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Cara

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    rattze

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  1. Maybe having the target die would damage the organ, causing severely reduced reward or something
  2. Similar to the contractor, you are given specific organs to fetch from people (the reason lore wise could be anything from syndicate VIPs with a sick taste for a captains liver to a dying corporate bigshot in need of a necessary compatible organ that can be found on station), and you can sell these organs for additional TC. Im thinking it should be cheaper than contractor, but balanced out by the increased risk that comes from removing organs. Starting equipment could include a surgery set, a sleepy pen, ketamine to refill the pen, etc. In addition, the given uplink could have a special shop dedicated to things like better surgery tools, sleepy drugs, and other things that will make harvesting easier. To prevent people from murderboning their targets instead of just putting them to sleep, maybe add a requirement that their target needs to stay alive until after the organ is removed and sold for the contract to be valid. This is just a random idea and id love to have any feedback on balancing!
  3. I think your arguments have changed my outlook on how much power the blueshield has. When making this I was only looking at the mechanical side of things, but the fact that they have such a light SOP in terms of engagement made me rethink my original suggestion. Also, I thought captains werent able to give out AA without a good reason already?
  4. CQC seems like a good choice but it might be seen as slightly too lethal so I also threw out an alternative.
  5. Considering the job description of the blueshield, I find it strange that he isnt given some form of martial art. Maybe some form of CQC that is only useable when near a member of Command, or in a high priority area. If that would be to powerful, maybe a new style dedicated to subduing a target in exchange for lethality might be best for a bodyguard. Such as punches doing stamina damage and the ability to lock a target in a chokehold, at the cost of having no lethal melee options and a complex move set to pull off an attack.
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