Welcome Guest
[Log In]
[Register]
| Welcome to Nightbane. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Çrëâtìøñ øf â Møñstër | |
|---|---|
| Tweet Topic Started: Jan 16 2011, 05:22 PM (252 Views) | |
| Ares | Jan 16 2011, 05:22 PM Post #1 |
|
Administrator
|
The creation of a character is relatively simple, requiring five main steps: Step 1: The Eight Attributes (and bonuses) Step 2: Hit Points and S.D.C. Step 3: Selecting an Occupational, Racial or Psychic Character Class (O.C.C., R.C.C., or P.C.C.) Step 4: Equipment and Money Step 5: Rounding Out One's Character Step 1: The Eight Attributes & Attribute Bonuses The first step in creating a character is to roll up the eight attributes: I.Q., M.E., M.A., P.S., P.P., P.E., P.B., and Spd. The eight attributes represent your character's natural, mental and physical abilities. Some of the physical skills, O.C.C. bonuses, and superhuman abilities will increase a character's physical attributes, so it may be wise to write them in pencil until all modifiers and bonuses are accounted for. Three 6-sided dice are rolled to determine each attribute for a typical human (and even most Nightbane start with this basic roll). The higher the number, the greater the ability. If an attribute is "exceptional," (16, 17 or 18) then an additional ten-sided die is added to the total for that attribute. Intelligence Quotient (I.Q.): Indicates the intelligence of the character. The exact I.Q. is equal to the I.Q. attribute multiplied times ten. A character with an I.Q. of 17 or better will receive a one time bonus added to all the character's skill percentages. Mental Endurance (M.E.): Measures the amount of mental and emotional stress the character can withstand. Mental Affinity (M.A.): Shows the character's personal charm and charisma. Natural leaders, with an M.A. of 17 or higher, have a bonus to evoke trust or intimidation in others. Physical Strength (P.S.): This is the raw physical power of the character. Physical Prowess (P.P.): Shows the degree of dexterity and agility of the character. A P.P. of 17 or higher is rewarded with bonuses to dodge, parry and strike. Physical Endurance (P.E.): Demonstrates the character's stamina and durability. The amount of physical punishment, and resistance to fatigue and disease, are determined by P.E. A character can typically carry a maximum weight load for the P.E. times 4 minutes. Carrying the maximum weight while running or fighting can only be done for the P.E. times 2 minutes. If a character lifts the maximum weight, then it can only be held for as many melee rounds (15 seconds each) as the character has points of P.E. A character can run at maximum speed for one minute for each point of P.E. Characters with a P.E. of 17 or better receive bonuses to save vs. coma, death, toxins, and magic. Also see Different Applications of Physical Strength. Physical Beauty (P.B.): Is an indication of the physical attractiveness of the character. A P.B. of 17 or better will be rewarded with a bonus to charm or impress. Speed (Spd): Specifically, this is the character's maximum running speed. The Spd. times 20 is the number of yards or meters that the character can run in one minute. The greater the speed attribute number the faster the character can run. See Attribute Bonus Chart for bonus modifications. Step 2: Hit Points & S.D.C. Hit points might best be thought of as life points because they indicate how much physical damage (cuts, bruises, etc.) the character can withstand before he/she dies. These are the points that are observed during a battle (or melee) to determine how much damage is inflicted on friend or foe. Each time a character is struck by a weapon he takes physical damage. The individual players keep score of how many hit points their character has by subtracting the damage from his/her character's hit points each time that character is hit by a weapon. Likewise, the Game Master keeps score of how much damage the player inflicts upon his opponent. When a character has zero hit points, he is in a coma and will soon die unless extensive medical aid is applied. When a character's hit points have been knocked far below zero, he is dead and beyond saving. Determining Hit Points Now that you have some idea of what hit points are about, let us get into the technical aspects of their determination and use. 1. Base Hit Points: Having rolled up your 8 attributes, you will recall that one is physical endurance (P.E.). The physical endurance score indicates a character's base/starting amount of hit points. This number means that he can lose that many hit points before dying. Some players will have a character with a lot of hit points, but don't get too cocky, a gun or even a knife can whittle you down to size in one melee round and a supernatural monster might chop a character down with a few punches. Others will find themselves with a character who has only a handful of hit points (as little as 3). Don't despair or feel cheated, you'll just have to use cleverness and cunning in avoiding direct confrontations until you've built up your hit points or acquire some body armor. 2. Building Hit Points: After determining your base hit points, pick up one six-sided die, roll it, and add the number rolled to your hit point base. Only roll one six-sided die one time. As your character grows in knowledge and experience he/she will gain more skill and expertise in his chosen profession. At the same time he will also mature physically, increasing his hit points. Thus, each time a character attains a new experience level, roll one six-sided die and add it to the existing number. 3. Notes on Supernatural or Non-Human Characters: The previous information applies to the creation of normal human beings. This includes the Nightbanes' human forms (also known as the Facades). Supernatural beings (including the Nightbanes' Morphus forms, the minions of the Nightlords, and others) tend to have many more hit points than normal humans. These changes are noted in the individual Racial Character Class (R.C.C.) descriptions. Keep in mind that even the toughest Nightspawn can still be mowed down by concentrated gunfire or even several humans equipped with primitive hand weapons. S.D.C. or Structural Damage Capacity There are two types of S.D.C. The first applies to living creatures and is a sort of supplement to hit points. The second applies to inanimate, non-living structures such as chairs, locks, doors, buildings, vehicles, and so on. Determining physical S.D.C. is simple. Characters with a military, police, detective, or athletic occupation or background roll 1D4xlO for S.D.C., while all others roll 3D6 for S.D.C. This S.D.C. base can be increased through physical skills, such as boxing, body building, etc. In this way, a player can build and toughen a character as much as he or she desires. All S.D.C. points/bonuses are cumulative. Nightbane and supernatural creatures will have additional S.D.C. bonuses, reflecting their inhuman toughness. Even so, they are still vulnerable to blade and bullet, tooth and claw. When a character is injured or hurt, the damage is first subtracted from his or her S.D.C. points. S.D.C. damage is painful, but not deadly. It's like a movie where John Wayne gets shot, punches it out with three desperadoes, and when it's all over, dusts himself off and says "Ah shucks man, it's only a scratch"; S.D.C. in action. It is only after ALL S.D.C. has been depleted that damage is subtracted from hit points. Hit point damage is serious, and potentially life threatening. Inanimate objects, such as buildings, vehicles, furniture and so on, also have S.D.C. points. In this case, the S.D.C. indicates the total amount of damage that the object can withstand before it breaks, crumbles or is destroyed. These S.D.C. function exactly like hit points, except that they apply to non-living things. Any damage sustained is subtracted from the S.D.C. When the S.D.C. is reduced to zero, it is broken or smashed beyond repair. Recovery of Hit Points & S.D.C. After a battle, characters who have sustained physical damage must tend to their wounds. The attending of wounds can be administered by fellow characters, trained medical personnel or by oneself, if the character has the first aid skill and is not physically impaired. First aid-type treatment includes basic and immediate medical applications and methods such as the cleaning and bandaging of wounds, stop bleeding, the use of antiseptics, and so on, until the character can receive better medical care. Recovery: Non-professional treatment. This is basic, first aid treatment or well intentioned help from non-medically trained people. This type of treatment may be used if the character is not able to seek professional treatment immediately. It is not necessarily inferior treatment, especially for minor injuries or ailments, but just lacks the full facilities and experience of a major'medical institution. Rate of Recovery: Two hit points per day (24 hours) and/or 4 S.D.C. points per day. Recovery: Professional treatment. This is medical treatment from a doctor, clinic, hospital, or psychic healer. Rate of Recovery: Two hit points per day for the first two days, and four hit points per day for each following day, until the character has regained all his/her original hit points. S.D.C. points are restored at a rate of 6 per day. Nightbane and other nonhuman beings possess superior capabilities and heal much quicker, some even regenerate. Surviving Coma And Death When a character's hit points are reduced to zero (or less), he/she collapses, lapsing into a coma. This character is near death and will die in a matter of hours unless he/she receives immediate medical treatment. How much damage below zero a character can undergo is indicated by the physical endurance (P.E.) attribute. A character can take one point of damage below zero (negative 1, -2, -3, etc.) for each P.E. point. Example: A character with a P.E. of 9 will lapse into a coma at zero hit points, but still lives up to a negative 9. However, if the character receives more damage (which is very possible) than the P.E., he is dead, with no hope of recovery. Thus, if a character with a P.E. of 9 takes 10 points or more below zero, exceeding his P.E., he is beyond medical help and dies. Coma Length The length of time a character in a coma will survive without treatment is again indicated by the P.E. Add one hour for each P.E. point. Example: P.E. 9 = 9 hours, P.E. 10 = 10 hours, and soon. Step 3: Selecting a Character Class In Nightbane, there are three major varieties of Character Classes available to player characters. Occupational Character Classes (O.C.C.s) are determined by what the character does for a living. For the most part, these are normal men and woman defined by their chosen profession. Some O.C.C.s include Police Officer, Doctor, Scientist, Spy, etc. Racial Character Classes (R.C.C-s) apply to characters who are not human, but belong to another species — in the Nightbane world, most such species are supernatural in origin. R.C.C.s have all the attributes (which may be higher or lower than human equivalents), special bonuses and abilities, and the description of the race in question. Some R.C.C.s may have skill lists, or suggested O.C.C.s characters which that race might pursue. Finally, Psychic Character Classes (P.C.C-s) are basically human beings who have special powers and abilities, usually psionic or magic in nature. While most player characters in the Nightbane world will belong to the Nightbane R.C.C., some players may wish to try something else for variety. It is up to the game master to decide whether or not specific O.C.C.s, R.C.C.s and P.C.C.'s will be appropriate for his^er campaign. Different beings from a variety of worlds can be found in Beyond the Supernatural, Rifts RPG, Rifts Conversion Book, and other Palladium products. Of course some modifications may be required. Skills and Skill Selection Each O.C.C. has three skill categories: O.C.C. skills, O.C.C. related skills, and Secondary skills. O.C.C. skills are the areas of expertise and training that all characters receive when they select that profession. The bonus in parentheses reflects that specialized training. O.C.C. Related Skills are additional areas of formal training and knowledge. In many cases, these skills will also reflect the character's occupation and interests. Not all skill categories are available for skill selection and will be marked "none." Many of the skill categories that are available will indicate specific restrictions (if any) and possible skill bonuses. Skill bonuses will be indicated in parentheses. The skills that most relate to one's O.C.C. have the highest bonuses. Secondary skills are things that have been learned without formal training. They are hobbies, interests, and abilities that a person has learned himself by reading, or watching others and practicing what he has seen. These skills are also selected from the list of available skill categories. However, no skill bonuses are applicable! The bonus indicated in parentheses applies only to "other" skill selections. Thus, all secondary skills start out at the Base Skill level. Skill Bonuses The base skill level is denoted in each skill description. Bonuses received by one's O.C.C. are added to that base skill. This is a one time skill bonus. Characters may also have an I.Q. attribute bonus and this too is added to the base skill level as a one time bonus. Skill proficiencies increase as characters grow in experience. This is not so much a bonus as a designation of increased mastery over one's abilities. The amount that the skill level increases is also noted in each skill description. For example: The communication skill of radio: basic reads: Base Skill: 45%+5% per level of experience. This means that a first level character without O.C.C. or other bonuses has a base skill proficiency of 45%. At second level +5% is added to increase the skill to 50%. At third level it increases to 55%, at fourth, 60%, and so on. Maximum skill level is limited to 98%, because there is always a margin for error no matter how skilled one is. P.P.E. Points P.P.E. Points are s the amount of potential psychic energy (P.P.E.) that a character possesses. P.P.E. is necessary to cast spells and for other mystical needs. Unless stated otherwise under one's O.C.C., R.C.C. or P.C.C., the amount of P.P.E. is minimal in adults, particularly humans, roll 2D6. Step 4: Equipment and Money All characters are given a basic list of standard equipment typical for that O.C.C. Likewise, each character has a certain amount of money in the form of cash or savings. This means that the character starts out with the basics and some cash; poor, but not destitute. Money is a great motivator for action in a roleplaying scenario, so it is intentionally kept limited to start. Needing a roof over one's head or food in one's belly can lead a character to consider actions that can develop nicely into an adventure. As always, a character can spend the money immediately for additional equipment or save it for later. Step 5: Rounding Out One's Character The final step is to add color to your character. The only mandatory requirement is the selection of an alignment and understanding how the experience levels/system applies to you. Everything else is optional, including insanity. Use it or do not. Insanity rules will be most appropriate in long campaigns. The Alignments Good: Principled and Scrupulous Selfish: Unprincipled and Anarchist Evil: Miscreant, Aberrant and Diabolic ALL players must choose an alignment for their character. 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 our moral fiber and mold our behavior and reactions to people, events, and 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. So it is with the player and non-player characters in Palladium's role-playing games. 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 and 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 conflict 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 role-playing fun. Try to stay in alignment and act accordingly. However, a player may find himself slipping (or slipped) out of character. The G.M. should stop the game for a moment and, as the referee/ director of the story, point out that the player's intended actions goes against the character's alignment. The G.M. should then warn that moving 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 steal 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 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 loads of fun. Neutral First of all, there is no such thing as an absolute or true neutral. All people tend toward good, evil or self-gratification. An absolute true neutral could not make a decision, go on an adventure, kill, 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). Thë Ñìghtbâñë R.Ç.Ç. The following are the basic stats applicable to ALL Nightbane. Specific training and orientation are presented for variations within the R.C.C. and may add a few different nuances to each character. Attributes (Facade): Roll attributes normally (3D6). These are the attributes of the Facade, the human shape. The Facade's attributes are NOT supernatural. Hand to hand damage is normal, modified by standard P.S. bonuses. Most Nightbane talents cannot be used in the Facade; spells, if known, can be cast in either form. Attributes (Morphus): The Morphus, or "true" form of the Nightbane, has higher than normal physical attributes. Add +10 to P.S., P.E. and Spd, and +6 to P.P. Also, some Nightbane characteristics may raise or lower attributes (see the Creating the Nightbane Section). S.D.C. (Facade): The base S.D.C. is higher than human: 30 plus skill bonuses. S.D.C. (Morphus): Add 2D6xlO S.D.C. to the Facade's S.D.C. total. Also, some Nightbane characteristics will raise this S.D.C. score (see Creating the Nightbane Section, below). Hit Points (Facade): Standard (P.E. plus 1D6 per level of experience). Hit Points (Morphus): P.E. x2 plus 2D6 per level of experience. Horror Factor: Nightbane have a base Horror Factor of 6 regardless of the Morphus appearance (none in human form). The shape of their Morphus will increase this Horror Factor to a maximum value of 18 (see Creating the Nightbane Section). P.P.E.: P.E. attribute (use the Facade's P.E.) plus 3D6xlO+20. Add 3D6 P.P.E. per level of experience. Average Life Span: Unknown. Many Nightbane are known to have lived over a thousand years, with some rumored to be over 5,000 years old! Combat: While in the human, Facade shape, the character is limited to human fighting skills. All Nightbane in Morphus form have innate combat abilities equivalent to hand to hand: martial artsl These superior combat skills manifest themselves the moment the transformation is complete. In addition, while in Morphus form, add one hand to hand melee action/attack and all appropriate bonuses. Players should keep track of combat bonuses separately for each form. Damage: In Facade, by weapon or normal hand to hand damage only. In Morphus, use the Supernatural Strength table. Some Morphus also provide natural attack weapons such as claws, sharp teeth, etc. Bonuses: Facade: +2 to save vs magic, +1 to save vs disease, +1 to save vs horror factor; all are in addition to attribute and skill bonuses. Bonuses: Morphus: +1 on initiative, +2 to strike, parry and dodge, +3 to roll/pull punch, +4 save vs magic, +3 to save vs psionics, +3 to save vs disease, and to +3 to save vs horror factor; all in addition to attribute and skill bonuses. Magic Powers: None *(See GM) Psionic Powers: None. Nightbane lack the capability to use psionic powers. Some Talents protect against telepathic intrusions, however. Vulnerabilities/Penalties: None. Can be harmed by any and all normal weapons, magic and most other forms of attack. R.C.C. Skills: Several choices are available and described. The Basic skill package is meant for Nightbane who start play as normal young adults in 21st Century America. The assumption is that those Nightbane have not had much training beyond high school or a few college courses. The other skill packages are for Nightbane who have joined one of the Factions and reflects areas of special training. In all cases, these skill packages are meant as guidelines; Game Masters may allow players to select skills outside the groupings if they can come up with a convincing reason why they should have them. Of course, the final decision is left to the G.M., who is under no obligation to allow special skills or training; it is his or her choice. Player's Note: Characters should be more than a list of stats and skills. When selecting skills, players should consider how the character came to learn them. Sometimes determining skills can help develop some interesting elements of the character's background, elements that can be used in campaigns and adventures by the Game Master. Secondary Skills: In addition to any of the skill groups described in the R.C.C. packages that follow, Nightbane characters get to select six secondary skills from the list presented below. Select an additional two at levels four and eight. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list. Alliances and Allies: Depending on their affiliation, Nightbane may be working with humans, Guardians, Vampires, Dhampyrs, and other beings. However, most of the character's allies, friends and partners will be other Nightbane. Weapons and Equipment: Varies with the affiliation and background of the Nightbane. A typical character is likely to own a car (even if it's a clunker), motorcycle or other civilian vehicle, as well as a set of clothing and personal effects. Some may own much more, including dress clothes, a home computer or lap-top/hand-held computer, boom box/radio, CD player or tape player, a camera, books, jewelry and other odds and ends. A member of the Resistance, a gang, or other militant group is likely to own or have access to handguns, rifles and even military small arms. Radios, surveillance equipment, survival gear, computerized databases and such are also available on a case by case basis. For the most part, however, Nightbane depend on their abilities rather than hardware. Money: The typical Nightbane starts with 3D6xlOO worth of cash. If he belongs to a Faction, more funds might be made available for emergencies or special missions. Otherwise, they earn money in their Facade form or from whatever they can scrounge, salvage or steal (usually from the enemy). Some may operate as soldiers of fortune, thugs for hire, or specialists and consultants using their education, skills and/or special Nightbane abilities for fun and profit. |
![]() |
|
| Ares | Jan 16 2011, 05:38 PM Post #2 |
|
Administrator
|
The Alignments - A breakdown GOOD ALIGNMENTS Principled Scrupulous Because a character is of a good alignment, it does not make him/her a saint. Good characters can be just as irritating, obnoxious, and arrogant, even prejudiced and full of quirks. However, life and freedom are of the highest priority. Such a person can always be trusted in a life and death situation. Principled (Good) "The Big P" Principled characters are, generally, the strong, moral character — the "Boy Scout" or do-gooder paladin of the group. He or she is usually compassionate, caring, cooperative and sincere. Principled characters will... 1. Always keep his word. 2. Avoid lies. 3. Never kill or attack an unarmed foe. 4. Never harm an innocent. 5. Never torture for any reason. 6. Never kill for pleasure. 7. Always help others. 8. Work well in a group. 9. Respect authority, law, self-discipline and honor. 10. Never betrays a friend. 11. Never breaks the law unless conditions are desperate. This means no breaking and entry, theft, torture, unprovoked assaults, etc. Scrupulous (Good) "Law Abiding Citizen" 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 the law, and the greater good of the people. They are not vicious or vindictive men, but are men driven to right injustice. I must point out that these characters will always attempt to work with or within the law whenever possible. Scrupulous Characters Will... 1. Keep his word to any other good person. 2. Lie only to people of selfish or evil alignments. 3. Never attack or kill an unarmed foe. 4. Never harm an innocent. 5. Never torture for pleasure, but may use muscle to extract information from criminals or evil characters. 6. Never kill for pleasure; will always attempt to bring the villain to justice alive no matter how vile he may be. 7. Always help others. 8. Attempt to work within the law whenever possible. 9. Bend and, occasionally, break the law when deemed necessary. This means they may use strong-arm techniques, harass, break and enter, theft, and so on. 10. Distrust authority. 11. Work with groups, but dislike confining laws and bureaucracy (red tape). 12. Never betrays a friend. SELFISH ALIGNMENTS (But Not Necessarily Evil) Unprincipled (Selfish) "The Mercinary" This, basically, good person tends to be selfish, greedy, and holds his/her personal freedom and welfare above almost everything else. He/she dislikes confining laws, self-discipline and distrusts authority. 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. Unprincipled Characters Will... 1. Have a high regard for life and freedom. 2. Keep his word of honor. 3. Lie and cheat if necessary (especially to those of anarchist and evil alignments). 4. Will not kill an unarmed foe (but will take advantage of one). 5. Help those in need. 6. Not use torture unless absolutely necessary. 7. Work with a group, especially if profitable. 8. Never harm an innocent. 9. Never kill for pleasure. 10. Dislike authority. 11. Never betray a friend. Anarchist (Selfish) "The Chaotic Rebel" This type of character likes to indulge himself in everything. He is the insurgent, con-man, gambler and high roller; the uncommitted freebooter seeking nothing more than self-gratification. This character will, at least, consider doing anything if the price is right. These people are intrigued by power, glory and wealth. Life has meaning, but his has the greatest meaning. Laws and rules infringe on personal freedom and were meant to be broken. An anarchist aligned person is always looking for the best deal, and will work with good, selfish or evil to get it; as long as he comes out of the situation on top. The anarchist is continually teetering between good and evil, rebelling, and bending the law to fit his needs. Often mercenaries fall into this category. Anarchist Characters Will... 1. May keep his word. 2. Lie and cheat if he feels it necessary. 3. Not likely to kill an unarmed foe, but certainly knockout, attack, or beat up an unarmed foe. 4. Never kill an innocent (but may harm or kidnap). 5. Not likely to help someone without some ulterior motive (even if it's only to show-off). 6. Seldom kill for pleasure. 7. Use torture to extract information (not likely to torture for pleasure). 8. Does not work well in a group (this is the cocky, loudmouth who is likely to do as he damn well pleases). 9. Have little respect for self-discipline or authority. 10. May betray a friend. EVIL ALIGNMENTS Miscreant Aberrant Diabolic All evil characters are not bent on universal genocide or domination over all living creatures. They are not all maniacal people actively seeking to harm innocent people. Nor are all evil characters sadistic and untrustworthy. Many evil characters may actually seem kind or likable. There is nothing wrong with playing an evil character, although he may not survive too long if he betrays or harms too many people. This is fantasy role-playing, not reality. You can play any type of character you desire, just continue to play in character. Evil alignments are a step beyond the self-gratification of the selfish alignments. Evil characters are ruthless individuals who are willing to say or do anything to achieve their goal. Human life has little meaning to them, and friends tend to be (but not always) people to use, and discard when they are no longer of value. Evil aligned people do not automatically slay any good aligned person because of different ethics and philosophy. All the better to use good to achieve their own goals, for the end always justifies the means. Miscreant (Evil) "The Closer" This self-serving, unscrupulous character is out only for himself. Power, glory, wealth, position, and anything that will make his life more comfortable is his goal. It matters not who gets caught in the middle, as long as he comes out smelling like a rose. This person will lie, cheat and kill anyone to attain his personal goals. Miscreant Characters Will... 1. Not necessarily keep his word to anyone. 2. Lie and cheat anyone; good or evil. 3. Most definitely attack an unarmed foe (those are the best kind). 4. Use or harm an innocent. 5. Use torture for extracting information and pleasure. 6. May kill for sheer pleasure. 7. Feels no compulsion to help without some sort of tangible reward. 8. Work with others if it will help him attain his personal goal. 9. Kill an unarmed foe as readily as he would a potential threat or competitor. 10. Has no deference to laws or authority, but will work within the law if he must. 11. Will betray a friend if it serves his needs. Aberrant (Evil) "Dark Knight" The cliche that there is "No honor among thieves" is false when dealing with the aberrant character. This is a person who is driven to attain his goals through force, power, and intimidation. Yet the aberrant person 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 person 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. Aberrant Characters Will... 1. Always keep his word of honor (he is honorable). 2. Lie to and cheat those not worthy of his respect. 3. May or may not kill an unarmed foe. 4. Not kill (may harm, kidnap) an innocent, particularly a child. 5. Never kills for pleasure. 6. Not resort to inhumane treatment of prisoners, but torture, although distasteful, is a necessary means of extracting information. 7. Never torture for pleasure. 8. May or may not help someone in need. 9. Work with others to attain his goals. 10. Respect honor and self-discipline. 11. Never betray a friend. Diabolic (Evil) "The Sociopath" This is the category where the megalomaniacs, violent, and most despicable characters fall. This is the cruel, brutal killer who trusts no one and has no value for anyone or anything that gets in his way. Aberrant aligned characters find these dishonorable people just as revolting as a good aligned character. Diabolic Characters Will... 1. Rarely keep his word (and has no honor). 2. Lie to and cheat anyone. 3. Most certainly attack and kill an unarmed foe. 4. Use, hurt and kill an innocent without a second thought or for pleasure. 5. Use torture for pleasure and information. 6. Kill for sheer pleasure. 7. Likely to help someone only to kill or rob him. 8. Not work well within a group (consistently disregarding orders to do as he pleases). 9. Despise honor, authority, and self-discipline. 10. Associate mostly, with other evil alignments. 11. Betray friends (after all, you can always find friends). |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Creation Rules · Next Topic » |
| Theme: Zeta Original | Track Topic · E-mail Topic |
11:05 AM Jul 11
|





11:05 AM Jul 11