Difference between revisions of "Code"
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− | |xp= | + | |xp=6 |
− | |description=Call it principle, discipline, honor, or duty; you live by a strict personal | + | |description=Call it principle, discipline, honor, or duty; you live by a strict personal code — although this code is by no means necessarily good or ethical. Codes are made up of restrictions or objectives, called "tenets," usually three or more and up to as many as ten or even twenty. If your GM feels that your Code is less or more restrictive than what is typical, he may decide your Code is worth more or less Expoints. |
− | Note that [[Avaricious]] | + | Your particular code should be written out in detail so you know exactly what is and isn't within the bounds of your Code. Always wear blue, tip 30% extra, never pay for drinks, never tell a lie, seduce a woman in every town, sing a paean during every battle, always fight lesser opponents blindfolded, find the man who killed your father and kill him with his own sword, obey a chivalric code of honor, steal one item from each person who slights you, never abandon your comrades, never harm an animal, do not trespass, eat no meat or dairy, burn the remains of fallen foes, abstain from witchcraft, and never travel by water are all good examples of tenets of a Code. You may deviate from your Code when under extreme duress, but until you can properly atone for your deviation, you take a −2 penalty to all rolls. As always, try to be inventive, but consult your GM to determine the exact value of your Code. |
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+ | Note that [[Avaricious]], [[Vengeful]], [[Attack Restriction]], [[Peacemaker]], [[Pacifist]], [[Called]], and [[Chaos Knight]] essentially impose similar restraints to a Code, but are separate Trumps and Faults. A character may be [[Driven]] to accomplish his Code. | ||
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Latest revision as of 20:18, 6 April 2015
Call it principle, discipline, honor, or duty; you live by a strict personal code — although this code is by no means necessarily good or ethical. Codes are made up of restrictions or objectives, called "tenets," usually three or more and up to as many as ten or even twenty. If your GM feels that your Code is less or more restrictive than what is typical, he may decide your Code is worth more or less Expoints.
Your particular code should be written out in detail so you know exactly what is and isn't within the bounds of your Code. Always wear blue, tip 30% extra, never pay for drinks, never tell a lie, seduce a woman in every town, sing a paean during every battle, always fight lesser opponents blindfolded, find the man who killed your father and kill him with his own sword, obey a chivalric code of honor, steal one item from each person who slights you, never abandon your comrades, never harm an animal, do not trespass, eat no meat or dairy, burn the remains of fallen foes, abstain from witchcraft, and never travel by water are all good examples of tenets of a Code. You may deviate from your Code when under extreme duress, but until you can properly atone for your deviation, you take a −2 penalty to all rolls. As always, try to be inventive, but consult your GM to determine the exact value of your Code.
Note that Avaricious, Vengeful, Attack Restriction, Peacemaker, Pacifist, Called, and Chaos Knight essentially impose similar restraints to a Code, but are separate Trumps and Faults. A character may be Driven to accomplish his Code.