Inspiration

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Flession
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Inspiration

Post by Flession » Thu Jun 18, 2020 10:44 pm

Standard Rules:

Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

Gaining Inspiration
Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.

You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.

Using Inspiration If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.

Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.

Additional Rules:

Belief can move mountains, and in the PLANESCAPE setting that might mean literally. Inspiration, in PLANESCAPE, might represent the power of a character’s ideals - their beliefs - made manifest.

GAINING INSPIRATION
When a PC acts in accordance with one of their ideals in the face of great cost or personal loss, the PC gains Inspiration. Examples of great costs or personal losses include nearly dying (or actually dying) on a quest, sustaining a debilitating disease or injury, sacrificing something, forgoing important personal goals, or refusing to comply and expecting to be punished for it. Bear in mind that sacrificing a healing potion to save an NPC isn’t necessarily Inspiration worthy; however, if doing so clearly supports the PC’s ideal and the PC (or other party members) could really use that healing potion, then it’s definitely worth Inspiration.
This rule does not replace Inspiration as a reward for playing up your PC’s flaw. For example, some flaws might be explained as beliefs, and therefor indulging or acting them out at great cost might be worth Inspiration. This is for the DM to decide.

USING INSPIRATION
Inspiration - belief - lets you break the rules of the plane. In addition to spending Inspiration to gain advantage as normal, a player can instead call upon one of these options:
Attune to a Touchstone. Attune to a planar touchstone, much in the same way one would attune to certain magic items. This provides special benefits according to the touchstone.
Eschew Components. A spellcaster can uses their belief as a spellcasting focus, ignoring the need for common components for a single spell.
Faction Abilities. Each faction in the PLANESCAPE setting has unique belief-fueled abilities which can be activated by spending Inspiration.
Gain an Intuitive Clue. Ask the DM a question or ask for a hint, reflecting the character being in tune with the cadence of the planes. It is up to the DM how much he or she reveals.
Shape the Planes. You can literally reshape the planes with the power of belief. Unlike other uses of Inspiration described above, this may require consecutive or simultaneous uses of Inspiration, often at the culmination of a quest. For example, at a critical juncture a group of PCs might each use Inspiration to cause or prevent a gate-town’s slide to another plane.
GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

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