The Dresden Files > DFRPG
Characters with a powerful 'Dark Side'
Ihadris:
Hey all,
One of my players has said that he would like to play a Wizard with a 'Darker side' of his personality that is normally surpressed through some form of magical intervention and when that is block is removed his character is more powerful then normal but also more likely to break the laws of magic.
I think this request is coming from his fondness of the scenes (click to show/hide) inside Harry's head where he talks with his subconscious/ Lasciel and use of hell fire. Obviously power such as that is out of the question for a starting player but I want to try and accomodate my players as much as possible.
I tried to think of a couple of ideas of how to handle this-
- Changing around his skill pyramid when he 'lets loose'. As suggest at the end of the were-form write up
- Giving him access to a different list of more offensive, possibly lawbreaking, orientated rote spells
- Compelling the living hell out of his trouble aspect whenever he does this.
Im trying to make this something that will have consequences for his character and as such something that he has to think carefully about before going ahead with it. Any other ideas on how to go with this?
Rechan:
Building a separate stat-set for his darkside is probably a good way to go.
One method might be to compel him to Give In to his darkside early and often.
PapaBear:
You could also weaken his "good" side persona. It stands to reason that if the darker side is his released state, its his "normal" state. And the good side is actually the aberration. So if you're having characters of a certain level, then the "sealed" state would be a bit weaker than them, while the DarkSide state would be on par with the rest of the team (or just a tad bit stronger, to make up for being the runt most of the time).
Ihadris:
I handn't thought about weaking his good side, Ill run that by him!
Hmm I suppose if he's adding this to his character as his main trouble aspect that he wants to be compelled on it often.
Bosh:
Like you said, probably the simpliest way would be to compel the hell out of his evil aspect. This serves too purposes:
1. It makes him weaker when he's being good since he has to spend Fate points to resist those compels and since he's spending Fate points doing that, he's not spending Fate points doing Awesome stuff.
2. Offer him big gobs of Fate points to have something happens to let his dark side come out and when his dark side comes out give him big gobs of Fate points to do crazy destructive things, as in "You're going to fry the cop's brain? What kind of wimp are you? I'll give you 2 Fate points for your "I want to see the world burn" Aspect if you try to blow up the whole police station instead." These big gobs of Fate points then allow him to do crazy awesome things but spending Fate points to power up his spells etc. etc. etc.
The things to watch out for are:
A. Make sure you don't get caught in the "hey my character will get to be powerful than anyone else's character in exchange for causing lots of trouble for the whole party" trap.
B. Balance how you compel things so that you don't screw him over when he's beeing good or turn him into a god when he's being bad.
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