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allegiances

Allegiances

When creating a character, you may choose up to three allegiances, ranking them in order from most important to least important. New allegiances can also be declared any time your character gains a level, and there is no ultimate limit to the number of allegiances a hero can have—though multiple Allegiances can get tricky as they don’t always have the same interests or beliefs.

Having an allegiance implies an informed choice, so a character must have both Intelligence and Wisdom scores of three or more to have any allegiances.

Allegiances include, but need not be limited to, the following examples:

Person or Group: This includes a leader or superior, a family, a group of linked individuals (such as a band of adventurers or a cell of secret agents), or a discrete unit within a larger organization (such as your squad or platoon, or individuals for whose safety you are responsible).

Organization: This may be a company or corporation, a gathering of like-minded individuals, a fraternal brotherhood, a secret society, a branch of the armed forces, a university, a town, province, or colony, and employer, or any otherwise well-established authority.

Nation: This can mean one of the Stellar Nations or an independent Verge government. It might even be a discrete nation on a single planet with multiple nations. It may or may not be the nation in which the hero now resides. It may be the nation of her birth, or a nation she has (or hopes to) emigrated to.

Belief System: This is usually a particular faith or religion, but can also be a specific philosophy or school of thought. Belief systems could also include political beliefs (conservatism, liberalism, democracy, socialism, etc.) or philosophical outlooks (Taoism, existentialism, etc.).

Ethical Philosophy: This is represented by two opposing philosophies: law and chaos. Lawful individuals tend to tell the truth, keep their word, respect authority, and honor tradition, and she expects others to do like-wise. Chaotic individuals tend to follow their instincts and whims, favor new ideas and experiences, and behave in an open and objective way in their dealings with others, and they respect those who do likewise.

Moral Philosophy: Represented by good and evil, this describes one’s attitude toward others. While most people (even many who are truly evil by the definition below) consider themselves basically good, but good here refers specifically to a respect for and valuing of innocent life, a sense of altruism, and a concern for the dignity of other creatures. Evil, in this context, encompasses those who are willing to (not necessarily driven to) hurt, oppress, and kill others, and to debase or destroy innocent life.

ALLEGIANCES AND INFLUENCE

In addition to providing your character with role-playing opportunities, an allegiance can create a bond with others of the same allegiance. With the GM’s permission, a hero can gain a +2 circumstance bonus to Charisma-based skill checks when dealing with someone who knows that she shares an allegiance with the hero. Conversely, a hero may suffer a –2 circumstance penalty to the same skills when dealing with a character who knows that the hero has an allegiance opposed to her own.

allegiances.txt · Last modified: 2021/12/04 00:39 (external edit)