Monday, April 29, 2013

Allegiances - The Down and Dirty

We've had a number of very excited people asking a lot of questions about how Allegiances work.  WAR Accelerant - The Shattered Realm does not use transformations.  Instead, we have come up Allegiances.  There are some key differences between Allegiances and what other systems use.  

Allegiances are, by their definition, your character aligning yourself with a specific plane, person, totem animal, etc.  It is a High Magic spell that once cast upon you is permanent.  It is also "active" all the time.  This means that while they may not be as powerful as transformations in other games, you have access to the abilities granted you by your Allegiance all the time.  

As per the Allegiance High Magic Spell:

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Allegiance

Sphere: Unbound

Essence: 5 Spring, 5 Summer, 5 Autumn, 5 Winter, 5 Neverwas 

Prerequisite: None

CP Cost: 3

Duration: Permanent

Target: Person



This High Magic spell allows a person to begin the path of focusing their character’s allegiances.  Upon the completion of this ritual, the target must state “Imbue <Trait> by Magic.”  This represents a group that they are giving their allegiance to.



Possible Traits Include: Animal, Lycan, Faerie, Race, Undead, or you may choose one of the races or planes as a Trait.  You may never have more then one Allegiance at a time.    



This Imbue grants the target the ability to use “Speak” at will to the chosen type (if they cannot already do so).  The character will now seek out a quest to become a beacon of that Trait.  While this skill will most likely improve the disposition of those you speak to, it does not prevent the type from attacking.  As your Allegiance continues you will receive an individualized hidden Header for no CP and skills that are available for purchase with CP.  New skills added to the Header will be decided upon by campaign plot in conjunction with the rules committee as you pursue your Allegiance ingame.  You may end the Allegiance at any time by speaking with your master or by having an Unravel Magic cast upon you.  When an Allegiance is ended the CP from the Allegiance Header will be freed and you will no longer have access to that Header.  If you decide to pursue a different Allegiance, a new Allegiance must be cast and the quest begins again.



Often, powerful beings associated with that group (enemies or allies) will seek out the target of this ritual.  Allied beings may offer help or even offer to take the target on as an apprentice.  However, enemies of that Trait may seek to cause harm to the target.


What happens once I have an Allegiance cast upon me?
When you have the High Magic spell Allegiance cast upon you it lets you find someone of the chosen type (as spelled out in the High Magic package) to align yourself with.  A master or a group, for instance.  They will teach you the ways of your Allegiance.  You'll rp with the person you find (your responsibility) regarding what your hopes, dreams, and unicorn wishes are.  Once you find a master, you will gain access to a Trait skill associated with that Allegiance.  For example, a Greater Gypsy would receive the Greater Trait.  You will also most likely get one additional skill.  You've found your master and they have rewarded you.

Keep in mind that as you receive skills for your Allegiance Header that this Header is for you!  It is considered a Hidden Header and you can no make Wands and such from the abilities found in it.  

The Header itself will cost 0 CP - you spent essences in place of CP in this instance.  (Yes, that's a zero.  Dunno why it looks so tiny and forlorn).  As you gain skills some may also cost 0 CP, though most will have a small CP cost associated with it.  The skills will be the same types in the rulebook - passive, attribute, or daily.  Once in a while they may be monthly, per event, or x ever.   


I've Found a Master - Now What?
After you've found a master, some will direct you to your next step.  You'll want to rp with them a bit and figure out some goals.  These do not necessarily have to be plot directed or overseen.  Since Allegiances are permanent (MOST OF THE TIME - see below) and so many people will have them, it puts more of an onus on the player to follow their path ingame, rather than having it be dictated to them by plot.  What this means is YOU, the player, will be pushing your path forward.  Skills and abilities are awarded for rp and carrying your Allegiance forward.  They are not awarded constantly and it will be something to work towards.  After each event, drop a line or two (no books please!) to acceleranttransition@gmail.com.  We will keep track of everyone's Allegiance and what you've done towards unlocking your next skill.  

Some examples on carrying your Allegiance path forward.
If you have a Faerie Allegiance, perhaps you might book a book of Faerie Lore together ingame.  Every event, you go to the Plane of Faerie.  You establish contacts, explore new areas, etc. and everything goes in the book.  That might get you something.  Or if you have a Sun Allegiance, perhaps you would be a strategist.  And you bring armies and such, maps, schematics, notes on battles, strategy, whatever with you to every event.  Or you have a master and Allegiance from the Plane of Earth, awesome, maybe you collect different types of rocks and gemstones.  Or have a badass forge that you rp at all the time.  Maybe you follow Moon and collect fingernails from your enemies to make a necklace from.  Point is - it is up to you.  Maybe you'll investigate Summer portals in the area and work to close them because you follow Winter.  Perhaps you're an Undead hunter and will seek out vampires and collect their teeth.  If you follow Autumn, you might regularly advertise for knowledge and enter in to debates.  It's up to you how to follow your path.  Anytime you do something that you feel is particularly noteworthy drop a line to acceleranttransition@gmail.com.  Everything will go in a a repository and as time goes on, you'll get access to new skills.  The campaign team, in conjunction with the rules committee, will help design something tailored for you.  You won't be getting skills every event, maybe one or twice a year, but they are yours and they are there forever.  If you don't do anything ingame and follow no quests, you won't get anything.

What are the benefits of doing Allegiances this way?
Mainly, it brings the roleplay in to game much more.  Since it is on you, the player, to roleplay your path it opens up a whole new realm of possibilities.  It also allows plot teams to interact and help guide you along your path (give suggestions if you are stuck), etc. without placing all the burden on the plot teams to keep it moving forward.   

How do you represent your Allegiance as your character?
This is up to you.  You should wear something or have something about yourself that clearly delineates the path that you follow.  You can have it hidden, but if someone comes to town that also follows your Allegiance, they may not be able to quickly find you. 
 
Is it possible for me to lose my Allegiance? If so, how?
Yes, it is possible, but this will only happen in very rare circumstances.  There are a few ways this can happen.  First, if you have a Greater (Race/Culture) Allegiance.  Say Elven.  And you decide to cast New Lineage and become a Miydrandan Dark Elf.  Well, you would no longer have access to that Allegiance.  There are a few other ways to lose access to Allegiance abilities or lose the Allegiance entirely:
      1. You completely go against your Allegiance: Say you have a Summer Allegiance and all you do all day long is seek to spread Winter and open Winter portals, make agreements with Winter Elementals to help them, etc.  That is a no-no.  
      2. If you, for some reason, kill your master: They channel the power for your Allegiance.  If you kill your master you will probably lose access to the Allegiance. 

In the end, Allegiances are all about pursuing and pushing forward character goals with some plot oversight and help.  It helps provide wonderful opportunities for roleplay.  And now, you are able to perhaps pursue Allegiance plot by pushing forward regular event plot and mods.  But remember, we won't know what you are doing unless you tell us, so be sure to keep us apprised of what you are doing by dropping us an email after the event to tell us of the more noteworthy things you accomplished as your character! (acceleranttransition@gmail.com).

3 comments:

  1. What if someone goes and kills your master? Do you have to seek out a new master or can you simply continue the path you were on without one?

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  2. If someone manages to kill your master, you would in fact have to find another. That doesn't mean that he/she didn't have allies that you could easily realign yourself with. You won't lose the path or anything like that (i.e. you don't have to start from scratch), but progressing and direction comes from yoru master/group. Also, if they don't manage to actually permanently kill your master, but just sends them to death, the master would probably NOT be happy with that person, lol.

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  3. My only question is how do you advance your header for your Allegiance if your initial transform was cast through a scroll, and you don't have a master. Will you have to now find one, or will there be other ways to handle it in those cases?

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