Alignment
Alignment Basics
The general population is unaware of the existence of alignments. Most people assume they're good or lawful people or don't care for one reason or another
Since people with with magic or other abilities to detect alignments are rare, there's no public discourse about alignments
There is no common knowledge regarding a person's alignment and the connection to the Outer Planes
In-universe names for the Outer Planes differ from those in default settings. Characters will need to learn those names in the course of play
If for any reason a character's alignment changes to one that is no longer compatible with their class, they cannot gain XP and lose access to all class features until their alignment is restored
If a character's alignment changes for any reason, they lose XP to the minimum for their previous level. This XP loss does not cause the character's level to go down
Any PC that becomes Evil, for any reason, immediately become an NPC
Chaotic vs. Lawful Morality
Morality is split between three categories: Chaotic, Neutral, and Lawful.
Chaotic characters champion their own freedom (and if Good, the freedom of others) and have little regard for authority or tradition
Neutral characters seek a balance between individual freedom and law and tradition
Lawful characters support existing power structures, tradition, and the area's status quo
A character's actions affect their Transient Morality. At the end of each day, a character's Transient and Enduring Morality scores move 1d6 points toward the other.
Characters are considered Chaotic if their Enduring Morality is between -100 and -34, Neutral if it's between -33 to +33, and Good if it's between +34 to +100.
Neutral Transient Morality modifiers indicated with a ± always move a character's Transient Morality toward 0.
Chaotic Actions
Overthrowing an authority or deposing a ruler: TM-150
Convincing another to perform a chaotic act: TM-(TM modifier of the convinced act)
Disobeying the law: TM-3d6
Aiding another in becoming Chaotic: TM-3d6
Rejecting an authority: TM-2d6
Casting a chaotic-coded spell: TM-(spell level×3)
Living in an area with no authority: TM-1/month
Neutral Actions
Solving a problem using community collaboration rather than authoritative or unilateral action: TM±2d6
Living in a community that governs itself: TM±1/month
Lawful Actions
Establishing an authority: TM+12/month for up to 12 months
Convincing another to perform a lawful act: TM+(TM modifier of the convinced act)
Following the law to your own detriment: TM+3d6
Aiding another in becoming Lawful: TM+3d6
Cooperating with an authority: TM+2d6
Casting a lawful-coded spell: TM+(spell level×3)
Living in an area with hierarchical authority: TM+1/month
Evil vs. Good Ethics
Ethics are split between three categories: Evil, Neutral, and Good.
Evil characters put themselves first before all others and use others to pursue their own interests
Neutral characters pursue a balance between selfishness and altruism, or allow for events to naturally progress as they would
Good characters are altruistic and are willing to sacrifice themselves for the benefit of others
A character's actions affect their Transient Ethics. At the end of each day, a character's Transient and Enduring Ethics scores move 1d6 points toward the other.
Characters are considered Evil if their Enduring Ethics are between -100 and -34, Neutral if they're between -33 to +33, and Good if they're between +34 to +100.
Neutral Transient Ethics modifiers indicated with a ± always move a character's Transient Ethics toward 0.
Evil Actions
Murder of a sapient being: TE-150
Using or wearing parts of a sapient being that were not given freely: TE-20
Animating or controlling negative undead: TE-20
Torturing: TE-4d6
Participating in a slavery economy as a freeperson: TE-3d6/day
Aiding another in becoming Evil: TE-3d6
Convincing or forcing another to perform an Evil act: TE-(TE modifier of the convinced act)
Defiling the corpse of a sapient being: TE-3d6
Acting selfishly: TE-2d6
Lying to, conning, or otherwise taking social advantage of a sapient being: TE-2d6
Bullying innocents: TE-2d6
Using poison that kills or causes damage: TE-2d6
Casting an evil-coded spell: TE-(spell level×3)
Neutral Actions
Allowing the natural course of life to take place: TE±2d6
Using poison that cannot kill nor cause damage: TE±1d6
Good Actions
Defend innocent sapient life: TE+150
Animating or controlling positive undead: TE+20
Aiding another in becoming Good: TE+3d6
Convincing another to perform a good act: TE+(TE modifier of the convinced act)
Acting altruistically: TE+2d6
Preventing someone from performing an Evil act: TE+1d6
Casting a good-coded spell: TE+(spell level×3)