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 A Word on Alignments...
The Storyteller
10:14am, February 10, 2015
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This is an upcoming feature to TFOS, as soon as Stage Two is over. I'm posting this so people have an idea and can consider prior to implementation. Realize that some of these alignments (Diabolic in particular) are best used by NPCs. PCs that adhere to some of the nastier alignments here may find themselves rapidly transforming into a blueberry and floatin- oh wait, wrong fiction, turning into an NPC character.

The Short List: Principled (Good), Scrupulous (Good), Unprincipled (Selfish), Anarchist (Selfish), Aberrant (Evil), Misceant (Evil), Diabolic (Evil)

I grabbed these from Palladium's Heroes Unlimited. Take the "never" and "always" things with a grain of salt here, I'm going to be a bit more wibbly-wobbly-timey-wimey with them than they are there, but this is a good jumping off point.

The tone of the room remains the same - Err on the side of fun. These alignments should be RPed out to the point where they are comedic, simply because this is a generally light-hearted RP where Death is an excuse for a lot of angst in the least, or a Major Story Arc at best!


Alignments are an important factor in developing a character and the elements of "role" playing. Whether we are consciously aware of it or not, every person has his or her own code of ethics and morals, as well as a sense of justice and what constitutes good and evil, right and wrong. It is this sense of right and wrong that helps to build or moral fiber, mold our behavior, and dictate our reactions to people, events, circumstances in the world. It is this code that makes the thought of stealing or hurting somebody abhorrent to one person, but acceptable to another.

The alignment of a character is his or her view of the world, justice, honor and the value of life. Alignments should be regarded as a guideline for the character that will indicate how he or she is likely to react to any given situation, violence, good and evil.

It is natural to have conflicted emotions and want to give into hatred or anger, and kill or hurt, but characters of a good alignment are not likely to give in to such dark emotions. Similarly, a selfish or evil character may, to his surprise, suddenly find compassion, or a sense of loyalty to another character, and find himself wanting to help him (which he may or may not do). Moral dilemmas and the conflicts they bring are part of life. It is natural to have such feelings even when playing a fictional character. It's also what adds to the drama of a situation, and part of what makes roleplaying fun.

Try to stay in alignment and act accordingly. However, a character may find himself slipping (or slipped) out of character. A GM should keep tabs on situations like this and inform the character(s) of situations where they've acted out of alignment. The GM should warn the character that going forward will cause the character to change alignment. For example: A principled good character that acts in hatred and deliberately tortures another being is likely to drop to the anarchist or even miscreant alignment. A principled character who decides to steals or "bend" the law is likely to drop to a scrupulous or unprincipled alignment. Meanwhile, a miscreant evil character who has learned the value of friendship and begins to perform acts of good and compassion, or forsakes his evil/criminal ways, may go up to anarchist or unprincipled (and eventually, even higher). Note that it seems easier to give in to cruelty and dark emotions and thus drop in alignment, than it is to become (or stay) good. A single terrible act of evil can plummet a good character's alignment, but it should take numerous acts of kindness and good goodness to climb back to a good alignment (often going up one notch at a time). Playing in character (e.g. in alignment) can be a challenge, but is always fun.

No Neutral Alignments

There is no such thing as an absolute or true neutral alignment. An absolute, true neutral person could not make a decision, fight crime, hurt others, go adventuring, or take any action of any kind without leaning toward good, evil, or self-gratification. It is humanly impossible, and is therefore, eliminated in the context of this game.

I realize that some of the philosophers out there may disagree with this, but that's a topic for philosophical debate and not a factor of this game. Sorry, no neutrals. This is one of the very few definitive, unbending rules of this game.

The Alignments

Principled (Good)
Principled characters are, generally, the strong, moral type. The "Boy Scout" or "do-gooder" who tends to put others before himself -- Superman is of principled alignment, with the highest regard for the lives and well-being of others, freedom, truth, honor, and justice. Principled characters will always attempt to work with and within the law, and have a high regard for (and trust of) authority, as well as for life and freedom. He or she is usually compassionate, merciful, caring, cooperative and sincere.

A principled character will ...
Always keep his word.
Avoid lies.
Never kill or attack an unarmed foe.
Never harm an innocent.
Never torture for any reason.
Never kill for pleasure.
Always help others.
Always work within the law whenever possible.
Never break the law unless conditions are desperate. This means no breaking and entry, theft, torture, unprovoked assaults. etc.
Respect authority, law, self-discipline and honor.
Work well in a group.
Never take "dirty" money, or ill-gotten valuables or goods.
Never betray a friend.

Scrupulous (Good)
Scrupulous characters value life and freedom above all else, and despise those who would deprive others of them. This type of hero is typically portrayed in many Clint Eastwood and Charles Bronson films; the person who is forced to work beyond the law, yet for justice (or vengeance), and the greater good of the people. They are not vicious or vindictive characters, but are individuals driven by injustice to right a wrong or take a (bloody) stand. These characters will always attempt to work with or within the law whenever possible.

A scrupulous character will ...
Keep his word to any other good person.
Lie only to people of selfish or evil alignments.
Never attack or kill an unarmed foe.
Never harm an innocent.
Never torture for pleasure, but may use muscle to extract information from criminals or evil characters.
Never kill for pleasure; will always attempt to bring the villain to justice alive, no matter how vile he may find him.
Always try to help others.
Attempt to work within the law whenever possible.
Bend and, occasionally, break the law when deemed necessary. This means he may use strong-arm techniques, harass, break and enter, steal, and so on.
Distrust authority and fear the law may not be an effective weapon against injustice and crime. However, he will try not to blatantly break the law, nor mock it.
Work with groups, but dislikes confining laws and bureaucracy (red tape).
Never take "dirty" money or items.
Never betray a friend.

Unprincipled (Selfish)
This, basically, good person tends to be selfish, greedy, and holds his/her personal freedom and welfare above almost everything else. He dislikes confining laws, and self-discipline, and distrusts authority. He views the law as well intentioned, but clumsy and ineffective. Keeping his best interests in mind, the character will always look out for himself. This tends to be an arrogant, impetuous schemer seeking the praise of millions and making a buck to boot. He is a freebooter who will do what he must to achieve his goals, stopping short of anarchy and a total disregard of the law. This guy is likely to be a vigilante or anti-hero whose intentions are good, tries to be fair and honest, but finds the law corrupt, slow and ineffective. Thus, he goes his own, more efficient route (at least that's how he sees it), working outside the law.
This character is also likely to take "dirty money and items, with the concept that it will help him in his crusade against evil. He may also destroy property of known criminals. He will not deal in illegal activities, drugs, or take money from innocent or good people. The unprincipled character may associate with both good and evil characters, and often has paid informants, spies, and stoolies.
This is the Han Solo, Star Wars, character. The guy who is always looking for the best deal, associates with good and evil characters, is continually tempted to lie and cheat, and hates himself for being loyal and helping others.

An unprincipled character will ...
Keep his word of honor.
Lie and cheat if necessary (especially to those of anarchist and evil alignments).
Not kill an unarmed foe (but will take advantage of one).
Never harm an innocent.
Not use torture unless absolutely necessary.
Never kill for pleasure; will attempt to bring the villain to justice alive or ruin him.
Usually help those in need.
Rarely attempts to work within the law.
Blatantly break the law to achieve his crime-busting goal.
Dislike and distrust authority, the law, and bureaucracy. Feels they have been corrupted and abused.
Works with groups, especially if it serves his needs, is profitable, and/or he's in the limelight.
Take "dirty" money.
Never betray a friend.
Have a high regard for life and freedom.

Anarchist (Selfish)
This type of character likes to indulge himself in everything. He is the insurgent, con-artist, gambler and high roller. The uncommitted freebooter who is more likely to be a crime-fighter because he enjoys the thrill of danger and excitement, or fame, than any cause. This character will at least consider doing anything, if the price is right, or the challenge alluring enough. These characters are intrigued by power, glory and wealth. Like a moth drawn to a flame, the anarchist is attracted to the lure of the impossible, dangerous, and the underdog. Life has meaning, but his has the greatest meaning.
Laws and rules infringe on personal freedom and were meant to be broken. He will not hesitate at using strong-arm techniques, breaking and entering, theft, harassment, destruction of private property, and so on. This can also include acting as judge, jury, and executioner. These characters are usually the daring vigilantes or anti-heroes who feel the end justifies the means. The anarchist aligned person is always looking for the best deal and self-gratification. He will work with good, selfish, or evil to attain his goals. The anarchist is continually teetering between good and evil, rebelling against and bending the law to fit his needs. Mercenaries and thieves often fall into this category.

An anarchist character will ...
May keep his word.
Lie and cheat if he feels it necessary.
Not likely to kill an unarmed foe, but certainly knockout, attack, or beat up an unarmed foe.
Never kill an innocent.
Use torture to extract information, but not likely to do so for pleasure.
Seldom kill for pleasure.
Not likely to help someone without some ulterior motive (even if it's only to show off).
Rarely work within the law unless it serves his purpose.
Constantly break the law to achieve his goals.
Have little respect for authority, the law, or self-discipline.
Does not work well within groups; tends to do as he pleasures despite orders to the contrary.
Take "Dirty" money without hesitation.
May betray a friend.

Aberrant (Evil)
The cliché that there is "No honor among thieves" is false when dealing with the aberrant character. This is a person who is drive to attain his goals through force, power, and intimidation. Yet the aberrant character stands apart from the norm, with his own, personal code of ethics (although twisted ethics by the standards of good). He expects loyalty from his minions, punishing disloyalty and treachery with a swift, merciful death. An aberrant character will always keep his word of honor and uphold any bargains. He will define his terms and live by them, whether anyone else likes it or not.
If an anti-hero, he will completely disregard the law and deal out justice as he sees fit. He will never be cruel or vindictive, and will always be absolutely positive that the person is guilty before he deals out his brand of justice. However, once he condemns a character, he will see to it that he is destroyed. When he acts he will strike without mercy.
Whether villain or anti-hero, the aberrant character looks upon people without honor or loyalty as worthless and disgusting lowlifes.
Do not think of the aberrant character as a misguided good guy. They will break all laws with impunity, harass their victims, destroy property, beat and murder. This applies to both villains and anti-heroes. Only their methods and degree of violence may vary.

An aberrant character will ...
Always keep his word of honor (he is honorable).
Lie to and cheat those not worthy of his respect; good, selfish, or evil
May or may not kill an unarmed foe.
Never kill an innocent, particularly a child, but may harm, harass, or kidnap.
Never kill for pleasure
Not resort to inhumane treatment of prisoners, not torture, although distasteful, is necessary means of extracting info.
Never torture for pleasure
May or may not help someone in need
Work with others to attain his goals
Respect honor and self-discipline
May betray a friend

Miscreant (Evil): These guys are bad and they make no bones about it. They'll lie, cheat, steal, kill, commit any crime in the books as long as its fun and/or profitable. This is where you'd throw your classic crime bosses, barbarian conquerors, big-time drug dealers, the worst of the corrupt politicians, and quite a few supervillians. They either actively enjoy what they're doing or just don't care as long as it brings home the benjamins. In D&D terms this is all but the nastiest of the Neutral Evil and Chaotic Evil characters.
A Miscreant Character will...
Not necessarily keep his word to anyone.
Lie and cheat indiscriminately (good, evil, or selfish).
Kill an unarmed foe as readily as he would a potential threat or competition.
Use or harm an innocent.
Will use torture for extracting information and pleasure.
May kill for sheer pleasure.
Feels no compulsion to help without some sort of tangible reward for him.
Have no deference to the law, but will work within the law if he must.
Blatantly break the law for his own goals and pleasure.
Dislike and distrust authority and the law.
Works with others if it will help him attain his personal goals.
Take "dirty" money, stolen goods and illegal items.
Betray a friend if it serves his needs.
Have no respect or concern for the lives or welfare of others.


Diabolic:
These guys are just stone-cold badass, period. Serial killers, psychopaths, genocidal maniacs, eldritch powers of unspeakable evil, that sort of thing. They won't just lie, cheat, steal and kill to get their own way, they'll lie, cheat, steal and kill for the sake of it. This is where you find the villains who commit rape, torture, or murder just for the thrill of it all, psychopaths who remorselessly destroy anyone who gets in their way without a twinge of guilt, and madmen who want to destroy all life on Earth. Emperor Palpatine, The Joker, Jack The Ripper, they're the sort of folks who'd wear the Diabolic label. In D&D terms, this is the really nasty end of Neutral Evil and Chaotic Evil.

Rarely keeps their word
Lie to and cheat anyone
Most certainly attack or kill an unarmed foe
Use, harm and kill an innocent without a second thought for any reason
Use torture for pleasure and info.
Kill for pleasure
Likely to help someone only to kill or rob them
Not work well with groups. Consistently disregards orders to do as he pleases
Despise honor, authority, and self-discipline
Associate mostly with other evil alignments
Betray friends at any time.

Edited 3:53am, February 22, 2015 by The Storyteller, author.
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