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rules:inspiration [2018-07-04 12:06] – sandra | rules:inspiration [2020-09-09 20:24] (current) – Inspiration www-data | ||
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- | ====== | + | # Inspiration |
- | //(This is inspired by a soap opera game called Hillfolk)// | + | |
+ | ## Getting insp! | ||
+ | |||
+ | When there' | ||
+ | traits, ideals, bonds, flaws, or relationships are on the line, the | ||
+ | person who gives in gets insp. | ||
+ | |||
+ | Be ready to have to deal with the consequences of giving in. If you | ||
+ | give in on your own trait, you might lose the trait. | ||
+ | |||
+ | Pro tip for getting more insp to the table: find out another player | ||
+ | character' | ||
+ | |||
+ | ## Using insp! | ||
+ | |||
+ | If you have inspiration, | ||
+ | disadvantage on any d20 roll. (If you have more than one token, you | ||
+ | lose them all.) | ||
+ | |||
+ | ## Keeping insp! | ||
+ | |||
+ | You don't need to keep track of the exact amount of insp tokens you | ||
+ | have. You either have inspiration or you don't. If you end the session | ||
+ | with inspiration, | ||
- | * All the NPCs together share a pool of insp that starts out empty, and there' | ||
- | * PCs gain insp when their traits, ideals, bonds or flaws get them in trouble (as before). This is always from the bank. | ||
- | * When you grant a significant concession (practical or emotional, but it has to be something real and big), you get one insp — from them if they have at least one, from the bank otherwise. | ||
- | * You can spend two insp (giving it to the other person) to force a significant emotional concession. | ||
- | * You can spend three insp to block such a force -- they keep their two and get three from you. | ||
- | * If you are in the scene you can give insp that you already have to your allies to help with this. | ||
- | * You can also empty your own insp pool, giving it all to the bank, to get advantage on a roll, as long as you had at least one. (This is in honor of 5e's binary "you have it or you don' | ||
- | * If diegetic circumstances reasonably allow, you can spend one insp to duck or crash a scene. That insp goes to that person. | ||
- | * If you have more than 0 insp at the end of the session, you start the next session with 1 insp. |