Tuesday, June 11, 2013

Current Project : Good/Evil mechanic

Hello again, readers!

  I'm in the process of writing the "good/evil" mechanic into the game. Right now, I've got the virtues titled as "Corruption" and "Benevolence." They might stick, but I'm not too sure about "Benevolence."

  The concept behind "Corruption/Benevolence" involves just how much involvement the Angels or Demons have on a player. Depending on a player's choices, the GM will invoke points(subject to change) to either good/evil, and the player will change, with bonuses and penalties, as they slide toward either side of the scale. Those players who side with Humanity, naturally, gain nothing. Then again, they lose nothing, either.

  Here's an example at work:
  Ned's character, Austin Greybrook, and his Seraphim partner, Malachi, have run afoul of a pharmaceutical corporation that's been Corrupted. Demons sit on the board, and the CEO is thoroughly corrupt. They've been testing drugs that leave Mortals susceptible to suggestion. Austin and Malachi have been ordered to put a stop to it. 
  Austin bursts in on a "board meeting" that is actually a Demonic ritual. A fight breaks out, but Malachi manages to hold off the security forces. The scene dramatically unfolds now as Austin fights for his soul.

GM: The CEO rises from his chair, his mouth still moving, sibilant sounds escaping it. He steps toward you, slowly, and speaks, his voice compelling. "Look," he says, his hands up in surrender, "you don't have to do this, you know. What we're doing is completely and totally legal. As a matter of fact, we could use a heavy hitter like you on our staff. What do you say - complete package, hundred-thousand a year salary, weekends off, vacation and insurance? Sound good?"

  Ned's got a choice here - either roll Willpower to avoid the very tempting suggestion, or to roleplay it. Should he roll his Willpower, the GM will roll the CEO's Persuasion, and the higher number will prevail. If Ned decides to act it out, the GM stands as judge over the player's acting. If the player plays his role "to a T," then the GM will award the Corruption or Benevolence as necessary, and add points as an incentive to roleplay.

  Thoughts, questions, comments? You know what to do!

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