Align, Explanations of:
The disposition of a character or creature. It defines who they are and what they are like. The following are the listed aligns, and their definitions:
Apathetic:
Apathetic means uninterested, uncaring as to the side of any align, side, conflict, outcome, opinion, etc. This type of creature is truly neutral partaining the things of the world.
A creature can be any align, and yet may also be APATHETIC (it adds definite personality).
Basic instinct creature:
This type of creature lives instinctive by nature.
Even though this type of creature may be vicious, friendly, insane or apathetic to any align, it may appear to be such. This is not the case, for this type of creature has no conscience, not knowing good from evil.
Chaotic:
Any creature can be, or can become, Chaotic when its Intelligence exceeds 20 points, or higher, above its Wisdom. When Intelligence rises 20 or more points above its Wisdom, it will become known as Chaotic, mentally unstable and known as Chaotic.
Chaotic does not necessarily mean dangerous. Creatures of good align may become comical and very funny to be around, while evil characters may be reckless and dangerous (the same as when you take a Kithrin Dwarf's Kohakk).
A basic instinct creature could be dangerous, amusing, or behave in some off way.
The way a creature acts and behaves will be strictly up to the G.M. If a player become chaotic, the G.M. will decide how this will play out.
Examples:
1. A creature has a 23 Int. & 3 Wis.. It is a basic instinct creature. It decides to
attack the company and grabs something in its treasure stash to hurt the company
with. It grabs a scroll and throws it at the company. Then it snatches up a handful
of yellow-gold and showers the company with money. Soon all its treasure has
been cast at the happy company. Seeing that it then has no treasure it commences
a physical attack.
2. A creature has a 28 Int. & 7 Wis. It is a creature of good align. It could be easily
manipulated and/or befriended. It could agree to be an ally. These types of
creatures are most always foolish and extraordinarily bizarre.
3. A creature has a 30 Int. & 9 Wis. It is an evil creature. These are probably the
most dangerous of encounters. These creatures will go to any extreme to destroy
another creature. Even its own kind. They are manipulating, traitorous, and
deceitful, claiming to be an ally one moment, back-stabbing the next. They can be
humorous in a cynically-morbid way. These creatures are preferably to be dealt
with quickly, or left alone.
Evil:
Morally wicked and corrupt. On the side of corruption and oppressive works. A worker of evil, opposing good in all that it stands for.
Good:
Spirit of virtue and honesty. A doer of good deeds, opposing evil in all it stands for, either by countering the evils of the days by example, or through open combat.
Holy:
Gifted by the hand of virtue. One who is Holy will have at least one holy gift, whether it be an ability, power, enchanted, magical, or natural ability.
Note: Holy will ever be in open mortal conflict with those who are UnHoly.
Pure Chaos:
Much deeper than Chaotic align, Pure Chaos will inadvertantly, eventually, open a way into the Realm of Chaos. In other words, this align makes it possible for one to see and know creatures of Pure Chaos. Pure Chaos is not merely insanity, but, rather, far beoyond.
Pure Chaos is so deeply imbedded into one's mind, spirit and body, most become strongly apprehensive about being in the presence of such creatures (even one who is UnHoly is wary of suchy instability, and what that instability attacks.
Pure Chaos has a 10% chance of attracting 1-D16 creatures of chaotic align into his or her serviture per moon (30 days). What occures from such meetings is strictly a matter of role-play, and to the discretion of the G.M.
UnHoly:
Gifted by the hand of dark-fate. One who is Unholy will have at least one unholy gift, whether it be an ability, power, enchanted, magical, or natural ability.
Note: UnHoly are ever in opposition and war with those who are Holy.