Alignment
Home ] Up ] [ Alignment ] The Coin Question ] Critical Hits & Misses ] Deaths Door ] Infravision ] Weapon Quality ]

 

Alignment

THOUGHTS ON ALIGNMENTS

            So far alot of discussion has been going on focusing on alignments, so I decided to post something my players and i put together. We drew on from parts of alignments from Palladium books and things we could come up with ourselves. Essentially what it is is the code that the various alignments play in everyday life. As always not everyone is always good or always evil so some variation is allowed.

LAWFUL GOOD characters will

 1.  Always keep their word

 2.  Avoid lies (unless absolutely necessary)

 3.  Never kill or attack an unarmed foe

 4.  Never harm an innocent

 5.  Never torture for any reason

 6.  Never kill for pleasure; will always attempt to bring the villain to justice

 7.  Always help others

 8.  Work well in a group

 9.  Respect authority, law, self-discipline, and honor

10.  Never betrays a friend

11.  Never break the law unless conditions are desperate. This means no breaking and entering, theft, torture, unprovoked assaults, etc.

LAWFUL EVIL characters will

 1.  Always keep his word of honor (he is honorable)

 2.  Lie to and cheat to those not worthy of his respect

 3.  May or may not kill an unarmed foe

 4.  Not kill (may harm, kidnap) an innocent, particularly children

 5.  Never kills for pleasure

 6.  Not resort to inhumane treatment of prisoners, but torture, although distasteful, is a necessary means of extracting information

 7.  Never torture for pleasure

 8.  May or may not help someone in need

 9.  Work with others to attain his goals

10.  Respects honor and self-discipline

11.  Never betray a friend

LAWFUL NEUTRAL characters will

 1.  Always keep his word

 2.  Avoid lies

 3.  Not kill an unarmed foe (unless under orders to do so)

 4.  Not kill or harm an innocent (unless under orders to do so)

 5.  Only help those in need if the law or contract provides he must do so

 6.  Never kill for pleasure

 7.  Never use torture (unless under orders to do so)

 8.  Works well in a group

 9.  Respects authority, law, self-discipline and honor (whether benevolent or tyrannical)

10.  Never betrays a friend (unless in a situation where the law would come first)

11.  NEVER breaks the law even when conditions are desperate (unless under orders to do so by a superior)

NEUTRAL GOOD characters will

 1.  Keep his word to any other good person

 2.  Lie only to people of evil alignments

 3.  Never attack or kill an unarmed foe

 4.  Never harm an innocent

 5.  Never use torture

 6.  Never kill for pleasure

 7.  Always help others

 8.  Work well in a group

 9.  Bend and, occasionally, break the law when deemed necessary

10.  Has no deference to law

11.  Never betray a friend

NEUTRAL EVIL characters will

 1.  Not necessarily keep his word to anyone

 2.  Lie and cheat anyone; good or evil

 3.  Most definitely attack an unarmed foe (those are the best kind)

 4.  Use or harm an innocent

 5.  Use torture for extracting information and pleasure

 6.  May kill for sheer pleasure

 7.  Feels no compulsion to help without some sort of tangible reward

 8.  Work with others if it will help him attain his personal goal

 9.  Kill an unarmed foe as readily as he would a potential threat or competitor

10.  Has no deference to laws or authority, but will work within the law if he must

11.  Will betray a friend if it serves his needs

TRUE NEUTRAL characters will

 1.  May keep his word (depending on how it will affect the balance)

 2.  May or may not lie to anyone (depending on how it will affect the balance)

 3.  May or may not kill or attack an unarmed foe

 4.  Never kill or attack an innocent

 5.  May or may not torture (never for pleasure)

 6.  Often help others, especially if helping the underdog to maintain balance

 7.  Never kill for pleasure

 8.  Sometimes work in a group (depending on who needs the characters help)

 9.  Have no deference to law, authority and the strictures laid out by them

10.  Will break the law when necessary

11.  Never intentionally betray a friend, unless balance will be maintained by doing so

CHAOTIC GOOD characters will

 1.  Keep his word to any other good persons

 2.  Lie only to people of neutral and evil alignments

 3.  Never attack or kill an unarmed foe

 4.  Never harm an innocent

 5.  Never torture for pleasure, but may use muscle to extract information from criminals or evil characters

 6.  Never kill for pleasure

 7.  Always help others

 8.  Attempt to work within the law whenever possible

 9.  Bend and, occasionally, break the law when deemed necessary. This means they may use strong-arm tactics, harass, break and enter, theft, and so on

10.  Distrust authority

11.  Work with groups, but dislike confining laws and bureaucracy

12.  Never betrays a friend

CHAOTIC EVIL characters will

 1.  Rarely keep his word (and has no honor)

 2.  Lie to and cheat anyone

 3.  Most certainly attack and kill an unarmed foe

 4.  Use, hurt and kill an innocent without a second thought or for pleasure

 5.  Use torture for pleasure and information

 6.  Kill for sheer pleasure

 7.  Likely to help someone only to kill or rob them

 8.  Not work well within a group (consistently disregarding orders to do as he pleases)

 9.  Despise honor, authority, and self-discipline

10.  Associate mostly with other evil alignments

11.  Betray friends (after all, you can always find friends)

CHAOTIC NEUTRAL characters will

Chaotic neutral characters are so unpredictable that they can essentially bring on aspects of any alignment. For playing it is easiest to choose a particular alignment for the game session or points from various ones and noting it on a piece of paper.

 

 

ALIGNMENT

            Alignment consists of three parts. The first of these is your character's priorities, a hierarchy of loyalties. Secondly are your character's morals, the attitudes and traits that shape your character's outlook on life. Finally, your character's beliefs are any superstitions, principles, habits, etc., that your character has.

 

PRIORITIES

            Your priorities classify how you view authority by giving a hierarchy of loyalties. They give a general sense of what things outside of yourself are most important, and which you would put before yourself. There are seven priorities: Deity, Sovereign, Race, Homeland, Family, Comrades, and Self. Rank these in order of importance. If a priority has no importance for your character or you do not recognize the priority, do not list it at all. Example: If even without higher priorities, your character will not listen to his or her family, and might even do just the opposite of what they suggest, then do not list Family among your character's priorities. Comrades must be on the list. Other priorities may be added if necessary, such as Lover or Pets.

 

MORALS

            Morals quantify your personality in those areas that are easily compared. They are the attitudes and personality traits that most strongly shape your outlook on life. There are six areas, categories roughly, that you must quantify your character in: Courage, Curiosity, Disposition, Honesty, Loyalty, and Violence. At the simplest, each of these can consist of just an adjectival rating: How violent are you, how honest are you, etc. Hopefully, you will go further, adding both color and detail. Rather than "I am honest to a fault and get violent at the slightest provocation," try "I have an ingrained belief in honesty, which makes it a struggle for me to lie, even to protect others. I've always had a temper, and will react with violence to even the hint of provocation. I'm especially sensitive to being called a hothead or being told that I'm lousy with a sword. However, I'd never kick a man when he's down, and don't like the idea of others helping me in my fights." You need not commit your character on any besides these morals, but you are encouraged to do so. Following is a list, but it is by no means complete. Feel free to use any other traits you can think of. In many cases qualifiers can and should be used (polite to men, but curt with women). Also, specific fears, hatreds, desires, etc., should be listed here. You can freely add morals during play or between sessions, but you may not remove them without specific permission.

 

            The following lists are little more than a compilation of adjectives (the Thesaurus is my friend). As such, there is a great deal of overlap, and ambiguity. Feel free to use or not use anything here.

COURAGE

bold     brave     challenging     chicken-hearted     courageous     cowardly     craven     fainthearted     fearful     fearless     gallant     heroic     intrepid     lily-livered     plucky     pusillanimous     shy     spineless     timid     timorous     unflinching     valiant     weak-kneed

CURIOSITY

blasé     examining     incurious     indifferent     inquiring     inquisitive     intrusive     nonchalant     prying     questioning     snoopy     unconcerned     uninterested

DISPOSITION

aggressive     aloof     amiable     argumentative     arrogant     arrogant     capricious     caring     cheerful     conceited     cooperative     cruel     forgiving     formal     friendly     generous     gloomy     greedy     harsh     helpful     hospitable     hostile     impulsive     irreverent     irritable     jealous     madcap     mischievous     moody     morose     naive     opinionated     patient     peaceable     proud     proud     quiet     sadistic     sober     sociable     spiteful     stern

HONESTY

candid     deceitful     dishonorable     fair     fraudulent     honorable     just     lying     phony     scheming     scrupulous     sincere     truthful     unbiased     unscrupulous

LOYALTY

deceitful     dependable     devious     devoted     disloyal     faithful     reliable     steadfast     treacherous     treasonous     true     trustworthy     turn-coat     unwavering

VIOLENCE

berserk     compromising     conciliatory     cruel     destructive     murderous     nonviolent     pacifistic     peaceful     pugilistic     quiet     sadistic     tranquil     violent     war-like

COURTESY

barbaric     boorish     brusque     civil     courteous     courtly     crude     curt     debonair     discourteous     genteel     graceless     gracious     ill-behaved     ill-mannered     impertinent     impolite     polite     respectful     rude     uncivilized     uncouth     unrefined     well-bred     well-mannered

EXTROVERTED/INTROVERTED

audacious     bashful     bold     caring     coy     daring     forward     insolent     quiet     shameless     sheepish     sociable     timid     wary

MATERIALISM

avaricious     charitable     covetous     extravagant     generous     greedy     metaphysical     miserly     mundane     sensual     spendthrift     spiritual     thrifty     wastrel     worldly

OUTLOOK

bigoted     cheerful     cynical     fatalistic     idealistic     narrow-minded     optimistic     perfectionist     pessimistic     positive     realistic     sanguine     sarcastic     suspicious     trusting

PRACTICALITY

imaginative     impractical     level-headed     practical     pragmatic     quixotic     realistic     sensible     sober     unrealistic     utilitarian

PRIDE

abashed     aloof     arrogant     ashamed     conceited     egotistical     elitist     haughty     humble     immodest     jealous     meek     modest     overbearing     prideful     self-centered     self-effacing     selfish     selfless     shy     unpretentious     vane

ARGUMENTATIVE

antagonistic     articulate     garrulous     hot-tempered     overbearing     quarrelsome

HOSTILE

aggressive     antagonistic     irritable     malign     spiteful

 

 

BELIEFS

            Beliefs are those things that do not fall in the realm of either of the two above categories. They are the superstitions, principles, habits (good or bad), and psychological limitations that we all have, and that make us unique. All characters have some principles or superstitions, such as: Resurrection is impossible, black pigs bring good luck, always carry a knife in your boot, never walk through a door behind an orc, spit in the face of all dwarves, it is dishonorable to fight a woman, etc. Any more-common superstitions, such as never look at the full moon over your left shoulder and don't walk under a ladder, are also possibilities. Finally, obligations and regular habits also belong here, such as paying an annual tribute to the priesthood that resurrected you, needing a weekend in the poshest inn available once a month, or drying your boots by the fire every night. At least two-thirds of your character's beliefs should be hindrances of some sort. Your character must have at least one more Belief than the sum of the Priorities he or she does not recognize and his or her level. There are seven categories that most beliefs fit into, though your character's beliefs need not necessarily fit into them:

     * actions and responses of gods

     * movements of the land/heavens/seas

     * ingestion of or abstinence from certain foods

     * bodily adornment

     * (dis)association with a particular race/class/gender

     * (un)favored use of a particular weapon/spell/attack form

     * mystical symbols/color/numbers/shapes/plants/minerals/spells

 

E-mail me @  [email protected]

Planescape, Advanced Dungeons & Dragons, Etc... are the Trademarked property of TSR Inc. a subsidiary of WOTC