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Basic Introduction to Allies of Majesty

Allies of Majesty is set in the world we know during any time period. One difference is that the character you play is an elohim, a spiritual being often called an angel. Specifically, you are a Watcher, tasked with watching over and guiding humanity and overseeing the whole of creation. You are loyal to the Most High, the Most High, eternal Creator of all things. The Most High is elohim. No elohim is like the Most High. Your enemies are your brothers who have chosen not to serve the Most High, but rather their own selfish appetites. The humans you defend have the potential to decide their ultimate allegiance as long as their mortal lives persist.

Allies of Majesty is a tabletop roleplaying game where players engage in cooperative storytelling. It is ideally played by 2-6 players, one of whom will function as the Host, presenting the story and controlling the environment for the rest of the players. The game is played around a tabletop, but sometimes that tabletop is virtual for people playing remotely. Players each control characters they have created and customized and get to roll a lot of dice. 

Characters in Allies of Majesty can be one of the 4 basic Orders: Warrior, Messenger, Ministering Spirit, Minstrel. Players can also choose to be any combination of these Orders, even all 4.

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Warriors 
have the face of a lion, representative of kingship. Warriors are powerful fighters with a strong sense of honor and duty. Warriors are very hearty and are excellent at employing special Maneuvers during war. 

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Messengers
have the face of an eagle, representative of deity. Messengers are swift and observant of their environment. They are often tasked with delivering news to other elohim and even on occasion to humans. 

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Ministering Spirits have the face of an ox, representative of servanthood. Ministering Spirits concern themselves with the well being of those around them and have an intense reverence for the Most High and his righteousness. Ministering Spirits bolster their allies or hinder their enemies through unique abilities called Spiritual Effects.

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Minstrels
have the face of a man, representative of passion. Minstrels set the tone of the atmosphere around them through the Songs they sing. These Songs inspire their allies and challenge their enemies.

  • Rank is the the way elohim measure and reflect their overall power.
  • Honor is the means by which elohim get promoted in Rank.
  • Tier is a more overarching measure of status and power than Rank.
  • Magnitude is a measure of the weightiness of an elohim’s spiritual presence. Magnitude increases as the elohim advances to higher tiers of power.

Basic Attributes are measurements of the core qualities of an elohim.

  • Might measures the tangible power of an elohim.
  • Swiftness measures an elohim’s readiness to act.
  • Control (Self-Control) measures the mastery the elohim has over their being.
  • Endurance measures the heartiness and persistence of an elohim.
  • Resolve measures an elohim’s strength of will.
  • Passion measures an elohim’s emotional drive.

War Attributes translate Basic Attributes or other qualities of an elohim into factors that are commonly referenced during gameplay for ease of use.

  • Speed uses Swiftness to determines the amount the elohim can accomplish during a game Cycle. 
  • Guard uses Might and Control to determine an elohim’s ability to resist or evade the Strikes their opponents direct at them.
  • Precision uses Precision to determine an elohim’s ability to more accurately Strike an opponent.
  • Stamina uses Endurance to determine an elohim’s ability to continually act without tiring.
  • Force uses Might to determine how much powerfully an elohim can Striking an opponent.
  • SPP (Song Potency Points) use Passion to assign Passion into their Songs.
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Social Attributes are measures of perceptive or imperceptible an elohim is and how easily an elohim can influence others or be influenced by others.

  • Perception comes into play when a character wants to discern information about an elohim, human, or their environment. It is dealt with in terms of both Perceiving and also being Perceived.

The remaining Social Attributes are categorized by the desired reaction of the Target, be it to Excite, Soothe/Subdue, and Affirm/Aim.

  • Excite is any intention to increase an emotion or reaction within the Target.
  • Soothe/Subdue is any intention to reduce a specified emotion or reaction within the Target.
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  • Affirm/Aim is any intention to solidify or prolong emotions the Target is currently experiencing. It can also include attempts to focus those emotions in a specific direction.