I Know a Guy...He's DEFINITELY NOT Me in a Mask...


Advice


I'm about to start an Intrigue-based game, and I'd be remiss if I didn't make at least one Vigilante NPC. As I'm looking over the class, however, I got to thinking: the Vigilante's Divination deflection won't stop the PC's from figuring things out for themselves in the metagame if I'm not careful.

So, I decided to ask around the boards. I've never played a Vigilante, nor have I used one as an NPC before. What are some good RP notes to have? Any GM's run into this problem? What did you try to do to redirect any suspicions? Did it work?

Obviously, metagame knowledge shouldn't affect the PC's actions - and they won't; my table is very good about that - but I'd still like any big reveals to be surprising to both the players and their characters if I can help it. Any advice would be appreciated.


Have the Vigilante NPC AND ANOTHER Vigilante NPC/doppleganger/clone/someone with massive disguise check dressed as Vigilante #1's other identity both meet the PCs.


First thing, don't outright state that they've run into a vigilante. Simply describe what he looks like, and he'll do his own stuff. Maybe he'll sneak attack, and they'll think he's a rogue. Or maybe he'll hit real hard with his two-hander, and they'll think he's a fighter.

Another thing, try pre-rolling an array of d20s and write them down. Whenever they say something vague that might mean they want a sense motive check or perception to see through a disguise, use one of those d20 results, and describe based on that. They can decide to outright request a check after that, and let them, because if they don't hear anything different from what you said in the first place, they might assume he is who he says he is.

Play the identities as you would role-play any vigilante character. Simply put effort into not being the same person. Even if there's a situation where they party might have to end up interacting with both identities, don't tell the party that they failed their perception checks (secret list of pre-rolled d20s) until they wonder why social identiy hasn't spoken in a while, and then tell them they suddenly notice his absence, and they don't know when he left.

Then, if they begin to suspect the vigilante, let them try. There's all sorts of fiction where a character harasses someone with a secret identity just because they "know", so you can let it play out that way. Even though the PCs may fail the perception and/or sense motive checks, they may have reason to suspect for circumstantial evidence. However, making wild accusations may start to discredit the party in the eyes of those who hold that social identity in high regard.

In my opinion, the vigilante is such a wonderful roleplaying tool. I hope you can use it to its full potential!


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When I played a vigilante, it was an urban campaign, and my character approached the PCs as agents of a resistance cell looking for help. Throughout the campaign the PCs met a variety of people from this resistance cell, all of which were my character. You can have a pretty impressive disguise skill and there are things you can do to make people even less likely to be suspicious (I had my social and vigilante identities be different genders.)


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Another idea is for the Vigilante to have friends who help him with the masquerade. I seem to recall there being at least one social talent that enables somebody else to masquerade as the Vigilante's social identity in the presence of the Vigilante in his vigilante identity, thereby "proving" that the two are indeed separate people.

You could also have half a dozen or more people disappear just before the Vigilante shows up in his vigilante identity, thereby giving the party multiple suspects. Of course, what is actually happening is that the actual Vigilante disappears to change identities, some of his friends disappear to provide a decoy/distraction, and various villainous NPCs disappear when they see the Vigilante coming because they don't want to be beaten up by him.


Definitely consider the "Loyal Aid" social talent at level 3 so you can have your own crew of people who will help cover for you.

This talent should probably be extended in a tree like the Renown talents are, so as you invest more in it you get more and more effective (noncombat) help from your allies. The first level gets you the Newsboy Legion (loyal, enthusiastic, not especially useful), the second level gets you Alfred Pennyworth (incredibly loyal, useful within his realm of expertise), and the third gets you Barbara Gordon as Oracle (incredibly useful within her realm of expertise.).


I think the biggest metagame factor in sniffing out vigilantes are things like social talents. If you can, avoid selecting or using social talents that require obvious mechanical giveaways--or at least reap their benefits off stage.

It probably goes without saying, but round out your cast with other potential secret identities. Write down a list of traits that a player might use to identify the vigilante: motive, appearance, time table, resources, methods. And then flesh out your cast with more characters who fit more and less of these traits. If these NPCs had a presence before the mystery, and their own reasons to keep secrets from the party, then so much the better.

Add more vigilantes. These characters don't work with the party, but may come up in gossip and father information checks--a string of murders, a flamboyant thief, a masked crime lord, or otherwise. Don't put too much emphasis on these rumors, but make them known where it fits. Maybe even stage a brief clash with one. That way, if a player, through metagame mechanics, determines someone is a vigilante, he cannot be sure it's the one who's a friend.


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The one thing I think also is worth underlining that "using vigilante talents in your social identity *might* cause people to be suspicious", but that's not the same as "they figure out you're the vigilante if they roll well."

If Bruce Wayne punches someone really hard, people don't conclude he's Batman, since lots of people can punch. If Bruce Wayne does something betraying he's an Olympic level athlete, people think "that's remarkable, I didn't know that about Mr. Wayne" but don't conclude he's Batman (as "he's got good genes and money to buy top quality training" is more likely than "he's also Batman"), if Bruce Wayne throws a G-D Batarang with expert accuracy, they might put 2-and-2 together...


PossibleCabbage wrote:

The one thing I think also is worth underlining that "using vigilante talents in your social identity *might* cause people to be suspicious", but that's not the same as "they figure out you're the vigilante if they roll well."

If Bruce Wayne punches someone really hard, people don't conclude he's Batman, since lots of people can punch. If Bruce Wayne does something betraying he's an Olympic level athlete, people think "that's remarkable, I didn't know that about Mr. Wayne" but don't conclude he's Batman (as "he's got good genes and money to buy top quality training" is more likely than "he's also Batman"), if Bruce Wayne throws a G-D Batarang with expert accuracy, they might put 2-and-2 together...

This seems a bit naive when dealing with PC metagame knowledge. Players are endlessly paranoid(with good reason) and due to the limited amounts of detail we can express at least 1 person will suspect it if he shows any of the vigilante's traits. The best possible cover is definitely throwing out some red herrings, preferably 1 or 2 actually being other red herrings. Also make sure not to shine 1 NPC as the main NPC by being the most interacted with. The double appearance thing might work but I know in that situation I would take it as confirmation that he is at least 50% likely to be the masked man


Thanks for the advice. I'd prefer to avoid blatantly trying to fool the PC's with a doppelganger-type situation - feels a bit manipulative.


Purposeful red-herrings are the way to go. Assume the vigilante leaves misleading clues to throw people off. I don't mean literal things he leaves behind: but something like, his vigilante persona includes a fake tattoo on his inner forearm. Sure, his gloves conceal most of it, but a 'perceptive' PC (basically one who is looking for clues) might spot it. Later, when talking with the social persona, who may be wearing gloves, or have long sleeves, the PC might ask, then you just give another Perception roll and, assuming it's good enough, tell them he doesn't seem to have any tattoos.

In fact, if you go out of your way to make it seem like you're trying to make them think the Persona is the vigilante, they will get so metagame they will assume it's a red herring. For instance, if a PC does 'succeed' on spotting the misleading tattoo, if the next time they meet the persona he's got a bandage around his forearm so they can't check (maybe he claims he bruised it fencing or some-such), they'll assume you're just messing with them (he should have a bruise or something just in case.) If they follow him or watch him, his next stop is a cleric for a simple cure spell and they seem him take off the bandage and... guess it's not him.

Also good if the vigilante pretends to be allergic or avoiding something. For instance, if they meet in an alley and a cat meows nearby, he sniffs and rubs his nose. Don't even point it out, just keep role-playing what he says. Of course, the persona also looks disdainful at his house-cat but when it hops nearby he doesn't seem perturbed at all.

As long as what the PCs see is something they think they weren't supposed to see or notice... they may not realize that it was exactly what they were supposed to notice. For instance, if the persona leaves a simple note or letter where he's written to someone, like a 'henchman' or business associate mentioning the vigilante and asking about it, or even suggesting that someone check a likely area for him, a PC snooping in a drawer will have less cause to suspect.


"Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate"

A flat failure with locate creature (with no tell-tale auras of illusion magic) usually throws them off the trail.


Thelemic_Noun wrote:

"Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate"

A flat failure with locate creature (with no tell-tale auras of illusion magic) usually throws them off the trail.

I disagree. Having Vig levels is one of only a few ways to get this result.


The Sideromancer wrote:
Thelemic_Noun wrote:

"Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate"

A flat failure with locate creature (with no tell-tale auras of illusion magic) usually throws them off the trail.

I disagree. Having Vig levels is one of only a few ways to get this result.

Hence why I said "usually"


I'm not a fan of this to start with. "I have a secret" isn't usually healthy for a game table. While specific background details may not get divulged, general character makeup, purpose, attitude, and abilities should be discussed at the table. Usually this is "I'm playing an evil character but nobody knows", but now with vigilante it's extending into class. Meh.


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The Vigilante in question is an NPC, not a PC. NPCs can have all the secrets that the GM wishes them to have.

If the Vigilante were a PC, then I would agree that the other PCs should be among the few people who know the secret of that Vigilante's identities and can be trusted not to reveal them carelessly.


David knott 242 wrote:

The Vigilante in question is an NPC, not a PC. NPCs can have all the secrets that the GM wishes them to have.

If the Vigilante were a PC, then I would agree that the other PCs should be among the few people who know the secret of that Vigilante's identities and can be trusted not to reveal them carelessly.

New rule: don't post during lunch at work. My reading comprehension is... poor.

Please ignore me.


Pathfinder Adventure Path Subscriber

Jumping on the purposeful red herrings train. It's likely that your players will eventually figure out they're dealing with a vigilante, if they're experienced and canny, even if you throw them off the trail initially.

So, my preferred strategy? Everyone is suspicious. There are multiple NPCs hanging around who could conceivably be the vigilante, but no hard evidence pointing to any of them. If you change your players' question from "Is there a vigilante hanging around?" to "Who is the vigilante?" I think you'll give yourself a lot more room to work with. And it opens up a lot more intrigue elements as well.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

And why must the GM have only one Vigilante? Identifying the Vigilante becomes much tougher when the players initially don't realize that there are actually two or more Vigilantes at work.

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