Obedience (Vow)

The character acknowledges and accepts an Entity’s authority over them. They have been vowed to never break a just law. The assumption of institutional Vows/Oaths may also be accompanied by a Prestige Marker in acknowledgement.

The “Voice of Authority” grants the Entity or those it delegates to be able to command, without resistance, the actions of the character bonding to the authority. And commands from the Voice of Authority must be obeyed and is accepted as justified in the eyes of the Entity – even if the character themselves does not understand. This cannot absolutely cause the character to throw their life away for nothing, it would have to be perceived to be an act the protect the faith, and involve some active participation in protecting the entity (not just ‘walk off this cliff in service to me’).

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Breaking Vows of Service/Tenets/Sworn Observances

A Vow (Sworn Word) to demonstrate that it is the absolute acceptance of the tenets of the Entity of Authority (Principal, Personal, Community, or Institution) and strict adherence to the idea and letter of its precepts that fuels the success of the character giving their Sworn Word. The sacrifice (usually in a Vow to give up something) demonstrates that it is the source of the Vow that sustains the Vow-Maker, that their belief in it will deliver something of equal or greater value in service to the Entity they swear to. Possible Penalties:

  • To not act upon or openly reject the precepts is an act of defined Transgression and may require Atonement. Authoratative entities may also issue a Proclamation of Transgression: The target is automatically entered into a state of Transgression.
  • Proclamation of Censure: The target automatically loses their state of Good Standing.

Options Involving Vows

Implementing these ideas can provide for a myriad of game facets:

Story Hook ++

This presents a good opportunity for adding Character Story elements to the Character.

Role-Play ++

This presents a good opportunity for adding Roleplaying elements to the Character.

Rewards ++

This presents a good opportunity for adding providing Reward elements to the Character.