Day 21 of my Adventure Calendar. For 24 days, up until Christmas, I plan to release a lil bit of RPG content. Want to join as well? Join the jam!

Image: The Monk by Lorenzo Lanfranconi

Today: Individuals with special powers that have to follow a set of rules that are so inscrutable that its doctrine might as well be randomly determined – whether it’s an esoteric holy text, an elaborate code of conduct, a space book, or perhaps direct communion with the gods.

Simply put, this idea consists of these parts:

  • Warriors with special gifts, akin to Jedi, Space Marines, warrior monks, paladins etc.
  • …who have to adhere to a strict set of rules, guidelines, doctrine or philosophy…
  • …which are complicated to a degree that out-of-character, we would never bother to make an actual document to truly describe any type of situation the follower might end up in…
  • …so we use random rolls in certain situations to see what the doctrine states about it…
  • …leading to followers of the doctrine coming across as inscrutable, hypocritical or out of touch with the real world…
  • …which is the effect we want to achieve.

So, in a way, it’s a sort-of handicap that can lead to interesting moments of conflict with others (“Why are we leaving these poor people to die?” “It is all part of the grand design”) and within themselves (because oaths are dramatic vows made to be broken).

Following the Code

There are 2 main ‘levels’ at which rolls are being made. Rolling on these tables means that in-universe, the character is deep in thought, remembering the sacred text, the parables and stories, guidelines and rules, and trying to figure out which best applies. When the roll is made, it becomes law; this is, in fact, what the text states. Ignore its creed at your own risk.

Large Scale

When coming across any kind of larger scale situation, such as “A village is beset by goblins and calls for aid”, roll 1d6 to see what kind of force is allowed:

  1. Commoner Discretion: Act as if devoid of special powers or status, blending in and letting events unfold naturally, like a regular person in the setting.
  2. Subtle Influence: Use abilities minimally and covertly, influencing events slightly but not revealing their true nature.
  3. Balanced Approach: Find a middle ground where they use their abilities in a way that is noticeable but not overtly disruptive or attention-grabbing.
  4. Guarded Display of Power: Show some power, but in a controlled, limited manner, enough to assert presence but not dominate the situation.
  5. Assertive Action: Take decisive, more visible actions that reveal their power, but with a clear purpose and restraint.
  6. Dominant Intervention: Fully embrace their role as a powered individual, using their abilities to significantly alter or disrupt the status quo.

The holy text itself might describe this as follows:

Commoner Discretion: In the guise of the ordinary, the chosen walk unseen. Observing the chaos, they move not a finger in the grand spectacle of conflict. They blend into the tapestry of the common folk, their powers cloaked in the humble garb of inaction. In this path, they witness the suffering and strife as any other villager, their hearts a silent witness to the trials of the mortal realm.

Subtle Influence: Like the gentle breeze that whispers secrets to the trees, the chosen exert their will in whispers and nudges. A warning here, a small act of sabotage there, their presence is felt yet unseen. The goblins find their plans mysteriously foiled, their actions inexplicably hindered, as if the very winds of fate conspire against them.

Balanced Approach: Standing at the threshold of light and shadow, the chosen reveal a glimmer of their true nature. With actions measured and calculated, they intervene just enough to tilt the balance. A display of skill here, a strategic rescue there, they become beacons of hope yet remain enigmas, their true extent cloaked in modesty.

Guarded Display of Power: In this path, the chosen unveil a fragment of their might. With controlled and precise displays, they confront the marauders. A surge of power to protect, a flash of skill to disarm, their actions are a warning – a demonstration of their capability, yet restrained, a hint of the storm that lies beneath the calm.

Assertive Action: With resolute hearts, the chosen step forth from the shadows of discretion. Their powers shine, a beacon in the night. With decisive actions, they confront the goblins, a dance of power and control. Each move is calculated, a blend of might and mercy, a testament to their role as defenders of the balance.

Dominant Intervention: Embracing the full breadth of their destiny, the chosen rise as titans among mortals. Their power unleashed, they become agents of change, a maelstrom of force against the tide of goblins. The earth trembles, the skies echo their might, as they alter the course of events with unbridled power, reshaping the very fabric of the conflict.

Small Scale

On a smaller scale, such as in random encounters or individual conflicts, the following list is consulted by rolling a d6. Players are free to call for a roll themselves, or the Game Master might call for one.

  1. Pacifism: Strict avoidance of violence. Seek to resolve conflicts through dialogue, de-escalation, or escape.
  2. Defensive Non-Lethality: Use of non-lethal force only in self-defense and as a last resort. Prioritizes incapacitating or evading aggressors without causing permanent harm.
  3. Proactive Non-Lethal Force: Willingness to initiate non-lethal force to prevent conflict escalation or protect others, still avoiding permanent harm.
  4. Fight to Disable: Utilizes deadly force but strictly to disable the threat. Once the aggressor is incapacitated, they must render aid, such as offering medical assistance.
  5. A Dire Warning: Employs deadly force in a way that is meant to serve as a warning to others. Intentionally leaves a survivor to convey the message, establishing their power and resolve.
  6. Retribution: Engages in uncompromising deadly force. This represents a full commitment to combat with no intention of showing mercy or leaving survivors.

These rules apply to sentient forces. When in doubt as to whether the opponent is sentient, roll 1d4:

  1. They are all to be regarded non-sentient.
  2. This particular instance is to be regarded as non-sentient.
  3. This particular instance is to be regarded as non-sentient.
  4. They are all to be regarded sentient.

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