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Five Alignment System [Multi-alignment rules added]
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<blockquote data-quote="Michael Morris" data-source="post: 2126441" data-attributes="member: 87"><p>Ok, it's been a few months, so here's the rules for multi-alignment.</p><p></p><p>A starting character has two alignments spheres. One represents his current mindset, the second represents his history or - in the case of spellcasters - his training. Spellcasters have a bit more control over their alignment for two reasons: 1) Their training always involves mental control of some sort far beyond that used by non-spellcasters and 2) Their spell selection is tied to their alignment spheres.</p><p></p><p>As a character progresses if they don't change in attitude or anything they basically keep stacking up the same color alignment sphere. But as a character develops and they express other - even sometimes conflicting views - they express more spheres.</p><p></p><p>A character gains a sphere at each odd sphere. So a 5th level character has 4 spheres.</p><p></p><p>This system never "forgets" past actions. The only way to change an already set sphere is an <em>atonement</em> spell (<em>Dusk</em> actually has five of these spells, one for each alignment. The appropriate version moves the sphere to their color).</p><p></p><p>While certain classes are required to start at a given alignment, they don't have to keep all their spheres in that alignment. Characters which are required to have an alignment must keep half their spheres in one area. Further some character types, like paladins, can't have spheres of enemy colors. Deities may set extra strictures on their divine casters.</p><p></p><p>Thoughts on this extra layer of complexity? Good - let's get to detection spells.</p><p></p><p>A detection spell simply picks up the strongest reading. If the detection spell is designed to pick up a specific alignment and that isn't the character's strongest alignment then the character rolls a willpower save against the spell at a +2 bonus per sphere that isn't of the appropriate alignment.</p><p></p><p><em>Example. Teresa is aligned UUWR. She is targeted by a paladin's ability to detect Shunrian or Sodrean. She saves against this ability even though it normally has no save, and with a +6 bonus at that since she has three other spheres that aren't B or R. However, if she is later targetted by a detect Balcridian she wouldn't have a bonus to the save and if the spell doesn't allow a save she won't get one.</em></p><p></p><p>Spells are a little trickier though. Short of tricking them with things like <em>sleight of mind</em> they always find a color they seek. Forbiddance set against R would hit Teresa. When a multialigned character is targetted by a spell or ability that looks for alignment they count as each of their alignments whether they want to or not.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 2126441, member: 87"] Ok, it's been a few months, so here's the rules for multi-alignment. A starting character has two alignments spheres. One represents his current mindset, the second represents his history or - in the case of spellcasters - his training. Spellcasters have a bit more control over their alignment for two reasons: 1) Their training always involves mental control of some sort far beyond that used by non-spellcasters and 2) Their spell selection is tied to their alignment spheres. As a character progresses if they don't change in attitude or anything they basically keep stacking up the same color alignment sphere. But as a character develops and they express other - even sometimes conflicting views - they express more spheres. A character gains a sphere at each odd sphere. So a 5th level character has 4 spheres. This system never "forgets" past actions. The only way to change an already set sphere is an [i]atonement[/i] spell ([i]Dusk[/i] actually has five of these spells, one for each alignment. The appropriate version moves the sphere to their color). While certain classes are required to start at a given alignment, they don't have to keep all their spheres in that alignment. Characters which are required to have an alignment must keep half their spheres in one area. Further some character types, like paladins, can't have spheres of enemy colors. Deities may set extra strictures on their divine casters. Thoughts on this extra layer of complexity? Good - let's get to detection spells. A detection spell simply picks up the strongest reading. If the detection spell is designed to pick up a specific alignment and that isn't the character's strongest alignment then the character rolls a willpower save against the spell at a +2 bonus per sphere that isn't of the appropriate alignment. [i]Example. Teresa is aligned UUWR. She is targeted by a paladin's ability to detect Shunrian or Sodrean. She saves against this ability even though it normally has no save, and with a +6 bonus at that since she has three other spheres that aren't B or R. However, if she is later targetted by a detect Balcridian she wouldn't have a bonus to the save and if the spell doesn't allow a save she won't get one.[/i] Spells are a little trickier though. Short of tricking them with things like [i]sleight of mind[/i] they always find a color they seek. Forbiddance set against R would hit Teresa. When a multialigned character is targetted by a spell or ability that looks for alignment they count as each of their alignments whether they want to or not. [/QUOTE]
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