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Alignment is the philosophy a character lives by. While the actions of a character are under your control, the character's alignment can affect how NPCs in the game view him. The computer provides all the possible Alignments for a character and you can choose any of those you wish.

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  • Alignments
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  • Alignment is the philosophy a character lives by. While the actions of a character are under your control, the character's alignment can affect how NPCs in the game view him. The computer provides all the possible Alignments for a character and you can choose any of those you wish.
  • Battle calls Aesir! Will you face it with the Cybernetic gifts of ODIN? Or with your natural Human gifts of courage and skill? The alignment you chose ultimately decide the final outcome of the game, to stick to your roots and go all natural with little to no machine implications, or to turn yourself into more machine than man, the choice is yours.
  • 1 Playable in Classic Mode.2 Not playable in Classic Mode. 3 Playable in Classic Mode as Town Killing or Random Town.All other roles are playable in Classic Mode as Random Town only.
  • Most recent alignments from D&D 4th, not a straitjacket just a guide to motivations, for example a more chaotic unaligned would not always be apathetic to certain acts, good people aren't always kind just predisposed to it.
  • In Fable and Fable: The Lost Chapters the alignment system is quite simple, it includes solely Good and Evil. There are also three physical trait 'sliders' which can affect your appearance: Slim and Fat, Young and Old, and Attractive and Ugly.
  • One can change their alignments by doing certain quests. Each change is by ±1 point: War of the Clans!: 1 choice 1. * Affects Unity/Chaos The Beginning of the End: 2 choices 1. * Affects Good/Evil 2. * Affects Unity/Chaos Strange Friends: 2 choices 1. * Affects both axes 2. * Affects Unity/Chaos Attack on Granemor!: 1 choice 1. * Affects both axes or no change The Fall of Augerthorne: 1 choice 1. * Affects Unity/Chaos or no change The Manifestation: 1 choice 1. * Affects Unity/Chaos or no change Paxia Special Mission: 1 choice 1. * Affects Alignment, or no change
  • Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit. "Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others. People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are generally committed to others by personal relationships rather than by a general sense of moral obligation.
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  • Alignment is the philosophy a character lives by. While the actions of a character are under your control, the character's alignment can affect how NPCs in the game view him. The computer provides all the possible Alignments for a character and you can choose any of those you wish.
  • Battle calls Aesir! Will you face it with the Cybernetic gifts of ODIN? Or with your natural Human gifts of courage and skill? The alignment you chose ultimately decide the final outcome of the game, to stick to your roots and go all natural with little to no machine implications, or to turn yourself into more machine than man, the choice is yours.
  • One can change their alignments by doing certain quests. Each change is by ±1 point: War of the Clans!: 1 choice 1. * Affects Unity/Chaos The Beginning of the End: 2 choices 1. * Affects Good/Evil 2. * Affects Unity/Chaos Strange Friends: 2 choices 1. * Affects both axes 2. * Affects Unity/Chaos Attack on Granemor!: 1 choice 1. * Affects both axes or no change The Fall of Augerthorne: 1 choice 1. * Affects Unity/Chaos or no change The Manifestation: 1 choice 1. * Affects Unity/Chaos or no change Paxia Special Mission: 1 choice 1. * Affects Alignment, or no change Frostval in July: 1 choice 1. * Affects Alignment, or no change Battle With Visia: 1 choice 1. * Affects Alignment, or no change Failure to Communicant: 1 choice 1. * Affects Good/Evil or no change Isles of Drudgery: 1 choice 1. * Affects Alignment, or no change. Alignments can go to ±17, but currently they have a maximum of +6 and a minimum of -6. However, The Beginning of the End can get your Unity/Chaso alignment to ±7 if you are currently at ±6. |-|Unity=Unity recognizes that the traditional elemental rivalries are weaker than far more palpable threats. Unity does not oppose clans in competition, nor individuals fighting amongst each other, but it does oppose the rampant unchecked corruption and decay that threatens to devour Paxia at a moments notice. So, no Unity does not seek complete peace on Paxia, far from it. Unity is aware that complete peace can never be achieved. Rather it seeks to be a force to defend Paxia from the forces that would destroy it. ​Presently Unity functions as a direct democracy. There are no elected representatives, decisions are made by the plurality. It is possible that over time Unity may shift its governance to be more similar to the clans with elected councils. So overall, Unity is the is the most important alignment, hence most protagonists are good.
  • 1 Playable in Classic Mode.2 Not playable in Classic Mode. 3 Playable in Classic Mode as Town Killing or Random Town.All other roles are playable in Classic Mode as Random Town only.
  • Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit. "Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others. "Evil" implies a lack of concern for others, and in extreme cases purposefully hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is necessary or convenient to their goals. Others are actively malicious, killing for sport or out of duty to some evil deity or master. People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are generally committed to others by personal relationships rather than by a general sense of moral obligation. Being good or evil can be a conscious choice, particularly in the case of people or entities that recognize the objective existence of alignment in the default Dungeons & Dragons cosmology. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good/evil axis usually represents a lack of commitment one way or the other, but for some (particularly druids) it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these people maintain that a balance between the two is the proper place, if not for all people then at least for themselves. Animals and non-sentient creatures are neither good nor evil. Even man-eating carnivores and animals trained to kill are neutral because they lack the capacity to distinguish between morally right or wrong behavior.
  • Most recent alignments from D&D 4th, not a straitjacket just a guide to motivations, for example a more chaotic unaligned would not always be apathetic to certain acts, good people aren't always kind just predisposed to it.
  • In Fable and Fable: The Lost Chapters the alignment system is quite simple, it includes solely Good and Evil. There are also three physical trait 'sliders' which can affect your appearance: Slim and Fat, Young and Old, and Attractive and Ugly.
is Alignment of
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