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<blockquote data-quote="TaranTheWanderer" data-source="post: 7600886" data-attributes="member: 15882"><p>I hate coming in to a discussion late. I offer my advice based on the premise that I haven’t read the whole thread through. </p><p></p><p>I would have the item work with character backgrounds and flaws. This is done similar to how FATE uses aspects. Whatever method you use to determine the character’s fall into evildome, have it done slowly. After their first failure, have them change their flaw to something that aligns with the nature of the item. Use this flaw and have them role play it as the campaign goes on. At moments they give in to their flaw and/or use the item, make them do another role. If they have inspiration, let them use it to succeed automatically, as long as they can justify that use with another background trait that would represent a personality that wit that would prevent them from Turning. If they don’t have an appropriate trait, inspiration is used normally. </p><p></p><p>If they fail, they are forced to change another trait. Over time, their traits will become more aligned to the nature of the object, they will have less positive traits that can help them and they will eventually become fully evil. </p><p></p><p>Their last change could be their background trait to represent the day they found the item. </p><p></p><p>The nice thing is they can still play but be gradually tempted. The nicer thing is they can try to rid themselves of the item. But even if they do, they now have these evil traits pushing them and will have to find a way to redeem themselves in order to change the traits to something less negative. Like a flaw of ‘unforgivable guilt’ to represent their guilt of the evil they committed while influenced by the item.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7600886, member: 15882"] I hate coming in to a discussion late. I offer my advice based on the premise that I haven’t read the whole thread through. I would have the item work with character backgrounds and flaws. This is done similar to how FATE uses aspects. Whatever method you use to determine the character’s fall into evildome, have it done slowly. After their first failure, have them change their flaw to something that aligns with the nature of the item. Use this flaw and have them role play it as the campaign goes on. At moments they give in to their flaw and/or use the item, make them do another role. If they have inspiration, let them use it to succeed automatically, as long as they can justify that use with another background trait that would represent a personality that wit that would prevent them from Turning. If they don’t have an appropriate trait, inspiration is used normally. If they fail, they are forced to change another trait. Over time, their traits will become more aligned to the nature of the object, they will have less positive traits that can help them and they will eventually become fully evil. Their last change could be their background trait to represent the day they found the item. The nice thing is they can still play but be gradually tempted. The nicer thing is they can try to rid themselves of the item. But even if they do, they now have these evil traits pushing them and will have to find a way to redeem themselves in order to change the traits to something less negative. Like a flaw of ‘unforgivable guilt’ to represent their guilt of the evil they committed while influenced by the item. [/QUOTE]
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