rdfs:comment
| - Neutral evil is called the "Malefactor" alignment. Characters of this alignment are typically selfish and have no qualms about turning on their allies-of-the-moment. They have no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit to it. An example would be an assassin, who has little regard for formal laws but does not needlessly kill. A villain of this alignment can be more dangerous than either lawful or chaotic evil characters, since he is neither bound by any sort of honor or tradition nor disorganized and pointlessly violent.
- Злой, или нейтрально-злой (англ. evil) персонаж может творить всё что угодно, при условии, что он сможет уйти от ответственности. Он готов причинять боль, приносить несчастье и уничтожение, причём делает это без оглядки на законы общества или личные права. Он не имеет склонности к выполнению законов и не питает иллюзий, что следование законам, традициям или собственному моральному кодексу делает его чем-то лучше или благороднее. С другой стороны, он не испытывает постоянного стремления к конфликту, подобно хаотично-злому персонажу.
- Neutral evil is one of the nine alignments that represent a creature's general moral and personal attitudes.
- Neutral Evil Characters don't respect laws or needlessly cause violence, instead they are usually selfish and would turn on their allies if it benefits them. Basically, they only care about getting what they want.
- Neutral evil promotes pain, anguish, misery, corruption, and destruction on all, without regards to the individual (chaos) or the system (law). This can be for its own sake or for a definite goal, including bringing the end times (either to end the world or to bring about its replacement with a 'better' world) or raising an evil master to power or freeing one from containment.
- The Neutral Evil alignment consists of three non-factional roles that have varying degrees of conflicting interests against the innocent townsfolk, and wish to have a certain person or group of people killed. Despite that, unlike Neutral Killing roles, evil roles do not have the ability to directly kill, and thus, must utilize deception to play properly and win. All Neutral Evil roles have Detection Immunity, adding to their propensity for trickery.
- Neutral evil is pure pragmatism without honor and without variation—survival of the ruthless. In 4th edition mechanics for Dungeons & Dragons neutral evil is found under the umbrella of the evil alignment. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil or secret societies. Career criminals, particularly those who harm others for money, such as hitmen, are the most obvious example of neutral evil.
- A neutral evil villain does whatever she can get away with, shedding no tears for those she harms. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any more noble. However, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. The criminal who robs and murders to get what she wants is neutral evil. Neutral evil represents evil without honor and without variation.
- Neutral evil is pure pragmatism without honor and without variation—survival of the fittest. A neutral evil character does whatever he can get away with. He is out for himself, pure and simple. He shows no remorse for those he kills, whether for profit, sport or convenience, and he has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he does not have the restless nature or love of conflict that a chaotic evil villain has.
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abstract
| - Neutral evil is called the "Malefactor" alignment. Characters of this alignment are typically selfish and have no qualms about turning on their allies-of-the-moment. They have no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit to it. An example would be an assassin, who has little regard for formal laws but does not needlessly kill. A villain of this alignment can be more dangerous than either lawful or chaotic evil characters, since he is neither bound by any sort of honor or tradition nor disorganized and pointlessly violent.
- A neutral evil villain does whatever she can get away with, shedding no tears for those she harms. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any more noble. However, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. The criminal who robs and murders to get what she wants is neutral evil. Neutral evil represents evil without honor and without variation. This alignment is seen by some to be the most despicable, the most pure evil, as it seeks harm to individuals (evil) with no mollification due to protocol (law) or discord (chaos). Some neutral evil characters partake in evil for its own sake, while some simply have no regard for others. They break rules when convenient but can still appreciate the usefulness of some degree of order. The extreme of the neutral evil alignment is represented in Neverwinter Nights as a rating of "50" in law-chaos and "0" in good-evil. The alignment title is "malefactor".
- Neutral evil is pure pragmatism without honor and without variation—survival of the fittest. A neutral evil character does whatever he can get away with. He is out for himself, pure and simple. He shows no remorse for those he kills, whether for profit, sport or convenience, and he has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he does not have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil or secret societies. Career criminals, particularly those who harm others for money, such as hitmen, are the most obvious example of neutral evil.
- Neutral evil is pure pragmatism without honor and without variation—survival of the ruthless. In 4th edition mechanics for Dungeons & Dragons neutral evil is found under the umbrella of the evil alignment. A neutral evil character does whatever he can get away with. He is out for himself, pure and simple. He shows no remorse for those he kills, whether for profit, sport or convenience, and he has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he does not have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil or secret societies. Career criminals, particularly those who harm others for money, such as hitmen, are the most obvious example of neutral evil.
- Злой, или нейтрально-злой (англ. evil) персонаж может творить всё что угодно, при условии, что он сможет уйти от ответственности. Он готов причинять боль, приносить несчастье и уничтожение, причём делает это без оглядки на законы общества или личные права. Он не имеет склонности к выполнению законов и не питает иллюзий, что следование законам, традициям или собственному моральному кодексу делает его чем-то лучше или благороднее. С другой стороны, он не испытывает постоянного стремления к конфликту, подобно хаотично-злому персонажу.
- Neutral evil is one of the nine alignments that represent a creature's general moral and personal attitudes.
- Neutral Evil Characters don't respect laws or needlessly cause violence, instead they are usually selfish and would turn on their allies if it benefits them. Basically, they only care about getting what they want.
- The Neutral Evil alignment consists of three non-factional roles that have varying degrees of conflicting interests against the innocent townsfolk, and wish to have a certain person or group of people killed. Despite that, unlike Neutral Killing roles, evil roles do not have the ability to directly kill, and thus, must utilize deception to play properly and win. All Neutral Evil roles have Detection Immunity, adding to their propensity for trickery. Treachery notwithstanding, it is quite possible to form alliances as Neutral Evil roles. For an example, they could team with the Mafia to gather enough votes in trials, with Neutral Killing roles to eliminate opposing voices, or with each other so to amplify the misinformation that they all wish to spread. Some of them could even team up with the Town on infrequent occasions, but this is a riskier proposition for both sides of the deal. However, they can also work alone and try to lay low most of the game; this is true especially for Jester and Executioner. Being non-factional, death is an interesting part of the Neutral Evil Alignment; as unlike factional roles, Neutral Evil roles cannot win while dead by way of their faction's victory, for they have none. Thus, the function of death must be specified on a per role basic: To be eligible to win, the Jester must be lynched, the Witch must kill all Townies, and the Executioner only requires their Town or possible Vampire target to be lynched. The Neutral Evil alignment contains a unique relevance in lynching. Two of its roles, the Jester and the Executioner, need to utilize lynch trials to win. These are the only roles to have such stipulations, and their existence and potential presence in the game often leads to disorderly trials. The odd role out here, the Witch, doesn't have to fiddle with the trials to win. But to compensate, the Witch is the only non-factional role that can't win with the Town. Whatever the role is, if there is a Neutral Evil role in play, it's extra work for the Townies, thereby giving other factions an advantage.
- Neutral evil promotes pain, anguish, misery, corruption, and destruction on all, without regards to the individual (chaos) or the system (law). This can be for its own sake or for a definite goal, including bringing the end times (either to end the world or to bring about its replacement with a 'better' world) or raising an evil master to power or freeing one from containment.
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