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Old 07-14-2013, 02:16 AM   #51
Daigoro
 
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Join Date: Dec 2006
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Default Re: How to GM An Enemy

The town militia captain was corrupt, and he had a small cadre of the militia running a vice smuggling ring (for whatever vice is suitable in your setting). Your nosey-parker goody-two-shoes Dudley-do-right PC discovered the smuggling ring's operation and attacked or exposed it, but without discovering the captain's role.

The smuggler militia-men were dishonoured and discharged and they exiled themselves from the town, actually by order of the corrupt captain, who decided to give them other roles in the operation outside town- liaising with the suppliers, setting up in other districts, running guard duty for smuggling runs, and so on.

Meanwhile, the corrupt captain, publicly thanks Merral, but is quite peeved that he has lost a lucrative source of income. Before re-establishing supply lines, he has Merral framed (by planting the vice substance in his quarters?- "Really? You too? I'm so disappointed!") and also exiled from the militia unit.

This gives the corrupt captain and his lieutenants as an Enemy Group, of a lesser power level than the PC, who are operative in the wider region. If the PCs are 250 pts, a group of 200 pt enemies should be still challenging. This is the -10 pts level Enemy, with the extra -5 pts for Unknown making -15 pts.

At some point, the corrupt captain might get promoted to the capital, and start harassing the PC there. The lieutenants can be equally likely found in towns around the region or in the wilderness. Their motives are revenge, but also protecting their smuggling interests and keeping the captain's involvement a secret. Therefore actions against the PC could be to embarrass or discredit him, but also they might try to directly harm him if the opportunity presents to do so without revealing themselves.
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Old 07-14-2013, 07:56 PM   #52
arnej
 
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Default Re: How to GM An Enemy

I saw this thread was still going, so...

His Enemy is vested in keeping the PC on the move. His enemy is a mage, who thinks that PC is part of a prophecy, and due to the nature of the prophecy, the PC can't settle down/establish connections with anywhere. That ties in with the setup - that the enemy cost him his job.

So the enemy only shows up when the PC tries to drop anchor. NPCs that he might buy as Contacts/Allies/Patrons don't work out (this means that you just don't let him buy them, even though it would seem like he should be able to). Long-term jobs become short-term, etc.

My $0.02,

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