Sabir The Merchant You are a merchant – you sell silver and gold trinkets to well-heeled villagers throughout the dry valleys. Sometimes you sell worthless fakes, which sort of makes you a thief. One time you sold some worthless fakes to a powerful witch, who promptly cursed you and enslaved your mind. Now you are on your way to deliver a year’s worth of earnings to her. Maybe she’ll lift her curse and stop whispering to you in your dreams. VIGOR: 4 INSTINCT: 4 REASON: 2 Key of the Bewitched (Simta) You have been cursed by the witch Simta. Every time you see to Simta’s needs (either following an order or by your own initiative), you gain 1 XP. If this causes you discomfort or inconvenience, you gains 2 XP. You gain 5 XP if this action causes you harm, pain or despair. Buyoff: Break the curse and win back your freedom! Key of the Guardian (Checheg the Junior Guildsman) He’s as dumb as a box of ponies, but you’ve taken a liking to the lad. Sirt treats him so poorly and he tries so hard. Checheg has come to depend on you to help him, and you do everything you can for him. You gain 1 XP every time Checheg is present in a scene with you. You gain 2 XP whenever you make a decision that is influenced by the boy. You gain 5 XP every time you rescue Checheg from harm. Buyoff: Kick Checheg to the curb and sever your relationship. Secret of Contacts You know people. That’s part of the job. You can use this Secret for to automatically have a past relationship with any character in the adventure. You may describe the relationship in a short phrase, such as "old enemy," "wartime buddy," "ex-lover," but the GM gets to decide the history and current disposition of the relationship. Cost: 3 points from a pool determined by the GM. Secret of Distraction You are a captivating orator. You can talk up a blue streak and keep people’s attention, distracting them in a way which advances your agenda. Give yourself a bonus die to Deceiving, Sneaking, Public Speaking or Persuading, providing your use of the Secret fits those applications. Adept Enduring (Vigor) * Competent Haggling (Instinct) Resisting (Reason) Public Speaking (Reason) * * * Unskilled Being Polite (Reason) Deceiving (Reason) Hunting (Vigor) Running and Jumping (Vigor) Building (Vigor) Entertaining (Reason) Persuading (Instinct) Healing(Reason) Ass Kicking (Vigor) Reacting (Instinct) Scrapping (Vigor) Sneaking (Instinct) Killing (Vigor) Stealing (Instinct) Surviving (Reason) Handling Animals (Instinct) Issa The Merchant’s Bodyguard Sabir is just your employer – so many people assume that you are his wife. You are definitely not his wife – if anything, it’s the other way around. He’s a good boss, but that’s only because he lets you run the show. Now you’re on your way back to find your true love, a fellow professional bodyguard named (sigh) Nardeen. VIGOR: 3 INSTINCT: 4 REASON: 3 Key of the Manipulator (Sabir) It’s criminally easy to pull Sabir’s strings. Letting him be the front man has worked well for you so far, although he is something of a bore. You gain 1 XP whenever you exert your will over Sabir, even over minor matters - especially over minor matters! You gain 2 XP whenever Sabir accepts your advice over that of others. You gain 5 XP whenever your influence makes Sabir change plans or establish a new policy that works in your favor. Buyoff: Make it clear that you are actually in charge. Key of Unrequited Love (Nardeen) You love Nardeen – so strong, so competent – and you’re determined to win his love in return. You gain 1 XP whenever you have to make a decision that is influenced Nardeen. You gain 2 XP every time you attempt to win Nardeen’s affection. You gain 5 XP every time you put yourself in harm's way or make a sacrifice for Nardeen. Buyoff: Abandon your pursuit of nardeen or win his love. Secret of Enhancement (Ass Kicking) You are a dirty street scrapper. You may spend as many points out of the associated pool to give bonus dice to the ability as you like. Secret of Slenderness It’s true – you don’t have much meat on your bones. Guys like the plump ladies, but what can you do? You squeeze into small spaces, cross ropes, branches, bridges and the like which wouldn’t support someone heavier or clumsier. You enjoy a permanent bonus die to relevant Running and Jumping ability checks. Adept Reacting (Instinct) * Competent Enduring (Vigor) Ass Kicking (Vigor) Persuading (Instinct) * * * Unskilled Hunting (Vigor) Running and Jumping (Vigor) Building (Vigor) Deceiving (Reason) Being Polite (Reason) Healing(Reason) Haggling (Instinct) Public Speaking (Reason) Ass Kicking (Vigor) Resisting (Reason) Sneaking (Instinct) Entertaining (Reason) Killing (Vigor) Stealing (Instinct) Surviving (Reason) Handling Animals (Instinct) Surt The Guild Troubleshooter The Parceler’s Guild says the water must flow. Recently the Guild got a message from Shirat, the Parceler of Khas Fara, a remote dry valley village, saying there was trouble with the water. You’re going to set that right, and you’ve brought along your trainee to show him how it is done. Maybe you’ll have sex with some ignorant peasant girls as well, who knows? VIGOR: 4 INSTINCT: 3 REASON: 3 Key of the Master (Over Checheg) You’ve been tasked by the Guild with molding a new Guildsman out of some pretty weak clay. Checheg is an idiot. Gain 1 XP every time Checheg does something that would grant you XP from another Key, if you had done it. Gain 2 XP every time you have to convince Checheg to do so. Gain 5 XP if his actions bring you great harm or inconvenience. Buyoff: Convince Checheg to act against another key of yours. Key of Bluster You’ve been from one corner of the world to the other, and you have a high opinion of yourself. Gain 1 XP every time you swagger. Gain 3XP every time you top a tale. If someone claims to have done something, make it clear you did something much harder, or did the same thing but blindfolded, drunk, or uphill through the snow, both ways. Gain 5XP when forced to put your money where your mouth is - as a result of your bragging, end up in a bad situation. Buyoff – Refuse to take legitimate credit for something you've done. Secret of Tongues Well, you’ve heard that once or twice. You may spend one Reason to understand any spoken language for a scene. Secret of Calming Everybody the Fuck Down You are able to draw the attention of combatants or potential combatants. You receive a bonus die on your Public Speaking or Persuading ability checks (versus their Resist) to convince them not to fight. Adept Resisting (Reason) * Competent Reacting (Instinct) Being Polite (Reason) Persuading (Instinct) * * * Unskilled Hunting (Vigor) Running and Jumping (Vigor) Building (Vigor) Deceiving (Reason) Enduring (Vigor) Healing(Reason) Haggling (Instinct) Public Speaking (Reason) Ass Kicking (Vigor) Scrapping (Vigor) Sneaking (Instinct) Entertaining (Reason) Killing (Vigor) Stealing (Instinct) Surviving (Reason) Handling Animals (Instinct) Checheg The Guild Apprentice Some day you’ll be a Guildsman and Parceler like Sirt! Until then you’ll endure his periodic beatings and learn from him wisdom! You’ve used your puppy dog eyes to charm the merchant, Sabir, into buying you shoes, hiding extra bits of food, and generally helping you out. He’s a great guy, and hanging around him gets you close to his beautiful bodyguard Issa, too. VIGOR: 2 INSTINCT: 4 REASON: 4 Key of the Disciple (Under Surt) Surt is your Master. That’s how it is. Gain 1 XP every time you are in a scene with Surt. Gain 2 XP every time you actively do something which would grant you XP if you had one or any of Surt’s Key of Bluster. Gain 5 XP if you put yourself at great risk or make a great sacrifice in order to follow your Master's wishes. Buyoff: Act forcefully and directly against Surt's wishes. Key of Unrequited Love (Issa) Oh, sweet Issa – warrior maiden sublime. Someday she will see the beauty in you, but until then, all you can do is worship her and leave her little presents. She barely knows you exist! Gain 1 XP whenever you make a decision that is influenced by Issa. Gain 2 XP every time you attempt to win Issa’s affection. Gain 5 XP every time you put yourself in harm's way or makes a sacrifice for your sweet, sweet sunflower. Buyoff: Abandon your pursuit of Issa or win her love. Secret of Scratching Between the Ears You have a knack for dealing with animals – you can soothe them and understand their signals. In order to get the animal to cooperate or not eat you, you might need a successful Handling Animals ability check. Even if you fail this check, you’ll understand that it wants to eat you loud and clear. Cost: 2 Instinct Secret of the Hidden Pocket You are adept at hiding objects on your person. It’s handy with Surt around. No matter how carefully you’ve been searched or shaken down, you may produce an inexpensive, small item with a successful Stealing ability check. Cost: 2 Instinct. Adept Reacting (Instinct) * Competent Handling Animals (Instinct) Resisting (Reason) Persuading (Instinct) * * * Unskilled Hunting (Vigor) Running and Jumping (Vigor) Building (Vigor) Deceiving (Reason) Enduring (Vigor) Being Polite (Reason) Healing(Reason) Haggling (Instinct) Public Speaking (Reason) Ass Kicking (Vigor) Scrapping (Vigor) Sneaking (Instinct) Entertaining (Reason) Killing (Vigor) Stealing (Instinct) Surviving (Reason) Key of the Sucker Gain 1 XP every time you get duped. Gain 3 XP for getting a truly raw deal. Gain 5 XP every time you agree to something that ends up destroying your life or the life of a companion. Buy-Off: Get the better of someone. Key of Fraternity (Shirat) Your character has someone she is sworn to, a friend who is more important than anyone else. • 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 defends them by putting herself at risk. Buyoff: Sever the relationship with this person. Key of Bloodlust Your character enjoys overpowering others in combat. • Gain 1 XP every time your character defeats someone in battle. • Gain 3 XP for defeating someone equal to or more powerful than your character (equal or higher combat skill.) • Buyoff: Be defeated in battle. 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. Key of the Coward Your character avoids combat like the plague. • Gain 1 XP every time your character avoids a potentially dangerous situation. • Gain 3 XP every time your character stops a combat using other means besides violence. • Buyoff: Leap into combat with no hesitation. Key of Faith Your character has a strong religious belief that guides her. • Gain 1 XP every time she defends her faith to others. • Gain 2 XP whenever this character converts someone to her faith. • Gain 5 XP whenever this character defends her faith even though it brings her great harm. • Buyoff: Your character renounces her beliefs. Key of Fraternity Your character has someone she is sworn to, a friend who is more important than anyone else. • 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 defends them by putting herself at risk. • Buyoff: Sever the relationship with this person. Key of Glittering Gold Your character loves wealth. • Gain 1 XP every time you make a deal that favors you in wealth. • Gain 3 XP every time you double your wealth. • Buyoff: Give away everything you own except what you can carry lightly. Key of the Guardian Your character has a ward, someone who depends on her for security and protection. • Gain 1 XP every time this character is present in a scene with your character. • 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. • Buyoff: Sever the relationship with this person. Key of the Impostor Sometimes your entire life is a lie. • You gain 1 XP whenever you pass yourself off as someone/something you're not. • You gain 2 XP whenever you convince others in spite of serious skepticism. • You gain 5 XP whenever your story survives a deliberate, focused, "Hey everybody, look!" attempt to reveal your identity. • Buyoff: Confess your imposture to those duped. Key of the Masochist Your character thrives on personal pain and suffering. • Gain 1 XP every time she is bloodied and 3 XP every time she is broken. • Buyoff: Flee a source of physical or psychic damage. Key of the Mission Your character has a personal mission that she must complete. • Gain 1 XP every time she takes action to complete this mission (2 XP if this action is successful.) • Gain 5 XP every time she takes action that completes a major part of this mission. • Buyoff: Abandon this mission. Key of the Outcast Your character has lost fellowship or membership in an organization - which could just be a culture, or a specific cross-cultural group. This separation defines your character as much as membership in the organization defines its members. • Gain 1 XP every time her status with this organization comes up. • Gain 2 XP every time her disassociation brings her harm. • Gain 5 XP every time the separation brings your character great pain and suffering. • Buyoff: Regain membership in the organization. Key of Renown "You must be the worst assassin I've ever heard of." "But you have heard of me." • You gain 1 XP whenever you see to it that your name and deeds are known, by bragging about them or making sure there are witnesses. • You gain 2 XP whenever you put yourself at risk to do something unnecessary or foolish that will add to your reputation. • You gain 5 XP whenever you risk your life to take credit for your actions (bragging that you were the one who killed the Duke's son, for example.). • Buyoff: Give someone else credit for an action that would increase your renown. Key of Power You don't even care what you do with it, you just want it. • You gain 1 XP whenever you earn a boon from someone important, earn a slight gain in prestige, or make a rival look bad. • You gain 3 XP 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 Vengeance Your character has a hatred for a particular organization, person, or even species or culture. • Gain 1 XP every time your character hurts a member of that group or a lackey of that person. • Gain 2 XP every time your character strikes a minor blow at that group or person (killing a member of the organization or one of the person's lackeys, disrupting their life, destroying their property). • Gain 5 XP every time your character strikes a major blow at that group or person. • Buyoff: Let your enemy go. Key of the Vow Your character has a vow of personal behavior that she has sworn not to break. This could be a dietary restriction, a requirement to pray at sunbreak every morning, or something else like that. • Gain 1 XP for every adventure in which your character does not break this vow. • Gain 2 XP every time your character does not break this vow even though it causes her minor harm or inconvenience. • Gain 5 XP every time your character does not break this vow even though it causes her great harm. • Buyoff: Break this vow. Key of the Ideal Your character has always held some belief or ideal to be absolutely true, such as "The power of friendship", "The Knights of the realm are true, just and incorruptible", etc. 1 XP every time your character emphasizes or shows off their Ideal 2 XP every time your character keeps faith in the Ideal despite good reason to doubt it 5 XP every time your character holds faith in spite of contrary evidence that threatens his or her life.  ("I know there's still good in you!  Fight it!  You don't have to do this, you're still a hero!") Buyoff:  Give up the ideal or belief.  Face reality. Key of the Wise Guy You are smarter than everyone else around you, and feel the need to continually show it. Gain 1xp every time you demonstrate your superior intellect. Gain 2xp if by doing so you humiliate or cut down another character, and/or risk harm to yourself in doing so. Gain 5xp if you show your superior intellect in any manner that involves severe danger or harm (physical or mental) to yourself. Hunting (Vigor) Running and Jumping (Vigor) Building (Vigor) Deceiving (Reason) Enduring (Vigor) Being Polite (Reason) Healing(Reason) Haggling (Instinct) Public Speaking (Reason) Ass Kicking (Vigor) Reacting (Instinct) Resisting (Reason) Scrapping (Vigor) Sneaking (Instinct) Entertaining (Reason) Persuading (Instinct) Killing (Vigor) Stealing (Instinct) Surviving (Reason) Handling Animals (Instinct)