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What details do I need for an assassination target?
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<blockquote data-quote="jimmifett" data-source="post: 5451231" data-attributes="member: 55006"><p>Takign Munich as an example, create the targets. Know what they did to get put on a hit list. Decide if they are part of a group. If they are part of a group, come up with other secondary circles / groups individuals members may hang out with. From there, create tertiary groups and circles for the secondary groups. This established a chain of breadcrumbs for the PCs to follow when they start busting down doors looking for thier targets. Have both low ranking/tangentially related unimportant associates, as well as associates in highly placed positions in regular society.</p><p> </p><p>Now that you have a network of contacts, work out a general timeline of where each bad guy is going to be over the course of however much in game time is going to be taken up. This forms the basis of what the contacts know of locations of the targets when the players shake them down. Thier knowledge might also be outdated, as the targets may have left by the time the PCs get to them.</p><p> </p><p>Finally, come up with fleshed out scenarios for final confrontations. Safe house, manor, public venue, back alley chase, favella, government facility/jail where target has already been captured and secured, but isn't about to hand them over to you. Come up with things like booby traps, dead drop locations and signal locations, general population/kids hired as lookouts, local gangs that may or maynot interfere, flavorful stuff like that.</p><p> </p><p>Pop 1 or 2 targets into a selected scenario after they get tracked down.</p><p>From there, determine if the targets had any info on them that would lead to the next target, or if the players have to try new leads.</p></blockquote><p></p>
[QUOTE="jimmifett, post: 5451231, member: 55006"] Takign Munich as an example, create the targets. Know what they did to get put on a hit list. Decide if they are part of a group. If they are part of a group, come up with other secondary circles / groups individuals members may hang out with. From there, create tertiary groups and circles for the secondary groups. This established a chain of breadcrumbs for the PCs to follow when they start busting down doors looking for thier targets. Have both low ranking/tangentially related unimportant associates, as well as associates in highly placed positions in regular society. Now that you have a network of contacts, work out a general timeline of where each bad guy is going to be over the course of however much in game time is going to be taken up. This forms the basis of what the contacts know of locations of the targets when the players shake them down. Thier knowledge might also be outdated, as the targets may have left by the time the PCs get to them. Finally, come up with fleshed out scenarios for final confrontations. Safe house, manor, public venue, back alley chase, favella, government facility/jail where target has already been captured and secured, but isn't about to hand them over to you. Come up with things like booby traps, dead drop locations and signal locations, general population/kids hired as lookouts, local gangs that may or maynot interfere, flavorful stuff like that. Pop 1 or 2 targets into a selected scenario after they get tracked down. From there, determine if the targets had any info on them that would lead to the next target, or if the players have to try new leads. [/QUOTE]
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What details do I need for an assassination target?
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