These are from Clinton Nixon's
[The Shadow of Yesterday] rpg.
Key of Love
Your character has a deep love, whether friendly, erotic, or familial, for someone else.
- Gain 1 Fortune Die every time this character is present in a scene with your character.
- Gain 2 Fortune Dice whenever your character has to make a decision that is influenced by them.
- Gain 5 Fortune Dice every time your character puts himself in harm's way or makes a sacrifice for them.
- Buyoff: Sever the relationship with this person.
Key of Unrequited Love
Your character has a love for someone who does not return this love.
- Gain 1 Fortune Die whenever your character has to make a decision that is influenced by them.
- Gain 2 Fortune Dice every time your character attempts to win their affection.
- Gain 5 Fortune Dice every time your character puts himself in harm's way or makes a sacrifice for them.
- Buyoff: Abandon your pursuit of this person or win their love.
Key of Angst
Your character has a dark past or monstrous urges that fill her with shame.
- Gain 1 Fortune Die every time your character must resist her darker nature.
- Gain 3 Fortune Dice whenever your character does something reckless or foolish out of self-loathing.
- Buyoff: Show self-confidence and emotional balance.
Key of the Lover
Your character vigorously pursues romantic opportunities.
- Gain 1 Fortune Die every time your character successfully flirts with a new person.
- Gain 3 Fortune Dice whenever your character starts a significant new romantic relationship.
- Gain 5 Fortune Dice for starting a romance with someone it's wiser not to.
- Buyoff: Form a purely Platonic bond with someone.
Key of Fraternity
Your character has someone he is sworn to, a friend who is more important than anyone else.
- Gain 1 Fortune Die every time this character is present in a scene with your character (maximum 3 per adventure).
- Gain 2 Fortune Dice whenever your character has to make a decision that is influenced by them.
- Gain 5 Fortune Dice every time your character defends them by putting himself at risk.
- Buyoff: Sever the relationship with this person.
Key of the Guardian
Your character has a ward, someone who depends on him for security and protection.
- Gain 1 Fortune Die every time this character is present in a scene with your character.
- Gain 2 Fortune Dice whenever your character has to make a decision that is influenced by them.
- Gain 5 Fortune Dice every time your character rescues them from harm.
- Buyoff: Sever the relationship with this person.
Key of the Vow
Your character has a vow of personal behavior that he has sworn not to break.
- Gain 1 Fortune Die for every session in which your character does not break this vow.
- Gain 2 Fortune Dice every time your character does not break this vow even though it causes him minor harm or inconvenience.
- Gain 5 Fortune Dice every time your character does not break this vow even though it causes him great harm.
- Buyoff: Break this vow.
Key of the Mission
Your character has a personal mission that he must complete.
- Gain 1 Fortune Die every time he takes significant action to complete this mission (2 Fortune Dice if this action is successful.)
- Gain 5 Fortune Dice every time he takes action that completes a major part of this mission.
- Buyoff: Abandon this mission.
Key of Faith
Your character has a strong religious belief that guides him.
- Gain 1 Fortune Die every time he defends his faith to others.
- Gain 2 Fortune Dice whenever this character converts someone to his faith.
- Gain 5 Fortune Dice whenever this character defends his faith even though it brings him great harm.
- Buyoff: Your character renounces his beliefs.
Key of Conscience
Your character has a soft spot for the weak and helpless.
- Gain 1 Fortune Die every time your character helps someone who cannot help themselves.
- Gain 2 Fortune Dice every time your character defends someone with might who is in danger and cannot save themselves.
- Gain 5 Fortune Dice every time your character takes someone in an unfortunate situation and changes their life to where they can help themselves.
- Buyoff: Ignore a request for help.
Key of Vengeance
Your character has a hatred for a particular organization, person, or even species or culture.
- Gain 1 Fortune Die every time your character hurts a member of that group or a lackey of that person.
- Gain 2 Fortune Dice every time your character strikes a minor blow at that group or person (killing a member of the organization or one of the person's lackeys, disrupting their life, destroying their property).
- Gain 5 Fortune Dice every time your character strikes a major blow at that group or person.
- Buyoff: Let your enemy go.
Key of the Survivor
Your character thrives on personal pain and suffering.
- Gain 1 Fortune Die every time he or she takes 5 or more wound points from a single injury.
- Gain 3 Fortune Dice every time he takes Impairment from his or her injuries.
- Buyoff: Flee a source of physical or psychic damage.