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| Hidden bad/good guy; Need advice. | |
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| Tweet Topic Started: Jul 2 2015, 09:26 PM (756 Views) | |
| JadeRose | Jul 2 2015, 09:26 PM Post #1 |
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Pokémon Trainer
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So the character has stealth/guile at master with every kind of skill edge in them you could think of, but the rolls aernt what i'm worried about. It's more that the characters should feel betrayed, shocked, and confused. As the character is more doing it for "Greater good" I'm wondering what things I should do to make this experience great/epic for the players. I'm debating having them as a GM character and making them go the whole journey only to be one of the final bosses almost literally stabbing them in the back when they finally fight. Also obviously the character is a extremely chronic liar so I was thinking about having the boss's tick(Something that makes them fight in a much worse manner if said/done. Kind of like a weak spot) Would be mentioning something they told the truth about Speaking of which what would be a good way to lower a provocateurs battle style. They kind of just cc everything. Edited by JadeRose, Jul 2 2015, 09:32 PM.
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| JPThunda | Jul 3 2015, 10:09 AM Post #2 |
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Undefeated of the East, West, South, North and Center!
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For the first part, betrayal, you have to be careful. You don't want to have players constantly making skill rolls of Intuition every time he speaks to discern the truth, they'll be naturally suspicious and it'll ruin the surprise. You have to be subtle. Rather than lie, tell half-truths and things that can be easily misinterpreted that, with the benefit of hindsight, will be obvious. As far as a 'tick', self doubt and making the liar question if he's been lying to himself is pretty stereotypical but uniformly accepted as a tried and true way to break concentration, but that's really hard to put into mechanics without knowing anything about your setting and why, other than for purely psychological reasons, it should impact the person at all. As for Provocateurs...the Enraged status condition does wonders. |
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| Marhatus | Jul 4 2015, 12:31 PM Post #3 |
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Avid Lurker
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Why is this bad guy helping with/traveling with the party if they plan to later betray them? If you want the players to really feel betrayed, I think you should have them be a big help to the PC's once or twice. Not in a way that they steal the spotlight from the PC's, but in a way that they allow the PC's to triumph more awesomely (eg. arriving with healing items at a crucial time, locking the door so a bad guy can't escape, UNlocking a door so they can chase a bad guy, etc.). But if you want it to make sense it should be during a time that the PC's are doing something that furthers the NPC's goals (eg. helping defeat the leader of Team-whatever so that the NPC can take it over). This way, the players can look back at things and say, "Wow, they really were using us the whole time." If I were you, though, I would have them drop some hints about their nature or plans. Maybe they actually like the PC's, and subtly try to convince the PC's that their goal is for the greater good. Maybe they are talking on the phone with someone out of earshot of the PC's, and when discovered claims that they were on the phone with their mother (who is very sick). Maybe they'll disappear for long stretches of time, and always have a convenient excuse. Or maybe they actually slip up in conversation, but are able to quickly smooth it over some seemingly reasonable explanation. I think players feel a lot better about these sorts of surprises when they feel like they had a chance to figure it out (as opposed to it coming out of nowhere), and can look back and say, "Oh, so THAT'S what that was about!" EDIT: As far as lies go, you could secretly roll some intuition checks from the PC's ahead of time, so that if they don't pass, they won't suspect anything OOCly. Edited by Marhatus, Jul 4 2015, 12:32 PM.
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1:19 AM Jul 11
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1:19 AM Jul 11