Other Information:
Each organization should also have a name, insignia and symbol. It's also a good idea to come up with a director, an agent's executive officer, and a few technicians, all as non-player characters. Remember that interesting guards, secretaries, and fellow (or senior) agents can make an agency a lot more interesting.
SIZE
1. Martial Arts School. A campaign based largely on conflicts between martial artists will have fairly limited organizations. Usually run on a shoestring, these "agencies" will have very few resources and even less political power. 50 POINTS are available.
Squad: 6-12 personnel, personnel are both support and front liners.
60 points, +10 for vehicles and +10 for weapons
2. Crime Buster Agency. An organization dedicated to fighting common criminals and underworld crime gangs. 100 POINTS are available.
Platoon: 20-40 members, some support personnel are also front line troops.
95 Points, +10 for equipment and +10 for vehicles
Free Company: 100-400 personnel, 60% are support.
145 Points, +10 for vehicles, +10 for outfits, +10 for weapons
3. International Espionage Agency. This group is involved in the contest between the world's superpowers (the U.S. and the U.S.S.R.). The "war in the shadows" between national spies and counterspies should be the group's major concern. 200 POINTS are available.
Battalion: 400-1000 personnel, 60% are support personnel
200 points, +10 for vehicles, +20 for budget
4. Superspy Agency. The player characters' main enemies are villains with extraordinary powers, devices and/or skills. Because of this, the organization is generously funded and equipped. 300 POINTS are available.
Brigade/Division: 2000 line soldiers +3000 support personnel up to 10,000 total personnel, 60% of which are support personnel. Generally have some heavy weapons and air support. 1 platoon of specialty agents (up to 5% of the force). Usually moves as groups of sub-units, not as a complete package.
300 points, +20 for budget OR weapons, +20 for outfits
5. Mega-Spy Agency. An agency of this size and power indicates that the role-playing world is extremely dangerous. Most, if not all, of the bad guys also belong to agencies with lots of points. And the opposition will have plenty of skills and powers to test the mettle of the player characters. 400 POINTS are available.
Corps: A multi-divisional army (20,000 soldiers + 40,000 support personnel) up to 500,000 personnel total.
500 Points +20 for vehicles and +20 for budget
NOTE: The points listed are the total available points for all the different agency features. Even with 400 points, selecting an agency feature can be difficult. If no points are spent on a particular feature (A through N), then the agency automatically has the worst level, level 1 (None), in that feature.
FEATURES
A. Outfits. The standard clothing issued by the agency to its members. Replacement of any agency issued outfits is automatic.
• None. The characters are responsible for their own clothing. No replacements of any kind are available. Agency Cost: None
• Utility Outfits. The agency has a standard uniform for all its employees. This is typically a one-piece coverall, with insignia patches and shoes also provided free. The agency has plenty of replacements, in standard sizes, and also provides free laundry service. Agency Cost: 2 Points
• Open Wardrobe. A complete range of civilian clothes, including disguises and foreign uniforms, is available to any agent of the organization. Quality is comparable to the stuff found in a discount department store or in a cheap mail-order catalog. Agency Cost: 5 Points
• Specialty Clothing. Standard armor, protective clothing, pilot outfits, SCUBA gear, plus any other standard outfits, are available. In addition, the civilian clothing is fairly classy, equivalent to what's available hi expensive clothing stores. Agency Cost: 10 Points
• Gimmick Clothing. A full range of clothes, including standard armor, plus up to $10,000 per outfit for clothing Gimmicks. The quality is high-fashion, with designer labels in the very latest styles. Agency Cost: 30 Points
• Unlimited Clothing. The agency offers any and all clothing Gimmicks for any standard clothing, uniforms or specialty outfits. Any quality level is available, and the world's top designers are on call to specially make appropriate outfits for any agent. Agency Cost: 50 Points
B. Equipment. This describes all the equipment and supplies provided free of charge by the agency. Replacement of any lost or damaged, agency-issued equipment is automatic. SPECIAL NOTE: Unlike other categories, it is possible to pay points to combine several of the following featured equipments.
For example, by spending 15 Points, an agency would provide both Ninja (#3) and Electronic (#4) equipment as described below.
• None. The characters are responsible for buying and replacing their own equipment. Agency Cost: None
• Cheap Gear. Each character has up to $5000 worth of equipment available for each mission. Note that replacement costs, at the completion of a mission, are subtracted from the amount available for the next mission. Agency Cost: 2 Points
• Ninja Equipment. An unlimited amount of Ninja and Martial Arts equipment is available. Agency Cost: 5 Points
• Electronic Supplies and Good Gear. Up to $25,000 worth of sensory and communications equipment is available for each agent. No other equipment is available. Agency Cost: 7 Points
• Medical Equipment: First Aid and Paramedic equipment and pharmaceuticals are available with the capability for minor surgery in an extreme situation: Cost 10 points.
• Medical Clinic: The company has facilities equal to a small clinic with a full time MD, 4 nurses and 2 paramedics with a budget of 1d4+2 million. Cost 20 points.
• Gimmicked Equipment. Each agent has a budget of $30,000 for any and all equipment issued at any one time. Replacement of lost or damaged equipment is automatic, but the total amount of agency supplied equipment can never exceed $30,000. Agency Cost: 30 Points
• Cutting Edge Research: The company has access to cutting edge research and development equipment. The drawback is that they are one of a kind, very limited runs and will not be able to be replaced if they are destroyed. Cost 40 points.
• Unlimited Equipment. Characters can take any equipment, with any gimmicks included, without a budget limit. Note that this does not include clothing or weapons. Requests around half a million dollars or more may be subject to review and final approval. Agency Cost: 50 Points
C. Weapons. This includes all the weapons issued from the agency's armory. Any agency-issued weapons come with an unlimited supply of ammunition. Any expended ammo or damaged weapons are replaced automatically.
• None. The characters must buy their own weapons and ammunition. No automatic replacement. Agency Cost: None
• Ammunition. The agency provides ammunition for character weapons. Agency Cost: 2 Points
• Armed Agents. Each agent is issued one (1) weapon with a maximum value of $1,500. Ammunition is provided free. Agency Cost: 5 Points
• Ninja Weapons. Any and all Ninja, Martial Arts and Ancient Weapons are provided. This includes swords, bows, spears and the like. Ammunition is restricted to arrows, shuriken, slingshot pellets and so forth. Agency Cost: 10 Points
• Basic Weaponry: All members have a rifle and a backup weapon. Cost 10 Points.
• The Arsenal. Each agent is allowed to choose up to $50,000 worth of weapons, with all appropriate ammunition included. Agency Cost: 30 Points
• Advanced Weaponry: All members have a rifle, a backup weapon and grenades. Also, 1 in 5 has a heavy weapon. Additionally, body armor is common (at least 50% of all personnel) as are vehicles (one vehicle per 10 soldiers). Cost: 20 Points.
• Extensive Weaponry: High quality weapons are issued including 1d4 grenades, rifle and pistol. All personnel have access to body armor. Additionally, the unit has 3d6+6 AFVs or tanks OR 1 AFV per every 5 soldiers, whichever is greater. Cost: 40 Points.
• Unlimited Weapons. Characters belonging to the agency can take any and all available weapons and gimmick weapons, as they are needed. Agency Cost: 50 Points
• Maximum Firepower: The unit is as well armed as any other on the planet. The weapons are of the highest quality and the vehicle to soldier ratio is 2 AFVs or tanks per every 5 front line soldiers. Cost: 60 Points.
D. Vehicles. Transportation provided by the agency to the characters. Also includes information on the agency's fleet of vehicles.
• None. Can you run? Fly? Swim? We sure hope so, because you're not going to get any kind of ride from the agency. Agency Cost: None
• Public Transportation. The agency has no vehicles of its own and sends all agents out via commercial transit facilities. In other words, the characters can take buses, regularly scheduled airlines, trains and ships. It's also possible for the characters to hire taxicabs and rent vehicles, but they have to use their own money and will be reimbursed only if the proper receipts and paper work are done. A rented vehicle
• destroyed by an agent will be paid for by the agency, but may result in a reduction in pay, being prohibited the use of rented vehicles again or a desk job (reserved for reckless repeat offenders). Agency Cost: 3 Points
• Fleet Vehicles. The agency maintains a fleet of standard, unmodified vehicles. Small cars, minivans, small boats and small aircraft are available. All vehicles are the most common and cheapest kind available. Agency Cost: 10 Points
• Modified Vehicles. Aside from an unlimited selection of unmodified vehicles (valued at $20,000-$30,000), each agent has $20,000 available for customizing or upgrading his or her own vehicle. The vehicles are of high quality, but are limited to standard production line versions. Agency Cost: 20 Points
• Specialty Vehicles. Unmodified vehicles are available in unlimited quantity and can be fairly expensive. Currently available sports cars and luxury cars are also available. Each agent's car may have up to $200,000 worth of modifications. Agency Cost: 35 Points
• Combat Vehicles: The team has a number of military or paramilitary vehicles such as 2d4 APC/AFV’s, 3d6 tanks and 2 dozen other military type vehicles such as armored trucks, jeeps, etc. Additionally there are 4d4 aerial vehicles such as helicopters (or ½ that number if modern jet aircraft). Comes with 2d4 operators for the vehicles, 12 mechanics and 12 assistants. Cost 30 points.
• Unlimited Vehicles. Any existing vehicle is available, including rare and expensive models (I'll take a 1928 Duesenberg, Model SJ.) Any and all modifications, including one "conversion" per vehicle, are available. Alternately, you can have 3d4+4 heavy tanks, 3d6+6 AFVs, 4 dozen light armored vehicles with weapons, and all vehicles have modern or upgraded weapons and sensors. All have communications equipment. The staff of full time mechanics is doubled from above. Agency Cost: 50 Points
E. Communications. This is a measure of how good the communications network and devices are in the agency.
• None. Characters must use public phones and pay for all calls out of their own pockets. Agency Cost: None
• Basic Service. The agency has telephones, two-way radios (walkie-talkies) and uses regular mail service. No scramblers or bug detectors available. Agency Cost: 2 Points
• Secured Service. All the agency's telephones and radios are equipped with scramblers. Important messages go by bonded, private courier and armored truck services. Agency Cost: 10 Points
• Computerized. A computer network links up the various offices of the agency with the central HQ. In addition, all radio and telephone communications have sophisticated computer scrambling available. Special private couriers and armored truck services are also used. Agency Cost: 15 Points
• Satellite Network. Instant communications anywhere in the world is provided through a system of ground-based, microwave transmitters and satellite relay stations. Each and every individual agent is wired with a scrambled, private signal channel. Computer networks and other sophisticated services are employed. Agency Cost: 30 Points
• Unlimited Communications. The agency has a private satellite network with 12 dedicated satellites covering the globe, its own private telephone network, and a private mail carrier system. Plus a worldwide data network serviced by a supercomputer at each main HQ. Agency Cost: 50 Points
F. Offices and Distribution. Just how widespread the offices and personnel of the organization are.
• None. All agency personnel, including the director, work out of her homes. There are no real offices connected with the agency. Agency Cost: None
• Urban. All the agency's offices are crowded into one building in one city. No remote offices. Agency Cost: 2 Points
• National. The agency has offices and field agents in only one country. Offices are in every major city of that country, with field agents in every medium-sized community. Agency Cost: 5 Points
• Regional. The agency has offices in all the cities of its own country, and in all the major cities of all neighboring countries. Field agents cover all strategic areas in the home country and in any bordering countries. Agency Cost: 15 Points
• International. Agency maintains major offices in every major city in the world. Has field agents in every capital city, and in most strategic locations. Agency Cost: 25 Points
• Ubiquitous. Every city in the world has an office or a field agent representing the agency. This agency is everywhere, with their people covering every population center of 50,000 or more. Agency Cost: 50 Points
G. Additional Military Power. The amount of military force that the agency can command directly. Note that directly means just that; the agency can order around the unit without needing permission or authorization from any other source.
• None. The agency's main security force is composed of its "own" agents. No additional support is available. Agency Cost: None
• Security Guards. A few hired security guards with revolvers, are all the agency has. Agency Cost: 3 Points
• Militia. The agency can call directly on a 150 man force of national guardsmen. They have access to standard military weapons and equipment. Agency Cost: 10 Points
• Private Army. A small unit of 200 experienced mercenaries and combat veterans. They come complete with weapons and equipment. Constantly on duty and ready to be mobilized. Agency Cost: 20 Points
• Strike Force. One of the country's commando battalions, with up to 450 soldiers, is ready to be airlifted to anywhere in the world at a moment's notice. Includes infantry weapons, eight tanks, and four artillery pieces, plus three armed helicopters. Agency Cost: 30 Points
• Major Strategic Force. The agency directly commands a 5,000 soldier force complete with vehicles, aircraft, artillery and shipping. Agency Cost: 50 Points
H. Sponsorship. Exactly who is controlling the agency, providing them with their leadership and their real source of funds?
• NONE. Independent Operatives: They answer to no one and do as they please. Add 10 points wherever desired.
• Secret. No idea who runs the show.
• Add 10 points in equipment, 10 points in Outfits, and 10 points wherever desired.
• Criminal, Small-time bandits: They are actually criminals when crime is more profitable than merc work.
• Add 10 points to Criminal Activity and 10 points wherever desired.
• Criminal, Organized Crime: This is a big time criminal outfit engaged in a large variety of crimes in a larger and more covert scale. Their goals have little to do with warfare, but with the acquisition of power
• Add 20 points to Intelligence Resource, +20 points to Criminal Activity and 10 points wherever desired
• Government: They are sponsored by a government
• Add 20 points in outfits, 20 points in equipment, and 20 points wherever desired
• Front Company: They are a front for some other organization
• Add 20 points to outfits, 20 points to equipment, 20 points to weapons, 10 points to budget and 10 points wherever desired.
• Secret. The player character agents have no idea who is really behind the organization or what hidden motives there might be in their assignments. Agency Cost: None
• Military. The agency is run by a unit of the military that is specifically concerned with military goals. Spying on enemy armies, stealing military secrets, and national security are always top priorities. Agency Cost: 4 Point
• Private Industry. The agency was set up by a private company that expects the organization to show a profit. Industrial espionage is important, as well as gaining information on international trade. May also offer its services (agents) for hire. Agency Cost: 6 Points
• Government. This kind of agency is sponsored by an official government and is covered by the government's legal framework. The group's emphasis can range from fighting crime to internal security (ferreting out moles and traitors in government departments), to external investigation (international
• spying). Agency Cost: 10 Points
• International Organization. Sponsored by an international body, the agency is free to set its own policies and to wage war against internationally distributed networks of criminal activity and terrorism. Agency Cost: 20 Points
• Agent Sponsored. The agents themselves control the agency, and can set policy and choose whatever goals they like. Agency Cost: 50 Points
I. Budget. Reveals the money available, not for regular operating costs, but for any kind of special projects. In other words, how much money is available to "front" an operation. For example, if the agents are ready to trap some drug dealers, this would determine just how much cash the agency could afford
to risk.
• None. No money available for any special projects. Agency Cost: None
• Nickels and Dimes. Up to $10,000 or even $20,000 is available for any one operation. But it better be a success! Agency Cost: 5 Points
• Small Potatoes. Agency can dig up $50,000 to $100,000. Agency Cost: 15 Points
• Large Loans. Agency has up to $ 1,000,000 to kick into any important mission. Agency Cost: 25 Points
• Big Bucks. Agency can get up to $100 million. Agency Cost: 45 Points
• Mega Bucks. Agency has up from $1 to $5 billion available. Agency Cost: 60 Points
J. Administrative Control. This determines just how much freedom the agents have.
• Rigid Laws. All agents must always abide by the letter of the law or face prison. Agency Cost: None
• Loose Laws. Agents can get away with minor violations (traffic offenses, littering) but must avoid committing any serious offenses, like kidnapping, murder, assault, blackmail, etc. Agency Cost: 5 Point
• Free Hand. Characters are free to break most laws in the pursuit of official agency goals. Still liable for damages (can be sued) and will be held accountable for any accidental deaths. Agency Cost: 15 Points
• Agency Protection. The agents will be protected by the agency at all costs, shielded from any legal suits or prosecution.Agency Cost: 25 Points
• License to Kill. Each agent is specifically authorized to break any and all laws in execution of their duty. Murder, assassination, theft and illegal interrogation are all allowed. Agency Cost: 35 Points
• Above the Law. The agency is given authority above the laws of its country. Agents can do anything they wish. Not possible in the U.S., or most Western democracies, but definitely an option in communist, most oriental and third world countries. Agency Cost: 50 Points
K. Internal Security. This is the level of internal infiltration that the agency is vulnerable to. Note that this is the only thing that prevents spies from already having been placed in the organization. It varies according to the agency's security measures. Enemy agents, moles, "turned" employees, and other unreliables can only be prevented with high levels of internal security.
• None. No security. Anyone can walk in or out, and employees are not screened or given security background checks. 25% chance of each and every employee being an infiltrator. Agency Cost: None
• Lax. A security guard at each entrance checks visitors in and out. Identification is simply printed and signed (no pictures or fingerprints). 15% chance of each employee being an infiltrator. Agency Cost: 5 Points
• Tight. Alert security guards, electronic/alarms, and electronic picture I.D. cards are all part of the agency's security system. A rigid check of prospective employees reduces the chance of infiltrators to 10%. Agency Cost: 10 Points
• Iron-Clad. Every entrance and exit is under constant video monitoring. Everyone entering is checked for fingerprints signature, subjected to a metal detector and must be personally recognized. Only a 5% chance of finding a mole in any office. Agency Cost: 25 Points
• Paranoid. Everybody entering is strip searched, and no one can so much as enter a bathroom without surveillance. Multiple checkpoints and constant personnel checking reduce infiltrations to less than a 3% chance in each office. Agency Cost: 40 Points
• Impregnable. An insanely complicated barrage of tests, signs and countersigns, searches, and (choose one) either X-ray Checking (comparing skeleton/dental patterns to make positive ID), Retinal Scans, or Biochemical (checking a person's blood type and genetic markers for positive identification)
• for each and every person entering any office of the agency. Only a 1% chance of an infiltrator being found anywhere in the agency. Agency Cost: 60 Points
L. Intelligence and Infiltration. A measure of how well the player characters' agency has infiltrated and corrupted enemy organizations as well as the types of intelligence gathering and systems available. There are even attempts at infiltrating friendly or allied agencies (just in case). An important side benefit of external
infiltration is that captured characters may be provided with "accidental" opportunities to escape by friendly infiltrators.
• None. The agency has no infiltrations nor has any designated scouts and spies and has to rely on the talents of the individual members. Cost: None.
• Scout Detachment: The company has a scout group to gather information with the skills to do so. Cost: 5 Points.
• Rare Minor Traitor. The agency occasionally manages to pay off some low ranking persons in other organizations. These are usually janitors, clerks or technicians who rarely have any idea of what is really happening where they work. At best, they can give clues. 10% chance in each office of each enemy agency. Agency Cost: 5 Points
• Information Source. A critical person who is privy to the enemy agency's secret communications is an agent of the group's agency. This agent is usually a secretary or communications officer who sees about half of all the secret messages. A 12% chance of an agent in each major office of each enemy agency. Agency Cost: 10 Points
• 3. Military Operatives: The company has a team of trained reconnaissance troops that can gather information, infiltrate, confuse and engage in covert operations (average 4th level). Cost: 10 Points.
• Special Military Operatives: The company has a team of trained reconnaissance troops that can gather information, infiltrate, confuse and engage in covert operations, but at higher level of competence than #3 (average 7th level). Cost: 20 Points.
• 4. General Infiltration. The agency has placed infiltrators and moles throughout the enemy agency's structure. There is a 5% chance that each employee of each enemy agency is working with the player characters. Agency Cost: 25 Points
• Blanket Infiltration. Every enemy agent encountered is 5% likely to be secretly working for the group's agency. Agency Cost: 35 Points
• Major Infiltration. Not only is the structure of all enemy organizations filled with informers, but the actual leadership of the opposition has at least one mole among them. Of course, this mole can only be used once, so it's likely that he/she will not be exposed for anything short of global catastrophe. Agency Cost: 50 Points
M. Agency Credentials. Just what is the reputation and authority of the agency? The credentials determine just how much respect the characters' agents can command.
• Hunted. The agency is assumed by the public to be a group of criminals, outlaws, vigilantes, or terrorists. If employed they will make 1d6x10% less than normal. Agency Cost: None
• Scoundrels. The company is viewed with suspicion. They have a reputation for being overly violent and untrustworthy. They may also have a history of being damaging to their employers. They are not actively hunted, but there is a good chance that they will be betrayed. Cost: 1 Point.
• Unknown. No one has even heard of the agency. They get no cooperation and receive no attention. Agency Cost: 3 Points
• Faceless. The group is regarded as just another bunch of government employees sponging off the taxpayers. Cooperation from authorities, particularly police, will be slow and reluctant. Agency Cost: 5 Points
• Known. The agency is known as an effective and loyal government agency. Police and local authorities will help in matters that are in their jurisdiction. Agency Cost: 10 Points
• Excellent Reputation. The company has a reputation for being reliable, efficient, and lethal. They are known to always fulfil their contracts. They can command 50% to 60% more than normal. Cost: 25 Points.
• Recognized. Agents are known as "good guys" who deserve all the help they can get. Police, foreign governments, and bureaucrats will all help and cooperate fully with any investigations and operations. Agency Cost: 30 Points
• Heroes. Characters are known as bigger-than-life heroes fighting against evil. Any official, and any citizen, will jump at the chance to risk their lives helping the character's agency. They always receive favorable press and are swamped with fan letters. 25% of their enemies will refuse to take a contract against them or flee before combat, increasing to 50% if this company begins very strongly. They make twice as much as normal. Agency Cost: 50 Points
N. Agency Salary. The amount of money received weekly by the player characters. Check the character's O.C.C. for the base salary (it's listed under Income).
• None. Each contract is split into shares and employees are responsible for upkeep with that money. Agency Cost: None
• Freelance. The company pays for only the basics such as food, ammunition and basic supplies, but are paid only $1d4x100 a week for soldiers, and 1d6x100 a week for officers or specialists. Cost: 2 Points
• Pittance. The agency is strapped for money. Agents get just one half of their base salary. The agency runs a 5% chance per week of experiencing a labor strike. Agency Cost: 5 Points
• Contractors. Agents are paid at the completion of each assignment. Price can vary, but generally it's 3 times the base salary per job. Agency Cost: 5 Points
• Good Salary. Characters receive exactly their base salary. The job doesn't pay well compared to private industry, but job security is solid. Will often get a 1D4 x $100 bonus for a successful or profitable assignment. Agency Cost: 10 Points
• Excellent Salary. Characters get four (4) times their base pay. They can afford to dress well, eat well, and live upper-class lives. Agency Cost: 20 Points
• Outrageous Salary. Want your characters to hang around with Jackie and Princess Di and the rest of the jet set? This feature pays them twenty times their base salary. Agency Cost: 50 Points
O. Permanent Bases
• None: have no permanent bases and are a nomadic group. Cost: None.
• Partial Headquarters: They have a semi-permanent base located on land that they own or claim. It is little more than some office space, a few apartments, perhaps a few acres of land with tents. Cost: 2 Points.
• Headquarters: The company owns a large tract of land, usually close to a friendly town or city and the entire unit can establish a camp there. There are a few permanent buildings and is considered to be a safe haven for the group. Cost: 10 Points.
• Fortified Headquarters: A permanent headquarters with several permanent buildings including barracks, ranges, garages, conference rooms, storage and arsenals. It has fences and has the equivalent of Internal Security #4. Cost: 20 Points.
• Company Town: The base is an entire town, where 70% of the economy is based on the unit. The town is fortified and may have walls, watchtowers, radars and other security fortifications. There is a home guard force equal to 40% of the total company strength but is not expected to join the unit on deployments. The level of security is equal to Internal Security #3, with #4 in most of the military areas and #5 at vital points. Cost: 40 Points.
• Company City: As #5 but controls an entire city, where 50% of the city is based on the economics of the unit. Security is equal to the same as #5 above. The city is built to be highly defensible. Cost: 60 Points.
P. General Alignment of Personnel: The majority of the unit (80%) falls within the following categories, but there are always exceptions.
• Miscreant and Diabolic. Cost: None.
• Miscreant and Aberrant. Cost: 2 Points
• Anarchist. Cost: 4 Points.
• Anarchist and Unprincipled. Cost: 7 Points.
• Unprincipled and Scrupulous. Cost: 10 Points.
• Scrupulous and Principled. Cost: 15 Points.
Q. Criminal Activity: This is the level of criminal behavior that is allowed or expected within the company. The cost is per individual or group, so that you can buy multiple groups of criminals, and up to as many as four (4) of each type.
• Con Man x 1: An expert fast talker who fools people into financing wild schemes, bad loans, or otherwise parting their money or selling substandard goods. Cost: 5 Points.
• Prostitutes x 3: They typically serve company members but may sell their services for outsiders if allowed. All three of these prostitutes have a PB of 10+2d8, but their MA is only 6+1d6. Cost: 10 Points.
• Bad Medicine (1 x Doctor): An illegal doctor who may be into pharmaceuticals, bad medicine or organ selling. Cost: 10 Points.
• Robbers: The company has an affiliated group of thieves (2d4+2 members) that robs, steals and causes havoc. 50% they are not sanctioned by the unit commanders, but is organized by lower level members. They generally shy away from serious injuries or killings. Cost: 10 Points.
• Smugglers: The company has the services of 1d6+2 smugglers with 1d4+3 levels of experience each. They can buy, sell, and transport illegal, dangerous or scarce materials. Cost: 15 Points.
• Expert Assassin x 1: an evil aligned warrior (1d4+4 levels) that specializes in murder of a particular type. Cost: 15 Points.
• Enforcer x 1: An enforcer (1d4+2 levels) for the company leader that is utterly loyal and exists only to follow his or her orders, and will not shy away from torture, killing, interrogation, and murder of anyone the leader designates, whether they be family, friends, comrades… Cost: 15 Points.
• Special Forces x 2: A pair of expert warriors that can conduct assaults, sabotage, murder and can operate completely autonomously. They are 1d4+3 levels each. Cost: 20 Points.
• Safecracker/Locksmith/Breacher x 1: This is a specialist in getting into places that others consider to be secure whether it is a bank vault, security doors, an underground bunker, etc. Cost: 25 Points.
• Forger x 1: An expert in forgery of any type including passports, papers, ID cards, Credit Cards, invoices, etc and can also work with film and sound. Cost 30 Points.
• Hacker x 1: An expert in electronic crime of all types including cyberwarfare, hacking, electronic surveillance, etc. Cost: 30 Points.