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		<id>http://2d4chan.org/mediawiki/index.php?title=Bloodthirster&amp;diff=100099</id>
		<title>Bloodthirster</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bloodthirster&amp;diff=100099"/>
		<updated>2018-10-06T11:39:48Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:19C0:2760:795D:59F1:710C:5044: /* Notable Bloodthirsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bloodthirster VS Empire.jpg|thumb|700px|center|You now want to buy a Khorne army.]]&lt;br /&gt;
&#039;&#039;&#039;Bloodthirsters&#039;&#039;&#039; are the greater [[daemon]]s of [[Khorne]]. They&#039;re fuckhueg daemons with wings who carry a giant axe into battle that&#039;s capable of hacking platoons of soldiers into mincemeat in a moment&#039;s notice. They are also filled with [[rage]] and generally considered the most dangerous entity in &#039;&#039;[[Warhammer 40,000]]&#039;&#039; that isn&#039;t a god or comparable to an Imperial war titan. Yes, you read that right. In all the [[grimdark]] violence of &#039;&#039;40k&#039;&#039;, a Bloodthirster is the single most dangerous being to walk the galaxy. That is how fucking dangerous these things are. In [[Warhammer Fantasy]] they are somewhat less impressive, as the scale of the game puts Chaos on a much lower pedestal than in 40k. Regardless, a Bloodthirster is still nothing to take lightly. &lt;br /&gt;
&lt;br /&gt;
Just to be clear, however, on HOW FUCKING DEADLY bloodthirsters are, Ka&#039;Bandha is a third rank Bloodthirster, which means that he is at least two orders of magnitude beneath the greatest of Khorne&#039;s Bloodthirsters, and only the two most powerful incarnates were able to put up a good fight. And in 40k, number crunching there are 19,173,960 bloodthirsters hanging about in the warp, and one was capable of taking on a Primarch (and Sanguinius, at that). All of them entering the universe at once is game over. On the other hand [[An&#039;ggrath]] is supposed to be a first rank Bloodthirster and lost a duel to a [[Hector Rex|mortal]] with a [[Power Weapon|glowy stick.]]  &lt;br /&gt;
&lt;br /&gt;
To be fair, a Bloodthirster is the Blood God&#039;s avatar of his rage, it will maim, kill, burn, split open, break the back of their opponent, drink the blood from their hearts, mutilate, anything that would sate their never-ending battle lust and to glorify Khorne. They are capable of killing virtually anything with their massive axe and strength and they are nearly impossible to stop without at least bringing something the size of a [[baneblade]] with similar firepower or the [[Daemonhunters]]. &lt;br /&gt;
&lt;br /&gt;
In [[The End Times]], Bloodthirsters underwent a similar treatment to [[Verminlord]]s in that they got split into several varieties; the Bloodthirster of Unfettered Fury (eighth host, the weakest of them all... if you can call WS10, S6, I9 and A6 [+1 for wielding two hand weapons) &#039;&#039;weak&#039;&#039;), the Bloodthirster of Insensate Rage (6th legion, monster-killers, so you&#039;re paying +100pts over the Unfettered Fury for a greatweapon and Heroic Killing Blow) and the Wrath of Khorne (third legion, 550 points by is Stubborn, has Magic Resistance 3, has a S5 Flaming breath weapon, Relentless Hunter [Hatred: Characters, adds +3&amp;quot; to charge if charging a character or unit with a character), and wields the Wrathaxe &amp;amp; Bloodflail combo (+2 Strength in first round, +1 attack in all rounds). &lt;br /&gt;
&lt;br /&gt;
Bloodthirsters seem to have inherited the mantle of &amp;quot;that thing that gets beaten up to show how cool a dude is&amp;quot; from the Avatar of Khaine, though that current has always been present to some degree.  As their own lore pumps them up to such high degrees, fluff writers inevitably seek to tear them down to show off how [[Mary Sue|badass]] their characters are.  Leading to many Bloodthirsters getting defeated in often humiliating fashions, like Skarbrand getting cut in half with a single swing from Dante, an Ultramarines Chaplain beating one to the ground with ease in winter assault while dozens of other Bloodthirsters are shot and beaten back into the warp throughout Dawn of War and its expansions, Nagash crushing the throat of another Bloodthirster and choking it to death, Skarbrand getting literally one-shotted by Malekith before Malekith started collecting power ups like candy, Ka&#039;Bandha embarrassing himself against the Sanguinor and getting Bane&#039;d to death by Sanguinius and more. To be fair, like all daemons, the power of Bloodthirsters is [[Matt Ward|not consistent]] and restricted based on what is powering them in the physical world. &lt;br /&gt;
&lt;br /&gt;
The [[Sisters of Silence]], able to see daemons for what they truly are, have started a charity drive to educate the Inquisition and similar organizations on the soft, helpless side of Bloodthirsters. They hope to contact all Grey Knights and Daemonhunters before the end of the 42nd millennium, in order to prevent the senseless destruction of these endangered creatures by every protagonist in every novel ever written. Every nine seconds a Bloosthirster is punched in half by a Guardsman, and this isn&#039;t &amp;quot;someone else&#039;s problem&amp;quot;. If you don&#039;t act now, how long will it be until a Bloodthirster you know (or [[Heresy|love]]) is slain?&lt;br /&gt;
&lt;br /&gt;
==Notable Bloodthirsters==&lt;br /&gt;
* [[An&#039;ggrath]]: Khorne&#039;s most favored Bloodthirster, created to replace Skarbrand. A Greater Daemon for Apocalypse made to [[rape]] anything that he gets into melee with. But his fluff sucks as three of the four mentions of him in fluff are of him losing to: Lorgar, considered the weakest Primarch (which, it bears mentioning, is still more than enough to slap the shit of high-ranking daemons); an Inquisitor Lord, albeit a badass one ([[Awesome|who called him a slave and told him to beg Khorne for mercy when he next saw him]]), and Calgar, who crushed his head when he clapped his hand, which isn&#039;t discussed as much.&lt;br /&gt;
* &#039;&#039;&#039;Daemon of Tartarus&#039;&#039;&#039;: A Bloodthirster (or maybe a Daemon Prince, who knows) sealed in the Maledictum artifact by the [[Eldar]] of [[Craftworld]] [[Ulthwé]]. [[Sindri Myr|SSSIIINNNDDDRRRIII Myr]] attempted to use it to achieve [[Daemon Prince]]hood, but was thwarted by [[Gabriel Angelos]], who destroyed the Maledictum and ended up releasing it. Later spent several years working with [[Azariah Kyras]] in trying to destroy Subsector Aurelia in a mass sacrifice to Khorne. Began merging with Kyras on Cyrene, where it was bombarded from orbit by the [[Blood Ravens]]. Or the [[Imperial Guard]]. Or the Eldar of Ulthwe. Look, we&#039;re still not sure who did it, but we know it&#039;s dead. Or at least banished for some centuries (the daemon, not Kyras). Actually, not much is known about him period, he only has one speaking role, during which for a daemon of Khorne, he seems rather calm and polite. For a Daemon of Khorne, he&#039;s also very indirect and extremely manipulative, only once actually engaging in direct battle in the final battle at Cyrene; and even then he was only half of the equation; merged with Kyras as he was. Otherwise, all the blood he spills for Khorne on screen was through the result of manipulating others into spilling blood pointlessly, from the war for Tartarus to the Aurelian Crusades. So he&#039;s the most dangerous possible kind of Khornate, the intelligent kind, one who doesn&#039;t give you a chance to stop his bloodshed because you don&#039;t know he&#039;s behind it until it&#039;s almost too late. And of course, a Khornate who is actually capable of corrupting others, whereas most can at worst kill you and swallow your soul and yaddah yaddah yaddah. Notably referred to as Khorne&#039;s Herald and Messenger, which in feudal hierarchies has always been a high ranking and very posh job with a lot of benefits to it, likely making him a first order Bloodthirster or one of Khorne&#039;s favourite Daemon Princes. Also has a rather unique appearance, his head being a flaming horned skull rather than a cow head, an angry horned person, or a screaming red maw. But of course, what&#039;s more Khornate than a burning skull? If someone could draw a Bloodthirster that&#039;s a flaming skeleton, that&#039;d be awesome.  &lt;br /&gt;
* &#039;&#039;&#039;[[Ka&#039;bandha]]&#039;&#039;&#039;: The greatest of Khorne&#039;s servants. he who broke [[Sanguinius]]&#039;s legs at Signus Prime. Sanguinius later paid him back during the Siege of Terra (if you don&#039;t count the time he got payback on Signus Prime) by &#039;&#039;breaking Ka&#039;Bandha&#039;s spine over his knee&#039;&#039;. He may or may not be the cause of the Black Rage. Reappeared to troll the [[Blood Angels]] in M41. Actually, every time he goes up against them he embarrasses himself. The [[Sanguinor]] [[awesome|once bodyslammed him from orbit.]] In Warhammer Fantasy, he is the greatest of Khorne&#039;s huntsmen and comes across as possibly the strongest being in the setting who isn&#039;t a god. So powerful in fact, that he took on up to SIX Incarnates at once and still kept going. He even kills Caradryan, incarnate of fire, has the wind of fire unleashed into his flesh, and still keeps going.  The only incarnates who matched him in strength were Nagash, who fought him to a standstill, and Sigmar, who is a literal god so of course he ended up winning that fight. &lt;br /&gt;
* &#039;&#039;&#039;[[Skarbrand]]&#039;&#039;&#039;: Once the greatest servant of Khorne, until [[Tzeentch]] tricked him into even greater acts of wanton destruction to the point he challenged Khorne himself as he was so angry. Khorne was so pissed that he throttled the emotions out of him, except for rage and threw him so hard that he flew across the [[Warp]] for a straight week thus banishing him for pissing Khorne off. Tzeentch like always, just sat on his throne, conjured up a [[martini]] glass filled with his poison of choice, and muttered: [[Just As Planned]]. Unfortunately, he now kills more in one day than he ever did when Khorne still liked him, so this could be one of the few times Tzeentch played into Khorne&#039;s hands. [[Just As Planned]]. He is thought to be Khorne&#039;s truest servant, since he kills without purpose and can gain no favor. Though he continues to fight for Khorne, it is for nothing since Khorne has no mercy in his heart, and his exile is eternal: None more closely embody the ideal of senseless slaughter for carnage&#039;s own sake.  He now has a very pretty, very expensive model; $200 AUD [$130 USD] for one guy!?  Nagash does more for the game in crunch and lore and he costs less.  Makes you feel sorry for Aussie tabletop fans.  Apparently being in exiled from Khorne-land gives Skary a lot of time to pretty himself up. In Age of Skubmar, Skarbrand continues doing his thing; killing for the sake of killing. Eventually, however, Archaon gets so pissed off with Skarbrand killing his dudes when Khorne unleashes Skarbrand that he basically scolds Khorne with &amp;quot;I can&#039;t win the Realms for Chaos if Skarbrand keeps soloing entire armies&amp;quot;, Khorne, despite not enjoying being told what to do, saw this as the perfect way to punish Skarbrand even MORE. What&#039;s worse than not being able to feel anything other than hate and rage? Not being able to express it. So Khorne makes a thing called Brass Chain to tie up Skarbrand in some mega-fortress in the Realms and for added lulz, gives Archaon the power to unleash/lock up (though does require Gaunt Summoners to do so) Skarbrand. Despite being locked up, Skarbrand regularly kills entire armies. In Balance of Power, he&#039;s thrown by Khorne to capture Alarielle: The Emo Queen, only to be thwarted by Grey Knights, I mean, Lizardmen, I mean Seraphon. Who proceed to kill everything else that came with Skarbrand, until just Skarbrand is left, who then &#039;kills&#039; the entire Slann&#039;s army, at which point the Slann decides not to bother trying to kill Skarbrand and returns him to his jail cell... Without locking him back up. Right when Sigmarines were trying to break in to smash the chain forever with Fire Dorfs to prevent Skarbrand ever being controlled again. They failed to do so, but at least had the consolation prize of Skarbrand destroying the entire garrison before somebody tells Archaon he&#039;s loose. Must be suffering being a bitch Bloodthirster.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
There is confusion caused by conflicts in the canon over whether An&#039;ggrath or Ka&#039;Bandha is the most powerful/greatest/simply best of Khorne&#039;s Bloodthirsters, as there is proof to support either side. Don&#039;t even get the canon-keepers started on Skarbrand when he had wings. Considering how nutty Chaos actually is, such a confused state of being is hardly unexpected. It could also be GW and Black Library writers just don&#039;t talk to each other and get some common facts straight. This could be actually fixed if the two battled, but Khorne himself will never allow for this no matter how tempting that would be. Thus we&#039;ll never know. &lt;br /&gt;
In Warhammer Fantasy, it was pretty clear who was the strongest. An&#039;ggrath never gets a mention, while Skarbrand is defeated pretty quickly by Malekith (note this happened before he became either the Phoenix King or the Incarnate of Shadow) though Malekith had some help from his dragon. Ka&#039;Bandha, on the other hand, proves to be a nearly unstoppable rapetrain that takes on nearly all the Incarnates (other than Grimgor) over the span of one battle, smashes anyone else and only even expresses pain when the ENTIRE WIND OF AQSHY scorches him with the death of Caradryan.  He is only stalemated by Nagash, and finally defeated by Sigmar Ascendant &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bloodthirster 1.jpg&lt;br /&gt;
Image:Bloodthirster 2.jpg&lt;br /&gt;
Image:Bloodthirster 3.jpg&lt;br /&gt;
Image:Bloodthirster 4.jpg|The &amp;quot;affordable&amp;quot; Bloodthirster model.&lt;br /&gt;
Image:Bloodthirster 5.jpg|The &amp;quot;good&amp;quot; Bloodthirster model. Outright said to be An&#039;ggrath in the Imperial Armour books. &lt;br /&gt;
Image:Bloodthirster.jpg|the new Bloodthirster model, also note this is one of three new flavours.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;/div&gt;</summary>
		<author><name>2600:1700:19C0:2760:795D:59F1:710C:5044</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=/r9k/&amp;diff=1603</id>
		<title>/r9k/</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=/r9k/&amp;diff=1603"/>
		<updated>2018-10-06T11:26:17Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:19C0:2760:795D:59F1:710C:5044: lolno, either give it actual meat or let it rot&lt;/p&gt;
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&lt;div&gt;{{delete}}&lt;br /&gt;
&lt;br /&gt;
/r9k/ is /b/, except with much more virgin angst and depression. Doesn&#039;t really have much in common with [[/tg/]].&lt;br /&gt;
&lt;br /&gt;
==Additional Links==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=96SrWO5Na54&lt;/div&gt;</summary>
		<author><name>2600:1700:19C0:2760:795D:59F1:710C:5044</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bionicle&amp;diff=86970</id>
		<title>Bionicle</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bionicle&amp;diff=86970"/>
		<updated>2018-10-06T11:23:54Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:19C0:2760:795D:59F1:710C:5044: Undo revision 522305 by 128.163.236.224 (talk)&lt;/p&gt;
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&lt;div&gt;{{delete|I can think of a dozen harem animes that also got quests on /tg/, but that doesn&#039;t make them relevant either. It just makes us look incredibly bad at prioritizing. Secondary note, different person: any relevance it has is tangential at best, and this is /toy/ shit anyway. If kept it&#039;ll have to be cut down considerably.}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Bionicle is a setting and toyline created by the [[Lego]] company. The story centers on some polynesian, element-themed, kid-sized robots* on an island, living under the shadow of evil, etc.; until some element-themed, adult-sized robot* heroes appear. And it gets unendingly more complicated from that.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:Bionicle-Poster-1-.jpg|thumb|right|500px|Hold on to your britches, all you ten-year olds out there - You&#039;re in for a ride.]]&lt;br /&gt;
&lt;br /&gt;
Despite always being a popular toy line among children, the Lego corporation in the late 90&#039;s was on the verge of bankruptcy. They had almost no licensed intellectual properties outside of Star Wars which only produced limited returns due to royalties, and leaned heavily on generic ideas like &amp;quot;knights&amp;quot; and &amp;quot;pirates&amp;quot;. They were unsuccessful in obtaining the rights to make licensed sets and by all market projections would have been shut down by the 2000&#039;s. &lt;br /&gt;
&lt;br /&gt;
Lego had previously had sets with larger pieces utilizing gears and gimmicks like a bendy arm to fire things or looking like a car under the name &amp;quot;Technic&amp;quot;. Originally concieved as a voodoo theme by employees involved in marketing, Alastair Swinnerton worked with them on revising the concept over multiple drafts into a Polynesian-inspired story about biological technological chronicles, which inspired the name Bionicle. The end result was a VERY elaborate story which spanned multiple generations, full of plot hooks and creatures to make sets of. Bob Thompson lead the team that grouped the story by medium. &lt;br /&gt;
&lt;br /&gt;
The first set, each of the six heroes the story focused on, was released with only mild advertising in North America in the 2000 Christmas season. It was an AMAZING success, earning the company more revenue than any line previously. Lego quickly scrambled to market it, making [https://www.youtube.com/watch?v=Fk47EDfWK10 CG television commercials depicting each of the heroes] as well as selling boxed sets containing a mask molded in the shape of each of the six but in each other&#039;s colors. &lt;br /&gt;
&lt;br /&gt;
Lego Magazine began featuring an ongoing comic series written by Greg Farshtey that contained most of the lore for the series, and was later published by DC Comics as an ongoing series. The internet factored heavily in their promotion with early flash games, later Playstation 2 and Gameboy Advanced games being used as marketed advertising. Four movies and many shorts were made, and a few musicians made a career just writing music for Bionicle (Rob Zombie was even on board to create a song for Bionicle at one point). Podcasts and novels were also involved in some of the storytelling, although they were largely sidelined in favor of the visual mediums. &lt;br /&gt;
&lt;br /&gt;
The Bionicle theme (which is what groupings of sets under a given, well, theme are called in Lego) continued through multiple generations until 2010 when it was ended in favor of the newer original lines including Ninjago. Like most companies in the late 2010&#039;s, Lego resurrected the Bionicle line in 2015 to cash in on nostalgia and start a new generation with a Lego addiction the same as the last. As of now, research indicates 85% of American children know about Bionicle and 45% own at least one set. &lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
Bionicle, as stated above, is based in Polynesian folklore. &lt;br /&gt;
&lt;br /&gt;
Most non-plant life in the setting is actually organic robots (which is to say some of their tissues are mechanical while others are organic) who can lose or replace their parts although they can feel pain and suffer fatal wounds, eat and thus most likely excrete, and have genders (but not sexes). Compared to a similar work, Transformers, Bionicle is closer to the organic side of things. &lt;br /&gt;
&lt;br /&gt;
An unfortunate fact about this universe is that it eventually got bogged down by a shitton of serials and plot near the end, which was already being forcibly wrapped up due to financial reasons, so thing may get really sketchy at parts.&lt;br /&gt;
&lt;br /&gt;
===Prologue===&lt;br /&gt;
A long time ago, on a planet called Spherus Magna, a race of godlike creatures (who appear to be humans, although they are only ever shown in silhouette) called Great Beings lived in six tribes, although whether naturally from there or if they came from someplace else is not clear; they had to tame the planet early on. Great Beings were creators at heart, although they ruled over their creations and saw to it that balance was maintained. In time they chose six individuals from their creations to become the Element Lords whom they infused with the power to control one of the respective elements, and whose sole task was to rule while the Great Beings created. This worked for thousands of years, during which the Great Beings attempted to build a giant race of robots with the prototype simply exploding.&lt;br /&gt;
Eventually however, a shift in power left the Elemental Lord of Ice with a spring of Energized Protodermis, a substance from the core of Spherus Magna which was used by the Great Beings to create life and if necessary destroy it as well. He refused to share it, and the Core War broke out with each Element Lord attempting to destroy the others. &lt;br /&gt;
&lt;br /&gt;
Knowing what was to happen, the Great Beings created a race of tiny robots called Matoran who in turn built a giant robot called Mata Nui out of Protodermis. The Great Beings busied themselves creating artifacts which their robots could use called Kanohi masks, which grant various powers when worn. Without a Kanohi mask, a Matoran is almost defenseless. The Great Beings then made final efforts to stop the destruction caused by the Elemental Lords, who refused to see reason and fought against all creations the Great Beings made to attempt to control them. They also created many McGuffins, from the Mask of Light to a mysterious a device to basically kill all robots everywhere, all with the general idea &amp;quot;the solution to more potential for things to go wrong is more and more failsafes&amp;quot;. &lt;br /&gt;
Eventually the planet was split in three during the Shattering. One planet which was one giant desert, and two moons with one being simply a giant ocean ball and another as one giant jungle which was half frozen, among which where dispersed the remaining inhabitants of Spherus Magnus.&lt;br /&gt;
Long before this the Great Beings had activated Mata Nui and sent him flying off into space, to return when it was time to reunite the three broken bits of Spherus Magnus. They then retired to one of the moons to watch their work unfold, although one hid himself as a Matoran to live inside Mata Nui and see firsthand what they had wrought. &lt;br /&gt;
&lt;br /&gt;
Mata Nui created robots called Makuta, who soon called themselves the Brotherhood of Makuta, lead by one of their number called Miserix. They protected the Matoran while Mata Nui attempted to restore Spherus Magnus to its former state, and to do this they were given the power to shape the various mechanical lifeforms of the planet into &amp;quot;Rahi&amp;quot; which were modified servants. The Brotherhood of Makuta was based in a giant mechanical city called Metru Nui, where the Matoran were relocated to. But the Matoran had begun to worship Mata Nui as their god, and a secret society called the Order of Mata Nui came about in their ranks. The Order chose the best of the Matoran to be elevated/upgraded into warriors called Toa which were patterned after ancient warriors called Toa Mata (more on them later). &lt;br /&gt;
&lt;br /&gt;
Not long after Mata Nui created the Barraki, six &amp;quot;perfect&amp;quot; leader lifeforms who formed the &amp;quot;League of Six Kingdoms&amp;quot; because of the six divisions of Mata Nui&#039;s body one of which each was designated to guard over in order to contain the numerous threats which the feral creations of the Great Beings had begun to pose. They quickly raised legions of robotic organisms. They were instructed to never harm the Makuta, Matoran, or Metru Nui, and had a very uneasy alliance with the peoples that Mata Nui had created. As the Barraki grew more and more bold they coerced the robot peoples into aiding them in their plan to overthrow Mata Nui and veritably take their territories as their own (as they were only technically glorified wardens at the time). When it was discovered that the Barraki had grown bold enough to infiltrate Metru Nui while planning to kill Mata Nui himself, the Makuta finally declared war on them and formed an uneasy alliance with the Toa (whose origins the Makuta were not aware of).&lt;br /&gt;
&lt;br /&gt;
After the defeat of the Barraki, the Toa (armed in giant robots (yes, a robot within a robot within an even bigger robot) called &amp;quot;Exo-Toa&amp;quot;) showed mercy to them and trapped them rather than destroying them. Some among Makuta then began to plan to overthrow Mata Nui themselves while destroying all threats to Metru Nui (which increasingly became a police state). After a small war between two factions of Matoran over territory, the Makuta destroyed the combatants to the last in a spectacle for all Matoran to see. The Matoran, rather than be cowed, began to fear and hate the Makuta. Miserix responded by moving the Makuta further from the city, assigning his second-in-command Teridax to control Metru Nui itself from his skyfortress Mangaia. After a Makuta became aware of Teridax&#039;s own plan to destroy Mata Nui, the Brotherhood of the Makuta met to vote on the course of action. Miserix and the loyalists were in the minority, with Miserix sentenced to death but hidden instead by his executioners while the others had &amp;quot;accidents&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Makuta became increasingly close to Mata Nui as they planned their betrayal, subjugating all beings they encountered to form their massive armies (using their already massive armies of Rahkshi, which were enforcer-like robot suits powered by organic worms called Kraata that the Makuta could synthesise from their bodies) with only the Matoran still revering Mata Nui and the Great Beings. This last unattainable symbol, the love of the laborers, was what drove Teridax to finally betray Mata Nui by messing with his on/off switch when he began to pull both the moons back together to restore Spherus Magna to its original state, as his &#039;brain&#039; is essentially located somewhere within Metru-Nui. He was forced into a comatose-like state, collapsing on the watery moon that was Aqua Magna. After this Makuta attempted to create a new Toa team from specific Matoran within Metru-Nui but the Toa stones required for this to occur were intercepted and redirected by a Toa named Lhikaan to other Matoran, foiling Teridax&#039; plan as the original recipients of the Toa stones were flawed Matoran who would have easily fallen under his control. Through kidnapping and replacing the Turaga (a Toa who has sacrificed their power, revered as tribe leaders (this one&#039;s a mayor)) of Metru-Nui Makuta was able to turn these Toa into outlaws in the minds of the Matoran of Metru-Nui, however the Toa with the help of Lhikaan discovered Teridax&#039; plot to enslave the Matoran of Metru-Nui. The ensuing battles against Teridax and two members of the &#039;Dark Hunters&#039; organisation (another conglomeration of robot organisms whose programming had gone wrong) he had hired to help him deal with the new Toa saw the two mercenaries and Lhikaan killed or destroyed and Teridax encased in solid protodermis, though not before the Matoran were forced into mind-wipe chambers and turned comatose as the first stage of Teridax&#039; seemingly failed grand scheme.&lt;br /&gt;
&lt;br /&gt;
The new Toa team, dubbed &#039;Toa Metru&#039; transported the Matoran out of Metru-Nui to Mata-Nui, which was the island formed on top of Mata Nui&#039;s gigantic robot face (which was slightly above the sea level of Aqua Magna) as part of his camouflage system. They then realised they forgot some and went back to Metru-Nui to find that it had been overrun by Visorak (giant robot spiders) who were being controlled by two Vortixx (a manufacturing race of robot organisms constructed to produce replacement/new parts for Mata Nui within Mata Nui, that like every other race of robot organisms that the Great Beings screwed up so severely ended up manufacturing weapons and selling them to anyone who wanted them), one with a strange fetish for Teridax, who had carved off a crystal piece of the protodermis that held Teridax and placed it near her heartlight (a mechanical light that beats to indicate that the particular robotic organism is still functioning properly). This Vortixx, named &amp;quot;Roodaka&amp;quot; planned to release Teridax (even she didn&#039;t know how, at least not until the Toa Metru came back). The ensuing war resulted in: the formation of the Toa Hordika (grotesque beast-like mutated versions of the Toa Metru after they were exposed to Visorak venom), the discovery of the legendary Keetongu (a healer? organism that cured the Matoran of robot sickness, disease and poisoning), the discovery of the Rahaga (previously the Toa Haga, mutated into small Rahkshi-like organisms by Roodaka, hence the contraction), hundreds of dead Visorak (animal cruelty), one renegade Toa Hordika, one nearly-dead Toa Hordika and 2 very dead Vortixx (Sidorak, Roodaka&#039;s partner, who wasn&#039;t that bad a guy, was crushed by Keetongu&#039;s fists. He was just tagging along for the ride. Maybe he fell for the wrong female robot, but seriously. What the fuck Keetongu.). It all went Just as Planned for Roodaka however as only the power of the Toa who made the protodermis seal could break the seal, and after the Toa fired all their combined powers at her (genius idea) Vakama (Toa-turned renegade-turned good again leader of the Toa Metru) killed her with his own Rhotuka blast, straight to the heart (which is where she&#039;d placed the small fragment of Makuta&#039;s protodermis seal), and Teridax was free. But they got the Matoran so it was worth it... right?&lt;br /&gt;
However, all the Matoran they had transported were still comatose (some had also been lost in the protodermis sea, but the Toa Metru gave no fucks as they were mostly the corrupted Matoran (not that they knew that)). The Toa Metru decided to sacrifice their Toa power and become Turaga in order to wake the comatose Matoran, and since they were mind-wiped the new Turaga taught them a pretty little lie to keep them in the dark about the truth of their origins in Metru-Nui and that they were living in a giant robot. Their mythology put Mata Nui as the creator and god of all things and Teridax, now merely named Makuta, as his evil brother, who out of jealousy struck Mata Nui down and was then free to unleash his darkness upon all of Matorankind.&lt;br /&gt;
Meanwhile, the newly reawakened Teridax waited underneath the island at the gate between Mata-Nui and Metru-Nui (which was actually Mata Nui&#039;s mouth) while he watched his plan to control all of creation unfold. &lt;br /&gt;
&lt;br /&gt;
And this is all the backstory.&lt;br /&gt;
&lt;br /&gt;
===Year 1: Hunting Masks===&lt;br /&gt;
Mata Nui, like almost everything else in the Bionicle universe, is conveniently grouped into six dominant geographical features including coasts, jungles, volcanic areas, canyons, an expansive underground, and a snowy mountainous region. The Matoran quickly spread throughout them and lived  lives full of suffering (other than the rare occasions when they could gather to play sports of course) as they were constantly preyed on by Rahi. Each Matoran tribe is lead by a village elder called a Turaga. During the time before the shattering, the Great Beings had created two robots designed to look after the Matoran. Karzahni was the being who controlled the facility which repaired the ancient Matoran, and in time in their mythology he had become known as a master of some vague horrible underworld. The other being, Artakha, was created to construct the Matoran and to upgrade them as needed; in Matoran mythology he is seen as a brother to Karzahni and rules over a divine realm where evil cannot enter.&lt;br /&gt;
In time most of the knowledge of the ancient Matoran was lost to all but their seemingly immortal Turaga, save that Mata Nui is the loving creator, Makuta is his hated brother who forced him to sleep, Toa are ancient heroes of some kind, and that if you go out of the village without your Kanohi on a Rahi will eat you. &lt;br /&gt;
&lt;br /&gt;
One day a traveling Matoran named Takua who was a [[Bard|storyteller]] unintentionally gathered six ancient stones and brought them to the heart of Mata Nui, called Kini Nui, which summoned six ancient canisters from the ocean to the island (these canisters are identical to the containers of the original toys and were intended to be used to play with). Each canister contained a fabled hero, called the Toa. They each burst from their canister in parts, and assembled themselves before setting off instinctively in search of their respective people. Each knew only how to speak and what their own name was. &lt;br /&gt;
In actuality, they were the very first of the Toa; the aforementioned Toa Mata, who were never Matoran. The Toa Mata were created by Artakha and trained by the first Matoran warrior, all as a contingency plan in case Mata Nui was ever vanquished. &lt;br /&gt;
&lt;br /&gt;
* Tahu, Toa of fire. Wields a sword made of fire, generic red-headed leader guy. His tribe of Matoran are Ta-Matoran, and are a disciplined people. All Ta-Matoran are male.&lt;br /&gt;
* Gali, Toa of water. Has hooks for hands and can breath underwater, chill as fuck until you piss her off. She&#039;s also the smartest of the Toa. Her tribe are the Ga-Matoran, an easy-going race of diplomats. All Ga-Matoran are female, and on Mata Nui are the ONLY females of the Matoran race. &lt;br /&gt;
* Lewa, Toa of air. Has a giant fucking axe,and is the cliche as fuck rookie character.When the writers need someone to get fucked up he&#039;s always the first choice. His tribe is the Le-Matoran, who are a race of less-annoying [[Kender]]. All Le-Matoran are male. &lt;br /&gt;
* Pohatu, Toa of stone. Has REALLY strong feet, and with his friendliness and joviality, is a pretty swell guy. His tribe is the Po-Matoran, who are craftsmen and &#039;&#039;huge&#039;&#039; sports fans. All Po-Matoran are male.&lt;br /&gt;
* Onua, Toa of earth. A tunneler with claws, the conscience of the Toa. His tribe is the Onu-Matoran, a race of historians and industrialists. All Onu-Matoran are male.&lt;br /&gt;
* Kopaka, Toa of ice. Has a sword and a shield. A complete 2cool4school loner who only likes Pohatu and Gali. His tribe is Ko-Matoran, isolationists and scholars. All Ko-Matoran are male.&lt;br /&gt;
&lt;br /&gt;
The Toa initially fought against the Rahi, first gathering five masks each (the same as the others had, but in their color) which formed into a golden mask (looking like their own) which granted all the special powers of the masks at once, then gathering six Makoki stones to unlock the Makuta lair. There the six merged into two and fought Teridax&#039;s minions then split again and suffered through Teridax&#039;s trials until they could vanquish his body.&lt;br /&gt;
&lt;br /&gt;
===Year 2: The Bohrok Awaken===&lt;br /&gt;
&lt;br /&gt;
[[File:Toa Nuva.jpg|thumb|350px|right|Well, we all know that insects give you superpowers when they throw their faces at you.]]&lt;br /&gt;
&lt;br /&gt;
They then fought the Bohrok, old feral creations of the Great Beings who were controlled in a hivemind through mask-like critters in their heads called &amp;quot;Krana&amp;quot; (which when worn controlled the mind of the Toa or Matoran it was on). The Toa continued their gathering quests by collecting all six colors of the eight types of Krana to unlock the nest of the Bohrok and defeat the twin Bahrag, the queens of the Bohrok swarms. After the fight, the Toa Mata fell into some pits of energized protodermis, and were mutated into a new form, now known as the Toa Nuva. The final servants of the Bahrag, Bohrok-Kal, were freed when the Bahrag were defeated with the intent of freeing them in a contingency plan. The Toa temporarily lost their powers, fought amongst themselves, yadda yadda, used the Mask of Time to slow time and defeat them. No collecting shit this time though.&lt;br /&gt;
&lt;br /&gt;
===Year 3: The Mask of Light===&lt;br /&gt;
Takua, the Matoran who had initially summoned the Toa by mistake, discovered the Mask of Light and with his pal Jala/Jaller (Yeah, legal issues meant name-changeroos.  Who knew the Maori people would get pissed their language was used?) went on a quest to find the legendary seventh Toa of Light while the Toa themselves fought Teridax&#039;s contingency plan of having been defeated (everyone seems to have one) called the Rahkshi, powerful anti-Toa controlled by shadow-slugs called Kraata. Takua was revealed to actually BE the seventh Toa, Takanuva, who would go on to defeat Teridax, merge with his corpse after falling into another pit of energized protodermis, and use the last of Teridax&#039;s power to resurrect fallen Matoran.&lt;br /&gt;
&lt;br /&gt;
===Year 4: Metru Nui===&lt;br /&gt;
&lt;br /&gt;
[[File:Toa Metru.jpg|thumb|400px|left|High tech city, futuristic guns and double wielding - [[Shadowrun]] in LEGO form.]]&lt;br /&gt;
&lt;br /&gt;
The Matoran leaders, the Turaga, then summoned the seven Toa to tell them of the history of Metru Nui and how they themselves were the Toa in the final days of the island. They informed them the seventh Matoran tribe, the Av-Matoran (who are both male and female) still reside there.  Metru Nui was essentially Mata Nui, but as a massive sprawling metropolis, so everyone had fancy tech.&lt;br /&gt;
&lt;br /&gt;
See, the Toa Metru (Different name for different gen) were chosen to deal with some giant weed called the Morbuzakh, but as it turned out, that was all a front for a bigger conspiracy involving the Turaga being corrupt (and actually being Teridax in disguise) and hunting down an older Toa with the help of mercenaries.  The mercenaries get assimilated by Teridax, Teridax gets beaten with the help of the Mask of Time (a macguffin that&#039;s appeared before-later), and the team had to evacuate the entire metropolis.&lt;br /&gt;
&lt;br /&gt;
===Year 5: Web of Shadows===&lt;br /&gt;
The Toa must rescue the rest of the matoran, qnd to do so they must venture back into Metru Nui to complete their quest. Upon their arrival they find their beloved city has gone to shit, overrun by the rahi that escaped from containment after an earthquake caused by Mata Nui crashing into the ocean moon of Aqua Magna. This caused the archives to be breached, and allowed the Rahi spill out into streets to damage the city further. Before the Toa can make it back across the shore,&lt;br /&gt;
their improvised boat sinks, wigh the Toa just barely making it across, only to br captured by the Visorak. They are paralyzed and left helpless only able to watch as we hear the sounds of the visorak and see a closeup of their meat grinder  mouths. The Visorak are a species of four legged spiders that attack in massive hordes, usually destroying the ecosystem they currently inhabit, and for a kids toyline have some pretty horrifying powers such as fatally dehydrating their victim or inflatinv them until they burst.&lt;br /&gt;
&lt;br /&gt;
After that horror scene we&#039;re introduced to our two sapient villians, Sidorak aneEgotistical asshole who takes credit for other people&#039;s accomplishments, and generally likes to act like the big kahuna even though he&#039;s a coward. His right hand woman is known as Roodaka, and she prefers to work from the shadows, and even manages to seduce one of the heroes..&lt;br /&gt;
&lt;br /&gt;
After being cocooned by the Visoraks and injected with venom they begin to painfully mutate, becoming more [[Furry|reptilian and developing animalistic tendencies]], before they are dropped from the very top of the Metru Coliseum,. They are saved by the Rahaga, another group of mutated toa, who reveal to them they&#039;ve been transformed into the Hordika: a mutant that is half-toa and half beast. The only hope of a cure lays with a rare Rahi called Keetongu, but after being told that they have to search for him their leader Vakama leaves the group and goes to rescue the matoran by himself and gets captured, allowing Roodaka to seduce him to her side in an attempt to free Makuta from his protodetmis cage.&lt;br /&gt;
&lt;br /&gt;
In the end, the mutation was reversed, the rest of the Matoran were saved, and the Toa Metru became the Turaga of Mata Nui.&lt;br /&gt;
&lt;br /&gt;
===Year 6: Voya Nui - The Closest We&#039;ll Get to a Ghetto===&lt;br /&gt;
&lt;br /&gt;
[[File:The Piraka 2006.png|thumb|350px|right|&amp;quot;Holla&#039;s, pose fo the camera! Big grins ya&#039;all! Look real tough an&#039; ghetto!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The Toa Nuva (save Takanuva) decided to scout out a new island called Voya Nui, but get kidnapped by some insane thugs called the Piraka, who had their own cheesy rap number.  Oh, and they also apparently kidnapped the All-American Rejects, but who likes that band? Well, the deal is that they&#039;re looking for something and are only working together just so they can get the big prize and stab all the others in the back in reality-tv drama. With angry gangstas.&lt;br /&gt;
&lt;br /&gt;
Regardless, a pack of Matoran (All major players with names and toys) take a voyage there and get transformed into the Toa Inika. While there, they realize that a) the Piraka are enslaving the populace. and b) The Piraka are looking for a major macguffin called the Mask of Life, which could save the island of Mata Nui. The issue with this is that the mask then goes underwater after the Toa beat all its contrived and press-ganged guardians.&lt;br /&gt;
&lt;br /&gt;
===Year 7: Mahri Nui - Under the Sea===&lt;br /&gt;
&lt;br /&gt;
[[File:500.jpg|thumb|300px|left|You&#039;d think robots don&#039;t need underwater gear, but what gives. Matoro is the guy out right.]]&lt;br /&gt;
&lt;br /&gt;
The Toa Inika realize that they&#039;re now mutated by the dick...ridged Mask of Life and thus have to go underwater to retrieve it.  Also, they get new tools and become the Toa Mahri.&lt;br /&gt;
They discover the ruins of a civilization called Mahri Nui, now run by deranged marine warlords called the Barraki, who are still angry about shit. Also, Teridax is looking for the Mask too, but is disguised as a seemingly-dead robot.  In the end, Toa Matoro (the Ice one) realizes that the island is dying and thus decides to sacrifice his life in order to empower the Mask of Life.&lt;br /&gt;
&lt;br /&gt;
Thus, Matoro died an hero.&lt;br /&gt;
&lt;br /&gt;
===Year 8: The Toa Nuva&#039;s Comeback===&lt;br /&gt;
Part of the upheaval Mata Nui&#039;s emergency CPR triggered involved an anchor breaking and Voya Nui raising above-ground, revealing a hive of the last-remaining Av-Matoran, besieged by lesser Makuta.  With the yunguns now short a man, the Toa Nuva decide to split up, with half of them going to the skies and the other half going to a swamp and Takanuva being busy having time-traveling adventures or some shit.  Both sides realize that they might&#039;ve been here before and find the Mask of Life building its own body.  They eventually manage to convince the mask to revert into a mask and then use it to finish waking Mata Nui up, revealing that the entire island was actually part of a colossal fucking robot large enough to step on a mountain. [[Awesome|Yes, that means we&#039;re nearing Tengen Toppa Gurren Lagan niveau of huge.]]&lt;br /&gt;
&lt;br /&gt;
Oh, and as a bigger kicker, it turns out Teridax hijacked Mata Nui&#039;s body and booted the real guy into the Mask of Life and booted it out light years into space...&lt;br /&gt;
&lt;br /&gt;
===Year 9 - Glatorians===&lt;br /&gt;
Mata Nui ends up crashlanding on Bara Magna, a desert-like wasteland where tribes fight for survival by having their gladiato- Errh, Glatorians fight in non-lethal combat while also warding off a tribe of scorpion-people and roving bandits.  So the Great Spirit decides to make a body while trying to find out what happened and along the way foil an invasion plot by the likely-evil Strakk.&lt;br /&gt;
After killing their leader, Mata Nui discovers another-less stable body of massiveness which he orders back into shape so he can finish things.&lt;br /&gt;
&lt;br /&gt;
===Year 10: S.T.A.R.S - The End===&lt;br /&gt;
&lt;br /&gt;
[[File:Teridax &amp;amp; Mata Nui.jpg|thumb|right|500px|Anything is better with giant robots beating up giant robots while robots within said robots beat up other robots within said other giant robot.]]&lt;br /&gt;
&lt;br /&gt;
While Mata Nui was busy being a gladiator, Makuta&#039;s been busy making everything a living hellhole inside him.  Matoran are slaves and Toa are helpless to stop an infinite legion of baddies.  Then Mata Nui arrives in his fuckhuge suit and the two deities begin having an apocalyptic smackdown.  The Toa meet the Glatorians, both sabotage the Makuta, more plot threads wrap up, and in the end, Makuta ends up 360-Noscoping his own dumb ass.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s the end of the Bionicle.&lt;br /&gt;
&lt;br /&gt;
===Year 11: REBOOT TIME BITCHES!===&lt;br /&gt;
Then 2015 came around and Bionicle, which was pretty much abandoned since 2010, was brought back in 2015 as a reboot, now focused on an island called Okoto.&lt;br /&gt;
&lt;br /&gt;
Now the origin involves two brothers: Ekimu and Makuta.  Both made masks, but Makuta was jealous at how people liked his bro&#039;s masks, so he made one that was essentially too hax to exist.  The brothers fought, Ekimu was sent into deathless sleep, and the world became infested by SKULL SPIDERS.&lt;br /&gt;
&lt;br /&gt;
Prophecies mentioned that 6 heroes (the Toa Mata, &amp;lt;s&amp;gt;now renamed the less culturally-insensitive Masters&amp;lt;/s&amp;gt; Apparently an arbitrary name. They&#039;re still called the Toa in story, and the 2016 sets call them &amp;quot;Uniters&amp;quot;) would come to deliver them.  Surprise they did.  They had to dig up Golden Masks in order to max their powers out, teamed up, and &amp;lt;s&amp;gt;killed&amp;lt;/s&amp;gt; defeated the Giant Enemy Spider (The Lord of Skull Spiders is killed later in one of the books. Apparently falling off a cliff wasn&#039;t fatal to it).&lt;br /&gt;
&lt;br /&gt;
After all that, the Toa then went into an ancient city where Ekimu and Makuta used to live. They fought and defeated the army of skeletons which had infested the city (Not without being forced to work together after each toa was stupid enough to try blindly charging into fights alone and getting their masks stolen) and revived Ekimu. They fought the big bad of the year, a big evil skeleton named Kulta, defeated him and put him in skeleton jail (Which he later breaks out of in one of the books), and retrieved the first of the 3 MacGuffin masks of the reboot. There is more plot detail in the books, but most of it is simply world building, mostly irrelevant to the current toa&#039;s objectives.&lt;br /&gt;
&lt;br /&gt;
===Year 12: RIP (again)===&lt;br /&gt;
&lt;br /&gt;
Skip to year two. Major upgrade in story vehicle, rather then the simplistic 2D flash animations on the website, now there is a netflix series!. Starts largely the same, Toa need more golden masks, need to find Really Important Mask no. 2, though, there are a few twists:&lt;br /&gt;
&lt;br /&gt;
1. They also need to find elemental creatures, and befriend them.&lt;br /&gt;
&lt;br /&gt;
2. The villain is, instead of a big spider with a lot of mooks, is a &amp;quot;Hunter&amp;quot;, who works for Makuta, named Umarak.&lt;br /&gt;
&lt;br /&gt;
This goes as expected: Toa get masks largely without issue (Despite Lewa getting into an incursion with the aforementioned Hunter, he managed to hold his own against him). Afterwards, they mind-meld with the creatures by taping them to their backs, and go to a fuckhuege maze. However, Pohatu apparently hates his creature after a traumatic encounter with some Skull Scorpions he had last year, since his creature is, incidentially, a scorpion.  So, apparently having the pre-reboot Kopaka&#039;s personality, decides to largely try to fly solo. This ends badly, with Umarak managing to exploit the gap in Pohatu and his creature&#039;s bond, and allowing him to steal the aforementioned Important Mask no 2 (Makuta&#039;s mask of control). After Pohatu learns the power of friendship and saves his creature&#039;s life, Umarak goes back to his secret meeting spot with Makuta... who then forces him to put on the Mask of Control, turning him into a hideous monstrosity now under Makuta&#039;s control! [[Just as planned]].&lt;br /&gt;
&lt;br /&gt;
The remainder of the second year seems to be focusing on Makuta trying to get his body back, as well as retrieving the Very Important Mask no. 3, but very little is known about it at the moment, and the release date for the other two episodes of the netflix series isn&#039;t until the 29th of July.&lt;br /&gt;
&lt;br /&gt;
The last 2 episodes of the Netflix series came out! And well, shit. The first one was OK, the Toa basically just fought a bunch of golem monsters and then confronted a mutated version of Umarak, who now looks like some kind of jacked up demon. Then the 2nd episode was a clusterfuck which ended with all of the remaining questions just being hand waved, and the toa going back to the stars, for some reason.&lt;br /&gt;
&lt;br /&gt;
Turns out, Lego had decided to cancel Bionicle last minute, forcing the writers to write in a proper ending for the series last minute. So, yeah, no more Bionicle. Likely ever, this time. We aren&#039;t even getting the final mask or the main villain (Makuta), in set form, so that&#039;s fun.&lt;br /&gt;
&lt;br /&gt;
At least Lego has the decency to take a bunch of detailed pictures of the model they used for their netflix show, so if you need Makuta, you can build him yourself!...sans his mask. Oh well, hopefully some tool will make it on shapeways or something&lt;br /&gt;
&lt;br /&gt;
RIP BIONICLE (again): 2001-2010, 2015-2016&lt;br /&gt;
&lt;br /&gt;
==That&#039;s Great And All, What The Fuck Does This Have To Do With /tg/?==&lt;br /&gt;
&lt;br /&gt;
There have been many tabletop Bionicle games, an official RPG, multiple unofficial RPG&#039;s, and Bionicle is a popular subject for [[Quest Threads]] on /tg/.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A fan wargame perhaps==&lt;br /&gt;
&lt;br /&gt;
I mean it could be possible as some of the toys backstory give them a war game like status like the Bohrok being akin to the [[Necron|Necrons,]] and the Visorak being akin to [[Tyranids|Tyranids]] who wouldn&#039;t want a game like that it would be bad-ass, hell Lego already confirmed that their are alternate universes so it could be set in an alternate one.&lt;br /&gt;
&lt;br /&gt;
Give the Matoran a [[Imperial Guard]] or [[Squat]] load out and let them blast apart Rahkshi and Makuta who have a loadout similar too chaos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TG get your shit down!&lt;/div&gt;</summary>
		<author><name>2600:1700:19C0:2760:795D:59F1:710C:5044</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Burmecian&amp;diff=106485</id>
		<title>Burmecian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Burmecian&amp;diff=106485"/>
		<updated>2018-10-06T11:18:23Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:19C0:2760:795D:59F1:710C:5044: Undo revision 522309 by 128.163.236.224 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|This project died a while ago}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bumecian3.jpg|thumb|Fratley and Freya, two Burmecians.]]&lt;br /&gt;
[[Image:Burmecian17.jpg|thumb|Few Burmecians remain in the Unified Setting, existing in quiet desperation alone amongst the draconian ruins.]]&lt;br /&gt;
&lt;br /&gt;
Burmecians are a race from the game Final Fantasy 9.  They are being statted up and references to the game series they&#039;re from is being put into the [[Unified Setting for /tg/]], given how much furries apparently love this race of people and Freya in particular.&lt;br /&gt;
&lt;br /&gt;
==Unified Setting Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burmecians are no longer canon US!&#039;&#039;&#039; Instead, see [[Faestir]]&lt;br /&gt;
&lt;br /&gt;
Burmecians are a noble but desperate race, poised on the cusp of extinction. Once divided into two species, now they stand under a mixed heritage of chivalrous war and humble artistry.&lt;br /&gt;
Burmecians typically range from 5 to 7 feet tall and 90-120 pounds. Their short fur is grey, but their heads are topped with hair that ranges between brown, grey and blonde, and their eyes come in shades of grey, blue and green. Their clothing comes in all manner of colours, with several styles depending on profession, from heavy coats to puff-sleeved shirts to voluminous robes. Burmecians have a strong sense of history and tradition, and tend to be formal and reserved: this cool demeanor, however, conceals a pride and determination fired by their great losses, and they can be fierce and implacable enemies. They tend towards the Lawful side of the alignment spectrum.&lt;br /&gt;
Burmecians speak Common, though they once were native speakers of Draconic. Most Burmecians encountered outside their home are Fighters.&lt;br /&gt;
&lt;br /&gt;
== Stats for D&amp;amp;D ==&lt;br /&gt;
&lt;br /&gt;
Size: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
-2 Str +2 Dex +2 Wis&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Jump&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Perform: Dance, Balance&amp;lt;br&amp;gt;&lt;br /&gt;
Quick Step: Whenever a Burmecian makes a 5 ft step, they may move 10 ft instead&amp;lt;br&amp;gt;&lt;br /&gt;
Natural Leaper: Burmecians always count as having the needed 20 ft run up for making jumps.&amp;lt;br&amp;gt;&lt;br /&gt;
Move speed: 30ft.&amp;lt;br&amp;gt;&lt;br /&gt;
Favored Class: Bard or Fighter&lt;br /&gt;
&lt;br /&gt;
==Burmecia: the rise and fall==&lt;br /&gt;
This is the fluff so far for the Burmecians of the unified setting.&lt;br /&gt;
&lt;br /&gt;
Many thousands of years ago Bahamut created Reis, the first Burmecian ever, using his near-god-like magical powers.  No one is quite sure why he did this; perhaps to prove a point, or just because he could.  For whatever reason, the Burmecians still pay tribute to Bahamut as the bringer of life and creator of their race.  Later, Bahamut got into a war with some other Draconian sorcerers.  To help him defeat his enemies, he created an army of creatures just like Reis and blessed them with incredible powers.  He called them Dragoons.  The war raged for some time and eventually, Bahamut’s castle was destroyed and Bahamut disappeared.&lt;br /&gt;
&lt;br /&gt;
After the war, Reis and the surviving Dragoons left the Draconians behind and travelled into the desert to the northwest.  Leviathan, goddess of the rain, took pity upon them and granted them shelter from the harsh sun in the form of a never-ending rain cloud that caused the desert to blossom and grow fertile around them.  She also gave Reis several hundred babies, the start of the Burmecian race.  The Burmecians built up a grand city in the desert, where the rain always fell and the sun could not hurt them.  The Dragoons protected them and eventually were integrated into their society as a separate caste of noble warriors.  A small group of Burmecians claimed that Leviathan was an evil demon in disguise, and broke away from their society.  They prayed to the god of the desert for protection and the desert led them to a great underground cavern where a city made of sandstone was waiting for them.  They named the city Cleyra.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the blood of the Dragoons was passed into many of the families of Burmecia. By contrast, the Dragoons themselves were becoming fewer in number with each generation, and their divine abilities faded over time.&lt;br /&gt;
&lt;br /&gt;
Thousands of years later, a horde of kobolds attack the peaceful city of Cleyra, under the direction of a creature they called Tiamat.  The Cleyrans resisted for a time but were eventually overwhelmed and forced to seek help from their ancestral cousins.  The last handful of Dragoons managed to defeat the kobold warlocks leading the tribe to war, but not before one of them turned Cleyra to glass by the might of Tiamat&#039;s power.  All but a few Dragoons perished in the war and Burmecia was ransacked by a huge kobold army.  The desert became kobold territory, and the Burmecian survivors less than a thousand in number fled to the ruins of their ancient home.&lt;br /&gt;
&lt;br /&gt;
Along the coast close to the ruins of Bahamut&#039;s city-palace, the survivors founded the settlement of New Burmecia in a series of natural caves.  Their numbers began to swell once more, but Reis&#039; blessing of fertility had waned greatly since the ancient times.  The blood of Bahamut ran in every family, granting the Burmecians a taste of his incredible power. The last pure-blooded Dragoon passed on the secrets of his trade to a common warrior, who took it upon her young shoulders to resurrect the nigh-perished order.&lt;br /&gt;
&lt;br /&gt;
== New Burmecia ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Burmecia is a very small settlement founded in a series of coastal caves north of the ancient ruins of Bahamut&#039;s castle, surrounded by dense wetland forest.  It is in a relatively remote part of the world so not many know it even exists, and fewer have ever been there.  The inhabitants keep mostly to themselves.  Dragoons are the most likely to ever leave their homeland, questing the world in search of anything that might help Burmecia become a prosperous nation once more.&lt;br /&gt;
&lt;br /&gt;
Burmecians care greatly for hats and other headgear, to the extent that not wearing one is worse than being naked in their society; the presence of other clothing being secondary to whether or not one is wearing a hat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As creations of the Draconian race, most of the Burmecian faith is descended from that of their precursors.  However, in modern times, most of the traditional beliefs are all but forgotten.  Contemporary faiths worship Bahamut, who is seen as a creator in the most literal sense, and Reis as the origin of the entire species has become a &amp;quot;mother goddess&amp;quot; figure in Burmecian culture.  Very few still worship Leviathan.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furry]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>2600:1700:19C0:2760:795D:59F1:710C:5044</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cat&amp;diff=112748</id>
		<title>Cat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cat&amp;diff=112748"/>
		<updated>2018-10-06T10:35:20Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:19C0:2760:795D:59F1:710C:5044: Matter isn&amp;#039;t exactly settled, just tabled for the moment, so to prevent any further complaints down the line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|Somehow even less relevant than the page about dogs}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Joyous feline.jpg|thumb|Do not be fooled by its appearance. This cat will wreck your shit.]][[Image:Monglercat.jpg|thumb|This cat will mongle your cock.]][[Image:SQUAD BROKEN.JPG|thumb|Cats are also known to caus- SQUAD BROKEN!!]]&lt;br /&gt;
A &#039;&#039;&#039;cat&#039;&#039;&#039; is a small, indestructible, furry automaton created by God to give you love and companionship when things fuck up your shit of a life. Nah, just kidding, nobody would love you, especially creatures who have at least some amount of self-dignity. Contrary to popular belief, cats secretly conspire every possible moment on how to murder their owners and escape to the wilderness. Cats have the ability to break spacetime by at times expanding to fill all available space. (see [[Dwarf Fortress#Cats|Catsplosion]])&lt;br /&gt;
&lt;br /&gt;
Cats are accurately depicted in [[Dwarf Fortress]].&lt;br /&gt;
&lt;br /&gt;
== Dungeons and Dragons==&lt;br /&gt;
An amusing consequence of the [[Dungeons &amp;amp; Dragons 3rd edition|3rd edition]] [[D&amp;amp;D]] system is that a domestic housecat is capable of demolishing first level commoners in combat, doing a point of lethal damage with a single bite or claw attack and being able to make two claw attacks and one bite attack in a single round. First level human commoners generally have between 1 and 5 hit points. Further more, they are harder to hit on account of their tiny size and higher dex (which together give them an AC of 14). The size bonus also boosts their attack, and because they have weapon finesses, their dex does too (which together give them +4 to hit). However, longtime cat owners could testify that this is arguably realistic. For example, my ungrateful cat just scarred my hand, nyoro~n.&lt;br /&gt;
&lt;br /&gt;
== Cats in [[Warhammer Fantasy]] ==&lt;br /&gt;
Like in old folklore stories, [[Queen Neferata]], the first [[Vampire Counts|Vampire]] and head of the Lahmian Bloodline, likes to turn her underlings (usually female) into cats to sneak into the homes of men (or women) of high standing. The shapeshifting ends, and the Vampire seduces their target leading to them either being their mysterious mistress (in all applications of the word) or their mysterious relative/spouse nobody had heard of. Either way, Neferata gains another pawn in her plan for world domination. In old Lahmian models cats often appeared alongside the Vampire.&lt;br /&gt;
&lt;br /&gt;
==Cats in warhammer 40k==&lt;br /&gt;
It was confirmed in one of the [[Ciaphas Cain]] books that humans still keep cats as pets. And when you consider how many rats and shit must be in those hive cities, it&#039;s not exactly surprising. They would be quite at home on a ship of the Imperial Navy, but sadly, many might also just be food for hive world inhabitants and feral worlds, anywhere where food is hard to find (much of the Imperium).&lt;br /&gt;
&lt;br /&gt;
It&#039;s also fun to imagine what might happen if the AdMech were to find an old server bank containing all of humanity&#039;s old LOLcat photos... ah, wouldn&#039;t cybercats in red robes be awesome?&lt;br /&gt;
&lt;br /&gt;
A cat found by an Ork, though, if not eaten by the Ork himself, would be quickly gobbled by Squigs. though if the cat possible had a underbite like some Persians and exotic short hairs it could be possible that the orks would be dumb enough to think of them as a fellow orks and recruit them too the waaaagh and with the orks brain power I think so therefor it must be true the cat would officially be a small furry ork, though by that logic the cat Ork would start producing cat spores and thus the Ork cats would be born. &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; MEOOOOOWWWAAAAAAAAAAGGGGGGGGGHHHHHHH, We Da Kat Bois wez gonna make ya Coucha Go strate Down Mud, Mor Fluffa, &amp;lt;/span&amp;gt;. Pun&#039;s aside, cat&#039;s have evolved to be in the middle of the food chain, it&#039;s why there so skitish they had to watch out for things eating them even as they looked for stuff to eat. It&#039;s possible to imagine that felines could survive among an ork ecosystem city preying on the dumber weaker squigs or snotlings, while in turn being eaten by the bigger kinds of squig.&lt;br /&gt;
&lt;br /&gt;
The ruinous powers most definitely have cats with them; cats of Khorne would be angry psychopathic bags of claws that eat weak cultists for dinner (see Dex-Starr). eventually ascending to demon hood as to continue their crusade against bigger prey I mean who wouldn&#039;t want to see a space marine fight a demon cat prince. &amp;quot;Death to the false empurrer! fluff for the fluff god, mice for the mice throne!&amp;quot; also would probably murder the shit out of chakats for being a bunch of psychic Mary sues. ahhh doesn&#039;t the thought seeing chakats having their skin peeled off by the furry rage of khorne seem so soothing, the demonic house cats adorned with brass armor that blocks out the chakats cries for help, the pain induced spasms that are now visible, the thought of this chakat&#039;s skull being made into the second skull throne aka the skull toilet reserved only for chakats and all their subspecies.&lt;br /&gt;
&lt;br /&gt;
Slaaneshi cats... you know what&#039;s going to happen, I don&#039;t even need to explain this. Cats of Nurgle would be flea-ridden mangy mongrel kittens, rubbing up to Loyalists and infecting them with Nurgle&#039;s love. possible they&#039;re cats that got infected with some kind of warp originating illness but papa Nurgle picked them up and took them to his garden to adopt them and so became his furriest demons yet as the go around the under-hives infecting mice as to make sure Nurgle&#039;s love is in every corner of the galaxy arriving at the garden to make sure new plaguebearers come to term with what they have become.&lt;br /&gt;
&lt;br /&gt;
And finally, felines would likely fit in with Tzeentch&#039;s followers, what with the Bond villain vibe of the Change-lord himself. also the cats randomness would meld into tzeentch&#039;s randomness making them into greater daemon of fluffy insanity that tears up a solar governor&#039;s furniture while no one is looking and turning the man into a paranoid freak who thinks that there&#039;s a monster destroying his most prized possessions up until the cat literally starts scratching at the insides of the man&#039;s head making lose his sanity with every new scratch and every new nail piercing his sanity, soon all he hears is scratching and meowing as he&#039;s unable to sleep and drifts away and begins to hallucinate and begs to something anything for the scratching to go away and in this moment tzeentch appears in the man&#039;s lucid nightmares and says that all his possessions will be put back together and that scratching will stop but only if he vows loyalty to him and him alone, and in sheer desperation says yes and proceeds to fall to sleep on the floor and when he awakes all his furniture and lively possessions are rebuilt but at the cost of his eternal allegiance to tzeentch his fate and the fate of his worlds are now under the control of a mad god. and for his service the warp kitty gets a big ol&#039; fish and told she or he&#039;s a good kitty and then the cat runs off fish in hand to do his lords bidding.&lt;br /&gt;
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==Other /tg/ relevance==&lt;br /&gt;
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The main point of Real Life overlap between cats and /tg/ (besides the panoply of cat-themed board games) is that a Real Life cat &#039;&#039;&#039;will&#039;&#039;&#039; knock over all the fiddly bits of your game if you let them. Preventing this is difficult, particularly if the pieces are of the right size to make a cat think &amp;quot;hey, this looks like it might be edible&amp;quot;. While cats are usually smart enough to not eat inanimate objects (unlike dogs), a cat will attack unusual small objects like game pieces in order to make sure it&#039;s not just a small animal that&#039;s playing dead.&lt;br /&gt;
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==See also==&lt;br /&gt;
*[[Catfolk]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarf Fortress]][[Category:Not related]]&lt;/div&gt;</summary>
		<author><name>2600:1700:19C0:2760:795D:59F1:710C:5044</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Forces_of_Malal&amp;diff=219487</id>
		<title>Forces of Malal</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Forces_of_Malal&amp;diff=219487"/>
		<updated>2018-10-06T10:09:40Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:19C0:2760:795D:59F1:710C:5044: 1/10, so forced I had no choice but to acknowledge its existence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Story}}&lt;br /&gt;
[[File:Chaos_god_malice_or_malal_by_dhdarkheretic-d9bsi86.jpg|300px|right|thumb|Zep&#039;xayxya&#039;xpez the Daemon Lord about to have a snack. And no, that [[Daemonette]] is not going to experience the good pain.]]&lt;br /&gt;
&lt;br /&gt;
The forces of the [[Malal|Renegade God]] has always been solitary and spread thin. But what they lack in proper cohesive force they make up for pure power and cunning. [[Malal Daemonkin|The forces of both mortal and daemon alike]] both strive to honor their Anarchic lord through varying contradictions and staunched atheistic beliefs. Like their god before them, the forces of Malal are extraordinary different from the usual and identifiable hordes of blood drenched [[Bloodletters]] of [[Khorne]], to the [[Horror|shifting masses]] of [[Tzeentch]], from the erotic [[Daemonettes]] of [[Slaanesh]] and the decaying corpses of [[Plaguebearers]] of [[Nurgle]]. The daemons of Malal are best described as masses of gnarled bones, hollowed scales, insectoid legs and color ranging from the absolute opposites of black and white. They look different, weird and bizarrely out of place against Chaos, and in many regards that is still Malal&#039;s greatest strength.&lt;br /&gt;
&lt;br /&gt;
As mentioned, the forces of Malal do not believe in the existence of other gods; even their own parental god, Malal, is put into question by his followers. While the irony may prove a bit much to the eyes of the Imperium or other [[Chaos]] warbands, to the forces of Malal, one thing stands clear; &amp;lt;u&amp;gt;kill all the believers.&amp;lt;/u&amp;gt; This in turn has put them at odds with the [[Word Bearers]] and their ilk, with an endless bloodbath being showered across the battlefields, spilling the crimson of both traitor and loyal at once.&lt;br /&gt;
&lt;br /&gt;
Their anti-chaos outlook has alerted the interests of more radical [[Inquisition|Inquisitors]], however the [[Ordo Malleus]] as a whole warn the dangers of using these agnostic foes as they are as easy to turn against the Imperium as they are each other.  Ironically because they worship the Emperor.  If the Imperium had maintained his atheistic views and simply followed a spiritual form of humanism or something, Malal would probably be the Imperium&#039;s ally.  After all, Malal is not necessarily anti-organization or anti-authority.  The Book of Despair says that his followers are those who serve someone/something they hate.  This may imply there was more to the Sons of Malice being condemned than their rites, actually as it implies they had to have hated the Imperium while serving as loyalists to have drawn Malal&#039;s attention.  Given life in the Imperium, Malal may ironically be the real reason (or part of the reason) why the Imperium has managed to survive.&lt;br /&gt;
&lt;br /&gt;
==Sons of Malice==&lt;br /&gt;
[[File:Sons_of_malice_technician_by_zahaos-d7zi7qm.png|250px|right|thumb|The Sons of Malice standing triumphantly on their victory against the Necrons.]] &lt;br /&gt;
[[File:15609_sm-Artwork,_Chaos,_Copyright_Games_Workshop,_Inquisitor,_Slaves_To_Darkness.JPG|300px|left|thumb|The ravenous daemons of Malal.]]&lt;br /&gt;
The [[Sons of Malice]] are the main chosen followers of Malal, and have vowed to eliminate all followers of religion until only science and unbelief reigns supreme. Identifiable by their black and white color palette befitting to a god of contradictions, the Sons of Malice are ruthless followers notorious for their cannibalistic tendencies that is above and beyond even the standards of Chaos. Yet despite this, the Sons of Malice are overall neutral towards the Imperium despite the incident that involved a Inquisitor and a few [[Celestians]] if only to continue their focus of their main objective which is in the annihilation of all things Chaos. &lt;br /&gt;
&lt;br /&gt;
It is widely documented that the Sons of Malice are known to only rarely be supported in battle by non-Malal daemons is also considered relevant to their religious practices. It has been noted, however, that on those rare occasions that daemons have appeared alongside the Chapter, they appear to be of those types already documented by the Imperium (Bloodletters or Plaguebearers, etc.) but have been chastised or bound, and they often wear the distinctive black and white livery of the Sons. This act of daemonic bounding is theorized by some in the Inquisition as a symbol of submission and humiliation of the particular daemon, prevented from honoring their parental gods by committing acts that many would call treasonous. &lt;br /&gt;
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If a Son of Malice should gain Maalal&#039;s favor he is promoted into Doomed Ones. Equivalent to the more mainstream Aspiring Chaos Champions, Doomed Ones are the elites of the Sons of Malice forces. Every member of this elite coterie is granted Malice&#039;s divine gifts of untold power and sent off to walk the dark paths of the galaxy, slaying their enemies among the servants of Order and Chaos alike with cold efficiency. &lt;br /&gt;
&lt;br /&gt;
Their current leading &#039;Anarch&#039; is Kathal. Once the Captain of the Sons of Malice&#039;s elite 1st Company, Kathal was granted the honor of leading the Chapter in its victory rites after the successful Cilix 225 Campaign. It was these rights that led the Inquisitor Pietas to declare the Sons of Malice Heretics and ultimately to her death at the hands of the Chapter. It was Kathal who ritually sacrificed the intruding Inquisitor and ate her remains alongside his Battle-Brothers before they turned Renegade and found a new home in the service of Malice. After the disappearance of the Chapter Master Ba&#039;kel Draak, Kathal replaced him as the Sons of Malice&#039;s new and current Anarch. &lt;br /&gt;
&lt;br /&gt;
The Sons of Malice still retain plenty of wargear dating back during pre-Heresy. Some are even reported to still have functioning [[Titans]] and warmachines that have been altered to suit Malal&#039;s tastes.&lt;br /&gt;
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==Null Knights==&lt;br /&gt;
&lt;br /&gt;
Null Knights, also known as Null Marines, are the elite mortals who have dedicated themselves wholeheartedly to Malal&#039;s course towards total anarchy and infighting. Each Null Knight is colored not unlike the Sons of Malice. They are set apart however by a bisected skull helmet to honor their patron god. Null Knights while armed with an &#039;&#039;un-&#039;&#039;conventional(as in, especially crafted to cause significant collateral like their other weapons)bolter and CQC weapon are noticeable with their aura of dread that affects all things Chaos. &lt;br /&gt;
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As appropriate as it would be for Malal to create [[Blanks]] from those born with a soul, that ability is far beyond any entity of Chaos, of whom the most they can expect to do is still and calm the currents and storms of it. What separates the Null Knights from the other chaos god cults like plague and noise marines is their choice of weapon. They have a large-scale preference for explosives, often equipping entire squads with grenade launchers and missile launchers. These slightly imprecise weapons will both destroy their enemies and cause significant collateral damage, knocking things into disorder.&lt;br /&gt;
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Null Knights are utterly fearless and disciplined, shocking the followers of [[Khorne]] with dread and admiration at the same time. If it was not for Malal&#039;s anarchic policy of utter destruction, then Malal would have found common ground with the Blood God.&lt;br /&gt;
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==Guardian of Contradictions==&lt;br /&gt;
&lt;br /&gt;
[[File:Malal_malice_by_refluo-d8r3i76.jpg|250px|left|thumb|A Guardian looking for its next daemonic prey to feast upon.]]&lt;br /&gt;
The Guardian of Contradictions are the Greater Daemons of Malal and are thus, his most powerful loyal subjects. Resembling a skeletal jackal, these daemons are incredibly disciplined and methodical. Rather than going head first into battle in a blinding rage like a [[Bloodthirster]] or in ecstatic arousal like a [[Keeper of Secrets]], the Guardians stand on the back lines forming battle plans and strategic actions against their foes. &lt;br /&gt;
&lt;br /&gt;
[[File:Ed138912425e9aa3e022dea551c48279_original.JPG|300px|right|thumb|A Guardian prowling upon the black and white void of Malal&#039;s realm.]]&lt;br /&gt;
While Guardians are few in number in contrast to the Greater Daemons of the other Chaos Gods, they make up for this with quality gear and weaponry that can break a Bloodthirster in two. Indeed it is a common sight to see a Guardian go up against several winged heralds of Khorne only to see the Guardian slaughtering Khorne&#039;s favored sons with relative ease. &lt;br /&gt;
&lt;br /&gt;
Guardians of Contradictions wield the extremely dangerous and volatile Etherblades whose aura of un-Chaos dissipates any chaotic influences before slicing a daemon in two. The nature of the Guardians is to reverse the nature of whichever Daemon it faces. For example, in close combat, a follower of Khorne would suddenly lose the will to fight and the feelings of hate and anger before being slain by a Guardian. A follower of Slaanesh would lose all her orgasmic delight and be installed with immense feelings of depression, dread and fear before being reduced into a cowering and sobbing wreck. A follower of Tzeentch would lose all his cognitive and ambitious willpower and be replaced with intense idiocy and bewilderment that would infuriate the complex plans of Tzeentch. Lastly a follower of Nurgle would lose all diseases and decay after returning into a pristine and healthy body before being disintegrated by the contradicting energies of a Guardian. It is of this reason why the Guardian of Contradictions are feared throughout the realms of Chaos.&lt;br /&gt;
&lt;br /&gt;
Whereas the Guardian is composed mainly of a large bipedal, skeletal jackal, it also comprises a second minor entity of that of a young woman forming the end of its tail. This secondary entity compose of a young beautiful woman, connected either by the neck to the Guardian or through her tailbone. If it is the latter, she resembles something overall human, albeit naked and her limbs being insectoid in appearances. It can be said that the minor entities whose main body has yet to fully form are immature, while those with the body of a full adult women are the matured entity. These secondary entities are separate to that of the main Guardian, possessing a different mind of its own. While a Guardian is cold, calculative and merciless, the female entity is manipulative, formal and of high class. These entities prefer to wear modest clothes once they fully mature and often &#039;ride&#039; on the backs of their Guardians as warmounts. When not in battle, these females discuss to their mortal followers on what next plan to do. If a particular mortal gains her favor, she would then allow him to impregnate her while her Guardian sits uncomfortably close. Once her and her favored mortal has done doing their business, she then later gives birth to a new Guardian juvenile. This act on daemonic impregnation was a shocking find to the Imperium as not even Slaanesh&#039;s Daemonettes would go this far. However the female entity insists that it is done out of necessity rather then depravity and they feel no arousal instead. &lt;br /&gt;
&lt;br /&gt;
When Guardians of Contradictions are not in battle, they stand busy guarding the Eternal Mansion of Malal.&lt;br /&gt;
&lt;br /&gt;
==Maidens of Malal==&lt;br /&gt;
[[File:Maiden of Malal_02.jpg|380px|right|thumb|A Maiden of Malal in her rare instance without her clothes.]]&lt;br /&gt;
Over time this female entity from the Guardian of Contradictions eventually grow more independent from her Guardian. Once in this state she can cut off the tail connection between her and her Guardian. Once the female entity from the Guardian of Contradictions are fully matured she becomes a &#039;&#039;&#039;&#039;&#039;Maiden of Malal&#039;&#039;&#039;&#039;&#039;, extremely powerful matriarchs and the Heralds of Malal. After a Guardian loses their attached Maiden, they will start to grow a new one. The growth of a Maiden isn&#039;t governed by time but by deeds, particularly successful Guardians have dozens of Maiden &#039;&#039;daughters&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Whereas the Guardians are the planners and strategy makers of the battlefields, the Maidens are the priestess of Malal. Their motherly and maternal aspect brings out a bizarre relationship to her &#039;children&#039; and would become dangerously overprotective if one of her followers of Malal gets harmed in front of her. Maidens in this respect form the polar opposition of the paternal fatherly figure of [[Nurgle]]. Putting them at odds with the Plague Father. &lt;br /&gt;
&lt;br /&gt;
While the Inquisition is not sure why a Herald would be so empathetic to her followers, the most likely theory is to ensure loyalty to Malal. The lack of any maternal experience has been known to drive the Sons of Malice in a quagmire of mixed emotions. Maidens of Malal are unlike the seductive and corruptive influence of [[Slaanesh]] [[Daemonettes]]. Whereas Slaaneshi followers represent the dark, twisted side of feminine lust, the Maidens of Malal represents the dark, manipulative nature of maternal trust. Indeed it is common to see a Maiden fully dressed in formal attire, never ever being seen without her clothes save during her brief separation with her Guardian.  &lt;br /&gt;
&lt;br /&gt;
When forced into combat, Maidens of Malal quickly becomes one of the most powerful forces of the Rogue God. These Maidens are armed with a Spear of Disorder, rending the laws holding their enemies&#039;s bodies together apart, quickly disintegrating any poor foe who face their wrath. Maidens are also lightning quick and beyond graceful and acrobatic, leaping into the warzone with splits, somersaults and agility, like some sort of twisted act of ballet. Their aura of un-Chaos is so potent that it dispels the powerful spells of even a [[Lord of Change]]. In one incident, a Maiden was seen in her modest form, bisecting a Keeper of Secrets with a single swing of her spear.&lt;br /&gt;
&lt;br /&gt;
Maidens are often found within the Eternal Mansion of Malal acting as teachers, scholars and practitioners of the dark arts towards aspiring mortals.&lt;br /&gt;
&lt;br /&gt;
==Hook Horror==&lt;br /&gt;
[[File:Malal Lesser New.jpg|200px|right|thumb|The ruthless carrion eaters of Malal. The Hook Horrors.]]&lt;br /&gt;
Hook Horrors otherwise known as Hooked Carrions are the Lesser Daemons of Malal. These fiendish daemons act as scavengers in the realm of the Lost God, consuming the flesh and souls of those Malal had deemed as failures. Like carrion eaters, Hook Horrors resemble a skeletal vulture with their iconic hooks for hands. Hook Horrors form the basis of Malal&#039;s army. Acting as fast cannon fodder, Hook Horrors leap from the battlefield; their hooks sharp enough to pierce the hulls of the mighty [[Land Raider]]. &lt;br /&gt;
&lt;br /&gt;
While Hook Horrors are considered as &#039;cannon fodder&#039;, they are not to be underestimated. Like the Guardians of Contradictions, Hook Horrors leek an aura of dread that infects both Chaos and Psykers alike. They are unpredictably fast and agile, evading bullet fire and closing in on their prey. Hook Horrors are also sadistic. However, they differ from the sadism of Slaaneshi followers in that, while Slaaneshi followers indulge themselves on the physical pain on others, Hook Horrors indulge in irony. What this means is that they enjoy the frustrations and pain of a subject being prevented from showcasing his/her talents. &lt;br /&gt;
&lt;br /&gt;
In this case, Daemonettes are a favored prey for the Hook Horrors. Turning the hunter into the hunted. It is common to see Hook Horrors carrying Daemonettes into their lairs, placing them in a magical cage which nullify all sensation from the maidens of the Dark Prince. The lack of sensation humiliates and starves the pink succubi daemons as they slowly reduce into nothing more than a anorexic shell of their former selves, suffering eternally from pain, and not the good form of pain that they seek. In the mean time the Hook Horrors cackle in delight at the ironic situation.&lt;br /&gt;
&lt;br /&gt;
Additionally, as is their namesake, A Hook Horror is known for disarming and dismantling equipment, much to the frustration of combatants.&lt;br /&gt;
&lt;br /&gt;
==Pandemonic Paradox of Malal==&lt;br /&gt;
[[File:Beast of Malal.jpg|200px|right|thumb|The scrawling terror of Malal&#039;s upholders of Paradoxes.]]&lt;br /&gt;
The Pandemonic Paradoxes of Malal are the beasts that spawn from the Rogue God himself. These abominations are a horrifying mishmash of fangs, arachnids, mouths and ferocity. They are utilized as beasts of war, scurrying across the battlefield as their sharp pincers, claws and enlarged maw rip apart any poor and unfortunate soul. These beasts are sometimes confused with [[Chaos Spawn]] What? OH FUCK, MALAL SAVE MENOOOOOOOOGLARBABLAHBALHABALAHHBLBLBLBL... &lt;br /&gt;
&lt;br /&gt;
As my predecessor was about to say, these beasts are sometimes confused with those which shall not be named due to their horrific appearance. &lt;br /&gt;
&lt;br /&gt;
Pandemonic Paradoxes are often unleashed in swarms. Their relatively large size means that they can devour a entire [[Space Marine]] whole if it wanted to. There have even been cases where Paradoxes have eaten an entire [[Terminator]] whole, while there are other cases of the beasts ripping apart formations of Chaos [[Obliterators]].&lt;br /&gt;
&lt;br /&gt;
Within the realm of Malal, these arachnids hang around in Malal&#039;s Nest of Ironies. Here the beasts spin webs of fine silk stronger than reinforced ceramite. The webs are constructed in such a way that it can trap even the very fundamental ideas and thoughts of individuals traveling through the warp itself. In this case, followers of Tzeentch must be cautious when traversing through the warp as they are likely to be tangled and devoured by the beasts like a fly through a spiders web. This web follows them into realspace but is only visible via witch sight. Those who are physically inside the web will feel a tug at their existence which though non-fatal, will make every instinct they have scream to escape this web. This feeling when near a Paradox has been nicknamed the &#039;&#039;Voice of Banishment&#039;&#039;, even though it is not a &#039;&#039;voice&#039;&#039; in the strictest sense.&lt;br /&gt;
&lt;br /&gt;
==Limbo-Ticks of the Anti-God==&lt;br /&gt;
[[File:Steed of Malal.jpg|200px|right|thumb|The voracious swarm of Malal&#039;s Parasite Ticks.]]&lt;br /&gt;
Often shortened to just Limbo-Ticks, Limbo-Ticks otherwise known as Parasite Ticks are the main steeds of Malal. As their name suggests, these monstrosities resemble overgrown ticks the size of a horse. To further install its nightmarish nature, these abominations have the eery resemblances of a human skull with its legs made from human-like hands.  &lt;br /&gt;
&lt;br /&gt;
Despite its size, these steeds are lightning fast, outrunning even the best horses the Imperium can provide. Most often than not, these daemonic Ticks utilize its speed to hunt down and feast on the corpses of [[Nurgling|Nurglings]], mulching down on their soft and plump flesh. &lt;br /&gt;
&lt;br /&gt;
While this will greatly anger a [[Great Unclean One]], they can&#039;t do much as their rot doesn&#039;t affect these steeds, if anything it further alerts the Ticks on who is a bigger target to feast upon. Limbo-Ticks infest the Moving Towers of Malal, living in every crevice and hole in the crumbling tower, striking at anything that gets too close.&lt;br /&gt;
&lt;br /&gt;
Because of their ferocity and immunity to Nurgle&#039;s rot, it has been seen as a favored mount among the followers of Malal. Limbo-Ticks are considered as the &#039;light&#039; steed in contrast to the Nightmare&#039;s &#039;heavy&#039; steed. This is because Limbo-Ticks despite their ferocity are relatively weak, to the point where even a humble [[Lasgun]] is enough to penetrate the light carapace of these terrors of the dark. Thus they are used in numbers to overcompensate their fragility.&lt;br /&gt;
&lt;br /&gt;
==Nightmares==&lt;br /&gt;
[[File:Malal Chaos Steed 2.jpg|200px|right|thumb|The incredibly territorial Nightmares of the Rogue God.]]&lt;br /&gt;
Nightmares also known as the horses of Malal are another steed of Malal. Looking more akin to the horses employed by Imperium [[Rough riders|Rough Riders]], these beasts are not to be underestimated for their appetite can only be quenched by the flesh of Malal&#039;s foes in contrast to the more benign and herbivorous horses found in the Materium. The Nightmares are as stubborn and as vicious as any inhabitants of Malal&#039;s domain and it shows. Sporting wicked talons on their hoofs, sharp jagged teeth in its maw and a weaponized tail of either a mace or a scorpions stinger, these mounts are as easily able to crush and maim their own riders as its enemies.&lt;br /&gt;
&lt;br /&gt;
Nightmares are incredibly temperamental and only the most powerful heralds of Malal would have the willpower and strength to subdue the beast. In battle, Nightmares are effective long-distance runners and a more powerful alternative than the Limbo-Ticks. While Nightmares are on a whole much slower than the Limbo-Ticks, they make up for it by being as tough as a Imperial Tank. Indeed it is common to see [[Lascannon]] fire simply being deflected through the ethereal skin of a Knightmare, dissipating the photonic bursts from the Lascannon into harmless light. It is for this reason that the most accomplished of Malal&#039;s followers are given the gift of this versatile mount.&lt;br /&gt;
&lt;br /&gt;
Nightmares can be found free roaming the plateaus and plains of the Barbed Forests of Doubt where every tree and even grass are warped into cruel, spiked barbs that can cut deep into a person. Anyone who upsets Malal get sent here where they will be viciously ripped to pieces by the forest if the Nightmares themselves have not torn them apart first.&lt;br /&gt;
&lt;br /&gt;
==Parasite Riders==&lt;br /&gt;
[[File:173524_mb-.JPG|150px|right|thumb|The brutal Parasite Riders of Malal.]]&lt;br /&gt;
[[File:Doomrider.png|left|thumb|How they really look]]&lt;br /&gt;
Parasite Riders, also known as Doomriders, are heralds of Malal favored enough to be given the privileged to mount on the steeds known as Limbo-Ticks or Nightmares. These relentless Calvary of the Anti-God shows no equal, mercilessly punishing the ranks of Chaos without even a hint of stopping.&lt;br /&gt;
&lt;br /&gt;
Parasite Riders often form in groups of three but can sometime form in a lance of eleven to further complement Malal. They often are used to scout a place and provide flanking attacks and supporting fire to other forces of Malal.&lt;br /&gt;
&lt;br /&gt;
When a Parasite Rider becomes accomplished enough, he/she will be promoted to a Doomhunter. These Doomhunters act as leaders of a Calvary charge, often equipped with the best anti-Chaos weapons. Doomhunters are notorious for skewering multiple enemies at once, before chucking their lifeless bodies aside like mannequins. In the realm of Malal, Doomhunters and Parasite Riders often train with one another in the Great Oval of Unbelief.&lt;br /&gt;
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{{Template:Chaos-Daemons}}&lt;/div&gt;</summary>
		<author><name>2600:1700:19C0:2760:795D:59F1:710C:5044</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41187</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41187"/>
		<updated>2018-10-06T10:07:09Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:19C0:2760:795D:59F1:710C:5044: Player-based examples would be more noob-friendly anyway, even considering that that section name alone indicates such advice should be taken with a grain of salt.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:ALIGNMENT_CHART.jpg|thumb|The old reliable]]&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; is a key game element that originated in [[D&amp;amp;D|Dungeons and Dragons]]. People, creatures, spells, objects, and places can have an alignment. The term is used in other role-playing games whenever characters or NPCs have a simple stat for their own code of conduct. Alignment has spawned more [[RAGE|debates]] and motivational posters than anything else in D&amp;amp;D, and alignment threads now belong in /co/ after we swapped them for Empowered. Post alignment threads at risk of sagebombing.&lt;br /&gt;
== NOTICE ==&lt;br /&gt;
Alignment is designed to be a rough explanation of motivation for characters in a game (Captain America is Lawful Good, a Rebel fighting against a Tyrannical megacorp is chaotic good, Sauron is Lawful Evil, a crazed stab happy maniac is Chaotic Evil and a hopeless ditherer/shady individual only interested in money is True Neutral, etc) rather than a real world moral philosophy. There is considerable disagreement as to what constitutes Lawful Good or Lawful Evil. Is a cop which follows generally sound procedure to the letter all the time even when it&#039;s obviously wrong or a generally principled frontier sheriff who enforces rather brutal but fair justice in a lawless land Lawful Good or not (Lawful neutral, Chaotic Good, etc)? Different people will give you different answers.&lt;br /&gt;
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== Alignment in Different Editions ==&lt;br /&gt;
* Dave Arneson&#039;s [[Blackmoor|First Fantasy Campaign]] has three alignments: Good, Neutral, and Evil. The forces of Good included The Blue Rider, known for &amp;quot;riding hither and yon fighting the forces of evil and carrying off any likely wench encountered.&amp;quot; Because of the framework of the First Fantasy Campaign, it&#039;s best to understand alignment as &amp;quot;allegiance&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeons_&amp;amp;_Dragons#Basic_Dungeons_&amp;amp;_Dragons|Original D&amp;amp;D]] goes to a less clear-cut list (Lawful, Chaotic, and Neutral), but does not explain the precise meaning of these terms. The reader is left to interpret them from a list of examples. The side of Law includes Halflings, Patriarchs and Treants; the Neutrals includes animals, Dryads and Minotaurs; and the Chaotics are entities such as undead, &amp;quot;Evil High Priests&amp;quot; and Hobgoblins.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons|Advanced D&amp;amp;D]] (aka 1st edition) combined these alignment systems, with one axis for Good, Evil and Neutral, and another for Lawful, Chaotic and Neutral. Different alignments had their own &amp;quot;alignment languages&amp;quot; to allow them to properly identify one another. Interpretations of alignment language are controversial in their own right. Gygax compared alignment language to religious languages, especially Latin in the Catholic Church.&lt;br /&gt;
&lt;br /&gt;
* [[Advanced Dungeons &amp;amp; Dragons#AD&amp;amp;D_2nd_Edition|AD&amp;amp;D 2nd Edition]] made a radical change to the alignment system, by defining alignment as the character&#039;s &amp;quot;basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general&amp;quot;. While the 1st Edition grid was used, it had gone from being the character&#039;s allegiance or team to a personality test. Alignment language was axed.&lt;br /&gt;
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* [[Dungeons &amp;amp; Dragons 3rd Edition|3rd]] (and 3.5) Editions made no changes to alignment. Same two-axis method, same class restrictions, same hating people who were on the other side of the chart from you.&lt;br /&gt;
&lt;br /&gt;
* [[4th Edition Dungeons and Dragons|4th Edition]] made a [[skub|controversial]] change. Instead of the classic 3x3 grid which has been in place since the 1970&#039;s, the alignment system was changed to a single axis with four positions: good, lawful good, evil, and chaotic evil, with the added option of being unaligned (not smart enough to understand alignments, or simply can&#039;t be bothered to give a shit - not to be confused with the old Neutral). As with many of the changes implemented in 4E, this has caused much [[Rage|heated, vigorous discussion]] about the subject.&lt;br /&gt;
** Ironically, the designers felt Good and Evil suffered from opposite problems; Lawful Good and Chaotic Evil were quite clearly defined (Lawful Good: benevolent but constrained by external laws, Chaotic Evil: batshit insane psycho random evulz), but Neutral/Chaotic Good and Lawful/Neutral Evil tended to sort of blur together. The point was that alignments should be a conscious effort on the part of the player, rather than acting as a personality anchor: Lawful Good and Chaotic Evil both represent very specific takes on Good and Evil (equal emphasis on law &amp;amp; order as to good for the former, mindlessly impulsive and often self-destructive evil for the latter). However, Unless you were the kind of guy who really bothered to get into the nitty-gritty of the Law-Chaos axis splits, Neutral and Chaotic Good tended to be interchangeable in terms of being &amp;quot;I do good, no matter what the law has to say about it&amp;quot; alignments; Lawful and Neutral Evil were likewise interchangeable in terms of being &amp;quot;the evil I do serves a purpose and isn&#039;t just for random shits &#039;n&#039; giggles&amp;quot;. Moreover, the Morally Neutral alignments were stripped out under the basis that they tended to just be played as extreme parodies for Lawful/Chaotic Neutral (see: [[Lawful Stupid]], [[Chaotic Stupid]]) or else made little sense for an adventurer (True Neutral). Therefore, the concept of alignment was changed to whether or not a character actively pursues Good or Evil (hence the Lawful Good, Good, Evil and Chaotic Evil aligments, which cover the &amp;quot;how&amp;quot; of supporting good/evil) or simply doesn&#039;t care for greater meta-cosmological implications and is out for their own goals (Unaligned).&lt;br /&gt;
&lt;br /&gt;
* [[Dungeons_%26_Dragons_5th_Edition|5th Edition]] brought back the old grid of nine options based on Law to Chaos and Good to Evil, but drastically shortened the descriptions (their PHB entries average 2 to 3 sentences, and one of those sentences is usually a description of what critters are usually members of that alignment). It also followed in 4e&#039;s footsteps by minimizing the actual crunch-value of alignment (even traditional alignment-requiring classes like the [[Paladin]] and [[Monk]] no longer need to be a specific alignment or lose their powers) and retaining Unaligned, though this &amp;quot;tenth alignment&amp;quot; is reserved exclusively for the sorts of creatures that are too mindless to have an alignment. In other words, 5e Unaligned is &amp;quot;too dumb to understand concepts of law, chaos, good or evil&amp;quot;, whilst Neutral is &amp;quot;deliberately recognizes law/chaos/good/evil and chooses to hold the middle ground between the extremes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Controversy caused by the 2nd Edition Change ==&lt;br /&gt;
Making alignment a personality system has led to [[rage|vigorous]] [[Skub|debate]].&lt;br /&gt;
&lt;br /&gt;
Some argue that taking alignment seriously in any way entails failure because it tries to simplify and categorizes something philosophers, sociologists, theologists and psychologists have been debating for thousands of years with no tangible results. A [[:File:Alignments_Batman.jpg|famous example]] shows the goddamn Batman in various periods of his comic and his actions and words correspond to pretty much all existing alignments. Recent developments in D&amp;amp;D (Eberron, 4th Edition) have been relaxing and ignoring the old rigid structure.&lt;br /&gt;
&lt;br /&gt;
Others argue that those people don&#039;t understand about how the two-axis alignment system is meant to work (even the hyper-rigid structure of the 2nd Edition alignments was eventually softened to more of a Cartesian coordinates system by [[Planescape]], and &#039;&#039;every&#039;&#039; subsequent edition has eased off even further from the alignment-as-straitjacket model to an alignment-as-storytelling-tool one) and that using an inconsistent comic book character who has been written by dozens of different people over the course of his existence to try and demonstrate that the system fails is completely missing the point.&lt;br /&gt;
&lt;br /&gt;
[[skub|Debate continues.]]&lt;br /&gt;
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== The iconic D&amp;amp;D alignments (and why your party should kill them) ==&lt;br /&gt;
[[File:Alignment Demotivational.jpg|thumb|right|350px]]&lt;br /&gt;
&lt;br /&gt;
=== Lawful Good ===&lt;br /&gt;
Truth, justice, apple pie, and curbstomping. All Lawful Good characters are the same boring boy scout types. Their [[Lawful Stupid|ridiculously rigid codes of morality]] will often lead them to betray the party when you kick a bunny or try to use something demonic (I.E. they get angry if you do anything cool). They will also whine constantly about the party breaking the law for perfectly good reasons, and are prone to BS black and white morality. (&amp;quot;You are not doing good, then you must be doing evil! Taste my blade, evildoer!&amp;quot;) When they start to complain about the party&#039;s &amp;quot;evildoing&amp;quot;, have the rogue engineer an &amp;quot;accident&amp;quot; for them, [[Dwarf Fortress]] style.  Beware of [[Lawful Stupid]], if it wasn&#039;t painfully obvious.&lt;br /&gt;
&lt;br /&gt;
Example(s): A textbook Paladin who combats evil wherever they see it, to uphold their religion&#039;s core beliefs.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Good ===&lt;br /&gt;
The quintessential &amp;quot;nice guy&amp;quot;. Is overridingly concerned with being &amp;quot;good&amp;quot;, which is extremely vague but generally boils down to mincing around like a useless pansy and trying to talk their way out of every situation. His idiotic insistence on nonviolence is going to [[TPK]] the party when he tries to negotiate with [[Orcus]]. Tell him to go make friends with a wolverine and head back to the inn for a drink.&lt;br /&gt;
&lt;br /&gt;
Example(s): A peace-loving cleric, who is against the mere thought of violence.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Good ===&lt;br /&gt;
Essentially adopting the credo of: &amp;quot;If you want peace, prepare for war&amp;quot;, they will do good deeds and actions using rather unorthodox methods. Though this alignment can respect the law, they mostly break in it efforts to protect people, since to them the &amp;quot;Good&amp;quot; comes before the &amp;quot;Law&amp;quot;. This tends to have [[skub|mixed results]]. Sure, that cop beat his wife or took drug money… and maybe that bank was run by the mafia. But the fact remains he broke rules - he broke them for good reasons, but he broke them. His well-intentioned extremism is going to get you in deep shit with the man, so be sure to betray him to the establishment at first opportunity. For an apt summary, think Robin Hood. Beware of [[Stupid Good]].&lt;br /&gt;
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Example(s): A freedom fighter, combating an oppressive regime to free their people.&lt;br /&gt;
&lt;br /&gt;
=== Lawful Neutral ===&lt;br /&gt;
Think Paladins without the morality. Lawful Neutral characters are essentially the law-made-manifest. They uncompromisingly enforce the law down to the letter and do not give any unofficial leeway regardless of the criminal&#039;s motives or intentions. Stole some food to feed your starving family? Go to jail. Robbed the bank to buy a cure for your dying sister? To the dungeon. Stole a car to save the lives of hundreds? You&#039;re under arrest. Equally for evil, you committed genocide? Hanged, drawn and quartered.&lt;br /&gt;
&lt;br /&gt;
At best they&#039;re obstructive bureaucrats, at worst they&#039;re insufferable [[Rules Lawyer]]s given the license of roleplay, and will bitch even more about the rules than the lawful goods. They&#039;re going to turn on you the second you jaywalk across the street to stop a mugger, so as soon as you get out of town leave them in a shallow grave.Beware even harder of [[Lawful Stupid]].&lt;br /&gt;
&lt;br /&gt;
Example(s): An uncompromising judge who dispenses justice as their codex demands, for better or worse.&lt;br /&gt;
&lt;br /&gt;
=== True Neutral ===&lt;br /&gt;
Comes in three varieties: &amp;quot;Dedicated to Balance&amp;quot; True Neutral, &amp;quot;Can&#039;t be Bothered to Care&amp;quot; True Neutral, and &amp;quot;amoral animal&amp;quot; True Neutral. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dedicated to Balance&amp;quot; types are types who are not concerned about the morality of their choices, but rather how it will affect the status quo (although what that status quo is, is dependent on the character in question). This means that a true neutral character may allow things like war, suffering, or disasters to continue, if it ensures that the balance of power is maintained. They are not necessarily malevolent, as they see their actions as a completely necessary act for the greater good that would benefit everyone in the long run - but then again they&#039;re insufferable dickbags who sees the entire universe as one big chequebook to even out, who will sell you out in a heartbeat if it meant maintaining the status quo. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t Care&amp;quot; types are either extremely uninspired roleplayers, NPC villagers, or [[Bear Lore|bears]]. However, they&#039;ll usually do what seems like a good idea at the time. This means you should kill them, because chances are they&#039;re reading this at the same time as you, and will try to kill you preemptively. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;amoral animal&amp;quot; types are those who&#039;s actions lack any type of moral motivation behind them, and instead act upon their own pre-programmed instincts like how an animal in the wild would. Typically reserved for non-sapient enemy NPCs (and gods forbid you actually play as one), these types do what they do, because its just their nature.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t really see anything as good or evil nor rationalize that to any extent, they just do it for their own survival. (Murdered a man for food? Its just prey like that goat I slaughtered earlier, only less hairy. Me and my brood have to eat to survive, don&#039;tcha know?) The main distinction between those and the &amp;quot;don&#039;t care&amp;quot; True Neutrals is the fact that they genuinely lack the capacity to normalize or rationalize in any direction, rather than refusing to acknowledge their ability to.&lt;br /&gt;
&lt;br /&gt;
Overall, show them the business end of your weapon as soon as the opportunity presents itself. Beware of [[Stupid Neutral]].&lt;br /&gt;
&lt;br /&gt;
Example(s): Amoral druids for the first, filler NPCs for the second, and a wild animal for the third.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Neutral ===&lt;br /&gt;
The original interpretation was the agent of chaos. Characters of this alignment were often random and completely inconsistent as long as chaos was achieved. Anarchistic and individualistic, AD&amp;amp;D 2e notes that they are extremely difficult to deal with due to their unreliable nature. Abandoned 3.X onwards when everyone realized no-one could ever play this alignment longer than 5 minutes before suffering a forced change for the sake of adventure. That is, of course, if the character wasn&#039;t killed thanks to AD&amp;amp;D&#039;s high character mortality rate.&lt;br /&gt;
&lt;br /&gt;
The current interpretation of this is a perfectly amoral and self serving character. One who isn&#039;t necessarily evil, as they don&#039;t actively plot to screw people for some higher cause (it just so happens they need to, given the circumstances), but instead believe in maintaining their own self interest (or cause) above all others. As far as they&#039;re concerned, they gotta watch out for numero uno and everyone else is just a tool and stepping stone to keep numero uno alive.&lt;br /&gt;
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The player interpretation of this is &amp;quot;whatever the fuck I want, whenever the fuck I want.&amp;quot; [[The Henderson Scale of Plot Derailment|Usually used directly &#039;&#039;after&#039;&#039; the DM bans evil alignments and directly &#039;&#039;before&#039;&#039; the DM ragequits.]] They&#039;re alright to have &#039;&#039;so long as your goals align with each other&#039;&#039;, but as soon as that changes, it&#039;s highly recommended you introduce them to the business end of your weapon and throw their corpse in a ditch.&lt;br /&gt;
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Also the alignment of 13 year old edgelord characters with KEWL powers, because the rebellious asshole who doesn&#039;t play by the rules is totally kewl.Beware of [[Chaotic Stupid]].&lt;br /&gt;
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Example(s): A lone, thrill-seeking rogue fighting for his own gains and enjoyment.&lt;br /&gt;
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=== Lawful Evil ===&lt;br /&gt;
Here you have your Fascists, Social Darwinists, contract killers, and anybody else who can be reliably and systematically counted on to be a [[Eldrad|dick]]. In real world terms, Lawful Evil would be corrupt politicians, ridiculously wealthy plutocrats who play the system in obviously self serving ways and/or high-functioning sociopaths (ones who are good at hiding their evil and selfish tendencies) , but do it in a socially acceptable manner that sometimes others might applaud as clever tricks, sometimes you might never even know a person is Lawful Evil, since they usually do their utmost to appear integrated in societies. The endgame is almost always multidimensional domination, so be sure to kill them before they get &#039;&#039;too&#039;&#039; powerful. Alternatively, kill them before they get the chance to screw you over/enslave you/bind you to some contract that will suck for you.&lt;br /&gt;
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Example(s): A professional mercenary fighting as his employer demands.&lt;br /&gt;
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=== Neutral Evil ===&lt;br /&gt;
The asshole alignment. Follows the law as long as it helps them, then breaks it. Ingratiates themselves to people, before betraying them. Does good deeds, until they cease to elevate them. Social acceptance never really comes into it with these guys. If he&#039;s being an insufferable prick you should probably just kill him, nobody will question you. If he&#039;s generally acting like a good guy you should definitely just kill him, &#039;&#039;he&#039;s up to [[Just as planned|something]]&#039;&#039;.&lt;br /&gt;
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Example(s): A serial killer putting on a facade to continue his deeds.&lt;br /&gt;
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=== Chaotic Evil ===&lt;br /&gt;
A psychopath who&#039;s evil for the sake of being evil. There&#039;s no driving factor why they&#039;re a Satan-incarnate -, not to get rich, not to get revenge, not to set things right in their own misguided way; they just relish in the act of being a total dickwad. They will murder people for kicks, will rape and torture people to get their willies on, and hates everyone else, just because they were there. Some people just want to watch the world burn; those are Chaotic Evil people.&lt;br /&gt;
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Always on a feud against society and will piss on a book of law just because he likes it, and fuck you, and fuck your law too, and i&#039;ll eat your babies. This alignment has no depth at all and is very dangerous to keep around, its only real purpose is to make a quick 2D villain for your party to murder without any qualms, or a fun psycho-type character in a non-serious game. It is highly recommended you give them a good stomping and throw their corpse off the ramparts as soon as possible, because they will be trouble the moment their attention shifts to you. If you start out your party with one, you kinda deserve it, once the inevitable happens.Beware of [[Stupid Evil]] or, worse, someone who &#039;&#039;alternates&#039;&#039; between [[Chaotic Stupid]] and [[Stupid Evil]].&lt;br /&gt;
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Example(s): An insane doomsday cultist, who fights and kills just for the sake of fighting and killing.&lt;br /&gt;
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== A Broader Perspective ==&lt;br /&gt;
When creating a character after the alignment system, you can run into the problem of the alignment table being too narrow. After all, in a lot of games and stories, characters aren&#039;t just &amp;quot;good&amp;quot; or &amp;quot;lawful&amp;quot; - they can be complex characters with more than one side to them, or with a goal to pursue rather than an ideal, that can lead them to behave very different from what the alignment table offers. This is because the ideals and concepts presented on the table can be interpreted in various ways that might end up harming your character in the long run, and as such may be more viable as a guideline rather than an outright rule, like most elements of tabletop gaming.&lt;br /&gt;
&lt;br /&gt;
Lawful is usually regarded as &amp;quot;I follow the rules of the land&amp;quot;, while Chaotic tend to be &amp;quot;I do whatever I want regardless of laws&amp;quot;, but it doesn&#039;t in fact have to be like that: Lawful doesn&#039;t have to mean that your character follow the laws, just that the character has some kind of ruleset or set of morals they follow and generally won&#039;t bend from, even if they are self-imposed, while Chaotic might mean that your character doesn&#039;t care for these limitations and will change ideals on a whim, or not have them at all. Likewise, Good is usually &amp;quot;I help and protect and doesn&#039;t afraid of anything&amp;quot; and Evil &amp;quot;I will kill because I can&amp;quot;, but Good could also mean that your character is generally not self-concerned and will happily defend someone else to preserve something (remember, humans are flock animals - We only do good to others if it does good to ourselves, even if that is just the good feeling of doing good things), while Evil can be a character who has a goal she wants to achieve and wont be stopped to do so.&lt;br /&gt;
&lt;br /&gt;
Examples using the above method of making a character could be the Lawful Evil duelist who will happily kill a man on the street, but only if it follows his own code of honor, and who is in a [[party]] because he wants to meet stronger foes, or the Chaotic Good mage who one day helps his [[party]] with spells, but turns a character into a rabbit the next, just to make sure the spell works properly when he meets an opponent.&lt;br /&gt;
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Another point is that alignment is meant to represent &#039;&#039;tendencies&#039;&#039; rather than hard-and-fast stagnant points. A Good character can be pushed to the breaking point and do something Evil, or a Lawful character can agonizingly choose to make a Chaotic decision that goes against everything he believes in to prevent the unthinkable, or an Evil character might find herself doing something selfless because she&#039;s not &#039;&#039;that&#039;&#039; evil. Indeed, people acting in ways they normally wouldn&#039;t due to pressure and circumstance is where drama comes from. Plus, and this is the important bit, &#039;&#039;doing one act out of alignment does not constitute an alignment shift&#039;&#039;. (Unless you&#039;re a pre-4e paladin anyway.) The Lawful cop whose heart causes him to make an exception for the hooker who needs to feed her kids, or the Chaotic cop who swears to his dying partner that he&#039;ll bring the bad guy in &amp;quot;by the book&amp;quot; don&#039;t &#039;&#039;stop&#039;&#039; being lawful or chaotic just because they acted out of alignment once.&lt;br /&gt;
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Just remember that these things aren&#039;t set in stone. Talk with your fellow PCs and the [[DM]] and make sure they understand how you interpret the system and how you use it with your character. You can have loads of fun with unique characters this way - Anyone can make and play a Lawful Good Paladin who is gonna spare the [[BBEG]], but it is harder to make and play the Lawful Good [[Konrad Curze|vigilante who will happily slaughter entire groups of criminals and put them on spires around town as an example of what happens if you mess with the children of the village.]]&lt;br /&gt;
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== Alignment, Allegiance and Personality in other RPGs ==&lt;br /&gt;
* White Wolf&#039;s [[World of Darkness]] games clearly separate allegiance and personality. For example, Vampire: the Masquerade has Camarilla, Anarchs, and Sabbat for the character&#039;s basic allegiance (although unlike D&amp;amp;D, these have no metaphysical consequences). All of the World of Darkness games use a shopping list of Jungian archetypes to describe a character&#039;s personal code of conduct, described as their &amp;quot;Nature.&amp;quot; The games have much emphasis on social interactions, betrayal, deception and general being a bastard, so there&#039;s also the archetype they present publicly, called their &amp;quot;Demeanor.&amp;quot; Good or evil can be a bit irrelevant when the player characters are all vampires/werewolves/demigods/dead/half-imaginary. Characters that behaved appropriately to their Nature archetype were gained a stronger self-confidence, evidenced by awarding &amp;quot;willpower&amp;quot; points they could spend later to make tasks more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
* White Wolf&#039;s [[Exalted]] has the four Virtues: Valor, Compassion, Conviction and Temperance. All are measured on a scale of 1-5 for mortals, but some beings can go up to ten. It describes, respectively, how brave you are, how nice you are, how good you are at sticking to your guns, and how much willpower you can muster to avoid temptation. Two is considered the human average, but since you&#039;re (hopefully!) supposed to be some kind of mythical hero ,you have to at least three in something to start with. &lt;br /&gt;
** Being all the way down at one means you are, respectively, a coward, a sociopathic dick who can&#039;t feel empathy, an aimless wishy-washy vagrant, or any flavor of hedonist you care to name. The cosmic spirit of unlikable douchebaggery, the Ebon Dragon, is about the only being with a one in &#039;&#039;every&#039;&#039; virtue. &lt;br /&gt;
** Having too much, though, turns you a different flavor of psycho; respectively, a frothing berserker, an unbalanced lunatic who can&#039;t stop helping people and won&#039;t look at the bigger picture, a zealot incapable of realizing that you&#039;re wrong, or an uptight jerk who literally wants to stop everyone else from having fun. Each virtue can override one other virtue, but raising them all high takes up lots of XP and can turn you into a neurotic wreck like the Unconquered Sun, who has a ten in &#039;&#039;every&#039;&#039; virtue and has turned into a burned-out wreck of a deity listlessly squatting in his celestial house playing &#039;&#039;[[World of Warcraft]]&#039;&#039; all day because breaking &#039;&#039;any&#039;&#039; virtue would lessen him and it&#039;s really hard to function without repressing at least one in a weak sort of way.&lt;br /&gt;
&lt;br /&gt;
* [[d20 Modern]] uses &amp;quot;allegiances&amp;quot; instead of ethics, indicating the character subscribes to an established code of conduct, or the mores of a social group. Dealing with an NPC with a matching allegiance gives the player a +2 circumstance bonus to social tasks. If an NPC witnesses you violating one of their allegiances, that&#039;s a -2 for any social tasks with that NPC evermore. Characters can have multiple allegiances, each providing the +2/-2 when appropriate, but not cumulatively.&lt;br /&gt;
&lt;br /&gt;
* [[RIFTS|Palladium Fantasy RPG]] (and all Palladium games that came later) uses three categories for alignment: Good, Selfish and Evil. These break down into seven alignments: Principled, Scrupulous, Unprincipled, Anarchist, Aberrant, Miscreant, and Diabolic. They added &amp;quot;Taoist&amp;quot; for their Kung-fu games, but nobody used it. D&amp;amp;D fans often enjoy noting that these roughly correlate into most of the same alignments as the classic 9-axis. There is no &amp;quot;True Neutral&amp;quot; equivalent alignment in Palladium, however; per word of god, this was because A: [[Stupid Neutral]] was, well, a stupid idea, and B: anyone who truly did not give a shit about anything (the &#039;&#039;other&#039;&#039; primary description of the True Neutral alignment in D&amp;amp;D) would not be at all inclined to go adventuring. By the game designer&#039;s arguments, somebody who&#039;s only adventuring to get something they need or want done (your classic &amp;quot;I don&#039;t care if the Empire&#039;s hurting people, but they&#039;ll take my farm if I don&#039;t take them out&amp;quot; jerk) would fall under one of the Selfish alignments.&lt;br /&gt;
&lt;br /&gt;
* [[GURPS]] doesn&#039;t have alignments. Instead, it&#039;s a long list of mental disadvantages you can take during character generation to restrict the character&#039;s behavior. Since characters are on a point-buy system, these disadvantages can be traded for other advantages. You could take Compulsive Honesty (-10 point flaw), for enough points to get you Ambidexterity (+10 point advantage), or Kleptomania (-15) for a military rank of Lieutenant (three ranks @ +5).&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer Fantasy]] had five alignments on a linear scale: Law - Good - Neutral - Evil - Chaotic. This was used as a rule of thumb for reactions between people — identical alignments would be well-disposed towards each other, but the further apart alignments are, the more likely things would come to blows. A character&#039;s alignment could shift at most one step left or right from where they started. Later editions of Warhammer de-emphasize the alignment system in favor of allegiances and broad personalities.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon World]] uses alignment as a method for gaining experience points; you choose one of the three offered during character creation. Playing an evil rogue? Get 1 XP when someone else gets in trouble for something you did. Playing a good druid? Get 1 XP when you eliminate an unnatural menace.&lt;br /&gt;
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* Sitting somewhere between a D&amp;amp;D alignment and a personality test, [[Magic: The Gathering]] has a five color system of magic that also had personality traits wired into make up. For example, red is the color of acting rather than thinking, and they have the most destructive spells and cheapest creatures. Blue, on the other hand, is logical and thinks rather than acts, and they have the most counter spells.&lt;br /&gt;
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* The [[Star Wars Roleplaying Game]] uses a form of alignment called &#039;&#039;&#039;Morality&#039;&#039;&#039; which has a mechanical effect, but it only applies to Force users and how they activate their powers, so any other character can behave in whichever manner they choose without penalty. Force users move up and down the Light/Dark scale in a fluid manner which can be incredibly difficult to maintain at the same value from session to session. It has an inbuilt tendency to climb upwards, but can be decreased due to actions on the part of the player. The rules incorporate a hard and fast list of what actually constitutes &amp;quot;bad&amp;quot; and how minor or major it impacts your score, and doesn&#039;t really incorporate any level of intention or thought process that goes into the act, meaning that the GM shouldn&#039;t be blamed for hitting the character with a big alignment shift at the end of a session, but character could swing back in the following session just as naturally.&lt;br /&gt;
**Wizards [[Star Wars D20]] also used a light/dark system which influenced what powers were available to Force users, but the system was incredibly punishing to players, requiring them to have absolutely no dark side points at all in order to get the best out of &#039;&#039;Light&#039;&#039; powers while causing them to alignment shift every time they even &#039;&#039;used&#039;&#039; a dark-side power, also it risked them losing their characters to the GM if they reach a &#039;&#039;Dark&#039;&#039; threshold determined by their wisdom score. Plus while there was a list of what actions accumulate &amp;quot;dark&amp;quot; points, some of them are subjective and call on GM rulings, and those points are quite difficult (but not impossible) to get rid of once obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reality&#039;&#039;&#039;: as long as humans have been around we&#039;ve tried to sort out ethics, and then put people into category of &amp;quot;good&amp;quot; or &amp;quot;Evil&amp;quot;, &amp;quot;lawful&amp;quot;, or &amp;quot;chaotic&amp;quot;. For much of human history we&#039;ve used [[derp|religion]] and [[Herp|race]] as the measuring stick of how we figured this out. During the 20th century, though the former is still used by some, societies figured out a much better way than the latter (though [[That Guy|some people]] still use that too) to type people&#039;s personality, or &amp;quot;Alignment&amp;quot;, thanks to personality tests. Developed by armed forces to ease selection, personality tests are, like RPG game alignments, not perfect; however, they are still a good guide line for describing peoples personality, and some like the Minnesota Multiphasic Personality Inventory are medically useful when treating mental disorders. One of the most common personality typing systems is the Myers-Briggs Type Indicator, [https://www.youtube.com/watch?v=QKnNO5pxRGQ with a rough description of what it is here]. Of course, since people in real life grow and change, so can their personality (and thus &#039;alignment&#039;), so re-testing is necessary to keep an accurate idea. Myers-Briggs is really a lot like a horoscope, with descriptions so vague and generic they can easily apply to just about any one. Try reading the descriptions and see how many could apply to you.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
Did we mention that alignment charts are a [[meme]]?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alignment.jpg|An alignment chart for gradient alignment tracking.&lt;br /&gt;
Image:Lawful Good.jpg|Freedom is the right of all sentient beings.&lt;br /&gt;
Image:Alignments_Batman.jpg|Batman is a complex guy&lt;br /&gt;
Image:Chaotic_Good_V.jpg|&amp;quot;We are legion!&amp;quot;&lt;br /&gt;
Image:Chaotic_Evil_Joker.jpg|Cue Mark Hamill laughter.&lt;br /&gt;
Image:Lawful_evil_Palpatine.jpg|&amp;quot;Unlimited powah!&amp;quot;&lt;br /&gt;
Image:Alignments_oversimplified.png&lt;br /&gt;
Image:The_Axis_of_Stupid.png|Of course, idiocy is not exclusive to specific moral conundrums.&lt;br /&gt;
Image:Sandwich-alignment-chart.jpg|We are all agreed on this then: A rock is not a sandwich.&lt;br /&gt;
Image:5 by 5 alignment chart by doaspotcheck-d3i5jfy.png| Yes, somoene decided to make it *more* complicated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment TVTropes on Character Alignments]&lt;br /&gt;
* [http://mightygodking.com/index.php/category/dd-explains-everything/ MGK made half the Alignment charts you laugh at]&lt;br /&gt;
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[[Category:Dungeons &amp;amp; Dragons]][[Category:Alignment]]&lt;/div&gt;</summary>
		<author><name>2600:1700:19C0:2760:795D:59F1:710C:5044</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41186</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41186"/>
		<updated>2018-10-06T10:01:58Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:19C0:2760:795D:59F1:710C:5044: This is the part where you realize real-world morality is all the more complex and the main reason why there&amp;#039;s issues with alignment in the first place. Different perspectives aside, trying to oversimplify IRL shit like this is just a straight up Bad Idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:ALIGNMENT_CHART.jpg|thumb|The old reliable]]&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; is a key game element that originated in [[D&amp;amp;D|Dungeons and Dragons]]. People, creatures, spells, objects, and places can have an alignment. The term is used in other role-playing games whenever characters or NPCs have a simple stat for their own code of conduct. Alignment has spawned more [[RAGE|debates]] and motivational posters than anything else in D&amp;amp;D, and alignment threads now belong in /co/ after we swapped them for Empowered. Post alignment threads at risk of sagebombing.&lt;br /&gt;
== NOTICE ==&lt;br /&gt;
Alignment is designed to be a rough explanation of motivation for characters in a game (Captain America is Lawful Good, a Rebel fighting against a Tyrannical megacorp is chaotic good, Sauron is Lawful Evil, a crazed stab happy maniac is Chaotic Evil and a hopeless ditherer/shady individual only interested in money is True Neutral, etc) rather than a real world moral philosophy. There is considerable disagreement as to what constitutes Lawful Good or Lawful Evil. Is a cop which follows generally sound procedure to the letter all the time even when it&#039;s obviously wrong or a generally principled frontier sheriff who enforces rather brutal but fair justice in a lawless land Lawful Good or not (Lawful neutral, Chaotic Good, etc)? Different people will give you different answers.&lt;br /&gt;
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== Alignment in Different Editions ==&lt;br /&gt;
* Dave Arneson&#039;s [[Blackmoor|First Fantasy Campaign]] has three alignments: Good, Neutral, and Evil. The forces of Good included The Blue Rider, known for &amp;quot;riding hither and yon fighting the forces of evil and carrying off any likely wench encountered.&amp;quot; Because of the framework of the First Fantasy Campaign, it&#039;s best to understand alignment as &amp;quot;allegiance&amp;quot;.&lt;br /&gt;
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* [[Dungeons_&amp;amp;_Dragons#Basic_Dungeons_&amp;amp;_Dragons|Original D&amp;amp;D]] goes to a less clear-cut list (Lawful, Chaotic, and Neutral), but does not explain the precise meaning of these terms. The reader is left to interpret them from a list of examples. The side of Law includes Halflings, Patriarchs and Treants; the Neutrals includes animals, Dryads and Minotaurs; and the Chaotics are entities such as undead, &amp;quot;Evil High Priests&amp;quot; and Hobgoblins.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons|Advanced D&amp;amp;D]] (aka 1st edition) combined these alignment systems, with one axis for Good, Evil and Neutral, and another for Lawful, Chaotic and Neutral. Different alignments had their own &amp;quot;alignment languages&amp;quot; to allow them to properly identify one another. Interpretations of alignment language are controversial in their own right. Gygax compared alignment language to religious languages, especially Latin in the Catholic Church.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons#AD&amp;amp;D_2nd_Edition|AD&amp;amp;D 2nd Edition]] made a radical change to the alignment system, by defining alignment as the character&#039;s &amp;quot;basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general&amp;quot;. While the 1st Edition grid was used, it had gone from being the character&#039;s allegiance or team to a personality test. Alignment language was axed.&lt;br /&gt;
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* [[Dungeons &amp;amp; Dragons 3rd Edition|3rd]] (and 3.5) Editions made no changes to alignment. Same two-axis method, same class restrictions, same hating people who were on the other side of the chart from you.&lt;br /&gt;
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* [[4th Edition Dungeons and Dragons|4th Edition]] made a [[skub|controversial]] change. Instead of the classic 3x3 grid which has been in place since the 1970&#039;s, the alignment system was changed to a single axis with four positions: good, lawful good, evil, and chaotic evil, with the added option of being unaligned (not smart enough to understand alignments, or simply can&#039;t be bothered to give a shit - not to be confused with the old Neutral). As with many of the changes implemented in 4E, this has caused much [[Rage|heated, vigorous discussion]] about the subject.&lt;br /&gt;
** Ironically, the designers felt Good and Evil suffered from opposite problems; Lawful Good and Chaotic Evil were quite clearly defined (Lawful Good: benevolent but constrained by external laws, Chaotic Evil: batshit insane psycho random evulz), but Neutral/Chaotic Good and Lawful/Neutral Evil tended to sort of blur together. The point was that alignments should be a conscious effort on the part of the player, rather than acting as a personality anchor: Lawful Good and Chaotic Evil both represent very specific takes on Good and Evil (equal emphasis on law &amp;amp; order as to good for the former, mindlessly impulsive and often self-destructive evil for the latter). However, Unless you were the kind of guy who really bothered to get into the nitty-gritty of the Law-Chaos axis splits, Neutral and Chaotic Good tended to be interchangeable in terms of being &amp;quot;I do good, no matter what the law has to say about it&amp;quot; alignments; Lawful and Neutral Evil were likewise interchangeable in terms of being &amp;quot;the evil I do serves a purpose and isn&#039;t just for random shits &#039;n&#039; giggles&amp;quot;. Moreover, the Morally Neutral alignments were stripped out under the basis that they tended to just be played as extreme parodies for Lawful/Chaotic Neutral (see: [[Lawful Stupid]], [[Chaotic Stupid]]) or else made little sense for an adventurer (True Neutral). Therefore, the concept of alignment was changed to whether or not a character actively pursues Good or Evil (hence the Lawful Good, Good, Evil and Chaotic Evil aligments, which cover the &amp;quot;how&amp;quot; of supporting good/evil) or simply doesn&#039;t care for greater meta-cosmological implications and is out for their own goals (Unaligned).&lt;br /&gt;
&lt;br /&gt;
* [[Dungeons_%26_Dragons_5th_Edition|5th Edition]] brought back the old grid of nine options based on Law to Chaos and Good to Evil, but drastically shortened the descriptions (their PHB entries average 2 to 3 sentences, and one of those sentences is usually a description of what critters are usually members of that alignment). It also followed in 4e&#039;s footsteps by minimizing the actual crunch-value of alignment (even traditional alignment-requiring classes like the [[Paladin]] and [[Monk]] no longer need to be a specific alignment or lose their powers) and retaining Unaligned, though this &amp;quot;tenth alignment&amp;quot; is reserved exclusively for the sorts of creatures that are too mindless to have an alignment. In other words, 5e Unaligned is &amp;quot;too dumb to understand concepts of law, chaos, good or evil&amp;quot;, whilst Neutral is &amp;quot;deliberately recognizes law/chaos/good/evil and chooses to hold the middle ground between the extremes&amp;quot;.&lt;br /&gt;
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== Controversy caused by the 2nd Edition Change ==&lt;br /&gt;
Making alignment a personality system has led to [[rage|vigorous]] [[Skub|debate]].&lt;br /&gt;
&lt;br /&gt;
Some argue that taking alignment seriously in any way entails failure because it tries to simplify and categorizes something philosophers, sociologists, theologists and psychologists have been debating for thousands of years with no tangible results. A [[:File:Alignments_Batman.jpg|famous example]] shows the goddamn Batman in various periods of his comic and his actions and words correspond to pretty much all existing alignments. Recent developments in D&amp;amp;D (Eberron, 4th Edition) have been relaxing and ignoring the old rigid structure.&lt;br /&gt;
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Others argue that those people don&#039;t understand about how the two-axis alignment system is meant to work (even the hyper-rigid structure of the 2nd Edition alignments was eventually softened to more of a Cartesian coordinates system by [[Planescape]], and &#039;&#039;every&#039;&#039; subsequent edition has eased off even further from the alignment-as-straitjacket model to an alignment-as-storytelling-tool one) and that using an inconsistent comic book character who has been written by dozens of different people over the course of his existence to try and demonstrate that the system fails is completely missing the point.&lt;br /&gt;
&lt;br /&gt;
[[skub|Debate continues.]]&lt;br /&gt;
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== The iconic D&amp;amp;D alignments (and why your party should kill them) ==&lt;br /&gt;
[[File:Alignment Demotivational.jpg|thumb|right|350px]]&lt;br /&gt;
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=== Lawful Good ===&lt;br /&gt;
Truth, justice, apple pie, and curbstomping. All Lawful Good characters are the same boring boy scout types. Their [[Lawful Stupid|ridiculously rigid codes of morality]] will often lead them to betray the party when you kick a bunny or try to use something demonic (I.E. they get angry if you do anything cool). They will also whine constantly about the party breaking the law for perfectly good reasons, and are prone to BS black and white morality. (&amp;quot;You are not doing good, then you must be doing evil! Taste my blade, evildoer!&amp;quot;) When they start to complain about the party&#039;s &amp;quot;evildoing&amp;quot;, have the rogue engineer an &amp;quot;accident&amp;quot; for them, [[Dwarf Fortress]] style.  Beware of [[Lawful Stupid]], if it wasn&#039;t painfully obvious.&lt;br /&gt;
&lt;br /&gt;
Example(s): A textbook Paladin who combats evil wherever they see it, to uphold their religion&#039;s core beliefs.&lt;br /&gt;
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=== Neutral Good ===&lt;br /&gt;
The quintessential &amp;quot;nice guy&amp;quot;. Is overridingly concerned with being &amp;quot;good&amp;quot;, which is extremely vague but generally boils down to mincing around like a useless pansy and trying to talk their way out of every situation. His idiotic insistence on nonviolence is going to [[TPK]] the party when he tries to negotiate with [[Orcus]]. Tell him to go make friends with a wolverine and head back to the inn for a drink.&lt;br /&gt;
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Example(s): A peace-loving cleric, who is against the mere thought of violence.&lt;br /&gt;
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=== Chaotic Good ===&lt;br /&gt;
Essentially adopting the credo of: &amp;quot;If you want peace, prepare for war&amp;quot;, they will do good deeds and actions using rather unorthodox methods. Though this alignment can respect the law, they mostly break in it efforts to protect people, since to them the &amp;quot;Good&amp;quot; comes before the &amp;quot;Law&amp;quot;. This tends to have [[skub|mixed results]]. Sure, that cop beat his wife or took drug money… and maybe that bank was run by the mafia. But the fact remains he broke rules - he broke them for good reasons, but he broke them. His well-intentioned extremism is going to get you in deep shit with the man, so be sure to betray him to the establishment at first opportunity. For an apt summary, think Robin Hood. Beware of [[Stupid Good]].&lt;br /&gt;
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Example(s): A freedom fighter, combating an oppressive regime to free their people.&lt;br /&gt;
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=== Lawful Neutral ===&lt;br /&gt;
Think Paladins without the morality. Lawful Neutral characters are essentially the law-made-manifest. They uncompromisingly enforce the law down to the letter and do not give any unofficial leeway regardless of the criminal&#039;s motives or intentions. Stole some food to feed your starving family? Go to jail. Robbed the bank to buy a cure for your dying sister? To the dungeon. Stole a car to save the lives of hundreds? You&#039;re under arrest. Equally for evil, you committed genocide? Hanged, drawn and quartered.&lt;br /&gt;
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At best they&#039;re obstructive bureaucrats, at worst they&#039;re insufferable [[Rules Lawyer]]s given the license of roleplay, and will bitch even more about the rules than the lawful goods. They&#039;re going to turn on you the second you jaywalk across the street to stop a mugger, so as soon as you get out of town leave them in a shallow grave.Beware even harder of [[Lawful Stupid]].&lt;br /&gt;
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Example(s): An uncompromising judge who dispenses justice as their codex demands, for better or worse.&lt;br /&gt;
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=== True Neutral ===&lt;br /&gt;
Comes in three varieties: &amp;quot;Dedicated to Balance&amp;quot; True Neutral, &amp;quot;Can&#039;t be Bothered to Care&amp;quot; True Neutral, and &amp;quot;amoral animal&amp;quot; True Neutral. &lt;br /&gt;
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The &amp;quot;Dedicated to Balance&amp;quot; types are types who are not concerned about the morality of their choices, but rather how it will affect the status quo (although what that status quo is, is dependent on the character in question). This means that a true neutral character may allow things like war, suffering, or disasters to continue, if it ensures that the balance of power is maintained. They are not necessarily malevolent, as they see their actions as a completely necessary act for the greater good that would benefit everyone in the long run - but then again they&#039;re insufferable dickbags who sees the entire universe as one big chequebook to even out, who will sell you out in a heartbeat if it meant maintaining the status quo. &lt;br /&gt;
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&amp;quot;Don&#039;t Care&amp;quot; types are either extremely uninspired roleplayers, NPC villagers, or [[Bear Lore|bears]]. However, they&#039;ll usually do what seems like a good idea at the time. This means you should kill them, because chances are they&#039;re reading this at the same time as you, and will try to kill you preemptively. &lt;br /&gt;
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The &amp;quot;amoral animal&amp;quot; types are those who&#039;s actions lack any type of moral motivation behind them, and instead act upon their own pre-programmed instincts like how an animal in the wild would. Typically reserved for non-sapient enemy NPCs (and gods forbid you actually play as one), these types do what they do, because its just their nature. They don&#039;t really see anything as good or evil nor rationalize that to any extent, they just do it for their own survival. (Murdered a man for food? Its just prey like that goat I slaughtered earlier, only less hairy. Me and my brood have to eat to survive, don&#039;tcha know?)&lt;br /&gt;
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Overall, show them the business end of your weapon as soon as the opportunity presents itself.Beware of [[Stupid Neutral]].&lt;br /&gt;
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Example(s): Amoral druids for the first, filler NPCs for the second, and a wild animal for the third.&lt;br /&gt;
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=== Chaotic Neutral ===&lt;br /&gt;
The original interpretation was the agent of chaos. Characters of this alignment were often random and completely inconsistent as long as chaos was achieved. Anarchistic and individualistic, AD&amp;amp;D 2e notes that they are extremely difficult to deal with due to their unreliable nature. Abandoned 3.X onwards when everyone realized no-one could ever play this alignment longer than 5 minutes before suffering a forced change for the sake of adventure. That is, of course, if the character wasn&#039;t killed thanks to AD&amp;amp;D&#039;s high character mortality rate.&lt;br /&gt;
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The current interpretation of this is a perfectly amoral and self serving character. One who isn&#039;t necessarily evil, as they don&#039;t actively plot to screw people for some higher cause (it just so happens they need to, given the circumstances), but instead believe in maintaining their own self interest (or cause) above all others. As far as they&#039;re concerned, they gotta watch out for numero uno and everyone else is just a tool and stepping stone to keep numero uno alive.&lt;br /&gt;
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The player interpretation of this is &amp;quot;whatever the fuck I want, whenever the fuck I want.&amp;quot; [[The Henderson Scale of Plot Derailment|Usually used directly &#039;&#039;after&#039;&#039; the DM bans evil alignments and directly &#039;&#039;before&#039;&#039; the DM ragequits.]] They&#039;re alright to have &#039;&#039;so long as your goals align with each other&#039;&#039;, but as soon as that changes, it&#039;s highly recommended you introduce them to the business end of your weapon and throw their corpse in a ditch.&lt;br /&gt;
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Also the alignment of 13 year old edgelord characters with KEWL powers, because the rebellious asshole who doesn&#039;t play by the rules is totally kewl.Beware of [[Chaotic Stupid]].&lt;br /&gt;
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Example(s): A lone, thrill-seeking rogue fighting for his own gains and enjoyment.&lt;br /&gt;
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=== Lawful Evil ===&lt;br /&gt;
Here you have your Fascists, Social Darwinists, contract killers, and anybody else who can be reliably and systematically counted on to be a [[Eldrad|dick]]. In real world terms, Lawful Evil would be corrupt politicians, ridiculously wealthy plutocrats who play the system in obviously self serving ways and/or high-functioning sociopaths (ones who are good at hiding their evil and selfish tendencies) , but do it in a socially acceptable manner that sometimes others might applaud as clever tricks, sometimes you might never even know a person is Lawful Evil, since they usually do their utmost to appear integrated in societies. The endgame is almost always multidimensional domination, so be sure to kill them before they get &#039;&#039;too&#039;&#039; powerful. Alternatively, kill them before they get the chance to screw you over/enslave you/bind you to some contract that will suck for you.&lt;br /&gt;
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Example(s): A professional mercenary fighting as his employer demands.&lt;br /&gt;
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=== Neutral Evil ===&lt;br /&gt;
The asshole alignment. Follows the law as long as it helps them, then breaks it. Ingratiates themselves to people, before betraying them. Does good deeds, until they cease to elevate them. Social acceptance never really comes into it with these guys. If he&#039;s being an insufferable prick you should probably just kill him, nobody will question you. If he&#039;s generally acting like a good guy you should definitely just kill him, &#039;&#039;he&#039;s up to [[Just as planned|something]]&#039;&#039;.&lt;br /&gt;
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Example(s): A serial killer putting on a facade to continue his deeds.&lt;br /&gt;
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=== Chaotic Evil ===&lt;br /&gt;
A psychopath who&#039;s evil for the sake of being evil. There&#039;s no driving factor why they&#039;re a Satan-incarnate -, not to get rich, not to get revenge, not to set things right in their own misguided way; they just relish in the act of being a total dickwad. They will murder people for kicks, will rape and torture people to get their willies on, and hates everyone else, just because they were there. Some people just want to watch the world burn; those are Chaotic Evil people.&lt;br /&gt;
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Always on a feud against society and will piss on a book of law just because he likes it, and fuck you, and fuck your law too, and i&#039;ll eat your babies. This alignment has no depth at all and is very dangerous to keep around, its only real purpose is to make a quick 2D villain for your party to murder without any qualms, or a fun psycho-type character in a non-serious game. It is highly recommended you give them a good stomping and throw their corpse off the ramparts as soon as possible, because they will be trouble the moment their attention shifts to you. If you start out your party with one, you kinda deserve it, once the inevitable happens.Beware of [[Stupid Evil]] or, worse, someone who &#039;&#039;alternates&#039;&#039; between [[Chaotic Stupid]] and [[Stupid Evil]].&lt;br /&gt;
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Example(s): An insane doomsday cultist, who fights and kills just for the sake of fighting and killing.&lt;br /&gt;
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== A Broader Perspective ==&lt;br /&gt;
When creating a character after the alignment system, you can run into the problem of the alignment table being too narrow. After all, in a lot of games and stories, characters aren&#039;t just &amp;quot;good&amp;quot; or &amp;quot;lawful&amp;quot; - they can be complex characters with more than one side to them, or with a goal to pursue rather than an ideal, that can lead them to behave very different from what the alignment table offers. This is because the ideals and concepts presented on the table can be interpreted in various ways that might end up harming your character in the long run, and as such may be more viable as a guideline rather than an outright rule, like most elements of tabletop gaming.&lt;br /&gt;
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Lawful is usually regarded as &amp;quot;I follow the rules of the land&amp;quot;, while Chaotic tend to be &amp;quot;I do whatever I want regardless of laws&amp;quot;, but it doesn&#039;t in fact have to be like that: Lawful doesn&#039;t have to mean that your character follow the laws, just that the character has some kind of ruleset or set of morals they follow and generally won&#039;t bend from, even if they are self-imposed, while Chaotic might mean that your character doesn&#039;t care for these limitations and will change ideals on a whim, or not have them at all. Likewise, Good is usually &amp;quot;I help and protect and doesn&#039;t afraid of anything&amp;quot; and Evil &amp;quot;I will kill because I can&amp;quot;, but Good could also mean that your character is generally not self-concerned and will happily defend someone else to preserve something (remember, humans are flock animals - We only do good to others if it does good to ourselves, even if that is just the good feeling of doing good things), while Evil can be a character who has a goal she wants to achieve and wont be stopped to do so.&lt;br /&gt;
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Examples using the above method of making a character could be the Lawful Evil duelist who will happily kill a man on the street, but only if it follows his own code of honor, and who is in a [[party]] because he wants to meet stronger foes, or the Chaotic Good mage who one day helps his [[party]] with spells, but turns a character into a rabbit the next, just to make sure the spell works properly when he meets an opponent.&lt;br /&gt;
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Another point is that alignment is meant to represent &#039;&#039;tendencies&#039;&#039; rather than hard-and-fast stagnant points. A Good character can be pushed to the breaking point and do something Evil, or a Lawful character can agonizingly choose to make a Chaotic decision that goes against everything he believes in to prevent the unthinkable, or an Evil character might find herself doing something selfless because she&#039;s not &#039;&#039;that&#039;&#039; evil. Indeed, people acting in ways they normally wouldn&#039;t due to pressure and circumstance is where drama comes from. Plus, and this is the important bit, &#039;&#039;doing one act out of alignment does not constitute an alignment shift&#039;&#039;. (Unless you&#039;re a pre-4e paladin anyway.) The Lawful cop whose heart causes him to make an exception for the hooker who needs to feed her kids, or the Chaotic cop who swears to his dying partner that he&#039;ll bring the bad guy in &amp;quot;by the book&amp;quot; don&#039;t &#039;&#039;stop&#039;&#039; being lawful or chaotic just because they acted out of alignment once.&lt;br /&gt;
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Just remember that these things aren&#039;t set in stone. Talk with your fellow PCs and the [[DM]] and make sure they understand how you interpret the system and how you use it with your character. You can have loads of fun with unique characters this way - Anyone can make and play a Lawful Good Paladin who is gonna spare the [[BBEG]], but it is harder to make and play the Lawful Good [[Konrad Curze|vigilante who will happily slaughter entire groups of criminals and put them on spires around town as an example of what happens if you mess with the children of the village.]]&lt;br /&gt;
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== Alignment, Allegiance and Personality in other RPGs ==&lt;br /&gt;
* White Wolf&#039;s [[World of Darkness]] games clearly separate allegiance and personality. For example, Vampire: the Masquerade has Camarilla, Anarchs, and Sabbat for the character&#039;s basic allegiance (although unlike D&amp;amp;D, these have no metaphysical consequences). All of the World of Darkness games use a shopping list of Jungian archetypes to describe a character&#039;s personal code of conduct, described as their &amp;quot;Nature.&amp;quot; The games have much emphasis on social interactions, betrayal, deception and general being a bastard, so there&#039;s also the archetype they present publicly, called their &amp;quot;Demeanor.&amp;quot; Good or evil can be a bit irrelevant when the player characters are all vampires/werewolves/demigods/dead/half-imaginary. Characters that behaved appropriately to their Nature archetype were gained a stronger self-confidence, evidenced by awarding &amp;quot;willpower&amp;quot; points they could spend later to make tasks more likely to succeed.&lt;br /&gt;
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* White Wolf&#039;s [[Exalted]] has the four Virtues: Valor, Compassion, Conviction and Temperance. All are measured on a scale of 1-5 for mortals, but some beings can go up to ten. It describes, respectively, how brave you are, how nice you are, how good you are at sticking to your guns, and how much willpower you can muster to avoid temptation. Two is considered the human average, but since you&#039;re (hopefully!) supposed to be some kind of mythical hero ,you have to at least three in something to start with. &lt;br /&gt;
** Being all the way down at one means you are, respectively, a coward, a sociopathic dick who can&#039;t feel empathy, an aimless wishy-washy vagrant, or any flavor of hedonist you care to name. The cosmic spirit of unlikable douchebaggery, the Ebon Dragon, is about the only being with a one in &#039;&#039;every&#039;&#039; virtue. &lt;br /&gt;
** Having too much, though, turns you a different flavor of psycho; respectively, a frothing berserker, an unbalanced lunatic who can&#039;t stop helping people and won&#039;t look at the bigger picture, a zealot incapable of realizing that you&#039;re wrong, or an uptight jerk who literally wants to stop everyone else from having fun. Each virtue can override one other virtue, but raising them all high takes up lots of XP and can turn you into a neurotic wreck like the Unconquered Sun, who has a ten in &#039;&#039;every&#039;&#039; virtue and has turned into a burned-out wreck of a deity listlessly squatting in his celestial house playing &#039;&#039;[[World of Warcraft]]&#039;&#039; all day because breaking &#039;&#039;any&#039;&#039; virtue would lessen him and it&#039;s really hard to function without repressing at least one in a weak sort of way.&lt;br /&gt;
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* [[d20 Modern]] uses &amp;quot;allegiances&amp;quot; instead of ethics, indicating the character subscribes to an established code of conduct, or the mores of a social group. Dealing with an NPC with a matching allegiance gives the player a +2 circumstance bonus to social tasks. If an NPC witnesses you violating one of their allegiances, that&#039;s a -2 for any social tasks with that NPC evermore. Characters can have multiple allegiances, each providing the +2/-2 when appropriate, but not cumulatively.&lt;br /&gt;
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* [[RIFTS|Palladium Fantasy RPG]] (and all Palladium games that came later) uses three categories for alignment: Good, Selfish and Evil. These break down into seven alignments: Principled, Scrupulous, Unprincipled, Anarchist, Aberrant, Miscreant, and Diabolic. They added &amp;quot;Taoist&amp;quot; for their Kung-fu games, but nobody used it. D&amp;amp;D fans often enjoy noting that these roughly correlate into most of the same alignments as the classic 9-axis. There is no &amp;quot;True Neutral&amp;quot; equivalent alignment in Palladium, however; per word of god, this was because A: [[Stupid Neutral]] was, well, a stupid idea, and B: anyone who truly did not give a shit about anything (the &#039;&#039;other&#039;&#039; primary description of the True Neutral alignment in D&amp;amp;D) would not be at all inclined to go adventuring. By the game designer&#039;s arguments, somebody who&#039;s only adventuring to get something they need or want done (your classic &amp;quot;I don&#039;t care if the Empire&#039;s hurting people, but they&#039;ll take my farm if I don&#039;t take them out&amp;quot; jerk) would fall under one of the Selfish alignments.&lt;br /&gt;
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* [[GURPS]] doesn&#039;t have alignments. Instead, it&#039;s a long list of mental disadvantages you can take during character generation to restrict the character&#039;s behavior. Since characters are on a point-buy system, these disadvantages can be traded for other advantages. You could take Compulsive Honesty (-10 point flaw), for enough points to get you Ambidexterity (+10 point advantage), or Kleptomania (-15) for a military rank of Lieutenant (three ranks @ +5).&lt;br /&gt;
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* [[Warhammer Fantasy]] had five alignments on a linear scale: Law - Good - Neutral - Evil - Chaotic. This was used as a rule of thumb for reactions between people — identical alignments would be well-disposed towards each other, but the further apart alignments are, the more likely things would come to blows. A character&#039;s alignment could shift at most one step left or right from where they started. Later editions of Warhammer de-emphasize the alignment system in favor of allegiances and broad personalities.&lt;br /&gt;
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* [[Dungeon World]] uses alignment as a method for gaining experience points; you choose one of the three offered during character creation. Playing an evil rogue? Get 1 XP when someone else gets in trouble for something you did. Playing a good druid? Get 1 XP when you eliminate an unnatural menace.&lt;br /&gt;
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* Sitting somewhere between a D&amp;amp;D alignment and a personality test, [[Magic: The Gathering]] has a five color system of magic that also had personality traits wired into make up. For example, red is the color of acting rather than thinking, and they have the most destructive spells and cheapest creatures. Blue, on the other hand, is logical and thinks rather than acts, and they have the most counter spells.&lt;br /&gt;
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* The [[Star Wars Roleplaying Game]] uses a form of alignment called &#039;&#039;&#039;Morality&#039;&#039;&#039; which has a mechanical effect, but it only applies to Force users and how they activate their powers, so any other character can behave in whichever manner they choose without penalty. Force users move up and down the Light/Dark scale in a fluid manner which can be incredibly difficult to maintain at the same value from session to session. It has an inbuilt tendency to climb upwards, but can be decreased due to actions on the part of the player. The rules incorporate a hard and fast list of what actually constitutes &amp;quot;bad&amp;quot; and how minor or major it impacts your score, and doesn&#039;t really incorporate any level of intention or thought process that goes into the act, meaning that the GM shouldn&#039;t be blamed for hitting the character with a big alignment shift at the end of a session, but character could swing back in the following session just as naturally.&lt;br /&gt;
**Wizards [[Star Wars D20]] also used a light/dark system which influenced what powers were available to Force users, but the system was incredibly punishing to players, requiring them to have absolutely no dark side points at all in order to get the best out of &#039;&#039;Light&#039;&#039; powers while causing them to alignment shift every time they even &#039;&#039;used&#039;&#039; a dark-side power, also it risked them losing their characters to the GM if they reach a &#039;&#039;Dark&#039;&#039; threshold determined by their wisdom score. Plus while there was a list of what actions accumulate &amp;quot;dark&amp;quot; points, some of them are subjective and call on GM rulings, and those points are quite difficult (but not impossible) to get rid of once obtained.&lt;br /&gt;
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*&#039;&#039;&#039;Reality&#039;&#039;&#039;: as long as humans have been around we&#039;ve tried to sort out ethics, and then put people into category of &amp;quot;good&amp;quot; or &amp;quot;Evil&amp;quot;, &amp;quot;lawful&amp;quot;, or &amp;quot;chaotic&amp;quot;. For much of human history we&#039;ve used [[derp|religion]] and [[Herp|race]] as the measuring stick of how we figured this out. During the 20th century, though the former is still used by some, societies figured out a much better way than the latter (though [[That Guy|some people]] still use that too) to type people&#039;s personality, or &amp;quot;Alignment&amp;quot;, thanks to personality tests. Developed by armed forces to ease selection, personality tests are, like RPG game alignments, not perfect; however, they are still a good guide line for describing peoples personality, and some like the Minnesota Multiphasic Personality Inventory are medically useful when treating mental disorders. One of the most common personality typing systems is the Myers-Briggs Type Indicator, [https://www.youtube.com/watch?v=QKnNO5pxRGQ with a rough description of what it is here]. Of course, since people in real life grow and change, so can their personality (and thus &#039;alignment&#039;), so re-testing is necessary to keep an accurate idea. Myers-Briggs is really a lot like a horoscope, with descriptions so vague and generic they can easily apply to just about any one. Try reading the descriptions and see how many could apply to you.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
Did we mention that alignment charts are a [[meme]]?&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alignment.jpg|An alignment chart for gradient alignment tracking.&lt;br /&gt;
Image:Lawful Good.jpg|Freedom is the right of all sentient beings.&lt;br /&gt;
Image:Alignments_Batman.jpg|Batman is a complex guy&lt;br /&gt;
Image:Chaotic_Good_V.jpg|&amp;quot;We are legion!&amp;quot;&lt;br /&gt;
Image:Chaotic_Evil_Joker.jpg|Cue Mark Hamill laughter.&lt;br /&gt;
Image:Lawful_evil_Palpatine.jpg|&amp;quot;Unlimited powah!&amp;quot;&lt;br /&gt;
Image:Alignments_oversimplified.png&lt;br /&gt;
Image:The_Axis_of_Stupid.png|Of course, idiocy is not exclusive to specific moral conundrums.&lt;br /&gt;
Image:Sandwich-alignment-chart.jpg|We are all agreed on this then: A rock is not a sandwich.&lt;br /&gt;
Image:5 by 5 alignment chart by doaspotcheck-d3i5jfy.png| Yes, somoene decided to make it *more* complicated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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== External Links ==&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment TVTropes on Character Alignments]&lt;br /&gt;
* [http://mightygodking.com/index.php/category/dd-explains-everything/ MGK made half the Alignment charts you laugh at]&lt;br /&gt;
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[[Category:Dungeons &amp;amp; Dragons]][[Category:Alignment]]&lt;/div&gt;</summary>
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