SoSy:Keys
Return to the main index for the Solar System
Keys
Keys are the primary method of increasing a character's abilities. These are goals, emotional ties, or vows a character has. By bringing these into the story, the player gains experience points (XP) he can use to advance the character, increasing pools and abilities, or learning new Secrets and Keys.
Again, an example will illustrate this better:
| Example
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. Buyoff: Ignore a request for help. |
The Buyoff shown above is a special bit about Keys. Whenever a player has a character perform the action shown in one of the Buyoffs, the player can (this is not mandatory) erase the Key and gain 10 XP. Once bought off, a character can never have the same key again.
Unlike Abilities and Secrets, the number of Keys a character can have is limited. A character can have no more than five Keys at one time.