Alternatives to Suicide

or
"He was such a nice, quiet, man...."

by Aaron Stimson (AStimson@adp-ebanking.com)

Have a player who's tired of playing their character and is ready for a new one? Want a story which stretches the limits of role-playing and horror? The following is a way to allow a player to phase out a character in perhaps one of the most enthralling and disturbing methods possible. The path of madness can start anywhere, but it leads to only one place.

The Faustian Bargain

This adventure could be run at any time, and does not require the central antagonist to be a player character, but this story runs best when someone that the group has become familiar with is the central antagonist. If a player chooses to aid you in running the main antagonist, inform that player privately that they will most likely loose their character at the end of this adventure, and that even should that character live, they will most likely be too twisted or too hollow to be played afterwards. Obviously, this adventure runs best if the player character is interested in sacrificing their character anyway, and desires to go out with a bang.

As hinted at in the title, The Faustian Bargain is a Faust story with a modern slant. It is tailor-made for UA, with aspects of dark ritual and magic, madness, horror, and most of all, character destruction. It is excellent to use with characters who are not yet too powerful, but have been together for perhaps 2 or 3 major adventures. If you choose to use this as a major over-arching storyline, you may also use this from the initial adventure, and stretch it over a number of situations. The sacrificial character does not need to be an adept, avatar, or even magically inclined.

Background:

The character who is going to be the central antagonist is approached by a shadowy character who offers them the object of their desire. The shadowy character never gives a name, and know exactly what the character truly wants. His price for the character's desired object? Nothing! Nothing tangible, that is. The character is given the location to a book or document that contains the answers they are looking for, and warned that if anyone finds out where this is, the object of their desire will be withheld forever.

The Truth:

The shadowy man is also known as the Corrupter, and no one knows for sure if he's a man or something more disturbing. He only shows up the first time, to make the offer to the doomed character, and then disappears. If he directs the character to a book, it can only be found in a library, and can only be checked out for 2 weeks at a time. Photocopying it is impossible, and if anyone else attempts to read it, the pages will be blank. The Title: "Contemplations on the Mystery". If he directs them to a document, it can only be found online, at a website only the doomed character seems to be able to access. If anyone else tries to go there they receive an Error 404. If anyone tries to look at the website while the doomed character is online, it will appear blank and slightly stroboscopic.

The information that is provided will only be cursory, hinting towards deeper secrets. Each secret leads towards something darker, something that will require the character to explore mortality, death, and the tenuous connection to life. The Corrupter's modern mission is simple: he has found the formula that builds the modern monster: he creates serial killers.

To Begin:

The player of the doomed character knows that they are going to lose their character as they know it. The GM should take them aside, and feed them segments of "The Path to Power" at reasonable increments. If the doomed character needs to go off on their own to complete tasks, they should be allowed to do so. Remember that the 'supposed' main storyline is completely separate, and it allows the other characters to be active and yet unaware of the destruction of their companion. If the doomed character is really enjoying this descent to destruction of his character, you, as GM, can extend this story-line over other stories, making this the secret over-arching plot that will come to a head only after much time and development. What is provided here is not a plot line for adventures, but a secondary plot, to augment other experiences. In short, this can be used with any other story-lines you choose.

The Path to Power:

Each segment is a part of the process. As GM, you may mix these however you wish, but remember that the power afforded by this is not, in the tangible sense, real. The answers you give the doomed character do not need to be supported by reality. Sometimes the best answers to seduce the innocent are pretty lies. The following pattern of events is the 'suggested' order, not the required one.

Chapter 1: Revelation

Whether it is a book or a web-site, the knowledge the character desires cannot be gained quickly. The text is complicated, illustrations sketchy, and it is easy to become disassociated from one's surroundings quickly. The knowledge is best read 10 minutes at a time. Any more than this can become confusing, and for every 30 minutes reading threaten or add a -1 penalty to all skills, due to distraction for the day. As the character reads, feed them bits of information that seems to point to man's mortality as an unnatural, mystical, and pivotal aspect of their obsession. This section can stretch over days, and the final information is sketchy. Finishing the book or the web-site's information leads the character to 3 conclusions: 1) They have been given the opportunity to embark on a rare Avatarship - being an Avatar of The Enlightened Man, 2) Certain books have been written in code that only an Avatar of the Enlightened Man can read clearly. The writers of these books do not often know they are writing in code, and there is no list of these books to refer to. The character will need to spend some time in the library to discover one of these. This requires a roll under their Avatar:Enlightened Man skill. 3) the Path they follow is called the Path to Power, and it is very swift. Part of the Taboo is allowing others to discover the secrets and knowledge they gain. For each time the character consulted the book or web-site, allow them 1-3 points towards this Avatar:Enlightened Man skill.

The Truth: Any book that the character reads that they succeed in this 'Avatar' skill will be a 'coded' book. The code is spurious, the knowledge tantalizing. The Avatar that the character is supposedly following is nothing more than a connection to the Corrupter. The higher the percentage, the more bound to the Corrupter they become. The 'powers' of the Avatar come from this connection, and are either self-fulfilling, or illusory. Remember that the object of this section and any pre-sacrifice sections are to emphasize the speed of the 'Path to Power', the centrality of human mortality, and the necessity of secrecy. Apply any tests as necessary.

Chapter 2: Gnosis

Make sure the character is never without a book. Each book they read should add to 3-5 points to their Avatar:Enlightened Man skill. Double this for matched rolls. Give the character 2 to 3 sentences worth of information, secrets of mortality, the connection of the soul to the spirit, secrets about the cruel ones, secrets of their obsession, etc. If the character ever rolls a OACOWA, immediately move to Chapter 3, and elevate their Avatar skill to 50%. If they achieve 50% before they roll OACOWA, the next book they examine should take them to Chapter 3.

The Truth: The lies pave the way for the coming of the guide book. Until now the character can use to library to continue the path to enlightenment. The next book is going to become a minor obsession. Remember to apply any character tests that seems appropriate (Unnatural, Self, and Isolation rolls seems appropriate, but let situations suggest rolls).

Chapter 3: Grimoire

The character has found the book (referred to here as the Grimoire) that will allow them to take the next step on the 'Path to Power'. The first time they read the Grimoire they will gain 10% to their Avatar:Enlightened Man skill. They will also learn about the next power of the Enlightened Man: the power of Motive Force. During each encounter the Enlightened Man is drawn towards the locus of Power. Each person they interact with will be forced by the Enlightened Man's presence to reveal a portion of the mystery of life that the Enlightened Man pursues. Reading the Grimoire reveals knowledge, and each printing of the Grimoire holds different knowledge, small differences in printing, etc, which reveal new information. For each printing, revision, signed edition, etc. they read they will gain more to their Avatar:Enlightened Man skill. Second reading - 5%, Third - 2%, Fourth - 1%, Fifth - 1%, 6th & beyond +.5%. Secrecy is paramount now, and each piece of knowledge revealed costs 1% from the Avatar skill. The secret revealed: Death should never have happened. Life and death are intertwined. He who has mastery of life has mastery over death, and ultimately over even the Ascended. Once the character reaches 71%, take them to Chapter 4.

The Truth: Remember magical thinking. The Corrupter has started to make the character feel more powerful than they are. Emphasize different words to the character, and have the character write them down. Make sure the end message is something cryptic about magic, death, blood, life, souls, demons, etc. Remember that truth is unnecessary, say what the player and the character wants to hear. If you feel strange about this, you're probably doing this right. Remember tests, and penalize for secret telling harshly. If others need to know why, have them believe that the player is pursuing an exacting Avatar. Provide enough printings, rare editions, etc. to allow the character to achieve 71%. Remember that this process should be more quickly than any other true Avatarship should be. If you want to up the stakes, give the character brief, unexplained rushes of exultation and euphoria. Do this at unexpected moments. They can read into this however they wish.

Chapter 4: The Human Body is my Guide

The character will learn that the Third Power of the Enlightened Man is The Truth is in The Form. The secret that takes the character to 71% Avatar:Enlightened Man - The secret of Why (Any Why. The Why of the Universe) can be found in how humans are made. The puzzle of the flesh reveals the secrets of the Universe. In order to continue on this path, they can only learn more by examination of the human body in its Form. The following examinations provide the following percentage. Cut yourself, or someone else (+.5%, only allowed once). Examine a dead body (+.5%, viewing only), Cut a dead body and examine the result (+1% first time only. Once this is done, do not allow the +.5% for viewing, make this one +.5% next), Dismember a dead body and examine the result (+2% first time, halve each time afterwards, do not allow any benefits from any of the previous), Kill someone and watch them die (+3% first time, +1% second time, halve for each time afterwards, do not allow anything from the previous), Kill and Dismember someone, and examine the result (+3% the first time, +1% the second time, halve for each time afterwards, do not allow anything from other actions on this list previously), Kill someone you know well (+4% first time, halve each consecutive time, do not allow gain from any previous items on this list), Kill someone you know well, & dismember them (+4% first time, halve each consecutive time, do not allow gain from any previous items on this list) Eat a part of the body to assume it's Truth (+1%), Save parts of the body to examine at leisure (+.5%), prepare these items to be worn (+1%), Wear one of these items inside the home (+.5%), outside the home (+1%), outside the home while with people you know (+1.5%, do not need to be displayed), displayed while outside the home (+1.5%, do not need to be seen), decorate your home with these parts (+1%, as long as they remain on display), Anything else the character can think of in this vein (+% that seems appropriate, with limitations that are appropriate). Reveal more secrets of the Why, secrets about the Invisible Clergy and previous universes, demons and the afterlife, etc. When the character gains 91%, go to Chapter 5.

The Truth: This is the Horror. Each step is incremental. Give the character dizzying rushes, exultant moments of clarity. Have them make rolls often to glean knowledge. Allow the character to flip-flop non-stress rolls on unimportant things. Give them the feeling that they are on a great quest of discovery. Penalize them strongly when they violate secrets. The police should start investigating him, but allow the character to progress. Do not let the character feel they are under suspicion, but encourage the character to cover their trail. Allow the character to make Avatar rolls to cover their tracks. Roll Violence, Unnatural, Self, and Isolation tests as often as afforded. If the character goes mad, give them a supporting madness, one which makes the character feel they are being blessed by their Avatar skill diverting normal madness. If they become totally callous, encourage them to continue to explore their dark natures. If they need encouragement, keep up the emphasizing speech, secret messages, etc. Should the character choose to murder one of the other PC's, encourage them to wait for the proper time. Let them get to chapter 5 first.

Chapter 5: The Cheese Stands Alone

The character now learns that the Fourth Power is the Strength of the Truth. The character may reroll the dice when he has struck someone in hand-to-hand combat, and choose the higher roll as the damage. This knowledge comes with the added knowledge that The Enlightened Man is like a Butterfly. Until now the character has been a larva, but they need to go through a metamorphosis, in order to prepare for Ascension. In order to metamorphose, they must cast off the support system that they have built up around themselves: the other characters. They must die, to fuel the character's Ascension. The character may still gain % from the non-killing activities above, but they may not go to higher than 98%, and they will only be able to go above by killing the other PC's. Know the story becomes a struggle for survival. By now the character is either insane, or mostly insane, and when the character starts to act against the players, they should react with shock and disturbance. Furthermore, the police are closing in. If the other PC's join together, allow the doomed character to flee and hide. Also allow the police to join with the other PC's if this seems appropriate. If the doomed character seems to have the upper hand, allow him to kill another PC if they can, but stop the character with the Police if it looks like all the PC's will die. If doomed character can choose to sacrifice himself fighting the police, or they can be arrested and incarcerated as appropriate, but allow the character to feel this defeat as the elimination of their Avatarship. There are no Godwalkers of this Avatar:Enlightened Man, because this is not the true Avatar, but the gift of the Corrupter. If he lives to go to court, have one of the people in the court room be the Corrupter. If he dies, have his last sight be of the Corrupter among those around him.

The Truth and Wrapping Up: The Fourth Power is born of madness. This chapter is self-explanatory, should be played by ear, and should be chilling in the extreme. If you choose, allow the last moments of the doomed character to be lucid, and allow him to share as much as he wants with the other PC's about what has gone on and about the Corrupter. If the PCs so choose, they can seek out the Corrupter in subsequent episodes, and he can even become a major villain character. Or he can be an enigma, a creation of the doomed character's mind, etc. Play this one out as far as you are willing to go. If you want a denouement with a discovery of the horrors in the doomed character's house, etc. Feel free.