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<blockquote data-quote="Sojourn" data-source="post: 6226484" data-attributes="member: 6750311"><p><strong>Alignment Stat</strong></p><p></p><p>Instead of the page-long "don't play evil" warning, I've implemented an alignment stat. </p><p>Good is +2, Evil is -2.</p><p>Lawful is +1, Chaotic is -1. </p><p>Neutral is 0. </p><p>So LG +3, NG +2, CG/LN +1, NN +0 CN/LE -1, NE -2, CE -3</p><p></p><p>This can be used a variety of ways. I first thought of it as a modifier for saves vs. Demonic Possession, evil is more likely to succumb, the pure & righteous are shielded. But it can be a great motivator for other things, as in the example above, I give LG pcs 8 points to distribute instead of 5, CE would only get 2 extra points. </p><p></p><p>The values can be flipped in situations where Evil would be at an advantage. </p><p>There's also a "Wild" align stat, where Chaos is +2, Law -2, Good+1, Evil -1, Neutral 0. That's for chr checks against faeries, or saves vs. wild surge. </p><p></p><p>I almost...almost let players add the villain score to their social class roll, to represent that evil is more likely to use every advantage to climb to the top, and good is more likely to remain poor by tithing to the church & supporting charities, aiding their neighbors, etc. But I was afraid player would take the wrong message and some would play evil just for the social boost. So I let it be a bonus on Reputation but not social class.</p></blockquote><p></p>
[QUOTE="Sojourn, post: 6226484, member: 6750311"] [b]Alignment Stat[/b] Instead of the page-long "don't play evil" warning, I've implemented an alignment stat. Good is +2, Evil is -2. Lawful is +1, Chaotic is -1. Neutral is 0. So LG +3, NG +2, CG/LN +1, NN +0 CN/LE -1, NE -2, CE -3 This can be used a variety of ways. I first thought of it as a modifier for saves vs. Demonic Possession, evil is more likely to succumb, the pure & righteous are shielded. But it can be a great motivator for other things, as in the example above, I give LG pcs 8 points to distribute instead of 5, CE would only get 2 extra points. The values can be flipped in situations where Evil would be at an advantage. There's also a "Wild" align stat, where Chaos is +2, Law -2, Good+1, Evil -1, Neutral 0. That's for chr checks against faeries, or saves vs. wild surge. I almost...almost let players add the villain score to their social class roll, to represent that evil is more likely to use every advantage to climb to the top, and good is more likely to remain poor by tithing to the church & supporting charities, aiding their neighbors, etc. But I was afraid player would take the wrong message and some would play evil just for the social boost. So I let it be a bonus on Reputation but not social class. [/QUOTE]
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