Revision [251]

This is an old revision of GloamingFactions made by ConradWong on 2010-10-02 14:41:07.


AvatarsCampaign > GloamingVirtualWorld > GloamingFactions

Factions are groups of Awakened that share a common philosophy and belief in how the war between the Sun and the Moon should be conducted, or even if it should happen at all. Guilds are "chapters" in this game, and each faction may have multiple chapters.

In the normal course of things, someone who is newly Awakened will be sought out by nearby factions who will offer him or her protection and training. Usually they will be of Sun and Moon. Directly attacking each other or the newly Awakened at an introduction is forbidden by treaties, though they can make life difficult for the other side. ("Go easy on the new guy.")

Someone who's new to the game is safe from 'PVP' until they have been initiated, which is not allowed until the VR character has reached 'Seasoned'. The process of initiation creates a mystical tattoo on their body.

Occasionally someone may choose to renounce their faction. In doing so, rather than losing their tattoo, it becomes crossed out, and they may be attacked by their former faction associates, who will attempt to drag the renounced to one of their places of power and perform a magical ritual to strip the tattoo from their body entirely. As long as they have the tattoo, they can still enter safehouses owned by that faction without being invited and thus, without guest restrictions.

Other factions are allowed to attack the renounced, but they will usually be interested in saving the renounced for themselves, since this will give them an opportunity to prise into the renounced's former faction's safehouses.


All factions have safehouses - though these may range in size from a simple home or apartment with a cache of weapons, ammunition, and supplies, to vast underground bases. Access to a safehouse is restricted to those who have been accepted into the faction, and those who bear the faction's tattoo, whether a current member or renounced.

Anyone who's an Initiated member of a faction can invite others in but those invited in must accept guest restrictions, which prevent them from attacking anyone inside the safehouse.

A renounced, however, can freely invite others in and they will not need to accept guest restrictions. Thus a renounced becomes a serious security hole for their former faction. As a result you'll see guards just inside most large safehouses, making sure that renounced can't slip in and admit a force large enough to overwhelm the faction members inside.

Factions will be aligned with either the Sun, the Moon, or neither.

Dimensions will have many Places of Power. Each Place of Power will be controlled by either the Sun or the Moon. Near such a place of power - within a mile - those who are of the same alignment will receive +1 to damage, and those who are opposed will receive -1. Neutral-aligned factions have no penalty or benefit.

In order to take over a Place of Power, a faction member must be inside it and conducting a ritual, uninterrupted, for a full minute (10 rounds). This requires their full attention and is normally performed by a NPC, while the PCs protect the ritual and keep away rival faction members. If the person performing the ritual is attacked, they must make a Spirit check to avoid being interrupted. Wound penalties apply, including those wounds just caused by the attack.

When a Place of Power has been taken over, it emits a shockwave that temporarily banishes all those of opposing alignment from the area. It cannot be retaken until a short period of time (varies but usually an hour during prime time, eight hours during the night) has passed, allowing its defenders a respite to lick their wounds and get some sleep.

Neutral-aligned factions can perform the ritual as well, if they feel that the Sun or the Moon is too strong in a dimension.

All factions are open to all types of players, with some exceptions - Angels are prohibited from joining Moon-aligned factions, and Demons are prohibited from joining Sun-aligned factions.

Forces of Light:
Angels (Augments)
Saints (Casters)
Valkyries (Avatars)

Mages (Casters)
Fae (Casters)
Weres (Augments)
Wild Hunt (Avatars)
Rogues (all)
Extraordinary Persons (Augments)

Forces of Darkness:
Demons (Augments)
Vampires (Casters)
Dark Knights (Avatars)

Valid XHTML :: Valid CSS: :: Powered by WikkaWiki