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Character Alignments
Characters in the Ravenloft setting are rated using the same alignment categories that govern all AD&D campaigns. When a player creates a character, he must decide upon its exact alignment. As a rule, no Ravenloft character can select an evil alignment or an alignment that is not either lawful or good in some aspect. The only exception to this are anchorites and similar characters who are of true neutral alignment. The following is a brief description of the nine alignments found in the AD&D game. When a player creates his character, he must select one of them. Certain alignments are not recommended for use by player characters. Chaotic Good Characters of this alignment are determined to see good prevail over evil at any cost. In their quest for ultimate good, they freely ignore laws that they feel are unjust or overly restrictive. Many vigilantes and freedom fighters fall into this category. Chaotic good characters have no use for bullies, tyrants, or others who crush the rights of the individual. Lawful Good Like all lawful characters, those of good alignment favor a structured society in which the good of the majority is placed above all other things. They recognize that justice and virtue are held in place only by laws and those who enforce them. A lawful good character always tries to work within the law to bring about change. An honest constable or benevolent king is a fine example of a lawful good character. Neutral Good Neutral good characters are just and noble, but generally keep to themselves and try to avoid becoming entangled in the affairs of others. They see that a balance between laws and freedom is important, but care must be taken to ensure that an ultimate good comes out of any compromise. The classic Robin Hood is a fine example of a neutral good character. Lawful Newtral Characters of this alignment are rigid and structured in their thinking. They see the importance of order and law as being greater than that of good or evil. In their eyes, society will prosper so long as people obey the rules and a balance is struck between good and evil. Most unfeeling bureaucrats fall into this category. True Neutral Characters of this alignment believe that all things must be in perfect balance. There must be good and evil, law and chaos. Those who worship nature, like druids, or who seek to attain a state of universal enlightenment fall into this category. Chaotic Neutral Most people would consider those who fall into this category to be dangerous eccentrics. They see no good or evil in the universe and have no desire to promote the interests of law and order. Characters of this alignment are subject to swift changes of fancy and are generally difficult to deal with. It is recommended that players not be allowed to run chaotic neutral characters. Neutral Evil These characters favor personal gain above all else. They work with others when the need to do so arises but see no value to be had in long-term commitments or friendships. Their loyalty is typically commanded by wealth or power and can be bought by the highest bidder. It is recommended that players not be allowed to run neutral evil characters. Lawful Evil Lawful evil characters generally see that society needs laws to exist. They see virtue in order and accountability. As lawful characters, they keep their word and can be counted on to keep to the letter of any agreement they make, if not its spirit. They also try to use the laws to their benefit in any way possible. The elite soldiers of an oppressive dictator generally fall into this category. It is recommended that players not be allowed to run lawful evil characters. Chaotic Evil A chaotic evil person cares for nothing but raw power, personal wealth, and self-gratification. A chaotic evil person breaks oaths, betrays his friends, and does anything else that seems to be in his best interests at the moment. Groups of chaotic evil individuals are held together only by the force of their leader's Charisma or raw power. This alignment is not recommended for player characters. All of the normal rules for voluntary and involuntary alignment changes apply to Ravenloft campaigns. When a character is making a voluntary change in alignment, two types of situations are possible. If the change is for the good of the game, then the Dungeon Master should try to accommodate it. If the change is not for the good of the game, then the experience point cost to gain the next level is doubled for that character. When a character makes an involuntary change of alignment, the doubled experience point penalty does not apply. Instead, the character must make an immediate madness check. Failure at this check has the normal results as described in Chapter Six. In addition to the madness check, the character cannot earn any experience points until his former alignment is regained. If the player decides to keep the character's changed alignment, then the change is considered a voluntary alignment change from that point on. |
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