RainOfSteel
SOC-14 1K
Jump Stalker
Merchant/Trading Campaign.
On one planet where the PCs engage in contacts beyond the cursory with the local population, have one NPC with some substantial spare cash flow become unreasonably attracted to one of the players (the NPC should be of the appropriate gender, whatever the situation).
As the players are searching for passengers, the NPC shows up, and pays for High Passage.
The first week, attempts at seduction (i.e. Carousing) are subtle and kept to a minimum. On the next stop, the NPC pays for High Passage again. This time, the NPC turns up the seduction attempts a notch. This continued, every week, until about four to five weeks later, the NPC is throwing themself at the PC. At some point, GM choice, a point of final acceptance/rejection will come. If the PC accepts the "advances", the NPC will cool down substantially, and will become much more reasonable. If the PC rejects the "advances", the NPC goes into a silent version of a berserker fury. The NPC will hire thugs to beat the PC up, and later, will hire assassins. This will be in the form of having a bomb planted aboard the ship, to kill both the NPC and PC in a blaze of romantic anihilation.
After the ship is safely in jump space, the NPC will reveal all in a denouement w/soliloquy.
Flashback to the "Bomb in Jumpspace" seed above. The PCs must hunt for the bomb (or other form of starship destruction or certain death for the PC).
Merchant/Trading Campaign.
On one planet where the PCs engage in contacts beyond the cursory with the local population, have one NPC with some substantial spare cash flow become unreasonably attracted to one of the players (the NPC should be of the appropriate gender, whatever the situation).
As the players are searching for passengers, the NPC shows up, and pays for High Passage.
The first week, attempts at seduction (i.e. Carousing) are subtle and kept to a minimum. On the next stop, the NPC pays for High Passage again. This time, the NPC turns up the seduction attempts a notch. This continued, every week, until about four to five weeks later, the NPC is throwing themself at the PC. At some point, GM choice, a point of final acceptance/rejection will come. If the PC accepts the "advances", the NPC will cool down substantially, and will become much more reasonable. If the PC rejects the "advances", the NPC goes into a silent version of a berserker fury. The NPC will hire thugs to beat the PC up, and later, will hire assassins. This will be in the form of having a bomb planted aboard the ship, to kill both the NPC and PC in a blaze of romantic anihilation.
After the ship is safely in jump space, the NPC will reveal all in a denouement w/soliloquy.
Flashback to the "Bomb in Jumpspace" seed above. The PCs must hunt for the bomb (or other form of starship destruction or certain death for the PC).