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Level Up (A5E) The Dark Side of Destiny (Sins of the Scorpion Age Mechanic)

Steampunkette

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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?
 
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Yeah, I like it. I've never had a problem with "evil"-type options, as long as the players are not using them to be jerks. I don't play with jerks, so it doesn't come up for me. That kind of stuff can be used to tell interesting stories, which I like.
 

So far one of my players has suggested a new one: Bleeding Heart.

Someone who gives -too- much, to the point of harming themselves and those close to them. Essentially a character who will put themself into unreasonable danger if they think it might help others. Almost masochistic or self-martyring type identity.

'Cause it ain't just about being evil. It's about having negative aspects I'm definitely going to go forward on that one, as well.

Do y'all have ideas of different Sins for me?
 

So far one of my players has suggested a new one: Bleeding Heart.

Someone who gives -too- much, to the point of harming themselves and those close to them. Essentially a character who will put themself into unreasonable danger if they think it might help others. Almost masochistic or self-martyring type identity.

'Cause it ain't just about being evil. It's about having negative aspects I'm definitely going to go forward on that one, as well.

Do y'all have ideas of different Sins for me?

So you got.

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.
Martyr

How about Arrogance?

Arrogance: Disregard for others views, an insistence on being correct. Contrasted with compromise.
 

So... Socially Aversive Traits are somewhat covered, here.

Spitefulness
Greed (Do I really need to write it out?)
Sadism (Bloodthirsty)
Narcissism (Sneering)
Psychopathy (Bloodthirsty)
Machiavellianism (Power Hungry)

So I could add Spitefulness, too...
So you got.

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.
Martyr

How about Arrogance?

Arrogance: Disregard for others views, an insistence on being correct. Contrasted with compromise.
Oh... Oh, yes. Arrogance. SO MANY HEROES are Arrogant and have to overcome their arrogance to achieve their goals. I love that.

So:
Arrogance: Bullying others or ignoring their input to accomplish your goals triggers the function. As does compromising.
Bleeding Heart: Causing actual harm to yourself or your companions to help someone else triggers the function. As does resisting the urge.
Spitefulness: Being petty and cruel triggers the function. As does letting go of Spite.
 

I would suggest that Sadism and Bloodthirsty are different things. Sadism (in the context of the game) means that you would want your foes to hurt, not necessarily to die. Bloodthirsty just means you want to kill everyone.

Pulling out my my copy of GURPS and going through the Disadvantages chapter...

Callous: Not caring about others' well-being and deliberately ignoring someone in need triggers the function, as does showing empathy.

Cowardice: Being unwilling to put yourself in any sort of harm's way; making others take the risk for you triggers the function, as does being willing to take the risk.

Fanaticism: Becoming angry or violent when the thing you are fanatic about is slighted triggers the function, as does being willing to accept that your favored thing isn't The Best.

Gluttony: Similar to Greed and Addict, but specifically about food and drink.

Jealousy: Actively trying to hinder others so you're the best triggers the function, as does accepting someone else one.

Lecherousness: Yep.

Miserliness: Being a choosing beggar even when it would actively benefit you and your allies triggers the function, as does being willing to spend what's needed--not splurging, but recognizing that you need to pay others what their work is worth.

Overconfidence: Perhaps better called megalomania, you are convinced of your own superiority and thus taking stupid risks because you know you'll win triggers the function, as does realizing you're not actually superior.
 

After considering things a bit I'm going to aim for a decently sized list.

Addict
Arrogant
Bleeding Heart
Bloodthirsty
Callous
Coward
Fanatic
Gambler
Greedy
Jealousy
Lech
Power Hungry
Sneering
Spiteful

I feel like this covers enough real behaviors that cause people problems and problems for the people around them. We know how they're triggered... but what -benefit- do they give? With Inspiration on the line as a generic "You resisted" function that can be used through either general Inspiration mechanics or to power your Destiny Inspiration mechanic, it's important that we make the different benefits of these sins unique and -potent- to compare to that weight.

Right now, I'm thinking that Bloodthirsty can act as our example sin. Let me know what you think of this idea.

Bloodthirsty: You may treat one attack roll that you make as if you had rolled a Natural 20 and rolled the maximum possible damage on all dice. This benefit is lost if you take a long rest before using it.
However, your eagerness to do harm is difficult to mask. You gain disadvantage on persuasion and deception checks until you have taken a long rest, and those who witnessed your bloodthirsty act make insight checks against you with advantage for the same period.
 
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I actually had to edit in the Bloodthirsty Sin mechanic to my previous post 'cause I unintentionally sent the post through while trying to let the dog out. I know that sounds ridiculous, but that's why the trait wasn't there 'til 7 minutes after I made the post. >.>
 


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