| Perps
and their criminal activities are the greatest
threat to the stability of Mega-City One.
From the lowly dunk working his way through
a crowd to lift stray wallets and cred-slugs
to the mighty criminal empires that are seemingly
untouchable to judges of the city, perps constantly
prey upon decent citizens for fun and profit.
The most successful perps eschew open violence
and the dangers of street gangs to set up
their own criminal organisations, sophisticated
operations safely hidden behind legitimate
business.
Whether it is the manufacture of drugs, protection
rackets or a bureau of assassins, few perps
running such operations really consider themselves
as criminals - they will avoid judicial attention
at every step but usually view themselves
as businessmen, pure and simple and, in many
ways, this is exactly how the larger criminal
organisations run. Even if the incoming credits
are garnered from murder and theft, they still
need accountants to watch for the best investments
and avoid Mega-City taxes, lawyers to keep
the bosses out of the iso-cubes, and a close
eye needs to be kept on profitability and
cost projections. The only real difference
is the manner in which business is conducted
- a hostile take-over of another criminal
organisation is likely to involve spit guns
and sharp knives, rather than a financial
assault on another company's assets.
Perps in Mega-City One:
A detailed look at the nature of criminal
activities within Mega-City One, as well as
some of the greatest organisations to have
challenged the Justice Department.
Criminal Organisations:
Full rules on creating your very own criminal
empire to earn your fortune!
Businessmen:
There are many different specialists to be
found within a criminal organisation - learn
the trades of the Umpty Bagger, Jimp, Creative
Accountant and Sleazy Lawyer.
New Tricks for Old Perps:
Perps, more than any other character in the
game, benefit from an incredible range of
skills. Here we take a look at new ways to
use the skill list.
Reputation:
A perp's reputation often precedes him, and
a powerful criminal mastermind will have few
enemies willing to challenge him openly.
Scenario Hooks and Ideas:
Games Masters can insert criminal organisations
into their campaign quickly and easily with
the ideas presented in this chapter.
The Firmz:
A complete criminal organisation within Sector
190, just waiting to be dropped into your
games.
From the Mongoose Publishing
website, which can be found at www.mongoosepublishing.com |