The Black Citadel

Alignment Scale

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Moorcock's alignment system is pretty cool, however I believe most Thinking Adventures handle it a bit miffed. Within moorcock's work, the alignments are shifting, however with in most FAGs (Fantasy adventure games) alignments are on or off. You're either lawful, chaotic or neutral.

Here's a quick remedy.

Whenever an entity's "ideology" (or more accurately metaphysical beliefs) changes, they slide up the alignment track by 1 in said direction, to a maximum of 6 points in one direction or to a minimum of 1 point.
At zero points the entity is either Neutral (unaware/abstaining from the Game of Time) or Balanced 1 (wishing to have each force be equal).
At 4 and higher, you are Devoted to their Alignment and begin to change as a result.
If a character is unwillingly alignment-changed, such as brainwashing or the influence of An Inherently Aligned Magic Item, roll an alignment check, In which the effected individual rolls 1d6. If they roll equal or over their score, they are pulled into their alignment direction by 1. Pulls in the opposite direction function the same, treating their alignment score as their score to roll against but subtracts a number from that roll equal to their score (For example, a Chaos 3 character must roll over or equal to 3 to be pulled into law, but gets to roll with a -3.)

  1. Generally, I rule it such that, unless a character is aware of the great game, they cannot start at being Balanced . Most humans start at Chaos 1, Neutral or Law 1.

#alignment