A thing that I've noticed about Level Up is that is almost entirely positive in it's character generation, which is largely a good thing. It establishes -heroic- characters through the overcoming of trials in their past, rather than someone still challenged by their history. The exception, of course, comes in the form of Connections. As many of whom are antagonistic as there are supportive connections. But I feel that such characters, heroes and protagonists, are often made deeper and more arresting when they have negative aspects that help to humanize them.
Generally these elements are almost entirely roleplayed. A heroic character who is also a drunkard, for example. Or a character with depressive episodes due to the loss of their family or loved ones, battling grief as they continue their journey. Even Patrons for Warlocks as quasi-antagonistic entities that attempt to manipulate them to specific ends can create dark narrative elements that provide a contrast to heroic actions that make them shine all the brighter.
But.
What if we had a system by which characters could -benefit- from their darker aspects in much the same way as they benefit from their background, culture, or destiny? Whether by succumbing to it, or rising above it, it could create an interesting direction to go. Does your player character succumb to their darker side and gain a large benefit, and a penalty, or overcome their baser instinct to gain a slightly smaller benefit with no penalty tied to it? Will there be times when the cost is worth it?
Some of the "Sins" I have in mind:
Addict: A specific substance, or substances, triggers the function. As does resisting the urge.
Bloodthirsty: A deep seated anger that wells up as vengeance, cruelty, or murderousness. Unneeded violence triggers the function. So does Mercy.
Gambler: Whether it's with wealth or life, gambling big triggers the function. As does resisting the urge.
Greedy: Taking things you don't need just to have more triggers the function. As does generosity.
Power Hungry: Seeking power for it's own ends triggers the function. As does relinquishing power or authority.
Sneering: Snidely, Snobbishly, and Cruelly using position or power triggers the function. As does vulnerability and kindness.
Resisting your dark aspects would provide Inspiration, similar to Destiny. While succumbing to the darker side would grant a unique benefit (And Downside) tied to your particular Sin.
What do you think?
Generally these elements are almost entirely roleplayed. A heroic character who is also a drunkard, for example. Or a character with depressive episodes due to the loss of their family or loved ones, battling grief as they continue their journey. Even Patrons for Warlocks as quasi-antagonistic entities that attempt to manipulate them to specific ends can create dark narrative elements that provide a contrast to heroic actions that make them shine all the brighter.
But.
What if we had a system by which characters could -benefit- from their darker aspects in much the same way as they benefit from their background, culture, or destiny? Whether by succumbing to it, or rising above it, it could create an interesting direction to go. Does your player character succumb to their darker side and gain a large benefit, and a penalty, or overcome their baser instinct to gain a slightly smaller benefit with no penalty tied to it? Will there be times when the cost is worth it?
Some of the "Sins" I have in mind:
Addict: A specific substance, or substances, triggers the function. As does resisting the urge.
Bloodthirsty: A deep seated anger that wells up as vengeance, cruelty, or murderousness. Unneeded violence triggers the function. So does Mercy.
Gambler: Whether it's with wealth or life, gambling big triggers the function. As does resisting the urge.
Greedy: Taking things you don't need just to have more triggers the function. As does generosity.
Power Hungry: Seeking power for it's own ends triggers the function. As does relinquishing power or authority.
Sneering: Snidely, Snobbishly, and Cruelly using position or power triggers the function. As does vulnerability and kindness.
Resisting your dark aspects would provide Inspiration, similar to Destiny. While succumbing to the darker side would grant a unique benefit (And Downside) tied to your particular Sin.
What do you think?
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