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agency [2020/10/12 13:20]
kyle
agency [2021/02/18 08:08] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//I love secrets. Even the most dull things become exciting when somebody's trying to hide them.//
  
-.+An Agency can be a valuable source of new adventure hooks by itself. Its more advanced facilities, however, allow adventurers to take a more active hand in the goings-on nearby the base. Since so many of these are location-dependent, an Agency is often much more valuable the closer it is to other bases and locations of interest.
  
 ^[[#Agency]] ^^Intelligence and covert ops. ^{{ra>queen-crown?24|Influence}} | ^[[#Agency]] ^^Intelligence and covert ops. ^{{ra>queen-crown?24|Influence}} |
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 |{{fa>caret-right?24}} |[[#Cleaners]] |Cover up your mess. |{{ra>diamond?24|Economy}} | |{{fa>caret-right?24}} |[[#Cleaners]] |Cover up your mess. |{{ra>diamond?24|Economy}} |
 |{{fa>caret-right?24}} |[[#Recon]] |Control random encounters. |{{ra>leaf?24|Vitality}} | |{{fa>caret-right?24}} |[[#Recon]] |Control random encounters. |{{ra>leaf?24|Vitality}} |
 +|{{fa>caret-right?24}} |[[#Sabotage]] |Undermine other bases. |{{ra>diamond?24|Economy}} |
 |{{fa>caret-right?24}} |[[#Safehouses]] |Secret places to rest. |{{ra>leaf?24|Vitality}} | |{{fa>caret-right?24}} |[[#Safehouses]] |Secret places to rest. |{{ra>leaf?24|Vitality}} |
 ^ ^^^^ ^ ^^^^
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 ^ ^^^ ^ ^^^
 ^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Enemy Intel:** The Agency is constantly keeping tabs on all potential nearby threats. When you are anywhere within a number of regions of the base equal to double its Vitality rating and have a random encounter, your party can choose to negate and bypass the encounter if desired. If you decide to face the encounter, your party always gets a surprise round since you knew they were out there/coming. \\ \\ {{fa>plus-circle?24&align=left}}**Guest List:** If you would like to have a specific random encounter while within the Recon establishment's range, you can do so at any time you want and specify exactly what from the local region's encounter chart you meet. \\ \\ {{fa>minus-circle?24&align=left}}**Overworld Only:** This establishment does not grant any special protection against/control over encounters inside of dungeons, only random encounters from traveling. | ^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Enemy Intel:** The Agency is constantly keeping tabs on all potential nearby threats. When you are anywhere within a number of regions of the base equal to double its Vitality rating and have a random encounter, your party can choose to negate and bypass the encounter if desired. If you decide to face the encounter, your party always gets a surprise round since you knew they were out there/coming. \\ \\ {{fa>plus-circle?24&align=left}}**Guest List:** If you would like to have a specific random encounter while within the Recon establishment's range, you can do so at any time you want and specify exactly what from the local region's encounter chart you meet. \\ \\ {{fa>minus-circle?24&align=left}}**Overworld Only:** This establishment does not grant any special protection against/control over encounters inside of dungeons, only random encounters from traveling. |
 +^ ^^^
 +
 +====== Sabotage ======
 +
 +^ ^^^
 +^{{ra>diamond?48|Economy}} ||{{fa>plus-circle?24&align=left}}**Destabilization:** The Agency maintains a loose network of sleeper agents and infiltrators among other nearby bases. Once per session, you can effect sabotage against any establishment in a rival base within a distance in regions equal to the Economy rating of the base. Sabotaging an establishment removes it from the target base, lowering that base's effective level and requiring them to re-build what was lost if they wish to make use of it again. \\ \\ {{fa>minus-circle?24&align=left}}**Infiltration:** In order to sabotage a base, the faction that owns it must be at least neutral in attitude towards yours. Actively hostile factions are too difficult to sneak the necessary agents and materials into. \\ \\ {{fa>minus-circle?24&align=left}}**Saboteur Fee:** To destroy an establishment, you must spend 1 Dosh per level of the base that the establishment is inside. You cannot destroy a root establishment unless you've already destroyed all the advanced facilities that have it as a prerequisite. \\ \\ {{fa>minus-circle?24&align=left}}**Incident:** The other base will know that you're responsible for the sabotage and will very likely be absolutely furious with you about it. This prevents you from sabotaging them again during the next session. |
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Clandestine Sabotage:** You can perform sabotage that isn't immediately traceable back to you. The enemy base will only know you're definitely the one who did it if they have an Agency of their own. \\ \\ {{fa>minus-circle?24&align=left}}**Increased Fee:** Keeping a sabotage quiet doubles the normal cost from 1 to 2 Dosh per level of the target base. |
 ^ ^^^ ^ ^^^
  
agency.1602530437.txt.gz · Last modified: 2020/10/12 13:20 by kyle