Parent Pages: Rules

Moral Alignment

This page is entirely optional. It's just for fun and/or extra detail. No one should be required to put forth the time to analyze their character in this level of detail. Period. In cases involving detecting the alignment of PCs, the GM should determine the results based on the character's past actions. However, players are free to use this if they want to.

Moral alignment is a sticky issue in GURPS. There is no official alignment system, unlike in Dungeons and Dragons. Aside from a character's actions, there isn't a method of determining a character's alignment. This page should somewhat alleviate that difficulty.

However, every character has disadvantages that at least somewhat dictate their actions. Many disadvantages contribute to a character's alignment in a specific direction.

There are two alignment poles that we track (borrowed from AD&D): Law/Chaos and Good/Evil. Each trait can contribute to law, chaos, good or evil, giving a certain positive or negative value toward these alignments. Some subtract from those, leading toward neutrality.

Each disadvantage has a certain percentage of it's point value that applies toward law, chaos, good and evil (see the table below).

To determine alignment, add up these values for each for each of the four categories and then subtract chaos from law and evil from good. However, if any of the four ends up negative, treat it as zero. Positive law/chaos is law and negative is chaos. Positive good/evil is good and negative is evil. Deviating from zero by ten or more is a tendency and twenty or more indicates alignment.

Finally, a character's actions are just as important as Disadvantages. Someone with lots of “good” Disadvantages that goes on a killing spree is still quite evil.

Please note that disadvantages not on this list generally have no effect on alignment, but the actions they cause the character to take may result in alignment adjustments.

Disadvantage Law Chaos Good Evil
Addiction - +50% -50% -
Alcoholism - +50% -50% -
Amnesia -25% -25% -25% -25%
Bad Temper - +25% - +75%
Berserk - +50% - +50%
Bloodlust -25% - - +75%
Bully - - - +100%
Callous - - - +100%
Charitable - - +100% -
Chronic Depression -50% -50% -50% -50%
Chummy +25% - +25% -
Code of Honor (Chivalry) +50% - +50% -
Code of Honor (Comics Code) - - +100% -
Code of Honor (Gentleman's) +50% - +50% -
Code of Honor (Highwayman's) +100% - - -
Code of Honor (Pirate's) +100% - - -
Code of Honor (Professional) +100% - - -
Code of Honor (Servant of the Magus) +50% - +50% -
Code of Honor (Soldier's) +75% - +25% -
Compulsive Behavior (Carousing) - +100% - -
Compulsive Behavior (Debating) - +50% - -
Compulsive Behavior (Gambling) - +75% - +25%
Compulsive Behavior (Generosity) - - +100% -
Compulsive Behavior (Lying) - +50% - +50%
Compulsive Behavior (Rhetoric) +50% - - -
Compulsive Behavior (Spending) - +100% - -
Compulsive Behavior (Vowing) +100% - - -
Confused -25% -25% -25% -25%
Cowardice - +50% - +50%
Curious - +50% - -
Delusions1 - +50% - -
Disciplines of Faith +100% - - -
Duty1 +50% - - -
Fanaticism1 - - - -
Gluttony - +75% - +25%
Greed -25% -25% - +50%
Guilt Complex - - +100% -
Gullibility -25% -25% -25% -25%
Hidebound -25% -25% -25% -25%
Honesty +100% - - -
Impulsiveness - +100% - -
Incurious -25% -25% -25% -25%
Indecisive -25% -25% -25% -25%
Intolerance - - - +100%
Jealousy - +25% - +75%
Killjoy -25% -25% -25% -25%
Kleptomania -50% - - +50%
Laziness -50% - - -
Lecherousness - -25% - +25%
Loner -50% +50% - -
Low Empathy - - -50% -
Low Self-Image -25% -25% -25% -25%
Lunacy - +100% - -
Mania - +50% - +50%
Manic-Depressive1 - +100% - -
Megalomania1 - - - -
Miserliness -25% -25% -50% -
No Sense of Humor - -100% - -
Obsession +25% +25% -25% -
Odious Personal Habit - +50% - -
On the Edge - +100% - -
Overconfidence - +50% - -
Pacifism (Cannot Harm Innocents) +50% - +50% -
Pacifism (Cannot Kill) +75% - +25% -
Pacifism (Reluctant Killer) +75% - +25% -
Pacifism (Self-Defense Only) +100% - - -
Pacifism (Total Nonviolence) +100% - - -
Paranoia - +50% -50% -
Phantom Voices (Annoying) - +100% - -
Phantom Voices (Disturbing) - +100% - -
Phantom Voices (Diabolical) - +50% - +50%
Pyromania - +50% - +50%
Quirks1 - - - -
Reprogrammable -100% -100% -100% -100%
Sadism - - - +100%
Selfish -25% -25% - +50%
Selfless - - +100% -
Sense of Duty1 +50% - - -
Short Attention Span -50% +50% - -
Slave Mentality -100% -100% -100% -100%
Split Personality1 - - - -
Stress Atavism - +100% - -
Stubbornness -100% - - -
Trademark - -100% - -
Trickster - +100% - -
Truthfulness +100% - - -
Vow1 +50% - - -
Workaholic +50% -50% - -
Xenophilia +50% +50% - -
  1. Has a note below.

Delusions: Assess up to a 50% bonus or penalty to any of the alignment categories based on the delusion's tendency to cause law, chaos, good or evil.
Duty: Additional adjustments up to 50% may be made based on the nature of this Disadvantage.
Fanaticism: Assess adjustments on the subject of the fanaticism. Double the value for Extreme Fanaticism.
Manic-Depressive: Characters with this Disadvantage have two alignments, based on their current mood. See p. B143 for information on the associated temporary Disadvantages.
Megalomania: Assess adjustments based on the character's goals.
Quirks: These should be judged based on what disadvantages they're similar to.
Sense of Duty: As Duty.
Split Personality: Assess the alignment of each personality separately.
Vow: As Duty.

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