The Strange
Criminals are usually rough, crude, and harsh individuals who have suborned ethics to prey on those who follow the rules.
Motive: Taking what they want
Health 9
Damage Inflicted: Moderate wound (4 points)
Armor: 1
Movement: Short
Modifications: Speed defense as level 4 due to shield or other equipment.
Combat: Criminals use weapons appropriate to their recursion. They prefer ambushes, making ranged attacks from hiding, and doing so in large numbers. Sometimes they spoil the ambush to issue an ultimatum before attacking: give us your valuables, or you'll be sorry. If faced with a real threat, such as a situation in which they lose a third of their numbers, criminals usually retreat.
Interaction: Criminals are interested in money and power, which means that they almost always accept bribes. They aren't fighting for a cause, however, so they rarely risk their lives.
Use: Criminals are everywhere—in a way, they are the archetypal human foe. Since criminals are not very tough individually, you can throw large numbers of them at the PCs. If you want a smaller group of tougher individuals, use a commander instead.
Loot: Any given bandit has 1d6 units of recursion-appropriate currency in addition to weapons, shields, and light armor. One bandit in a group might have a cypher.
GM Intrusion: Another criminal, hidden until just the right moment, appears and takes a shot with a ranged weapon, then joins the fray.