Player Options
Alignment
Alignment refers to the alignment of your behaviour and your beliefs. It is represented by a set of two traits, a reflection of both self-knowledge and how others perceive you.
Player Options
Alignment refers to the alignment of your behaviour and your beliefs. It is represented by a set of two traits, a reflection of both self-knowledge and how others perceive you.
You roll your alignment randomly at the start of the game, and they are likely wrong, since you have not lived yet the years that will define you as a person. Someone of gentle disposition may think themselves weak until strength is demanded of them, or believe themselves a coward until the moment of their courage is revealed. A person of generosity may turn away from away from decency when when greed makes an offer great enough to tempt them.
Once per session, when you attempt an act or make a decision that lives up to your alignment, you can affirm one of your character traits. Explain how what you’re doing proves that trait to be correct. If your companions agree, you gain an edge to any one check related to the act, and your will is renewed by embodying your true self: clear a plight from yourself or regain 1 endurance. Then, gain 1 glory.
Once you've affirmed an alignment trait three times, you fully embody it. From then on, you also gain extra spark if you succeed on a check while affirming that trait.
Once per session, you can also choose to deny one of your traits when you perform an action or make a decision that shows it to be false. You gain all the same benefits as affirming, but you fill a diamond to the left, instead.
When you've denied a trait three times, you have disproven it. Erase it from your character sheet- the rest of the party must choose a new trait for you based on their understanding of your character. They are free to look at the random tables for inspiration, but they can choose any
adjective they all agree upon.
To learn your starting alignment, roll on the alignment type table below. Then roll virtues, vices, or oddities.
1: Wicked. Roll twice on the vice table.
2-3: Unhinged. Roll one vice and one oddity.
4-7: Balanced. Roll one virtue and one vice.
8-9: Eccentric. Roll one virtue and one oddity.
10: Virtuous. Roll twice on the virtue table.
1 Calm
2 Daring
3 Thoughtful
4 Dutiful
5 Generous
6 Honest
7 Supportive
8 Humble
9 Kind
10 Trusting
1 Wrathful
2 Cowardly
3 Impulsive
4 Unruly
5 Greedy
6 Deceitful
7 Envious
8 Arrogant
9 Cruel
10 Paranoid
1 d6: 1 Obsessive 2 Steadfast 3 Altruistic 4 Haunted 5 Crude 6 Naïve
2 d6: 1 Whimsical 2 Imperious 3 Observant 4 Prideful 5 Self-Righteous 6 Vile
3 d6: 1 Anarchic 2 Eloquent 3 Jaded 4 Imaginative 5 Blunt 6 Tedious
4 d6: 1 Gentle 2 Delusional 3 Capricious 4 Nonchalant 5 Valiant 6 Merciful
5 d6: 1 Destructive 2 Loyal 3 Sarcastic 4 Servile 5 Ethical 6 Devout
6 d6: 1 Callous 2 Tense 3 Seductive 4 Fair-Minded 5 Spirited 6 Absentminded
7 d6: 1 Slothful 2 Curious 3 Clumsy 4 Heartless 5 Dramatic 6 Erudite
8 d6: 1 Stoic 2 Cheerful 3 Regal 4 Ambitious 5 Reliable 6 Vengeful