Product Blurb
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 |