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Blue and Orange Morality: Difference between revisions

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** And then there are the [[Eldritch Abomination|Excrucians]], who have a morality that freaks out the Nobilis. Yipe.
* In ''[[Kult]]'', reality itself is an illusion, and the true reality behind it is very different. Any character who knows anything about the truth and acts on this knowledge rather then just playing normal will be perceived as insane at best. {{spoiler|One basic rule is that you need to achieve as extreme a mental balance as possible in order to break free from the illusion. A normal person has a mental balance of zero, the weakest and most vulnerable position possible. Thus, helping people with negative mental balance climbing back up to zero is actually doing them a disfavor, unless you can keep pushing them upwards to high levels of positive mental balance. This means that it's usually a bad thing to heal a trauma or cure a mental disorder. It also means that any person with negative mental balance (or positive balance very close to zero) potentially has a lot to gain from getting tortured, raped, or even murdered. Positive mental balance is even more alien, although much neater.}}
* Some source material from ''[[Paranoia (game)|Paranoia]]'' suggests that [[The Computer Is Your Friend|Friend Computer]] works on this system. Either that, or its goals are just really screwy. No one can be quite sure, and trying to be is treason.
* ''[[Warhammer 40,000]]''
** Da Orks. Essentially an entire species of [[Blood Knight]]s, they consider nothing to be more important than war- sorry, [[Battle Cry|WAAAGH!]], and genuinely think there isn't anything wrong with rampaging across star systems to kill anything that fights back, because that's what they're ''supposed'' to do.
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*** To top it off, the uncaring Tzeentch is suppose to be born from the feeling of ''hope'', while the ever-loving Nurgle is born from the feeling of ''despair''.
*** Khorne has his own value system by which blood must be let, regardless of the source, and an honor system, where only death in battle is acceptable, where psyker powers and long range fighting is seen as dishonorable.
*** Slaanesh's motivations can be seen as a devotion to pleasure, andor devotionmost toother devotion[[Sense itselfFreak|experiences]], the more intense, the better.
* [[The Fair Folk]] in ''[[Halt Evil Doer]]'' for ''[[Mutants and Masterminds]]''. Convention has it that the Lords of Winter are the "bad guys" and the Lords of Summer the "good guys". [[Word of God]] is that convention is completely wrong—it's just that the Lords of Summer happen to be the [[Anthropomorphic Personification]] of happy dreams and the Lords of Winter of nightmares. But that doesn't mean the Lords of Summer care about humans, or the Lords of Winter are actively malevolent. (However the current leader of the Lords of Winter is a human villain who ''is'' a straight-up bad guy.)
* The [[One-Gender Race|aurads]], in the third-party [[Dungeons & Dragons|D&D 3e]] setting ''Oathbound'', "can accept betrayal if it is explained eloquently, but might take issue at an excellent gift presented without proper ceremony."
* In the [[Dungeons & Dragons]] ''[[Mystara]]'' campaign setting, the Immortal (D&D's functional equivalent of AD&D's gods) Nyx was definitely this. All the other Immortals of Entropy were just straightforwardly evil. Nyx, on the other hand, loved every living thing in the universe as if they were her own children. It's just that she believed that living things were children who ought to be helped to mature into undead. She wanted to transform the world into one in which the undead would dominate the living. She wasn't evil in the sense of wanting to harm anyone; she genuinely believed that the world would be a better place if more people became vampires, liches, ghosts, or what have you, and if those undead beings ruled the world.
 
 
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