Post by Spookypatrol [Delia] on Jan 28, 2019 21:44:36 GMT -5
Introducing... Character Alignment! For the first time in Dungeons & Darknuts' history, characters will now be placed on a custom alignment system!
How does this work, you ask? Well, it is up to you, the player, to decide on what alignment is best for your character... It is up to the GMs to determine whether or not your character is acting in accordance with your chosen traits! Traits are flexible, and over the course of character development, you may find your character starts behaving in ways that may contradict your initially-chosen traits... Not to worry! If that happens, your character's traits will be shifted accordingly to make sure his/her alignment is accurate to his/her behavior within the latest point in the canon story. You may also request to change your alignment if you feel your character has developed new traits, or are feeling stuck.
So, how do you choose traits? Read on below to learn everything you need to know!
Character alignment is a guideline for how your character would behave in a certain situation. It is not typically a hard-and-fast rule, and there are always exceptions, but it is something to keep in mind when trying to stay consistent with your character's motivations. A character who is Altruistic may not suddenly decide to burn down an orphanage, and a character who is Pacifistic may not suddenly decide to declare war on another group. In the instances when these sudden changes of behavior end up becoming a canon point of character development, at those times the characters' current traits would be shifted.
But first... what are traits?
Traits are simply the name of each individual part of your character's alignment, ie Egoistic, Independent, Pragmatic, etc.
Below you will find the Dungeons & Darknuts Triforce Motive Alignment Chart, or the DDTMAC, which provides a list of traits that your character can have. Please note: These traits do NOT make up the entire personality of your character, and are merely here as a guideline, as previously stated. There are some conflicting traits (ie, you cannot be both Egoistic and Honorable, or Combative and Pacifistic), and each player also gains a Dominant Alignment, but that will be covered further down in the guide.
Each trait belongs to a Dominant Group, either Power, Wisdom, Courage, or Neutral. Like with traits, the Dominant Group is not wholly representative of your entire character's personality, and is meant to serve only as a guide. Below you will find a list of each trait and a description to give an idea of the type of person that would fall under each trait:
Ambitious: Looking to further their own interests, ideals, power, etc, often - although not always - at the expense of others, ambitious characters tend to have grand goals, and tend to be put-off by or become bored by idleness. He/she would rather spend time working toward their aspirations than be weighed down by trivial escapades.
Combative: Ranging from boisterous to hot-headed to outwardly hostile, combative characters will more readily jump into a fight than attempt to make peace. They find pleasure in the heat of combat; weather in a chaotic bar brawl, a bloody duel to the death, or on the glorious field of battle, the combative character in a fight is in their element. While not all combative characters need-be inherently sadistic (although they often can be) their eagerness for conflict frequently places them in an antagonistic role in the eyes of those who cross them.
Egoistic: Egoistic characters tend to prioritize their personal wants and needs, attempting to drive the direction of a situation based on his/her preferences. While not necessarily malicious or controlling, egoists can often come across as a bit selfish, even if their selfishness is for an apparently noble goal.
Pacifistic: Pacifist characters tend to avoid confrontation whenever possible, and will avoid causing harm to others. He/she often looks for ways to aid others, or at least avoid causing any further conflict. This does not mean that the pacifist is entirely void of opinions or drive, however, as pacifists may often encourage or lead others into sharing their peaceful ideals.
Altruistic: Altruistic characters are, by nature, charitable and kind. He/she has the best interests of others in mind, and will often go out of his/her way to help those in need. That is not to say that an altruistic person is entirely selfless, however; many altruists derive personal pleasure from the aid they provide to others.
Pragmatic: Preferring to base decisions on practical value rather than emotional, a pragmatic character tends to make level-headed, often neutral choices. They make good mediators, although pragmatism is not free from being used in less-than-benevolent ways. Efficiency is often key for the pragmatist, which can leave the emotions of others by the wayside as well.
Honorable: Individuals who put honor above all-else, whether it be personal honor or the honor of a group or nation. Honorable characters typically uphold their personal law or the law of their nation to the letter, often failing to get along with any others who do not. Being honorable does not always equate to being virtuous, however, although most honorable persons tend to follow a morally-acceptable code.
Instinctive: Acting often more on gut-feeling than any other motivator, an instinctive person may come across as spontaneous, emotional, or rash. This is not to say that an instinctive individual never considers the consequences of an action, simply that he/she may only consider them... after-the-fact. While it is not unheard of for an instinctive person to take the time to make a rational decision in dire straits, and at times their instinct has even aided in expediting decision-making in complicated or ambiguous circumstances.
Protective: While often looking out for others, protective characters may in equal measure look out for themselves. They are intensely vigilant over anything they care about, be that a friend, family, a stranger, or even an object or ideal. He/she also tends to be more defensive in the interest of protecting their beloved thing, not shying away from a fight if they find their protected in danger.
Independent: Independent characters prefer to work alone, and often - although not always - looks out for own self-interest; While not necessarily actively looking to be disruptive, he/she typically makes decisions based on personal fulfillment.
Loyal: Loyal characters prefer to work in a group, and often - although not always - looks out for the benefit of the group; While not always selfless, he/she may still seek approval from his/her preferred group.
You may choose traits based on the following rules:
You may only have a MAXIMUM of 3 traits, and a MINIMUM of 2.
Each primary Alignment (Power, Wisdom, Courage) has one dominant trait (Ambitious, Pacifistic, Honorable), which directly conflicts with the other dominant traits (ie a character cannot be both Ambitious and Honorable). A Dominant Trait is not required, but if one is chosen, then the character's Dominant Alignment automatically becomes the corresponding Alignment (ie if Ambitious is taken, then the character's Dominant Alignment automatically becomes Power.)
If no Dominant Trait is taken, then a secondary trait is chosen to signal your character's preferred Alignment instead. For example, if you do not want Ambitious, but do want Combative, you may choose to make Power your dominant alignment instead.
You may only choose traits that are either within your chosen "Dominant Triangle" (ie, within Power (Ambitious, Egoistic, Combative) if your Dominant Alignment is Power), or are touching the tips of your Dominant Triangle. (ie a Power character can choose Pragmatic or Protective, even though they are not within the Power Triangle.) Additionally, any player may choose a single Neutral trait.
A maximum of ONE Neutral trait may be chosen, since the 3 Neutral traits are in direct conflict with one another.
If you desire to be a Neutral Alignment instead, you may choose a single Neutral trait as your primary, and then may choose up to two of the secondary traits (see: any non-dominant traits, so you may not choose Ambitious, Pacifistic, or Honorable).
Because Alignment is a mechanical necessity, all characters MUST have an alignment of sorts. If you cannot decide on an alignment for your character, a GM will monitor your work and may help choose one for you based on your character's interactions. The GM will notify you of the potential change first, and you will be permitted to contest the recommendation if you feel it is not fitting to your intentions. Until then, you will be assumed Neutral and Adaptable.
For now, the Alignment System is primarily a Roleplay feature, however, the System also has an effect on the "Aura feats" (Detect Aura (lesser & greater) and Concealed Mind). In the future, the system will be integrated into other mechanics as well.
NOTE: Please remember that these are guidelines. Do not feel obligated to never take a selfless action even if the circumstances would call for it, just because you're playing an Egoistic character!
If you have any questions, feel free to post them here!
Have fun!
How does this work, you ask? Well, it is up to you, the player, to decide on what alignment is best for your character... It is up to the GMs to determine whether or not your character is acting in accordance with your chosen traits! Traits are flexible, and over the course of character development, you may find your character starts behaving in ways that may contradict your initially-chosen traits... Not to worry! If that happens, your character's traits will be shifted accordingly to make sure his/her alignment is accurate to his/her behavior within the latest point in the canon story. You may also request to change your alignment if you feel your character has developed new traits, or are feeling stuck.
So, how do you choose traits? Read on below to learn everything you need to know!
What is Alignment?
Character alignment is a guideline for how your character would behave in a certain situation. It is not typically a hard-and-fast rule, and there are always exceptions, but it is something to keep in mind when trying to stay consistent with your character's motivations. A character who is Altruistic may not suddenly decide to burn down an orphanage, and a character who is Pacifistic may not suddenly decide to declare war on another group. In the instances when these sudden changes of behavior end up becoming a canon point of character development, at those times the characters' current traits would be shifted.
What are the Available Traits?
But first... what are traits?
Traits are simply the name of each individual part of your character's alignment, ie Egoistic, Independent, Pragmatic, etc.
Below you will find the Dungeons & Darknuts Triforce Motive Alignment Chart, or the DDTMAC, which provides a list of traits that your character can have. Please note: These traits do NOT make up the entire personality of your character, and are merely here as a guideline, as previously stated. There are some conflicting traits (ie, you cannot be both Egoistic and Honorable, or Combative and Pacifistic), and each player also gains a Dominant Alignment, but that will be covered further down in the guide.
What Does Each Trait Represent?
Each trait belongs to a Dominant Group, either Power, Wisdom, Courage, or Neutral. Like with traits, the Dominant Group is not wholly representative of your entire character's personality, and is meant to serve only as a guide. Below you will find a list of each trait and a description to give an idea of the type of person that would fall under each trait:
POWER
Ambitious: Looking to further their own interests, ideals, power, etc, often - although not always - at the expense of others, ambitious characters tend to have grand goals, and tend to be put-off by or become bored by idleness. He/she would rather spend time working toward their aspirations than be weighed down by trivial escapades.
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Combative: Ranging from boisterous to hot-headed to outwardly hostile, combative characters will more readily jump into a fight than attempt to make peace. They find pleasure in the heat of combat; weather in a chaotic bar brawl, a bloody duel to the death, or on the glorious field of battle, the combative character in a fight is in their element. While not all combative characters need-be inherently sadistic (although they often can be) their eagerness for conflict frequently places them in an antagonistic role in the eyes of those who cross them.
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Egoistic: Egoistic characters tend to prioritize their personal wants and needs, attempting to drive the direction of a situation based on his/her preferences. While not necessarily malicious or controlling, egoists can often come across as a bit selfish, even if their selfishness is for an apparently noble goal.
WISDOM
Pacifistic: Pacifist characters tend to avoid confrontation whenever possible, and will avoid causing harm to others. He/she often looks for ways to aid others, or at least avoid causing any further conflict. This does not mean that the pacifist is entirely void of opinions or drive, however, as pacifists may often encourage or lead others into sharing their peaceful ideals.
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COURAGE
Honorable: Individuals who put honor above all-else, whether it be personal honor or the honor of a group or nation. Honorable characters typically uphold their personal law or the law of their nation to the letter, often failing to get along with any others who do not. Being honorable does not always equate to being virtuous, however, although most honorable persons tend to follow a morally-acceptable code.
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NEUTRAL
Independent: Independent characters prefer to work alone, and often - although not always - looks out for own self-interest; While not necessarily actively looking to be disruptive, he/she typically makes decisions based on personal fulfillment.
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Loyal: Loyal characters prefer to work in a group, and often - although not always - looks out for the benefit of the group; While not always selfless, he/she may still seek approval from his/her preferred group.
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Adaptable: Adaptable characters flexibly work well both in and out of groups, and appear to have no preference for how to work. They tend to be neither overly sociable nor entirely asocial, although some may still lean one way or the other.How Do You Choose Traits?
You may choose traits based on the following rules:
You may only have a MAXIMUM of 3 traits, and a MINIMUM of 2.
Each primary Alignment (Power, Wisdom, Courage) has one dominant trait (Ambitious, Pacifistic, Honorable), which directly conflicts with the other dominant traits (ie a character cannot be both Ambitious and Honorable). A Dominant Trait is not required, but if one is chosen, then the character's Dominant Alignment automatically becomes the corresponding Alignment (ie if Ambitious is taken, then the character's Dominant Alignment automatically becomes Power.)
If no Dominant Trait is taken, then a secondary trait is chosen to signal your character's preferred Alignment instead. For example, if you do not want Ambitious, but do want Combative, you may choose to make Power your dominant alignment instead.
You may only choose traits that are either within your chosen "Dominant Triangle" (ie, within Power (Ambitious, Egoistic, Combative) if your Dominant Alignment is Power), or are touching the tips of your Dominant Triangle. (ie a Power character can choose Pragmatic or Protective, even though they are not within the Power Triangle.) Additionally, any player may choose a single Neutral trait.
A maximum of ONE Neutral trait may be chosen, since the 3 Neutral traits are in direct conflict with one another.
If you desire to be a Neutral Alignment instead, you may choose a single Neutral trait as your primary, and then may choose up to two of the secondary traits (see: any non-dominant traits, so you may not choose Ambitious, Pacifistic, or Honorable).
Can I Decide to Not Choose an Alignment or Traits?
Because Alignment is a mechanical necessity, all characters MUST have an alignment of sorts. If you cannot decide on an alignment for your character, a GM will monitor your work and may help choose one for you based on your character's interactions. The GM will notify you of the potential change first, and you will be permitted to contest the recommendation if you feel it is not fitting to your intentions. Until then, you will be assumed Neutral and Adaptable.
What is the Alignment System Used For?
For now, the Alignment System is primarily a Roleplay feature, however, the System also has an effect on the "Aura feats" (Detect Aura (lesser & greater) and Concealed Mind). In the future, the system will be integrated into other mechanics as well.
NOTE: Please remember that these are guidelines. Do not feel obligated to never take a selfless action even if the circumstances would call for it, just because you're playing an Egoistic character!
If you have any questions, feel free to post them here!
Have fun!