.

Charge
Rally(D)

TWELTH CIRCLE
Initiative:
Increase the Freedom Fighter's Initiative dice by 1.
Physical Defense: Increase the Freedom Fighter's Physical Defense by 1.

Impressive Shot
Multi-Tongue(D)

THIRTEENTH CIRCLE
Ancestor's Call:
Spending an hour meditating, a Freedom Fighter may call to all restless spirits within a one-mile radius. These spirits may take on some measure of physical form if they choose to answer the call, but must obey the Freedom Fighter for his/her circle in hours. Those attempting to engage this army of the dead must make a successful willpower roll or attempt to escape. At the end of the effect, the undead are free to do as they will and cannot come under the power of Ancestor's Call again.

Bardic Voice(D)
Fearsome Charge

FOURTEENTH CIRCLE
Karma:
Increase the Freedom Fighter's Maximum Karma Points by 25.
Spell Defense: Increase the Freedom Fighter's Spell Defense by 1.
Social Defense: Increase the Freedom Fighter's Social Defense by 1.

Multi-Charge
*Song of Victory(D)

FIFTEENTH CIRCLE
Initiative:
Increase the Freedom Fighter's Initiative dice by 1.
Social Defense: Increase the Freedom Fighter's Social Defense by 2.

Confront Horror
Second Chance
(D) denotes Discipline Talents
* denotes New Talents

TALENTS
Epic Tale

Step Number: Rank + Charisma Step
Action: Yes
Requires Karma: No
Skill Use: Yes
Strain: None
Discipline Talent Use: Freedom Fighter
A character uses Epic Tale to enrich and empower a story either made up to fit the current situation or of a classic nature. All listeners affected by Epic Tale are enthralled by the talespinner, making them more susceptible to charisma and charisma-based talents used by the character or the character's allies, adding the Rank of Epic Tale to all such tests. They will react negatively to the stories' villains and take any action that does not risk more injury to themselves than to other story listeners. The Epic Tale test is made at the conclusion of the story against the highest social defense present among the listeners, an average success affects half the audience, good affects three-fourths, and excellent affects all. An extraodrinary success eliminates any chance of dissenters.

Defiant Stand

Step Number: Rank + Charisma Step
Action: Yes
Requires Karma: Yes
Skill Use: No
Strain: None
Discipline Talent Use: Freedom Fighter
Defiant Stand is used to defend against an attack by magically intimidating an attacking army and its commander. A Defiant Stand test is made against the commander's Social Defense. An average success makes the commander and troops unsure of themselves and leery of attacking. A Willpower or Charisma test by the enemy leader against the character's Social Defense is required or the attackers will wait Rank Hours. A Good success leaves the leader very uncertain but ensures that one-quarter of his/her troops are demoralized. The leader's test is required to keep them from attempting to flee unless retreat risks immediate injury. An Excellent success causes one-fourth of the enemy army to become deserters or traitors and the leader's Willpower test must be made to keep an additional quarter from fleeing. Furthermore, the commander is unable to attack at this success level. An extraordinary success forces one-half of the enemy forces to flee, and the commander must make his/her test or flee with the other half. For every 20 times Defiant Stand Rank number of enemies, the success level is adjusted down one and if the defenders exceed 10 times Rank in number adjust the success level up one. Any outside events that affect the number of troops on either side affects the success level and may increase or negate its effects.

Form Militia

Step Number: Rank + Charisma Step
Action: Yes
Requires Karma: Yes
Skill Use: No
Strain: None
Discipline Talent Use: Freedom Fighter
Form Militia makes an effective fighting force quickly out of a ragtag group. A day's instruction teaches any group of characters how to organize and fight effectively together. After such instruction, a Form Militia test is made against the highest Social Defense in the group, requiring an average success to affect a group numbering up to Form Militia Rank x 10 plus one success level for each additional number equalling Form Militia Rank x 10. Once the character using Form Militia leaves, the organization it creates lasts for rank days unless the character returns. Under the influence of Form Militia, characters receive +1 to Melee weapons or Melee Weapons at the Rank of Form Militia, whichever is higher. If 4 + Form Militia Rank is higher than the affected characters Physical Defense, the character gains the new Physical Defense. Where the commander(character using Form Militia) is present, characters are immune to combat tactics and receive an additional +1 to Melee Weapons.

Aura of Command

Step Number: Rank + Charisma Step
Action: Yes
Requires Karma: No
Skill Use: No
Strain: 2
Discipline Talent Use: Freedom Fighter
Aura of Command gives a character the ability to make bold commands and dishearten enemies. Making grand gestures and speaking loudly, the commander gains a step bonus equal to Aura of Command Rank to all charisma-based abilities and talents. All characters acting in support of the commander receive a bonus to charisma equal to the Aura of Command Rank as well as +1 step to all abilities in support while all those acting against the commander receive a penalty equal to Aura of Command Rank to charisma and minus one step to all abilities versus the commander.

Song of Victory

Step Number: Rank + Charisma Step
Action: Yes
Requires Karma: Yes
Skill Use: No
Strain: 0/1/2
Discipline Talent Use: Freedom Fighter
Song of Victory allows the character to promote his or her cause and sway not only the tides of battle, but also the minds of its combatants. Song of Victory costs two points of strain per round, minus one if mounted and minus one if brandishing a flag or banner. Otherwise, the character must wave a large melee weapon high overhead while singing a song of battle. A Song of Victory test is made each round and compared to all character's social defenses within hearing range. Average successes force opponents to pause for one round while allies are bolstered. Good successes raise allies' attitudes towards the battle by one level while lowering opponent's attitudes one level. An Excellent test forces opponents with a neutral or worse attitude to make a willpower test against a target number of Rank or attempt to withdraw if flight poses less danger than battle. Excellent test results also add the character's rank in steps to all charisma-based actions taken by allies. Extraordinary tests temporarily convert enemies whose attitudes toward the battle are at the lowest point, showing them the righteousness of the allies' cause. These foes will withdraw, remaining affected for Rank days while recovering one level of attitude per day unless other social interactions take place. At the end of this time, any maintaining lowest level attitudes towards the cause of the battle have found reason to believe the song. Honorable characters adjust success levels up one against honorable opponents. Opponents with strong senses of duty reduce success levels by one. Once interrupted, the character may not begin Song of Victory again.



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