Alignments



The next section of your character sheet deals with alignment. Alignment is your character’s moral disposition. Basically alignment identifies how your character acts based on a moral scale by giving your character a label based on society moral standards. Alignment labels such as dark, evil, holy, and light are not necessarily labels by which your character identifies him or herself by, but how society as a whole would view your character based on your character’s actions and reputation.

alignment chart.png

Using the above chart is simple. It is reflective of your character’s total moral points. If your character’s total moral points is 43, your character would be considered holy. If your character’s total moral points is - 18, your character would be considered dark. If your character has - 20 moral points and receives + 25 moral points, your character’s moral points would turn to + 5 and your character’s alignment would change from Dark to Neutral.

When creating a character you cannot pick which alignment you wish your character to be. Your character may consider him or herself holy or evil upon creation, but it may not be how society as a whole sees your character. Since your character has yet started to truly live and interact with society, they have yet to develop a reputation. Thus, your character starts as neutral . As you play your character, your character’s reputation will change upon your actions as your character. This will cause your alignment to change over time. It is important to consider your actions when role-playing because alignment affects more than just how people react around you. It also affects which skills you may learn and use.

Moral Points

Moral Points is the statistical number which is used to monitor your character’s reputation and alignment. All characters starting out have a moral point score of zero . Moral points are awarded to your character based on the decisions and actions of your character in certain situations. Such actions can include your character’s thoughts and attitude towards the situation. For example, saving a child from a burning building is considered a morally right thing to do and would grant your character positive moral points. However if your character went into the burning building simple to lift some treasure or for an other selfish reason, and saving the child was only done as an after thought or for the possibility of reward your character may not receive any moral points. If your character set the building on fire to begin with and rescued to child to use that act as leverage on the child’s family, that may result in receiving negative moral points. Also if your character went into the building to rescue the child, but was reluctant to do so and complained whether verbally or mentally the entire time, your character may not receive any moral points.

Therefore if your character’s actions are wholly good, your character will receive positive moral points. If your character’s actions are sinister and done with bad intentions your character will receive negative moral points. If your character’s actions were merely self-serving even if the result seemed good, your character may receive no moral points. The distribution of moral points is solely up to the game master and may be reflective of their personal view of the situation. This cannot be helped and in reality is the point of alignment. Just because you feel that your actions were good and with merit doesn’t mean everyone else will.

Use the Alignment Chart on the right to help determine your character’s alignment based on his or her moral points.

What about Chaotic Evil or Lawful Good?

One of the first things new players may wonder is where are the other alignments, such as the chaotic or the lawful alignments. In systems that use those alignments they distinguish between what type of mentality the character has and whether or not the character is lawful or acts purely on impulse.

Legends of Nor’Ova however does not implement such a system. Alignment in Legends of Nor’Ova is not dependent solely upon the character’s mind-set, but upon the evaluation of their actions by society. When dealing with society, they do not view an action as being chaotic or neutral or lawful. They see it in black or white as good or as evil, and attach that label upon the person committing the action. Case in point, in some game settings something like gambling or abortion might be seen as lawful but morally wrong, thus lawful evil, where as in societies view the majority may simply see it as evil without caring for the reason behind it.

Now some may argue that society doesn’t know of the thoughts of the character when committing an action, so how could saving a boy from a burning building be considered anything less than good and thus rewarding positive moral points despite the fact that they hated doing it or whatever. Well in this the system does give a little leeway and allows the game master to include the character’s mind-set into their actions, however the game master may ignore it completely and just reward based on how they feel society would react. Of course certain actions such as having set the building on fire to begin with and then saving the boy for leverage would eventually become known to society and thus such actions should always result in negative moral points.


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