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Forked Thread: How can I play a teamwork-focused Evil character?
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<blockquote data-quote="Rechan" data-source="post: 4804007" data-attributes="member: 54846"><p>No, the mafia often has doctors who are under the table. They patch you up and such for being paid under the table. Not to mention "someone who gets you a gun" is often a gun runner. Check out "Lord of War". The main character just Sells Guns, but he sells them to african warlords who decimate small villages. </p><p></p><p>But you rarely see those as significant characters.</p><p></p><p>So you want my advice, as how <em>I</em> would do a "supportive character evil"? </p><p></p><p>Model him after Kaiser Soze from "The Usual Suspects". He is manipulative to a T, can act and lie so good he could sell an eskimo an icebox. And as intelligent as any mastermind. Then I'd cast him in the mold of say, an adviser. </p><p></p><p>So I would take this character, and make him very intelligent, very charming. But he's not a leader. He stays in the background. He helps other characters. Why? <strong>He wants them to trust him.</strong> The more he helps them, the more he benefits them, the more they appreciate his presence. He's not seen as a threat, because he is merely a supportive character, not one who could take any of them on. </p><p></p><p>His ultimate goal is to wield this party as his personal weapon. They trust him, they are loyal to him, they listen to his council, and so they'll do what he asks. They'll protect him and keep him safe. </p><p></p><p>His evil shows up in subtle ways. He whispers something in one character's ear. "You know, I think we should just kill the prisoners. It's the safest bet; this way they can't tell anyone about us." He encourages others towards evil acts. When he sees something he wants, he lies to get the players going in that direction - "I think we should go left. I hear there's an evil wizard with lots of treasure who does bad things" where in actuality, the wizard is not evil, but the bard still wants to raid his tower.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4804007, member: 54846"] No, the mafia often has doctors who are under the table. They patch you up and such for being paid under the table. Not to mention "someone who gets you a gun" is often a gun runner. Check out "Lord of War". The main character just Sells Guns, but he sells them to african warlords who decimate small villages. But you rarely see those as significant characters. So you want my advice, as how [I]I[/I] would do a "supportive character evil"? Model him after Kaiser Soze from "The Usual Suspects". He is manipulative to a T, can act and lie so good he could sell an eskimo an icebox. And as intelligent as any mastermind. Then I'd cast him in the mold of say, an adviser. So I would take this character, and make him very intelligent, very charming. But he's not a leader. He stays in the background. He helps other characters. Why? [B]He wants them to trust him.[/B] The more he helps them, the more he benefits them, the more they appreciate his presence. He's not seen as a threat, because he is merely a supportive character, not one who could take any of them on. His ultimate goal is to wield this party as his personal weapon. They trust him, they are loyal to him, they listen to his council, and so they'll do what he asks. They'll protect him and keep him safe. His evil shows up in subtle ways. He whispers something in one character's ear. "You know, I think we should just kill the prisoners. It's the safest bet; this way they can't tell anyone about us." He encourages others towards evil acts. When he sees something he wants, he lies to get the players going in that direction - "I think we should go left. I hear there's an evil wizard with lots of treasure who does bad things" where in actuality, the wizard is not evil, but the bard still wants to raid his tower. [/QUOTE]
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