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Thread: Allegiences to replace alignment
09-12-2003, 05:32 PM #1
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- Apr 2002
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The following material is from d20Modern. I have mentioned before that I
believe a lot of d20modern concepts and rules are more appropriate for
Birthright then D&D concepts and rules. The recent talks of alignment
prompted me to post this section on Allegiances. This material is Open Game
Content, and is licensed for public use under the terms of the Open Game
The allegiances system is optional.
A character may have up to three allegiances, listed in order from most
important to least important. These allegiances are indications of what the
character values in life, and may encompass people, organizations, or
ideals. A character may have no allegiances (being either a free spirit or a
lone wolf) or may change allegiances as he or she goes through life. Also,
just because the character fits into a certain category of people doesn’t
mean the character has to have that category as an allegiance.
If the character acts in a way that is detrimental to his or her allegiance,
the GM may choose to strip the character of that allegiance (and all its
benefits) and assign an allegiance more suitable to those actions.
A hero’s allegiance can take the form of loyalty to a person, to an
organization, to a belief system, to a nation, or to an ethical or moral
philosophy. In general, a character can discard an allegiance at any time,
but may only gain a new allegiance after attaining a new level.
Having an allegiance implies having sufficient intelligence and wisdom to
make a moral or ethical choice. As a result, a character must have
Intelligence and Wisdom scores of 3 or higher in order to select
Allegiances include, but are not 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 members of
the character’s squad or platoon, or individuals whose safety the character
is responsible for).
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 local, state, or national government, a university,
an employer, or an otherwise established authority.
Nation: This may or may not be the nation that the hero currently resides
in. It may be where the individual was born, or where the hero resides after
emigrating to a new home.
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 or philosophical outlooks.
Ethical Philosophy: This describes how one feels about order, as represented
by law and chaos. An individual with a lawful outlook tends to tell the
truth, keep his or her word, respect authority, and honor tradition, and he
or she expects others to do likewise. An individual with a chaotic outlook
tends to follow his or her instincts and whims, favor new ideas and
experiences, and behave in a subjective and open manner in dealings with
Moral Philosophy: This describes one’s attitude toward others, as
represented by good and evil. An individual with a good allegiance tends to
protect innocent life. This belief implies altruism, respect for life, and a
concern for the dignity of other creatures. An evil allegiance shows a
willingness to hurt, oppress, and kill others, and to debase or destroy
Allegiances and Influence
An allegiance can create an empathic bond with others of the same
allegiance. With the GM’s permission, the character gains a +2 circumstance
bonus on Charisma-based skill checks when dealing with someone of the same
allegiance—as long as the character has had some interaction with the other
character to discover the connections and bring the bonus into play.
-Lord RahvinNOTE: Messages posted by Birthright-L are automatically inserted posts originating from the mailing list linked to the forum.
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