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Taking Action
Actions Points Each time a character has an Turn, they will be given a certain number of Action Points or AP. Action Points are used to Move, Strike, perform Spiritual Effects, and perform other actions. Characters will act with a number of Action Points equa...
Other War Actions
Manifest or Shift a Weapon Defensive Stance Stand Ready Carry Over Rest Eating and Drinking Using an Item Grapple Pushing Through Carrying Another Besides Making a Strike, there are other actions that can be performed during War. Manifest or Sh...
Post Mission Discussion
After each Mission or on occasion during a Chronicle (a longer storyline made up of connected Missions) there will be discussion. During this time the players and the Host reflect on the Mission or Chronicle and discuss the actions of each elohim, the elohim a...
Groups
One of the most noticeable changes as characters increase in Rank is the use of enemy Groups, multiple identical elohim that act as one. Groups can become surprisingly powerful, so caution should be employed when using Groups against the players. Consult the ...
Winning the War
When all opposition is Defeated or otherwise removed, then the elohim have won and the War ends. At this point, if all the enemies have been Defeated, the elohim can leave, banish, or take captive their Defeated foes. Those enemies who have been Defeated in En...
Recovery
Elohim do not sleep, unless spiritually induced. They do benefit from restful peace, however. An elohim's Current Endurance recovers at a rate of 1/7th of their natural maximum each Day. If they are at rest for the entire Day (no War), Current Endura...
Inspiration
As a War progresses, the player characters will feel the effects of Inspiration or the lack thereof. This effect is brought into the game through the use of Inspiration Tokens. Inspiration Tokens allow you to shift an instant in the game more into your elohim’...
Special Effects in War
Faltering Knocked Back Poisoned Bound Grappled/Entangled Surprised Exposed Faltering waste next 1 Action Point for every Falter:#, then reduce Falter:# by the #AP wasted Falter exceeding Falter:7 or when immobile is translated to 3 damage...
Condition
Condition relays the exhaustion level of the elohim. An elohim that becomes overtaxed, will reflect this through their Condition lowering from Normal to Weary or even Fatigued. Exertion & Stamina As elohim engage in continuous activity, their spiritual body...
Striking
What is a Strike? A Strike is an attack. When an elohim Strikes they will make a Strike Roll which encompasses both their attempt to attack the Defender and the Defender’s attempt to defend themself. Striking consumes 3 Action Points during which an elohim...
Dice Rolls
Most things in Allies of Majesty are decided by the rolling of dice. These dice represent various factors at play in the situation that is being rolled for. All rolls in Allies of Majesty are made by rolling 7D12 (seven twelve-sided dice) and then one charact...
Receiving Bonuses, Penalties, & Damage
Before we dive deeply into War, we should describe how Attributes are raised and lowered during gameplay. Some Spiritual Effects, Songs, etc. can temporarily boost or lower an Attribute’s value. Additionally, suffering Strikes and other effects can semi-perman...
Parley
Parley is when two opposing parties (whether a group or an individual) formally discuss their differing goals. The party requesting the Parley is considered the Initiator. The party agreeing to the Parley is considered the Grantor. The convention of requesting...
Acquiescence
Social Interactions can be more impactful than might be anticipated. In addition to other effects, successful Social Interactions performed on an enemy add Acquiescence to the Target. Conversely, successful friendly Social Interactions can remove Acquiescence....
Social Interactions
Both during and outside of War elohim will interact with one another. Elohim can also interact with humans. When these interactions are intended to evoke a specific response within the Target, they are considered Social Interactions. The results of Social Inte...
Area Influence
As holy and unholy elohim become involved in a situation, their presence can affect the general atmosphere in the material realm. This influence is called Area Influence and is figured by comparing the total Magnitude of holy elohim to the total Magnitude of f...
Concealing Your Glory
Elohim can Conceal their Glory. While their Concealing their Glory, the weight of their spiritual presence is no longer emanating from them. As part of Concealing their Glory, they will appear to other spirits as a human or an animal, generally no smaller than...
Surprise Segments
At any time an elohim or group of elohim are aware of an opposing elohim or group of elohim that is currently completely unaware of the first elohim/group’s presence, a Surprise Segment can be initiated. Once a Surprise Segment is initiated, the aware elohim/g...
Perception
Perception is the ability of an elohim to discern information about others and about their surroundings. The information gathered is mostly limited to the creativity of the player trying to Perceive it. The information does need to be something that can be rea...
Sprouting Seeds
Seeds are your elohim’s potential to grow in terms of their six Basic Attributes. The experiences during the Mission will have provided the opportunity for your character to have utilized some or all of these Attributes. The use of the Attribute will cause See...