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agency

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Agency Intelligence and covert ops.
caret-right Cleaners Cover up your mess.
  • recon- always get the drop on encounters within Vitality range
  • information- get the answer to one question per session about anything within Influence range, costs dosh
  • take safe house idea from faceless class, give them something new

Agency

Utility plus-circleRumor Mill: The referee maintains a list of rumors: hints and leads on interesting treasures, worthy foes, unexplored dungeons, etc. Once per session, adventurers can stop by the Agency to learn a random rumor from the list.

minus-circleWhat Else You Got: The referee is under no obligation to clear a rumor off their list until you've gone and investigated it. If you've got a lot of unresolved rumors already, the Rumor Mill might randomly give you information you already know.

Cleaners

Utility plus-circleWinston Wolfe: A team of highly competent professionals with a specific field of expertise are available for hire in the base. For a price of 1 Dosh per party member, the cleaners will go remove all evidence of your involvement in whatever adventure you just finished: fingerprints erased, footage deleted, bodies disposed of where no one will ever find them.

minus-circleAccess: Cleaners can only be hired to erase traces of you from the current session's adventure. Things that happened in previous sessions cannot be hidden.

minus-circleTransport Costs: If the traces in question you want cleaned up are located somewhere outside of your base's territory, the Dosh cost increases to 5 per adventurer to offset the increased risk and hassle to the cleaning crew.

Safehouse

Utility plus-circleI Know a Place: You have secret safehouses all over the place, and can reveal one anywhere on demand- a cottage, apartment, office, suite, sewer cul-de-sac, or similar. You and a small party can rest in a safehouse without worrying about being found, interrupted, or spied on. If something happens and your safehouse gets revealed (like if somebody is careless and gets followed back to it), nothing inside it or in its ownership records (if any) can be used to trace you.

plus-circleCalling in a Favor: You can freely use this ability to reveal a previously-unknown safehouse even in places you haven't physically been before. Your methods are as mysterious as you are.

minus-circleNonspecific Locations: You cannot reveal a safehouse inside of a dungeon or in close proximity to another location of interest.

minus-circleBurned Out: Once you reveal a safehouse, you can use it for the remainder of the current session. It stops being accessible in any later sessions, but you can always reveal a new one.
caret-right Alternative plus-circleSecret Cache: Some of your safehouses are more than just secret places to rest and have clandestine meetings in.- you can also choose to reveal a safehouse that is stocked with back-alley and black-market equipment/services that you happen to need. Your safehouse can act as any establishment from the Safehouse Establishments list below. The safehouse and its services disappear at the end of the current session as usual.

minus-circleHeavier Price: Revealing an establishment safehouse costs 2 Supplies if you roll the establishment it contains randomly, or 5 if you want to pick one specifically. The die roll to determine a random establishment is not a trigger die and cannot be affected by any ability or effect that manipulates trigger dice.
Sidebar: Establishment Safehouses
1. Charlatan School
2. Clinic
3. Demolition Ground
4. Drill Yard
5. Indulgence
6. Pantry
7. Recruitment Office
8. Repair Shop
9. Shadow School
10. Shooting Range
11. Thief School
12. Trickster School
agency.1602275816.txt.gz · Last modified: 2020/10/09 14:36 by kyle