Motivational Experience

Choose two. At least one must be under ‘Group Motivations’

Group Motivations

Key of the Big Game Hunter

You like hunting down rare and powerful creatures. You gain 1 CP every time you kill a type of creature you haven’t killed before as long as you take a trophy. You gain 3 CP when that beast is SM+2 or greater. If you kill a one-of-a-kind creature you gain 5CP. Remember to take your trophies!

Key of the Explorer

Starting on the 10/14/11 session. Anytime you enter a new hex that you’ve never been in before in a session gain 1 CP. Anytime you enter a new region in a session gain 2 CP. Anytime you’ve been somewhere before that no one else has been in at least a century gain 5 CP.

Key of Glittering Treasure

You are in it for the money. Anytime you earn your cost of living in a session gain 1 CP. If you earn 10x your cost of living in one session gain 2 CP. If you earn 100x your cost of living in a session gain 5 CP. (For purposes of this Key, only consider currency, precious minerals, metals, and gems. Anything that can be used most places without selling it as currency.)

Key of the Glory Hound

Whenever you do something daring and succeed in front of people (your party counts) in a session gain 1 CP. Anytime you gain a Reputation from the GM gain 3 CP. Anytime you manage a legendary feat in front of people, gain 5 CP.

Key of Knowledge

You collect knowledge like some collect gold. Gain 1 CP whenever you learn a significant bit of knowledge (someone’s secret, a bit of history only a few know, etc.). Gain 3 CP whenever you learn something that no one knew before. Gain 5 CP after you have learned enough to write an interesting book.

Key of the Meddling Merchant

When you sell goods you gain while adventuring you get CP. If you sell something during a session gain 1 CP. If you sell something for more than what it’s worth in a session gain 3 CP. If you sell enough goods equal to 10x your cost of living gain 5 CP.

Key of Personal Power

You gain 1 CP every time you acquire a piece of equipment that you can use to increase your power. Gain 1 CP every session you spend CP. Gain 5 CP everytime you find some way to increase your power greatly without having to train to do it.

Key of Worldly Power

Every time you gain control of a military unit you gain 1 CP. The number of units you need control over changes the more you get. Use the Fibonacci sequence (1, 1, 2, 3, 5, 8, 13, 21, etc). Gain 3 CP whenever you claim land that is larger than 10 acres. Gain 5 CP every time you depose a king.

Personal Motivations

Key of Bloodlust

Your character enjoys overpowering others in combat. Gain 1 CP every session your character defeats someone in battle. Gain 3 CP for defeating someone equal to or more powerful than your character (equal or higher combat skill.) Buyoff: Be defeated in battle.

Key of the Competitor

You live for challenges, and never back down against a rival. Gain 1 XP whenever you enter a competition. Gain 3 XP whenever you prevail against the odds.Buyoff: Decline a challenge. (Profiles/James_Nostack)

Key of Extravagance

Your character seeks every opportunity to impress those around you with his means and generosity. Gain 1 XP every time he gives a gift or spends money on an unnecessary luxury. Gain 3 XP every time he blows a significant fraction of his net worth. Buyoff: Refuse a luxury you could have had. (Colin Roald?)

Key of Faith

Your character has a strong religious belief that guides her. Gain 1 CP every time she defends her faith to others. Gain 2 CP whenever this character converts someone to her faith. Gain 5 CP whenever this character defends her faith even though it brings her great harm. Buyoff: Your character renounces her beliefs.

Key of the Foolhardy Hero

You live for excitement. As a plaything of fortune, you go around spelunking musty dungeons, fighting corrupt police chiefs, defending impoverished farmers from bandits, and getting duped by court intrigues… simply for the hell of it. Gain 1 XP when you agree to go on a quest (or side-quest, or some other risky venture). Gain 2 XP whenever the pursuit of this quest causes hardship for you. Gain 5 XP whenever you complete a quest. Buyoff: Reject the opportunity to go on yet another harebrained mission.

Key of Fraternity

Your character has someone she is sworn to, a friend who is more important than anyone else. Gain 1 CP every session this character is present in a scene with your character. Gain 2 CP whenever your character has to make a decision that is influenced by them. Buyoff: Sever the relationship with this person.

Key of Integrity

You have an unusually strong determination to do what is right. Gain 1 XP whenever you are tempted by corruption. Gain 2 XP whenever you act to oppose corruption. Gain 5 XP whenever you risk great sacrifice or danger to preserve your integrity. Buyoff: Accept a bribe.

Key of the Mission

Your character has a personal mission that she must complete. Gain 1 CP every time she takes action to complete this mission (2 CP if this action is successful.) Gain 5 CP every time she takes action that completes a major part of this mission. Buyoff: Abandon this mission.

Key of the Rake

Your character thrives on romantic conquests. Gain 1 XP every time they attempt to seduce someone (2 XP if this action is successful.) Gain 5 XP if they seduce someone of reknown and import, and word gets out. Buyoff: Abandon these rakish ways and settle down with someone.

Key of Social Power

You don’t even care what you do with it, you just want it. You gain 1 CP whenever you earn a boon from someone important, earn a slight gain in prestige, or make a rival look bad. You gain 3 CP whenever you ruin, kill, or otherwise eliminate a rival, and improve your own position because of it. Buyoff: Relinquish your power and position.

Key of the Precious

Your character jealously guards her possessions, afraid that someone will try to take them at first opportunity. Gain 1 CP every time your character gains a new possession by her skills - not when one is given to her or bought. Gain 2 CP every time your character gains a new possession by fighting for it. Gain 5 CP whenever your character successfully defends her possessions against theft. Buyoff: Give away your possessions permanently.

Key of the Revolutionary

Your character is dedicated to overthrowing a ruling class, party, or government. Gain 1 CP every time she speaks out against the rulers, or breaks a minor law. Gain 2 CP every time she acts directly against the rulers. Gain 5 CP every time she puts herself in great danger in order to damage the status quo. Buyoff: Accept any favor from the rulers in order for your quietude or complicity.

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