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Looking for help with motivations of an evil party
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<blockquote data-quote="Herobizkit" data-source="post: 3668072" data-attributes="member: 36150"><p>Here's an excellent read from the d20 Modern website:</p><p></p><p><a href="http://www.wizards.com/default.asp?x=d20modern/fb/20040720a" target="_blank">Crime in Your Campaign</a></p><p><a href="http://www.wizards.com/default.asp?x=d20modern/fb/20040803a" target="_blank">Crime in Your Campaign II</a></p><p><a href="http://www.wizards.com/default.asp?x=d20modern/fb/20040907a" target="_blank">The Criminal Mind</a></p><p></p><p>Personally, I would take a fantasy version of the lessons from the popular video game series Grand Theft Auto, especially the GTA:San Andreas, which has examples of gang warfare as well as mob/organized crime connections.</p><p></p><p>If these Evil SOB's are starting off ECL 10, you have to consider that they are already movers and shakers in any civilization, and proably some of the highest-level characters in the organization itself. Given that, they would need a very strong reason to remain part of any organized circuit; anything from as simple as family (and making them all from the same family ala The Sopranos would be a good idea) to as elaborate as serving under a Dragon and maintaining its cover (or else). Mook-work just isn't in the cards for ECL 10's... these will undoubtedly be the Right-Hand Men or even an elite unit reserved for "special jobs".</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 3668072, member: 36150"] Here's an excellent read from the d20 Modern website: [URL=http://www.wizards.com/default.asp?x=d20modern/fb/20040720a]Crime in Your Campaign[/URL] [URL=http://www.wizards.com/default.asp?x=d20modern/fb/20040803a]Crime in Your Campaign II[/URL] [URL=http://www.wizards.com/default.asp?x=d20modern/fb/20040907a]The Criminal Mind[/URL] Personally, I would take a fantasy version of the lessons from the popular video game series Grand Theft Auto, especially the GTA:San Andreas, which has examples of gang warfare as well as mob/organized crime connections. If these Evil SOB's are starting off ECL 10, you have to consider that they are already movers and shakers in any civilization, and proably some of the highest-level characters in the organization itself. Given that, they would need a very strong reason to remain part of any organized circuit; anything from as simple as family (and making them all from the same family ala The Sopranos would be a good idea) to as elaborate as serving under a Dragon and maintaining its cover (or else). Mook-work just isn't in the cards for ECL 10's... these will undoubtedly be the Right-Hand Men or even an elite unit reserved for "special jobs". [/QUOTE]
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