When making a character, the player makes two oaths that they cannot break. These oaths should be personal, be broad, and have bearing on the story. They don’t have to be “good”; they can be selfish or ambitious, but breaking them should be something your character would only do under the most dire of circumstances. The GM is the final arbiter of if an oath is appropriate.
Some examples of good oaths are:
Some examples of bad oaths are:
Some classes will add additional oaths.
A character that willingly breaks an oath is debuffed (they cannot spend Hero Dice) until they have repented, atoned, or made amends. This requires great personal sacrifice, or at least deep self-reflection and growth. If a character unknowingly or unwillingly breaks an oath, the character is not punished so long as they take some steps towards remedying the situation. Only willingly breaking an oath repeatedly or in a dramatic fashion causes an oath to truly break.
A GM should never needlessly place players in positions where they are forced to violate their oaths. If the party is placed in a position where a single member would be forced to violate an oath, the GM is encouraged to provide that character an alternative means of resolution. You don’t have to be “dumb” or “slavishly follow” your oaths - they are not compulsions.