Optional Social Interaction and Alignment Rules

If you wish to use the LG-CE continuum found in other systems, it is compatible with this system and setting (somewhat for the latter).

Or you can just ignore the concept entirely and just use factions for the relevant spells and abilities.   Or you can use the following system, which adds a little strategy into social encounters.

The Personality and Ideals Color Wheel

  Rather than defining good and evil (wiggly concepts in the first place) the Color Wheel defines a Character's outlook on the world, and how they interact with it. Each color represents a set of ethical, moral, and social frameworks, and each Character chooses a primary and secondary color. Your primary color represents how the Character expresses themselves with others, while the secondary color represents deeply held beliefs that aren't necessarily outwardly shown.   People are complicated (usually) so each color doesn't represent EXACTLY how a Character will behave every single time, but it does represent their usual behavior.  

The Effects

Sharing or having opposing colors is how the Color Wheel impacts social interactions...
  • Detect NPC colors with a DC 5+CL (+5 for secondary) Insight check, use an opposed check if they are bluffing (though you probably shouldn't reveal that to the players GMs). If Characters have been interacting for more than a week (and not bluffing during every interaction), they automatically know the other's primary color.
  • If a PC and an NPC share primary colors they each may reroll and take the higher result for all Persuation, Bluff, and Insight checks made against the other, but this will not negate the effect of opposed secondary colors.
  • If a PC and an NPC have opposed primary or secondary colors they each have to reroll and take the lower result for all Persuation, Bluff, and Insight checks made against the other.
  • If a PC shares a secondary color with an NPC's primary color, and they are aware of it, they may reroll and take the higher result for all Persuation, Bluff, and Insight checks made against them, and this will negate the effect of opposed primary colors.
 

The Colors and Ideals

 
White (Spirit)
Order, discipline, peace
Most common worldview amongst supporters of the Arcanum Guild (most of the Chapterhouses)
  • The way to peace is through order
  • Law is more important than others, but others are more important than self.
  • It is only through following the teachings of the First Sister that we may reach Unity.

Yellow (Air)
Intelligence, creativity, beginnings
Most common worldview amongst artists and common amongst the followers of the Reformed Arcanum Guild as well.
  • Only through pushing boundaries can truth be revealed
  • People are only valuable to me inasmuch they provide comfort, entertainment, or assistance
  • To reach Unity we must find Truth

Black (Earth)
Rebirth, balance, barrenness
A rather uncommon worldview except amongst hermits and exiles
  • The natural world is chaos, full of violence and death, but still capable of beauty and life.
  • Striking a balance with the world we live in is more important than Unity
  • Sarru Adnati, sometimes called the False World, is real and should not be rejected
  • Reject the relevance of Unity

Red (Fire)
Strength, life, individual liberty
A common worldview amongst individualists of all kinds
  • No one can tell me what to do
  • A life well lived is a life lived free
  • The only way to Unity is through fighting for individual freedom

Blue (Water)
Wisdom, empathy, calm
A common worldview in both the Reform and Orthodox Arcanum Guilds
  • Only through patience will the answers be revealed
  • Understanding is more important than order or freedom
  • The only way to Unity is through compassion and wisdom

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