Monday, May 11, 2009

[Rifts:2112] Allegiences

I've decided to incorporate the optional Allengience rules from the BRP core book into my Rifts:2112 setting. I think the rules nicely retain the flavor both of the Palladium alignment system (which I always preferred to D&D's) and the idea of "alien intelligences" exerting their influence over the world (which I've turned up to 11 by porting in the Cthulhu Mythos).

Here's what I came up with for Allegiences:


"The only stable state is the one in which all men are equal before the law." --Aristotle

"Slaves would be tyrants, were the chance theirs." --Victor Hugo

Those allied with law are primarily concerned with restoring and maintaining order and justice. Note that an Allegience to Law does not necessarily imply a character of "good" morals. Emperor Prosek of the Coalition has a very high Law Allegience, yet few of the CS's opponents would support the proposition that the state Prosek has helped build is a benevolent force for the greater good of humanity.

Benefits of a Lawful Allegience:
The player character can use up to 1/5 (20%) of his or her current allegiance score as temporary Hit Points, once per game session. These hit points are expended before the player character’s normal hit points, and are not regenerated or restored in any way if lost. At the end of the session, any hit points in excess of the player character’s regular hit points total disappear. If the player character uses these extra hit points, he or she must undergo an allegiance check at the end of the adventure. The allegiance points do not change with this benefit.

"The more laws, the less justice." --Cicero

"Advance and attack! Attack and destroy! Destroy and rejoice!" --Dalek, Doctor Who: The Chase

Allies of Chaos favor entropy, anarchy, and/or freedom from the old system. Wizards and sorcerers are frequently allies of Chaos as well, for magic is the raw material of Chaos. As with Law and good, Chaos does not necessarily equate to evil. However, those with a high Allegience to Chaos tend to operate with a rather elastic moral code at best, and as such their actions, no matter how well justified, might be seen by outside observers as self-serving or immoral.

Benefits of a Chaotic Allegience:
Once the player character’s power points are expended, he or she may use up to 1/10 (10%) of his or her current allegiance score as an extra reserve of Power points. These power points must be drawn immediately after the last of the player character’s normal power points are spent, otherwise the player character will fall unconscious. This can be done up to three times during the course of a game session. When the player character has used these power points, he
or she must undergo an allegiance check at the end of the adventure. The allegiance points do not change with this benefit.

You can choose a ready guide in some celestial voice.
If you choose not to decide, you still have made a choice.
You can choose from phantom fears and kindness that can kill;
I will choose a path that's clear
I will choose freewill.

--Rush, "Freewill"

"I don't believe in God, I believe in SCIENCE!!" --Esqueleto, Nacho Libre

The Allegience of the individualist, Rationalists are not concerned by questions of social or political structure or the "greater good", only the power of the mind to affect changes on a singular basis. The potentialities of science and technology, or the unplumbed depths of the sub-conscious, are where Rationalists think humanity's salvation lies. Scientists, rogue scholars, and psionicists tend to have high Allegience with Rationalism.

Benefits of a Rationalist Allegience:
The player character can use up to his or her entire current allegiance score as a reservoir of extra skill points that can be added to existing skill points for specific rolls. This can be done up to three times per session. The player can choose which skills to add these points to, and how many points to add. The increases to these skill points must be declared before dice are rolled, and the adjusted numbers are utilized if determining special successes, etc. These points can only be used for skill checks, and not checks on the resistance table or characteristic checks. Allegiance points do not change with this benefit. These bonus points cannot be used for an allegiance check, and any skills that these points augment are not allowed for experience checks, unless the skill was used in an unmodified fashion before or after the use of the allegiance skill points. When using these extra skill points, the player character must undergo an allegiance check at the end of the adventure.
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