Palladium Alignments

Palladium Alignments

Principled (Good)

Principled characters are upright “boy scout” or “do-gooder” types
who put others before themselves. This is the knight in shining armor,
with the highest regard for the lives and well-being of others, freedom,
truth, honor and justice. Principled characters will always attempt to
work with and within the law. and have a high regard for (and trust of)
authority. as well as for life and freedom. They are usually compassionate, merciful, cooperative and sincere.
A Principled character will …
1, Always keep his word.
2. Avoid lies.
3. Never kill or attack an unarmed foe.
4. Never harm an innocent.
5. Never torture for any reason.
6. Never kill for pleasure.
7. Always help others.
8. Always work within the law whenever possible.
9. Never break the law unless conditions are desperate. This means no
breaking and entering, theft, torture, unprovoked assaults, etc.
I0. Respect authority, law, self-discipline and honor.
11. Work well in a group.
12. Never take “dirty” money, or ill-gotten valuables or goods. This
means any property that belongs to criminals or villains. It matters
not how the bad guys got that property themselves; the hero will not
touch it even if destitute.
13. Never betray a friend.

Scrupulous (Good)

Scrupulous characters value life and freedom above all else and despise those who would deprive others of them. This type of hero is typically portrayed in many movies as the cop who plays by his own rules,
forced to work beyond the law tor justice (or retribution) and the
greater good of the people. They are not vicious or vindictive characters, but are individuals driven by their sense of justice to right a wrong or take a (bloody) stand. These characters will always attempt to work with or within the law whenever possible.
A Scrupulous character will …
1. Keep his word to any other good person.
2. Lie only to people of selfish or evil alignments.
3. Never attack or kill an unarmed foe.
4. Never harm an innocent.
5. Never torture for pleasure. but may usc muscle to extract information
from criminals or evil characters.
6. Never kill for pleasure, will always attempt to bring the villain to
justice alive, no matter how vile he may find him.
7. Always try to help others.
8. Attempt to work within the law whenever possible.
9. Bend and, occasionally, break the law when deemed necessary. This
means he may use strong-arm techniques, harass, break and enter,
steal, and so on (but only against the bad guys).
10. Distrust authority; fears the law and government may not be an effective weapon against injustice and crime. However, he will try not to flagrantly disregard the law.
11. Work with groups, but dislike confining laws and bureaucracy (red
tape).
12. Never take “dirty” money or items.
13. Never betray a friend.

Taoist (Good)

Taoist characters are rather eccentric. They are not selfish, in
that they care nothing for wealth, riches, or any personal gain,
but they are self-centered in that they’d rather have fun than be
bothered by serious obligations. Ultimately, the Taoist is always
torn. On the one hand, the character should work for the good of
others. However, the attainment of wisdom, insight, and even
Immortality are also the goals of the Taoist. Also, since a Taoist
takes the long view, the character is willing to let people suffer if
it’s possible they’ll learn from the experience.
Taoist Characters Will…
1. Intend to keep their word of honor, when they give it.
However, if things change, well…
2. Avoid Lies (except in fun).
3. Cheat whenever necessary.
4. Will not kill an unarmed foe (but will take advantage of the
situation).
5. Never harm an innocent.
6. Not use torture unless absolutely necessary.
7. Never kill for pleasure.
8. Usually help those in need.
9. Refuse to take any position of leadership or authority, except
in a short-term emergency.
10. Ignore the law and the rules, whenever they feel they can
get away with it. However, they will never violate the law for
personal gain.
11. Usually make fun of authority.
12. Usually, but not always, stick by a friend.

 

Selfish Alignments
Selfish characters (Unprincipled and Anarchist) are not necessarily
evil, but they always have their own best interests at heart and their
opinions in mind above all others. These are the mercenaries, rogues,
vigilantes and anti-heroes of the world.

Unprincipled (Selfish)

This basically good person tends to he selfish, greedy, and holds his
personal freedom and welfare above almost everything else. He dislikes
confining laws and self-discipline and distrusts authority. He views the
law and government as well-intentioned. but clumsy and ineffective.
Keeping his best interests in mind. the character will always look out
for himself This character is also likely to take “dirty” money and items, with
He will not deal in illegal drugs. or take money from innocent or good people. The Unprincipled character may associate with both good and evil characters,
and often has paid informants. spies and stoolies.
This is the noble scoundrel, the guy who is always looking for the
best deal associates with good and evil characters, is continually
tempted to lie and cheat, and hates himself for being loyal, helping others and ultimately doing the “right thing.”
An Unprincipled character will …
1. Keep his word of honor.
2. Lie and cheat if necessary (especially to those of Anarchist and evil
alignments).
3. Not kill an unarmed foe (hut will take advantage of one).
4. Never harm an innocent.
5. Not use torture unless absolutely necessary.
6. Never kill for pleasure; will attempt to bring the villain to justice
alive and ruin him rather than simply kill him.
7. Usually help those in need.
S. Rarely attempt to work within the law.
9. Blatantly break the law to achieve his (usually good-intentioned)
goals.
I0. Dislike and distrust authority, the law and bureaucracy. Feels they
have been corrupted and abused.
11. Work with groups, especially if it serves his needs, is profitable,
and/or he is in the limelight.
12. Take ”dirty” money.
13. Never betray a friend.
14. Have a high regard for life and freedom.

 

Unscrupulous(Selfish-Good)

A combination of Scrupulous and Unprincipled by —YooktheDuke
In my opinion this is your basic good guy that’s not a prude or held by limiting beliefs.
She/He believes in a higher good most likely and will fight for those in need.

1 – Have a high regard for life and freedom.
2 – Keep their word of honor
3 – Lie and cheat if necessary (especially to those of anarchist or evil alignments)
4 – Will not kill an unarmed foe unless it is absolutely necessary (or an integral part of an assignment, i.e. an assassination).
5 – Never torture for pleasure, but may use muscle to extract information from criminals or evil characters
6 – Never kill for pleasure
7 – Never harm an innocent
8 – Always Help those in need
9 – Attempt to work within the law when possible however…
10 – Bend and break the law when deemed necessary per one’s assignment
11 – Distrust authority
12 – Works well with a group, especially if this ups the chances for success
13 – Never betray a friend

 

Anarchist (Selfish)

This type of character likes to indulge himself in everything. He is
the insurgent, con-artist, gambler and uncommitted freebooter who adventures because he enjoys the thrill, fame and fortune it brings, rather
than for any cause (like defending humanity). This character will at
least consider doing anything if the price is right or the challenge is alluring enough.
Laws and rules infringe on personal freedom and were meant to be
broken. lie will not hesitate at using strong-arm techniques, breaking
and entering. theft, harassment, destruction of private property, and so
on. This can also include acting as judge, jury, and executioner. These
characters are usually the daring anti-heroes who feel the end justifies
the means. The Anarchist-aligned person is always looking for the best
deal and self-gratification. He will work with good. selfish and evil
characters to attain his goals. The Anarchist is continually teetering between good and evil, rebelling against and bending the law to fit his
needs. Mercenaries and thieves often fall into this category.
An Anarchist character will . ..
I. Keep his word. but only if it suits or pleases him.
2. Lie and cheat if he feels it necessary.
3. Not be likely to kill an unarmed foe. but certainly will knock out, attack or beat up one.
4. Never kill an innocent, although his rash or self-serving actions may
injure or kill bystanders by accident.
5. Usc torture to extract information. but is not likely to do so for pleasure.
6. Seldom kill for pleasure.
7. Not be likely to help someone without some ulterior motive (even if
it’s only to show oft).
S. Rarely work within the law unless it serves his purpose.
9. Constantly break the law to achieve his goals.
I0. Have little respect for authority, the law, or self-discipline.
I I. Not work well within groups: tends to do as he pleases, despite orders to the contrary.
12. Take “dirty” money without hesitation.
13. Possibly betray a friend. Sorry. pal.

Evil Alignments
All evil characters (Aberrant, Miscreant and Diabolic) are not necessarily bent on universal genocide or dominating all other living creatures. Nor are all evil characters sadistic, cruel, ugly or untrustworthy.
Many evil characters may actually seem kind or likeable.
Evil alignments are a step beyond the self-gratification of the selfish
alignments. Evil characters are ruthless individuals who are willing to
say or do anything to achieve their goals. Most commonly, evil characters have goals that either entail making people suffer or cause suffering as a side effect (a side effect the evil character knowingly and
callously disregards). Human life has little meaning to them, and
friends tend to be (but not always) people to use and discard when they
are no longer of value. Evil-aligned characters do not automatically
slay any good-aligned person because of different ethics and philosophy. All the better to use good to achieve their own goals, for the end
always justifies the means.
Note: There is nothing wrong with playing a fictional, evil character, although he may not survive too long if he betrays or harms too
many people, nor is the character likely to be trusted or liked by his
“good” teammates. However, this is role-playing, not reality, so you
can play any type of character you might desire, just continue to play
“in character.”

 

Aberrant (Evil)

The cliche that there is “no honor among thieves” is false when
dealing with the Aberrant character. This is an individual who is driven
to attain his goals though force, power, and intimidation. Yet the Aberrant character stands apart from the norm with his own personal (and
twisted) code of ethics. He expects loyalty from his minions, punishing
disloyalty and treachery with a swift, merciful death or banishment. An
Aberrant character will always keep his word of honor and uphold any
bargains. He will define his terms and live by them, whether anyone
else likes them or not.
If an anti-hero, he will completely disregard the law and deal out
justice as he deems tit. He will never be cruel or vindictive, and will always be absolutely positive that the person is guilty before he deals out
his brand of justice. However, once he condemns a character, he will
see to it that he is destroyed.
Whether a villain or a corrupt or extreme anti-hero, the Aberrant
character looks upon people without honor or a sense of loyalty as
worthless and disgusting lowlifes.
Do not think of the Aberrant character as a misguided good guy. He
or she will break all laws with impunity, harass victims, destroy property, assault, blackmail, torture and murder. Only their methods and degree of violence may vary.
An Aberrant character will …
I. Always keep his word of honor (at least to those he deems worthy of
it)
2. Lie and cheat to those not 1\0rthy of his respect; good. selfish or evil.
3. May or may not kill an unarmed foe.
4. Never kill an innocent particularly a child, hut may harm. harass or
kidnap.
5. Never torture for pleasure. hut will usc it to extract information and
intimidate others.
6. Never kill for pleasure. will always have a reason.
7 May or may not help someone in need.
8 Rarely attempt to work within the law.
9. Break the law without hesitation.
10. Have no use for the law or bureaucracy, but respects honor. self·
discipline and the ··concept” of laws and order.
II Work with others to attain his goals.
12. Usually take ”dirty” money. although his twisted code of ethics
may prevent him from doing so in some instances.
13. Never betray a friend. Never.

 

Miscreant (Evil)

This self-serving, unscrupulous character is out only for himself.
Power, glory, wealth, position, and anything that will make his life
more comfortable or pleasurable is his goal. It doesn’t matter who gets
caught in the middle, as long as he comes out smelling like a rose. The
character will lie, cheat, hurt, and kill anyone to attain his personal
goals.
If a Miscreant character becomes a vigilante, mercenary, or bounty
hunter. it will be for some personal reason, a vendetta, money, glory or
a love for danger and challenge. This character is a savage misanthrope
out for himself.
A Miscreant character will …
I. Not necessarily keep his word to anyone.
2. Lie and cheat indiscriminately (good, evil, selfish).
3. Kill an unarmed foe as readily as he would a potential threat or competition.
4. Use or harm an innocent.
5. Usc torture for extracting information and pleasure.
6. May kill fur sheer pleasure.
7. Feel no compulsion to help without some sort of tangible reward for
him.
8. Have no deference to the law, but will work within the law if he
must.
9. Blatantly break the law for his own goals and pleasure.
I0. Dislike and distrust authority and the law.
II. Work with others if it will help him attain his personal goals.
12. Take ·’dirty” money, stolen goods, and illegal items (as well as steal
valuables for himself whenever the opportunity arises).
13. Betray a friend if it serves his needs.
14. Ilave no respect or concern fur the lives or welfare of others.

 

Diabolic (Evil)

This is the category that most megalomaniacs. psychopaths, and violent and despicable characters fall into. This is the cruel, brutal killer
who trusts no one and has no value for any life other than his own. A
Diabolic character will crush anyone who gets in his way. The lowlife
will lie, cheat, con, abuse and kill anyone less powerful than he is. Aberrant characters find these dishonorable people more revolting than a
good-aligned character.
A Diabolic character wi!! …
I. Rarely keep his word, and has no honor.
2. Lie to and cheat anyone.
3. Most certainly attack and kill an unarmed foe.
4. Hurt and kill an innocent without a second thought and for pleasure.
5. Usc torture for pleasure and information, regularly.
6. Kill for sheer pleasure.
7. Be likely to help someone only on a whim (or to set them up for
some evil deed later).
8. Rarely attempt to work within the law.
9. Blatantly break the law and mock authority.
I0. Despise honor, authority and self-discipline. Views them as weaknesses.
II. Not work well within a group; constantly disregarding orders and
vying for power/command.
12. Always take “dirty” money, drugs, stolen goods, etc., as well as
steal from others.
13. Betray a friend without hesitation; after all, you can always find
new friends.
I4. Associate mostly with other evil alignments.

StarWaves

StarWaves

 

Esperetto (Fey Harp, Spirit Harp or the Hazel Harp) – Though the Esperetto is a part of musical traditions throughout the Elven diaspora, the Chanters of the Otheros are widely considered to be the greatest masters of this complex instrument.

Among humans it is often called the Fey Harp, Spirit Harp or the Hazel Harp. (after the legendary Hazel of Ewrood, credited with introducing the instrument to human musicians around 1650.) Despite it’s name, the Esperetto is a fretted instrument with 13 strings, typically made of one of several species of elven tonewoods with a perforated metal top plate. Though not necessarily enchanted, players with arcane gifts can focus their energy into the instrument while playing, producing complex harmonies, echoes, and other effects impossible for the common musician

Bard of Otheros – The Bards of Otheros are known to take Esperetto playing even further, weaving music and illusion into wondrous, beautiful performances. To those without such gifts, it is a difficult, if versatile, instrument with a lovely, rich tone. Nevertheless, there are a few human cultures who have adopted various versions of the Esperetto into their own musical traditions.

Guardians of Otheros – always looking for potential acolytes.

Chanters of the Otheros – Widely considered to be the greatest masters of the Esperetto

Elven diaspora – was a thing

Hazel of Ewrood – Credited with introducing the Esperetto to human musicians around 1650.

Otheros – The “Jewel of the Earth and Sea” is an important cultural capital to the Elf Clans. Located where the Great Eastern Forests and the Opal Mountains converge at the ocean, the city-state is ruled by the Radiant King Epheren IV and Queen Shassial of the Waves, and hosts the High Clan Council, which presides over all the major eastern Elf clans.

Otheros is a major capital of knowledge and Trade, and, is known among the great Elf cities for being relatively open to humans and other outsiders

Elf Clans – Are a thing.

Nef’s clan (Teriangullis) – magically endowed elven clan

Great Eastern Forests – is a place

Opal Mountains – is a place

Radiant King Epheren IV of the Waves – Ruler of the city-state of Otheros

Queen Shassial of the Waves – Ruler of the city-state of Otheros

High Clan Council – which presides over all the major eastern Elf clans.

Tarrak – aka the ancient Forest, thr forest of Elder Trees. The human lands are to the south of it.

Shaman – Known by a mark, chosen by the trees.

Fledriella – mother of Elgarion (Nef’s char)

Heroes of legend of Meldor – guardians who left the clan to the human lands to the south

Psionic Power List

Temporary unedited list 1

Mental

Telepathy The ability to project or receive mental messages, images, and impressions over distance. This can also be used to read surface thoughts.

Memory Hypnosis/Mind Control – The ability to forcibly take over someone’s mind and force them to remember what you want them to. This can be undone by thinking about the false memory too hard.

Emotional Inducement – The subtle ability to influence the emotional state of others, with low chance of detection and larger range of influence. A skilled user can whip up a crowd into a frenzy.

Belief Inducement – The ability to temporarily make someone believe something to be true. This is powerful but generally short lived, unless you are a prime.

Awareness Enhanced – The ability to notice small and large patterns in the universe, you are Sherlock Holmes.
Spatial-temporal Awareness/Mental Navigation – This power is generally expressed only on the macro level. It gives greatly enhanced situational/tactical awareness on the local level and navigational abilities on the macro level.

Biofeedback – The ability to fully control your body’s responses, this power can be used to heal yourself as well as push your body to it’s limits. Use it wisely.

Mental fortitude – The ability to put up great mental barriers as well as withstand impossible levels of mental stress.

Psionic Genius – The ability to increase your raw ability to process information as well as make connections others miss.

Bio-Manipulation – The ability to cause pain, pleasure or otherwise affect another person’s physiological state.

Empathy/Animal Empathy – The ability to put yourself in someone else’s emotional state and know EXACTLY how they are feeling and usually why.

Enhanced Memory – Eidetic memory with 0 negative effect. Call details from your past with ease. This ability also lets you read at an astonishing rate.

Mind Link – Like the vulcans.

Physical

Telemechanics – The ability to control and enter machines with only your mind. Requires physical connection. (or wifi)

Apportation – Materialization, disappearance or teleportation of an object.

Energy field manipulation – The ability to control energy fields, electrical , plasma, magnetic. This ability grants immunity to all energy damage.

Biofeedback – The ability to fully control your body’s responses, this power can be used to heal yourself as well as push your body to it’s limits. Use it wisely.

Psionic Healing – The amazing ability to link with wounded flesh and accelerate the healing process. This requires concentration on the target.

Psionic Manipulation/Telekinesis – The ability to move and manipulate objects with mass.

Psychic Constructs

Psionic Sight – The ability to see all spectrums of light including, magnetic fields, infrared, thermal, and 20/20 Hawk vision

Psionic Body Augmentation – The ability to increase your physical traits of endurance, defense and strength beyond normal human levels.

Omnikinesis – { Manifests in a number of ways.

  1. Pyrokinesis – The ability to manipulate heat with the use of the mind.
  2. Electrokinesis – The ability to manipulate electrical fields with only the use of the mind.
  3. Magnokinesis – The ability to manipulate magnetic fields with only the use of the mind.
  4. Photokinesis – The ability to manipulate light with only the use of the mind.
  5. Hydrokinesis – The ability to manipulate water with only the use of the mind.
  6. Aerokinesis – The ability to manipulate air with only the use of the mind.

}

 

Metaphysical

Aura reading – Perception of energy fields surrounding people, places and things.

Psychic Navigation – The ability to go into a trance and navigate the Jump Gates.

Aura Reading – You can see auras. Very telling and automatic ability, you can tell if someone is evil, good, old, young, destined for greatness, or just destined to be in your path. A skilled reader usually becomes a high level advisor.
Curse – The ability to give someone various curses that have all sorts of dastardly effects.

Evil Eye – The ability to cause pain, pleasure or otherwise affect another person’s physiological state.
Psionic Possession – Ability to possess another’s body.  

Spirit Companion – Ability to summon an ancestor spirit!

Divination – The ability to accurately or semi accurately, using a physical medium such as cards or tea leaves to read someone’s aura, immediate future or specific questions.

Precognitive Dreaming – Getting dreams that will give you insight into the future.

Clairvoyance – The ability to see flashes of things either current or future.

Precognition – The ability to see into the future through indirect perception; However since the exact future is not perceivable due to the fact that the future is always changing, it is highly unlikely to ever get an exact image of what is to come. (Not selectable for PC’s)

Retrocognition – The ability to see into the past through direct perception. Being at the location or using a physical object is required.

Channeling – The ability to receive a spiritual entity;

Astral Projection – The ability to project one’s astral/ethereal form away from the physical world.

Wraith Part 78

Game from July till now! — Space Psi Primes


You awake on the ship. Same ship you’ve been on for the last 3 years. The ship is a large colonial transport vessel – which In your part of this galaxy means its like a giant space bus shipping people too poor to drive themselves to new homes.

You get a vidtrans in your room.
It’s the annoying administrator,
This is the 60th time he’s called these last 3 years.. Same story everytime, ” I’m sorry to ask again computers are glitching… You’re in room 419.. Who are you again?”

(more…)