Rules Index | GM Screen | Player's Guide


Chapter 1: Introduction / Character Creation / Step 10: Finishing Details

Edicts and Anathema

Source Player Core pg. 26 2.0
You can choose to take on edicts and anathema to reinforce your character's beliefs and guide how they'd react in certain situations. Edicts are behaviors your personal philosophy or code encourages. Anathema are the opposite: actions contrary to your point of view and violations of your personal code. For example, you might declare that you follow an edict to keep detailed records of any dungeon you explore, or you might consider it anathema to refuse to help a friend in need.

For most characters, these are entirely optional, though it's best to consider taking some on as you create your character to hone in on how they think. If you follow a deity, you might take inspiration from the edicts and anathema listed for them on pages 35–39. Ancestry entries list edicts and anathema prevalent among their societies.

Required Edicts and Anathema

Source Player Core pg. 26 2.0
Certain classes have anathema tied to them; for example, a cleric gains the edicts and anathema of their deity. Violating these can cause you to lose some class abilities until you atone or make amends, as described in the class.

Changing Edicts and Anathema

Source Player Core pg. 26 2.0
Edicts and anathema can change during play as a character's beliefs evolve, or as you realize that your character's actions reflect a different set of values than you once thought. In most cases, you can just change a relevant edict or anathema and continue playing.