Tuesday 21 February 2012

OATHS (part 1)


The following (optional) rules introduce a simple game mechanic for the Age of Shadow RPG that will allow GMs to add meaningful oaths (with in-game advantages and drawbacks) into their adventures and campaigns. However, before any character is allowed to take an oath, the GM will usually insist that their be an actual in-game (role-playing) reason for a character to do so.

For example, if we assume that a character has witnessed several atrocities performed by the servants of the enemy, then that character might well decide to swear an oath to hunt down and slay beastlings wherever he/she finds them.


Taking an Oath

When a character takes an oath he/she gains the option of trading improvement points and/or fate points for oath points (note that this may be done when the oath is actually sworn, or any time thereafter - assuming that the oath has not been fulfilled). Each improvement/fate point is traded on a one for one basis (so trading 2 improvement points and 1 fate point gives the player a pool of 3 oath points), though no character may accumulate more than 3 oath points for a particular oath at any one time.

Note that in most cases improvement/fate points should be converted into oath points well in advance of them being used as such (usually at the beginning of a game session), and that a character with a store of fate points, for example, cannot spontaneously convert them into oath points at a moments notice.


next up ... Using Oath Points


Copyright © Kristian Richards 2012

2 comments:

  1. Note that I'll probably be splitting the articles up into the following posts over the next few days (which should give me plenty of time to tidy up my notes):

    Taking an Oath
    Using Oath Points
    Fulfilling an Oath
    Breaking an Oath
    Multiple Oaths

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  2. Oh, you're just teasing us now! (I never previously realised it was possible to leave rules on a cliffhanger...) :-)

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