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Alignment System and Classes

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Alignment System and Classes Empty Alignment System and Classes

Post  Sakusammakko Tue 18 May 2010, 22:57

One of the things that I think will give more color to the role-playing aspects of this campaign is a change in the way we think of alignment. Rather than the traditional D&D systems we're used to, PCs align themselves with a group of people instead.

There are three groups that the PC (and party) can belong to: The Church and Crown, Merchants and Masters, Outcasts and Outlaws. This is the first decision a player (or players) make about their character. Which world view will your PC subscribe to? The group you are aligned to greatly impacts the classes you can play, the flavor of your role-playing opportunities, who you can have in your party, the motivation for your adventuring, etc. Note: I've suspended some of the classes for the time being.

Before I describe the alignments, a word or two about Good and Evil. Good and Evil are purely subjective in this campaign and you will not be judged on your choices. Every PC and NPC can look at the same person or event and see them in different shades of good or evil. If you wish to call something generally perceived as evil, ‘good’ or vice versa, there are no penalties for cynicism or opportunism. However, you should try to be consistent in your choices. As for spells that divine or protect against good and evil, they still exist.

Church and Crown
You have been born into the privileged class of society and are expected to uphold its structures and values. Your adventuring is not done for yourself, but on behalf of society’s powerful elite—the Church and the Crown. The benefits and rewards for belonging to this group are high, but so are the duties and obligations. Only Humans and Nazarenes may align themselves with Church and Crown. The available classes are:

Knight
You are a younger member of the elite warrior class of the Llionese nobility. You are bound by the Llionese code of honor to serve your liege lord’s cause. There are still wild lands in Llión and a clever youth could find ways to create wealth for himself and his lord.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
WEAPONS ALLOWED: Lance, long sword, broad sword, bastard sword, short sword, horseman’s mace, horseman’s flail, horseman’s military pick and dagger
ARMOR ALLOWED: Best available, though not leather, studded leather or padded; any shield
STARTING ABILITIES: Birthright mount, horsemanship, weapon training, inspire
REQUIREMENTS: Service to a liege lord, code of conduct, hospitality

Ranger
You belong to the Brotherhood of Saint Christopher. Yours is a small, independent order which serves the Crown in the mountainous wilderness areas of the kingdom’s northern and western borders. You have sworn to defend civilization from the outlaws and bandits that tend to hide in these regions.
PRIME ATTRIBUTE: Strength
HIT DICE: d10
WEAPONS: Any
ARMOR: Studded leather, laminar leather, mail shirt, steel breastplate; small shields
STARTING ABILITIES: Combat marauder, conceal, delay/ neutralize poison, move silently, scale, survival, track, traps

Paladin
You serve the Order of Saint Isidore in protecting the kingdom’s many pilgrims. You are a pious warrior who defends Nazarenes from those that would defile the sacred. The fervor of your faith and the fierceness of your fighting abilities strikes terror in the hearts of the wicked and inspires God’s faithful to greater good.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Church and Crown
WEAPONS: Longsword, lance, dagger, battle axe, horseman’s flail, horseman’s mace, horseman’s pick, war hammer
ARMOR: Chainmail shirt, chainmail hauberk, full chain, plate mail, full plate; any shield
STARTING ABILITIES: Birthright mount, cure disease, detect evil, divine aura, divine health, lay on hands
REQUIREMENTS: Code of conduct

Cleric
The Deacons of Saint Vincent are ordained members of the Nazarene Church who serve its hierarchy. You have dedicated your lives to the Lord and the Church. To allow you to fulfill your divine missions, God has blessed you with powers that even His bishops and priests do not possess.
PRIME ATTRIBUTE: Wisdom
HIT DICE: d8
ALIGNMENT: Church and Crown
WEAPONS: Maces are the favored weapon of the Church; flail, light hammer, morningstar, quarterstaff, war hammer
ARMOR: Ring mail, chainmail shirt, chainmail hauberk, coat of plates, full chain, plate mail, full plate; any shield
STARTING ABILITIES: Spells, turn undead

Monk
When the Abbot of Berno needs a service performed in the secular world, he calls upon the Abbey’s Black Monks. Skilled as peacemakers, scholars and healers, you carry out the delicate tasks that allow this wealthy monastic order to continue God’s work of ministering to the sick and the poor.
PRIME ATTRIBUTE: Wisdom
HIT DIE: d6
ALIGNMENT: Church and Crown
WEAPONS: None
ARMOR: None
STARTING ABILITIES: Hand-to-hand combat, stun attack, resist pain, spontaneous spellcasting, concoct herbal remedies, bonus languages, decipher script, legend lore
PREREQUISITES: DEX 13, CON 13, INT 13, WIS 13

Merchants and Masters
You are member of one of the burgher families of Légio. It is possible that your family is not originally from the kingdom, but has settled here and found prosperity as traders or craftsmen. Although you are not a member of society’s elite, your family tries to use its wealth to enter the lower echelons of the nobility, the government or the Church. You feel an obligation to contribute to that end. Humans and Freelings (non-serf Halflings) can belong to this alignment.

Fighter
You dream of gaining a place in the Llionese nobility. To do so, you will need to earn enough wealth to first buy a horse and then convince the elite society that you belong in their ranks.
PRIME ATTRIBUTE: Strength
HIT DICE: d10
WEAPONS: Specialist with sword that represents your community; any
ARMOR: Leather, studded leather, laminar leather, ring mail, chainmail shirt, chainmail hauberk, coat of plates, full chain, plate mail; any shield
STARTING ABILITIES: Weapon specialization

Alchemist
Alchemists are the eccentric, yet respected philosopher-scientists of merchant societies. However, it is an expensive profession to pursue. Most young alchemists without the means to maintain their own lab apprentice themselves to a master. You have decided to use your knowledge to build your own fortune. NOTE: Play this class if you like using magic spells or creating spell-like effects.
PRIME ATTRIBUTE: Intelligence
HIT DICE: d4
ALIGNMENT: Merchants and Masters
WEAPONS: dagger, sling, oil, dart, light crossbow
ARMOR: Leather, studded leather, laminar leather, ring mail, chainmail shirt
STARTING ABILITIES: Identify substances, create alchemical compounds, acid/poison resistance
SPECIAL EQUIPMENT: Alchemist’s kit, glass bullets

Bard
You are probably the youngest member of your merchant/craftsman family. While not necessarily a black sheep, you are equal parts rogue, entertainer, joker, ne’er-do-well, and charmer who likes to be the center of attention. You’ve learned how to get yourself into ‘light’ trouble and how to talk or fight your way out.
PRIME ATTRIBUTE: Charisma
HIT DIE: d6
ALIGNMENT: Merchants and Masters
WEAPONS: Dagger, dart, short swords, hand axe, light hammer, sling, light crossbow, short bow
ARMOR: Studded leather, laminar leather, mail shirt, steel breastplate
STARTING ABILITIES: Disguise, exalt, find traps, gather info, hide, influence, resistant to charms, sharp senses, sleight of hand

Mystic Suspended until further notice
Mysticism is an accepted form of religious expression within Judan and Mozab societies. Your goal is to commune directly with God. This requires you to take an active role in the service of your faith. You achieve purity by spreading learning and doing good works, including charity and protecting your people.
PRIME ATTRIBUTE: Wisdom
HIT DIE: d6
ALIGNMENT: Merchants and Masters
WEAPONS: Club, staff, sling
ARMOR: None
STARTING ABILITIES: Decipher script, resistant to arcane magic, sharp senses, exalt, spontaneous spellcasting

Outcasts and Outlaws
You live on the fringes of Llionese society. If you come from the capital, Légio, you may be willing to sell your skills to the right bidder for the right kinds of jobs. If so, please make that clear to the Judge. If you come from one of the mountainous regions or villages, that's fine but there may be fewer mercenary opportunities.

Whether by choice or by circumstance, you have learned that your survival is going to depend on you and not the State or your family. Because you belong to nobody, you are ‘free’ to pursue your own aims, unhindered by obligations to others. Your lack of standing, though, requires you to be ever vigilant and resourceful. A person without ties is one of the most feared individuals in society.

Fighter
You probably received your military training as a part of the militia and you are able to begin your adventuring career as a fighter and not as a thug. Whoever taught you your skills is either no longer alive or disappointed by your desertion. May only be from Légio or a town.
PRIME ATTRIBUTE: Strength
HIT DICE: d10
ALIGNMENT: Outcasts and Outlaws
WEAPONS: Possible specialize with a sword that represents your former community; any
ARMOR: Leather, studded leather, laminar leather, ring mail, chainmail shirt, chainmail hauberk, coat of plates, full chain, plate mail; any shield
STARTING ABILITIES: Weapon specialization

Berserker
You have been called a ‘Barbarian’, but that is a misnomer as you are not really uncivilized. Yes, you are simple and illiterate. You can be crude and brutish. And you wouldn’t deny that your favorite activities are feasting, fighting and fornicating. Above all, you are honest about your desires and charming in their pursuit. You come from the region of the Asturan Mountains.
PRIME ATTRIBUTE: Constitution
HIT DIE: d12
ALIGNMENT: Outcasts and Outlaws
WEAPONS: Any
ARMOR: Padded, leather, studded leather, laminar leather, mail shirt; small shield
STARTING ABILITIES: Athletic, battle lust, combat sense, intimidate
PREREQUISITES: STR 16, CON 16, CHA 13

Rogue
To be honest, you’re a thief. You didn’t enter this life with anything, but it doesn’t mean you can’t try to take something with you. You should have been dead many times over by now, but you’ve survived based on cunning, instinct, guile, quick feet, gullible women and quite a few stolen purses. If you're an urban rogue, there may be patrons willing to pay for recovered items. If you're a villager, your roguery is probably an escape from a mundane rural existence.
PRIME ATTRIBUTE: Dexterity
HIT DIE: d6
ALIGNMENT: Outcasts and Outlaws
WEAPONS: dagger, dart, light hammer, hand axe, knife, light crossbow, sap, shortbow, short sword, sleeve tangler, spiked gauntlet, sling, whip, net
ARMOR: Padded, leather
STARTING ABILITIES: Back attack, climb, hide, listen, move silently, open locks, pick pockets, traps

Bard Suspended until further notice
You are a troubadour who loves being the center of attention, delighting listeners with poetry and music. Your gifts not only allow you to receive patronage during your travels, but have also proven useful when you’ve needed to flee once you’ve outstayed your welcome. Your wits and charm have served you well.
PRIME ATTRIBUTE: Charisma
HIT DIE: d6
ALIGNMENT: Outcasts and Outlaws
WEAPONS: Dagger, dart, short swords, hand axe, light hammer, sling, light crossbow, short bow
ARMOR: Studded leather, laminar leather, mail shirt, steel breastplate
STARTING ABILITIES: Charm, disguise, exalt , fascinate, find traps, gather info, hide, resistant to charms

Wizard Suspended until further notice
Notes in a dusty tome; legends of ancient power; the secrets of a respected mentor. However you first heard of magic, it has captured your imagination. Whether you seek it for knowledge or power, you are willing to risk your life in pursuit of one of the strongest taboos in Llionese society.
PRIME ATTRIBUTE: Intelligence
HIT DIE: d4
ALIGNMENT: Outcasts and Outlaws
WEAPONS: Dagger, dart, staff
ARMOR: None
STARTING ABILITIES: Read magic, spellcasting

Illusionist Suspended until further notice
You have developed the power to alter the perceptions of others. You are able to deceive the senses, change sensory qualities and create false images and sounds. Illusionists are greatly feared and ruthlessly persecuted for their mind-influencing magic. To stay alive, you’ve learned ways to keep your talents hidden.
PRIME ATTRIBUTE: Intelligence
HIT DIE: d4
ALIGNMENT: Outcasts and Outlaws
WEAPONS: Dagger, dart, staff
ARMOR: None
STARTING ABILITIES: Disguise, sharp senses, spellcasting

Which sounds good to you?


Last edited by Sakusammakko on Mon 11 Oct 2010, 20:47; edited 4 times in total (Reason for editing : Added read magic to Wizard abilities; suspended some classes)
Sakusammakko
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Alignment System and Classes Empty Some modifications

Post  Sakusammakko Wed 02 Jun 2010, 10:43

With the help of player contributions, I've relaxed some of the alignment restrictions.

Characters still belong to an alignment, which defines their goals, their world view and provides certain advantages and disadvantages.

PCs are now allowed to mix alignments in the same party so long as they don't directly threaten each other's objectives. For example, a cleric or a paladin would not tolerate an outlaw who was obviously blasphemous. In fact, they'd be well within their rights to kill/arrest an outlaw on the spot (by definition, the person is outside the law) and would be required to bring the blasphemer to justice. If the player prefers to play an outcast instead, then this unfortunate individual may be able to associate with members of the Church and Crown if they remembered their place in the social order.
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Alignment System and Classes Empty Re: Alignment System and Classes

Post  Sakusammakko Mon 11 Oct 2010, 21:02

I made some changes to the available classes for play at this time. We are currently in a slightly remote village and some of the more 'urban' classes may not be appropriate. I've allowed the Merchant classes again, except for the Mystic. Not ready to introduce that class.

These class options may change again in the future depending on play.
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