| Key of the Sorcerer |
|---|
| The character is a SORCERER, committed to obtaining and understanding zu. |
| 1xp: Gain intelligence about a new word. |
| 2xp: Figure out some more Zu grammar or syntax. |
| 5xp: Obtain a new word. |
| Buyoff: Willingly give away a zu. |
| Key of the Word-Horse |
|---|
| The Watchers have empowered the character to seek and steal back zu that lies in the wrong hands. |
| 1xp: Progress with the task. |
| 2xp: Steal to do the job. |
| 5xp: Return zu to a Watcher. |
| Buyoff: Steal wrongfully, or kill. |
| Key of the Chatterbox |
|---|
| The character is not very patient and will use Zu with little provocation. |
| 1xp: Use Zu. |
| 3xp: Use Zu gratuitously. |
| Buyoff: Refuse to solve a problem with Zu. |