Alternatives to Suicide, or 'He was such a nice, quiet man...'
Stimson, Aaron
AStimson at adp-ebanking.com
Fri Feb 5 13:54:20 PST 1999
Have a player who's tired of playing their character and is ready for a new
one?
Want a story which stretches the limits of role-playing and horror?
The following is a way to allow a player to phase out a character in perhaps
one of the most enthralling and disturbing methods possible. The path of
madness can start anywhere, but it leads to only one place.
The Faustian Bargain
This adventure could be run at any time, and does not require the central
antagonist to be a player character, but this story runs best when someone
that the group has become familiar with is the central antagonist. If a
player chooses to aid you in running the main antagonist, inform that player
privately that they will most likely loose their character at the end of
this adventure, and that even should that character live, they will most
likely be too twisted or too hollow to be played afterwards. Obviously,
this adventure runs best if the player character is interested in
sacrificing their character anyway, and desires to go out with a bang.
As hinted at in the title, The Faustian Bargain is a Faust story with a
modern slant. It is tailor-made for UA, with aspects of dark ritual and
magic, madness, horror, and most of all, character destruction. It is
excellent to use with characters who are not yet too powerful, but have been
together for perhaps 2 or 3 major adventures. If you choose to use this as
a major over-arching storyline, you may also use this from the initial
adventure, and stretch it over a number of situations. The sacrificial
character does not need to be an adept, avatar, or even magically inclined.
Background:
The character who is going to be the central antagonist is approached by a
shadowy character who offers them the object of their desire. The shadowy
character never gives a name, and know exactly what the character truly
wants. His price for the character's desired object? Nothing! Nothing
tangible, that is. The character is given the location to a book or
document that contains the answers they are looking for, and warned that if
anyone finds out where this is, the object of their desire will be withheld
forever.
The Truth:
The shadowy man is also known as the Corrupter, and no one knows for sure if
he's a man or something more disturbing. He only shows up the first time,
to make the offer to the doomed character, and then disappears. If he
directs the character to a book, it can only be found in a library, and can
only be checked out for 2 weeks at a time. Photocopying it is impossible,
and if anyone else attempts to read it, the pages will be blank. The Title:
"Contemplations on the Mystery". If he directs them to a document, it can
only be found online, at a website only the doomed character seems to be
able to access. If anyone else tries to go there they receive an Error 404.
If anyone tries to look at the website while the doomed character is online,
it will appear blank and slightly stroboscopic.
The information that is provided will only be cursory, hinting towards
deeper secrets. Each secret leads towards something darker, something that
will require the character to explore mortality, death, and the tenuous
connection to life. The Corrupter's modern mission is simple: he has found
the formula that builds the modern monster: he creates serial killers.
To Begin:
The player of the doomed character knows that they are going to lose their
character as they know it. The GM should take them aside, and feed them
segments of "The Path to Power" at reasonable increments. If the doomed
character needs to go off on their own to complete tasks, they should be
allowed to do so. Remember that the 'supposed' main storyline is completely
separate, and it allows the other characters to be active and yet unaware of
the destruction of their companion. If the doomed character is really
enjoying this descent to destruction of his character, you, as GM, can
extend this story-line over other stories, making this the secret
over-arching plot that will come to a head only after much time and
development. What is provided here is not a plot line for adventures, but a
secondary plot, to augment other experiences. In short, this can be used
with any other story-lines you choose.
The Path to Power:
Each segment is a part of the process. As GM, you may mix these however you
wish, but remember that the power afforded by this is not, in the tangible
sense, real. The answers you give the doomed character do not need to be
supported by reality. Sometimes the best answers to seduce the innocent are
pretty lies. The following pattern of events is the 'suggested' order, not
the required one.
Chapter 1: Revelation
Whether it is a book or a web-site, the knowledge the character desires
cannot be gained quickly. The text is complicated, illustrations sketchy,
and it is easy to become disassociated from one's surroundings quickly. The
knowledge is best read 10 minutes at a time. Any more than this can become
confusing, and for every 30 minutes reading threaten or add a -1 penalty to
all skills, due to distraction for the day. As the character reads, feed
them bits of information that seems to point to man's mortality as an
unnatural, mystical, and pivotal aspect of their obsession. This section
can stretch over days, and the final information is sketchy. Finishing the
book or the web-site's information leads the character to 3 conclusions: 1)
They have been given the opportunity to embark on a rare Avatarship - being
an Avatar of The Enlightened Man, 2) Certain books have been written in code
that only an Avatar of the Enlightened Man can read clearly. The writers of
these books do not often know they are writing in code, and there is no list
of these books to refer to. The character will need to spend some time in
the library to discover one of these. This requires a roll under their
Avatar:Enlightened Man skill. 3) the Path they follow is called the Path to
Power, and it is very swift. Part of the Taboo is allowing others to
discover the secrets and knowledge they gain. For each time the character
consulted the book or web-site, allow them 1-3 points towards this
Avatar:Enlightened Man skill.
The Truth: Any book that the character reads that they succeed in this
'Avatar' skill will be a 'coded' book. The code is spurious, the
knowledge tantalizing. The Avatar that the character is supposedly
following is nothing more than a connection to the Corrupter. The higher
the percentage, the more bound to the Corrupter they become. The 'powers'
of the Avatar come from this connection, and are either self-fulfilling, or
illusory. Remember that the object of this section and any pre-sacrifice
sections are to emphasize the speed of the 'Path to Power', the centrality
of human mortality, and the necessity of secrecy. Apply any tests as
necessary.
Chapter 2: Gnosis
Make sure the character is never without a book. Each book they read should
add to 3-5 points to their Avatar:Enlightened Man skill. Double this for
matched rolls. Give the character 2 to 3 sentences worth of information,
secrets of mortality, the connection of the soul to the spirit, secrets
about the cruel ones, secrets of their obsession, etc. If the character
ever rolls a OACOWA, immediately move to Chapter 3, and elevate their Avatar
skill to 50%. If they achieve 50% before they roll OACOWA, the next book
they examine should take them to Chapter 3.
The Truth: The lies pave the way for the coming of the guide book. Until
now the character can use to library to continue the path to enlightenment.
The next book is going to become a minor obsession. Remember to apply any
character tests that seems appropriate (Unnatural, Self, and Isolation rolls
seems appropriate, but let situations suggest rolls).
Chapter 3: Grimoire
The character has found the book (referred to here as the Grimoire) that
will allow them to take the next step on the 'Path to Power'. The first
time they read the Grimoire they will gain 10% to their Avatar:Enlightened
Man skill. They will also learn about the next power of the Enlightened
Man: the power of Motive Force. During each encounter the Enlightened Man
is drawn towards the locus of Power. Each person they interact with will be
forced by the Enlightened Man's presence to reveal a portion of the mystery
of life that the Enlightened Man pursues. Reading the Grimoire reveals
knowledge, and each printing of the Grimoire holds different knowledge,
small differences in printing, etc, which reveal new information. For each
printing, revision, signed edition, etc. they read they will gain more to
their Avatar:Enlightened Man skill. Second reading - 5%, Third - 2%, Fourth
- 1%, Fifth - 1%, 6th & beyond +.5%. Secrecy is paramount now, and each
piece of knowledge revealed costs 1% from the Avatar skill. The secret
revealed: Death should never have happened. Life and death are intertwined.
He who has mastery of life has mastery over death, and ultimately over even
the Ascended. Once the character reaches 71%, take them to Chapter 4.
The Truth: Remember magical thinking. The Corrupter has started to make
the character feel more powerful than they are. Emphasize different words
to the character, and have the character write them down. Make sure the end
message is something cryptic about magic, death, blood, life, souls, demons,
etc. Remember that truth is unnecessary, say what the player and the
character wants to hear. If you feel strange about this, you're probably
doing this right. Remember tests, and penalize for secret telling harshly.
If others need to know why, have them believe that the player is pursuing an
exacting Avatar. Provide enough printings, rare editions, etc. to allow the
character to achieve 71%. Remember that this process should be more quickly
than any other true Avatarship should be. If you want to up the stakes,
give the character brief, unexplained rushes of exultation and euphoria. Do
this at unexpected moments. They can read into this however they wish.
Chapter 4: The Human Body is my Guide
The character will learn that the Third Power of the Enlightened Man is The
Truth is in The Form. The secret that takes the character to 71%
Avatar:Enlightened Man - The secret of Why (Any Why. The Why of the
Universe) can be found in how humans are made. The puzzle of the flesh
reveals the secrets of the Universe. In order to continue on this path,
they can only learn more by examination of the human body in its Form. The
following examinations provide the following percentage. Cut yourself, or
someone else (+.5%, only allowed once). Examine a dead body (+.5%, viewing
only), Cut a dead body and examine the result (+1% first time only. Once
this is done, do not allow the +.5% for viewing, make this one +.5% next),
Dismember a dead body and examine the result (+2% first time, halve each
time afterwards, do not allow any benefits from any of the previous), Kill
someone and watch them die (+3% first time, +1% second time, halve for each
time afterwards, do not allow anything from the previous), Kill and
Dismember someone, and examine the result (+3% the first time, +1% the
second time, halve for each time afterwards, do not allow anything from
other actions on this list previously), Kill someone you know well (+4%
first time, halve each consecutive time, do not allow gain from any previous
items on this list), Kill someone you know well, & dismember them (+4% first
time, halve each consecutive time, do not allow gain from any previous items
on this list) Eat a part of the body to assume it's Truth (+1%), Save parts
of the body to examine at leisure (+.5%), prepare these items to be worn
(+1%), Wear one of these items inside the home (+.5%), outside the home
(+1%), outside the home while with people you know (+1.5%, do not need to be
displayed), displayed while outside the home (+1.5%, do not need to be
seen), decorate your home with these parts (+1%, as long as they remain on
display), Anything else the character can think of in this vein (+% that
seems appropriate, with limitations that are appropriate). Reveal more
secrets of the Why, secrets about the Invisible Clergy and previous
universes, demons and the afterlife, etc. When the character gains 91%, go
to Chapter 5.
The Truth: This is the Horror. Each step is incremental. Give the
character dizzying rushes, exultant moments of clarity. Have them make
rolls often to glean knowledge. Allow the character to flip-flop non-stress
rolls on unimportant things. Give them the feeling that they are on a great
quest of discovery. Penalize them strongly when they violate secrets. The
police should start investigating him, but allow the character to progress.
Do not let the character feel they are under suspicion, but encourage the
character to cover their trail. Allow the character to make Avatar rolls to
cover their tracks. Roll Violence, Unnatural, Self, and Isolation tests as
often as afforded. If the character goes mad, give them a supporting
madness, one which makes the character feel they are being blessed by their
Avatar skill diverting normal madness. If they become totally callous,
encourage them to continue to explore their dark natures. If they need
encouragement, keep up the emphasizing speech, secret messages, etc. Should
the character choose to murder one of the other PC's, encourage them to wait
for the proper time. Let them get to chapter 5 first.
Chapter 5: The Cheese Stands Alone
The character now learns that the Fourth Power is the Strength of the Truth.
The character may reroll the dice when he has struck someone in hand-to-hand
combat, and choose the higher roll as the damage. This knowledge comes with
the added knowledge that The Enlightened Man is like a Butterfly. Until now
the character has been a larva, but they need to go through a metamorphosis,
in order to prepare for Ascension. In order to metamorphose, they must cast
off the support system that they have built up around themselves: the other
characters. They must die, to fuel the character's Ascension. The
character may still gain % from the non-killing activities above, but they
may not go to higher than 98%, and they will only be able to go above by
killing the other PC's. Know the story becomes a struggle for survival. By
now the character is either insane, or mostly insane, and when the character
starts to act against the players, they should react with shock and
disturbance. Furthermore, the police are closing in. If the other PC's
join together, allow the doomed character to flee and hide. Also allow the
police to join with the other PC's if this seems appropriate. If the doomed
character seems to have the upper hand, allow him to kill another PC if they
can, but stop the character with the Police if it looks like all the PC's
will die. If doomed character can choose to sacrifice himself fighting the
police, or they can be arrested and incarcerated as appropriate, but allow
the character to feel this defeat as the elimination of their Avatarship.
There are no Godwalkers of this Avatar:Enlightened Man, because this is not
the true Avatar, but the gift of the Corrupter. If he lives to go to court,
have one of the people in the court room be the Corrupter. If he dies, have
his last sight be of the Corrupter among those around him.
The Truth and Wrapping Up: The Fourth Power is born of madness. This
chapter is self-explanatory, should be played by ear, and should be chilling
in the extreme. If you choose, allow the last moments of the doomed
character to be lucid, and allow him to share as much as he wants with the
other PC's about what has gone on and about the Corrupter. If the PCs so
choose, they can seek out the Corrupter in subsequent episodes, and he can
even become a major villain character. Or he can be an enigma, a creation
of the doomed character's mind, etc. Play this one out as far as you are
willing to go. If you want a denouement with a discovery of the horrors in
the doomed character's house, etc. Feel free.
Use this story idea as you wish. If you think I'm a sick man, feel free to
tell me so. If you want to archive this, feel free to. I'm just glad to
get this darkness out of my head.
Aaron Stimson
What if there were no hypothetical situations?
Johann Wolfgang von Goethe (1749-1832)
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