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  A Millenniums End Organisation/Scenario.
  Original idea by The Alchemist,
  Hacked by Crowley.
  The Circle : Synopsis
  This document was inspired by a SLA adventure run by the Alchemist a year or so
  back, which has been rewritten, with a new background to fit into the ME universe.
  The Circle is a rather more sinister organisation than most operatives are used to
  encountering, with links ranging from military organisations all over the world, to criminal and
  terrorist groups.  The exact organisation and purpose of the Circle is one that the operatives
  are not intended to know with any certainty. However, the organisation itself may well present
  an effective force in a campaign.
  The Circle is an organisation with a history going back almost a decade now, its main
  base is a small island in the Pacific, owned by a consortium of offshore finance holders from
  Europe and the US.  Most of these figures do not know the purpose to which the island is put,
  but at least 6 of the 12 strong consortium do, and use their companies as fronts to some of
  the larger criminal groups in the world, and at least 3 medium sized governments.  The circle
  has many interests, but their main leisure activity is their island, which they use as a training
  ground for operatives, terrorists, criminals, spies, and special forces.  Occasionally, it may
  also be used as a killing ground between factions, the financiers of the “event” having the
  upper hand.
  The circle is primarily a business consortium, but the island itself is mostly an
  entertainment for a group of men in the twilight of their years who have, in the past, been used
  to ordering deaths, purges, assassinations, kidnappings, and full scale military operations.  A
  few of these select 12 will be described later.
  The Island.
  The Island is about 4 miles in length, running North West, to South East, about two
  and a half miles wide, from a mile out, or from the air, it appears as an uninhabited, fairly
  rocky island, volcanic in nature, with a primary peak to the South East end, which appears to
  be a relatively barren sector of the island, the opposite point is very heavy foliage, jungle type
  terrain, with hidden inlets to the sea, a few areas of more sparse cover exist towards the
  middle, generally fading out towards the peak.  To outward observers, this may appear slightly
  unusual.  Most of the island is visible from the main peak, except for most of the far end, this
  suits the consortium, who reside quite close to the peak, and who observe events from an
  observatory built two thirds of the way up.  As this is the main residence, it is heavily guarded,
  in an area of the island with the least cover, however, there is a camouflaged helicopter pad
  accompanying the  mansion, which has been built into the ground so it can be hidden from the
  air and the sea by the lie of the land and the surrounding trees.
  The Mansion.
  The security for the mansion is fairly heavy, mostly automated, except for the armed
  patrols, there are only three people required to man the security system.  There is a small
  force of about 15 highly trained security staff that double as trainees on the islands “track”,
  
  and as opponents to other “visitors”. There is another 20 assorted domestic staff based in the
  mansion itself, to cater for the consortium and it’s guests.
  The mansion has only two floors above ground, with a large domed glass observatory
  on the roof, these floors hold the main guest quarters, a main boardroom, and the “Games
  Room” which can be (and often is) used to monitor the whole island via an extensive radio
  network of CCTVs.  Below ground, there is a further two floors housing the domestic staff,
  security, the kitchens, laundry, armoury, and barracks for a further 20 security staff..
  The mansion is very heavily built, heavy security blinds can be brought down over all
  windows and doors, making the building virtually immune to storm or hurricane damage, and
  ensuring that everyone moving inside the outer ring of rooms is protected to a certain extent
  from heavy weapons fire, including mortars and RPGs, by the structure of the building.  The
  mansion is equipped with 8 equally spaced automated turrets, which can be set to open fire
  on any moving target within range.  The fire arcs of these weapons all overlap giving 100%
  coverage.  These turrets operate by Thermal signatures, and fire upon anything moving into
  and remaining within a 40 meter range for longer than 4 seconds.
  Support.
  There is a garage for 5 HMMWVs, and 2 Land Rover Defenders, maintained by a
  mechanic, and a heli-pad with a low profile hangar for a Sikorsky S-76B, a Bell Jetranger
  and a Sikorsky Blackhawk.  The S-76B is in regular use acting as a shuttle for the
  consortium to and from the island, and with its armaments (visible) removed, the Blackhawk is
  the supply chopper.  The Jetranger is most suited for travelling around the island, and has
  several weapon mounts.  These aircraft are also supported by a skilled mechanic.  If air travel
  is prohibited by weather conditions, there is a small marina, with a large camouflaged dock
  built into the rock of an inlet to the South East end of the island.  It has just enough space to fit
  a Halter Pegasus MkIV, and a full size (49m) Codesca 49 luxury yacht side by side.  The
  dock is built as a bunker into the rock, and has heavy duty dry docking doors which can
  actually seal the dock against bad weather, and allow the dock to be drained.  There are also
  2 jetskis, and 2 short range inflatables.  All these vehicles have mounts for a range of heavy
  machine guns, kept respectively within the hangar, and the marina complex.
  The general idea of the island is to be unobtrusive, and very, very private.  The island
  is registered as being owned by an offshore bank, unauthorised landings are strictly
  prohibited, and the airspace is also restricted.
  All in all, the ultimate playboys island,
  at least if that playboy has lots of heavily armed enemies, and enjoys smuggling…….
  The Action.
  The Island has a small barracks in a clearing to the north, with a small landing dock
  nearby.  The barracks is designed for up to 50 people, with two dormitories for 25 people
  each. A basic kitchen is built onto the end of the building, with a large operations room at the
  opposite end.  Outside is a fairly demanding assault course, with razor wire and other
  hazardous obstacles, definitely not for amateurs.  There is a two storey mock up building for
  urban operations training, and a workshop with electrical and mechanical engineering training
  equipment.  Included in the workshops is full rappelling gear, and basic survival packs.  A
  small armoury and 50 metre range complement the barracks to give an all round training
  camp.
  The only entrance to the camp is a track from the landing dock, and the only permitted
  approach to this is by water, using a course well away from the South East corner.  This is the
  basic training area used for standard training initiatives, all above board, and organised for the
  benefit of the trainees.  With personnel supplied by the consortium, a standard high level
  training course can last up to a month, with training to the standard of many special forces
  officers, specialisations are also catered for.  Mission specific training can also be given at
  short notice for specific objectives.
  
  This is the *above* board training.  Every so often, the island may be used as an
  offensive weapon, by one of the consortium’s previous clients.  The consortium’s services are
  known to a select, but highly active few in the intelligence industry, including Blackeagle.  Any
  information about the background to the island is not spread around, just that fact that its
  facilities exist.  If the target can be lured onto the island, the consortium can supply very
  qualified personnel to eliminate them quietly, remotely, and well away from any jurisdiction.
  If the consortium is bored for any reason, the action may very well be stretched out to
  provide some fun and entertainment, the game may be run for several days in extreme
  circumstances, the geography of the island is complex enough to confuse all but the most
  experienced trackers.  In addition to this, high intensity flares, concealed, high output
  speakers, and any combination of flash bang grenades, smoke, and other sensory
  overload/confusion techniques can be used, softening up the target.
  In certain circumstances, such as the subject team surviving after so long a period of
  time, they may be given the opportunity to leave the island.  “Winning” in this way is not
  entirely unheard of, but the team will be highly qualified, and extremely closely knit, with very
  good problem solving and tactical skills.
  The Opposition, supplied by The Circle, are privately trained operatives, usually
  veterans of one of the branches of the military, from various countries and continents, this mix
  of multi-racial and multi-skilled personnel makes for an effective force, language barriers, and
  some racial differences aside.  All are trained to a high standard, but usually, about half will be
  in the middle of their training, combat experience in the game being counted towards their
  promotion, and employment.  The 50 percent personnel turnover is due to re-deployment, or
  re-employment of staff with different duties, retirement, and combat losses.  Staff with combat
  experience on the island are greatly valued and sought after by security companies (plot hook
  : character could be veteran of the island).
  Game ideas :
  There is no way a cell could make a frontal assault on the island, a covert op, made
  with extreme precision might do it, but otherwise, the island is either a test for the cell, or
  they’ve been brought in by one of the Circle on another matter, and they’re being privileged to
  see the facilities, and maybe even use them ?  Being given the use of the toys on the island
  for whatever purpose is probably only for a high powered game, a James Bond style game
  with Megalomaniacs, world destruction plots etc.  Another option would be to have the cell as
  a third player becoming piggy in the middle on the island.  On the other hand, a global
  conspiracy, run from the island, with a world domination plan in mind could have the PCs
  going in on the aforesaid James Bond mission after all.
  Just an idea for a location, with lots of toys and potential for a good shootout, or a
  major test of the Cell’s abilities.
  
SOURCE: textdata/thevault/Millenniums End/Millennium's End Circle of Twelve.pdf