New Item: Evervow

By Commediante, in Dark Heresy House Rules

Evervow

Availability: Common and rarer

These are papers of varying importance, that two sides of contract may agree to sign, vowing to the Emperor, Omnissiah, the Mankind, Holy Terra or one of many imperial saints. They come in various forms, but all serve one purpose: to ensure the contract is honoured by both sides. Terms of it have to be written down in the evervow and it has to be signed by all sides participating. Violation of such agreement allows any side to deliver it to the imperial authorities for prosecution for giving false oaths in the name of what's the holiest. Some are commonly seen even on the street stalls, not very binding, probably forged, while the most expensive are sanctified by the cardinals and respected throughout the Imperium. The more meaningful the pact, the rarer it is.

After signing the document character needs to past WP(X) test to violate it's terms. X is the availability modifier for a given evervow. If the character succeeds nothing happens. It may act freely, though the other side of the contract might report the violation to authorities (any Emperor-fearing imperial institution, like Adeptus Arbites, Ministorum, Mechanicus, Inquisition, etc.) When it happens, the character receives "Enemy" Talent concerning that institution.

If the character the WP test it may choose not to violate the terms instead, or do it and receive DoF number of Corruption points (and suffer persecution as with success). If the signing was forced upon the character, the penalty to WP test is halved. Such papers may be requisitioned normally (they come in as many copies as there are sides of contract).

What do you think?

Edited by Commediante

While an interesting idea, the concept of "binding" contracts is tough to pull off in a RPG. Worded too simply and there are loopholes, and too verbose is uneccesary role play complexity. Also, the effects you've described seem "magic" in nature (qv: psychic), much like a geas spell from AD&D, and it can be difficult to get PCs to enter into potentially harmful contracts without cajoling players with benefits outweighing the purpose of the contract.

If it were me, I'd have persons entering a contract offer their own consequences for breach...

"I shall avail myself to your service for a period of no less than fifty years in the event I should knowingly and willfully break my accord with you."

Or give them a "bless-ed" item (a daemon bound to a bracelet or torque) that constricts when they begin to cross the line, thus forfeiting a hand or their life in exchange for disobedience.

Edited by Alekzanter

As I wrote sides of contract are free to write down the agreement in any way they want to do it. If both agree that there's some way to pay for breaking the agreement before the authorities are included, it's ok. Of course deciding whether the contract was broken in case when it's not obvious is at GM's discretion. However there should be a skill that'd allow character to justify braking the evervow before himself or the authorities, just as skilled lawyers can justify their client's actions in the court. Highly skilled characters could use it to bend the logic and interprete the contract in very liberal ways and lowly skilled would have difficulties in defending themselves.

When character commited actions that might violate the terms, he should test that skill first to decide whether it is justifiable. There's no "lawyer" skill in DH2, but one could use Bluff or Beaurocracy maybe?

Scholastic Lore (Judgment) maybe?

Bureaucracy could be used as an alternate lore skill for it also.