Merc LP #4 (d10)

Mercenary company

Before rolling average everyone's Debt and Rep and that is the Debt and Rep of the Mercenary Company. From this point on the Debt and Rep is for the Mercenary Company, not individual characters.
Name the Mercenary Company together.
Your Mercenary Company is funded at the current Debt level with 50,000 eddies.
Each player rolls on this table once to highlight what kind of missions they have run, their success, and what role that player has had in the company.
At the end determine who the company captain is. They roll on the Age chart which is modified by certain Mercenary Company rolls. All players Age that much.

d10 Result

1

Big Scores with little mess. This is how it's done.
Company: +1 Rep, -1 Debt
Character gains: +1 Luck

This cannot be rolled a third time. Roll again.

2

This job labels your crew Thieves or Thugs, players choice.
Company: -1 Rep, -1 Debt or +25,000 eddies
Character gains: none

3

Quiet and clean with an unexpected bonus.
Company: -1 Debt AND +25,000 eddies
Character gains: none

If you roll this again -1 Rep, -1 Debt, AND +25,000 eddies

4

Did your job and someone took notice. 
Company gains an Ally. roll...

1 Netrunner
2 Fixer
3 Tech
4 Ripperdoc
5 Rockerboy
6 Exec
7 Media
8 Law
9 Solo
10 Leader of a crew of (roll again; if you get this again it's another Mercenary company with a mixed set of roles)

Character gains roll... 1-3 rival, 4-6 friend, 7-9 DNPC, 10 Lover (roll again and if you get a 10 the character is married with children)

5

Got the job done but red flags were raised...
Company is being watched by, roll...

1-2 Corporate Exec
3-4 An officer of the law
5-6 A ganger member
7-9 roll again to make it a small group. If you roll this again its a group with city-wide influence, and a third time is global influence.
10 An AI (roll again, if you get 10 again its a Rogue AI)

If this is rolled again watched gets escalated to hunted.

6

You stole something that maybe you shouldn't have.
Company gains a significant piece of Black Market tech...

1-3 1000 rounds of Ammo (Ignores armor, and shuts down comms and cyberwear)
4-6 Complex rogue AI that uses anyone chipped in as connected storage and significant bonuses to those in the network
7-9 Strange power source that decreases Debt by one immediately if plugged in. Available to be studied and possibly could do more.
10 - roll again. 1-3 psionic child (player chooses gender and captain selects name) 4-6 biochip thought to convey odd mental connections to anyone using it, 7-9 helmet that sees dead people, 10 PC is infected with virus that gives them psychic powers

Player rolls
1-3 and someone wants it back (roll #5 for who it may be)
4-6 someone wants to see it destroyed (again roll on #5 to determine whom)
7-9 items is now tied to PC
10 -1 EMP after what the PC did to get it

7

Your quarry was so impressed they gave you an offer you couldn't refuse.

Second investor
+1 Debt and 25,000 eddies

Character gains roll... 1-3 rival, 4-6 friend, 7-9 DNPC, 10 Lover (roll again and if you get a 10 the character is married with children)

8

This job was messy and expensive.

Company gains +1 Debt and and Enemy Spotted!

If you roll this again roll.
1-5 Same enemy but escalates to a small group or hunted (players choice) 
6-9 Same enemy but escalates to a large group with city-wide influence or a small group that's hunting them (players choice)
10 Same enemy is a large company with global influence or a large company with city-wide influence that's hunting them (player's choice)

9

The company crossed a line.
Company gains -1 Rep.

10

One of your own found themselves injured, captured, and set free - only changed.

Company gains +2 Debt. -1 Rep.
Character gains free cyberwear