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Edit Inspire
Edit Inspire
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Description
This ability can represent oratorical talents, innate charisma, supernatural awe, or even a beautiful or resonant voice. The character’s very presence inspires their friends, followers, or fans, filling them with energy and determination to transcend their own normal limitations in pursuit of a goal. Its nature depends on the character: a general inspires through leadership and strategic prowess, an evil dictator might whip minions into a frenzy through hatred, a pop idol inspires through song, or a magical girl or mystical unicorn through the sheer power of love. It is also common for certain Items such as religious relics, holy shrines, or revered army standards to possess this ability. Inspire takes a general action to initiate, during which the character must act appropriately – give an impassioned speech, start singing, threaten minions with destruction, or however their inspiration usually functions. Successful use of the Attribute requires succeeding with an average Soul Stat roll (Target Number 12). If it fails, the character can take another action and try again, but they are limited in the number of attempts per game session equal to the Attribute Level. Each successful use gives an effect that lasts for an entire dramatic scene. During that scene, every friend or ally who shares the character’s goals will be inspired. Alternatively, the character may define their Inspire as working through a Skill Group (page 120), most often Business, Social, Street, Military, or Detective. The character makes a Skill roll instead (which is usually easier, since the Skill Level is added to the roll), but the inspiration will only work in appropriate situations – for example, when leading people into battle for Military or when making an important corporate move with Business. Inspired characters (both player characters and story characters under the GM’s control, as well as the inspiring character themselves) receive a bonus equal to the Inspire Level to any appropriate Stat or Skill Group rolls at the GM’s discretion. Story characters will, in general, be highly motivated which the GM will reflect through role-playing. Any character with Inspire also exerts a natural uplifting influence even without making a special effort. This helps their friends and allies recover any lost Energy Points more rapidly as well. As long as they are in the character’s immediate presence, they will regain extra Energy Points equal to the character’s Inspire Level each hour. The Inspire Attribute do not have a cumulative effect with the concurrent use of other characters’ Inspire Attribute.
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