Alignment

A creature’s beliefs and expectations can influence the way it fights, especially if it has at least average intelligence.

Chaotic

The creature tends to think of itself. It does not respond well to leadership unless intimidated or persuaded to follow orders. Its tactics are usually intended to improve its individual effectiveness and survival, not the group’s.

Chaotic creatures are apt to seek quick and dramatic results and combat, and are likely to employ called shots, offensive disarms, and shield rushes.

Neutral

The creature is as likely to consider the needs of the group as much as itself, so long as it can serve one without compromising the other. The creature responds moderately well to leadership, so long as it does not feel its needs are being subordinated to the group’s. The creature has no great desire for individual glory.

Neutral creatures are apt to seek ways to restrict an opponent’s options and to counter opposing actions, and are likely to employ parries, blocks, pull/trips, and defensive disarms.

Lawful

The creature tends to think of its group. The creature responds well to leadership, providing it is not inept, ineffective, or unnecessarily harsh. The creature generally functions as a cog in a larger machine, promoting a common goal it shares with its companions.

Lawful creatures are apt to choose tactics that rely on the group, such as shield walls, pike hedges, and massed overbearing attacks.

Morale

A creature’s morale score measures its ferocity, perseverance, and courage. Though most frequently used to decide if a creature runs away or surrenders during a fight, morale also can serve as guideline for deciding the creature’s general willingness to fight.

Unreliable–Unsteady (2–7)

The creature is most likely to deal with a threat by running away or hiding unless it has been trained for war or it has been cornered. If forced to fight, the creature does not purposefully do anything that exposes it to increased danger.

Average–Steady (8–12)

The creature is not so skittish as to flee at the first sign of a threat. If it does not wish to fight, it is likely to bluff or stand its ground before taking flight. The creature is not aggressive and is unlikely to make an unprovoked attack unless it is hungry or otherwise stands to gain from a fight. It is unlikely to make a frontal attack when outnumbered or outsized; if sufficiently motivated, the creature might wait for an opportunity to attack when it has an advantage over an otherwise superior group. Once a fight begins, the creature is willing to try almost anything that will improve its chances for victory, provided the risk does not exceed the potential reward.

Elite–Champion (13–16)

The creature is aggressive and generally tries to bluff its way out of fights it does not want. If the bluff fails, the creature is more likely to fight than run away. If faced with a superior force, it almost always looks for ways to even the odds before attacking. After a fight begins, the creature is willing the undertake considerable risks to help insure a victory.

Fanatic–Fearless (17+)

The creature is very aggressive. It does not bluff, preferring to attack when threatened. Once engaged in a fight, it seldom retreats. It is willing to take almost any risk to gain a victory.

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