Advice for PC requesting Multiple Personalities


Pathfinder First Edition General Discussion


I'm a new GM running Rise of the Runelords with basically four new PCs. We had four PC deaths in the first chapter and one PC came back with a NG Half-Elf Ranger, but he wants to have Multiple Personalities (not per the Insanity rules) so that when his character gets druunk, he wants to randomly pick an alignment from: NG, CN, NE & LN. My first concern is that when he first did this, it seemed to bog the game way down as he punched the Sheriff and I ended up locking him in jail for the night. I feel like it might be too much, but might consider letting him have two personalities and requesting that he doesn't have his character drink very often.

Does anyone have any insights/concerns/suggestions?

Liberty's Edge

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Well, Master Chymist already has multiple personalities per RAW, and it has one IMO important caveat: The personalities have the same goals, just different methods. I would recommend having this rule as well, and remind the player that even if you are evil being a dick and punching a sheriff isn't likely to accomplish anything and so even the evil guy probably wouldn't do it.

If his character is the type to fly off the handle and do things that are a bad idea then.. well, that's a problem entirely separate from the multiple personalities issue.


Link to Master Chymist

Link to Intelligent Items

The reason the latter is significant is because this is it's quote:

Quote:
Split: The item has two alignments, and each day the GM determines which one of the alignments manifests. These alignments are always opposite one another. Ego Modifier: –2.

... however, earlier, it notes,

Quote:

Special Purpose Items

Some intelligent items have special purposes that guide their actions. Intelligent magic items with a special purpose gain a +2 Ego bonus. An item's purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane spellcasters” doesn't mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizards' cabal to ruin, as well as end the rule of a sorcerer-queen in a nearby land. Likewise, a purpose of “defend elves” doesn't mean that if the wielder is an elf, he only wants to help the wielder. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. a purpose of “defeat/slay all” isn't just a matter of self-preservation. It means that the item won't rest (or let its wielder rest) until it places itself above all others.

What's interesting about that? The purpose doesn't change.

Similarly,

Quote:

Mutagenic Form (Ex)

A master chymist’s mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career. The mutagenic form shares memories and basic goals with the chymist’s normal personality but goes about meeting those goals in a different manner. The mutagenic form is often ugly and monstrous and may even appear to be a different race or gender than her normal form; they may look as different as two unrelated people. Indeed, the mutagenic form often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego’s limited time in existence often makes this difficult). The mutagenic form even has his or her own alignment (which is selected by the player, but must be different from the master chymist’s normal alignment). The change in alignment only affects the master chymist while in her mutagenic form.

What's really interesting is this:

Quote:
Failure indicates that a different personality takes over. A character’s memories and skills remain unchanged, but the various personalities have no knowledge of each other and will deny, often violently, that these other personalities exist.

What does this mean? In all cases, there is a certain amount of continuation of the character within the "multiple personality" spectrum - whether insanity, magic item, or class feature, they all share a basic set of memories, goals, and desires. The only thing that really differs is how those memories, goals, and desires are applied and enacted.

I'd take a page from those, and work with the player to develop something that's constructive for the player, but also for the group. If the MPD turns out to be disruptive, you can give him the option of finding a "cure" in-character (a greater restoration - perhaps offering one to each character through some in-game blessing or item found), dropping it altogether (no in-character action needed), or rolling up a new character. Just be sure to talk to him and let him know that it's a trial basis.

Quote:
My first concern is that when he first did this, it seemed to bog the game way down as he punched the Sheriff and I ended up locking him in jail for the night. I feel like it might be too much, but might consider letting him have two personalities and requesting that he doesn't have his character drink very often.

This is a very valid concern, but what you want to do is talk to him. Get him to understand that it really wasn't fun, that it bogged the game down, and make sure that he gets the idea that it would help you and the other players to reduce both his consumption and his "stealing the spotlight" time with this trait.

Basically, be open, but don't be harsh. He has a very cool character concept - but keep it rare for the good of the game and everyone playing.

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