True Empowerment Local Chapter Policy

MaxIrons

Knight
Marshal
With collaboration from @Polare Alliance Oregon will be adopting the proposed Seattle True Empowerment policy.


Greetings, Alliance Oregon players! I'd like to announce the Oregon 2.0 True Empowerment policy. You may have noticed that True Empowerments have changed quite a bit in 2.0; they're more open-ended, will ONLY work in the chapter of origin, and a Plot team may choose to have them "degrade" over time or stop entirely. In the interest of standardizing expectations for Oregon players, we will be instituting the following policy, effective immediately.

1. All True Empowerments will follow this pattern: All True Empowered rituals get a 5-day effect (Plot-defined, can be very powerful if appropriate) All True Empowered rituals get a 10-logistic period effect (Medium power), which will take effect when the item is checked in after the event it's cast in. All True Empowered rituals get a 20-logistic period effect (Low power), which will take effect once the 10-logistic period effect has expired and the item is subsequently checked in. This means that all True Empowerments will expire after a total of 30 Logistics Periods of usage after the event they were cast in (since that event is covered in the initial "5 day" period).

2. True Empowerment effects will be on a separate Magic Item tag which is stapled to the main Ritual batch they were cast with. This tag's duration only gets punched if the True Empowerment tag is checked in (which may be separate from the primary Magic Item tag; see below). If the Magic Item is brought to another chapter, no problem; the True Empowerment tag will not be punched as it is not usable in that other chapter.

3. Any individual character may only utilize one True Empowerment effect at a time from each category. For example: Kel has True Empowerments on four of his items: - two in the 20 Logistics Period ("Low power") duration - two in the 10 Logistics Period ("Medium power") duration I go to am Oregon event. I pick one of the tags in the "Medium power" duration, and one of the tags in the "Low power" duration to check in. The other two True Empowerment tags don't get punched, as they're not being used this weekend (but their parent Magic Item tag will get punched). At the event, Kel can get a 5 day True Empowerment bonus item, but any subsequent 5 day effects he might gain will not be usable. Similarly, if someone hands him an item with a "Medium power" True Empowerment active, Kel will not be able to use it.

4. True Empowerments must be active if their parent Magic Item is brought in, barring the caveats above (only in the chapter they were cast in, and only if you aren't checking in other True Empowerment tags of the same "power level" category). We reserve the right to change this policy at any time if we find that players are abusing it. We want to keep True Empowerments fun and interesting without becoming overwhelming, and we want players to have a good consistent expectation of what they might find in True Empowerments.

Thanks,
Ben Thayer
Alliance Oregon Head of Plot
 
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1) Do true empowerment flaws count against the Oregon LCO Item Limit Policy in any way?

2) If the ritual batch that was true empowered expires/is punched out, but the true empowerment flaw has logistics periods remaining, does the true empowerment flaw immediately expire, or does it continue to function separately from the original ritual batch?
 
P153 of ARB 2.0:
Some Ritual Manipulations provide Empowerment effects for varying lengths of time. Using an Empowerment, a caster can “supercharge” the Ritual they are casting, granting a greater effect in some unusual way. The Empowerment itself cannot be extended by any means. After this period, these items return to their base Ritual stats as the magic settles down. The exact nature of how a Ritual is more effective is up to the local Plot team. The more impressive role-playing and Ritual casting performed, the greater the Empowerments. An item may only ever have one Empowerment active on it. Further attempts to Empower other Rituals on the same item will automatically fail. Empowerments do not count as “Rituals” for the purpose of Ritual Slots. Plot may choose to preemptively expire or alter an Empowerment at any time if they choose to do so. Empowerments may never travel outside the chapter in which they were cast; an item with an active Empowerment will act as normal for its base Rituals (without the Empowerment effect) if taken to another chapter.

P156 of ARB 2.0:
True Empowerment: This Manipulation provides an Empowerment for a variable length of time, up to a maximum of the duration of the Ritual batch in which it was used. Plot may choose to set an expiration date earlier than the duration of the batch if they choose to do so. The caster must have thirty-five levels of Formal Magic from the appropriate school above the difficulty of the Ritual to be cast.

Unless countermanded by @obcidian_bandit :

1.) True empowerment flaws do not count against the LCO Item Limit Policy as they are not ritual effects and are under this separate TE policy.

2.) As True Empowerments may never be extended beyond the batch they were cast at, it would immediately end.
 
I did. I got the two swip-swapped in my brain-pan.
 
Unless countermanded by @obcidian_bandit :

1.) True empowerment flaws do not count against the LCO Item Limit Policy as they are not ritual effects and are under this separate TE policy.

2.) As True Empowerments may never be extended beyond the batch they were cast at, it would immediately end.
Yep!
 
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