Code of Honor in D&D-style games
Code of Honor is an interesting disadvantage group as it more or less allows you to have a disadvantage that basically is a combination of quirks and/or limited aspects of other disadvantages. The other thing that is great about the Code of Honor is that it is a self-imposed mental disadvantage, and hence can be used for the Pact limitation. The complete list of all the published variants can be found in this forum post. In this post, I'd like to list and discuss some of them that are appropriate for D&D-style fantasy games and, maybe, add some new ones.
Code of Honor (Pirate's) (p. B127) [-5]: This one is, I feel, an interesting alternative to Sense of Duty (Adventuring Companions) [-5]. As the description says, it is not exclusive to pirates, but also is suitable for brigands. Could work as a Pact disadvantage for clerics of deities of vengeance, but since this is a -5-point disadvantage, you'll probably need an extra disadvantage to go with it.
Code of Honor (Professional) (p. B127) [-5]: This is, probably, one of the most popular Codes of Honor. And it can be used as a Pact disadvantage for clerics of deities of crafts, trade, law, healing, and many others. This is a very flexible disadvantage.
Code of Honor (Gentleman's) (p. B127) [-10]: The description doesn't say that, but I think this disadvantage should require Status 1 or higher, because otherwise it will be much less limiting. Not sure if it can work as a Pact disadvantage without any adjustments.
Code of Honor (Soldier's) (p. B127) [-10]: Now that's a good one. It will suit for a Pact disadvantage for deities of war and honor, and typically there's many of them in the setting's pantheon.
Code of Honor (Chivalry) (p. B127) [-15]: A less Status-dependent variant of Code of Honor (Gentleman's), but also more limiting. This is good for your D&D Lawful Neutral characters, but the clause that says that it only applies if the other side is being honourable prevents it from turning into Lawful Stupid. The typical Divine power modifier requires a -10-point disadvantage, so it will only be appropriate as a Pact disadvantage if your GM allows Divine, -15%.
Code of Honor (Shaman's) (GURPS Dungeon Fantasy 9: Summoners, p. 18) [-5]: This is an interesting code of honor for, obviously, shamans, but it does not seem appropriate for Pact limitations. But you should keep this one in mind when making a shaman.
Code of Honor (Highwayman's) (GURPS Fantasy, p. 132) [-5]: This is an alternative to Code of Honor (Gentleman's) that permits robbery and is not concerned with status. That's cool.
Code of Honor (Forest Protector) (GURPS Magic: Plant Spells, p. 9) [-10]: If your setting has druids or priests of deities of nature, this Code of Honor is a must. And I can see it being used for Pact limitations by such priests.
Code of Honor (Bushido) (p. MA53) [-15]: Obviously, necessary for samurais.
Code of Honor (Xia) (p. MA53) [-10]: Despite having a Chinese name, this is basically a slightly toned down paladin's code from D&D. I highly recommend you use this one for paladins as a Pact limitation disadvantage. I'm glad that I found it!
Code of Honor (Gladiator's) (GURPS Martial Arts: Gladiators, p. 19) [-5]: Very limited, but a neat addition.
Code of Honor (Psychic's) (GURPS Psis, p. 6) [-10]: I'm surprised that I have no found this one before. This is an excellent addition to the disadvantage roster to limit the spying abilities not only of telepaths and remote viewers, but also mages that specialize in mind control, knowledge, and communication and empathy.
NEW VARIANTS
Okay, let's check out all the paladin class variants and convert their codes of conduct into Codes of Honor. That should make creating such characters easier. If you feel that the price should be different, please tell me - I'm not good at it. I might make more of them in the future, based on other prestige classes and Pathfinder cavalier orders.
Code of Honor (Anarch): An anarch must never willingly abide by an oath, fulfill a contract, or join an organization such as a brotherhood or fellowship. Aside from this, the anarch's code is really little more than a lack of code. As long as he continues to cause chaos and foment disrespect for law in others, his status as anarch is secure. -5 points.
Code of Honor (Antipaladin): An antipaladin must work at all times to undermine the works of civilization and good peoples, and must never offer mercy or grant quarter unless he betrays his word within the next hour. He cannot join an organization, but he can perform services for others as long as the services are for pay, ultimately lead to chaos and devastation, or serve as a platform for future betrayal. -10 points.
Code of Honor (Avenger): While an avenger's life is based around achieving vengeance and retribution for the oppressed and downtrodden, he must temper this vengeance appropriately. Killing should be the last resort of the avenger when a more appropriate and less destructive form of vengeance will do, and even then, slaying an oppressor should be reserved only for the most evil villains. Avengers must aid and assist anyone who asks for help (within reason) and must not join any organized association, order, or group. He may attend the services of his church but is encouraged to worship in private. -10 points.
Code of Honor (Consecrated Harrier): A consecrated harrier must make it known to his target who he is and why he is there atthe time of the confrontation. He cannot make suprise attacks against his target. He cannot slay his target on a battlefield without the target knowing who he is and why he is there. Consecrated harriers purposely word the requirements for conducting themselves vaguely, so that an individual consecrated harrier in the field has some flexibility. -5 points.
Code of Honor (Corrupter): A corrupter must never willingly commit an act that exposes his faith to an opposing religion and results in his detriment. He must strive to corrupt and taint all faiths apart from his own, with a special focus on good faiths. He is allowed to make whatever vows or declarations are required in order to maintain this deception, as long as he spends at least an hour each day in private prayer to his deity. He must strive to remain hidden, although the methods by which he undermines other faiths are left to his own discretion. -10 points.
Code of Honor (Despot): A despot must never willingly break a vow or contract or betray an ally. He must at all times work to expand and grow his domain, either by virtue of leadership or by strong-arming those less fortunate and powerful than himself. He is allowed to abuse his sovereignity in any way he sees fit to further his own personal strength and glory, but he must protect and defend his subjects and allies from harm from other forces. Likewise, he must not overburden his subjects so that they cannot support him. -10 points.
Code of Honor (Enforcer): An enforcer must never willingly break a vow or contract or betray an ally. Unlike other holy warriors, enforcers are bound to the will of two beings. Their primary liege remains their divine patron, but they must also serve the will of their worldly liege. The enforcer's patron deity and his liege's patron deity must be the same. If an enforcer believes his liege is not acting in the best interests of his deity, he is permitted to act against his liege as long as he can expose his liege's heresy within 24 hours. An enforcer is not allowed to accept a position of leadership that would place him in a position where he would not have a liege above him in the rank of command, except in the case of an emergency (and even then, for no more than 24 hours). The enforcer must uphold and enforce the laws of the church and land at all times, even when the laws would prevent him from fully accomplishing a desired personal goal. -10 points.
Code of Honor (Hospitaler): Hospitalers take an oath of poverty, obedience, and defense of those in their care. This does not mean that hospitalers live mean, penny-pinching lives. They share their wealth among themselves and give any excess to their order. Obedience is not related to character or social rank, but rather to position assigned within the order, and often changes with the situation. Regardless of their relative ranks, all hospitalers defer to the head of a facility while on the grounds. Hospitalers must be willing to lay down their lives to protect the pilgrims or hospitaler facilities under their care, but should not do so recklessly. -10 points.
Code of Honor (Incarnate): An incarnate must not willingly commit acts that endanger the natural balance of the world. The incarnate is most at home in the wilderness, but he does not take any special vows to avoid city life. He avoids travel to other planes (with the exception of the Elemental Planes to which he has an affinity) except in the most dire need. The incarnate prefers to arrive at peaceful solutions but is fully capable of using force against unwanted intrusions into this realm from beyond. -5 points.
Code of Honor (Paladin): A paladin’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for malicious ends), and punish those who harm or threaten innocents. A paladin avoids working with anyone who consistently offends his moral code. Under exceptional circumstances, a paladin can ally with such associates, but only to defeat what he believes to be a greater evil. He should end the alliance immediately should he feel it is doing more harm than good. -10 points.
Code of Honor (Paladin of Freedom): A paladin of freedom must respect individual liberty, help those in need (provided they do not use the help for malicious ends), and punish those who threaten or curtail personal liberty. -10 points.
Code of Honor (Paladin of Slaughter): A paladin of slaughter must disrespect all authority figures who have not proven their physical superiority to him, refuse help to those in need, and sow destruction and death at all opportunities. -10 points.
Code of Honor (Paladin of Tyranny): A paladin of tyranny’s code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority). -10 points.
Code of Honor (Sentinel): A sentinel is most at home in the wilderness of the Material Plane. He only journeys into cities when absolutely necessary, and he avoids travel to other planes except in the most dire need, since his vows require him to battle evil on his home plane. These vows call for him to protect the natural order of the Material Plane from becoming influenced or tainted by the forces of the Lower Planes. Additionally, the sentinel is honor-bound to provide assistance to any non-outsider who becomes lost or endangered while in the wilderness, as long as the victim in need honors the sanctity of the wilderness. -10 points.
Very Nice. A simple rework of an interesting portion of the D&D alignment mechanics into a more flexible and clearly defined framework.
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