All Core Keys
From TSOY
List of Core Keys
| Key Name | Group | Summary | Key XP | Buyoff |
|---|---|---|---|---|
| Key of the House | Ammeni | Your character is a member of and dedicated to a House, one of the mercantile entities of Ammeni. | Gain 1 XP every time your character does something to benefit her House. Gain 2 XP every time she does something to benefit her house that causes her discomfort or inconvenience. Gain 5 XP every time she acts to benefit her House at the great risk of her body, reputation, or wealth. | Act against the interests of one's House. |
| Key of the Overlord | Ammeni | Your character owns other people or oversees the ownership of others. | Gain 1 XP every time your character makes someone else do something against her will. Gain 3 XP every time your character makes someone else do something that causes harm, pain, or despair to that person. | Free a person under your ownership or oversight. |
| Key of the Self | Elves | Your character is an elf, immortal and dedicated to the self. | Gain 1 XP every time he ignores the request of another in order to fulfill his own goals. Gain 3 XP every time he ignores someone in need for himself. | Become human. By either dying to save the life of another, or creating life, your character enters the Grey Age. All Elven Species Secrets and Keys, except Secret of the Polymath, are unusable. |
| Key of the Bloodline | Elves | No elf existing in Near today has humans that still remember his humanity. Some elves remember where they came from, though, and show their weakness through secretly shepherding their bloodline. | Gain 1 XP every time your character is in a scene with one of his bloodline. Gain 2 XP every time he secretly manipulates a situation in their favor. Gain 5 XP every time he puts himself at risk to do so. | Reveal who you are to your family. |
| Key of the Eternal Question | Elves | There is a reason for the illusion of Near, a purpose behind its entrapment of your character. Only when she answers this question will she be ready to be the master of all she dreams. Pick a philosophical question for your character. "What is the measure of a hero?" or "Can one know himself better through fulfillment or denial?" are good examples. | Gain 1 XP every time you can apply this question to the situation your character's in. Gain 3 XP every time your character risks harm in pursuit of the answer. | Answer the question. |
| Key of the Affliction | Goblins | Your goblin has succumbed to the Affliction - he has learned to love. This means he is becoming human. With this Key, a goblin character may also take the human Species Key, Key of Unrequited Love. | Gain 1 XP every time your character is insulted or ostracized by other goblins for the Affliction. Gain 3 XP every time this reaction causes great difficulty for your character. | Become fully human. To do this, the character must have the Key of Unrequited Love. If your character either breaks his addiction or wins the love of his target, he becomes human. All goblin Species Secrets except Secret of the Addiction are lost, as is the Adaptability ability. |
| Key of Love | Humans | Your character has a deep love, whether friendly, erotic, or familial, for someone else. | 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 puts himself in harm's way or makes a sacrifice for them. | Sever the relationship with this person. |
| Key of Unrequited Love | Humans | Your character has a love for someone who does not return this love. | Gain 1 XP whenever your character has to make a decision that is influenced by them. Gain 2 XP every time your character attempts to win their affection. Gain 5 XP every time your character puts himself in harm's way or makes a sacrifice for them. | Abandon your pursuit of this person or win their love. |
| Key of the Lost Child | Khale | Your character has no tribe. They are lost to the Green World, or perhaps decimated in battle. It is her duty to carry on the tribe's name. | Gain 1 XP every time your character tells a story of her tribe. Gain 2 XP whenever your character defends her tribe's name or lands in words or in battle. Gain 5 XP whenever your character finds a new legend of her tribe. | Join another tribe. |
| Key of the Tribe | Khale | Your character's tribe is a great part of her identity. | Gain 1 XP whenever your character does something to help the tribe. Gain 2 XP whenever your character defends or helps the tribe even though it brings her ridicule or inconvenience. Gain 5 XP whenever your character defends the tribe in battle. | Leave the tribe. |
| Key of the Revolutionary | Maldor | Your character is dedicated to overthrowing a ruling class, party, or government. | Gain 1 XP every time she speaks out against the rulers, or breaks a minor law. Gain 2 XP every time she acts directly against the rulers. Gain 5 XP every time she puts herself in great danger in order to damage the status quo. | Accept any favor from the rulers in order for your quietude or complicity. |
| Key of the Manipulator | Maldor | Your character works behind the scenes, manipulating others in order to be a shadow ruler. Your character must work for or be an advisor of someone in a position of power. | Gain 1 XP whenever your character exerts her will over her ruler, even over minor matters - especially over minor matters. Gain 2 XP whenever the ruler accepts your character's advice over others. Gain 5 XP whenever your character's influence makes the ruler make a policy change or establish a new policy that works in your character's favor. | Accept the mantle of power for one's self. |
| Key of the Astral Traveler | Qek | Your character is dedicated to a world outside her body, taking hallucingens in order to change her perception. | Gain 1 XP every time your character takes a drug purported to change her reality. Gain 3 XP every time your character separates her spirit from her body. | Shirk away from an opportunity to see a situation from an altered perspective. |
| Key of the Death-Hunter | Qek | Your character fulfills a strange role in Qek society: she consorts with the zamani in order to make sure they can find their final rest. She dabbles in forbidden knowledge solely to put that knowledge to sleep. | Gain 1 XP whenever your character is in a scene with zamani. Gain 2 XP whenever she sends zamani off to the Final Death. Gain 5 XP whenever she defeats a walozi that summons up zamani. | Summon up a zamani. |
| Key of the Precious | Ratkin | Your character jealously guards his possessions, afraid that someone will try to take them at first opportunity. | Gain 1 XP every time your character gains a new possession by his skills - not when one is given to him or bought. Gain 2 XP every time your character gains a new possession by fighting for it. Gain 5 XP whenever your character successfully defends his possessions against theft. | Give away your possessions permanently. |
| Key of the Litter | Ratkin | Your character has a litter he was either born into or adopted. | Gain 1 XP every time he defends a litter-mate from harm. Gain 3 XP every time he defends a litter-mate at great danger to himself. | Leave your litter to strike out on your own. (Note: You may choose to adopt a different litter at any time, but must buyoff this key and buy it again for your character to bond with the new litter. Your character may not have more than one litter at a time.) |
| Key of the Collector | Zaru | Your character is dedicated to obtaining as many ''zu'' as possible. | Gain 1 XP whenever she obtains information about the location of a ''zu'' word. Gain 3 XP whenever she puts herself at risk in order to obtain a ''zu''. | Willingly give away a ''zu''. |
| Key of the Pacifist | Zaru | Your character has a personal commitment to non-violence. | Gain 1 XP for every adventure in which your character does not commit any violence. Gain 2 XP every time your character does not commit violence even though it causes her minor harm or inconvenience. Gain 5 XP every time your character does not commit violence even though it causes her great harm. | Purposefully harm another sentient creature. |

