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Post by WxMAN on Apr 6, 2011 19:33:34 GMT -6
No-Bark would like:
Key of Bloodlust Key of Faith
and the custom key: Key of Deathwish: Your player like to mess with the GM. Gain 1 XP every time your player makes the GM irritated. Gain 2 XP every time your GM has to facepalm. Gain 5 XP if the GM breaks down and cries. Counter: The GM had a fun game night experience.
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Post by Rigil Kent on Apr 6, 2011 19:43:45 GMT -6
Key of Deathwish vetoed. Why? Because its player-oriented, not character-oriented. Try again. I think I do like the idea of ETA: What is his Faith, BTW? We need to define that ...
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Post by WxMAN on Apr 6, 2011 19:51:32 GMT -6
I was going to assume his faith was his conspiracy theories detailed in my bio
Custom Key:
Key of Health
Your character loves is fond of medicine. Gain +1 XP every time you heal a teammate. Gain 2 XP every time you do a surgery.
Hows that?
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Post by Rigil Kent on Apr 6, 2011 20:01:51 GMT -6
Works for me!
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Post by LabRat on Apr 6, 2011 20:52:55 GMT -6
That is almost exactly what I was thinking of...you just said it more eloquently Yay! You're too good to me
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Post by thedefiantbudah on Apr 7, 2011 1:23:30 GMT -6
thinking something like... - "it's not my fault" - +1 xp after something fails that was "fixed"
- "what a piece of junk" - +1 xp when fast repair of the ship results in the crew getting away safely
just random ideas
thoughts?
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Post by Gigermann on Apr 7, 2011 8:56:41 GMT -6
Let the Wookie Win—Your character feels a selfless sense of duty toward the organic life-forms he associates with, and doesn't mind "taking one for the team." Gain 1 XP for any scene he performs a task that would be difficult, dangerous, or inconvenient to organic life-forms, due to their physiology, on his team's behalf. Gain 2 XP if that task includes great personal risk or inconvenience. Gain 5 XP if that task results in significant personal damage. Counter: Put personal safety or convenience before that of an organic team-mate.
So Uncivilized—Your character prefers not to engage in direct combat, but to out-smart his opponents. Gain 1 XP any time he defeats an opponent or otherwise influences the course of a battle through indirect means. Gain 3 XP every time he stops or avoids a fight entirely, using indirect means. Counter: Use only direct attacks (unless part of some kind of ruse) during a battle.
Damned-Fool Idealistic Crusade—AKA Key of the Mission; Mission="Procreation" (as discussed)
Still working… Suggestions welcome
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Post by zenwolf on Apr 7, 2011 11:15:47 GMT -6
Couldn't see any in the list that fit so here is what I'm thinking.
(Modified glittering gold)Key of the Provider- 1 XP every time you earn money for the family . Gain 2 XP every time you finish an adventure giving more wealth than they started with. Gain 5 XP every time you double their wealth.
Key of the Fugitive-Any time the jedi fugitive story thread comes up gain an experience point. When the this presents a minor problem, gain two experience points. When it presents a major problem, gain five experience points.
Key of Assistance- Whenever you assist a player in a scene get 1 xp. Help them succeed against good odds gain 3xp.
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Post by Rigil Kent on Apr 7, 2011 15:11:06 GMT -6
So right now, we've got (and a lot of these need "Star Wars" names): 8T33: - Key: Let the Wookiee Win
- Key: So Uncivilized
- Key: Damned-Fool Idealistic Crusade
Jor: - Key: It's not my fault!
- Key: What a piece of junk!
- Key: Undefined
No-Bark: - Key: Prefer a Stand-Up Fight
- Key: Sad Devotion
- Key: Health/Healing
Ondo: - Key: Provider
- Key: Fugitive (Was Once a Jedi Knight?)
- Key: Assistance
Tesla: - Key: Prefer a Stand-Up Fight.
- Key: At last we will have revenge.
- Key: Boring Conversation Anyway.
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Post by zenwolf on Apr 7, 2011 15:48:19 GMT -6
Anyone have any suggestions for mine?
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Post by Rigil Kent on Apr 8, 2011 17:07:16 GMT -6
For the Fugitive key, maybe we should paraphrase Kenobi's line from ANH to "Was Once a Jedi Knight" and leave it at that.
The others? I'm at a loss right now...
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Post by Mike E. on Apr 8, 2011 22:12:05 GMT -6
yeah...I'll need to look at this a little closer...give me a day or three.
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Post by Rigil Kent on Apr 8, 2011 22:38:21 GMT -6
thinking something like... - "it's not my fault" - +1 xp after something fails that was "fixed" - "what a piece of junk" - +1 xp when fast repair of the ship results in the crew getting away safely just random ideas thoughts? Key: "This one goes there, that one goes there." +1 XP whenever you use Mechanics to accomplish a goal, +2 XP whenever Fast Repairs contribute to mission goals. Key: Mission (find sister & make her life better) Key: "My kind of scum." You aim to misbehave. When you break the law or commit a crime during a session, you gain 1 XP. When the motivation is fulfilled against good odds, gain 3 experience points. Counter is when he willingly follows the law or his efforts work to uphold the rule of law.
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Post by Rigil Kent on Apr 9, 2011 13:49:06 GMT -6
@mike E. Based on what you've given about the character so far, I can make two Key recommendations: - Key: Prefer a Stand-Up Fight - he likes to scrap, and it sometimes gets him into trouble.
- Key: Mission - this would be the story key and likely revolve around the stated anti-piracy goal.
That just leaves one, perhaps something similar to Ondo's Key of Assistance, but make it "Key: Let's Blow This Thing" where he gains +1 XP when he uses explosives in a scene, and +3 if the explosives play a climatic role. The counter would be if he deactivates explosives instead of detonating them. @magman: Like Vorrsk, I can see Brody as having Prefer a Stand-Up Fight (which would track with his violent tendencies). Its the other two that cause me some slight hesitation. I initially lean toward "Key: Quite a Mercenary" but that's more of me thinking of Jayne Cobb in this regard, but I can also see him having the Key: Conscience based on your stated "trigger" that he gets violent when he sees kids being abused.
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Post by LabRat on Apr 9, 2011 16:59:06 GMT -6
Hey Rigil, I was wondering if we could tweak the "Boring conversation anyway" key a bit so that I wouldn't have to think of inventive ways for Tesla to lose her temper during negotiations that don't really pose an issue (like say she throws out an offer and its accepted with little effort). Can we do something along the lines of Counter: Lose XP if Tesla keeps her cool after negotiations turn sour?
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Post by Rigil Kent on Apr 10, 2011 10:23:39 GMT -6
That works for me. This week, I'm going to type all of these up so they are formalized (for lack of a better word.) Every one of these keys requires a counter as well, and I think there are a couple that don't have them.
Also, I've got to figure out how to track this. And everyone needs to be aware that this system means they can actually lose XP in certain situations.
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Post by Rigil Kent on Apr 10, 2011 10:56:28 GMT -6
(Modified glittering gold)Key of the Provider- 1 XP every time you earn money for the family . Gain 2 XP every time you finish an adventure giving more wealth than they started with. Gain 5 XP every time you double their wealth. Taking another look, I think the ward one actually fits this perfectly. You're just defining it via terms of wealth, whereas this one is more of an overall thing so I recommend we use it. "Key: You Have To Take Care of Her – 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." Also, I recommend (for the Assistance key) - Key: They're My Friends. I've Got to Help Them.
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Post by zenwolf on Apr 11, 2011 17:00:19 GMT -6
Taking another look, I think the ward one actually fits this perfectly. You're just defining it via terms of wealth, whereas this one is more of an overall thing so I recommend we use it. Key: You Have To Take Care of Her – 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. That works for me. Though I have a question, since this one won't come up as often as the other, Is it 3 xp per session per key or 3 xp per session total? (excepting keys that give you above that amount in a single instance.) Because I don't want to be left behind if everybody else averages 6 or so xp a session and I only get 3 xp most of the time. Though you are pretty good at balancing things out so I trust you. Also, I recommend (for the Assistance key) - Key: They're My Friends. I've Got to Help Them. Works for me! Also for the counter, how about: Refuse to help an ally.
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Post by Rigil Kent on Apr 11, 2011 17:27:57 GMT -6
That works for me. Though I have a question, since this one won't come up as often as the other, Is it 3 xp per session per key or 3 xp per session total? (excepting keys that give you above that amount in a single instance.) 3 xp max per session if the character is simply in multiple scenes with you. Then 2 xp if Ondo makes a decision that is influenced by his family (e.g., she says No, so he says no, or he decides to do X because of his family), and then 5 xp if he rescues them. Well, realistically, Tesla isn't going to be getting XP for her vengeance kick very often, but I do see your point. I'm going to be paying close attention to how this works out because, for the most part, I want everyone to advance at pretty much the same time.
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Post by Mike E. on Apr 11, 2011 21:12:16 GMT -6
@mike E. Based on what you've given about the character so far, I can make two Key recommendations: - Key: Prefer a Stand-Up Fight - he likes to scrap, and it sometimes gets him into trouble.
- Key: Mission - this would be the story key and likely revolve around the stated anti-piracy goal.
That just leaves one, perhaps something similar to Ondo's Key of Assistance, but make it "Key: Let's Blow This Thing" where he gains +1 XP when he uses explosives in a scene, and +3 if the explosives play a climatic role. The counter would be if he deactivates explosives instead of detonating them. Sounds awesome dude...I'd say thanks for the help...but well...you did all the work...it fits though, so thanks.
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Post by Rigil Kent on Apr 12, 2011 10:11:28 GMT -6
So right now, we've got (and a few of these still need "Star Wars" names): 8T33: - Key: Let the Wookiee Win
- Key: So Uncivilized
- Key: Damned-Fool Idealistic Crusade (procreation)
Brody: - Key: Prefer a Stand-Up Fight.
- Key: Quite a Mercenary.
- Key: Conscience (kids).
Jor: - Key: This one goes there, that one goes there.
- Key: Damned-Fool Idealistic Crusade (sister)
- Key: My Kind of Scum
No-Bark: - Key: Prefer a Stand-Up Fight
- Key: Sad Devotion
- Key: Get Some Bacta, Trooper
Ondo: - Key: You Have To Take Care of Her
- Key: Was Once a Jedi Knight
- Key: They're My Friends. I've Got to Help Them
Tesla: - Key: Prefer a Stand-Up Fight.
- Key: At last we will have revenge.
- Key: Boring Conversation Anyway.
Vorrsk: - Key: Prefer a Stand-Up Fight.
- Key: Damned-Fool Idealistic Crusade (anti-pirate).
- Key: Let's Blow This Thing.
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Post by Rigil Kent on Apr 12, 2011 13:09:26 GMT -6
We still need to determine Counters for: - This one goes there, that one goes there
- Get Some Bacta, Trooper (presumably, "Refuse to dispense medical aid to those who need it")
- Was Once a Jedi Knight
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Post by WxMAN on Apr 12, 2011 13:30:58 GMT -6
Get Some Bacta, Trooper (presumably, "Refuse to dispense medical aid to those who need it") Seems simple enough, not sure how hard you want the counter. Ie, "fails at healing", "fails at surgery", "refuses to aid teammate" can all be mixed, matched, and combined depending on how extra difficult the counter would be
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Post by Gigermann on Apr 12, 2011 13:35:16 GMT -6
Most of the counters break down to a "choice"—and "failure" doesn't fit that pattern. 2¢
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Post by Rigil Kent on Apr 12, 2011 13:53:39 GMT -6
Gigermann is correct: the counters really need to be predicated on character choice, not success or fail of a die roll.
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Post by WxMAN on Apr 12, 2011 13:57:37 GMT -6
Alright - I won't argue as it makes it easier on me
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Post by Rigil Kent on Apr 12, 2011 14:17:26 GMT -6
Does it? Does it really? You'll note I did not identify what side "those who need it" are on ...
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Post by Gigermann on Apr 12, 2011 14:19:19 GMT -6
I was thinking that his should have something to do with the Hippocratic Oath (SW version), but then he wouldn't be able to shoot anyone—less than satisfying.
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Post by WxMAN on Apr 12, 2011 14:28:30 GMT -6
Well I will just have to hope the enemies don't ask me for medical aid....
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Post by Rigil Kent on Apr 12, 2011 14:35:28 GMT -6
Think "Doc" from Tears of the Sun. He shoots the bad guys, then rushes forward to provide medical aid to everyone who needs it.
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