-empties pocket and slides two pennies down the counter, pausing to re-pocket a tic-tac and brush some lint onto the floor-DeepShadow of FoS wrote:My campaign currently center on the machinations of Karl Von Salzburg, creator of the flesh golem Angelique. He's currently locked up and she's hiding apart from the other PC's, but he recorded his creation process for her, along with all the other insights he got from the Dark Powers, on three wax cylinders using a dictation device. The PC's repaired the device and have started listening to the recordings to get evidence against him
..and here's where things get interesting.
One PC is a doctor by trade, and has served as a juxtaposition for Karl's evil genius. This player has spoken out repeatedly on how the knowledge Karl gained isn't evil all by itself, it's about how it's used. He volunteered to transcribe the records for use in the investigation after the rest of the party suffered horror checks.
These cylinders were magically imbued with Karl's obsession, and have become like cursed magic items. They are basically a scientific version of the Raiment of Clarity. It's going to be a serious spiritual feat for him to listen to these with the intent to learn, without being corrupted. The player knows that. He's prepared to wager his PC's sanity on this, because it's worth it if he can become a brilliant life-saving doctor.
I want to support the player in this. If he takes all the appropriate precautions and the dice don't betray him, I want to give him an actual reward for his character, in terms of his skills and stats. But what's the reward for NOT being corrupted?
Specific Edition rules aside,
1. I'd allow a big boost to Profession skill for starters. This is what it is: an increase in pure medical knowledge.
2. I'd let the PC gain a moderate insight bonus into golems in general, if only to open up character development potential (your in-house Van Richten in regards to the Created), and a significant one in regards to Angelique specifically.
3. The PC now has the ability to represent the aura of Karl von Salzburg. In regards to Angelique this ability now allows the PC to take that knowledge and wear it much like Mrs. Voorhee's sweater. Its influence on Angelique is limited only by the imagination of the PC and yourself. XP for creativity; be open to allow the player his DM's sockblock. Give it lesser or long-shot odds to work on any other Created, unless the PC can gain access to the creator's original notes. If they do then this unique insight of clarity (universal translator of sorts) applies to the creator's Created as well. Story this as all creators share a sort of common, or, metaparental aura that the Created instinctively pick up on. And the PC now is cursed with an affinity with the minds of such individuals, even if residual.
And the price:
4. Use the player's words against him. "This player has spoken out repeatedly on how the knowledge Karl gained isn't evil all by itself, it's about how it's used". Good. Excellent. He can have this knowledge, but if he records it or teaches it to others, even cryptically or incidentally, then have the Dark Powers raise an eyebrow. This essentially acts as a spotlight on the PC in the form of constant scrutiny and a now lifelong struggle of having unnatural knowledge (!) that is simply wrong to share with any other person. Propagating Evil sorta thing (i). As DM use it as a personal/modified "Hippocratic Oath" for the PC, albeit one with some soul-damning consequences for any and all (intentional or accidental) violations. Knowledge can be used altruistically, or selfishly. To gain anything but the drive to end this mockery of Nature is a long, hard road to Hell. And as we know, "the Road to Hell is paved with good intentions..."
i. If you allow non-evil golems in your campaign then spin it so that the PC is now spiritually/morally-linked, a Godfather if you will, to all those Created that are formed after his "how to" reaches the ears and minds of future creators. Essentially, the PC rolls a Powers Check each time one his evil "children" performs evil deeds. PC retirement into Dark Lord status thus becomes a cool option when viewed from a bird's eye view of the campaign...
The moral high road here for the PC, as I see it through my own RL goggles, would be to keep that knowledge in his head and use it to identify other abominations that are skulking about RL, like some sort of serendipitous bloodhound. Once he's tracked them down, he must put Nature right and destroy these Created. Even those "difficult" ones, currently hiding beneath the skin of sympathy. Bonus points if the PC finds the creator's original notes, absorbs the information into his new mental vault, and destroys them, forever scattering those particular insights to the four winds. As to the creators themselves, prisons and asylums await (if not a life of hiding), and for those with guilty consciences, restful sleep.
A doctor, a healer, who has the knowledge and ability to heal all injuries, to undo Death itself, but who can't apply it in any way, shape, or form. The ultimate cure-all that must be kept away from Humanity at all costs. Knowledge that is but can never be. Chains for the soul, that...
That's all for now. I had other stuff, but the Mists claimed them. Bastards.

