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Unread 14th of May, 2011, 11:05
beowulf
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Keys

Keys
Keys are the motivations, problems, connections, duties, and loyalties that pull on your character. To the player, they're highly important because they generate experience points. There are two types of Keys: Motivation Keys and Aspect Keys. A Motivation Key represents something that drives your character, be it blood-lust or fear. An Aspect Key is something deeper, something that defines your character rather than merely driving them. A newly-created player character starts with two Keys (of any type), and may have up to five total (again, of any type). New Keys costs 5 XP.

Creating a New Key
Creating a new Key is very simple.

A Key must involve a motivation, problem, connection, duty, or loyalty. Keys come in two types:
• Motivations. When the motivation is fulfilled in play, gain an experience point. When the motivation is fulfilled against good odds, gain three experience points.
• Aspect. When the aspect comes up in play, gain an experience point. You can use this three times per act. This applies to all Keys below. When the Key presents a minor problem, gain two experience points. When it presents a major problem, gain five experience points.

All Keys have a Buyoff, which is a reversal from the Key by the character. All Buyoffs give the character 10 experience points. The Buyoff occurs only when you, the player, wants it to happen: you can lose a battle with the Key of Bloodlust and still keep the Key. If you want your character to undergo a change in her personality, though, adding to the story, you can take the Buyoff by fulfilling it. If you do take the Buyoff, you can never take that Key again.

See the example Keys below to get a feel for creating your own. The ST will also record any player-crafted Keys that are used in the Chronicle here.

Keys
Key of Bloodlust [Motivation]
Your character enjoys overpowering others in combat. Gain 1 XP every time your character defeats someone in battle. Gain 3 XP for defeating someone equal to or more powerful than your character equal or higher combat skill. Buyoff: Be defeated in battle.

Key of Conscience [Aspect]
Your character has a soft spot for those weaker than their opponents. Gain 1 XP every time your character helps someone who cannot help themselves. Gain 2 XP every time your character defends someone with might who is in danger and cannot save themselves. Gain 5 XP every time your character takes someone in an unfortunate situation and changes their life to where they can help themselves. Buyoff: Ignore a request for help.

Key of the Coward [Motivation]
Your character avoids combat like the plague. Gain 1 XP every time your character avoids a potentially dangerous situation. Gain 3 XP every time your character stops a combat using other means besides violence. Buyoff: Leap into combat with no hesitation.

Key of Faith [Aspect]
Your character has a strong religious belief that guides her. Gain 1 XP every time she defends her faith to others. Gain 2 XP whenever this character converts someone to her faith. Gain 5 XP whenever this character defends her faith even though it brings her great harm. Buyoff: Your character renounces her beliefs.

Key of Fraternity [Aspect]
Your character has someone she is sworn to, a friend who is more important than anyone else. Gain 1 XP every time this character is present in a scene with your character ␣maximum 3 per adventure␣. Gain 2 XP whenever your character has to make a decision that is infuenced by them. Gain 5 XP every time your character defends them by putting herself at risk. Buyoff: Sever the relationship with this person.

Key of Glittering Gold [Motivation]
Your character loves wealth. Gain 1 XP every time you make a deal that favors you in wealth. Gain 3 XP every time you gain something of incredible value. Buyoff: Give away everything you own except what you can carry lightly.

Key of the Guardian [Aspect]
Your character has a ward, someone who depends on her for security and protection. Gain 1 XP every time this character is present in a scene with your character. Gain 2 XP whenever your character has to make a decision that is infuenced by them. Gain 5 XP every time your character rescues them from harm. Buyoff: Sever the relationship with this person.

Key of the Impostor [Aspect]
Sometimes your entire life is a lie. You gain 1 XP when␣ ever you pass yourself off as someone/something you␣re not. You gain 2 XP whenever you convince others in spite of serious skepticism. You gain 5 XP whenever your story survives a deliberate, focused, "Hey everybody, look!" attempt to reveal your identity. Buyoff: Confess your imposture to those duped.

Key of the Masochist [Motivation]
Your character thrives on personal pain and suffering. Gain 1 XP every time she is bloodied and 3 XP every time she is broken. Buyoff: Flee a source of physical or psychic damage.

Key of the Mission [Aspect]
Your character has a personal mission that she must complete. Gain 1 XP every time she takes action to complete this mission 2 XP if this action is successful. Gain 5 XP every time she takes action that completes a major part of this mission. Buyoff: Abandon this mission.

Key of the Outcast [Aspect]
Your character has lost fellowship or membership in an organization, which could just be a culture, or a specific cross-cultural group. This separation defines your character as much as membership in the organization defines its members. Gain 1 XP every time her status with this organization comes up. Gain 2 XP every time her disassociation brings her harm. Gain 5 XP every time the separation brings your character great pain and suffering. Buyoff: Regain membership in the organization.

Key of Renown [Aspect]
Skilled or incompetent, professional or first-year fuckin' thief, you value your reputation. You gain 1 XP whenever you see to it that your name and deeds are known, by bragging about them or making sure there are witnesses. You gain 2 XP whenever you put yourself at risk to do something unnecessary or foolish that will add to your reputation. You gain 5 XP whenever you risk your life to take credit for your actions bragging that you were the one who killed the Duke's son, for example. Buyoff: Give someone else credit for an action that would increase your renown.

Key of Power [Motivation]
You don't even care what you do with it, you just want it. You gain 1 XP whenever you earn a boon from someone important, earn a slight gain in prestige, or make a rival look bad. You gain 3 XP whenever you ruin, kill, or otherwise eliminate a rival, and improve your own position because of it. Buyoff: Relinquish your power and position.

Key of Vengeance [Aspect]
Your character has a hatred for a particular organization, person, or even species or culture. Gain 1 XP every time your character hurts a member of that group or a lackey of that person. Gain 2 XP every time your character strikes a minor blow at that group or person ␣killing a member of the organization or one of the person's lackeys, disrupting their life, destroying their property. Gain 5 XP every time your character strikes a major blow at that group or person. Buyoff: Let your enemy go.

Key of the Vow [Aspect]
Your character has a vow of personal behavior that she has sworn not to break. This could be a dietary restriction, a requirement to pray at sunrise every morning, or something else like that. Gain 3 XP for every act in which your character does not break this vow (3 XP maximum for a 1 XP clause, remember). Gain 2 XP every time your character does not break this vow even though it causes her minor harm or inconvenience. Gain 5 XP every time your character does not break this vow even though it causes her great harm. Buyoff: Break this vow.

The text in this post is under a Creative Commons license for non-commercial use. © Clinton R. Nixon.

Last edited by beowulf; 14th of May, 2011 at 13:45.
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