Unlike the paladin, a practitioner is held to the standards of a commandment only for as long as they take them. It is possible to break a commandment, but to do so makes you Unclean; you cannot benefit from chemic or divine magic and if something bad happens, it happens to you. Some commandments proscribe mortal sins. These are harder to wipe away.
I do my best to pepper the occasional gigre (or gigre recipe) in every dungeon, since it can be used by practitioners and non-practitioners alike. The guidelines I've hewn to are that there should be at least one commandment that compels you to take actions and at least one that forbids you from taking certain actions. The better the power imparted by the gigre, the heavier the burden of the commandments should be and the more likely that gigre should carry a mortal sin. It's also important to remember that these commandments should be relevant to whatever your game is about. A vow of abstinence is much less of a sacrifice in a dungeon delve than it is for many people in normal life.
To facilitate quick gigre creation, I've heavily borrowed from taboos listed in Stith Thompson's Motif-Index of Folk-Literature to create a list of example commandments, mortal sins, and prompts for gigre powers. In a hurry, you can just roll once on each table and apply some imagination to figure out the drug's name and purpose. I would recommend curating it so that the commandments are commensurate with the power.
d20/20/20/10 Random Gigre
So say we rolled a 9, a 19, a 10, and a 2:
- Gigre of the Hearth: Must make sacrifices after a significant victory. Cannot ignore pleas for aid. Accepting destiny is a mortal sin. You can entice someone to share something with you.
Holy drugs are such an interesting idea. I've been pondering it as well.
ReplyDeleteI have a similar list of forbiddances. I'll see if I can find it.
Please do. I'd love to see where we converge and diverge.
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