Core Rulebook
A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered alone, they rely on guards, thugs, and other measures to provide physical security. A crime boss could be a petty noble, a mafia king, or the captain of a pirate ship that sails the seas or glides the space lanes.s
Motive: Money and power
Health: 12
Damage Inflicted: Moderate wound (5 points)
Armor: 1
Movement: Short
Modifications: Deception, persuasion, intimidation, and tasks related to friendly interaction as level 7 w
Combat: Guards, thugs, and other followers deal 1 additional minor wound (1 point) when the crime boss can see them and issue commands. If possible, crime bosses fight while mounted or in a vehicle, directing their followers from the rear of any conflict, concentrating first on issuing orders.
Interaction: Crime bosses are committed to their plans, whatever those might be. Most bosses rely on a lieutenant or trusted thug to interact with people in their place.
Use: A crime boss and their followers execute a heist on a secure location and take hostages when things go south. Someone must go in and talk to the crime boss to defuse the situation.
Loot: A crime boss has currency equivalent to a very expensive item in addition to weapons, medium armor, and miscellaneous gear.
GM Intrusion: The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.