Valeria Loves

Promises - a Mythic Bastionland House Rule

At any time, a Knight may proclaim a Promise.

A valid Promise must stir the heart and require heroic effort.
Knights may only dedicate themselves to three Promises at a time.

The following are all valid Promises.

Whenever a Knight would roll a Save crucial to keeping a Promise, they may tear themselves against their limits and roll with Advantage. When the deed is done, they lose Virtue equal to the ones-digit of the result.1

Once declared, a Promise can only be removed from your character sheet when it is Fulfilled or Broken. When you fulfill a Promise, gain 1 Glory and add that Promise to your Deeds. When you break a Promise, lose 1 Glory and record a Lesson.2

Lessons

Lessons are the way failure sculpts your knight’s identity. They are triggers born from regret.

Knights always behave in accordance with their Lessons. Players may invoke Lessons to bypass trouble, while GMs may invoke Lessons to create it. β€œI always keep a knife hidden” is helpful during a prison escape, but complicates diplomatic negotiations.

You can only adhere to three Lessons at a time - if you’d gain a fourth, erase a prior lesson.

Deeds

Deeds are a list of your Knight’s most cherished accomplishments.

When you record a new Deed, roll 1d20. If the result is higher than your maximum Vigor, raise it by 1. If the result is also higher than your max Guard, raise it by 1 too. Repeat this process twice more, for Clarity and Spirit.

Whenever you encounter an NPC, the warden may roll a d20. If they roll equal to or under your Deeds, they have heard of your knight. They know the Deed that corresponds to the number rolled.

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Dorks among you will recognize this as a potpourri of Wolves Boast, Mindstorm’s Reputation system, Fire Emblem’s Level up mechanic, and Instincts from Burning Wheel.

I enjoy how they click together.

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  1. Standard 5e Advantage - roll two, keep one. Note the interaction with another house rule I use: β€œMortal Wounds are not automatically gained when a knight loses half of their Vigor. Instead, whenever a Wounded character is further damaged, they make a Vigor Save. On a failure, they become Mortally Wounded.”

  2. It is easy for players to make an β€œEternal Promise” that can never be fulfilled (see the second example). This is by design.

#rules #ruminations