Organized Crime
Whether it is the Mafia, the Triads, the Yakuza, or whichever other
criminal group controls the local action, the business of the large
crime syndicates is conspiracy. Connections to the death of presidents
and policemen around the country rest at the feet of these men, and
they are the ones who often hold the darker abilities that Aegis and
Black Book require. The crime lord may have his own reasons for
assisting the conspiracy; perhaps there is profit in it, or perhaps a
rare bite of conscience has him fighting to protect the world he's
helped polute. Either way, the criminal overlord has undeniable appeal
to both organizations. Note that this career represents those who are
running the criminal families; those who work for them are common
convicts.
Influence: Criminal
Available Training: Awareness, Politics, Savoir Faire
Available Skills: Disguise, Drive, Escape, Forgery,
Humanities, Lockpicking, Melee Weapon, Shadow,
Small Arms: Pistol, Stealth
Pulling Strings:
Blackmail
- The most powerful of the crime lord's weapons, there are quite a few
people with things to hide, and the crime lord knows them all. Whether
it's a wicked past, or a bad drug habit, the crime lord has the
information, and the evidence to prove it. Once a mission, the crime
lord may search for blackmail information on someone; this is a Df3
task. The victim will then be forced to act as a contact, passing
information to the crime lord when requested, or allowing the crime
lord to pull one string in the victim's organization at an Influence
level equal to the victim's Influence.. The Referee determines the
identity of the victim; on a Df4, the crime lord can target a specific
person for intense surveillance to try and develop blackmail goods on
them. It will take 1D x 6 days for information to come up, and, if the
die comes up a 5 or 6, no information is available. At the Referee's
option, targets who are exceptionally well protected, or who already
are members of illegal groups, may be immune to this talent. If the
crime lord attempts to contact a blackmailed victim more than once in
a given month, roll the task at +1Df. Finally, every time that the
victim performs a task for the crime lord, roll the crime lord's Luck:
on Bad luck, the victim is no longer available for blackmail (suicide,
heart attack, police involvement), while on Good luck, the next task
involving this victim is at -1 Df (more information came up, the
victim's willpower is broken).
Criminal Ties
- Obviously, the crime lord's criminal ties are immense. Assume that
the character has the advantage Criminal Connections, usable anywhere
in the world at a -1Df. Each time within a mission that this skill is
used, raise the Df of all further attempts by +1. Also, roll a luck
roll: on Bad luck, the police will take notice of the character's
action, and become involved in the mission, Referee's option as to the
level of action that will be taken.
Resources
- Any criminal resources purchased by the crime lord are bought at half
cost, but attempts to gather more influence will require a luck roll,
as above to determine if the police notice. The best crime lords are
very lucky.
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