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Inspiration

Inspiration is the most ellusive and ill-understood of the three Z-wave sub-types. It is all but impossible to detect or observe imperically on its own, although its penchant for decaying into either or both of Quantum and Psi has aided in the wave-form's study. While Quantum forms the stuff of material existence, and Psi defines the shape of the same, Inspiration provides the catalyst that moves reality from one state to another. Without Inspiration, there could be no causal link between events and time would cease to flow as the universe became utterly static. Where excess Inspiration accumulates, in nodes called "gyres" strange luck and unlikely events abound as probability breaks down. In the most extreme cases, time itself becomes cracked and fractured, no longer flowing evenly or in only one direction.

When a gyre becomes linked to a person rather than to a location or a moment in time, that person becomes a Daredevil. The flow of Inspiration through the individual subtely reshapes the course of events (not only in their present, but also in their past and future) with improbable and (generally) beneficial happenstance. In addition to the normal uses of Telluric Energy and the costs of certain specific powers (Knacks), Daredevils may put their Inspiration towards three unique applications:

  • Sheer Heroism: Once each scene, a Daredevil's player may spend 1 Inspiration in order to double the final value of that character's dice pool for a single roll.
  • Intuition: For one Inspiration, a Daredevil's player may ask for a useful hint or clue to help solve the problem at hand and move the story along.
  • Dramatic Editing

Inspiration Facets

A Daredevil's Inspiration provides further benefit through the three Inspiration Facet traits. For each point of permanent Inspiration that a Dardevil posesses, that character has 1.5 points (rounded up) distributed over the three Facets, to a maximum of 5. This is a static correspondance: Facet ratings go up (and down) mathematically with the base Inspiration trait, and cannot otherwise be changed. The three Inspriation Facets (and their attending advantages) are:

Intuitive Facet

Measures the ability to act dynamically, on the spur of the moment and to make surprising mental leaps. It's two advantages are:

  • Fast Thinker: Once per game a Daredevil may add dice equal to that character's Intuitive Facet to any roll that involves instant mental reaction and is not an attack roll.
  • Enhanced Initiative: Add a Daredevil's Inuitive Facet rating to that character's Initiative score.

Reflective Facet

Measures capacity for introspection, patience or extended, focused effort. It's two advantages are:

  • Good Things Come...: Once per game a Daredevil may add dice equal to that character's Reflective Facet to any roll that deals with an extended effort.
  • I Can Wait: Add a Daredevil's Reflective Facet to any Resistance, Willpower or other appropriate roll that involves waiting for something to happen or end. This includes staying cool in a crisis and resisting torture or brainwashing.

Destructive Facet

Measures potential for undoing, disrupting and destroying things. It's two advantages are:

  • Things Fall Apart: Once per game a Daredevil may add dice equal to that character's Destructive Facet to any attack or damage roll.
  • The Center Does Not Hold: Add a Daredevil's Destructive Facet to any roll which involves destroying or working to destroy a non-physical thing.

Spending and Regaining Inspiration

A Daredevil's pool of temporary Inspiration is equal to twice the character's permanent Inspiration trait. This is the level to which Inspiration will naturally replenish over time, and is usually the number with which a character begins play at the start of a story. Unlike all other Talent-types, however, Daredevils are entirely capable of holding excess Inspiration (beyond the normal limit of their pool) with no particular danger. The excess is simply held until used.

Inspiration may be regained in the following ways:

  • Work Hard, Play Hard: When a Daredevil has fun, whatever that character's idea of fun might be, Inspiration returns. For every two days spent in your character's prefered mode of rest or recreation, one Inspiration is regained. If at ease under less favorable circumstances, unable to indulge in favorite pursuits, the rate sinks to one Inspiration every five days.
  • Wild Success: If a Daredevil rolls at least five successes more than are needed to succeed, and can gain no further benefit from such exceptional success, the character regains one Inspiration.
  • Inner Peace: If a character would regain Willpower but is already at full capacity, one Inspiration is regained instead.
  • Heroic Entertainment: When the character spends Inspiration (for instance, to pay for Dramatic Editing) in a way that benefits someone else and is both suitably heroic for the character and entertaining for other players, the payment is refunded, and the character regains an additional one Inspiration. This cannot happen more than once per character, per game session.
  • Inspiring Acts: When a character does something especially appropriate to that character's own theme and nature, which also entertains the other players, one Inspiration may be awarded (this is roughly equivalent to Heroic Entertainment, but for situations in which no Inspiration was spent). This rule also slightly alters the benefits of a Stunt for Daredevils. Normally, a Stunt returns two Essence per level, so a Daredevil's player would note the number of Essence regained through Stunting until reaching a number divisable by seven (7:1 being the conversion ratio between Essence and Inspiration). The exception to this is that, when a Daredevil is awarded a 3-die Stunt, that character regains one full point of Inspiration, rather than 6/7, as would normally be the case.
  • Certain Knacks may also provide alternate means of regaining Inspiration.