Missives from The Below

New Pacts


#His Majesty the Worm#game design

In the D&D 3.5 book Complete Arcane introduced the Wu Jen class to 3rd edition. It had appeared as subclass option in 1st edition’s, Oriental Adventures and as a class in 2nd edition introduced in Dragon magazine 229, updating the class from the prior edition.

Ignoring the cultural insensitivities of Oriental Adventures and the class, I want to dig into one of the class features, called Taboos. In summary a Wu Jen must abide by a number of Taboos in order to keep their supernatural powers and if they break the taboo they can not cast spells for the rest of the day.

In His Majesty the Worm, characters who take one of the four Wand Magic traits, gain access to pacts. Making a pact allows a player to more easily cast a spell, and breaking it causes complications.

The pacts listed are:

Each of these causes problems for the player, for example Verity means you can’t tell a lie, a common thing for a silver tongued sorcerer. Looking back at the list of Taboos there are some interesting ones to draw on:

In Exalted Deeds there were the Vow of __ feats, Vow of Abstinence, Chastity, Nonviolence, Peace, Obedience, Poverty, and Purity.

Of these some are immediately interesting, again in the meaning of presenting painful choices to players.

Putting it all together:

New Pacts, that offer painful choices.

1. Offering

You must make a daily offering to a spirit or deity, it can be:

2. Cannot bathe

You can not bathe, you can not spread the charges used to cure a stage, of an affliction related to disease or infection, over multiple camp phases.

3. Cannot touch a dead body.

Just what it says, you can not physically touch a dead body.

4. Cannot/Must wear a certain fashion.

You cannot or must wear a specific fashion, be it a color, pattern, or style of clothing. This fashion MUST bring you into conflict with social norms in a meaningful way.

5. Cannot light a fire

You can not light a fire, be it physically or via magic. This included striking a spark.

6. Abstinence from ____

Pick something of meaningful and of value, be it a path, a talent, going cold turkey etc.

7. Nonviolence

You can not cause physical harm to another through your direct action.

8. Obedience

Your will is not your own, and you must follow the commands of another. Who are they? Why have you agreed to this?

9. Poverty

You may not own anything of value beyond your archwood wand and precious few spell components, rags, and cheap food are your lot.

Is any of this needed?

er… no? probably not.

The pacts as writen cover a wide swath of possibilities, and leave plenty of room for more. With that said, more options are always nice so long as they do not, a. overwhelm or b. put a stop to creativity.

My hope is that in adding these, the players at my table and myself will think of more and weirder ones. Really I should have a list of ones tied more directly to the setting… and on that note I’m off to read more about sumptuary laws and medieval hats!