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Additional Rules

Alignment

A creature's general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.

Alignment is a tool for developing your character's identity—it is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.

All creatures have an alignment. Alignment determines the effectiveness of some spells and magic items.

Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behaviour. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

Good versus Evil

Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.

Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.

Law versus Chaos

Lawful characters tell the truth, keep their word, respect authority, honour tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favour new ideas over tradition, and do what they promise if they feel like it.

Law implies honour, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behaviour creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behaviour say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.

Alignment Steps

Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric's alignment must be within one step of the alignment of her deity.

LawfulNeutralChaotic
GoodLawful GoodNeutral GoodChaotic Good
NeutralLawful Neutral“True” NeutralChaotic Neutral
EvilLawful EvilNeutral EvilChaotic Evil

The Nine Alignments

Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM's permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.

Lawful Good: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good combines honour with compassion.

Neutral Good: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Neutral good means doing what is good and right without bias for or against order.

Chaotic Good: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good combines a good heart with a free spirit.

Lawful Neutral: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favour a strong, organized government.

Lawful neutral means you are reliable and honourable without being a zealot.

Neutral: A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbours and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

Neutral means you act naturally in any situation, without prejudice or compulsion.

Chaotic Neutral: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). A chaotic neutral character may be unpredictable, but his behaviour is not totally random. He is not as likely to jump off a bridge as he is to cross it.

Chaotic neutral represents freedom from both society's restrictions and a do-gooder's zeal.

Lawful Evil: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil represents methodical, intentional, and organized evil.

Neutral Evil: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Neutral evil represents pure evil without honour and without variation.

Chaotic Evil: A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.

Changing Alignments

Alignment is a tool, a convenient shorthand you can use to summarize the general attitude of an NPC, region, religion, organization, monster, or even magic item.

Certain domains, spells and magic items have different effects on targets depending on alignment, but beyond that it's generally not necessary to worry too much about whether someone is behaving differently from his stated alignment. In the end, the Game Master is the one who gets to decide if something's in accordance with its indicated alignment, based on the descriptions given previously and his own opinion and interpretation—the only thing the GM needs to strive for is to be consistent as to what constitutes the difference between alignments like chaotic neutral and chaotic evil. There's no hard and fast mechanic by which you can measure alignment—unlike wound points or skill ranks or Defence, alignment is solely a label the GM controls.

It's best to let players play their characters as they want. If a player is roleplaying in a way that you, as the GM, think doesn't fit his alignment, let him know that he's acting out of alignment and tell him why—but do so in a friendly manner. If a character wants to change his alignment, let him—in most cases, this should amount to little more than a change of personality, or in some cases, no change at all if the alignment change was more of an adjustment to more accurately summarize how a player, in your opinion, is portraying his character. In some cases, changing alignments can impact a character's abilities—see the class write-ups in Classes for details. An atonement spell may be necessary to repair damage done by alignment changes arising from involuntary sources or momentary lapses in personality.

Players who frequently have their characters change alignment should in all likelihood be playing chaotic neutral characters.

Personality

There are no compulsory rules for personality, but it is best that when you make your character, you have in mind the way that character is going to behave. That's what makes this a role-playing game rather than a character-less series of combat and puzzle encounters.

If you have a personality and background idea for your character already, that's great. On the other hand, it's often hard to think of how a different person might behave, so you may want to use the table below to establish some basic traits to your character's personality.

1d6Attitude 1d6Courage
1Helpful/cooperative 1Reckless / daring
2Helpful / cooperative 2Courageous
3Normal 3Normal
4Apathetic / lazy 4Normal
5Unreliable 5Hesitant
6Obstinate / domineering 6Cowardly
1d6Disposition 1d6Loyalty
1Generous / unselfish 1Dedicated
2Normal 2Loyal
3Normal 3Normal
4Normal 4Normal
5Normal 5Fickle
6Greedy / selfish 6Fickle

Be careful that you don't let your character's personality override the fun of playing the game, however. Games can get bogged down when parties of adventurers don't work together.

Of course, if the players at the table are interested in playing out conflicts and personality clashes. Some games will thrive on it. But it is important to establish the tone of the game you'll be playing in, so that you know whether it will be welcome at your game table.

Vital Statistics

The following section determines a character's starting age, height, and weight. The character's race and class influence these statistics. Consult your GM before making a character that does not conform to these statistics.

Age

You can choose or randomly generate your character's age. If you choose it, it must be at least the minimum age for the character's race and class. Alternatively, roll the dice indicated for your preferred age range on Table: Random Starting Ages and add the result to the minimum age of adulthood for your race to determine how old your character is.

Table: Random Starting Ages

RaceAdulthoodYoungVeteranTrained
Human15 years+1d4+1d6+2d6
Dwarf40 years+3d6+5d6+7d6
Elf40 years+4d6+6d6+10d6
Halfling20 years+2d4+3d6+4d6

With age, a character's physical ability scores decrease and his mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character's ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his maximum age and record the result, which the player does not know. A character who reaches his maximum age dies of old age sometime during the following year.

The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Table: Aging Effects

RaceMiddle Age(1)Old(2)Venerable(3)Maximum Age
Human35 years53 years70 years70 + 2d20 years
Dwarf125 years188 years250 years250 + 2d% years
Elf175 years263 years350 years350 + 4d% years
Halfling50 years75 years100 years100 + 5d20 years

(1) At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

(2) At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

(3) At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Height and Weight

To determine a character's height, roll the modifier dice indicated on Table: Random Height and Weight and add the result, in inches, to the base height for your character's race and gender. To determine a character's weight, multiply the result of the modifier dice by the weight multiplier and add the result to the base weight for your character's race and gender.

Table: Random Height and Weight

RaceBase HeightBase WeightModifierWeight Multiplier
Human, male5 ft.120 lbs.2d10×5 lbs.
Human, female4 ft. 9 in.85 lbs.2d10×5 lbs.
Dwarf, male3 ft. 9 in.150 lbs.2d4×7 lbs.
Dwarf, female3 ft. 7 in.60 lbs.2d4×2 lbs.
Elf, male5 ft. 4 in.100 lbs.2d8×3 lbs.
Elf, female5 ft. 4 in.90 lbs.2d6×3 lbs.
Halfling, male2 ft. 8 in.30 lbs.2d4×1 lb.
Halfling, female2 ft. 6 in.25 lbs.2d4×1 lb.

Carrying Capacity

Detailed carrying capacity rules are given in the entry for the Strength ability score. Encumbrance comes in two parts: encumbrance by armour and encumbrance by total weight.

Encumbrance by Armour: A character's armour determines his maximum Dexterity bonus to AC, armour check penalty, speed, and running speed. Unless your character is weak or carrying a lot of gear, that's all you need to know; the extra gear your character carries won't slow him down any more than the armour already does.

If your character is weak or carrying a lot of gear, however, then you'll need to calculate encumbrance by weight. Doing so is most important when your character is trying to carry some heavy object.

Armour and Encumbrance for Other Base Speeds

The table below provides reduced speed figures for all base speeds from 5 feet to 120 feet (in 5-foot increments).

Base SpeedReduced Speed
5 ft.5 ft.
10 ft.–15 ft.10 ft.
20 ft.15 ft.
25 ft.–30 ft.20 ft.
35 ft.25 ft.
40 ft.–45 ft.30 ft.
50 ft.35 ft.
55 ft.–60 ft.40 ft.
65 ft.45 ft.
70 ft.–75 ft.50 ft.
80 ft.55 ft.
85 ft.–90 ft.60 ft.
95 ft.65 ft.
100 ft.–105 ft.70 ft.
110 ft.75 ft.
115 ft.–120 ft.80 ft.

six20 System

additional_rules.txt · Last modified: 2016/04/20 16:09 (external edit)