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agency

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Agency Intelligence and covert ops. Influence
caret-right Cleaners Cover up your mess. Economy
caret-right Safehouses Secret places to rest. Vitality
  • 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

Agency

Influence plus-circleRumor Mill: The referee maintains a list of rumors: hints and leads on nearby interesting treasures, worthy foes, unexplored dungeons, potential problems, etc. Once per session, adventurers can stop by the Agency to learn a random rumor from the list. The list has a number of rumors on it equal to the base's Influence rating.

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 Agency might randomly give you information you already know.

Cleaners

Economy plus-circleWinston Wolfe: A team of highly competent professionals with a specific field of expertise are available for hire in the base. Upon request, 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-circleCentralized: The Cleaners only operate within a range in regions equal to the base's Economy rating. Adventures that take place outside of this distance are also unavailable for cleaning afterwards.

Safehouses

Vitality plus-circleI Know a Place: The agency has secret safehouses all over the place, and can reveal one anywhere on demand- a cottage, apartment, office, suite, storage unit, 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.

minus-circleCaretaker Correspondence: Safehouses can only be revealed/created within a range of the base equal to double its Vitality rating.

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 before it disappears. You may use this establishment to reveal/create a maximum of one safehouse per session for free. If you want to create a second (or more) safehouse during a single session, each additional one costs a fee of 2 Dosh.
agency.1602528271.txt.gz · Last modified: 2020/10/12 12:44 by kyle