Difference between revisions of "Test Page 5"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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Just some stuff.
! colspan="10;" style="background:#C82536;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Bard</font></div>
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|-
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=Injuries=
| colspan="6"|&nbsp;
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One of the main complaints about 4e style healing - which is what we're using, basically - is that it can't sensibly model long-term injuries. You heal ''completely'' after a long rest: you get all your hit points back, and all your healing surges, and it's like nothing ever happened.
| colspan="4" style="background:#D96975;"|'''Magic'''
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|-
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In the course of our games since implementing this particular approach to hit points, one thing I've noticed is that - with the exception of ''regen'' - players don't seem to look for healing until they're down. While this may be a function of our current game being filled with only casters, I've also noticed a general trend of not looking for ways to mitigate damage.
|width="5%"|'''Level'''
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|width="8%" align="left"|'''BAB'''
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I am hesitant to remove ''regen'' because it feels thematically important to how Trinity works: we've got a significant undercurrent of FF feel going on, and I feel that messing with that would be to our detriment. So I don't want to get rid of it.
|width="4%"|'''Fort'''
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|width="4%"|'''Ref'''
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But at the same time, it's done weird things to our approach to healing and handling wounds and such. So, I think we may try to rectify this.
|width="4%"|'''Will'''
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|width="18%" align="left"|'''Special'''
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==Overview==
|width="6%"|''Mana Die''
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Hit points are a weird abstraction of your ability to avoid an attack, dodge or otherwise juke around to turn a serious blow into a less lethal one, and just general combat endurance. That we have the ''bloodied'' condition should tell you something about this: basically until you're below 50% hit points, you are essentially untouched. Maybe got a few scrapes and bruises, but you're not actually hurt in any real meaningful way. That said, the LM saying things like "the ''cure'' spell invigorates you and closes your wounds" is just as valid if you are 25% of max HP or 75% - you still have wounds while not ''bloodied'', they're just not dangerous or impairing you in any real way.
|width="9%"|''Ruling Path''
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|width="8%"|''Common Paths''
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Injuries are intended to change this.
|width="8%"|''Inferior Path''
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|-
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&nbsp;
|1 || align="left"|+0 || +0 || +1 || +2 || align="left"|Performance, Bardic Song, Bardic Lore || d2 || Initiate || ---- || ----
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|-style="background:#EAADB4;"
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{| class="collapsible" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|2 || align="left"|+1 || +0 || +2 || +3 || align="left"|Bardic Song || d2 || Initiate || ---- || ----
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! colspan="13;" style="background:#4A777A;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Broken Arm</font></div>
|-
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|3 || align="left"|+2 || +1 || +2 || +3 || align="left"|&nbsp; || d2 || Apprentice || ---- || ----
+
|-style="background:#EAADB4;"
+
|4 || align="left"|+3 || +1 || +2 || +4 || align="left"|Bardic Song || d2 || Apprentice || ---- || ----
+
 
|-
 
|-
|5 || align="left"|+3 || +1 || +3 || +4 || align="left"|&nbsp; || d2 || Apprentice || ---- || ----
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| rowspan="2" colspan="2"|At least one of the bones in your arm has been broken, prohibiting its use. If it doesn't heal soon, the break may fester, eventually leading to death. || colspan="2"|'''Attack:''' +12 vs Fort
|-style="background:#EAADB4;"
+
|6 || align="left"|+4 || +2 || +3 || +5 || align="left"|Bardic Song || d3 || Apprentice || ---- || ----
+
 
|-
 
|-
|7 || align="left"|+5 || +2 || +4 || +5 || align="left"|&nbsp; || d3 || Apprentice || Initiate || ----
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| colspan="2"|'''Endurance:''' improve DC 23; maintain DC 20
|-style="background:#EAADB4;"
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|-style="background:#C7D5D6;"
|8 || align="left"|+6/+1 || +2 || +4 || +6 || align="left"|Bardic Song || d3 || Journeyman || Initiate || ----
+
|width="25%"|'''0'''
 +
|width="25%"|'''1'''
 +
|width="25%"|'''2'''
 +
|width="25%"|'''3'''
 
|-
 
|-
|9 || align="left"|+6/+1 || +3 || +4 || +6 || align="left"|&nbsp; || d3 || Journeyman || Initiate || ----
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|You are cured. || '''Initial Effect:''' You cannot make use of the injured arm. You cannot use two-handed weapons, and you can only wield a single light or one-handed weapon, implement, or shield at a time. You suffer a -2 penalty on Acrobatics, Athletics, and Thievery checks. || The infected break becomes painful. Increase skill penalties to -5, and you cannot use the arm in any way. || Gangrene sets in. Increase the skill penalties to -10, and you cannot use the arm in any way. You lose one healing surge that cannot be regained until you are cured; each subsequent failure causes you to lose an additional healing surge. If you begin the day with no healing surges, you gain ''dead''.
|-style="background:#EAADB4;"
+
|10 || align="left"|+7/+2 || +3 || +5 || +7 || align="left"|Bard Talent || d3 || Journeyman || Apprentice || ----
+
|-
+
|11 || align="left"|+8/+3 || +3 || +5 || +7 || align="left"|&nbsp; || d4 || Journeyman || Apprentice || ----
+
|-style="background:#EAADB4;"
+
|12 || align="left"|+9/+4 || +4 || +6 || +8 || align="left"|Bard Talent || d4 || Journeyman || Apprentice || ----
+
|-
+
|13 || align="left"|+9/+4 || +4 || +6 || +8 || align="left"|&nbsp; || d4 || Journeyman || Apprentice || ----
+
|-style="background:#EAADB4;"
+
|14 || align="left"|+10/+5 || +4 || +6 || +9 || align="left"|Bard Talent || d4 || Journeyman || Apprentice || ----
+
|-
+
|15 || align="left"|+11/+6/+1 || +5 || +7 || +9 || align="left"|&nbsp; || d4 || Journeyman || Apprentice || Initiate
+
|-style="background:#EAADB4;"
+
|16 || align="left"|+12/+7/+2 || +5 || +7 || +10 || align="left"|Bard Talent || d6 || Journeyman || Apprentice || Initiate
+
|-
+
|17 || align="left"|+12/+7/+2 || +5 || +8 || +10 || align="left"|&nbsp; || d6 || Journeyman || Apprentice || Initiate
+
|-style="background:#EAADB4;"
+
|18 || align="left"|+13/+8/+3 || +6 || +8 || +11 || align="left"|Bard Talent || d6 || Adept || Apprentice || Initiate
+
|-
+
|19 || align="left"|+14/+9/+4 || +6 || +8 || +11 || align="left"|&nbsp; || d6 || Adept || Journeyman || Initiate
+
|-style="background:#EAADB4;"
+
|20 || align="left"|+15/+10/+5 || +6 || +9 || +12 || align="left"|Bard Talent || d6 || Adept || Journeyman || Initiate
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Bard=
+
So basically what happens here, is that after a ''long rest'' (or every 24 hours if you're being cheeky and trying to avoid this nonsense), you have to make a check. If you suck, you go down the track (from 1 to 2, to 3, and so on). If you make the check, you get better, and go up the track (from 2 to 1, to 0).
[[Image:Bard.jpg|thumb|325px|right|Elise, iconic bard]]
+
: ''"Let me sing you the song of my people."''
+
  
Some say that songs are magical, and that - rooted both within the mysteries of music and magic - there is common ground between them. Those that study the artistry of music find that, on occasion, they are able to conjure magic through means that seem otherwise entirely mundane. These are the bards, and while the extent of such magics are somewhat limited, they are relatively unique.
+
The real question is - when would you get these? How do you mitigate them?
  
However, music is a cultural artifact, and as such, bards typically find themselves wandering the world, seeking out the sounds and stories of new cultures to add to their repertoires. As their understanding of the depths of music grows, so, too, does their understanding of the magic behind it, and they accrue some degree of magical talent. While never as powerful as a [[Class: Mage|mage]], bards can certainly hold their own in terms of spellcasting, and their ability to bolster their allies with song leads most bards to never want for adventuring companions.
+
===Getting Injuries===
 +
So I've got a few thoughts on when or how you might get these.
  
==Game Rule Information==
+
First, though, I want to specify - I don't think players can cause these to monsters. These are intended to model long-term effects, and that's an awful lot of book-keeping for the LM to have to deal with if players are causing broken bones and what-not all over the place. That said, these may have "neat effects" that players want to cause - if you're fighting a jerk who's using a two-handed weapon, being able to break one of his arms so that he can't use it anymore is a neat thing to do that players may want to have as an option. So I'm not ruling it out, but in general, as a player, you can maybe somehow cause the initial effect of an injury, but I'm not going to expect the LM to track it any further than that. Narratively, maybe, but certainly not mechanically.
Bards have the following game statistics.
+
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Magic.
+
Anyway. So, there's a couple options for causing these.
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' PR 5 + level, TR 5 + level.
+
* '''Crits.''' Rather than taking more damage from a crit, you take an injury instead. I'm not sure if this would be a choice deal - for instance, as a player, you could say "oh, this guy crit me... I'll take an injury instead of the extra damage" sort of thing - or if it's a hard point of getting crit'd. Making it a guaranteed thing feels... overly random and potentially very punishing, though, so I'm not sure.
 +
* '''Dropping to 0.''' Part of the goal here, I think, is to make players wary of dropping to 0 hit points. It's not a good thing, you don't want to do it. So if we give an injury upon hitting 0, that may encourage players to avoid this happening. That said, it has some issues - it might lead to a death spiral of sorts, which is not cool. That and let's say you get back up with a few hit points after hitting 0, then get smacked again - do you really need another injury?
 +
** '''Trading injuries for death saves.''' As an addendum to this idea, maybe you can accept an injury instead of accepting a failed death save. This is... really weird, from a narrative standpoint, and basically says "in retrospect, that hit from that hammer hurt a lot more than you thought it did." I'm not sure how okay we are with this kind of retroactive stuff, though.
 +
* '''Some fraction of hit points.''' Perhaps if an attack does an overwhelming amount of damage to you, it gives you an injury. Say the threshold is your healing surge value - any attack that does more damage than that causes an injury.
  
'''Abilities:''' Charisma is the most important ability for a bard, as it modifies the Perform skill.
+
===Healing Injuries===
 +
Normal effects that heal hit points don't fix injuries. You need dedicated effects, or to make the checks to get over the injury.
  
'''Hit Die:''' d8.
+
=Keys=
 +
I am still sometimes disappointed by the limitations of the D&D xp model. We've tried to work around it, but... at the end of the day, combat gives you guaranteed xp, and the LM sometimes give you story rewards.
  
'''Class Skills:''' The bard's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (all) (Int), Listen (Per), Perform (Cha), Search (Per), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Per), Tumble (Dex), and Use Magic Device (Cha).
+
We need to fix this.
  
'''Skill Points at Each Level:''' 6 + Int modifier.
+
==Overview==
 +
What are keys? Keys are a small game mechanic that inform your character's ability to gain xp. If you have no keys, you cannot gain xp.
  
'''Alignment:''' Any.
+
Keys come in many flavors. Races (which really here means "cultures") can give you keys, and your class always gives you a key. You can pick up keys over the course of an adventure, and you might select - or be given - a key at the start of a campaign or adventure, to help give your character motivation.
  
: '''''Ethos:''' Any.''
+
In play, the purpose of a key is to ''encourage behavior''. For instance, the ''Key of the Barbarian'' gives you xp for using your [[Class: Berserker|berserker]] Provoke class feature, and punishes you for willingly taking on the ''fade'' status (which makes creatures unable or less likely to attack you). This is intended to encourage a certain style of play: in this case, the key makes you want to try to take on foes head-on, while avoiding abilities that would prevent them from engaging you.
  
'''Starting Age:''' Simple.
+
The original system that presented keys was a bit too... unfocused, though, and made weird assumptions about how many keys you could have and when you could gain them. I think those assumptions held the idea back. The idea is very much tenable - we just need to work out the kinks.
  
'''Starting Gold:''' 5d4 x 10gp.
+
==Keys and your Ring==
 +
I don't know if a ''keyring'' would actually be a mechanical construct in this layout, but it's a concept to keep in mind, just in case.
  
'''Favored By:''' None.
+
I see characters as having, at 1st level, at the very least, three keys:
  
==Job Features==
+
* A class key, given to them by their class
All of the following are job features of the bard.
+
* A background/culture key, given to them by their race, or their background
 +
* A story key, chosen from a list of keys appropriate to the adventure at hand
  
'''Performance (Ma):''' A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each degree after 1st, a bard can use performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered.
+
This would be an example of a class key...
  
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
+
&nbsp;
  
As all performances have an audible component, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
+
<div id="Key of the Barbarian">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE BARBARIAN</font></div>
 +
|-style="background:white;" align="left"
 +
|You revel in the glory of combat.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp when you use your ''provoke'' ability against a standard creature of your level or higher.
 +
|-align="left"
 +
|You gain 3 xp when you use your ''provoke'' ability against an elite or solo creature of your level or higher.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly gain the ''fade'' status, this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
To use this ability, you must have Perform as a class skill, and must have at least 1 rank in it.
+
&nbsp;
  
'''Inspire Courage (Ma):''' A 1st degree bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 3rd degree, and every two bard degrees thereafter, this bonus increases by +1, to a maximum of +4 at 9th degree. This is a mind-affecting ability.
+
These next three I like less, but... well, important to keep ideas flowing.
  
'''Bardic Lore (Ex):''' At 2nd degree, a bard adds half his bard degree (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
+
&nbsp;
  
'''Inspire Competence (Ma):''' A bard of 3rd degree or higher can use his performance to help his allies succeed at a task. The allies must be able to hear the bard. All allies gain a +2 competence bonus on skill checks with a particular skill as long as they continue to hear the bard’s performance; the skill is chosen when the bard begins the performance. This bonus increases by +1 for every two degrees the bard has attained beyond 3rd (+3 at 5th, +4 at 7th, and +5 at 9th).
+
<div id="Key of the Berserker">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE BERSERKER</font></div>
 +
|-style="background:white;" align="left"
 +
|You revel in the destruction of those who would oppose you.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 5 xp when you defeat a ''named'' elite or solo creature of your level or higher.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly retreat from a combat with a ''named'' elite or solo creature of your level or higher, this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
'''Inspire Greatness (Ma):''' A bard of 4th degree or higher can use his performance to inspire greatness in himself and all willing allies that can hear him. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells and other effects that are Hit Dice dependent.
+
&nbsp;
  
This ability requires the bard to expend a number of rounds' worth of performance equal to the number of creatures affected to activate, and the same amount to maintain it each round.
+
<div id="Key of the Defiant">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE DEFIANT</font></div>
 +
|-style="background:white;" align="left"
 +
|You encourage your enemies to hit you: it just makes their eventual loss all the sweeter.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 3 xp whenever you take damage equal to or greater than your ''healing surge value''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly use an ally as ''cover'', this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
'''Inspire Action (Ma):''' A bard of 5th degree of higher can exhort any allies within hearing to a sudden surge of action, allowing them to immediately take an extra move action. This does not count against the ally's number of actions on his own turn.
+
&nbsp;
  
This ability requires the bard to expend a number of rounds' worth of performance equal to the number of creatures affected to activate, and the same amount to maintain it each round.
+
<div id="Key of Deliverance">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF DELIVERANCE</font></div>
 +
|-style="background:white;" align="left"
 +
|What is best in life? To slay your foes, and hear the lamentations of those dear to them.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp whenever you ''bloody'' a creature of your level or higher.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly use an ally as ''cover'', this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
: '''''Example:''' Elise has four allies within hearing range, and she wants to use'' inspire action''. To do so, she must expend five rounds' worth of Performance - one for herself, and one for each ally. Each round thereafter, she can maintain the music at the cost of five rounds' worth of Performance.
+
&nbsp;
  
'''Bard Talent:''' At 6th degree, and every degree thereafter, the bard learns to weave more enhanced magic with their music. Choose one of the talents below.  
+
...while this might be a story key...
  
* ''Arcane Refrain (Ma):'' The Force effects of you and those allies who can hear you have their saving throw DCs increased by +1, plus an additional +1 for every three bard degrees you have (so +2 at 3rd, +3 at 6th, and +4 at 9th). This magical effect only has an effect on manifesters and students if you overcome their SR at the beginning of the performance.
+
&nbsp;
* ''Battle Chant (Ma):'' The bard and all willing allies who can hear him gain a +2 morale bonus to attack rolls and a +4 morale bonus to damage rolls. For every two bard degrees you have, increase the bonus to attack rolls by +1 and the bonus to damage rolls by +2 (so +3 and +6 at 2nd degree, +4 and +8 at 4th degree, +5 and +10 at 6th degree, and so on).
+
* ''Cantus Firmus (Ma):'' The bard and all willing allies who can hear him gain ''mettle'' for so long as the bard performs.
+
* ''Extra Music:'' You gain an additional four rounds worth of Performance each day. You can take this talent multiple times; its effect stacks.
+
* ''Finale (Ma):'' When you use ''inspire action'', you instead grant a standard action.
+
* ''Life's Anthem (Ma):'' The bard and all willing allies who can hear him gain ''fast healing'' equal to the bard's bard degree + his Charisma modifier.
+
* ''Lingering Performance:'' The effects of your bardic Performance continue for 1 round after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. You can take this talent multiple times; each time you do, the effects of your Performance persist for an additional round.
+
* ''Matador's Song (Ma):'' The bard and all willing allies who can hear him gain ''evasion'' for so long as the bard performs.
+
* ''Nameless Song (Ma):'' When you start this performance and for each round you continue playing it, roll 1d6 for you and each ally affected. The result determines what effect occurs. Each effect has a duration equal to your bard degree in rounds, and persist even after you cease the Performance (that is, their duration is independent of the Performance). You can choose to expend an additional round of Performance each round you perform this song, to a total no greater than one-half your bard degree; if you do, for each additional round you expend, roll an additional 1d6 for each ally. Multiple effects of the same name at the same time have no additional effect, but gaining a status in a later round after having already gained it refreshes the duration.
+
** 1 - no effect; 2 - ''reraise''; 3 - ''regen''; 4 - ''protect''; 5 - ''shell''; 6 - ''haste''
+
* ''Requiem (Ma):'' All undead creatures that can hear you within 60 feet take 2d6/degree arcane and holy damage. Creatures so affected are allowed a Will save against DC 10 + your bard degree + your Charisma modifier; if successful, they take half damage.
+
* ''Rousing Melody (Ma):'' The bard and all willing allies improve their initiative by the bard's Charisma modifier at the beginning of their turns. This ability requires the bard to expend a number of rounds' worth of performance equal to the number of creatures affected to activate, and the same amount to maintain it each round.
+
* ''Soul Etude (Ma):'' When you first perform this song, and on each round you continue to perform it, you attempt to remove status ailments from willing allies that can hear you. For each status ailment you want to remove, you must spend one round of Performance. You cannot use this ability to remove the ''dead'' status.
+
* ''Swift Ballad (Ma):'' The bard and all willing allies double their base movement speeds for all modes for the duration of this performance.
+
* ''Swift Performance:'' You can begin a Performance ability as a move action, rather than a standard. You can take this talent twice; the second time you do, you can begin a Performance with a swift action, rather than a move.
+
  
=Feats=
+
<div id="Torch_Key">
The following are a selection of feats that are relevant to bards.
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">PUT THE "TORCH" BACK IN TORCH</font></div>
 +
|-style="background:white;" align="left"
 +
|The enormous flame for which the city of Torch was named has gone out! You're on a quest to find a way to relight it, and bring prosperity back to the town.
 +
|-align="left"
 +
|'''Key - Story (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 5 xp whenever you defeat a ''named'' elite or solo creature beneath Torch.
 +
|-align="left"
 +
|You gain 10 xp whenever you discover a new ''zone'' beneath Torch.
 +
|-align="left"
 +
|You gain 20 xp when you relight the fire of Torch, and you ''lose'' this ''key''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|Whenever you take a ''long rest'' without having spent at least five hands (one hour) in the caverns beneath Torch since your last ''long rest'', you lose 2 xp. If you lose 10 xp in this way, you ''lose'' this ''key''.
 +
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
=Design Notes=
+
<div id="Khonnir_Key">
The bard is probably sufficiently iconic that it warrants a class, not a job.
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">SAVE THE COUNCILMAN, SAVE THE TOWN</font></div>
 +
|-style="background:white;" align="left"
 +
|The councilman Khonnir Baine of Torch has gone missing. Your goal is to find him and, if possible, bring him back to Torch.
 +
|-align="left"
 +
|'''Key - Story (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 5 xp whenever you find a clue related to one of the previous expeditions into the caverns below Torch.
 +
|-align="left"
 +
|You gain 10 xp whenever you find a clue related to Khonnir's whereabouts.
 +
|-align="left"
 +
|You gain 20 xp when you find and return Khonnir to Torch, and you ''lose'' this ''key''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|Whenever you take a ''long rest'' without having spent at least five hands (one hour) in the caverns beneath Torch since your last ''long rest'', you lose 2 xp. If you lose 10 xp in this way, you ''lose'' this ''key''.
 +
|}
 +
</div>
  
Also not entirely certain how I feel about the job concept. Think I'll blame the painkillers I was on at the time...
+
&nbsp;
  
[[category:Mechanics]]
+
Yeah... maybe. Might need some work, though.
[[category:Base Classes]]
+
 
[[category:Magic]]
+
&nbsp;
 +
 
 +
<div id="Against_the_Congress_Key">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">AGAINST THE CORPORATE CONGRESS</font></div>
 +
|-style="background:white;" align="left"
 +
|You have a deep-seated hatred for the Corporate Congress of Ganymede - and are perhaps even in open rebellion against it.
 +
|-align="left"
 +
|'''Key - Background (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|You gain a +2 key bonus to ''attack rolls'' against creatures with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp when you defeat a standard creature of your level or higher with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|You gain 3 xp when you defeat an elite or solo creature of your level or higher with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|You gain 5 xp when you defeat a ''named'' elite or solo creature of your level or higher with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly associate with, work with, or assist a creature with the ''agent of the corporate congress'' quality whose ethos does not match your own, you lose 5 xp and ''lose'' this ''key''.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Ganymede_Archaeologist_Key">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">GANYMEDIAN ARCHAEOLOGIST</font></div>
 +
|-style="background:white;" align="left"
 +
|You have a fascination with the weird alien tech that sometimes surfaces on Ganymede.
 +
|-align="left"
 +
|'''Key - Background (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|You gain the Inventor feat as a bonus feat.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 3 xp when you defeat a standard Technological creature or trap of your level or higher with the ''alien tech'' quality.
 +
|-align="left"
 +
|You gain 5 xp when you defeat an elite or solo Technological creature or trap of your level or higher with the ''alien tech'' quality.
 +
|-align="left"
 +
|You gain 5 xp when you find a Technological item with the ''alien tech'' quality.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly destroy a Technological item with the ''alien tech'' quality, you lose 5 xp and ''lose'' this ''key''.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Robot_Slayer_Key">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">ROBOT SLAYER</font></div>
 +
|-style="background:white;" align="left"
 +
|You have a deep-seated hatred of Technology, and especially those creatures that are inherently part of it.
 +
|-align="left"
 +
|'''Key - Background (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|You gain a +2 key bonus to ''attack rolls'' and a +1 key bonus to ''damage potency'' against Technology ''elementals''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp when you defeat a standard Technological ''elemental'' creature.
 +
|-align="left"
 +
|You gain 3 xp when you defeat an elite or solo Technological ''elemental'' creature.
 +
|-align="left"
 +
|You gain 5 xp when you defeat a ''named'' elite or solo Technological ''elemental'' creature.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly make use of a Technology item or ''device'', this ''key'' does not yield xp until you take a ''short rest'', and you lose 3 xp. If you lose 15 xp in this way, you ''lose'' this ''key''.
 +
|-align="left"
 +
|If you willingly associate with, work with, or assist a creature with a Technology ''force alignment'' quality whose ethos does not match your own, you lose 5 xp and ''lose'' this ''key''.
 +
|-align="left"
 +
|If you gain Technology as a ''force alignment'', you lose 10 xp and ''lose'' this ''key''.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
==Motivation and XP==
 +
One thing I'm sort of thinking about is that keys are an abstract representation of your character's motivation: adventurers are supposed to be sort of rare, and most people in the world don't rise in level nearly as quickly or as high as PCs. We need to have an in-world explanation for this.
 +
 
 +
So my idea here is basically that PCs - and some select NPCs, those who get to high levels - have a stupidly significant amount of motivation. This isn't meant to be like... destiny, or anything like that, the idea here is that adventurers are ''driven'' in ways that normal folk aren't.
 +
 
 +
So there might be some abstract measure of your motivation, call it a number. Let's pick 5. You can't have more keys than your motivation at any given time - this includes quest keys (called story keys, above). Over the course of an adventure, you'll pick up quest keys and lose them when they're complete, which doesn't count against your motivation - you're getting stuff done.
 +
 
 +
But say you lose a background key. Those are supposed to represent significant parts of who you are as a person, what drives you to succeed in the world (hence why acting in accordance with them gives you xp). If you abandon something that encouraged you to adventure, that gave you the drive and will to succeed, it naturally follows that you're probably questioning yourself a lot, internally. Your drive is reduced.
 +
 
 +
I'm not really sure how to implement that, but I also want to make sure that characters can change - that is, you may transition from hating robots to being a friend of Technology, to try to handle character story arcs.
 +
 
 +
So really we're just spit-balling here.
 +
 
 +
=Main Page Format Change=
 +
Exactly what it says on the tin.
 +
 
 +
&nbsp;
 +
 
 +
{|width="90%" align="center"
 +
|- style="height: 6em;"
 +
| width=50%|
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">Setting</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section has all the information regarding the setting: geography, political bodies, lore, and all that of that sort of thing. If there is important mechanical information relevant to a topic, it will typically provide a link to the relevant mechanics page, but note that some mechanics pages have lore in them, as well.</font>
 +
|}
 +
 
 +
||
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">[[d20 Mechanics|Mechanics]]</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section is home to all of our Trinity-specific d20 mechanics: a mechanical system that, for the time being, is referred to on this wiki as "t20v4." Everything you need to create and play a character within the context of the worlds of Trinity can be found in this section.</font>
 +
|}
 +
 
 +
|- style="height: 4em;"
 +
| width=50%|
 +
 
 +
&nbsp;
 +
 
 +
|- style="height: 6em;"
 +
| width=50%|
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">[[Journey]]</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section is home to the game system we spent several years developing, called ''Journey''. Note that it is... incomplete, and at this time my efforts are more focused on making t20v4 behave, in some ways, like we wanted ''Journey'' to behave.</font>
 +
|}
 +
 
 +
||
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">[[Campaigns|Campaigns]]</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section is a very rough record of the various metaplots, campaigns, and games played in Trinity, generally using both the setting and mechanics, as outlined above. This section is more for record-keeping, but might also eventually be used to store logs and such for various games.</font>
 +
|}
 +
 
 +
|}
 +
 
 +
&nbsp;

Latest revision as of 14:13, 15 February 2018

Just some stuff.

Injuries

One of the main complaints about 4e style healing - which is what we're using, basically - is that it can't sensibly model long-term injuries. You heal completely after a long rest: you get all your hit points back, and all your healing surges, and it's like nothing ever happened.

In the course of our games since implementing this particular approach to hit points, one thing I've noticed is that - with the exception of regen - players don't seem to look for healing until they're down. While this may be a function of our current game being filled with only casters, I've also noticed a general trend of not looking for ways to mitigate damage.

I am hesitant to remove regen because it feels thematically important to how Trinity works: we've got a significant undercurrent of FF feel going on, and I feel that messing with that would be to our detriment. So I don't want to get rid of it.

But at the same time, it's done weird things to our approach to healing and handling wounds and such. So, I think we may try to rectify this.

Overview

Hit points are a weird abstraction of your ability to avoid an attack, dodge or otherwise juke around to turn a serious blow into a less lethal one, and just general combat endurance. That we have the bloodied condition should tell you something about this: basically until you're below 50% hit points, you are essentially untouched. Maybe got a few scrapes and bruises, but you're not actually hurt in any real meaningful way. That said, the LM saying things like "the cure spell invigorates you and closes your wounds" is just as valid if you are 25% of max HP or 75% - you still have wounds while not bloodied, they're just not dangerous or impairing you in any real way.

Injuries are intended to change this.

 

Broken Arm
At least one of the bones in your arm has been broken, prohibiting its use. If it doesn't heal soon, the break may fester, eventually leading to death. Attack: +12 vs Fort
Endurance: improve DC 23; maintain DC 20
0 1 2 3
You are cured. Initial Effect: You cannot make use of the injured arm. You cannot use two-handed weapons, and you can only wield a single light or one-handed weapon, implement, or shield at a time. You suffer a -2 penalty on Acrobatics, Athletics, and Thievery checks. The infected break becomes painful. Increase skill penalties to -5, and you cannot use the arm in any way. Gangrene sets in. Increase the skill penalties to -10, and you cannot use the arm in any way. You lose one healing surge that cannot be regained until you are cured; each subsequent failure causes you to lose an additional healing surge. If you begin the day with no healing surges, you gain dead.

 

So basically what happens here, is that after a long rest (or every 24 hours if you're being cheeky and trying to avoid this nonsense), you have to make a check. If you suck, you go down the track (from 1 to 2, to 3, and so on). If you make the check, you get better, and go up the track (from 2 to 1, to 0).

The real question is - when would you get these? How do you mitigate them?

Getting Injuries

So I've got a few thoughts on when or how you might get these.

First, though, I want to specify - I don't think players can cause these to monsters. These are intended to model long-term effects, and that's an awful lot of book-keeping for the LM to have to deal with if players are causing broken bones and what-not all over the place. That said, these may have "neat effects" that players want to cause - if you're fighting a jerk who's using a two-handed weapon, being able to break one of his arms so that he can't use it anymore is a neat thing to do that players may want to have as an option. So I'm not ruling it out, but in general, as a player, you can maybe somehow cause the initial effect of an injury, but I'm not going to expect the LM to track it any further than that. Narratively, maybe, but certainly not mechanically.

Anyway. So, there's a couple options for causing these.

  • Crits. Rather than taking more damage from a crit, you take an injury instead. I'm not sure if this would be a choice deal - for instance, as a player, you could say "oh, this guy crit me... I'll take an injury instead of the extra damage" sort of thing - or if it's a hard point of getting crit'd. Making it a guaranteed thing feels... overly random and potentially very punishing, though, so I'm not sure.
  • Dropping to 0. Part of the goal here, I think, is to make players wary of dropping to 0 hit points. It's not a good thing, you don't want to do it. So if we give an injury upon hitting 0, that may encourage players to avoid this happening. That said, it has some issues - it might lead to a death spiral of sorts, which is not cool. That and let's say you get back up with a few hit points after hitting 0, then get smacked again - do you really need another injury?
    • Trading injuries for death saves. As an addendum to this idea, maybe you can accept an injury instead of accepting a failed death save. This is... really weird, from a narrative standpoint, and basically says "in retrospect, that hit from that hammer hurt a lot more than you thought it did." I'm not sure how okay we are with this kind of retroactive stuff, though.
  • Some fraction of hit points. Perhaps if an attack does an overwhelming amount of damage to you, it gives you an injury. Say the threshold is your healing surge value - any attack that does more damage than that causes an injury.

Healing Injuries

Normal effects that heal hit points don't fix injuries. You need dedicated effects, or to make the checks to get over the injury.

Keys

I am still sometimes disappointed by the limitations of the D&D xp model. We've tried to work around it, but... at the end of the day, combat gives you guaranteed xp, and the LM sometimes give you story rewards.

We need to fix this.

Overview

What are keys? Keys are a small game mechanic that inform your character's ability to gain xp. If you have no keys, you cannot gain xp.

Keys come in many flavors. Races (which really here means "cultures") can give you keys, and your class always gives you a key. You can pick up keys over the course of an adventure, and you might select - or be given - a key at the start of a campaign or adventure, to help give your character motivation.

In play, the purpose of a key is to encourage behavior. For instance, the Key of the Barbarian gives you xp for using your berserker Provoke class feature, and punishes you for willingly taking on the fade status (which makes creatures unable or less likely to attack you). This is intended to encourage a certain style of play: in this case, the key makes you want to try to take on foes head-on, while avoiding abilities that would prevent them from engaging you.

The original system that presented keys was a bit too... unfocused, though, and made weird assumptions about how many keys you could have and when you could gain them. I think those assumptions held the idea back. The idea is very much tenable - we just need to work out the kinks.

Keys and your Ring

I don't know if a keyring would actually be a mechanical construct in this layout, but it's a concept to keep in mind, just in case.

I see characters as having, at 1st level, at the very least, three keys:

  • A class key, given to them by their class
  • A background/culture key, given to them by their race, or their background
  • A story key, chosen from a list of keys appropriate to the adventure at hand

This would be an example of a class key...

 

KEY OF THE BARBARIAN
You revel in the glory of combat.
Key - Class (Berserker)
EXPERIENCE
You gain 1 xp when you use your provoke ability against a standard creature of your level or higher.
You gain 3 xp when you use your provoke ability against an elite or solo creature of your level or higher.
COUNTER
If you willingly gain the fade status, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

These next three I like less, but... well, important to keep ideas flowing.

 

KEY OF THE BERSERKER
You revel in the destruction of those who would oppose you.
Key - Class (Berserker)
EXPERIENCE
You gain 5 xp when you defeat a named elite or solo creature of your level or higher.
COUNTER
If you willingly retreat from a combat with a named elite or solo creature of your level or higher, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

KEY OF THE DEFIANT
You encourage your enemies to hit you: it just makes their eventual loss all the sweeter.
Key - Class (Berserker)
EXPERIENCE
You gain 3 xp whenever you take damage equal to or greater than your healing surge value.
COUNTER
If you willingly use an ally as cover, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

KEY OF DELIVERANCE
What is best in life? To slay your foes, and hear the lamentations of those dear to them.
Key - Class (Berserker)
EXPERIENCE
You gain 1 xp whenever you bloody a creature of your level or higher.
COUNTER
If you willingly use an ally as cover, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

...while this might be a story key...

 

PUT THE "TORCH" BACK IN TORCH
The enormous flame for which the city of Torch was named has gone out! You're on a quest to find a way to relight it, and bring prosperity back to the town.
Key - Story (Iron Gods)
EXPERIENCE
You gain 5 xp whenever you defeat a named elite or solo creature beneath Torch.
You gain 10 xp whenever you discover a new zone beneath Torch.
You gain 20 xp when you relight the fire of Torch, and you lose this key.
COUNTER
Whenever you take a long rest without having spent at least five hands (one hour) in the caverns beneath Torch since your last long rest, you lose 2 xp. If you lose 10 xp in this way, you lose this key.

 

SAVE THE COUNCILMAN, SAVE THE TOWN
The councilman Khonnir Baine of Torch has gone missing. Your goal is to find him and, if possible, bring him back to Torch.
Key - Story (Iron Gods)
EXPERIENCE
You gain 5 xp whenever you find a clue related to one of the previous expeditions into the caverns below Torch.
You gain 10 xp whenever you find a clue related to Khonnir's whereabouts.
You gain 20 xp when you find and return Khonnir to Torch, and you lose this key.
COUNTER
Whenever you take a long rest without having spent at least five hands (one hour) in the caverns beneath Torch since your last long rest, you lose 2 xp. If you lose 10 xp in this way, you lose this key.

 

Yeah... maybe. Might need some work, though.

 

AGAINST THE CORPORATE CONGRESS
You have a deep-seated hatred for the Corporate Congress of Ganymede - and are perhaps even in open rebellion against it.
Key - Background (Iron Gods)
POWERS
You gain a +2 key bonus to attack rolls against creatures with the agent of the corporate congress quality.
EXPERIENCE
You gain 1 xp when you defeat a standard creature of your level or higher with the agent of the corporate congress quality.
You gain 3 xp when you defeat an elite or solo creature of your level or higher with the agent of the corporate congress quality.
You gain 5 xp when you defeat a named elite or solo creature of your level or higher with the agent of the corporate congress quality.
COUNTER
If you willingly associate with, work with, or assist a creature with the agent of the corporate congress quality whose ethos does not match your own, you lose 5 xp and lose this key.

 

GANYMEDIAN ARCHAEOLOGIST
You have a fascination with the weird alien tech that sometimes surfaces on Ganymede.
Key - Background (Iron Gods)
POWERS
You gain the Inventor feat as a bonus feat.
EXPERIENCE
You gain 3 xp when you defeat a standard Technological creature or trap of your level or higher with the alien tech quality.
You gain 5 xp when you defeat an elite or solo Technological creature or trap of your level or higher with the alien tech quality.
You gain 5 xp when you find a Technological item with the alien tech quality.
COUNTER
If you willingly destroy a Technological item with the alien tech quality, you lose 5 xp and lose this key.

 

ROBOT SLAYER
You have a deep-seated hatred of Technology, and especially those creatures that are inherently part of it.
Key - Background (Iron Gods)
POWERS
You gain a +2 key bonus to attack rolls and a +1 key bonus to damage potency against Technology elementals.
EXPERIENCE
You gain 1 xp when you defeat a standard Technological elemental creature.
You gain 3 xp when you defeat an elite or solo Technological elemental creature.
You gain 5 xp when you defeat a named elite or solo Technological elemental creature.
COUNTER
If you willingly make use of a Technology item or device, this key does not yield xp until you take a short rest, and you lose 3 xp. If you lose 15 xp in this way, you lose this key.
If you willingly associate with, work with, or assist a creature with a Technology force alignment quality whose ethos does not match your own, you lose 5 xp and lose this key.
If you gain Technology as a force alignment, you lose 10 xp and lose this key.

 

Motivation and XP

One thing I'm sort of thinking about is that keys are an abstract representation of your character's motivation: adventurers are supposed to be sort of rare, and most people in the world don't rise in level nearly as quickly or as high as PCs. We need to have an in-world explanation for this.

So my idea here is basically that PCs - and some select NPCs, those who get to high levels - have a stupidly significant amount of motivation. This isn't meant to be like... destiny, or anything like that, the idea here is that adventurers are driven in ways that normal folk aren't.

So there might be some abstract measure of your motivation, call it a number. Let's pick 5. You can't have more keys than your motivation at any given time - this includes quest keys (called story keys, above). Over the course of an adventure, you'll pick up quest keys and lose them when they're complete, which doesn't count against your motivation - you're getting stuff done.

But say you lose a background key. Those are supposed to represent significant parts of who you are as a person, what drives you to succeed in the world (hence why acting in accordance with them gives you xp). If you abandon something that encouraged you to adventure, that gave you the drive and will to succeed, it naturally follows that you're probably questioning yourself a lot, internally. Your drive is reduced.

I'm not really sure how to implement that, but I also want to make sure that characters can change - that is, you may transition from hating robots to being a friend of Technology, to try to handle character story arcs.

So really we're just spit-balling here.

Main Page Format Change

Exactly what it says on the tin.

 

Setting
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