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Alignments by Color (3.5e Variant Rule)

1,963 bytes added, 03:39, 5 July 2016
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|author_name=Ghostwheel
|date_created=July 4th 2016
|status=Being worked onComplete}}{{#set:Summary=People are complicated and cannot simply be plopped on a two-dimensional grid. This changes the 3 by 3 grid into a color wheel that defines the motivation of characters.}}
== Alignments by Color ==
[[File:Alignment_by_color.png|{{{frame}}}|caption|right]]
The color wheel for alignments, which can be seen on the right, has six sides, each represented by a different color which will be gone into more detail below. Characters choose two positive colors of their character, and one negative one, for not all characters are flawless beings of perfection. It is even possible for a color to be both a positive and a negative aspect for a character, as ideals can be twisted and corrupted into something their believer never imagined themselves able to do. This gives the character a core set of ideals, a lens through which they view the world, and one that influences their ideas. Note that some colors may have similar aspects, but in the end these are only symptoms that appear to be the same, their root being very different.
==== Black - Standing Against the Odds ====
*Nostalgia for the past
=== OutsidersMechanics === When creating a player character, choose two non-opposite colors to be your character's positive traits--that is, the ideal that they strive for. This means you could choose, for example, black and red, white and blue, or green and white, but not white and black, blue and red, or green and yellow. Whenever a character makes a skill check whose purpose it is to advance their ideal, that is, a positive example of the color, they gain a +2 bonus to that check. On the other hand, player characters are also flawed, and sometimes give in to their darker natures, allowing the temptation to influence their actions. Characters choose a single color as their vice, demonstrating their less pure nature. This color can even be one that they chose as one of their positive colors, as ideals can be twisted and corrupted into something their believer never imagined themselves able to do.. Once per day when making a skill check that advances a negative aspect of the chosen color, they may reroll the roll before results are announced. This gives the character a core set of ideals, a lens through which they view the world, and one that influences their ideas and actions. Note that some colors may have similar aspects, but in the end these are only symptoms that appear to be the same, their root being very different. The DM is the final arbiter of whether a specific skill check works towards a character's color or not, and is able to gain the bonus or reroll. ==== Creatures ==== Most characters within the world use the same rules as for player characters. However, some creatures may be so dedicated to an ideal that they only have a single color, such as beings from aligned planes. For example, a demon from the Abyss may be entirely black, while one of the modrons from Mechanus may be entirely blue. Mindless creatures and those with an Intelligence less than 3 tend to be colorless, neutral under this system and don't have any color whatsoever. Certain characters, such as the [[SRD:Paladin|paladin]], strive for a single idea. Such characters have only one positive color, but their bonus on skill checks doubles to +4 when making skill checks that advance that color in a positive manner. ==== Spells, and Mechanics Abilities ====
<Reroll if skill check matches idealNeutral/mindless - colorless>Abilities within this system consider opposite colors as alignments. For example, a [[SRD:Paladin|paladin]] may be of any color, since all of the colors have positive aspects to them. Their Smite Evil ability works on characters who have the opposing color, as does their Detect Evil ability and the like.
=== Adaption ===
It is quite easy to adapt the alignments enclosed within the color wheel to just about anything. One possibility that might come up often is to have characters uphold nations or organizations they favor, rather than ideals, though this tends to be a little nebulous once it comes to outsiders and the like. Despite this, by changing the specific colors to various affiliations, one can adapt this system to work differently.
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