The d20 Modern allegiance system provides a framework around which to build a character's values, motivations, and goals. (They are the d20 Modern equivalent of "Alignments" from D&D.) An allegiance grants certain benefits to the character and places certain restrictions on him. In Ground Zero, allegiances are more than theoretical descriptors for how a character might act in a given situation; in many cases, an allegiance is a literal oath made by the PC to a person or organization with resources and desire to see that the character maintains that oath. Even when allegiances are more personal, such as to friends or loved ones, the allegiance provides a benefit to the character and demands something in return.
Shown here are examples of community and theological allegiances. More will be added over time.
(PCs in the Tribal Defenders campaign are recommended, but not required, to swear allegiance to their tribe - a form of community allegiance. Ruins of Gary PCs may bear community allegiance to their clan or theological allegiance to the Church of Nano. Characters in the Wastelords campaign are unlikely to possess any allegiances.)
Characters with a community allegiance place the need of their community above their own needs. This drives the characters not only to protect their community, but better it. Rather than dig through ruins for fun and profit, community-minded characters are in search of relics that will provide for their home community.
A "community" is usually a village or town, but can also represent groups such as clans and tribes.
Benefits: When acting in the best interests of his community, even for extended periods of time, the character can tap into strength he did not know he had. Once per day, he can add +1 to any single d20 roll. The player must decide to use this benefit before the roll is made. In addition, the character gains a +1 morale bonus on all attack rolls against foes directly attacking the community. Finally, the character gains a +2 circumstance bonus on all Charisma-based checks when dealing with someone of the same allegiance.
Limitations: The world of Ground Zero is an insular place, where communities strive for independence and one's neighbours are viewed with (often well-earned) suspicion. Characters with a community allegiance suffer a -2 penalty on all Charisma-based checks involving characters with an allegiance to another community.
Moral, ethical, and religious belief systems provide direction and support for characters in a way that nothing else can. There are innumerable religions in Ground Zero. Some Ancient ones survived the Crash and much more through the ages. Some have appeared since the Crash, created by a world that did not make sense when compred to the belief systems of ones before it.
As an example of a "theological" allegiance, take the Church of the Nano - a common Nanotechnology cult in the Ruins of Gary campaign.
Benefits: A nanocultist's confidence in the power of nano is without bounds, and he controls nanomachines with skill. As a believer in the Church of the Nano, the character gains a +2 morale bonus on all nanotech control checks. The Church may also choose to teach the character the Greater Secrets of Nano (levels in the nanosmith advanced class, for example). In addition, the character gains a +2 circumstance bonus on all Charisma-based checks when dealing with someone of the same allegiance.
Limitations: The character is so accustomed to working with nanotech - never against it - that he suffers a -2 penalty on all saves against hostile nanotech effects. The character is also expected to proselytize for the Church and tithe 10% of his goods to its cause.
In contrast, the Forsakers hold fierce anti-technology beliefs and are opposed to all forms of science and learning.
Benefits: As long as a Forsaker member avoids the temptation of technology (uses only primitive tools and items, avoids skills and talents requiring retro-tech or higher), he can add +1 to any single d20 roll once per day. The player must decide to use this benefit before the roll is made. He also gains a +1 morale bonus on all attack and damage rolls against foes who actively use advanced pre-Crash technology, weapons, or armour against the character or his allies.
Limitations: The character cannot use high-tech items or services. This includes firearms, blasters, advanced armour, advanced medical treatment, cybertech, biotech, and nanotech. In addition, he suffers a -2 penalty on all Charisma-based checks involving retro-tech or advanced characters due to his barely-concealed hatred.
If a Forsaker member is forced to use tech against his will (while unconscious, under psionic control, etc.), he loses the benefits of his allegiance and suffers a -1 on all d20 rolls until he atones (as determined by the GM).