Corporate

When Aegis needs major assets, or access to expensive hardware, it is often easier to turn to Big Business than to the other agencies that run the country. Many of the executives and troubleshooters who work in the corporate arena have expierience with the machinations of the secret conspiracies which have invaded the system. In addition, the executives of America's larger companies are bred to lives of intrigue, while the troubleshooters they employ are the best trained that money can buy. The military and business industrial complex in this country has always had its hands in the conspiracy, and many of its employees find out what they shouldn't have. For these, Aegis offers a safe haven. During character creation, the corporate must choose two types of resources that his company produces.

Executive
Influence: Intelligence or Science/Research
Available Training: Awareness, Parachutist, Politics, Savoir Faire, SCUBA Diving
Available Skills: Computer Programming, Computer Use, Diplomacy, Engineering, Humanities, Language, Research, Science, Shadow
Troubleshooter
Influence: Intelligence or Science/Research
Available Training: Awareness, Biohazard Control, Communications, Investigation, Parachutist, Politics, Rappelling, Savoir Faire, SCUBA Diving, Surveillance, Survival
Available Skills: Autofire, Brawling, Computer Program, Computer Use, Demolitions, Disguise, Drive, Forgery, Gymnastics, Heavy Weapons, Language, Lockpicking, Martial Arts, Melee Weapon, Photography, Pilot, Repair/Build, Science:Security Systems, Shadow, Small Arms: Pistol, Small Arms: Rifle, Stealth, Video


Pulling Strings:

Access to Company Property and Illegal Loans - The corporation is a huge creature, and it is often fairly simple to arrange for the company to lose something when it is desperately needed by Aegis operatives. During adventures, a corporate may test her influence, at a difficulty of 1, +1 per 5rp needed. The equipment needed must be available with either of the chosen resources, and must be returned undamaged at the end of the mission, or the corporate will actually lose Influence equal to (test difficulty -1). Also, it will take (1D x rp cost) hours to deliver these assets to the cell's chosen location. For the Troubleshooter, attempts to gain any non-military or criminal resources are +1Df.

Ease of Resource Development - All attempts to gain rp or raise influence during the down time between adventures are -1Df, and give twice as many rp to the cell. If, during play, a corporate character tests versus influence to gain funds, they have a -1Df to the task. Troubleshooters do not recieve this ability.

Task Forces - A troubleshooter has access to the corporation's best illegal personnel, and can call them up on a moment's notice. Calling for a transport unit for the cell is a Df2 task; they will arrive within 1D hours. To recieve a crack surviellance or communications team within 2D hours is a Df3 task. The ultimate is the strike team, a fully equipped illegal ops team of six personnel, who will perform any one assault, break-in, or other 'black op', or support the cell as it does the job. All of these units arrive fully equipped and ready to go, but the troubleshooter may only call each of these teams once in a given mission, and only two teams in any given month. Should any abnormal harm befall the team called, add +1Df to all attempts to call a similar team from then on. Also, calling on any of these teams when the job requested is obviously against the needs of the company is impossable. A clever Referee will remind the troubleshooter that these teams are not Aegis members, and aren't trained to cope with extranormal activities; they are very likely to start asking some unpleasent questions when they see things they shouldn't. Executives may use this ability, but at a +1Df.

Skillfull - A corporate executive can pick any four skills to be greater than two, instead of one like normal characters


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