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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