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Helm of Opposite Alignment
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<blockquote data-quote="Jürgen Hubert" data-source="post: 4044574" data-attributes="member: 7177"><p>And such situations are what make roleplaying campaigns truly memorable. After all, even if the personality changes, the past of the person doesn't go away, and the victim is fully aware of that. Possible ways the victim might deal with it:</p><p></p><p>- Become an alcoholic or look for another way that helps him to forget his horrible past (including magical ways).</p><p>- Find some task or hobby which he becomes obsessive with - as a way of coping with the past and putting his mind elsewhere. Taking up carving figurines, whistling constantly, or otherwise throwing himself into work - anything as long as it keeps him from thinking about his past for a while longer. However, this kind of displacement behavior might show subconscious clues about what he is displacing - for example, one day he might realize to his horror that he has carved figurines in the likeness of his victims.</p><p>- Find a new religion and constantly pray and adhere to even its most minor rituals.</p><p>- Commit suicide, or surrender to those he hurt most and beg for his execution.</p><p>- Search for the relatives of his victims, and try to compensate them in some way. This might result in his death from the enraged relatives, but he might not care enough to defend himself, or even run away.</p><p></p><p>Oh, and if the PCs use the Helm on a tyrant of a realm, they shouldn't expect to have a realm that suddenly fights on the side of Good. Instead, they will soon have an ex-ruler on their hands. After all, he likely structured the way his realm worked so that it would be compatible with his alignment - including lots of ruthlessness and oppression. But now his conscioence forbids him to use those tools, and thus he will either be replaced by ruthless underlings or the realm will succumb to anarchy, which will cause even more Angst.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4044574, member: 7177"] And such situations are what make roleplaying campaigns truly memorable. After all, even if the personality changes, the past of the person doesn't go away, and the victim is fully aware of that. Possible ways the victim might deal with it: - Become an alcoholic or look for another way that helps him to forget his horrible past (including magical ways). - Find some task or hobby which he becomes obsessive with - as a way of coping with the past and putting his mind elsewhere. Taking up carving figurines, whistling constantly, or otherwise throwing himself into work - anything as long as it keeps him from thinking about his past for a while longer. However, this kind of displacement behavior might show subconscious clues about what he is displacing - for example, one day he might realize to his horror that he has carved figurines in the likeness of his victims. - Find a new religion and constantly pray and adhere to even its most minor rituals. - Commit suicide, or surrender to those he hurt most and beg for his execution. - Search for the relatives of his victims, and try to compensate them in some way. This might result in his death from the enraged relatives, but he might not care enough to defend himself, or even run away. Oh, and if the PCs use the Helm on a tyrant of a realm, they shouldn't expect to have a realm that suddenly fights on the side of Good. Instead, they will soon have an ex-ruler on their hands. After all, he likely structured the way his realm worked so that it would be compatible with his alignment - including lots of ruthlessness and oppression. But now his conscioence forbids him to use those tools, and thus he will either be replaced by ruthless underlings or the realm will succumb to anarchy, which will cause even more Angst. [/QUOTE]
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