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Powering up Keys

In addition to generating XP on the spot by satisfying one of their conditions, Keys act as repository for a certain number of bonus XP. A Key, when first purchased, contains no bonus XP. It may eventually be powered up to contain a maximum of two advances worth of bonus XP. (i.e. if an advance is worth 5, a Key can hold up to 10 bonus XP). Every time you fulfill one of the keys conditions, in addition to scoring the requisite number of immediate XP, also store the same amount of bonus XP into the Key. Bonus XP are not available to be spent on advances until you buy off the Key. This is done by meeting the key's buy off condition, and choosing (you are never forced) to remove the Key from your sheet. If you do this, whatever bonus XP are stored in that key are immediately added to your available XP total. If you buy off a Key, you may never take that Key again.

This is intended to replace the rules on Key buy off found on the bottom of page 69 of the Lulu printed version. The motivation for this variant is to mitigate against deliberate key churn (i.e taking keys whose only purpose is to be immediately bought off). -- rafial

The Harper Summary: When you buyoff a Key, the amount of XP you earn is either 2 advances, or the amount of XP you have earned with the Key, whichever is less.

Clinton speaks:

This is a bizarre permutation, and I can't get behind it.

However, I can get behind this variant:

When you buyoff a Key, the amount of XP you earn is either 10 XP, or the amount of XP you have earned with the Key, whichever is more.

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Page last modified on July 05, 2006, at 01:27 PM by ColinRoald

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