Characters are created with the following modifications:
Characters have 700 points, while normal black ops have but 600.
All requirements for Skills and Attributes remain the same. Preferably one attribute over 19 only.
Low cost strength (as per CI is used.)
Allies, Contacts, and Ally Groups can be purchased. The default level of value is raised to 600 points. i.e. If you want a Ally CombatOp for your Science Op then if he is 451 to 600 points he is 5 points. Modifiers are as normal. All Blackops are treated as having special abilities. (10 extra points)
Characters may purchase Cyber-ware (if their character is morally inclined) with up to $200,000.
Characters must devote at least 8 points and have a skill of over 20 in three skills. These must be related and tie into the characters story. These represent the characters specialization. i.e. a secop that specializes in computer security as opposed to one that specializes in executive security. (having advantages to enhance these is a good idea.)
Agents are given up to 30 points to buy contacts. Anything not spent is wasted. Up to two Allies. Contacts aren't limited in number and aren't adjusted by the 600 point base above. See adjusted rules above.
Agents may take up to one dependent, use the point scale above. Enemies and other Patrons are not allowed.
Agents may have as much experience as they like. Graduate before the class of 2001 and after 96. Location is up to players.
New Advantages:
MARKSMAN Cost: 4 points per level. Each level grants a +1 with all guns and firearms skills. Optionally, specializing in one skill cuts cost by 2. i.e. Marksman (pistol) costs 2 points per level.
NATURAL APTITUDE Cost: 20 Points. This is allows a PC to double all points spent in ONE skill. This can't be bought after character construction and may only be purchased once.