The Fisher King

by Aaron Stimson (AStimson@adp-ebanking.com)

Attributes: The Fisher King is a powerful figure of man's nobility even during helplessness. He symbolizes perseverance of spirit, and yet also an example of the need of all men for something they cannot find themselves. The Fisher King must proceed through the full cycle from greatness to downfall to redemption.

The Fisher King begins serving a higher authority. This authority might be a belief system (Roman Catholicism or Environmentalism), a 'liege lord' (Alex Abel or Randy Douglas), or a code (the code of Chivalry or The Way of the Samurai). The Fisher King dedicates his life to this authority, and will serve it unflaggingly, much like The Knight.

Taboo: The Fisher King may not give up his higher authority. If The Fisher King resists the dictates of his authority he risks the very foundation of his being. To go willfully against the higher authority is to risk completely one's role as The Fisher King. If The Fisher King loses his higher authority, he must either choose the next closest authority, chose the defeater, or loose his calling. (i.e.. The Fisher King follows Randy Douglas as a higher authority, but Randy Douglas is killed. The Fisher King may then choose to follow Darla Cooper (Randy's Successor), Alex Able (Randy's defeater), or loose his calling. In this case, The Fisher King might also consider the stated goals of TOSG to be the next closest authority, instead of Darla Cooper.)

The Fisher King may never reject a direct challenge. He may avoid a conflict before it happens, but he may not flee it. Just because The Fisher King may not avoid a direct challenge does not mean he need fight to the death. The Fisher King may attempt to parley, set limits to the conflict, make concessions, or surrender. If his opponent will not except these conditions, though, The Fisher King may consider his duty done and retreat. The main exception to this is The Fisher King second ability.

The Fisher King may never abandon any sworn companions. He is quintessentially loyal and may not backstab acknowledged allies.

Symbols: Until the third ability is used, the Fisher King's symbol of his authority is a strong focus. A sword, lance, or spear, may also symbolize the martial role of the Fisher King, as does a shield or armor blazoned with the device of The Fisher King. (A Kevlar Vest visibly displayed with embroidered coat of arms might count.) More symbols may be gained after the third ability.

Suspected Avatars in History: Bron, Brother of Joseph of Arimathea, and Bran, son of Baen

Channels:

1-50%: Choose a quest and name a skill to you complete your quest, then make an Avatar:Fisher King roll. If you succeed at the roll, you may flip-flop all rolls made with the skill while in direct pursuit of your quest. Once you solve your quest you may attempt this again with a different quest, but you may only attempt this with one skill per quest. Similarly you may only take up one quest at a time. If you fail with one skill, you may try again with a different skill, but you may not re-try with the same skill ever.
If you ever give up your quest you may never make an Avatar:Fisher King roll with that skill again, ever. Furthermore, you may not choose a new quest and skill until you either complete or give up your current quest. Abandoned quests may never be retaken.

51-70%: With a successful roll of Avatar:Fisher King, the Fisher King may issue a personal challenge. This may occur during any conflict, and the particulars will be determined between the Fisher King and the leader of his foes. The foe leader chooses weapon and The Fisher King chooses degree. Both mush negotiate terms to their satisfaction, but agreement must be met. If the Fisher King wins, his side will be considered victors, and any spoils or rewards will go to his side. If his opponent wins, his opponent's side will take any spoils or rewards relevant. During the personal challenge no one else may interfere or intercede, on either side. If someone attempts to, s/he will need to roll a rank 8 Self check against a sense of betrayal of all that's held dear. This challenge holds until spoils are given. (Example 1: After pursuing a murder cult, The Fisher King's company bursts in in the middle of a ritual. The Fisher King rolls against his Avatar:Fisher King 65% and succeeds with a 47. He challenges the cult leader (leader of his foes) to combat. The cult leader stipulates weapons (knives) and the Fisher King names degree (first blood). After some debate The Fisher king agrees to allow the cult to leave safely if he succeeds, minus their captives of course. If the cult leader wins, however, it is agreed that the Fisher King will remain with the cult as a hostage until the cult receives a ransom from the Fisher King's companions, and a vow of immunity from further retaliation. Combat proceeds as normal) (Example 2: The Fisher King has been sent by Alex Able to retrieve the soul of an entropomancer that Able had hoped would kill Dirk Allen. The Fisher King stumbles across Allen at a dive, and after a successful roll on Avatar:Fisher King, issues Allen a challenge. Allen stipulates weapon (Vodka Shots) and the Fisher King grudgingly names degree (who can stand after 10 shots). The two agree that if the Fisher King wins he may claim the soul as his prize. If Allen wins, however, Allen my demand a service (undetermined) of the Fisher King.) (Note: If the Fisher King is on a quest and the challenge is based on the quest skill, he may still use the flip-flop during the challenge.) If the Fisher King is challenged to Magick combat, he may use his Avatar:Fisher King as defense (but not attack). He may do this once a day. 71%-90%: The Fisher King may survive a Mortal Blow in combat. If an attack should kill the Fisher King, he must immediately roll under his Avatar:Fisher King. If he succeeds, his wound points are reduced to 1, but he may not be injured again for that combat. (The Fisher King may still suffer Violence, Helplessness, or other appropriate checks due to trauma). This is also the beginning of the fall from greatness for the Fisher King. After this combat he is capable of receiving normal medical attention, but he will be unable to heal his last wound point (his Fisher King Wound). Beyond that, The Fisher King will receive a -10% skill shift for all skills (except: Avatar:Fisher King) but his lowest non-combat, non-occult, non-interaction skill. This is due to the never ceasing pain he experiences. The non-shifted skill becomes his Fisher King skill. Whenever he performs that skill the pain is lifted. Within an hour of performing that skill he may use any other skill normally. Note that The Fisher King need not succeed at the skill, but merely perform it. (example: Lance's lowest non-combat, non-occult, non-interaction skill is Driving: 15%. Whenever he is driving, he loses the skill shift negative, and within an hour of driving he may use any other skill as normal. In essence, Lance is now the Driver King). Any historical symbol that relates to the Fisher King skill may change that shift to -5%. (Example: Lance later happens upon the original Edsel Ford drove. Stealing the hood ornament, he fashions a necklace with it. While he has his new necklace on he only suffers -5% to his skill rolls). The Fisher King effect may only be healed by a certain natural artifact (the Sang Real, a blood red stone rumored to have been placed in the mythical artifact the Holy Grail). Fisher King may not seek the Sang Real. It may only be brought to him, and not by his request. (Though he may make it known among his sworn companions that the Sang Real might cure him.) The Fisher King Wound does not stop him from gaining more in his Avatar:Fisher King skill, nor does raising his Fisher King skill change if it is raised. (Example: Lance increases his Driving skill to 30%, which is above his General Education of 25%. Though his General Education skill is now his lowest non-combat, non-occult, non-interaction skill, his Fisher King skill is still Driving, since that was the lowest skill when he was mortally wounded.) This ability will only be used once.

91%+: If Wounded: The Fisher King may share the pain of his wound with others. On a successful Avatar:Fisher King the person whom he chooses immediately suffer a -10% to all rolls, permanently. Unlike the Fisher King, they may have no relief from this pain, and for because of this unnatural and intense pain they must make an Unnatural stress check Level 5, and a Helplessness stress check Level 5, and a Self stress check Level 5. Each day afterwards the cursed person suffers a Level 3 stress check to Unnatural and Helplessness. This pain will only end when the Fisher King's pain is relieved. This ability may only be used once per day.

If Cured: The Fisher King may command. If her rolls a successful Avatar:Fisher King everyone who can hear him must roll under their spirit with a -30% shift. If a person fails, they must obey the command he utters. (Note: This power may not force a person to go directly against their nature, but if there is any way the person can perform the command, they will. They may follow it literally or figuratively, but it must be obeyed if at all possible.) This ability may be used once a day.