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Looking for some premade enimies

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Knuckleduster

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« on: <06-27-13/2143:19> »
Anybody got some enemies they've made that worked out really well. I was just looking for some new ideas not in the books that people may have tried out and liked.
Every society gets the kind of criminal it deserves. What is equally true is that every community gets the kind of law enforcement it insists on.

Crazy Ivan

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« Reply #1 on: <06-29-13/1408:57> »
The catch is to have a foe that suits the abilities of the group. For a Matrix heavy party, an enemy in the Matrix itself that has Real World threat is a blast. For instance, a technomancer assassin (not even dissonance, just a runner) who has the echo that allows him to send people to VR with a touch (and subsequently nuke them with Black Hammer) or who focuses on using Matrix connections to create car-crashes and accidents.
Integrate the enemy through investigations or rumors.  Maybe have a contact or friend become a target.

Things along those lines.

Knuckleduster

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« Reply #2 on: <06-29-13/1738:12> »
Ya that's what I've been going for, i got a super magic heavy campaign (one magician, two adepts, and one mystic adept) so I'm trying to stay away from anything matrix heavy. I liked the contact idea to might try that out, also throwing them in to an area where magic is outlawed so they have to be more careful where they use it.
Every society gets the kind of criminal it deserves. What is equally true is that every community gets the kind of law enforcement it insists on.

Crazy Ivan

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« Reply #3 on: <07-03-13/2130:39> »
Shedim, Toxic or Twisted Mages, or depending on the skillsets, a cyberzombie. Insect Spirits are good too.

Tracking a Toxic mage can be a blast, depending on his magical 'toxin.' I've always been partial to murderous style of toxics (their background/home base/lodge is an old murder site), but it's easily feasible to do a 'eco-terrorist' from Redmond who relies on the toxic radiation. There are a lot of different routes you can go to make a magical threat.

Cyberzombie, depending on the comparative power levels- can be a dangerous threat. If the adepts use bullets, it's better to keep the negative essence at the mid range (no more than a 3-4) than going the full 6 due to the difference in the Immunity to Natural Weapons. If they are melee adepts, remember that background count can level the playing field in melee very quicky without those extra passes.

Shedim I don't fully understand, but from what I understand, they're like spiritual zombies possessing the dead.

Insect Spirits are pretty self-explanatory.