Jump to navigation
AllTooHuman wrote: I've used the following:
Bounty hunter with a grudge from the player having inadvertently cost him a large bounty. Kind of a boring trope, but let's just say it fit that character.
Eminent investigative blogger (player also took stalker, so I combined them), basically the J.J. Jameson to his proverbial spiderman, wreaked havoc on his reputation.
Corporate merc, think Captain Hammer from Dr. Horrible's Sing-a-Long Blog, and yes... he sang and was a corporate tool, also live streamed most of their fights (and usually won).
Psi enabled insane self proclaimed "vigilante" who perceived the character as his arch nemesis (player had taken all the anti-psi advantages).
And probably the one which I had the most fun with, the tiger-mom. The character's own mother who was wealthy, influential, powerful, and extremely disappointed in her daughter (female character) and would use her influence to disrupt any activity the character engaged in while pressuring her to finish her law degree. And still demanded the character attend family functions and holidays. Guilt trips, pressure, interference, manipulation... oh the fun!
There's more, but that's a fairly good cross section.
I see that your examples are all of individuals. I was wondering if individuals are appropriate as the two example Enemies we have are "Cognite" and "Nine Lives," both of which are pretty big groups. I certainly like the idea of an influential individual that can make life hell for a character, and I like your examples (even the "boring trope" bounty hunter).
On a related note, I noticed that the Enemy trait does not indicate that an ego can select it multiple times. Apparently, once you get one Enemy, everyone else just gets in line until that one is no longer an issue (which, in EP, quite likely never happens).