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==Blackmail== Usually through trickery (but sometimes by digging into the PCs' past), an antagonist has something to hold over the heads of the PCs and make them jump. This could be any kind of threat from physical to social, but it depends on the villain having something - even if it's information - that others don't have. Now, he is pulling the strings of the PCs, telling them to do things they don't want to. The PCs must end the cycle of blackmail, deprive the villain of his edge, and keep him temporarily satisfied while doing it. * The adventure hook involves the PCs doing the villain a good turn, which allows him to take advantage of them (very cynical!). * To succeed, the PCs must contact other folks that are also being used. * The PCs aren't the victims at all, but somebody they care about/are charged to protect, is.
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