Alignment

Alignment:

The character's alignment represents two things; first, their lawfulness, and how good of a person they are. These two categories are flexible and up to the GM in what exact ways they affect and are affected by the game world.

Lawful vs Chaotic

The lawfulness of a character is determined by a set of rules and guidelines that the character cannot or will not break. These rules can be set by himself or others.

Lawful:

A lawful character follows rules or guidelines, and almost never strays from them. Good examples of a lawful character could be a paladin, who refuses to break any oath he makes to another, or a kingdom's laws. Or an Angel, which physically cannot disobey the will of a good deity.

Neutral:

Most Characters fall under the neutral category. This category provides a conflict of survival and reputation, and the utility of interaction.

Chaotic:

This category is full of the free-spirits of the world. They care little about codes and conduct and are driven by passion and tend to be spontaneous. A good example of this character could be an abolitionist bard, a neutral example could be a light-hearted trickster, and an evil example could be a bandit.

Good Vs. Evil.

Good vs Evil can be a difficult thing to gauge, but it can be generalized into the idea of putting others before yourself. A character can be sworn in both oath and soul to a King, putting the King before his own life, but even then he can be evil; if the King is evil does the character know? Because these two pieces of information can completely change the character's alignment.

Good:

The character sees himself as something secondary to a greater cause that promotes humanity, civilization, or something of the sort.

Neutral:

The character is bent neither way and generally looks after himself with a secondary focus on others.

Evil:

The character's consideration of others is marginal at best. The character puts himself, or his ideas above all others, even friends and family are not safe from his greed.