Spatzimaus
First Post
Terraism said:Should there be any abilities and "unaligned" creature gets that others can't?
I was thinking about that, and I had five things in mind:
1> They don't have to all be equal. Good and Evil might be better overall than Unaligned. Since that Unaligned person will also have two other Aspects (one Creature and one Element) it's not like he'll be lacking for options. Likewise, Dragon could be marginally better than Mundane or Aberration. As long as the difference isn't so pronounced that no one ever takes it, it's no big deal.
2> I was trying to use a system where you always took one option from each group. But, just because your ancestor was a nice guy shouldn't entitle you to the Good benefits. So, there needed to be something else on the Alignment list.
3> There could easily be some abilities that are available to "Not Evil" or "Not Good" and so on. The Unaligned person would be the only one capable of taking all of these.
This especially works if you add a few more types of abilities, like ones that give DR, Low-Light Vision, Darkvision, and so on. For example, most of the abilities listed above were about magic, so let's add a few more physical ones. The part in brackets depends on which level you take, and each requires the previous levels.
Damage Reduction (Lawful, Unaligned, Mundane, Dragon, Earth): Gain DR 5/[magic, lawful, adamantium, or epic]
Vision (Chaotic, Unaligned, Mundane, Aberration, Psionic): Gain [low-light vision x2, low-light vision x5, darkvision 60', darkvision 120']
Claws (Evil, Unaligned, Mundane, Dragon, Shadow): Your hands have claws that allow you to make natural attacks without drawing Attacks of Opportunity. Base damage is [1d4, 1d8, 2d6, 2d10]. If selected with the Evil or Shadow Aspect, you divide the damage in half but have a vampiric effect. (That is, a Transcendant Claws ability for Evil people is 1d10 damage and 1d10 temporary HP). Adjust for size as usual (2d6 -> 2d4 for Small, and so on)
Fast Healing (Good, Unaligned, Fey, Outsider): Gain Fast Healing [1, 2, 3, 5]
And so on. Basically, "Unaligned" and "Mundane" would be the options to take if you want all the brute-force stuff. These were just off the top of my head, so they're not really balanced, but you get the idea.
4> I was rolling True Neutral into this, and neutrality tends to tie into nature magic a lot (both because Druids were True Neutral, and because animals inherently are). So, an ability like "Minor Nature Spells" could be limited to "Fey or Unaligned".
5> For the Resistance line of abilities, it'd give a different one than the other alignments. Maybe a better one, to make up for its lack in other areas. For example, let's say it goes:
Acid: Earth
Cold: Water
Electricity: Air
Fire: Fire
Level/Ability Drain: Shadow
Mind-Influencing Effects: Psionic
Paralysis: Good
Disease: Evil
Petrification: Lawful
Poison: Chaotic
Force: Unaligned
and the Creature types don't give resistance options.
Anyway, that's why I added Unaligned to the list.