And the Devil
will Drag You Under

The Downside to Fame and Fortune

by Larry Granato
Illustrated by Kevin Daily

When a player-character (PC) has the good fortune to reach the heights of success, this usually means they become rich and famous, in addition to usual accumulation of experience, skills, and equipment. No more scraping along for rent, gear, and transportation, right? Won't have to put up with rich snobs and snotty servants, correct? Well, maybe, but while this may seem like the solution to all of the PC's problems, it doesn't so much get rid of these difficulties as replace them with a new set of more complex challenges.

A GameMaster (GM) must not only decide how well the PC can settle the old troubles (which may be harder than you'd think) but also what new ones will appear. The irony is that the new problems are directly related to the PC's success. Life just gets more complicated.

The typical opponents faced by characters are usually straight forward types such as the evil Dr. Fang, the horde of the Dark Lord, Captain Swastika, the purple goo from Dimension Q, the ghost of Halloween Past, space pirates from Qwozunk, Kid Fastdraw, Stiletto Sam, Imperial battle robots, and so on. These are easy for the GM to handle, but consider that the PC's newfound notoriety will mean more sophisticated encounters with non-player characters (NPC's) that cause different kinds of trouble.

These NPCs are not enemies in the traditional sense but people or organizations who want to get something from the VIP PC. They're not swinging swords or spraying bullets. Some are well-meaning, others aren't, but they all have to be dealt with one way or another, or the problem will snowball. The table below gives ideas on what kinds of encounters can be expected. They are given in a generic format , which can be applied to roleplaying games set in many different eras.

Fame

When a PC becomes famous, the GM should arrange an ego boost in the form of having NPCs recognize and compliment her. Of course, there are drawbacks to this. One may be followed by curious people, making it difficult to carry out covert mission (see #12 and #15 below).

A PC who's often been ignored or rudely treated under various social circumstances will suddenly find strangers fawning on her when she becomes famous. This may seem like fun, until she realizes that this friendliness is merely a facade, and these people don't see her as an individual, just a celebrity to be exploited (see #4, #7, and #27).

Many people will make demands on her time just because she's renowned. They want something, either for a good cause (#8 and #29) or to satisfy their own ambitions (#28).

The PC will also become a target for anyone with a gripe (#5, #13, and #26).

Some just like to complain (#22). Others who want to advance their own agenda will attempt to embroil the PC in various machinations (#19 and #23). Simply being famous can create enemies (#14 and #18).

Finally, becoming famous will also bring around all sorts of people one normally would not encounter, such as those found in #2, #6, and 24.

Fortune

Money makes world go round? Perhaps, but it can a PC's head spin, too. What can a PC do if they've got a lot of it but don't spend it right away?

In pre-modem times there were no such things as dependable financial institutions. Oh yes, there were banks and places to deposit money, but they were anything but guaranteed, and subject to the vagaries of war, disasters, politics and the market. Failures were not all that uncommon; interest was low or nonexistent. A PC might keep her money at home, but unless she wants to give up adventuring to guard it round the clock, thieves will eventually get wind of the stash and try steal it (see #3). If she has followers, guards, and a vault to do the job, how dependable are they really? With all that money around, there's usually someone who could be tempted. "Inside" jobs are more common than you'd think.

Modern banks are more reliable, but still have their problems. Moving lots of money around or withdrawing large amounts of cash attracts government interest. It might even be illegal. In any event, just letting money sit in an account tends to increase one's taxes because of the interest. It must be invested, so the PC needs the advice of professionals (#16).

Anyone who makes a lot of money tends to attract the attention of the govemment (#17), in addition to less desirable persons (#11). Naturally, anyone who wants money will show up as well (#9 and #21).

One thing that most wealthy characters will acquire is property. This brings with it a number of headaches, such as who will take care of it, how good a job will they do, and how much will this cost. Just because the PC is fond of her valuable stuff doesn't mean other people won't lose or abuse it.

Effrontery

A famous and powerful PC may buy into the notion that she's above the law and most everyone else, especially when this is suggested by members of the new class of people she meets: devious and double-dealing NPCs who have their own inflatded egos. This may lead to a condescending and manipulative attitude towards low-level and minor NPCs. If she treats the "little people" like dirt, than she'll find her fame will be more like infamy (does the Queen of Mean ring a bell?), and they'll get their revenge (see #25 alternate). Persistent busybodies, annoying accountants, suspictious servants, and underhanded underlings can topple even the mighty.

The table's encounters are designed around PCs who are basically "good" people, or at least try to be. For borderline or underworld characters, the encounters should be modified as needed. For example, a vampire PC's family might turn out to be a pack of annoying ghosts who turn up every time she tries to put the bite on someone, ruining the occasion. Crime gangs, hitmen, informers, evil corporate types, and rival crooks can substitute for religious, social, government, and business organizations. Their methods will be more direct than filing a lawsuit, obviously.

1. All in the Family: Unless the PC is an orphan, she will have parents, siblings, aunts, uncles and cousins whom she's close to. Once she becomes famous, the relations will hit her up for presents, cash, favors, jobs, trust funds, an education for junior, and so on.

2. Long Lost Kin: Almost everyone has distant relatives they rarely hear from. It only takes a little notoriety to bring these people out of the woodwork with their hands outstretched. Unlike close family members, these freeloaders have little loyalty to the PC, and are a complete burden. Alternatively, there are the Bogus Relatives: people claiming to be relations show up, and proceed to fleece the PC for all they can.

3. Careful Crooks: Professional criminals will target those who've got the bucks. Considering the PC's reputation, they will make certain to strike when she's not around. Not only cash but valuable equipment will be stolen. They are world-class burglars.

4. Fair-Weather Friends: These backslapping buddies are always around to congratulate the PC on her successes and then ask for favors. They make many big promises in return but never seem to come through on their end. When she needs help they evaporate into thin air. This category includes two-faced superiors and other hypocritical acquaintances who try to take credit for her successes, but blame her for their failures.

5. False Follower: A current henchman or prospective one who asks to serve the PC. He actually is a traitor, and will double-cross her at the most opportune time. He is jealous of the PC's success or has some other gripe. Less malevolent hirelings will merely botch their assignments, backstab bureaucratically, or pass along information and rumors to the PC's rivals.

6. Pernicious Panderers: Whatever weaknesses the PC has, the Panderers will show up to cater to it. Alcohol, drugs, companionship, equipment, magic, Megal weapons, collections of valuable art or antiques, gourmet food, information, etc. Once they sink their hooks in, they will try to influence the PC for their own purposes.

7. Grasping Golddiggers: They're after the PC's wealth, by establishing a intimate personal relationship. These bimbos and gigolos will profess undying whatever, but they won't stick around when the bullets fly or money dries up.

8. Charity Solicitors: Every philanthropic organization around town will ask the PC for money, endorsements, personal appearances, involvement, etc. Big time guilt is the message; "you're well off, but there's thousands who need your help". They're not above telling the PC some dying kid lost their dog, or any story it takes to get a response.

9. Agents, Public Relations Reps, Managers, Promoters, Lobbyists: If the PC doesn't have someone to represent her, then these people will constantly pester her for the job. Their usefulness lies in handling and diverting many of the annoying situations that come with notoriety, like those listed in this table. However, they will want a cut of the take, and may misstep, resent the PC to the public, in addition to interfering in her personal life. Some are not honest in their dealings.

10. Professional Advisors: Wealthy PCs will need assistance with handing their money, legal, and business affairs. Lawyers, accountants, bankers, investment brokers, consultants, and personal secretaries may all be employed to this end. This is more of a necessity than a problem, but the larger and more complex the situation, the more time that will be needed by the PC to keep on top of it. Of course, if she puts everything in the hands of her employees, it's possible that they'll be manage her affairs in ways she would not approve of. A few may squander the PC's resources or utilize them in illegal ways, while others may simply take them.

11. Conniving Artists: High class, sophisticated swindlers try to defraud the PC. The best con artists are not not sleazy types but seemingly respectable ones, for instance, merchants or businessmen of spotless reputation (until now, that is).

12. Irritating Hero Worship: Kids, old, ladies, screaming teenagers, nosy loafers, groupies, wannabes, autograph hound souvenir hunters intrude on the PC's life. If the PC becomes terribly famous, they can become such a nuisance that she can't go out in public without a phalanx of bodyguards.

13. Religious Fanatics: Something about the PC's lifestyle upsets the beliefs of a church or temple. They preach against her, write against her, rally against her, and maybe pray against her. The attitude is inalterable.

14. Sicko Psycho: A obsessed person stalks the PC, taking pictures, recording her conversations, breaking into her house, stealing mementos and the like. They may even claim to be a spouse or relative. A few go over the edge and become violent and dangerous.

15. Malignant Muckrakers: Obnoxious journalists or blackmailers invade the PC's privacy, dog her tracks, research her past, harass her family and relatives, all in order to uncover some dirt about her past (and make money, of course)

16. Deal-makers, Powerbrokers, and Middlemen: These are the guys who pull the strings behind the scenes. They always try to weasle in on any deal the PC tries to make, claiming they know the ropes, have exclusive contacts, can get a special understanding, etc. They're probably right, but they also work to make themselves indispensable to any action the PC might contemplate. They are the voices of compromise, nay-saying, and hesitation, both hindering and helping her. this category also includes interfering superiors in any organization or area the PC belongs to or lives in.

17. The Government: The PC is subject of a probe by investigators, tax auditors, legislative committees, blue ribbon commissions, police agencies, bureaucrats, regulators, etc. It doesn't matter if she has done anything wrong or not; the process is long and aggravating.

18. Jealous Rivals: There is someone who can't stand to see the PC succeed. They'll do anything to try to bring her down: pass along rumors and innuendo, blackball her, hire sleazy private investigators to track her, forge incriminating documents, plant fake evidence, pay off people to make false accusations, try to subvert friends and followers, etc.

19. Do~gooders and Crusaders: Social groups that want to inflict their notions of propriety on the PC. They maintain that she is a public role model, and must act accordingly. They may be staunch supporters, but one step out of line can turn them into bitter enemies.

20. The Anti-Everything People: No matter the PC does, the anti-everything people are against it. Are her superpowers depleting the ozone layer? Is she disrupting the ecosystem by killing off all the dragons? What about errant blaster bolts or unsafe cyber implants? These meddlers will stir up opinion against the PC, maybe picket her house, or even file legal action. They are dogmatic and unwilling to compromise.

21. Deep-pocket Delvers: Since the PC's rich, there's bound to be someone who will file spurious legal actions in hopes of getting a financial settlement. Note that they will go after anything associated with the PC: businesses, relatives, friends, property, her insurance company, her pets, and so on. They like to claim they are the rightful owners/originators of something the PC has or does. For example, any treasure the PC finds could be claimed by its creator, anyone whose hands it's passed through, plus all their heirs. The government may try to muscle in under salvage, treasure trove, and cultural artifact laws. Other times they may set a trap, and sucker the PC into a compromising situation. The legal costs of defending against these claims will mount up, regardless of the PC's innocence.

22. Contentious Critics: Professional fault-finders, editorialists, and commentators who hold all of the PC's activities up to the light of public scrutiny. In excruciating detail, they love to second guess the heroine and cast doubt on her motives and compensation. They don't always tell the truth, either, through honest mistakes or malice. You can be sure that any retractions will be found buried on page 86, by the "lost cat" notices.

23. Outspoken Organizations: The PC's home town/planet, race, species, nation, clan/tribe, guild, club, or some other business, government or social group want her to serve a spokesperson, consultant, investor, director, negotiator, advertiising representative, goodwill ambassador, board/committee member, or in some other capacity. There are honoria and commissions, but the demands on the PC's time will be considerable, and the PC will be held responsible for all actions of the group, whether she approves them or not.

24. Unwanted Advisors: So-called "experts" gurus and busybodies, who vex the PC with suggestions and lame offers. Many are indisuhguishable from professional advisor They mean well, and there might be something in what a few have to say, but the vast majority are full of hot air and useless proposals. They desperately want to be seen with the PC to enhance their own reputations. They are a major waste of time.

25. Whining Victims: Astounding as it may seem, the PC's enemies (defeated or otherwise) may try to play on public opinion, influence officials against them, and even sue for injury and damages. Also, innocent bystanders will take legal actions for any damage, real or imagined. When the enemies are too loathsome to gain any sympathy, they'll find someone to front for them. Alternatively, there is the Piqued Public: regular people (the commoners, Joe Sixpack, and Ethel down at the beauty parlor) find some reason to loathe the PC. They cheer her misfortunes, jeer her in public, aid her enemies, and occasionally throw rotten produce.

26. The Ex.: A past acquaintance of the PC (ex-spouse, ex-lover, ex-follower, ex-business partner, ex-friend, ex- coworker) who harbors resentment will take public action to get a piece of the action, through the courts or the media. There are probably pushy relatives and lawyers behind the Ex,, prodding them on.

27. Permanent Partiers: Everybody just wants to have fun! Raucous revelers urge the PC to join in their ongoing festivities. And they throw such splendid and outrageous parties! Although they may ask for favors from time to time, what they really want is to immerse her in their dissolute lifestyle. Eventually she may see them for what they really are: a gang of boozers, dilettantes, ne'er-do-wells and losers whose only skill is wasting time and money.

As an alternative, there are the Borrowers: those who always ask for loans and stuff but never seem to get around to paying them back or returning the items (they're too proud for handouts). Of course, they are indebted to the PC and do support her, as long as she doesn't get too pushy about making them repay. After all, she's rich, so she can afford, it, right? I ~

28. The Egotist: Someone with a compulsion to outdo the PC. They may actually challenge her, but only as a last resort. They prefer to contrive plots to embarrass, humiliate, and hinder the PC in public, destroying her reputation, and gratifying their own conceits. This may also include publicity seekers and coattailing businessmen who want to "piggy-back" on the PC's' fame by associating themselves with her, but without her approval or knowledge.

29. Cry for Aid: Unlike the usual mission of saving the city/country/world/~ galaxy, this is a person with a minor problem who approaches the PC for help (like the housewife who's convinced that only Megaman can fix her leaky drains). For each person who's helped, two more appear, asking for similar assistance. Anyone who's turned down will tell everyone they know that the PC is a fake and ingrate.

30. The Devil: In a fantasy campaign, this can be an actual demonic entity; otherwise it's a ultrapowerful and ultrarich person. In either case the PC has attracted the attention of a "devil" who wants to make her a deal. The devil has capabilities reaching into the range of wishes, and can supply virtually anything the PC could possibly want. The temptation could be hard to resist, but the devil wants to use the PC for his own ends and any bargain will have hidden strings attached. Normally, the devil's objective will not be the acquisition of a physical object by the PC (unless it's a powerful artifact) but luring the character into some action that will eventually bring misfortune, although it might not seem so at the time the offer's made.


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