Honor : : d. 20srd. Table: Starting Honor Scores. Alignment. Honor Score. A hero among one’s ancestors could be a successful merchant, a creator of spells or items, a victorious leader, the founder of a thriving community, someone god- touched, or someone who was the focus of a great prophecy. A failure among one’s ancestors could be an unsuccessful merchant, the founder of a failed community, a defeated leader, a traitor, a rebel, an exile, a villain, or someone who was the focus of an evil prophecy. Lawful good. 25. Neutral good. Chaotic good. 15. Lawful neutral. 20. Neutral. 10. Chaotic neutral. Lawful evil. 15. Neutral evil. Chaotic evil. 0Modifiers. Honor Score. Ancestral hero. Ancestral failure. Table: Earning and Losing Honor. Action. Increase/Decreasein Honor Score. Heroic death+1. 0Fulfilling a family debt+7. Avenging murder of family member+5. Completing a great deed+5. Escaping prison+5. Leading a force to victory+5. Saving the life of another at therisk of the character’s life+5. Completing an assigned task+3. Defeating an archenemy+2. Fulfilling an oath+2. Serving a powerful person+2. Acquiring property+1. Defeating a superior opponentof the same class+1. 1 Chronicles 29:12 Parallel Verses New International Version Wealth and honor come from you; you are the ruler of all things. In your hands are strength and power to exalt and give strength to all.Giving a valuable gift to an NPC+1. Granting a favor to an NPC+1. Healing, curing, or restoring NPCs+1. Making a masterwork item+1. Pulling a humiliating prank on an enemy+1. Removing a curse+1. Showing mercy to the fallen+1. Winning a contest+1. Defeating monsters+1/CR abovecharacter level. Losing a contest- 1. Losing a masterwork or magic item- 1. Taking a bribe- 1. Losing to an inferior opponentof the same class- 2. Overindulgence in food or drink- 2. Rash or improper social behavior- 2. Refusing a contest- 2. Requesting a favor- 2. Failing an assigned task- 3. Murder of a family member- 3. Refusing your master- 3. Accused of a crime- 4. Breaking an oath- 4. Ownership of a dishonorableweapon or item- 4. Banished- 5. Killing unarmed or helpless foes- 5. Convicted of a crime- 1. Taken prisoner- 1. Treason- 3. 0. Honor is a measuring stick that reflects a person’s worth in society, trustworthiness, decency, and loyalty. Define discretion is the better part of valor. Discretion, Honor, Dominance, Trust 36732a Discretion, Honor, Dominance, Trust Skip to content 36732 Group Posted on December 18, 2015 by 36732a Look for the “36732 Group” postings or write to mb36732. Posted in Uncategorized In the extreme case, it can replace alignment. A game that defines a character’s outlook based on his honor rather than his alignment can still feature conflicts between good and evil, or law and chaos; however these concepts are ideals rather than phenomena detectable by spells. Alternatively, you may choose to avoid mechanics, just as the alignment system avoids them. Individuals who act within the proper code are considered honorable by others. Those who act outside their code are considered dishonorable, and not to be trusted. As the GM, you are responsible for creating these codes of honor. Several examples appear later in this section. Honor is about obeying a code, either because a character wants to live up to society’s expectations for the rewards that doing so provides, or because something inside her compels her to live in accordance with a set of beliefs. Thus, it is possible to be chaotic and still live in a way that society considers honorable. Good implies altruism, respect for life, and a concern for the dignity of sentient beings.
Such characters are often compelled by their own hearts to live according to an honor code. Lawful evil characters may behave honorably toward their followers and associates because doing so furthers their cause. They may even treat respected foes with honor, while oppressing everyone else. Neutral evil characters are likely only to see honor in treating their associates and followers with fairness and generosity, provided those people are necessary for the neutral evil character’s cause. While they and their associates may possess no honor of their own, they understand what it is and how to manipulate others through it. See Table: Starting Honor Scores. While a character can lose honor by not acting, he cannot gain honor by refusing to act. Actions that increase one’s honor score vary, depending on the individual character’s code (see Sample Codes of Honor, below). Some examples of actions and their impact on a character’s honor score appear in Table: Earning and Losing Honor. Refer to the following table, using the row that relates to your honor score, when you interact with someone of that sort. Honor functions as a tool for developing a character’s identity, not as a straitjacket. As part of creating a character, a player should decide whether he intends to play the character as a paragon of virtue, a dishonorable scoundrel, or something in between—perhaps someone who struggles to live honorably but too often succumbs to temptation. As a general guideline, consider these five “ranks” of honor. Such a character cannot be trusted, for betrayal comes as naturally to this person as breathing. An honorless character is usually both chaotic and evil. Such a person would betray almost anyone in the right circumstances, but can usually be relied on to come to the aid of his guild, clan, club, or other association. With self- interest taking precedence above all, such characters are usually chaotic or neutral, and often evil. Subordinating one’s own interests to those of a group is difficult for such a character, and living up to the ideals of his code is a constant struggle. With each successful bout against temptation, however, the character’s resolve grows stronger. This minimum standard of honor usually represents a neutral alignment, with leanings toward law. Such a person, while not free from temptation, easily overcomes it. The difficulty comes when the character is forced to bend rules, however slightly—because doing this is a challenge for the highly honorable character. Such characters are usually lawful neutral. To even question the honor of such a character is unthinkable. Characters so immersed in honor are selfless, completely devoted to their association, and willing to give up their lives for the safety and security of others. They are usually lawful neutral or lawful good. A character who is honorable in soul should benefit more than an untrustworthy or honorless character, for example. Someone with an opposing code of honor reacts differently to a character than one with a similar code. The idea is that characters can “inherit” some portion of their family’s reputation for honor, or dishonor. Since he is also a fighter, his starting honor score gets a +1 increase. His alignment is the same as that of the majority of his family members, so his starting honor score gets an additional +2 increase. They are Table 6: Family Private Ethics, Table 7: Family Public Ethics, Table 8: Family Religious Commitment, Table 9: Family Reputation, and Table 1. Family Political Views. These family characteristics, if used in the game, affect a character’s starting honor score as shown below. Many books have been written about how a samurai should live, including the Go Rin No Sho (Book of Five Rings) and the Hagakure. According to one version of the code, a samurai must possess the following seven virtues. Moral decisions do not come in shades of gray, only right and wrong. Yu (heroic courage): A samurai never fears to act, but lives life fully and wonderfully. Respect and caution replace fear. Jin (compassion): A samurai takes every opportunity to aid others, and creates opportunities when they do not arise. As a powerful individual, a samurai has a responsibility to use that power to help others. Rei (polite courtesy): A samurai has no reason to be cruel, and no need to prove his strength. Courtesy distinguishes a samurai from an animal, and reveals one’s true strength. Meyo (honor): A samurai’s conscience is the judge of his honor. The decisions he makes and how he carries them out are a reflection of his true nature. Makoto (complete sincerity): When a samurai has said that he shall perform an action, it is as good as done. He need not make promises; speaking and doing are as if the same. Chugo (duty and loyalty): A samurai feels responsible for his actions and their consequences, and loyal to the people in his care. A samurai’s loyalty to his lord is unquestionable and unquestioning. Code of the Knight Protector. The Knight Protectors, a loose organization of chivalric- minded warriors described in Complete Warrior, hold to this code of honor. It makes a fine code for lawful knights. It makes a good code for a thieves’ guild or other criminal organization. One interpretation is as follows. It attracts too much attention. Discretion is the better part of valor. It is better to be prudent than merely courageous, as in I'm signing up for the easy course first; discretion is the better part of valor. This proverb, a synonym of look before you leap, was first recorded in 1. Charles Churchill put it in poetic form: . Shakespeare also used a form of it: .
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