Bonds are short phrases that describe something unique about your character personality. They are not necessary something that makes you a “bad person”, but something that can complicate your character’s life. Whether its a vendetta, a personality compulsion, a large debt, an inconvenient loyalty, or a forbidden love, Bonds should be thematic and resonate with your character to bring depth and more importantly, interesting and organic plot hooks. Example Bonds include:

  • I’ve experienced great loss which I fill by obtaining material goods, whatever the cost.
  • At the slightest insult to my honor, I find it difficult to temper my anger.
  • I have a forbidden lover who I have complicated feelings regarding.
  • A have taken a vow of pacifism and seek to avoid violence whenever I can.
  • I owe a large debt to an illegal organization.
  • I am wanted for a crime I didn’t commit and seek to return honor to my name.
  • I hold a great grudge against someone who did me wrong in the past.
  • I am prideful and would do anything to protect my image.

Gaining Bonds

During character creation, characters are encouraged to take a Bond or two. During the course of the game, the GM may prompt you to clear existing Bonds if they are resolved, or add new Bonds that arise throughout the course of the campaign.

Example

GM: You see the symbol of the Black Heart Cabal on the corpse. It is unmistakable. How do you react? Erriana: I place my hand on my heart and say “It’s a matter of honour. I’ll let no member of the Black Heart Cabal live.” GM: Okay. Mark down a new Bond: Vendetta against the Black Heart Cabal.

Exploiting Bonds

If your character is in a situation where your Bonds will inconvenience, harm, or otherwise make the situation worse, someone, including you, can Exploit your Bond by describing how its relevant and offering a complication. In that case, you get two options:

  • Accept the complication and gain +1 Luck Point
  • Spend a Luck to avoid the complication

Example

GM: An old Cyrodiilic man shakes your hand and tells you that adventurers are rare these days, and is willing to help you. “The name is Celvus, by the way. I’m the head of this village,” he says in a friendly tone. Roll Observe for me. Erriana: I pass. GM: While shaking his hand, you notice a tattoo. The mark of the Black Heart Cabal. Erriana: I wore a vow for vengeance. With my left hand behind my back I draw a dagger and attempt to gut him. GM: You gain a bonus Luck Point this session. Roll for the attack, +20 for Surprise.

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