In Moorcock's writing the Cosmic Balance is a force unto itself, albeit less forceful than Chaos or Law. Agents of the Balance battle Chaos's attempts to dominate worlds. (Law, apparently, is too lawful to violate the Balance, which doesn't ring true to me.) AD&D had a similar concept in True Neutral, a notably tenet of Druids. Unlike regular neutrals, who for the most part don't care about things that don't affect them, True Neutrals are neutrality extremists, intent on correcting any tilt
Updated 04-29-2012 at 10:13 PM by fmitchell
D&D 4th Edition assumes that the most important distinctions are between Good and Evil, for some definition of Good and Evil. What if we consider Law and Chaos as primary? Three of our alignments then become Lawful, Unaligned, and Chaos.
Lawful Good and Chaotic Evil could round out the set ... but really, people follow the Law always think of themselves as doing so for the Greater Good, and there's little difference between capricious and malevolent. Let's try something interesting.
Updated 04-29-2012 at 10:14 PM by fmitchell
D&D's various alignment systems provoke a lot of discussion, partly because they have multiple interpretations and multiple purposes. To quickly review changes across editions:
Original D&D and Basic D&D had only three alignments: Law, Neutrality, and Chaos. (One version of Basic, I forget which, added "Good" and "Evil". Not Lawful Good or Chaotic Good, just "Good".) Essentially it represented which "side" a character was on
as said before, all content for samurai and ninja were added to the earlier entries for their pathfinder counterparts.
Challenge: +1d6 RKA (15 active pts) link (-1/2) OAF(-1) no range (-1/2) concentration [1/2 DCV] (-1/4) only vs. challenged foe (-1/2) real cost: 4 pts
Demanding challenge: 3d6 drain DCV (30 active pts) link (-1/2) OAF(-1) no range (-1/2) concentration [1/2 DCV] (-1/4) only vs. challenged foe (-1/2) only for non-samurai
so here's all of the psionics. I tried my best to emulate the concept of power points and boosting powers. I figure a END reserve would best emulate power points. As for boosting, keeping the powers in a VPP allow for having it as "powerful" as you need to be. Obviously, the less powerful, the less END (power points) to be used.
Natural Psionics: VPP 8 pt pool (8 active pts) 40 control (1/2 phase to change) (+1/2) (30 active pts) gestures