Proposed Rule for Ars Magica Passions Passions are bought with a +2 Virtue, "Passion: ". The player is allowed to choose what this Passion is, with the StoryGuide's approval. Passions are intended to be that which the character is deeply emotional about, perhaps irrationally so; in situations where the Passion applies, it should be the dominant force in that character's psyche -- this is what the character is fanatical about. Passions are always directed at something specific, and should have strong character-background justifications; this allows the StoryGuide to determine what sorts of situations are relevant to the Passion. Note that Passions differ from Personality Traits in that Passions always have a focus. Passions in this mode are not simply defined by the broad categories of Passions given in Ars Magica 3rd; such Passions can serve as example, but they don't even begin to touch on the things characters could be Passionate about. For example, a magus could be irrationally Passionate about "Preservation of the secret of ". (Note that because of the requirement for Passions to be directed, Valor is no longer a Passion by this definition, nor is Rage. Valor is a general measure of fearlessness, while Rage is a general measure of one's short-temperedness. Both Valor and Rage, in 3rd edition, already have special rules applied to them. It might thus be best to make these Virtues unto themselves, with a Variable cost, or eliminate them entirely. These are the two most easily abusable 3rd edition Passions, as well.) Players can also buy the +1 Virtue, "Passionate". This allows the acquisition of new Passions during the course of the game; if a situation arises in which the player believes that creating a Passion would be appropriate, he can discuss it with the StoryGuide, who can choose whether or not to allow it. (Note that buying an initial Passion does NOT automatically give one the "Passionate" Virtue; it has to be bought separately. Also note that players should NOT buy this virtue and then expect the first Story of the Saga to give them the new Passion that they want -- that's a rules rape.) All Passions start with an initial score of 0 (thus making them a bit like Affinities). If the Passion is bought at character generation time, its initial score can be increased by the character's initial XPs; Passions acquired through play can only be increased through use. To activate a Passion in a scene, the player expends a Confidence Point (which is spent for the remainder of the Story), and rolls a stress die + Passion score, against a StoryGuide-determined Ease Factor. The Ease Factor depends primarily on the Passion's dramatic appropriateness to the situation, and is the StoryGuide's safeguard against frivolous Passion rolls. For example, activating one's "Love for family" passion to save one's son from the clutches of a demon would be an Ease Factor of 6; activating one's "Proving one's courage to others" Passion, to fight a single combatant who's not as good as you are would be an Ease Factor of 15 (and the same would apply for situations where, for example, the onlookers are already expecting you to be brave -- you don't have anything to prove to them and thus find it difficult to inspire yourself). (The example of, "Proving one's courage to others" might be a Passion for a character who wrongfully has acquired a Reputation of Cowardice, for example.) No Confidence Points can be expended to re-roll a Passion activation roll. If the roll Botches, the Confidence Point spent to activate the Passion is permanently lost. If you succeed in the activation roll, your Passion score is added to all rolls for the remainder of the scene. If you fail, your Passion score is subtracted from all rolls for the remainder of the scene. (The more passionate you are about something, the more despair you feel when you fail to inspire it -- you are crushed by negative thoughts, have self-doubts, etc.) If, during the course of the scene that you activated a Passion for, you Botch a roll, your Passion fails, and you immediately start taking your Passion's score as a penalty to the remainder of the rolls you make (just as if you'd rolled the Passion and failed it). Passions can be raised in only one way: In a story in which the Passion was successfully activated, one XP from that story's award may be spent to increase the Passion. (The relationship of Passion scores to XPs placed in them is like the relationship between skills/Affinities and XP.) * * * * * What does this solve? 1. The flat cost of +2 for a Passion eliminates one of the weird problems with 3rd edition Passions -- being able to buy the Passion at +1 and then pump it up with XP instead of spending valuable Virtue points on it. (Since the application of the Passion is fairly limited, it's likely not worth +3.) 2. There's a provision for the acquisition of new Passions. It makes no sense whatsoever for a character to begin his play life with all the Passions he's ever going to have. (Characters who don't have the +1 Virtue "Passionate" simply don't have the emotional make-up to ever acquire the sort of fanaticism that a Passion represents.) 3. The requirement of an activation roll against an Ease Factor set by the StoryGuide strongly discourages frivolous uses of Passions. The penalty for failing an activation roll further reinforces this, and makes sense, given the rationales for Passions.