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Corruption point systems instead of alignment

willpax

First Post
In a thread on alignment in general discussion, Eris404 was interested in various corruption rules as a replacement for alignment. I'd be interested in seeing others, but here are my current house rules:

8. Corruption: Although many natives are not aware of it, good and evil are active, real powers in Ladros. A corruption check is made whenever a character commits one of the following deeds: (1) an action that is excessively sadistic or cruel (DM judgment); (2) the killing of innocents; (3) the use of magic to cause harm to an intelligent creature or override the will of one. A corruption check is a wisdom check made against a variable DC. The severity of the act is one variable: 10 for bad, 15 for really bad, and 20 for awful. The number of corruption points already possessed by the character is another: each current corruption point adds one to the corruption check DC. Finally, magic brings moral issues into a tighter focus: the vitality points used in a spell that leads to a corruption check (or the bonus of a magical weapon used to commit a corrupt act) is added to the DC. If the check fails, the character earns one corruption point.

9. Corruption leading to evil or madness: When a character has as many corruption points as half his or her wisdom score, he or she is in danger of succumbing either to evil or madness. The first time a corruption check is made when the corruption total is greater than half the character’s wisdom score, the character must choose whether to accept a drift toward evil (that should be role played) or resist the corruption of his or her soul. If the character embraces evil, the character should role play increasingly violent and selfish tendencies; every time the opportunity to commit a corrupt act presents itself, the character must make a will save vs. a DC of 10 + number of corruption points to resist. When corruption points exceed wisdom, the character is evil, and an NPC. If the character chooses insanity instead, make a madness check on the following table. Roll 1d20 and add the character’s corruption point total. If the roll is a natural 20, add 20 and roll again, adding the new result. If the roll is a natural 1, roll again and subtract that roll from the result. If that roll is also a 20, keep adding or subtracting and rolling again until a result other than 20 results. Total the roll or rolls and consult this table:

Corruption Total + d20 Symptoms Duration
4 or less No madness. This time.

5–12 Delusion: The character suffers from delusions, and it is very difficult to convince the character that they are not real. 2d6 minutes

13–19 Suspicion: character gains a deep distrust of everyone, suspecting them of secretly plotting him or her harm or working for dark forces. 2d6 hours

20–25 Panic: The character is convinced that he or she is in mortal danger and flees, if possible, or attacks the nearest target in desperation. 2d6 rounds

26–30 Withdrawal: The character becomes depressed, argumentative, stubborn, and unwilling to interact with the world. 2d6 hours

31–35 Fury: The character flies into an insane fit of anger. If in combat, he or she attacks nearest target; otherwise, he goes on a violent rampage, destroying everything that can be destroyed near at hand. Thereafter, he or she overreacts dangerously to events that others would find irritating or stressful. 2d6 rounds plus permanent effect

36–49 Disease: The character falls prey to a horrible wilting disease (Fortitude save DC 20 + corruption points). The disease incubates for one week, then causes 1d3 points of temporary constitution damage and a –2 reaction modifier (due to horrible skin lesions). The reaction modifier is permanent and cannot be healed. If the character wishes to avoid this disease, he or she can inflict it on the closest possible emotional relation instead and gain 2d4 corruption points (no further check needed). Special

50 + Dementia: The character is entirely lost to madness and becomes an NPC. Death is usually not far behind. Special

10. Increasing frequency of corruption checks: As the corruption point total grows, madness checks must be made in other situations (reflecting an increasing loss of self control). Use the following table for progressively more frequent trigger conditions:

Corruption Point Total Trigger condition
1–4 None.
5–8 Injury: Whenever the character takes damage in combat or dangerous noncombat situations, he or she must make a madness check.

9–11 Will save: Whenever the character has to make a will save, he or she must check for madness (whether the save succeeded or not).

12–14 Using magic: Whenever the character uses magic or a magical device, check for madness.

15–17 Threat: Whenever the character is in a stressful situation (whether real or imagined), make a madness check.

18+, or > WIS score Constant: When corruption points exceed wisdom score, the character is permanently insane.
 

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Bendris Noulg

First Post
I use a modified version of the Alliance/Apotheosis system Chaosium released as OGC in Dragonlords of Melnibon'e. Essentially, you gain Law, Chaos or Balance Points (I added Good and Evil Points), and when you gain a ratio of points (i.e., one "pool" clearly higher than the rest) you gain an Alliance (essentially determines how protection from [X] spells and the like work on you, prereqs for certain Feats and/or Prestige Classes, etc.). When the points associated to your Allegiance reach a critical mass (as printed: 100+), you gain an Apotheosis (essentially becoming a "Champion", although this can be tamed down to becoming prereqs for better Feats and Prestige Classes).

It does change the feel of the game to a degree; rather than having any of the Alignments being "forces that define the universe" (PH, Chp 7), they instead become the accumulated sum of the actions of mortals, with your Alignment Points indicating clearly what your character has contributed to the cosmos.
 

willpax

First Post
One semi-interesting wrinkle to the above system is the heightened moral stakes associated with magic use. In the background cosmology, magic is created by the collective life force; to use magic to destroy or warp life in a harmful way carries a moral feedback in the form of corruption.

To transpose this to standard D&D magic: if you hurl a fireball at living beings, you will make a DC 6 wisdom check. That's low enough to chance it, but each corruption point you have subtracts one from this roll. The fear of corruption makes magicians prefer less flashy magics, creating a lower-magic feel without making drastic changes in the system.
 

Bendris Noulg

First Post
I guess I should have mentioned that I do have rules for the form of corruption you are referring to, using the system described in The Hunt combined with the details included in Blight Magic (by Mystic Eye) and given my own little twists. This isn't general, however, but related to alternate forms of magic (Blight and Blood Magic). Too lengthy to post here, but the long-term effects are generally nasty.

Setting-wise, these methods of corruption were given to mortals by a Daemon Thane seeking to create Hags (which are all Prestige Classes rather than monsters); Women are seduced into greater evil after they reach a level of corruption, while Men are generally left to destroy themselves with madness and disease.

Naturally, Blood and Blight Magic given you 1 Evil Point +1 Evil Point per Spell Level. It's considered mean and wicked Evil.
 
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