Sin, Virtue, Anarchy and Order (3.5e Variant Rule)

== Sin, Virtue, Anarchy and Order ==

Introduction
I've said it once, I'll say it again- the alignment rules as they stand can go die in a fire. Not all worlds are as clear-cut and perfect as the one D&D assumes you play in. Only 13 out of the hundreds of gamers I've played with even want such a world. And they only stand out in my mind because they were some of the whiniest dick-sucking puke weasels I have ever met. (As a side note, if you throw a tempertantrum over a character death, I hold you have failed as a player. Crying, acceptable. Rules debate, acceptable. Leaving the table, acceptable. Having a hissy fit in excess of two seconds, not acceptable.)

What makes the matters worse is that some alignment systems is mandated by the game, and thus far no supplement or homebrew rule has ever been able to eliminate the need in a satisfactory way. The end is a stupid rule that can be used to do stupid things (like forcing player decisions) that cannot be removed without harming the rest of the game. D&D alignments are game cancer.

Please note I am not against morality systems in a game. I really like the Force in SWd20, and I really like the morality system in WoD. Thus, present below is a bastard child of both systems. Enjoy!

Rule Mechanics
Firstly, you have two sets of scores that are opposed to one another. Virtue is opposed to Sin, Anarchy is opposed to Order. How these scores are rated is as follows:
 * Virtue is a measure of how Good your character is. Virtous deeds increase your score, with such deeds being those that aid or defend others who have done no wrong, granting healing and mercy, and enriching the lives of those around you. If the GM wishes, he can break down Virtue into several separate scores for each action category he feels is virtous, such as breaking it down into the seven heavenly virues or the edicts of bushido.
 * Sin is a messure of how Evil your character is. Sinful acts increase your score, entailing such acts as exploitation or deception of others, harming or killing those that mean you no harm, and sowing negativity in those around them. Like Virtue, the GM can break down Sin into sub-sins, like mirroring the seven deadly sins.
 * Anarchy is a measure of how Chaotic you are. You increase Anarchy by defying legimate authority and violating applicable oaths and laws willfuly.
 * Order is a measure of how Lawful you are. You increase Order by defending legimate authority and laws and fulfilling oaths that you have sworn.

Characters and creatures start with score points equal to their charisma for Sin/Virtue and equal to their wisdom for Anarchy/Order, arranged however they wish. If the GM is dividing Virtue and/or Sin the scores are also divided, but only the total score counted for purposes of alignment. If the score between two opposing scores is within 2 points, they are considered neutral on that axis. Otherwise the higher score determines alignment.

Creatures with an alignment subtype have a score of ∞ in the appropriate category. These creature may put points into the opposed score or gain points in the opposed score, but they will always be treated as per their subtype, regardless of how the opposing score fluctuates.

The ways points can be gained is already detailed in individual descriptions. Every point gained in one score decreases the score in the opposing category by the same amount, thus the total will always equal the starting ability score of the creature in question. These scores can go into the negatives, at which point the creature is labeled (inccorrectly) irredeemable. Irredeemable creatures take a -2 to Will saves if failing the save would result in an action that would fulfill the edicts of the score opposed to their negative score.