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==Overview==
==Overview==
Roleplaying effects are a core part of the rule system for Empire and may affect your character at any time. All roleplaying effects, have a number of features in common regardless of their source.
Roleplaying effects are a core part of the rule system for Empire and may affect your character at any time. Roleplaying effects in Empire ''never'' tell you what you must do, they don't tell you what you want to do or how you want to react - there is no magic that can exert complete ''control'' over your mind in Empire.
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Instead all roleplaying effects describe emotions and feelings that your character is experiencing - how you react to these feelings will be dependent on your characterisation. You can't ignore the effects - even if you are able to resist the urge, you character is still experiencing it. But as a player, you choose how your character responds to the roleplaying effects they are experiencing.


==Supernatural Effects==
All roleplaying effects, have a number of features in common regardless of their source.
*'''You may experience supernatural effects that influence your roleplaying'''
 
*'''You decide how your character responds to any roleplaying effects'''
==Spiritual==
* '''Roleplaying effects are spiritual in origin, they represent a supernatural influence affecting your character's soul'''
*'''You decide how your character responds'''
*'''You cannot ignore roleplaying effects'''
*'''You cannot ignore roleplaying effects'''
You may be the target of a power or ability that includes direction marked “roleplaying effects”. This states an influence on your character’s personality and mood. It is common for religious characters to be able to produce positive effects, for instance the sermon of a priest may infuse your character with a feeling of courage and confidence. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing.


''For example, a priest wishes to encourage you and half a dozen of your friends to risk death to retrieve a rare artefact from a large group of orc raiders. Just before the expedition departs the priest imparts a blessing of [[Courage]] to everyone making them feel confident, bold and fearless. You decide that your character responds to their new found courage by leaving the group and instead going to publicly confront the Cardinal of [[Prosperity]] for taking bribes.''
You may be the target of a power or ability that includes direction marked “roleplaying effects”. This states an influence on your character’s soul - your personality and mood. It is common for religious characters to be able to produce positive spiritual effects, for instance a anointing by a priest may infuse your character with a feeling of courage and confidence. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing.
 
''For example, a priest wishes to encourage you and half a dozen of your friends to risk death to retrieve a rare artefact from a large group of orc raiders. Just before the expedition departs the priest imparts a [[anointing|blessing]] of [[Courage]] to everyone making them feel confident, bold and fearless. You decide that your character responds to their new found courage by leaving the group and instead going to publicly confront the Cardinal of [[Prosperity]] for taking bribes, a challenge you have been afraid to tackle up to this point.''


It is also common to encounter malign auras and influences that will produce negative effects such as feelings of fear or anger. Your character must respond to these effects but it is up to you to determine the manner with which your character responds. In some circumstances you may be able to resist or overcome roleplaying effects - but even then it should be clear that your character has been affected by the roleplaying effects, but has found the strength to overcome them.
It is also common to encounter malign auras and influences that will produce negative effects such as feelings of fear or anger. Your character must respond to these effects but it is up to you to determine the manner with which your character responds. In some circumstances you may be able to resist or overcome roleplaying effects - but even then it should be clear that your character has been affected by the roleplaying effects, but has found the strength to overcome them.


==Overcoming Roleplaying Effects==
==Overcoming Roleplaying Effects==
{{CaptionedImage|file=wraiths.jpg|align=right|width=400|caption=Some horrific creatures exude a malign spiritual aura.]}}
* '''All Imperial player characters are assumed to be brave heroes'''
* '''All Imperial player characters are assumed to be brave heros'''
* '''Roleplaying effects are spiritual - you must have ''a source of spiritual strength'' to resist them'''
*'''Roleplaying effects are supernatural - you need a supernatural source of strength to resist them'''
* '''Hero points can also be expended to resist roleplaying effects'''
*'''Unique elements of characterisation may allow you to overcome a roleplaying effect'''
When the rules direct that your character is affected by roleplaying effects, the influences that your character is experiencing are fundamentally supernatural in nature. All Imperial PCs are assumed to be bold heroes; the supernatural aura of dread and fear that surrounds a wraith cannot be resisted or overcome simply because your characterisation is that you are uncommonly brave. If you want to resist or overcome these effects then your character must have a source of personal strength that is supernatural in nature or have some part of your characterisation that makes them '''uniquely''' ably to react that way.
 
Four common sources of supernatural strength are:
* [[Lineage]] - some lineages are able to respond differently to some roleplaying effects
* Blessings - Imperial priests can create blessings which may give characters the strength to overcome malign auras
* Rituals - a handful of rituals provide the recipient with the option to respond differently to a specific roleplaying effect
* Magic items - you may be bonded to a magical item that changes the way you can respond to roleplaying effects
 
In these cases, either you lineage should be physically obvious to everyone present (it is acceptable to be concealed, but would be obvious if the concealment were removed), or else you will have a card or ability that indicates what sort of roleplaying effects you can respond to and what options you have.
 
===Unique Characterisation===
* '''Your character or group may have a unique reason to resist a roleplaying effect'''
* '''The unique reason should be unique to your character or group'''
 
Most characters in Empire are brave heroes of one kind or another, but truly notable deeds like sworn oaths, bonds of love or fealty might also be the justification a character needs to endure an effect they desire to confront. The basis for being able to resist or overcome a roleplaying effect should be unique to your character or group - it should be something that makes the entire situation unique to them and goes to the heart of your characterisation.
 
''For example, a group of characters encounters a glade filled with an overwhelming aura of fear and dread. One of the characters is a [[changeling]] who can always choose to respond to such effects with a dreadful wrath, she gives an angry snarl and strides into the glade. The changeling’s bodyguard has sworn a great oath to protect his liege at any cost - driven by the strength of his oath he grits his teeth and huddles close to his liege attempting to cover them both with his shield. The remainder of the group lurk around the edge, hoping to find the motivation to overcome the dark pall.''
 
In this situation the basis of the bodyguard's character is his role as a bodyguard and the oath that he has sworn - it's central to what make his character different to the other characters around him and is a good basis for resist a roleplaying effect.
 
It is possible but rare that a group might encounter a roleplaying effect where the conditions are unique to them. In this case their shared characterisation make the group different to other groups around them. A Varushkan coven that has sworn to defeat a particular Volodny might find the strength to resist the aura of fear that surrounds the animated corpse of one of their members who has been slain by the Volodny and raised to do battle against them. It is clear that these conditions are unique to that group - they don't apply to everyone.
 
Common conditions that affect many characters are not sufficient to resist a supernatural roleplaying effect. All League bravos are bold, all Wintermark warriors are heroic, all Dawnish knights are glorious, all Marcher Yeoman are stubborn. These qualities are common to every character in the game, they don't mark your character or your group as unique.
 
''For example, the Navarr nation is preparing for battle with a Vallorn force that is known to be surrounded by a miasma of sickening humours that incapacitates you with wretching spasms if you come to close. The entire Navarr nation are driven to destroy the Vallorn, their oaths and vows to destroy the Vallorn are generic, they apply to every Navarr and every Vallorn. There is nothing unique about them so they are not sufficient to allow the Navarr thorns to overcome the miasma."
 
==Types of Roleplaying Effects==
There are three different types of roleplaying effect, auras which affect an area or the area near a creature, influences which are linked to items and personal which affects characters.


===Area Effects (Auras)===
When your character is affected by roleplaying effects, the spiritual influence that your character is experiencing is supernatural in nature. All Imperial PCs are assumed to be bold heroes; the spiritual aura of dread and fear that surrounds a wraith cannot be resisted or overcome simply because your characterisation is that you are uncommonly brave. If you want to resist or overcome these effects then your character must have ''a source of spiritual strength''.
Auras are roleplaying effects that affect any character who enters the area. Auras are indicated with an A5 area effect aura card which will state the nature of the aura and indicate what roleplaying effects it causes. If you are within approximately 15 feet of this card then you experience the effect. If you notice an A5 area effect aura card then you should discreetly move to read the card when the first opportunity to do so without disrupting your roleplaying presents itself and take the effects from then on.


The card will note the strength of the aura for the purposes of replacement or exorcism. On occasion, auras may be applied by a referee with instructions for uncommon or location-specific, effects.
Common sources of spiritual strength are:
* [[Aura]] - Most commonly the auras created by Imperial priests using an [[anointing]] or [[consecration]].
* [[Heroic_skills#Hero_Points|Hero points]] - you can expend a hero point if you have one
* [[Magic items]] & [[Rituals]] - a small number of magical items and rituals provide a source of spiritual strength
* [[Lineage]] - some lineages provide a source of spiritual strength in limited circumstances.


Auras stop at natural boundaries; if a tent that is 5-feet across is under an aurea, then the aura does not spill out ten feet to either side. If an aura covers a tent or structure that is larger than 15 feet across then it will have an aura card every 20feet or so to indicate this.
A magic item or ritual only provides a source of spiritual strength if that it is explicitly stated for that ritual or item. Most rituals and items do not act as a source of spiritual strength even if they come with a roleplaying effect of their own. As with the spiritual strength provided by some lineages, a magic item or ritual will often have a limited scope - restricting the kinds of roleplaying effects you can overcome, and/or specifying how you should respond. For example, when you use a [[Circlet of Falling Snow]] it requires you to remain calm and collected in response to a roleplaying effect; the [[The Conspirator's Cloak|Conspirator's Cloak]] [[enchantment]] only provides spiritual strength to overcome roleplaying effects that would coerce you into following someone, or to reveal information about your plans, schemes or actions.


Some supernatural creatures cause auras in the area around them. If this happens on a battlefield then a referee will shout a brief roleplaying effect to any character who comes near. These auras are permanent - the ref will not keep repeating the roleplaying instructions but the aura does not stop until the monster is slain.
Hero points represent inner reserves of willpower and determination. Spending a hero point allows you to respond to a roleplaying effect in any manner you wish, as described under [[Heroic skills#Hero_points|Heroic skills]]. The source of spiritual strength gained lasts for the duration of the [[Enchantment#Duration|encounter]].


===Item Effects===
===Limitations===
Some magical items, particularly items that have been hallowed, may cause roleplaying affects to any character that is bonded to them. You do not experience the influence simply by carrying or using the item, only if you are bonded to it. The referee will inform you of any item effects that you experience when you bond to an item or when an item you are bonded to is hallowed.
* '''Some sources of spiritual strength are only valid against some spiritual effects'''
* '''Some sources of spiritual strength are only valid if you respond in the stated manner'''


===Personal Effects===
Cambion, briars, and changelings all have a source of spiritual strength due to their inherent magical nature - but it is limited in scope. It can only be used to resist appropriate roleplaying effects - and only if the character responds accordingly - for example changelings can access a source of supernatural strength but only to resist roleplaying effects that cause fear and only by becoming angry.
Your character may be directly affected by a roleplaying effect. This usually happens because your character has been annointed, but some rituals and all potions cause personal roleplaying effects. Personal roleplaying effects affect your character for the stated duration.


When you use a potion, you rip open the potion card to read the roleplaying and mechanical effects which are written inside the card. Personal roleplaying effects from potions last for an hour or for the duration of the potion effect, whichever
Some magic items provide similar benefits - a source of spiritual strength - but only in response to a specific roleplaying effect - or only if you respond in the stated manner.
is longer.


==Sources==
===Other Effects Only===
Roleplaying effects may be spiritual, alchemical, or magical in nature. This has no effect on the rules that determine how your character reacts and responds.
* '''Some roleplaying effects also act as a source of spiritual strength'''
* '''You cannot use the roleplaying effect that provides a source of spiritual strength to overcome that roleplaying effect'''


===Spiritual===
It is common for something that causes a roleplaying effect to act as a source of spiritual strength. You cannot use this source of strength to overcome the roleplaying effect that comes with it, only to resist ''other'' roleplaying effects.
Spiritual roleplaying effects are directly related to the soul. They may be caused by priests of the Way of Virtue, but they can occur naturally and some of the enemies of the Empire create blasphemous or corrupt auras and influences.


===Alchemical===
''For example, your character is anointed granting them the [[Auras_of_Courage#The_Trial_of_Courage|Trial of Courage]] [[Aura]]. This effect serves as a source of spiritual strength and has the roleplaying effect that "''you feel an urge to seek new solutions to problems that you have failed to overcome. Where you have failed before, this time you feel sure you can succeed.''" You cannot use the strength provided by the aura to overcome the urge to seek new solutions to your problems - you can only use it to overcome other roleplaying effects.''
All potions have roleplaying effects which you experience when you are affected by the potion.


===Magical===
If your character has two sources of spiritual strength, then you may choose which source of spiritual strength you are drawing on - but you cannot resist any roleplaying effects associated with that source of strength.
Powerful eternals are often surrounded by auras that cause roleplaying effects, and regio and some rituals and magic items are associated with roleplaying effects.
{{Core Rule Links}}

Latest revision as of 04:48, 20 August 2024

Overview

Roleplaying effects are a core part of the rule system for Empire and may affect your character at any time. Roleplaying effects in Empire never tell you what you must do, they don't tell you what you want to do or how you want to react - there is no magic that can exert complete control over your mind in Empire. Instead all roleplaying effects describe emotions and feelings that your character is experiencing - how you react to these feelings will be dependent on your characterisation. You can't ignore the effects - even if you are able to resist the urge, you character is still experiencing it. But as a player, you choose how your character responds to the roleplaying effects they are experiencing.

All roleplaying effects, have a number of features in common regardless of their source.

Spiritual

  • Roleplaying effects are spiritual in origin, they represent a supernatural influence affecting your character's soul
  • You decide how your character responds
  • You cannot ignore roleplaying effects

You may be the target of a power or ability that includes direction marked “roleplaying effects”. This states an influence on your character’s soul - your personality and mood. It is common for religious characters to be able to produce positive spiritual effects, for instance a anointing by a priest may infuse your character with a feeling of courage and confidence. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing.

For example, a priest wishes to encourage you and half a dozen of your friends to risk death to retrieve a rare artefact from a large group of orc raiders. Just before the expedition departs the priest imparts a blessing of Courage to everyone making them feel confident, bold and fearless. You decide that your character responds to their new found courage by leaving the group and instead going to publicly confront the Cardinal of Prosperity for taking bribes, a challenge you have been afraid to tackle up to this point.

It is also common to encounter malign auras and influences that will produce negative effects such as feelings of fear or anger. Your character must respond to these effects but it is up to you to determine the manner with which your character responds. In some circumstances you may be able to resist or overcome roleplaying effects - but even then it should be clear that your character has been affected by the roleplaying effects, but has found the strength to overcome them.

Overcoming Roleplaying Effects

  • All Imperial player characters are assumed to be brave heroes
  • Roleplaying effects are spiritual - you must have a source of spiritual strength to resist them
  • Hero points can also be expended to resist roleplaying effects

When your character is affected by roleplaying effects, the spiritual influence that your character is experiencing is supernatural in nature. All Imperial PCs are assumed to be bold heroes; the spiritual aura of dread and fear that surrounds a wraith cannot be resisted or overcome simply because your characterisation is that you are uncommonly brave. If you want to resist or overcome these effects then your character must have a source of spiritual strength.

Common sources of spiritual strength are:

  • Aura - Most commonly the auras created by Imperial priests using an anointing or consecration.
  • Hero points - you can expend a hero point if you have one
  • Magic items & Rituals - a small number of magical items and rituals provide a source of spiritual strength
  • Lineage - some lineages provide a source of spiritual strength in limited circumstances.

A magic item or ritual only provides a source of spiritual strength if that it is explicitly stated for that ritual or item. Most rituals and items do not act as a source of spiritual strength even if they come with a roleplaying effect of their own. As with the spiritual strength provided by some lineages, a magic item or ritual will often have a limited scope - restricting the kinds of roleplaying effects you can overcome, and/or specifying how you should respond. For example, when you use a Circlet of Falling Snow it requires you to remain calm and collected in response to a roleplaying effect; the Conspirator's Cloak enchantment only provides spiritual strength to overcome roleplaying effects that would coerce you into following someone, or to reveal information about your plans, schemes or actions.

Hero points represent inner reserves of willpower and determination. Spending a hero point allows you to respond to a roleplaying effect in any manner you wish, as described under Heroic skills. The source of spiritual strength gained lasts for the duration of the encounter.

Limitations

  • Some sources of spiritual strength are only valid against some spiritual effects
  • Some sources of spiritual strength are only valid if you respond in the stated manner

Cambion, briars, and changelings all have a source of spiritual strength due to their inherent magical nature - but it is limited in scope. It can only be used to resist appropriate roleplaying effects - and only if the character responds accordingly - for example changelings can access a source of supernatural strength but only to resist roleplaying effects that cause fear and only by becoming angry.

Some magic items provide similar benefits - a source of spiritual strength - but only in response to a specific roleplaying effect - or only if you respond in the stated manner.

Other Effects Only

  • Some roleplaying effects also act as a source of spiritual strength
  • You cannot use the roleplaying effect that provides a source of spiritual strength to overcome that roleplaying effect

It is common for something that causes a roleplaying effect to act as a source of spiritual strength. You cannot use this source of strength to overcome the roleplaying effect that comes with it, only to resist other roleplaying effects.

For example, your character is anointed granting them the Trial of Courage Aura. This effect serves as a source of spiritual strength and has the roleplaying effect that "you feel an urge to seek new solutions to problems that you have failed to overcome. Where you have failed before, this time you feel sure you can succeed." You cannot use the strength provided by the aura to overcome the urge to seek new solutions to your problems - you can only use it to overcome other roleplaying effects.

If your character has two sources of spiritual strength, then you may choose which source of spiritual strength you are drawing on - but you cannot resist any roleplaying effects associated with that source of strength.

Further Reading