Friday, March 25, 2011
New Ability: Morality
Now and then, I enjoy adding new abilities to the standard roster of Str, Int, Wis, etc. Comeliness was used for a long time, and, after a long stint of MERP, another ability called Perception. Thinking along the lines of Alignment as Allegiance, I thought it would be interesting, from a role-playing perspective, to add an ability called Morality.
Stay with me for a moment: What if your allegiance to Law or Chaos could be chosen, but not your overall natural disposition toward good or evil? Its an interesting, and not unrealistic, idea. Some people seem to have just been born "bad seeds", while others are just goodhearted to a fault. There is even some compelling evidence out there that criminal or sociopathic tendencies are genetic predispositions, as opposed to wholly being environmental conditioning.
So roll 3d6, and see what your character's Morality score is:
3 or less: You are a hopeless sociopath, everything you do is aimed at harming humanity.*
4-5: Bad to the bone, you can't help yourself - even with the best intentions you still end up hurting people.*
6-8: While not wholly evil, you are wholly selfish. Your own interests always win any moral debate.*
9-12: You tend to make moral decisions based on your mood, whim, or what sort of day you're having. While you see evil acts as extremely distasteful, you have also never believed that honesty is always the best policy.
13-15: You are decent person, and like to keep the best interests of others in mind, but you're not giving everything away to charity either.**
16-17: You are honest, upstanding and reliable. Helping others gives you more pleasure than helping yourself.**
18: You are a paragon of virtue. You couldn't tell a lie to save your own life. You give as much to charity as you can, and would take a knife for the lowliest criminal.**
*Able to use "evil" aligned items and spells without harm.
** Able to use "good" aligned items and spells without harm.