Mutant City Mercs

The Old Guard (Netflix) – when you put ALL the points into Regeneration (connected: Messiah Complex)

Maybe you were already on this path when the Sudden Mutation Event happened, or perhaps your newfound superhuman abilities gave you a life you never expected. More likely, you got into this line of work because you needed something from it: more money than you could ever make through conventional employment. A fresh start, away from the mistakes of the past. A chance to really cut loose with your powers.

You’re a mercenary. A soldier of fortune.

Of course, when it comes to mutant powers, the notion of marketable abilities is a lot wider than it used to be. Anyone can be trained to use a gun. Walking through walls, that’s a different matter. Unsurprisingly, private military contractors were among the first to recruit and offer “special talent services” to clients.

‘Super-mercs’ have a somewhat better reputation than conventional soldiers-of-fortune, as their talents have a wider range of application. A biotech company might, for example, trumpet their hiring of a super-merc with plant communication and plant control who can safely locate and retrieve rare orchids from disputed jungles in South America, or have a mutant with read minds and lightning decisions spearhead their negotiations with disgruntled locals. That said, most super-merc missions come to down to “there’s the hard target, go work your mutant magic and eliminate it”…

Creating Your Mercenary

Pick one of the templates below to get started.

Personal Security

8 investigative, 48 general

You put yourself between the target and the bullet

Investigative: Ballistics, Bullshit Detector, Community Relations, Cop Talk, Criminology, Influence Detection, Intimidation, Streetwise

General: Athletics 6, Composure 4, Driving 6, Health 6, Medic 4, Preparedness 4, Scuffling 4, Sense Trouble 6, Shooting 4, Surveillance 4

Trainer

8 Investigative, 40 General

Ready to turn militias and regular security into elite fighting forces

Investigative: Anamorphology, Anthropology, Community Relations, Forensic Psychology, Interrogation, Intimidation, Languages, Streetwise

General: Athletics 4, Computer 6, Driving 4, Health 4, Mechanics 2, Medic 4, Preparedness 4, Scuffling 4, Shooting 6, Surveillance 4

Special Operations

6 Investigative, 48 General

A very particular set of skills

Investigative: Explosive Devices, Impersonate, Intimidation, Photography, Research, Traffic Analysis

General: Athletics 6, Computer 6, Driving 4, Health 4, Infiltration 6, Mechanics 2, Medic 4, Preparedness 4, Scuffling 4, Shooting 6, Surveillance 4

Counter-Insurgency

10 Investigative, 36 General

Identifies and analyses threats

Investigative: Anthropology, Architecture, Community Relations, Forensic Accounting, History, Languages, Law, Negotiation, Streetwise, Traffic Analysis

General: Composure 6, Health 4, Mechanics 2, Preparedness 4, Scuffling 4, Sense Trouble 6, Shooting 4, Surveillance 6

 Technical Specialist

10 Investigative, 36 General

Network security and counter-bugging

Investigative: Architecture, Cryptography, Data Retrieval, Electronic Surveillance,  Energy Residue Analysis, Evidence Collection, Explosive Devices, Photography, Research, Traffic Analysis

General: Composure 4, Driving 4 Health 4, Mechanics 6, Preparedness 6, Scuffling 4, Sense Trouble 2, Shooting 2, Surveillance 4

 Ex-Civilian

Alternatively, you can play a regular civilian who developed mutant powers and got recruited into the shadow world of private military operations. You’ve got 60 General Points  to spend with no restrictions, but start with a -1 Stress Penalty in the category of your choice, reflecting your comparative unfamiliarity with military life.

 Desirable Powers

Article 18 powers – abilities that pose a danger to national security like Teleportation, or abilities that endanger large numbers of people like Radiation Projection – are especially sought after by PMCs. Of course, picking a power that makes you a walking national security threat means you (or your employer) will need to deal with government scrutiny – and paints a big target on your head.

Potent combat abilities like the various Blasts or covert action powers like Invisibility, Flight or Nondescript are more generally useful for mercs. Some powers that are of extremely limited utility for Mutant City cops come into their own in merc games – the cops rarely need Gills or Earth Control, but one can easily imagine an action thriller involving submarine sabotage, or see the utility of a mutant who can easily create defensive structures or clear rubble from roads.

Rules Changes

Consider borrowing the Thriller Combat rules from Night’s Black Agents. Some of them, like chases, are already part of the Mutant City Blues rules, but mercenary operations tend to involve a lot more fistfights and suppressive fire.

Make liberal use of Stress cards like “Hair Trigger”, “Flashbacks”, “Maverick” and “Wracking Guilt” to emphasise the questionable morality of the soldier-of-fortune lifestyle.

Mercenary Companies

Some sample employers for the player characters…

Betula Security Consultants (Mutant City Blues, p. 141) is a private security company that hires a considerable number of mutants. Betula’s operations are almost entirely domestic, specialising in corporate and personal security, not military work overseas. That said, some shareholders are pushing Betula to compete by offering a more professional and respectable alternative to Genestorm.

Genestorm: Genestorm’s the best known of the ‘mutant merc’ companies – or at least, the most notorious. The company sells itself as having ‘heroes for hire’, goobering its employees up by giving them flamboyant uniforms and superhero names. Of course, in the field it’s all camo gear and proper callsigns. Genestorm hires its mutants out to virtually any client, so it does a lot of business with autocrats, warlords and especially rapacious corporations. A cross between Blackwater and the World Wrestling Federation, with less ethics than either – but at least they pay well.

Heliopolis National Guard: The armed wing of the Heliopolitan separatist movement, the HNG intends to fund the establishment of a mutant-only state through mercenary contracts. They also undertake ‘humanitarian’ missions for groups and states near the planned mutant state in Somalia, in the hopes of establishing a buffer zone of friendly nations around Heliopolis. The legal standing of the HNG is questionable, and some have pushed for it to be declared a terrorist organisation.

Mutant Foreign Legion: The MFL was founded by a group of mutants whose lives were completely disrupted when their powers manifested. Now, the company is a place where mutants can begin again; new recruits are given new names and passports (the MFL has an arrangement with Malta) and a fresh start. The MFL’s under severe financial strain, and its mercenary teams are unusually underequipped and undergunned for their missions.

Greenman Group: A long-established Private Military Contractor, Greenman Group is in the process of hiring more mutants. The Group is extremely discreet, to the degree that they prefer their mutant hires keep their powers secret even from clients unless absolutely necessary.

Adventures

At least initially, present mercenary adventures as tactical challenges. The mercenaries might be hired to…

  • Kidnap a scientist from a rival corporation
  • Secure a mine or pipeline in an unstable region
  • Find out who’s been blackmailing a company executive and recover the incriminating evidence
  • Retake the boss’ superyacht after it’s overrun by pirates
  • Defeat the mutant-led insurgents

 Night’s Black Mutants

For a full-on mercenary campaign, lift the structure of Night’s Black Agents wholesale. The player characters sign on with a mercenary company, run a few missions – then discover their employers are even more corrupt and shady than they thought, and have to go on the run while fighting their way up the Conspyramid. Maybe the mercenary company is conducting experiments on mutants, or only hiring mutants to harvest powered organs for transplant…


Mutant City Blues 2nd Edition is an investigative science fiction roleplaying game originally written by Robin D. Laws, and developed and extended by Gareth-Ryder Hanrahan, where members of the elite Heightened Crime Investigation Unit solve crimes involving the city’s mutant community. Purchase Mutant City Blues in print and PDF at the Pelgrane Shop.

 

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