Alignment alternative - adapted to my D&D sessions from other game systems.
Vices & Virtues
Characters have a virtue and a vice trait which not only represents the personality of the characters, depending on how well a role player the person playing that trait is, but also represents actions that the character can take in order to regain check Points in one of two flavors: Vice or Virtue. The vices are the same as the deadly sins, while the virtues resemble the heavenly virtues. Storytellers and Players are encouraged to invent new ones as seen fit.
Vice
Lust
Gluttony
Greed
Sloth
Wrath
Envy
Pride
Virtues
Prudence
Temperance
Charity
Fortitude
Justice
Hope
Faith
Unlike Action Points, Virtue/Vice Points never reset. Virtue points can be spent to give a +1 bonus to a skill check per point spent until the end of your next turn. Vice points are spent bolstering a Save/Ac by +1 per point spent until the end of your next turn. Virtue/Vice points may only be spent or gained once per encounter, and the total number of Viture/Vice points may not exceed the character’s level.
Alignment = Morality, a RP dependent dynamic stat:
Morality ranges from 0 to 20 with 10 being neutral.
The morality stat represents the moral outlook of the character and the notion that as a character takes more and more morally questionable actions she or he will eventually stop feeling bad about it. A character with a high morality would be more moral and saintly while a person with a low morality would be able to take more questionable actions. As a person’s morality falls they run the increasing risk of becoming mentally unstable. Use morality as an alignment compass. The lower you go, the more sociopathic or otherwise incompatable to society you are. This also depends on the society.
A character’s actions in game can shift their morality. Roll a d20 + Virtue points or Sin check points accumulated depending upon the moral situation. Morally ambiguous situations are especially great for character developement because the player gets to decide which flavor of Check points to use. If it is higher than their Will save score, the character’s morality moves one step closer to an extreme.
Mechanically, this will affect interactions between PCs and NPCs when using diplomacy, intimidate, or (under certain cirumstances) nature checks. Morality lends a Charisma bonus to these skill checks. Lower morality gives a bonus to Intimidate, convincing because you aren’t just threatening - you’re promising. High morality gives bonus to diplomacy or nature checks. When performing the skill check, keep in mind that the inherent morality of your subject can effect the outcome of your check. As a DM, NPCs almost always respond to a PCs moral stat as a form of RP flavor to the game. I leave it entirely up to the PC to use the skill checks wisely, or not.
**When Creating a character with this system I offered my players a maxium or minimum moral adjustment equal to their characters level. Thus, starting a game at 4th level they could have up to a +4 or as low as -4 to their starting 10 moral score.