Interests and Disinterests

In general, every living creature with a mind of its own has subjects that they find more interesting than others. In addition, despite what you may conclude based on how RPGs are structured, or how edgy the rogue's backstory is, a group of people aren't generally going to walk in silence next to each other for eight hours a day, seven days a week, without a word between them. This is where interests and disinterests come in.   Interests and Disinterests are a new mechanic introduced in The Hook to solidify character personalities and give some depth to PC interactions with each other and with NPCs. They are topics of conversation and/or study that a character either knows a lot about or little about. This does not necessarily mean they like or dislike the topic in question. For example, a lawful good paladin may be heavily interested in the black market despite a personal distaste for such villainous dealings, since knowing about this topic helps them do their job and stop the evil transactions from ever transpiring.   During down time (particularly when I need a little time to go through my notes, or look something up, or quickly slap together an impromptu character sheet), I will roll randomly amongst the topics of interest between PCs, and players can feel free to roleplay their characters interests as they converse amongst themselves. Note that one character's interest can be another character's disinterest, leading to some interesting interactions (I.e. one character is particularly invested in Krakonian politics and tries to convince the others to support a certain NPC, but there's a character in the party who couldn't give less of a shit about which pompous, rich brat owns the territory).   Each topic of interest and disinterest has an associated knowledge skill attached to it. When a character with an interest or disinterest in a particular subject rolls a knowledge check pertaining to that subject, they receive a bonus or penalty to the roll depending on the severity of their interest/disinterest. In addition, if a character is untrained in the associated knowledge skill, the DC for information they can know regarding their interests is increased to 15, but the DC for information they can know regarding their disinterests is decreased to 5. The bonuses/penalties are as follows:   Great Interest: +6
Significant Interest: +4
Basic Interest: +2
No Interest: +0
Basic Disinterest: -2
Significant Disinterest: -4
Great Disinterest: -6   During character creation, a PC gets 10 interests and 10 disinterests total. More specifically, a PC starts out with one Great Interest, three Significant Interests, six Basic Interests, six Basic Disinterests, three Significant Disinterests, and one Great Disinterest. No more than three interests and three disinterests can be associated with the same knowledge skill. These interests and disinterests are chosen either from the list below and/or created by the player themselves upon GM approval.   Knowledge (Arcana)
-Each School of magic is its own individual interest.
-Each level of arcane magic is its own individual interest.
-Magical Beasts
-Magical Arms and Armor
-Wondrous Items
-Potions
-Wands/Staves
-Rings
-Dragons
-Magical constructs
-Identifying magic items
-Identifying arcane spells/auras
-Alchemy
-Wizardry
-Magical bloodlines
-Familiars
-Spellstrikes   Knowledge (Dungeoneering)
-Caves
-Labyrinths
-Trapfinding/Disabling
-Minerals/Stones
-Diving
-Unexplored Land
-Aberrations
-Oozes
-Mining
-Sailing
-Archeology   Knowledge (Engineering)
-Mechanical constructs
-Trapmaking/Setting
-Architecture
-Weak points on objects
-Special materials
-Mathematics
-Each craft skill is its own individual interest   Knowledge (Geography)
-Ethnicity/Diversity
-Each Terrain (see favored terrains) is its own individual interest
-Each settlement is its own individual interest (i.e. cities, villages, capitals, etc)
-Landmarks
-Foraging
-Tracking
-Cartography
-Geology   Knowledge (History)
-Pre-Requerm history (Before the Dawn)
-Political Borders
-Epidemics/Plagues
-Wars/Battles
-Economic patterns
-Each individual territory has its own individual interest
-Each language is its own individual interest   Knowledge (Local)
-Each humanoid race is its own individual interest
-Requerm laws/regulations
-Painting
-Music
-Literature
-Performance Art
-Sculpting
-Rumors/Gossip
-The Black Market
-Persuasion
-Local holidays
-The red district
-Friendly relationships
-Romantic relationships
-Familial relationships
-Professional relationships
-Small talk
-Shopkeeping
-Sports
-Research
-Intellectual testing
-Puzzles/Riddles
-General feats
-Racial feats
-Teamwork feats   Knowledge (Martial)
-Military battle tactics
-Espionage
-Assassination
-Character Classes
-Mundane/masterwork weapons
-Mundane/masterwork armor
-Martial disciplines
-Melee fighting techniques
-Ranged fighting techniques
-Siege weapon operation
-Infantry
-Cavalry
-Gladiatorial combat
-Combat feats
-Grit/Panache
-Sneak Attacks
-Surprise rounds/Ambushing   Knowledge (Nature)
-Natural hazards
-Plants
-Animals
-Great Beasts
-Weather
-Fey
-Vermin
-Monstrous Humanoids
-Habitats/Ecosystems
-Evolution
-Druidism
-Animal rearing/training
-Hunting
-Poisons
-Diseases
-Fishing
-Blood
-Bones
-First Aid
-Chemistry
-Physics
-Each area of medical expertise (i.e. dentistry, dermatology, etc) is its own individual interest (Has to reasonably exist in a medieval/renaissance setting, so no radiology lol).
-Pets/Animal Companions   Knowledge (Nobility)
-Royal Bloodlines
-Manners/Etiquette
-Authority
-Symbols/Flags of Leadership/Nations
-International relations
-Economic policies
-Social policies
-Military policies
-Research policies
-Religious policies
-Royal behests
-The social ladder
-Education   Knowledge (Planes)
-Each outsider race is its own individual interest
-Each plane of existence is its own individual interest, including the canonical material planes.
-Interplanar travel/teleportation
-Summoning
-Eidolons   Knowledge (Psionics)
-Each level of psychic magic is its own individual interest
-Identifying psychic magic
-Each element of kineticists is its own individual interest (i.e. pyrokinesis)
-Telepathy/Mind Reading
-Spiritualism
-Psychology
-Memories   Knowledge (Religion)
-Undead
-Each deity is its own individual interest
-Each domain is its own individual interest
-Each level of divine magic is its own individual interest
-Identifying divine magic
-Religious tenets
-Rituals/Religious Holidays
-Divine/favored weapons
-Divine Monuments
-Divine mysteries (i.e. oracle mysteries)
-Divine curses (i.e. oracle curses)
-Positive Energy
-Negative Energy
-Divine Auras
-Alignment   Gaining/Changing Interests/Disinterests: Throughout the campaign, I will be paying attention to the topics that characters choose to engage in. Depending on these choices, PCs may obtain new interests and disinterests, or increase or decrease the level of interest or disinterest in any particular topic.

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