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[Pika D20] Alignments

Started by Spike, February 08, 2011, 03:36:50 PM

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Spike

Rather than choke up my overall design thread with post after post of various 'alignments' and related discussion, I've decided to move additional posts on that subject over here.  Since I expect to be adding more alignments as I have the time or inspiration, this is necessary, since all other work would be stalled out to work on this one area... one that was almost an afterthought.

I may replicate this for other areas of 'further discussion' as I move along, as until I've codified various sections of the rules, any subsection may be viewed as incomplete.


So, without further ado:


Shortly after my last post I started thinking about further alignment paths and I realized that I was already evolving the system.

To whit: My current campaign has dealt rather heavily with the Demon Prince Graz'zt, who is into 'corruption' more than the gory violent bloodshed... though of course, he is a demon...

Anyway, the point was that I realized that while I intended to lay out ranks for Evil, I was actually more interested in laying out a more specific path of Corruption.

But, understanding that Corruption was 'evil', but hardly the only conception of Evil, I realized that... I had spheres of alignments!  In essence, Corruption, as an Alignment, has an Evil keyword, so that all powers based on Evil can substitute your Corruption Alignment, and that other alignments might have Good as a keyword as well.

In this way I probably should rename the Good path already named and possibly avoid trying to make Capitalized alignment paths for Good and Evil.   More work, but I can extend this to a variety of Alignments (certainly, I probably should at least give it a go for the Big Four axis paths....)

Without further Ado:

Corruption [Evil] – Those on this path take pleasure in making others degrade and destroy themselves.

Rank 1: "Know the Lust' Ability gained.  [Divination], the player may, while observing another character/NPC ask the GM simple questions (answerable in one word) about actions that the target is ashamed of. The first question is always in the form of 'What is [X]'s Sin?"  and the answer is always as specific as it needs to be.  (Women is not a valid response if the target enjoys sex, but it is if the target can not resist feminine charms even when sex isn't a part of it.  If 'Sex' is right, but 'voyuerism' is more accurate, then Voyeurism would be the answer.  Whiskey may be more accurate than alcoholism, or less... the more accurate answer is correct).  NB: Must clean up description!

Rank 2: "Know Crimes" Ability [Divination], as with 'Know the Lust', the player may learn details about what the target feels most guilty about.  If the target feels no guilt, or the guilt is about 'good' actions, the ability fails automatically.

Rank 3: "Snake's Whispers", the character gains a bonus to social checks against targets of rank 1 or 2 abilities equal to Ranks in corruption (limit based on action in pursuit of corrupting the target?)

Rank 4: "Scales of Eyes" ability, [Illusion], the character may generate a powerful illusion that is limited only in that it can only 'edit' reality (removing things) and must provide allow a choice between indulging in a 'sin', which may be part of the illusion, or performing some other action that must be real and that the target would want to do. (Wording!!!!!  The Corrupter can totally use this to 'eliminate' helpful characters who would provide a moral 'touchstone' to prevent bad choices).  The Save is based on Rank (10+rank+Cha bonus).  If the target chooses the 'righteous' act, the illusion breaks, if the chooses even an illusionary temptation the corrupter is considered to gain a 'rank' of corruption against that target until the target rejects the temptation successfully.

Rank 5: "Control the Fallen", [Mind Control], any target the Corrupter has successfully led into 'Sin' previously (and is still 'sinning') (not necessarily with the rank 4 power, either), may become a puppet of the Corrupter.   The target becomes convinced that the Corrupter is the only source of the Temptation, and may be directed to act in return for rewards. It takes several hours of uninterrupted time to set up, and allows a will save, but once done the target may be commanded with an action.  As with all [Mind Control] the victim may make a new save if commanded to do something they find reprehensible... however, once they have failed such a save, they do not get to make further saves against equivilent actions.  This power is permanently broken by the victim 'cleaning up'.



A note: I am inclined to limit alignments to one per 'sphere', so you don't have Evil Corrupters or Corruptor Cannibals (I really need more branches to the evil tree... gah! Brain not working this morning!!!!), though an exception for supernatural critters is tolerable, or perhaps a difference between 'Natural' alignments (such as a Half-Demon's 'one rank of Evil' trait) and 'chosen' alignments...  

Notional second Evil alignment: Cruelty.  Those on this path truly enjoy the suffering of others, and will inflict it needlessly or purposelessly.

Rank 1: "Painwrack", every attack and at will as a touch the character may add his ranks as non-lethal damage. This Pain damage does not heal as quickly normal non-lethal damage, and those afflicted by it do not pass out as normal from it, but instead are incapacitated by crippling agony.  (Note, this may require a slight re-write depending on how combat/non-lethal damage is inflicted)

Rank 2: "It couldn't possibly get worse":  [Illusion], the Cruel may summon up deeply held fears and make the target believe they have come to pass.  In combat this power forces a morale check (as the target believes that their companions are falling, that the enemy has reinforcements, or what have you), while out of combat it merely provides amusement for the character as pregnant women believe they miscarry or adulterous ones find themselves 'pregnant'... the worse part is that the illusion never inflicts actual harm, allowing it fester in memory (the pregnant woman will remain pregnant, but now actively worry about her baby) or even be used over again.  

Rank 3: "Know Fears"  The cruel instinctively knows what others fear. This is not a divination effect (note the lack of keyword). He may add his ranks to any effect that he can apply this knowledge to (specifically: Save DCs for illusions, social checks to intimidate (among others), torture checks (which the Cruel enjoy for its own sake, but we are assuming for the purposes of gaining information, etc)

Rank 4: "Reaping the Rewards", [Mind Control] any time the character has another under his power he may wrest from them a valuable secret (GMs discretion, but examples are treasure stashes, the location of a hidden base, combinations to safes or juicy gossip told in confidence). The character does not have to know the target possess any secrets, does not have to ask, as victims of the character will babble just about anything to escape his power.  (in someone's power may wind up universally described... but it certainly includes more powerful illusions, being subdued or bound by the character)

Rank 5: Nightmare: The character becomes a living avatar of viciousness, fueled by it. Any time the character harms another (combat damage, painwrack, and, at the GM's discretion, mental trauma as well (to include terrorizing them into morale checks) he gains temporary vitality or heals his own wounds up to rank.


Community [Law], those who swear themselves to Community are more interested in the Group than even their own person.    

Rank 1: "Touchstone", the character may select a number of people equal to rank as 'Touchstones'.  The character may automatically know the health and general direction/distance to their touchstone and, as an action, may broadcast a single, simple, sentence(words equal to rank?) to their touchstones mentally.  The touchstone gains nothing but the ability to receive messages.  Changing touchstones requires a daylong ritual to sever all selected touchstones.  

Rank 2: " ? " The character must pick a defined group of people (Family, clan, adventuring band) with an obviously membership that the character can claim to be a part of (all dwarves is too broad and undefined), and may have groups equal to rank. A character must have at least one touchstone within that group as well.   The character gains a +1 morale bonus to actions made on behalf of members of that group (excluding the character). Fighting an orc with the party won't do, but fighting an orc attacking a party member would.  Actions that harm the group suffer a -1 morale penalty. A group, once selected, is permanent unless the character breaks the bond (which would make reforming the bond impossible).

Rank 3: " Castle" The character may exchange places with a touchstone within  line of sight as an action.  At this rank any betrayal of a Group is an alignment violation automatically.

Rank 4: "Foundation Stone" as an action the character may bolster all members of his group within line of sight, giving them 1d8 Temporary Vitality (Hp) and a +1 morale bonus to saves.  The character may not be [Mind Controlled] to act against a group he has selected.  This is an automatic success on will checks (which breaks some Mind Control effects)

Rank 5: The Strength of the Chain:  All Community Aligned characters (to include any non-Chaos aligned Touchstones) within range (LOS?) share vitality and wounds as long as they are  part of a single 'Group'.  All damage done to any character is shared equally among the 'Chain'. Save or Die effects (to include poisons and spells) are assumed to do exactly enough damage to kill the targeted character at full health (but are still averaged). Community Aligned members may not opt out of this effect except to move out of range.  The possessing character MUST be the first to drop (die, pass out, etc) if enough damage is suffered to incapacitate any of the Chain (breaking the effect), even if another character has less native health (they stop at 1 wound and are all excess damage is shared among the other viable characters, though they may still be valid targets despite no longer taking damage themselves). This effect is passive (passive keyword?) and always on.


Heroism [Valor] – This is a riff off the Good Alignment posted earlier, being thematically similar with some of altruistic elements removed and the pacifism completely excised.  Obviously I do not intend it to be a [Good] alignment.  I haven't decided on any overarching themes for warrior type alignments (keyed to various war-gods and soldier/warrior codes), so I've put Valor in there as a placeholder.

All Heroism abilities are based on the assumption that the character is actually engaging an enemy. Simply being IN a battle is not enough, nor is attacking a helpless opponent.

Rank 1- Flesh Wounds, once per battle the character may shrug off wounds equal to rank or vitality of Rank-d8.  Instead of this he may chose to ignore 1 status effect from himself, regardless of source.  Persistant status's return to full effect after the battle (poisons, diseases, loss of eyes, whatever. The character does not actually heal (no healing Keyword), but simply acts as if the status was not in effect.).  This ability must be used in the same battle as the wounds/vitality (but not the status effect) was inflicted.

Rank 2- Man of Bronze- the character gains a DR equal to rank while in battle. This DR does not work when the character is not actively fighting (Thus, while fleeing, flat footed, healing another character, etc).

Rank 3-  Warrior's Soul, [Passive] the character becomes immune to all Fear effects and automatically passes all [Mind Control] saves that would make him stop fighting.

Rank 4 – "Until the End" – If the character is slain in battle they immedeatly rise from the dead as a Revenant (PC gains Undead trait and additional DR (so rank x2) and continues to fight until the battle is won or they are slain a second time.  At the GM's discretion they may remain a revenant until some short term goal is accomplished (help the party escape the trapped tomb, chase down and kill the villain who hired the monsters to kill him, the character dies permanently the moment they have finished this task). The character may chose not to use this power (so they can be raised later)

Rank 5: "Avatar of Battle": The character's fury in battle is such that their enemies can not stand before their might.  Enemies suffer a -5 (or Rank) penalty to attack the character (may be divided between multiple enemies). The character may sacrifice this penalty to force the entire Enemy group to take an immediate Morale Check with a -5 for opposing this famous Hero (all other bonuses and penalties, including numbers, etc apply freely)... this use is an action.

Unshackled [Chaos]- These characters value freedom, all freedom, over all else. The Unshackled will bow to no authority and will not stand by and watch others be enslaved. Particularly devout Unshackled will not even stand for criminals to be jailed, and view legal authority as unjust.

Rank 1- Slippery [Passive], the character gains a Rank bonus to checks against being held or shackled (Escape artist checks, escaping grapples), including magic, but also suffer a Rank penalty to apply those effects to others.

Rank 2- Disorderly Mind [passive]- the character has Rank bonus to all saves against [Mind Control] effects.  

Rank 3- "Unlock the Fetters" as an action the character may attempt to open locks as Spell effect (see Knock, eventually...). This ruins the lock/rope permanently. The character can not attempt to restrain another without violating his Alignment.

Rank 4: Freedom of Movement [Passive]- as spell

Rank 5: Oathbreaker – As an action the character may dissolve any bonds, even supernatural or legal ones.  Against supernatural effects, the creator of the effect may make a save, or the target may chose to. This works on all [Mind Control] and will physically erase all copies of written contracts (one 'bond' per use).  This may even be used to dissolve Alignment powers, temporarily.  For example: An Evil Spirit in the radius of Exorcism may be 'Oathbroken', ending any damage suffered that turn and preventing them from having to make a save. However, as Exorcism is an active, ongoing effect, the next turn the spirit would still be vulnerable. Against Community, this can even erase Touchstones or Group links, which can disrupt other powers of Community, like Strength of the Chain.  (note, to erase Touchstone or Group links, the target must be the originating character, as they assume the bond themselves)
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Bloody Stupid Johnson

Some ideas...can't guarantee any are useful.

-maybe ye 7 Deadly Sins could be a starting point for Evil alignment paths?

-if alignment paths start getting complex, you might want to instead make the ranks modular, so a character could take a [Corruption] power one level and a [Hate] power another level, and so on...

-alignment rating here is probably the biggest move away from standard d20. It doesn't interface directly with the skill/feat/etc system but is its own thing, but you could also turn your alignments into (say) a skill; which characters could improve and gain a rank ability every 2 or 3 ranks rather than having an ad hoc reward system? {perhaps with character actions limiting whether they can bump up a rating).

Spike

I like the idea of being able to swap around rank rewards, but I am leery of the whole dumpster diving approach a lot of players would take with it... looking for the best power for any given rank. That alone would be reason to avoid it, sadly.

I do plan on having written down that you should be able to progress down your primary path, if you want to at a given rate (so: Start at 1/1 then 2/4 3/9 4/14 5/18), and the GM explicitly told to make this happen for those players really pushing alignments...

But verily, as I noted in the initial posts that 'questing' for ranks is high up there, as is the idea of 'testing' for the last two ranks.  I'm also working to ensure that many/most/all of the higher rank abilities, certainly, have significant, thematic drawbacks.  I could see a Rank 4 or 5 Elemental path providing complete immunity to the Element in question but making you vulnerable to the opposed element (double damage or whatever...).

I'm also trying to get a solid feel for the power levels vs. Class abilities and spells.   Every time I think I'm being too generous I recall that my high level fighters should be able to compete with reality shapers in a meaningful way, and then I think I'm not being Awesome Enough...
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Bloody Stupid Johnson

Yes unfortunately there's always a dichotomy between Flexibility and Balance in game design. Given that alignment might need quests and so on, that might help limit options...?

As far as balance goes, there's also the balance question of how powerful someone without an alignment is vs. someone who has one...if the benefits are too good, it may tend to force characters heavily into a particular role-playing mold.

Spike

One limiter is keeping down the number of passive abilities deeper in the trees.  A powerful ability looks really good on paper, but if it has an opportunity cost in that you aren't doing something ELSE pretty sweet, it suddenly becomes a lot less 'gotta have' and more 'that might be interesting', especially if there are thematic limits.

I'm trying to think of a 'cool' set of thematic powers around laziness and drawing a blank. ;)
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Bloody Stupid Johnson

Laziness eh?
There's the Sloth domain power - take no penalties in combat while prone...or
*bonus to save vs. compulsions or domination (why be bothered to do stuff?)
*bonus to resist forced movement (too many cheetos)
*ability to Take-10 on skills under stress (apathy)
*at higher levels, cancel changes in reality that would otherwise force them to have to do stuff.

:)

Cranewings


Spike

Maybe its this flu I've been fighting all week but: What, exactly, is Awesome in relation to your post?
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Cranewings

I dig the corruption powers, and Johnson's sloth powers. Good stuff.