Blue Rose Companion Preview
With the Blue Rose Companion moving through layout, it's time to lift the veil and offer you a sneak-peek at what you'll find in between the covers of this new tome for the RPG of Romantic Fantasy. Let's start with a selection of the new feats you'll find for your heroes to perform and master!
Cloak Dance (General)
Prerequisites: Sneak rank 10, Perform (dance) rank 2
You are skilled at using optical tricks to make yourself seem to be where you are not. You can take a move action to obscure your exact position. Until your next turn, you have the benefits of concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.
Elemental Pact (Arcane)
Prerequisites: Knowledge (arcana) rank 6, Summon Elemental
You have a pact with an elemental power, whether as an oath of mutual service or an innate kinship. Your arcane power has become more attuned to the power of one element, granting you a +1 bonus to both summoning and shaping arcana checks involving that element.
Additionally, you gain the ability to use one arcanum untrained. It is considered a shaping arcanum for you, including the option to learn it as a trained arcanum under the Shaping Talent. The arcanum varies, depending on the element you choose:
Air: You are in tune with the psychic nature of the element of air. You may use Mind Touch untrained, and it is considered a shaping arcanum for you.
Earth: You are in tune with the innate strength of the element of earth. You may use Enhance Self untrained, but only to augment Strength, and it is considered a shaping arcanum for you.
Fire: You are in tune with the raging power of the element of fire. You may use Battle Dance untrained, and it is considered a shaping arcanum for you.
Water: You are in tune with the healing currents of the element of water. You may use Cure untrained, and it is considered a shaping arcanum for you.
Flame Aura (Arcane)
Prerequisites: Shaping Talent, Fire Shaping
As a standard action, you can surround your body with an aura of fire, causing no harm to you or anything you are wearing or carrying. Anyone touching you while you are aflame suffers +1 fire damage. The flame aura lasts one minute (10 rounds) per use. Flame Aura is fatiguing, with a fatigue save Difficulty of 14.
Honest (General)
Prerequisite: Untrained in Bluff and Disguise
Your word is your bond. You may add half your Reputation score (round down) to your Diplomacy checks. If you ever gain Bluff or Disguise as a known skill, you lose the benefit of this feat.
Imbuement of War (General)
You are capable of imbuing items with the enchantments of battle, creating Items of War. Although this feat is not limited to warriors, it creates items most easily bound by warriors. See Arcane Items in Chapter II for details.
Ritualist (Arcane)
Prerequisites: Knowledge (arcana) rank 4, one arcane talent feat
You have been trained in the techniques of arcane rituals, drawing upon the inherent power in rare items, specific times, and unique places. You are capable of creating rituals channeling no more Élan than your adept level plus your Wisdom and Intelligence. You may use rituals that channel more Élan should you find a written copy of the ritual or are taught it by another ritualist. See Arcane Rituals in Chapter II for more information.
Stylish (General)
You may spend a Conviction point to apply half the purchase Difficulty of your clothing (round down) as a bonus to one Bluff, Diplomacy, or Gather Information check.
Unbalance Opponent (Expert or Martial)
You are skilled at keeping opponents off balance. Each round, choose one opponent. That opponent's Strength does not apply to melee attack rolls to hit you, but does still apply to damage. You can select a new opponent each round or continue to keep the same one off balance.
Weather Shaping (Arcane)
Prerequisites: Shaping Talent, trained in Water and Wind Shaping
You can shape the complex forces controlling the weather. More than just commanding the winds, you can change the weather to suit your will. A use of Weather Shaping affects an area with a diameter in miles equal to your adept level, centered on you.
It takes 10 minutes for the effects of Weather Shaping to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
| Season | Possible Weather |
| Spring | Tornado, thunderstorm, sleet storm, or hot weather |
| Summer | Torrential rain, heat wave, or hailstorm |
| Autumn | Hot or cold weather, fog, or sleet |
| Winter | Frigid cold, blizzard, or thaw |
| Late winter | Hurricane-force winds |
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific effects of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition, the weather assumes that condition 10 minutes later, changing gradually over that time. The weather continues as you left it for a number of hours equal to your adept level plus 4, or until you use a standard action to designate a new weather condition, which fully manifests 10 minutes later. Weather Shaping can do away with weather conditions (naturally occurring or otherwise) as well as create them.
Weather Shaping is fatiguing, with a save Difficulty of 17. Each change in weather counts as a use of this feat.
Next: We'll take a look at some of the arcane secrets revealed in the Blue Rose Companion!