Bound By Law
Key of Bloodlust
Your character enjoys overpowering others in combat.
- Gain 1 XP every time your character defeats someone in a fight.
- 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 the Brokenhearted
Your character cannot let go of some tragic event in his or her past. It wounded the character so deeply that she refuses (consciously or unconsciously) to form new bonds of love or attachment. Gain 1 XP every time your character chooses to keep new bonds from forming in favor of 'honoring' their past love (or, in other words, every time the character chooses nostalgia instead of the now). Gain 3 XP every time the character rebuffs an open confession of love or camaraderie. Buy Off – Admit that you have formed a new love.
Key of the Competitor
Choose a particular person, social group, or culture. You gain 1 XP when you outfox your rivals, and 3 XP when you do so against long odds. Buyoff - Decline to compete against this rival.
Key of Conditioning
either through military training, personal discipline or brainwashing, you have a number of conditioned responses over which you have little control. Perhaps you always hit the floor when you hear a loud noise, or blackout when threatened. Maybe you just start punching when you feel crowded. 1 xp whenever your conditioning dictates your actions; 3 xp whenever your conditioning gets you in trouble. Buyoff: override your conditioned response
Key of Conscience
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
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 the Craftsman
Building is what you love to do the most; having some concrete representation of your efforts in life is something you strive for. Gain 1 XP every time your character successfully completes a Crafting project. Gain 3 XP every time your character completes a Crafting project that is met with great appreciation from many. Buy Off – Destroy your creations or swear off craft.
Key of the Crew
Your character is a member of a ship's crew. Being a member of a crew gives you a steady paying job and a bunk, but requires much of a person. Gain 1 XP every time your character does something to benefit his crew. Gain 2 XP every time he does something to benefit his crew that causes him discomfort or inconvenience. Gain 5 XP every time he acts to benefit his gang at the great risk of his body, reputation, or wealth. Buyoff: Act against the interests of your crew.
Key of Debt
you have a debt, either financial or social, that must be paid. 1 xp every time your debt comes up in a scene; 2 xp every time your debt influences your actions; 5 xp whenever your debt causes you or someone close to you harm. Buyoff: Uh, erase your debt, one way or another.
Key of Doom
Your character is doomed to a terrible fate. Gain 3 XP every time your character acts without regard to his safety. Gain 3 XP every time your character enters battle against superior enemies (1 or more opponents with higher combat skill or several -- 3 or more -- opponents with equal skill). Buyoff: Retreat from an overwhelming battle or fight, or fight to survive so that you may be with a loved one.
Key of the Eternal Question
There is a reason for the illusion of life, a purpose behind its entrapment of your character. Only when he answers this question will he be ready to be the master of all he dreams. Pick a philosophical question for your character. "What is the measure of a hero?" or "Can one know himself better through fulfillment or denial?" are good examples. Gain 1 XP every time you can apply this question to the situation your character's in. Gain 3 XP every time your character risks harm in pursuit of the answer. Buyoff: Answer the question.
Key of Faith
Your character has a strong religious belief that guides her. This should be defined by the player a little more strongly than simple devotion to the ancestors. 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. (see Key of Religion?)
Key of the Family
Your character has a family he was either born into or adopted. Gain 1 XP every time he defends a family member from harm. Gain 3 XP every time he defends a family member at great danger to himself. Buyoff: Leave your family to strike out on your own. (Note: You may choose to adopt a different family at any time, but must buyoff this key and buy it again for your character to bond with the new family. Your character may not have more than one family at a time.)
Key of the Follower
You're a natural or disciplined follower, and easily fall in line behind whoever the leader with the most authority might be. 1xp for doing what you're told and backing up the boss; 2xp for following orders even when they seem questionable; 5xp for following orders that cause you harm. Buyoff: refuse to follow orders
Key of the Foolhardy Hero
You live for excitement. As a plaything of fortune, you go around spelunking musty dungeons, fighting corrupt police chiefs, defending impoverished farmers from bandits, and getting duped by court intrigues... simply for the hell of it. Gain 1 XP when you agree to go on a quest (or side-quest, or some other risky venture). Gain 3 XP from any scene wherein the pursuit of this quest causes stress for you. Buy Off - Reject the opportunity to go on yet another harebrained mission.
Key of Fraternity
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 influenced 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 the Gang
Your character is a member of a criminal gang. Being a member of a gang has great economic advantages, but requires much of a person. Gain 1 XP every time your character does something to benefit his gang. Gain 2 XP every time he does something to benefit his gang that causes him discomfort or inconvenience. Gain 5 XP every time he acts to benefit his gang at the great risk of his body, reputation, or wealth. Buyoff: Act against the interests of one's gang.
Key of Glittering Gold
Your character loves wealth. Gain 1 XP every time you make a deal that favors you in wealth. Gain 3 XP every time you double your wealth. Buyoff: Give away everything you own except what you can carry lightly.
Key of Glory
Who cares about power or riches? You crave fame! Gain 1 XP when your actions inspire strangers to talk about you insultingly (there's no such thing as bad publicity). Gain 3 XP when your deeds win you acclaim and adulation. Buyoff - Adopt a pseudonym or go incognito.
Key of the Guardian
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 influenced by them. Gain 5 XP every time your character rescues them from harm. Buyoff: Sever the relationship with this person.
Key of Guns
Your character has a deep affinity for guns in all their varied forms. He is almost never out of arms reach of a firearm, which sometimes makes things difficult. Gain 1 XP whenever you bring guns into the scene in an interesting or entertaining way. Gain 3 XP whenever having guns causes harm or difficulty to you or your crew. Buyoff - give up your guns for something more important.
Key of the Hypocrite
Civil war has led to countless acts of opportunism cloaked in fine rhetoric--and secret acts of heroism disguised as self-interest. Every time the character takes an action at variance with her avowed ideology, she gains 1 XP. Whenever this character gets called out on this hypocritical behavior and persuasively rationalizes it, she gains 2 XP. She gains 5 XP if this involves a direct threat to her profession, social standing, or life & limb. Buy-Off: Publicly confess your shameful hypocrisy.
Key of the Impostor
Sometimes your entire life is a lie. You gain 1 XP whenever 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 Impotence
You ought to be able to do something just fine, but for some reason you can't. This difficulty could be sexual, social, or physical; the source of the problem may be self-doubt, overconfidence, or an evil curse. In any event the player should select a single skill when choosing this key, and may apply a penalty die to that skill at any time to reflect these mysterious difficulties. When the penalty die applies to a routine situation, gain 1 XP. When the penalty die applies to an important situation, gain 2 XP. When the penalty die applies to an urgent, life-or-death, out-of-control-story-madness situation, gain 5 XP. Buy Off - Overcome the source of this anxiety.
Key of Intolerance
Your character has a deep-seated intolerance for those that are different from himself. +1 for working it into the scene, +2 if it drives a decision that causes problems/discomfort/conflict, +5 for major problem.
Key of Justice
Your character has an unfailing commitment to justice. Gain 1xp each time you right a wrong, 2 xp each time that justice causes another to suffer pain and 5 xp each time your character executes justice at great expense to himself. Buyoff: heed a guilty party’s plea for mercy.
Key of Law
Your character has an unfailing commitment to the Law. Gain 1xp each time you enforce the law, 2 xp each time that law causes another to suffer pain and 5 xp each time your character upholds a law at great expense to himself. Buyoff: refuse to uphold the law or otherwise acknowledge its imperfections.
Key of Leadership
Designate the group for whom you are the leader. Gain 1 xp every time a significant number of your followers are in a scene (max of 3 xp per session); gain 3 xp when their presence influences your decision; gain 5 xp when you are put at great risk or harmed while acting to protect the group.
Key of Love
Your character has a deep love, whether friendly, erotic, or familial, for someone else. 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 influenced by them. Gain 5 XP every time your character puts himself in harm's way or makes a sacrifice for them. Buyoff: Sever the relationship with this person.
Key of the Manipulator
Your character works behind the scenes, manipulating others in order to be a shadow leader. Your character must work for or be an advisor of someone in a position of power. Gain 1 XP whenever your character exerts his will over his leader, even over minor matters - especially over minor matters. Gain 2 XP whenever the leader accepts your character's advice over others. Gain 5 XP whenever your character's influence makes the leader make a policy change or establish a new policy that works in your character's favor. Buyoff: Accept the mantle of power for one's self.
Key of the Masochist
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
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 Orphan
Your character has no people. They are lost to the wastelands, or perhaps decimated in battle. It is his duty to carry on the clan's name. Gain 1 XP every time your character tells a story of his clan. Gain 2 XP whenever your character defends his clan's name or lands in words or in battle. Gain 5 XP whenever your character finds a new legend of his clan. Buyoff: Join another clan.
Key of the Outcast
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 the Overlord
Your character owns other people or oversees the ownership of others. Gain 1 XP every time your character makes someone else do something against his will. Gain 3 XP every time your character makes someone else do something that causes harm, pain, or despair to that person. Buyoff: Free a person under your ownership or oversight.
Key of the Pacifist
Your character has a personal commitment to nonviolence. Gain 1 XP for every adventure in which your character does not commit any violence. Gain 2 XP every time your character does not commit violence even though it causes him minor harm or inconvenience. Gain 5 XP every time your character does not commit violence even though it causes him great harm. Buyoff: Purposefully harm another sentient creature.
Key of the Paragon
You are certain of something in life; that the ways you were raised to are the best ways, and that you exemplify them. The greatness of your home culture guides you, and you try to find a way to apply it to every situation. Gain 1 XP every time you use a cultural ability to your advantage. Gain 2 XP every time you use a cultural ability in a way that benefits the party. Gain 5 XP every time you convince someone to hold your culture in higher esteem than others. Buy Off – Disown yourself from your home culture.
Key of the Patriot
Your character is a patriotic citizen of his world or government, whether it's his own independent backwater planet or the Anglo-Sino Alliance. Gain 1 XP every time your character does something to benefit his nation. Gain 2 XP every time he does something to benefit his nation that causes him discomfort or inconvenience. Gain 5 XP every time he acts to benefit his nation at the great risk of his body, reputation, or wealth. Buyoff: Act against the interests of the nation you once held dear.
Key of Power
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 the Precious
Your character jealously guards his possessions, afraid that someone will try to take them at first opportunity. Gain 1 XP every time your character gains a new possession by his skills - not when one is given to him or bought. Gain 2 XP every time your character gains a new possession by fighting for it. Gain 5 XP whenever your character successfully defends his possessions against theft. Buyoff: Give away your possessions permanently.
Key of Religion
Your character's got religion! 1XP for quoting from the good book appropriately, +2 XP for making a decision or getting into a conflict based on a passage or blasphemy, +5 for bringing on armageddon because of that confounded book! (see also Key of Faith)
Key of Renown
"You must be the worst gunslinger I've ever heard of." "But you have heard of me." 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 the Revolutionary
Your character is dedicated to overthrowing a ruling class, party, or government. Gain 1 XP every time he speaks out against the rulers, or breaks a minor law. Gain 2 XP every time he acts directly against the rulers. Gain 5 XP every time he puts himself in great danger in order to damage the status quo. Buyoff: Accept any favor from the rulers in order for your quietude or complicity.
Key of Superstition
Everybody has their superstitions and rituals, but yours take more of a front-seat in your life. 1xp every time your superstitions come out in a scene; 2xp whenever the superstitions influence your actions; 5xp when your superstitions cause trouble for you or those around you. Buyoff: intentional violate your superstitious behaviors (throw away your lucky charm, etc.)
Key of the Tribe
Your character's tribe- the people he comes from- is a great part of his identity. Gain 1 XP whenever your character does something to help the tribe. Gain 2 XP whenever your character defends or helps the tribe even though it brings him ridicule or inconvenience. Gain 5 XP whenever your character defends the tribe in a fight. Buyoff: Leave the tribe.
Key of Unrequited Love
Your character has a love for someone who does not return this love. Gain 1 XP whenever your character has to make a decision that is influenced by them. Gain 2 XP every time your character attempts to win their affection. Gain 5 XP every time your character puts himself in harm's way or makes a sacrifice for them. Buyoff: Abandon your pursuit of this person or win their love.
Key of Vanity
you think you're the toughest, smartest, or best-looking person you know. You have confidence in yourself that gets you into trouble. 1xp whenever your hubris comes out in a scene; 3xp whenever your hubris causes problems for you or those around you.
Key of Vengeance
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 Vice
Your character has a vice that exerts great control over how he lives his life. Choose your particular Vice e.g. whoring, gambling, liquor. +1 xp when Vice makes its way into the scene, +2 when you make a decision based on the vice, +5 when the vice causes you or someone you care about great harm/great success.
Key of the Vow
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 sunbreak every morning, or something else like that. Gain 1 XP for every adventure in which your character does not break this vow. 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.