OPTIONAL - Home Brew Inspiration System in 100 Worlds | World Anvil

OPTIONAL - Home Brew Inspiration System

OPTIONAL Gaining Inspiration

Not currently Used

The DM no longer “awards” inspiration for role-playing. Instead every PC...
  • Gets 1 automatic free inspiration at the start of the session,
  • Can hold no more than 3 Inspiration,
  • Loses un-spent free inspiration at the end of the session.
    • However, Inspiration gained from backstories, or adventure rewards are not "lost" in this way.
  PCs may gain inspiration beyond the free one by suffering a setback based on one of your Personality Characteristics as follows:
  1. Select a Personality Characteristic that hasn’t been used this session to gain inspiration.
  2. Choose one of the following:
    1. Take disadvantage on one of your own ability checks, saving throws, or attack rolls
    2. Granting an opponent advantage on one ability check, saving throw, or attack roll.
    3. Setting up a future hurdle or immediate setback in the story.
   

Spending Inspiration

  • In combat, a player can spend only 1 inspiration on their turn (unless an option or effect states otherwise).
  • Inspiration can be spent as “Copper”, “Gold” or “Ruby” (see below)
   

“Copper” Spend - Modify Rolls

  • Step 1 - During roleplay, have your PC behave according to a Personality Characteristic.
  • Step 2 - Do one of the following:
    • Your PC gains advantage on their next single ability check, attack roll, or saving throw
    • Grant another PC or NPC advantage/disadvantage on their next single ability check, attack roll or saving throw*.
  • Step 3 (optional) - Spend a 2nd inspiration afterward to re-roll ONE of the advantage dice (keeping the most beneficial result).
  *You must have a reaction available and be able to perceive the event.  

“Gold” Spend - Minor changes to the story

  • Step 1 - Spend 1 and randomly draw a deity (wild cards can be used to select a significant entity) that intervenes (spend 2 to draw the deity you want).
  • Step 2 - Make a Declaration which creates a minor aspect for the scene or encounter (Change a minor environmental feature, Introduce a reasonable object or NPC, or add a minor condition or experience to an existing object or individual, have the right tool or be in the right place).
    • If the declaration affects a d20 roll in some way it is limited to +/- 2. The DM may allow a stronger effect (advantage/disadvantage) for an additional inspiration.
  • Step 3 - Tell a DM-approved story as to how the entity brings about the effect.

“Ruby” Spend - Revelations, dreams, visions, and other insights.

  • Step 1 - Spend 1, 2 or 3 inspiration for the desired effect (other players may contribute so long as they can show motivation thorough a Personality Characteristic)
  • Step 2 - Tell a DM-approved story as to how the information was discovered (include where it was or who had it).
  • Step 3 - DM reveals information:
    • 1 Spent = Hint: The DM reveals an answer to a simple question, typically ‘yes/no’ or ‘weal/woe.’
    • 2 Spent = Revelation: The DM reveals an unobvious but important layer of knowledge about a subject at hand.
    • 3 Spent = Information: The DM reveals all information about a subject at hand, but vagaries may persist.
 

Deity Cards

 

Expanded Personality Characteristics

  • Personality Characteristics are dynamic and can be changed by significant game events.
  • In addition to 2 Traits, Ideals, Bonds Flaws, you can optionally add a racial or alignment trait, ideal, bond or flaw.
 

Example:

At the start of the session, Kaden’s player represents his free inspiration by setting a token in front of himself.   At some point during the game Kaden uses his inspiration. He is now out of inspiration.   Kaden’s player desires to have some inspiration always on hand for emergencies. While in town, Kaden invokes his Ideal: “Charity. I always try to help those in need, no matter what the personal cost.” He roleplays this by donating 10% of his gold to an orphanage.   Kaden soon burns that inspiration and is again out of inspiration.   Kaden wants an inspiration in reserve before nedering the epic final encounter of the night.   As words are exchanged with the BBEG, Kaden delivers a speech (based on his Bond “Everyone deserves a shot at redemption”) giving the BBEG a chance to surrender and be shown mercy. Kaden gives himself disadvantage on his very next ability check, attack roll or saving throw (whichever comes first) but gains an inspiration.   In another session another night Kaden uses “Everyone deserves a shot” to deliver a rousing demand of mercy during a courtroom scene where a local underaged pickpocket is being sentenced… He asks the DM for a future setback in exchange for an inspiration. The DM describes how the official seems to take a negative opinion of Kaden’s lecture while at the same time the street-thief seems to think Kaden has endorsed his actions. The DM will certainly make use of this development in the future!

Q: Hey DM, why don't you "award" inspiration for great role playing like everybody else?

A: All my players are great roleplayers! Plus I got my hands full just trying to DM. If I have to "watch for it", I'll miss somebody. I'd much rather assume you're bringing your A-game, and arm you with the tools to be epic. Now go be epic!


Q: Hey DM, I don't want to take a setback to get extra inspiration.

A: Cool, so don't. It's optional - if you don't like it, don't do it.


Q: Hey DM, is the free inspiration (or any inspiration I gain) "copper", "gold" or "ruby"?

A: It is whatever you need it to be. If you need a bit of extra bonus, spend it as a "copper". If you want the gods to medle in mortal affairs, spend a "gold" inspiration, spend it as "gold". If I've you're stuck, spend it as a ruby to get some guidance.

In his darkest moment, the light of Pelor illuminates the way forward.

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