Thursday, September 22, 2016

Savage Rifts - Alignments

Rifts has alignments, Savage Worlds does not. Here are my first thoughts.

So if you're a Game Master who wants to make the Switch, but wants to keep the alignments, how can this be done?

Pretty simply actually, by use of hindrances and optionally edges. (Or just have people choose one)

Palladium Books uses Seven Alignments.  These are similar to having a Code of Honor. Or lack of a Code of Honor)

Good Alignments
Principled  (Major Hindrance) Principled characters will have lots of issues, no dirty money, protecting innocents, no harming unarmed opponents. (In Rifts, this doesn't apply to true monsters, demons, vampires, supernatural evil.) They see the coalition as an evil organization, but those grunts, they're just misguided, and can possibly be saved. They won't let those they work with break their code either. They won't keep dirty money for themselves, though they might redistribute those funds to the needy.

Scrupulous (Minor Hindrance) For the greater good.



Selfish Alignments
Unprincipled (None) Almost total freedom. Not evil, but not Good.
Anarchist (Minor Edge) Total Freedom, your morals revolve around You, this is the Narcissistic alignment.

Evil Alignments
Unscrupulous (Minor Hindrance) Evil, but the cowardly evil. When things go bad, you can't count on an unscrupulous character to stick around. If there's a credit to be mad by betraying his allies, he will definitely do so.

Aberrant (Minor Hindrance) They have a code, not a strict code, but it's a code. If they give their word, they'll keep it...to the letter of the law. They will hurt people, but usually won't kill for fun.

Diabolic  (Major Hindrance)
Diabolic characters are basically unhinged. GM can require a Spirit roll to hold themselves back. ESPECIALLY if they think they can get away with a horrible crime without repercussions. They're not evil for a reason, they're just evil for fun.