Keys

Key Rules

rule page
this is the best place to read over the key rules

passive keys: these keys give you 1xp every day you follow the requirement. you lose 2 every day you don't. you also lose two if you trigger the counter

Key index

Post new keys here, keep these rules in mind in creating these keys:

  • 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.
  • Everything else. When the Key comes up in play, gain an experience point. 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 Counter, which is a reversal from the Key by the character.

Active

Key of Bloodlust
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 (higher combined CR than your side of the battle.) Counter: Be defeated in battle.

Key of the Bomber Man
Explosive spells are your favorite, you enjoy the satisfaction that you get from watching waves of enemies fall with a single spell. Gain 1 xp for using a damage based AoE spell during combat. Gain 3 xp for killing half of the targets of your AoE spell (only applicable if you target 3 or more). Gain 5 xp for killing all of the targets in your AoE (only applicable if you target 3 or more). Counter: Using a Ray type spell or non-damaging AoE

Key of Carmen Sandiego (revise as necessary)
Isn't stealing fun? The feeling of something that's definitely not yours in your hand? It's a hard thing to resist, and so you choose not to. However, pickpocketing just isn't enough. No…you need something BIGGER. Something HARDER. Something that should be downright IMPOSSIBLE to steal. Gain 1xp for stealing an item in plain sight (i.e. an expensive vase sitting on a counter), 2xp for something a little bigger (i.e. a work of art hanging on the wall), and 3xp for something downright impossible (i.e. the town's sacred gold statue that sits in the middle of the square). Counter: Fail at stealing something with these requirements (must be attempted in order to activate).

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. Counter: Ignore a request for help.

Key of the Contaminator
A little sickness never did any harm. Getting a life-threatening illness builds character, right? Right?? Get 1 xp if you receive a disease and suffer from its effects (failing your saves). Get 2 xp if you contract a disease but do not suffer its effects (making your saves). Gain 3 xp for successfully giving some one a disease (only applicable once a day, victim must fail their save). Counter: be cured of disease

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. Counter: Leap into combat with no hesitation.

Key of Curiosity
Your inquisitive nature leads you to many interesting and useful bits of information, but beware: "curiosity killed the cat". Only triggers for info is at least DC 20. 1 xp for beating a DC 20 check. 2 xp for beating a DC 30 check. Counter: passing up a chance to expand your knowledge base.

Key of Faith
Your character has a strong religious belief that guides him. Gain 1 XP every time he defends his faith to others. Gain 2 XP whenever this character converts someone to his faith. Gain 5 XP whenever this character defends his faith even though it brings him great harm. Counter: Your character renounces his beliefs.

Key of the Following (revise as necessary)
Do you remember that stray you found? The one your mom wouldn't let you keep? It's time to make up for that. You love animals and want to have as many as them as possible. Gain 1 xp for picking up/training a common stray animal, 2 xp for a potentially dangerous animal, and 5 xp for an animal that is obviously dangerous in the life-threatening sense and are intelligent. Minus 2 xp for failing to train a creature or killing an animal unnecessarily.

Key of Fraternity
Your character has someone he 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 himself at risk. Counter: Sever the relationship with this person or the person dies.

Key of Glittering Gold
Your character loves wealth. Gain 1 XP every time you make a deal that favors you in wealth. Gain 2 XP every time you finish an adventure with more wealth than you started with. Gain 5 XP every time you double your wealth. Counter: Lose or give away over half your fortune.

Key of the Gourmet
The world is your buffet and your gonna try everything at the table. gain 2 xp a day for trying a new dish. Resturant Food; 1%~90% nothing happens, 91%~100% minor affliction. Wild Animals; 1%~25% nothing happens, 26%~89%, minor affliction, 90%~100% disease. See disease list, DMG. Counter: Refuse to try a new dish if given the chance.

Key of the Guardian
Your character has a ward, someone who depends on him for security and protection. 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 rescues them from harm. Counter: Sever the relationship with this person or the person dies.

Key of the Inner Calm
Your character tends to concentrate on his or her work, even if he or she is in danger. Gain 1 XP for using a Concentration check during battle. 3 XP for sustaining that Concentration for at least 3 rounds. 5 XP for succeeding a Concentration check when attacked during battle. Counter: Failing a concentration check when attacked.

Key of the Lawbreaker (revise as necessary)
Let's face it: the government is overrated. Rules are for pansies, and you know it because you've seen the people that follow them. You've also seen those poor saps who've gotten caught one too many times. You're way too clever to end up like that. Gain 1 xp for pulling off a small crime, 2 xp for a misdemeanor, and 5 xp for a felony or other big heist. Counter: Obey the laws when given the opportunity to break them or get caught breaking the law.

Key of the Leader
you don't do things on your own, that's what your underlings are for. 1 xp for commanding a party member or NPC to do something important out of battle. 2xp for commanding a party member or NPC to do something inside of combat. Counter: Taking Orders from someone else.

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

Key of Maiden's Restriction
You get the chuckles when you watch your enemies squirm under your control spells. Gain 1 xp for using a non-damaging saved based spell. Gain 3 xp for successfully controlling group of enemies with a single spell (only applicable with 3 or more targets). Gain 5 xp for beating your opponent's opposed save by x2 (Opponent's Save Total: 12, Your DC: 24). Counter: Target beats your DC or you use a damage based attack option.

Key of the Mission
Your character has a personal mission that he must complete. Gain 1 XP every time he takes action to complete this mission (2 XP if this action is successful.) Gain 5 XP every time he takes action that completes a major part of this mission. Counter: Complete or abandon this mission.

Key of the Nine Swords (Revise if needed)
You are either a disciple or greenhorn of Nine Swords, no matter your skill level you always make full use of your maneuvers and stances. Gain 1 XP for switching Stances, activating Boosts, or applying Counters during combat, must succeed. Swordsages and Crusaders gain 3 xp anytime they use 3 active Martial Maneuvers during combat. Warblades must use recover at least 3 expended maneuvers during combat. Counter: Failing to perform a Martial Maneuver when your opponent wins a check or DC Save against the martial maneuver.

Key of the Ninja Warrior
Your character cannot resist an obstacle course or similar physical challenge. Gain 1xp for using 2 listed skill per turn per encounter, 2 xp for 3 per turn per encounter, and 3 xp for 4 per turn per encounter. Legal Skills: Tumble, Balance, Jump, Climb, Swim, Escape Artist. Counter: Fail the skill check.

Key of the Onslaught (revise if needed)
When you feel the rush of battle you do not let your opponent find time to rest. Gain 1 XP for making two successful attacks during a full-attack. Gain 3 XP for successfully hitting your opponent on all attacks during a full-attack. Counter: During a full-attack you fail to hit the opponent at least half the time.

Key of Protection
Gain 1 xp if you take no damage in an encounter. Take 2 xp if no one in your party takes more than twice your effective character level in an encounter. Take 5 xp if no one in your party takes any damage in an encounter. Counter: Allow any party member HP to drop below 0.

Key of the Railgun
You prefer to concentrate your magic onto a single target to increase the damage output. Gain 1 xp for using a Ray spell, Melee touch spell or similar ability in combat. Gain 3 xp for killing a target of your CR during combat. Gain 5 xp for killing a target that is higher than your CR during combat. Counter: Using AoE spells or abilities.

Key of Ryoshi (revise as necessary)
You hate being seen or stared at. This means that if you can avoid being in the center of things, you will. But just because you have scopophobia doesn't mean you're useless. In fact, it can make you a great ally and therefore you're always glad to help the party without triggering this specific fear. Gain 1 xp for helping out the party in a small way without being seen (i.e. passing a note, signaling from the back, etc.), Gain 3 xp for fighting an entire battle without being seen (i.e. magic and a good hide check). Counter: Purposefully make yourself the center of attention or attack full on.

Key of the Scapegoat (revise as necessary)
There's nothing worse than knowing a member of your party is going to get into trouble. So what if the city's destruction was actually their fault? Why should they be punished while you walk free? After all, they're more of use to the party… Gain 1 xp for taking the blame on something with little consequence. 2 xp for slightly larger consequences, and 5 xp for something with extremely dangerous or drastic consequences. Counter: Let the party member responsible take the blame.

Key of the Servant (revise as necessary)
You can't lead to save your life. Gain 1 xp for obeying a command for a small errand. 2 xp for something risky, and 5 xp for something that involves near-death. Counter: Willingly disobey an order or willingly lead the party. There is an exception for alignment, however. For instance, if you are a lawful good character with this key you do not lose exp for willingly disobeying the order of a chaotic evil character. Just be reasonable.

Key of the Social Face
You excel at social interaction. Gain 1 xp for using a social skill outside of combat once a day. Gain 3 xp for successfully using 2 or more social skill during a combat situation. Gain 5 xp once a day for winning an opposed skill check by double of the opponent's total check. Legal Skills: Bluff, Diplomacy, Intimidate, Sense Motive, Gather Information. Counter: Failing an opposed check.

Key of the Soft Strike
You are all about simply incapacitating your target in combat, whether it be because you morally abstain from killing or simply to bring them back alive for torture. Gain 1 XP every time your character incapacitates but not kills someone in battle. Gain 3 XP for incapacitating someone equal to or more powerful than your character. Counter: Kill someone in combat.

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. Counter: Let your enemy go or destroy the entire organization.

Key of the Vow
Your character has a vow of personal behavior that he 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 him minor harm or inconvenience. Gain 5 XP every time your character does not break this vow even though it causes him great harm. Counter: Break this vow.

Passive

Key of Bound Weapon (Passive)
You have one tool in battle, and you focus all your time into training with it. Gain 1 xp for training or using your bond weapon (Weapon Focus weapon applies) once a day. Minus 2 xp for not using your weapon. Counter: willingly using a different weapon, improvised weapons do not count against this.

Key of Brawler (Passive)
you only fight with your hands and have no use for formally crafted weapons. get one xp a day for fighting in combat or training unarmed. (inclusive of natural weapons) Counter: holding a formally crafted weapons (not improvised)

Key of the Career (Passive)
You enjoy working and getting paid for it. 1 xp a day for rolling a check for gaining money, but there needs to be a consumer, that isn't you party members. Only applies to one of the following skills, Profession and Perform. Counter: doing a different profession or perform.

Key of Composure (Passive)
You are, or at least strive to be, the unflappable bastion of calm-mindedness and rationality. Recklessness is out of the question. Gain 1xp every day you refrain from taking rash action, remaining calm and composed, even in the heat of battle. Counter: Do something irrationally dangerous or become excessively emotional.

Key of the Fellowship (passive)
You create a strong bond with another person for friendship, or any other reason. Gain 1 xp a day for being around that person. Counter: You are apart from that person for more than a day.

Key of the Focused Elementalist(Passive)
Pick one element and gain 1 xp for everyday you use it and only it. Counter: Use a spell, cast or in a magic item, with a different element descriptor.

Key of Focused Caster (Passive)
You cast spells from a specific branch of magic and aim on being the best from that school. 1 xp for casting spells from a specific school or the like, once a day. Minus 2 xp for not casting a spell from that school or the like a day. Counter: Using a spell from a different school.

Key of the Habitat (Passive)
Your character feels at home in a specific environment. Choose an environment in which you take the key; from then on out, gain 1xp a day for staying in that terrain. Special- must be role-played and connected to the character. Counter: Willingly refusing to go back

Key of Inebriation (Passive)
Saying that you love to drink is an understatement. You like being completely out of control. Gain 1 xp every day you get completely wasted. Counter: Go an entire day without getting drunk.

Key of the Pet (Passive) (revise as necessary)
What could be better than your familiar, your trusty steed, or that wild animal which you so lovingly trained? You absolutely love you animal companion, and you show it by treating it as if it were your family. Gain 1 xp for giving your chosen companion at least an hour of keen attention every day. Counter: Ignore your animal companion for a day.

Key of the Sniper (Passive)
Unlike the reckless muscle heads that charge to the front your more than content with staying in the back picking off enemies. Gain 1 xp a day for practicing or using a ranged weapon. Lose 2 xp for not using a ranged attack for the day. Counter: Using a melee weapon. Special: Rays are applicable.

Key of the Spontaneous Caster (Passive)
You do not prepare spells as a Wizard would, but you have your finger on the spells that are needed at a moment's notice. Gain 1 xp a day from casting a spell from a spontaneous source (ex. Sorcerer Spell List, Converting a Cleric Spell into a Cure spell, and the like). Minus 2 xp for not casting a spontaneous spell that day. Counter: Casting a spell from a prepared spell list.

Key of the Warrior (Passive)
You enjoy the heat of battle and being face to face with your opponent. gain 1 xp a day for practicing or using a melee weapon. Lose 2 xp when not using a melee attack for the day. Counter: Using a ranged attack option.

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