Passions and Loathings
Optional character traits that provide mechanical benefits and roleplay depth. Passions and Loathings must be chosen in balance - for every Passion, you must take a Loathing.
How They Work
- Passions: Grant advantage on related rolls when pursuing what you love
- Loathings: Impose disadvantage when forced to deal with what you hate
- Balance Required: Must have equal numbers of each
- Roleplay Hooks: Drive character decisions and create story opportunities
Sample Passions
Combat & Conflict
- Glory in Battle: Advantage on attacks when outnumbered
- Protecting the Innocent: Advantage on saves when defending others
- Honorable Combat: Advantage on attacks in single combat
- Tactical Superiority: Advantage on initiative when you have a plan
Knowledge & Discovery
- Ancient Mysteries: Advantage on checks involving historical artifacts
- Forbidden Knowledge: Advantage on Arcana checks for dangerous magic
- Desert Secrets: Advantage on Survival checks in unexplored areas
- Clan Lore: Advantage on History checks about your people
Social & Personal
- Clan Honor: Advantage on Charisma checks with clan members
- Justice: Advantage on Insight checks to detect lies
- Mentoring Youth: Advantage on checks when teaching others
- Artistic Expression: Advantage on Performance and related crafts
Survival & Adventure
- Treasure Hunting: Advantage on Investigation checks in ruins
- Beast Friendship: Advantage on Animal Handling with wild creatures
- Desert Navigation: Advantage on Survival checks for direction
- Caravan Life: Advantage on checks during long journeys
Sample Loathings
Combat & Conflict
- Cowardice: Disadvantage on saves against fear effects
- Unnecessary Violence: Disadvantage on attacks against non-combatants
- Dishonor: Disadvantage on checks when acting against your code
- Chaos: Disadvantage on actions when plans fall apart
Social & Cultural
- Outsiders: Disadvantage on Charisma checks with non-clan members
- Authority: Disadvantage on checks when following orders
- Crowds: Disadvantage on checks in large gatherings
- Deception: Disadvantage on Deception checks (you're a terrible liar)
Environmental & Situational
- Confined Spaces: Disadvantage on checks in tight areas
- Heights: Disadvantage on checks when elevated
- Water: Disadvantage on checks involving deep water
- Darkness: Disadvantage on checks in complete darkness
Magical & Supernatural
- Undead: Disadvantage on saves against undead abilities
- Corruption: Disadvantage on saves against magical corruption
- Divine Magic: Disadvantage when exposed to religious ceremonies
- Demons: Disadvantage on checks when demons are present
Creating Custom Traits
Work with your GM to create Passions and Loathings that fit your character concept. They should be specific enough to matter but broad enough to come up regularly in play.
Mechanical Guidelines
- Frequency: Should apply roughly once per session
- Specificity: More specific = more powerful when it applies
- Balance: Loathings should be as limiting as Passions are helpful
- Story Integration: GM should incorporate them into adventures
Example Character
Kessa Ironwill, Dwarf Warrior
- Passion - Clan Honor: Advantage on Charisma checks with dwarves
- Passion - Ancient Weapons: Advantage on checks involving historical arms
- Loathing - Cowardice: Disadvantage on saves against fear
- Loathing - Outsiders: Disadvantage on Charisma checks with non-dwarves
Roleplay Commitment
Passions and Loathings are more than mechanical bonuses - they define your character's personality. Be prepared to make decisions based on these traits, even when it's not tactically optimal.
Using in Play
When a situation clearly relates to your Passion or Loathing:
- Identify the relevant trait to the GM
- Explain how it applies to the current situation
- Apply advantage or disadvantage to the roll
- Roleplay the emotional response appropriately
Changing Traits
Passions and Loathings can evolve through significant character development:
- Major Story Events: Traumatic or transformative experiences
- Character Growth: Overcoming fears or discovering new interests
- GM Approval: Changes must fit the narrative and be earned
- Balance Maintained: New traits must maintain the Passion/Loathing balance