Hi,
Just curious if anyone else uses multi campaign opposition for your characters in Traveller? Sort of a Joker to their Batman (or in the case of most campaigns Superman to their Lex Luthor).
One we get a lot of mileage out of in our campaigns is a NIS Commander who is as ruthless as the player characters. She shows up about one in ten game sessions, normally when things couldn't be going worse for the player characters.
She has data on the characters (some real, most manufactured) that in the event of her untimely death will go to her supervisor and put the pc's on the Imperial most wanted list.
During a museum burglary to acquire an item for a patron, one of the pcs gets captured by the local authorities. She shows up and gets them bailed out of jail by claiming that the character was her undercover agent inside the theft ring.
She explains that the theft ring is working for a psionic cult that believes the item will grant them great psionic powers with which they plan to lay waste to the planet and the local naval base.
Once outside when the player character asks what's going on, she explains she is up for promotion and taking down a dangerous psionic cult will get it for her. Now all he and his friends have to do is help her pull off the deception or she will see them all behind bars.
So what sort of recurring pain in the characters behind do you have in your campaign?
Just curious if anyone else uses multi campaign opposition for your characters in Traveller? Sort of a Joker to their Batman (or in the case of most campaigns Superman to their Lex Luthor).
One we get a lot of mileage out of in our campaigns is a NIS Commander who is as ruthless as the player characters. She shows up about one in ten game sessions, normally when things couldn't be going worse for the player characters.
She has data on the characters (some real, most manufactured) that in the event of her untimely death will go to her supervisor and put the pc's on the Imperial most wanted list.
During a museum burglary to acquire an item for a patron, one of the pcs gets captured by the local authorities. She shows up and gets them bailed out of jail by claiming that the character was her undercover agent inside the theft ring.
She explains that the theft ring is working for a psionic cult that believes the item will grant them great psionic powers with which they plan to lay waste to the planet and the local naval base.
Once outside when the player character asks what's going on, she explains she is up for promotion and taking down a dangerous psionic cult will get it for her. Now all he and his friends have to do is help her pull off the deception or she will see them all behind bars.
So what sort of recurring pain in the characters behind do you have in your campaign?