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Honor

There are those to whom Honor is everything, adhering to strict codes of conduct imposed by the orders they belong to, or in some cases their own moral compass. These characters draw strength from their Honor and use it to inspire others to greatness. As their own personal Honor increases through adherence to specific codes of honor, so does their value on the battlefield. Conversely if they act dishonorably they can be rendered ineffectual, even sometimes to the point of self-destruction.

Honor


The Honor class mechanic treats Honor similar to an additional Character Stat, recorded on a scale of 0-20 for each individual Code that the Honor class has pledged themselves to. In some cases Honor can also be rolled against like a Stat test. However, unlike a Character Stat, Honor fluctuates up and down based on a characters role-playing actions. Acting honorably increases your Honor while acting dishonorably reduces it.

Generally, when an Honor class pledges themselves to a new Code their Honor for that code is set to 5, this represents a sort of neutral point in their journey. They have pledged themselves to the Code in question but have yet to prove themselves beyond their own personal ideals and morals. However, in certain situations or based on particular back story elements, the GM may allow for variations in the amount of Honor that the character starts with for a specific code.

The following are some generic examples of actions that might affect a character’s Honor and are not intended to be an exhaustive list. GM discretion is a key component of Honor gain/loss, and needs to match the specific Code :

Honor +/- (all Honor modifiers apply only to humanoids unless otherwise specified)
-2 Killing an unconscious/incapacitated/sleeping target
-1 Attacking an unarmed target with a weapon or other means of superior force
-1 Attacking a target that has been rendered inactive through any means, is not able to attack back, or is unaware of your presence
-1 Attacking a target that is already under attack from an equally matched or weaker melee source
-1 Fighting from horseback against unmounted humanoid opponents, or if a knight, not yet having Spurs of the Order
-1 Failing to adhere to a specific Oath or Virtue that is currently active
1 Rescuing someone in danger/defending the innocent
1 Fighting alone or after everyone else has been rendered inactive against three or more targets
2 Saving a large group such as a village or town from a dire threat for little or no monetary reward

Note that typically only full Honor classes can ever fluctuate by more than one point at a time.

A word of caution regarding Honor classes: due to the very subjective nature of this class mechanic, it is advised that those inexperienced with role playing avoid using Honor classes. A great deal of the mechanic is based on role-playing cause/effect scenarios that inexperienced players may not be comfortable navigating. Also note that generally speaking, expected fluctuations in a character’s Honor level should be on the scale of 1-3 points per quest/campaign. It is not the intent of this class to have Honor fluctuate up and down by a large number each battle or play session.

Based on how much Honor the character possesses, they will have access to different skills

Honor Skills can be grouped into four different disciplines, each functioning according to its own rule set. The four disciplines of Honor Skills are:

  • Code Skills (honor must be greater than zero)
  • Oaths (Honor between 5-20)
  • Virtues (Honor between 5-20)
  • Dishonors (Honor between 0-4)

The selection of Codes Skills, Oaths, and Virtues available to your class are base don the Codes you have pledged yourself to. Dishonors are not Code specific and apply if Honor drops below 5 for any Code.

A complete list of all Honor Skills can be found on the Full Honor Skill List page.

Codes


Each class has one Core Code that is the default for that class at character creation, typically granted with their first Title at level 1, plus three potential Great Codes, and 9 potential Minor Codes. Codes can be thought of as “Schools” of Honor.

Over the full course of level 1-20, Honor classes will pledge themselves to a maximum of 4 Codes. Beyond their Core code, second and subsequent codes are unlocked based on titles and are typically chosen by the player character based on role playing choices and pertinent back story elements. Selection of subsequent codes works best when the GM is allowed some input into what is appropriate (i.e. if a player wishes to select the “Servant of the Crown” code, but has never expressed any loyalty or fealty to any royal figure, a GM may suggest this is not an appropriate choice).

A fourth code can be unlocked at higher levels, however this is optional and only recommended for advanced players. Minor Codes are available after achieving Tier 2 power, while great Codes are available after achieving Tier 4 power and are limited to a maximum of one. Therefore, the full four Code options are either, Core + Minor x2 + Great codes OR Core + Minor x3 codes.

Filter this list by Class to see all available Codes for your class.

Code Stacks

In order to fully utilize your chosen Codes you will need to accumulate a resource called code stacks. Each code has its own unique stack to accumulate and spend. However, because they are unique, a character may have up to all four of their Codes stacked up at the same time. This can be tracked directly on your character sheet or by using a colored token of some kind to represent each type of code stack.

Outside of combat: Code stacks persist, where the maximum number of stacks you can accumulate for any one Code is equal to your current Tier of Power.

In combat: There is no limit. However, when combat ends you must reduce down to the out of combat limit.

At the end of combat: Immediately following the end of combat you may use a single Honor Code skill before reducing down to the  out of combat limit.

Code stacks are gained by passing an Honor test at the start of each of your turns.  Attempting to stack a code does not cost you any portion of your turn, but only one Honor test for stacking a code can be made each turn. Failing an Honor test when attempting to stack a code has no negative effects. Code stacks persist after combat, but only up to a maximum equal to your current Tier of Power for each Code.At the end of combat you may immediately use one code skill, after which youmust 

At the start of each turn, an Honor class may choose to attempt to stack a code of their choice. This requires they pass an Honor test, which treated similar to a Stat Test (Current Honor + 1d20 > 20 is a pass). This does not require an instant or action. Success grants 1 Code Stack of the Code whose Honor was used for the Honor test, while failure has no penalty. The character must be conscious, in combat, and in control of their mental faculties in order to stack a code.

natural roll of 1 on the d20 is always a failure, even when the sum total is greater than 20 (due to high stat values combined with advantage modifiers).

natural roll of 20 on the d20 is always a success, even when the sum total is less than or equal to 20 (due to low stat values combined with disadvantage modifiers). This also counts as a “critical success” and provides 2 code stacks instead of 1.

Example: A knight that has pledged themselves to the Code of Chivalry as well as Servant of the Crown, has Honor equal to 12 and 7 respectively. To stack a code for Chivalry would require passing an Honor test at 1d20+12, while stacking a code for Servant of the Crown would require passing an Honor test at 1d20+7.

Code stacks persist beyond combat, but are spent to activate Code Skills. This is described in more detail in the Code Skills section.

Code Stacks from Resting

After completing at least an uninterrupted half-rest, you may attempt to stack a code in each Code that you currently have available. Knights may attempt to stack up to two codes stacks in each Code that they currently have available. (see Passive Skill: My Word is my Bond)

Honor Skills


Honor skills are broadly defined as any skill from one of the four honor disciplines: Code Skills, Oaths, Virtues, and Dishonors. Details on each can be found in the sections below.

At character creation you may choose one Oath and one Virtue from your Core Code. New Oaths, Virtues, and Code Skills are awarded each level. The Oaths, Virtues and Code Skills available to choose from are based on the combination of Codes that your character has pledged themselves to. On level up additional honor skills are awarded as follows:

Level Oath Virtue Code Skill*
0 +1 +1
1-10 +1 +1 +1
11-20 +1 odd +1 even +1
Total 16 16 20

*Note: The Rank of any given Code Skill can never exceed your current Tier of Power. (i.e. To gain Rank 2 must be at least Tier 2)

Dishonor

Dishonors do not require an point investment as they are instead applied as negative passive effect that penalizes honor classes that have allowed their conduct to lower their Honor in any one code below 5.

Having low Honor (less than 5) in any one Code, forces you to select the lowest level of dishonor. This is essentially a passive self-buff, but one that has negative effects. Unlike virtues or oaths, dishonors are cumulative (i.e. if at 2 honor then you must apply the dishonors  of 4, 3, and 2 to your character). As soon as any single dishonor is active, no Oaths or Virtues may be used, until Honor across all Codes is return to a minimum of 5. Dishonor passive effects grow increasingly debilitating to an Honor class as they approach zero honor.  If reaching zero honor in any one code, the character has proven themselves to be utterly disgraced in their ability to adhere to that code. Once honor is raised back up to 5 or more that code is typically permanently removed from the character sheet (and/or labelled as disgraced) and cannot be replaced by another. This does  not prevent the Honor class from pledging themselves to a new code at the next available title up, but does reduce the total number of codes your character will adhere to over their lifespan. This does provide the potential for some interesting redemption story arc’s for your GM, though in some cases, such as with Samurai, this level of dishonor may instead require them to commit ritual suicide (Seppuku) to regain their honor. 

For a list of all Dishonors see the Dishonors page. 

Oaths and Virtues

Oaths and Virtues are two unique disciplines of Honor Skills that you made available to honor classes based on the Codes they pledge themselves to. Each Core Code unique to one of the Honor classes grants a list of 8 possible Oaths and Virtues to choose from (10 for Knights). From there, Minor Codes grant a list of 4 Oaths and 4 Virtues, while Great Codes grant a list of 5 Oaths and 5 Virtues. These available lists are not entirely unique, as most oaths and Virtues are associated with anywhere between 3 and 5 different Codes. As Honor classes level up and pledge themselves to new Codes, they will fid overlap between the Oaths and Virtues available to them.

If your particular selection of Codes does not provide you with a unique choice of a new Oath or Virtue at level up, you can “double up” on an existing Oath or Virtue to make it an Empowered Oath or Virtue, doubling its effects. However, you cannot choose to empower an Oath or Virtue if there is a viable choice for a new Oath or Virtue that you do not already have.

In actual game play, when activated, Oaths and Virtues act as a persistent buff. At the start of each new day, and at the onset of each new encounter, a single Oath or Virtue may be activated. This selection is made before either side takes a turn, even in the case of an ambush. Once selected its effects remain in play until either a new Oath or Virtue is selected or the character acts in a manner that contradicts or invalidates the particular Oath or Virtue they are currently adhering to.

If an Oath or Virtue is cancelled due to the behavior or actions of the character they immediately lose 1 Honor for all associated codes. They also cannot use that Oath or Virtue again until performing some form of penance or restitution appropriate to that Oath or Virtue, whether personally enforced or as prescribed by an order or institution they belong to.

For a list of all Oaths and Virtues see the Oaths and Virtues page.

Oaths

Oaths are powerful group or party buffs that typically scale by Tier of power. The range of their effects is based on the highest number of code stacks of any associated Code (3″ +3″ per code stack), and also always apply to the Honor class themselves. However, Oaths do not extend to summoned or conjured allies or minions.

Example: A Vigilante with the Code of Street Justice, the Code of Sworn Vengeance, and the Code of Carnage has 3 stacks, 1 stacks and 2 stack respectively. If choosing to activate the Oath of Vengeance (found in both Street Justice and Sworn Vengeance), the radius of the oath would be equal to 12″, as 3 stacks is the highest number of stacks between those two codes. If instead choosing to activate the Oath of Cruelty (found only in Carnage), the radius of the oath would be 9″, as 2 stacks is the highest number of stacks for that code.

An oath represents a formalized promise or vow, often involving a witness, regarding one’s future action or behavior. For each Oath, a sample oath is provided under the ‘Sample’ heading. In order to project the positive benefits of an Oath, Honor classes would be expected to strictly adhere to the oath given. This can be identical to the sample given, or GMs and players can work together to provided an alternative oath that might fit the context in which the oath was given, provided it is still similar in overall intent.

Example: A character that adheres to the Code of Conquest may select the Oath of Annihilation. If so, their actions would be expected to strictly adhere to the oath given, likely in the presence of a superior officer of their military order, “I swear I shall not rest until my enemy is utterly destroyed, their very existence wiped from memory.” If the Honor class’s party were to accept the surrender of a foe rather than fighting until the foe is slain outright, this could contradict the Honor class’s Oath and result in a loss of honor and the Oath being rendered inactive. This oath would then remain off limits until after that Honor class finds another opportunity to reaffirm their oath by perhaps finding that foes home and burning it to the ground. Note, this would not gain them any honor but simply restore access to that Oath once more.

Virtues

Virtues are powerful self buffs that typically scale by Tier of power. Their effects do not extent to anyone other than the character themselves. This presents the characters conformity to personal conduct and moral standards associated with a selected Code. For each Virtue, a sample of what what sort of behavior or ideology would typify this virtue can be found under the ‘Sample’ heading. In order to benefit from a virtue, Honor classes would be expected to act in a manner similar to this provided sample. GMs and players can work together to provided other definitions of a virtue that might fit a character or situation more accurately, provided it is still similar in overall intent.

Example: A character that adheres to the Code of Chivalry may select the Virtue of Battle. If so, their actions would be expected to follow the sample flavor text given, “I do not shy away from battle, I have honed my skills to ensure my readiness to face any foe.” If when presented with the potential for a battle, the Honor class’s party instead chooses to negotiate a way around the battle, this could contradict the Honor class’s Virtue and result in a loss of honor and the Virtue being rendered inactive. This virtue would then remain off limits until after that Honor class finds another opportunity to prove their virtue by rushing into battle. Note, this would not gain them any honor but simply restore access to that Virtue once more.

Code Skills

Unlike Oaths and Virtues, Code Skills are selected by investing Code Skill “points” into particular Code Skills, potentially ranking them up over time, where one code point grants 1 rank of a particular code skill. Once spent the code points are not transferable. Only skills with at least one code point (Rank1) assigned to them can be used by the Honor class. If more than one point is assigned to a code skill it increases its Rank by 1 for each additional point spent thus making it more powerful or effective when activated. However, the rank of any code skill can every exceed the highest Tier of Power available. (i.e. to achieve Rank 4 in a given Code Skill would require the Honor class to be at least Tier 4). Note, many code skills do not gain any further potency beyond Rank 3.

The Code Skills your character has available to them are directly associated with the Codes that they have pledged themselves to, beginning with the Core Code for your selected Class. From there Minor Codes grant access to an additional roster of three rankable Code Skills, while Great Codes grant access to an additional roster of four rankable Code Skills.

For a complete list of Code Skills see the Code Skills Page.

To activate code skills, Honor classes must consume stacks from the Code associated with the code skill they wish to use, where the Rank of the skill dictates the number of stacks that can be consumed. You can always choose to consume less stacks than Rank of the skill. Storing up additional code stacks of a given type can either increase the potency of a skill or allow a skill to be used multiple times. But remember, you cannot have more code stacks for a given Code than your current Tier of Power.

Consuming the code stack allows you to activate any known Code Skill within that code type. This counts as an instant, action, or reaction, depending on the code skill. When activating a Code Skill you may choose how many stacks to consume, up to a maximum of the Rank of the Code skill spent on a given code skill. Obviously the more stacks consumed, the more potent the code skill will be, however, this will also quickly burn through your code stacks reducing the number of times a code skill can be used (and also decreasing the radius of your Oaths) until more stacks can be accumulated.

Example: A Tier 5 knight has Rank 4 of the Code Skill: Champion Strike (found in the Code of Chivalry) which is a melee strike action that has +5 hit and +3 damage, per stack. The knight currently has five stacks of Chivalry. This would mean he could consume 4 of 5 stacks to activate Champion Strike  at Rank 4, granting +20 hit and +12 damage, and leaving him with 1 stack remaining for his next turn. However the knight could instead choose to consume only 1 code stack, activating a Rank 1 version of Champions trike to gain +5 hit and +3 damage. The advantage of doing this would be that the knight could use Champion Strike five turns in a row (assuming no further codes were stacked), consuming one stack each turn. The stacks can be consumed in many different ways given the circumstances, (i.e. could be a Rank3 followed by a Rank2 Champion strike, or any other combination therein). The only stipulation is that the Knight could NOT consume all five stacks because they do NOT have Rank 5 Champion Strike.

Learning New Codes and Skills

Honor classes cannot learn a previously unknown Code or Code Skill (i.e. putting the first code point into Rank1 Honor Strike) unless they are taught/instructed by a Mentor (aka Code Trainer) that knows the corresponding skill. If assigning additional points to an already known code skill, then no trainer is required and the point can be assigned immediately (i.e. increasing the number of code points in Honor Strike from 1 to 2). This represents an Honor class honing their skills rather than actually learning a new skill. Oaths and Virtues may or may not require training depending on the nature of the Oath or Virtue, and whether it is specifically prescribed by some sort of Honor based order or organization, and whether they occur organically or if they must be sworn in the witness of others.

It is sometimes possible to find a wandering Honor class (that also happens to be an appropriate Code Trainer) that is willing to impart their knowledge for a price. The going rate for learning a new Honor Code Skill in this manner is 24 gold. However, there is typically no cost associated with learning a new Code Skill when the Honor class is taught by an organization they belong to (i.e. a Knightly Order). In some role-playing specific instances, it may also be reasonable to assume that a skill is taught at no cost (i.e. a father teaching his son or a retired Knight passing on a skill to his young protégé).