Vows
The system below is to be paired with Luke Gearing's Obligations. This is a world where words hold great power.
Vows— A Vow is a promise made in exchange for power. Once sworn, it must be upheld until death. A Vow provides either a passive bonus or a 1 time per day ability; the strength of the power provided depends on the strictness of the Vow.
Vow breakers are punished by the gods. These punishments are capricious, ironic, and often dreadful. A character who has broken a Vow may not usually do so again. The referee may choose to roll 2d6 to help aid in determining the scale of punishment, modified by the character's contrition or lack thereof.
- On a Hostile or Negative result the punishment is so severe that normal life becomes impossible
- On a Disinterested or Positive result there is an inversion of the Vow's intended benefits.
- On a Friendly result there is no punishment, though the benefits of the Vow are lost. They may swear Vows again.
A character with multiple Vows suffers more severe punishments.
Examples:
1: A young warrior makes a vow before his King that he will never lose a duel. He gains +1 to Hit and Damage while duelling. He runs from a black knight in front of a great bridge and is cursed lose all subsequent duels.
2: A priest takes a vow of silence. Once per day he may listen closely and tell lies from truth. He breaks his silence to confess his love. The gods are hostile—he can no longer tolerate noise. To hear others speak or birds sing causes blood to run from his ears and deals 1 damage per Turn of exposure.
3: A travelling knight takes on an Obligation to defend a village from a Bandit incursion and Vows that he will never again let innocent blood run under his watch. He finds a magic sword among his possessions, delivered by fairies. A child dies during the battle. He mourns the girl's death for a week and a night, and buries her with the sword. The gods are merciful and do not punish him.