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rules:inspiration [2019-05-08 21:00] – [Taking a Dive] sandra | rules:inspiration [2019-06-06 09:39] – sandra | ||
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====== Inspiration ====== | ====== Inspiration ====== | ||
- | ===== Who can have it? ===== | ||
- | There is a " | + | ===== Short summary |
- | Then each //player character// has their own pool,\\ | + | |
- | and all the NPCs have a shared pool. | + | |
- | So inspiration that a beloved ally of the players gets, can be used by the evil hobgoblins against the players. | + | You gain insp from giving in (in conversations), or for letting your |
+ | party members down. | ||
- | ==== Bank ==== | + | First of all, grab an insp token so that the rest of us can see what' |
+ | going on, then challenge one of your (or someone elses) relationships, | ||
+ | traits, ideals, bonds or flaws through a conversation, | ||
+ | action, or through an inaction or failed action. | ||
- | Insp that's from: | + | ==== Challenging conversation ==== |
- | | + | |
- | | + | |
- | | + | |
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- | all come from the bank. Insp from conceding emotionally can only come from the bank in one special circumstance, | + | Be ready to have to deal with the consequences |
- | ===== Getting It! ===== | + | ==== Inaction or failed action |
- | ==== Triggered Mechanically | + | |
- | Your [[wound threshold|wound threshold]] can give you insp! | + | Grab an insp token. |
- | That's it so far but maybe I'll cook up more insp-giving triggers in the future. | + | Show, or tell, how your trait, ideal, bond or flaw prevents you from succeeding on **something that other player characters rely on you to do**. |
- | ==== Undertaking | + | Sometimes it's you trying to do the thing but failing (for example you have the flaw "I do sloppy work" |
- | When you set out on a quest related to any of your TIBFs, most likely an **ideal** | + | Sometimes |
- | The quest could be adventure (saving | + | If this is challenged it can lead to a conversation. In that case, the person who gives in gets the inspiration. |
- | We play sandbox and ofc you don't need to follow //any// " | + | ==== Through action === |
- | * You can only have one quest at a time | + | Grab an insp token. |
- | * You have to stick to it for at least three sessions (or until you succeed or die) | + | |
- | * You get the insp as you start the quest, not after | + | |
- | * As mentioned, it's one of your TIBFs that drive you to it | + | |
- | ==== Taking a Dive ==== | + | Show, or tell, how your trait, ideal, bond or flaw leads you to do **something that other player characters rely on you to //not// do**. |
- | You can get an insp when one of your TIBFs, most likely an **ideal** or **flaw**, cause you to **give up on a task**. | + | If this is challenged it can lead to a conversation. In that case, the person who gives in gets the inspiration. |
- | If it's a task that costs time, like many dungeoneering tasks (such as spending 10 minutes searching a hallway for secret doors), you can decide give up after the time has been charged. | + | ===== Who can have it? ===== |
- | If it is a task that is determined by a roll, such as picking lock, you need to give up **before the roll** is made. | + | Player characters can have insp. NPC insp goes to the DM. So inspiration that a beloved NPC ally of the players get, can be used by the evil hobgoblins against |
- | + | ||
- | This " | + | |
- | + | ||
- | Again, **you need to be in charge of this**; no-one knows your ideals and flaws as well as you do. This is also your chance to turn those lingering injuries (scars, missing arms etc) to inspiration gold! | + | |
- | + | ||
- | There are some limitations on **dive inspiration**: | + | |
- | + | ||
- | * It must be something another PC **actually wanted you to do**. No "I try to look for pink elephants oops I guess I fail" | + | |
- | * It must be something **you actually would' | + | |
- | * As mentioned, it's one of your TIBFs that prevent you from succeeding | + | |
- | + | ||
- | ==== Changing Your Character ==== | + | |
- | + | ||
- | When you chose **add** new traits, ideals, bonds or flaws, based on what has happened in the game, you get insp for each one you add. You may erase any old ones at the same time; for example "I am a pacifist" | + | |
- | + | ||
- | Exceptions: | + | |
- | + | ||
- | * The ones you add during character creation don't get you insp | + | |
- | * Adding Lingering Injuries to flaws is great! (Ablist, but these wounds are a great source for quest inspiration | + | |
- | + | ||
- | ==== Conceding Emotionally ==== | + | |
- | + | ||
- | //(A.k.a. getting Hillfolk insp!)// | + | |
- | + | ||
- | This should be one of the easiest & coolest way of getting insp. | + | |
- | + | ||
- | Look over your TIBFs, and/or the TIBFs on one of your fellow players. It' | + | |
- | + | ||
- | Start a serious convo about it. Try to make these convos be about **one** request, a.k.a. one " | + | |
- | + | ||
- | Granting the other person' | + | |
- | + | ||
- | But the short tip if the party as a whole wants to net this kind of insp from the bank is to **concede to people who don't have any insp**. | + | |
===== Using It! ===== | ===== Using It! ===== | ||
- | You can empty your own insp pool to impose advantage or disadvantage on any d20 roll, unless it already was at zero, obv. | + | If you have inspiration, |
- | + | ||
- | When someone grants you your petition, or you refuse their petition, pay them one insp as reward/ | + | |
- | + | ||
- | If the conversation isn't going the way you want to, you can pay them two insp to force the issue. They have to make a significant emotional concession; not necessarily giving you exactly what you want but some sort of respect or validation. | + | |
- | They can counter that force by giving you three; leaving you with five. You can't start new shit with them for a while. | + | |
- | + | ||
- | If other people are having a convo that you would be physically able to walk in on, you can pay the person who started it one of your own insp to join in. | + | |
===== Keeping It! ===== | ===== Keeping It! ===== | ||
- | If you have more than 0 insp at the end of the session, you start the next session with 1 insp. | + | You don't need to keep track of the exact amount |
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- | ===== Tip ===== | + | |
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- | Outside | + | |
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- | Maybe it's a rare thing to undertake a new quest when you're 60 feet under ground in the T9G, or it's too harsh taking a dive when your life is on the line. But keeping your character' | + | |
- | + | ||
- | And starting some serious emotional drama that causes characters and relationships to change or bruise up against each other beyond just cozy tea time might not be " | + |