Alignment
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All characters follow an alignment which guides their decisions and behaviour. A character’s alignment can also limit their access to some skills and spells and affect how others react to them. A character’s alignment is determined by where they sit on three separate scales.

Alignments generally only apply to sentient, thinking, rational beings. Most animals and other creatures have no alignment.

Note: The descriptions below should serve as a guide; characters must declare an alignment, but variation and individuality is encouraged.

Good vs. Evil

The Good versus Evil axis determines a character’s attitude towards those around them and the world in general.

Good Characters

Good characters feel compassion for others and strive to protect the innocent and help others. They tend to be altruistic, with a respect for life and the dignity of other sentient beings. Good character tend to put the interests of others above their own interests.

Note: Good does not mean foolish and good characters are not likely to sacrifice themselves except as a last resort.

Neutral

Neutral characters tend towards ambivalence towards those they don’t have a personal relationship. While they feel compassion for others, they tend to put their own interests first and those of their peers above those of strangers, especially in tough situations.

Evil

Evil characters feel little compassion for others and put their own goals and interests above all else. Evil characters tend to be cruel and hold little respect for life or the desires of others.

Note: Evil characters are not raving, mass murderers. Most evil done in the world is done by those who take no action against the evil of others.

Law vs. Chaos

The Law versus Chaos axis determines a character’s desire for order and rules versus their desire for personal freedom.

Law

Lawful characters believe that the world should be orderly and that people should follow the rules. Lawful characters see stability as a positive and tend to be conservative. Lawful characters hold honour, trustworthiness, and obedience in high regard.

Note: Being lawful does not mean a character will blindly follow the law.

Neutral

Neutral characters follow traditions, laws and codes, but only as long as they work. Neutral characters don’t embrace change for the sake of change, but also aren’t willing to hold to rules or laws that aren’t working anymore. Neutral characters tend toward pragmatism.

Chaos

Chaotic characters believe in personal freedom and follow their own personal codes of ethics. They view change and progress as inherently positive and often work toward change rather than stability. Chaotic characters are the most open to change and tend to embrace new ideas readily. Chaotic characters are often best able to see the viewpoints of others, even when they don’t agree with those views.

Note: Being chaotic does not mean being unpredictable and does not require random behaviour.

Hope vs. Despair

The Hope versus Despair axis represents a character’s motivation and hope for the future, both their own and the world’s.

Hope

Hopeful characters see hardship as something to be overcome; they see the problems of the world as something to fix; and they feel that somehow, someway, everything will work out for the best. Hopeful characters are willing to fight for what they believe and fight hard. Hopeful characters are often at their best in the worst situations.

Neutral

Neutral characters see the problems of the world and assume others will fix them. It is only when trouble comes to their doorstep that neutral characters act or choose to give in. Neutral characters are often content to stay with the status quo rather than fight for what they want.

Despair

Despairing characters feel the weight of the world’s problems on their shoulders and feel there is little in their power that they can do to change things. Despairing characters tend to be pessimistic and feel that most things will turn out badly.

Oblivion Taint

Oblivion Taint is a magical effect powered by the god of Oblivion that can force a characters into service to Oblivion or remove all traces of hope in that characters. Oblivion taint is measured on a scale of 0 to 100 with the following affects:

Points of Taint Effect
0 – 25 Character feels ill and uneasy.
26 – 50 Character feel a loss of of motivation and feel apathetic. They receive a -2 constant penalty to Willpower (Defensive).
51 – 75 Character feel nauseated all the time and suffer from the nightmares flaw. They lose access to all meditation and regeneration skills.
76 – 99 Black veins appear on a character’s body. This is a costume requirement. The character suffers a -1 constant penalty to all skills.
100 Character becomes either an Oblivion faithful NPC or a Hope-starved NPC. Contact the System Manager.

Note: Oblivion taint has no effect on alignment.

Oblivion Taint is removed via cleansing from spells or rituals. 1 point of cleanse removes 1 point of taint. Taint can only be cleansed once per hour regardless of the method.