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| rules:inspiration [2018-07-04 12:05] – sandra | rules:inspiration [2020-09-09 20:24] (current) – Inspiration www-data | ||
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| - | ====== | + | # 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. | + | ## Getting |
| - | * 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. | + | When there' |
| - | * You can spend three insp to block such a force -- they keep their two and get three from you. | + | traits, ideals, bonds, flaws, or relationships are on the line, the |
| - | | + | person who gives in gets insp. |
| - | * You can also empty your own insp pool, giving | + | |
| - | * If diegetic circumstances reasonably allow, | + | Be ready to have to deal with the consequences of giving in. If you |
| - | * If you have more than 0 insp at the end of the session, you start the next session with 1 insp. | + | 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 | ||
| + | lose them all.) | ||
| + | |||
| + | ## Keeping insp! | ||
| + | |||
| + | You don' | ||
| + | have. You either have inspiration or you don't. If you end the session | ||
| + | with inspiration, you keep it until you use it. | ||
