Showing posts with label evil character. Show all posts
Showing posts with label evil character. Show all posts

Saturday, March 14, 2020

Making The Lone Evil Character in a Good Party Work

"Hey!" the man called from his cell. "Hey! Take me with you, blast your eyes!"

The Companions stopped, and looked at the figure held behind the iron bars. He was tall, thick in the neck and shoulders, and with scars running along his knuckles. The mark around his neck said he'd been hanged at least once, and the brands across his arms marked him as a bandit, a thief, a pirate, a deserter, and a murderer. His eyes were dark, and there was an air of palpable violence around him.

"And what need do we have of a man like you?" Ceradil asked, folding her arms and glaring.

"Do you know who I am?" the man snarled.

"You're Harkon Vale, the Bloody Maul," Koran said, frowning. "The Oaken Hunters brought you down."

"Only because those curs I ran with told them where I'd be, and got me good and drunk." Vale grinned, showing yellowed teeth like a mangy wolf. "You seek them. I know you do. These so-called Shadow Lords. I know where they are, and how you can lay them low."

"And why should we trust you?" Ceradil asked.

Vale laughed. "You shouldn't. But I want them to know it was me that did this to them. For that chance, I'll follow whatever laws you want. Or break them, it's all the same to me."

"I have an idea!" We're not committing murder. "I no longer have an idea."

When You're The Only Monster


While a lot of the previous entries in this series have been executing specific concepts in particular ways, this one is going to be a lot broader in scale and scope. Because evil isn't restricted to certain classes or characters; evil is the madness in your method. And when you're the only one at the table actively choosing to be evil, you can feel like the square peg in the round hole.

Which is why I'd suggest keeping some of the following strategies in mind. Also, if you haven't read it yet, be sure you check out 5 Tips For Playing Better Evil Characters, as it will lay a solid ground work for avoiding problems while ensuring everyone still has fun.

Method #1: Have A Code


There are rules to this game.
There's an old saying that of all the evil alignments, lawful evil is the easiest one to work into a campaign. Generally speaking that's because lawful evil characters may still have a capital E in their alignment box, but they'll act in ways that are predictably awful, and which can be managed. To use a comic book reference, Iron Man will work with Dr. Doom if their goals and ends align, and Tony knows that when Victor gives his word he will do what he said.

Adopting the broad strokes of this and applying them to your evil PC are one of the easiest ways to make them more palatable for a group that may not share their methods and tastes, but who are nominally on the same side. It may even humanize them in some ways, and make them into characters who happen to be evil, rather than an evil alignment being their sole defining feature.

For example, the necromancer who creates undead to fight their battles for them is constantly dipping their soul in wells of black power. But do they have standards for who gets turned into undead slaves, and who gets buried with respect and honors? Do they offer an equal trade, like The Taskmaster Necromancer? Or do they only use the bodies of creatures who lack personhood, as with The Veterinarian Necromancer? These standards and codes of behavior don't erase their evilness, but they do make it clear they have rules that they follow, and often those rules are what allow them to work as part of a team.

Lastly, if your character is very lawful evil, they could even swear an oath to serve a cause. This binds them to certain codes of conduct, allowing them to still maintain who they are, but to meet their companions halfway.

Method #2: Have a Minder


Tywin said help, so I'll help. But I won't like it.
If you've read the books or seen the show, you know that "Ser" Gregor Clegane is an absolute monster. He's committed every heinous act in the world, and he enjoys reveling in abject wickedness whenever he's left to his own devices. It's probably one reason my character conversion for The Mountain has been so popular among Pathfinder DMs looking for bad guys.

However, when Tywin Lannister tells Clegane to do something (or just as importantly not to do something) the Mountain listens. Because Gregor might be a waking nightmare, but he knows which side his bread is buttered on. Tywin could take away everything he has, and cease protecting him for his "fun," and he wants to make sure that doesn't happen.

A similar situation can greatly help an evil PC slide into a game without ruining the experience for other people. The minder might be a fellow PC who holds the reins to the evil one in some way. For example, say the evil character is a bodyguard for the duchess who is the party's bard, and he has to do as she bids him. Or perhaps the cleric has hold of a spiritual enchantment that can literally paralyze the evil PC with agony if the command word is even thought, and the evil PC has been given to said cleric so they might attempt to reform them... or at least use their strengths for good causes.

If none of the other players want to get in on that action, though, you can often work with your DM to provide some kind of minder for your PC by using NPCs or NPC organizations. Whether it's your noble patron, the knightly order who grants you at least partial immunity while you fight for them, or the church who overlooks your "zeal" when it gets out of hand, keeping on your minder's good side can often let you play your character without also trampling on the rest of the table's fun.

And if you're looking for inspiration on this one, I'd recommend checking out:

- 100 Nobles to Encounter as well as A Baker's Dozen of Noble Families (for patrons)
- 100 Knightly Orders (for organizations)

Method #3: Keep Things Subtle


Somebody murdered the baron? Shame. I'll send flowers to his widow.
Nine times out of ten the major reason that evil characters cause problems in majority good parties is that they do their deeds right out in the open. Whether it's the evil cleric who performs some blasphemous rite in front of the paladin, or the assassin who openly brags about the fortune they made murdering innocents for coin, that sort of thing just causes problems.

You need to be subtle with your evil... at least with the really bad stuff.

That isn't to say you have to be good, kind, or nice all the time, but save those line-crossing moments for when there's no one around to see them. For example, if your scout is actually the servant of an evil church who performs rites of torture in graveyards, maybe don't describe all of that in loving detail to the rest of the table? Bring it across in little ways that make people suspicious, but which gives you plausible deniability. If the party finds a body, have this character point out how they died, and get specific with what they know (the killer used a wire garotte instead of a rope, for instance, and it likely had wooden grips instead of a noose as you could tell by the cutting and pressure on the neck). Or have them talk about the organization of a particular assassin guild, perhaps a rival they're trying to sabotage on behalf of their church.

Keep in mind the advice I suggested in Reveal Details About Your Character Through Flavor-Based Skill Checks. You don't need to show up in black armor covered in skulls. Draw it out, and let the party learn about you as a character before they realize they've been dancing with the devil this whole time. Because once they know you as an ally, and they've come to rely on your skills, it makes it more likely they'll keep you around. As long as you swear to be on your best behavior, of course.

Lastly, Don't Mistreat Your Allies


The major mistake I see in most contentious PCs, but especially in evil ones, is that players use it as an excuse to be a jerk to the rest of the table. The rogue steals everyone else's gold, the gnome plays really mean practical jokes, the barbarian acts like a bully, and so on, and so forth.

Don't do that. You don't have to be bosom buddies with everyone at the table, but at least aim for grudging respect, or workplace politeness. You want people to work with you, and for that you need to be a team player. That will go really far in making sure everyone else thinks your character is neat and interesting, instead of getting annoyed with your actions.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, January 29, 2016

The "Compassionate" Antipaladin

A paladin's fall from grace is one of those stories we all dread, but simultaneously want to see. There's something compelling about someone struggling for perfection, falling short, and then deciding to embrace their moral terminal velocity to become a perversion of all the things they'd once stood for. Some paladins fall out of pride, some out of envy, and others because of greed, or lust. But what happens when a paladin takes the left hand path not because of a human failing, but because of a core virtue taken to an extreme?

That is the Compassionate Antipaladin, and it's where the story of Ezekiel Cairn begins.

You have to earn that black armor.

The Life (And Death) of Ezekiel Cairn


In life, Ezekiel was everything you would expect a paladin to be. Selfless, devoted, charitable, and he was always willing to extend a hand before reaching for his sword. He was loyal to his compatriots, fair in his rulings, and he understood the value of life. Whenever he was forced to fight, he dug his enemy's grave with his own hands. That way he never forgot the burden he carried on his hip, and in his heart.

As with many paladins, Ezekiel sacrificed himself to protect his friends. He passed with no regrets, and pleased that he had done his duty well. And, as one would expect from a virtuous man who had worked so tirelessly for the benefit of others, he was richly rewarded by his patron in the afterlife.

Long days on the beach, with nary a sunburn in sight.
 
Time didn't have much meaning in the after world, but it seemed like he'd only just allowed the weight to truly drop from his shoulders, when he felt a pull. His comrades were trying to resurrect him. Deciding that his duty wasn't done yet, Ezekiel heeded the call, and returned to his broken, bloody body, coughing his way back into the world to take up the fight anew.

Death Was Only The Beginning


Returned to life, and with renewed vigor flooding his limbs, Ezekiel stood with his compatriots once more. For a time, he fought all the harder, knowing for a fact what awaited him in the heavenly realms. Worldly concerns seemed lighter, and less important than they had before. Hardships were easier to endure, and even arduous tasks were easier to complete.

For a time, anyway.

An irritant slipped into Ezekiel's mind, though, and began building an ugly pearl. The heavenly realms were eternal, and pure. The gods meted out punishment and reward based on the actions of a mortal's life. Yet, for all the promise, the world was full of terrors, and pain. Children with empty bellies forced to steal, cringing from the hands of abusive parents. The weak violated by the strong, their screams answered only with harsh laughter, and sharp blows. Jealousy, hatred, envy, and greed ate away at the finest souls, turning virtuous youths into corrupt old men. All at once, the cycle of mortality no longer seemed like a beautiful promise. It was a punishment. A hobbling wheel full of unnecessary suffering and torment, where no one reached the end free of scars and blood.

His duty was clear. Ezekiel would break the wheel, and murder the world.

The Elements of a Truly Threatening Villain


We've all seen the villain who plans to kill everyone in the world, but rarely does that goal make sense. After all, if the villain destroys the world, then where is he going to live? In the case of the Compassionate Antipaladin, though, he's making the ultimate sacrifice, in his mind. He will commit the unspeakable horror of wiping out every life in the world, so that others can remain pure to attain their reward of heaven. Worse, he is knowingly sacrificing his spot in paradise in order to do this great and terrible deed.

Because when your path gets dark, you own that shit.
 
As an individual, the Compassionate Antipaladin is frightening. His zealousness, combined with an array of brutal abilities, is enough to give any group of adventurers pause. However, the idea that drives him, combined with his charisma and zealousness, can be hideously persuasive. The rhetoric could, all on its own, lead to horrors. Paupers who drown their children before hanging themselves. Riots as the poor are slaughtered in droves to send them to a safer, warmer place. The formation of an army of martyrs who want to take on the selfless role of shepherding the world's populous on to the place where everyone receives their just rewards.

That's where the true power of the Compassionate Antipaladin comes from; the combination of twisted logic, and the determination to continue on until the job is complete. As an individual, this kind of antipaladin is a force to be reckoned with. If he forms alliances, and gains a following, then it's possible he could take serious steps toward achieving his stated goal. Whether he's given a battalion of infernal creatures at the behest of a demon lord, resurrects a fighting force of the dead, gains the service of his own murder cult, or some combination of all of these, this sort of character could easily swing heavy as a campaign's Big Bad.

A villain with goals on this grand a scale is also notoriously difficult to put down, and keep down. Demonic overlords aren't likely to let someone like this stay dead for long, especially if he's a useful tool. So if your party does manage to kill the Compassionate Antipaladin, an evil resurrection with dire results (and possibly adding a new template for additional challenge) is an option. Or, if your villain refuses to stop, then he may become a Graveknight. For those of you unfamiliar with the creature, it's like a lich for melee characters, whose raw determination and refusal to be stopped by something as paltry as death, imbues their armor. Their spirit, trapped within the steel they once wore and able to regenerate from nearly any defeat, makes them nearly impossible to kill for long.

DMs, if you've been looking for a monster we can sympathize with, but who still has one of the highest-stakes motivations out there, have fun with this villain! Also, if you're looking for more tips on memorable bad boys, you might want to check out Under The Black Hat: Tips On Writing Believable Bad Guys, and Tips For Playing Evil Characters (Your DM Might Allow).

And for more tips on paladins of all sorts, take a look at 5 Tips For Playing Better Paladins!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, October 24, 2014

Tips For Playing Evil Characters (Your DM Might Allow)

We've all been there. You're gaming along with your friends and the DM asks everyone if they'd like to add a new player to the group. You all say sure, no problem, the more the merrier. The new player shows up, and seems like a good enough sort, but as soon as you sit down to play suddenly there are dead babies in the gutters, the whole village is on fire, and summoned demons are playing "Rape and Pillage" right alongside a horde of undead.

Why? Because the DM let an evil member into the party.

Don't be judgmental guys; I'm sure he's just misunderstood.
For those who want to avoid these negative experiences (again, if you've had them before) you have two options. One is to never, ever allow evil characters into a game, period, no appeal, discussion over. The other is to make sure that players understand what evil characters are, and are not. This second one is harder, but Improved Initiative is here to give you a handy dandy guide to break it down.

No One Is Evil "Just Because"


Provided you are of a mortal race evil is not something you're born with; it's a lifestyle choice. There are characters for whom evil comes more naturally, or who were exposed to that culture early on, but no one is an evil bastard just sitting in a crib and sucking on his thumb.

Except Sir Troll Knight. He murdered the nursery and stole their binkies.
Like I said when I covered writing villains for fiction, being evil is just as complicated and varied an experience as being good. Some of the things to consider are:

- What culture was your character born into?
- What role models did this character have growing up?
- What formative experiences made the character go one way or another?
- What does this character want, and what will he or she do to achieve it?

Let's take a good example... the best example, one might say; the Paladin. Let's say that this noble paragon was born to a good family where he was valued and encouraged. He was schooled and trained young, and showed an aptitude for arts knightly and scholarly. Praised for his skills and abilities, he also had a mentor who tempered his pride and helped him see beyond himself so that one day he would be a good man, and a champion against evil.

At any point in this journey the character could have skewed the other way.

Screw it up out of the gate, and the character is born into a home where she isn't wanted, or is mistreated. Whether it's physical abuse that teaches violence is the answer to problems, or just an indifference leading the character to seek belonging and affection elsewhere, that's a bad start to things. Instead of being taught fairness and honor the character learns how to fight the hard way, with blood and spit, dirty tricks and knives in the back. Now an individual who is feared, the character uses that fear as a shield to keep herself safe emotionally and physically, but has to keep doing things to fit the persona of a terror in order to maintain the image. If the character has no one to reach out to, or worse a mentor that takes her by the hand and leads her down darker and darker paths, you'll end up with someone who may not even remember why she used to feel sick when peeling the skin off of her rivals before staking them out as a warning to others.

No one sees him or herself as a bad person; in fact, most people think they're pretty damn heroic (with the exception of lunatics and psychopaths). People do things based on what is reinforced, and what works to get them closer to their goals.

Speaking of which...

Evil Characters Should Have Plans


Have you ever noticed that villains always seem to have really specific goals in mind? Take over a government, dominate a world, summon an elder god, etc.? Bad guys are highly motivated, and often times a hell of a lot more motivated than heroes. That's why good guys need to lose family members more often than not before they decide it's time to act.

Also, they get toys like this. Seriously, go check it out now!
Yes we know your character is evil, and thanks to the previous section we may even know why your character is evil. But what does your character want? Evil is a description of the methods you're using, but you need to know the end goal before you start justifying things to your DM.

Villain goals and hero goals are drawn from the same pool (though villains do get some unique ones all to themselves). Let's keep it simple though. What does a vicious cutthroat want? Job security and gold perhaps? Maybe the chance to get a bounty taken off his head, or to win a position of authority and privilege? Those are some pretty basic goals. How do you get them? Well if there's a peaceful, idyllic setting then you could murder the lord's wife, blame it on someone else, and then play the hero to collect social currency and reward. On the other hand if there's a perfectly good war already on then all you have to do is sign yourself up with the highest paid position you can find, and rake in all the cash your sword arm can reach.

Evil characters can be simple or complicated, and the same is true of their goals. A commoner born in the gutter might do everything in his power to amass wealth and power regardless of its morality just to comfort himself and gain distance from those early, painful memories (even while running an orphanage so no one else ever has to experience what he did). A wizard who wants to unlock the secrets of great power might start off with mortal teachers, but quickly find that infernal ones are much more generous with their secrets. A girl who was born crippled or weak might give herself to a secret cabal body and soul, if only they'll make her strong.

Heavy stuff, am I right?

It's About More Than Eating Babies


I mentioned it a few sentences ago, but I'm going to say it again; evil can be complicated. Did you spy on your comrades for gold and prestige? Sure you did. Did you sell them out to their enemies in exchange for keeping a vow to your true masters? It looks like you did that too. Does that mean you can't love your children, treat your servants well, or have a good marriage with your partner?

No, as it turns out.

Though a lot of evil characters do need couples' counseling.
Just because someone's methods or goals are evil, that doesn't mean that character is one-sentence shallow. A vicious serial killer who preys on prostitutes may hold his wife in a very high regard, for instance. Does that make him a good person? No of course it doesn't; he's still a murderous monster, but he's complex, which is what gives a character a lot of drive and typically allows him or her to work in a group setting.

Evil Understands Consequences


Up until now a lot of experienced gamers have been nodding and scrolling; they know all this. They understand that murderous graveknights and lich lords were once someone's sons and daughters, and that a whole lifetime of events led up to them becoming what they are. Well this last principle cannot only make an evil character work in a non-evil party, but it can keep an evil party from coming apart at the seams.

No DM-ex-machina required.
Lots of players want to play evil characters because of the forbidden thrill. It's the same reason people in sandbox games go around beating up NPCs and car-jacking people even when they don't have to; it's the thrill of being a bad guy. There's nothing wrong with that, per se. That thrill lets you know you're having fun, after all. You just need to remember one very important thing.

Actions have consequences.

Why are heroes rewarded for their actions? Because they're doing good deeds (ostensibly). Will you get those same rewards even if you're evil? Yes, because we're awarding your actions and not your thoughts or feelings. Did the good character fight goblins to keep the town safe and to return that lost gold to those in need? Probably. So why is the evil character fighting alongside him? To steal the plunder perhaps? To win the hearts and minds of the townsfolk so he can sweep an election and rise to a governing position? Is it because the goblins are making a lot of noise and drawing attention, and the cult the evil character belongs to wants to assure the town that there is no danger so they stop asking so many questions? These are all possibilities.

Regardless of your motives, doing good deeds gets you rewards. Also regardless of your motives doing evil deeds gets you reviled.

By and large evil characters are aware that their method of doing things is not embraced by society as a whole. Assassins don't stand there dumbfounded when people try to arrest them for murder, servants of gods of pain and slaughter aren't surprised when the watch batters down their doors, and poisoners who get caught are not in the least bit shocked when they're thrown in prison. That's why evil characters tend to either operate in places where their evil is tolerated (such as in countries who worship dark gods where there are no laws against these actions), or to keep their actions secret.

That's why unless the evil character has come to trust a party implicitly it's unlikely that he's going to advocate killing helpless captives, maiming and torturing children, or doing any of a hundred other things. It's the same reason why, just because someone is evil, it doesn't mean she's a walking murder machine willing to lie, cheat, and steal every ten feet. If it doesn't serve an evil character's purposes (achieving a goal, personal pleasure, profit or gain) then it's unlikely she'll do it. If the action would serve but comes with too high a risk (summoning demons in public, raising the dead where witnesses might see, calling on fell powers to aid you in front of the party, killing helpless individuals even though they weren't presently a threat when others might see, killing the party rogue whom you expressly keep around to search for traps just before a dungeon crawl) then it's equally unlikely an evil character would take it.

The short version? People too often mistake "being an absolute asshole" with "just playing my alignment." That's true of almost any character though.


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