The standard clothing issued by the agency to
its members. Replacement of any agency issued outfits is automatic.
1. None. The characters are responsible for their own clothing.
No replacements of any kind are available. Agency
2. Utility Outfits. The agency has a standard uniform for
all its employees. This is typically a one-piece coverall, with
insignia patches and shoes also provided free. The agency
has plenty of replacements, in standard sizes, and also provides
free laundry service. Agency Cost: 20 thousand
3. Open Wardrobe. A complete range of civilian clothes,
including disguises and foreign uniforms, is available to any
agent of the organization. Quality is comparable to the stuff
found in a discount department store or in a cheap mail-order
catalog. Agency Cost: 500 thousand
4. Specialty Clothing. Standard armor, protective clothing,
pilot outfits, SCUBA gear, plus any other standard outfits,
are available. In addition, the civilian clothing is fairly classy,
equivalent to what's available hi expensive clothing stores.
Agency Cost: 700 thousand
5. Gimmick Clothing. A full range of clothes, including
standard armor, plus up to $10,000 per outfit for clothing
Gimmicks. The quality is high-fashion, with designer labels
in the very latest styles. Agency Cost: 300 million
6. Unlimited Clothing. The agency offers any and all clothing
Gimmicks for any standard clothing, uniforms or specialty
outfits. Any quality level is available, and the world's top
designers are on call to specially make appropriate outfits for
any agent. Agency Cost: 450 million
This describes all the equipment and
supplies provided free of charge by the agency. Replacement of
any lost or damaged, agency-issued equipment is automatic.
1. None. The characters are responsible for buying and
replacing their own equipment. Agency Cost: None
2. Cheap Gear. Each character has up to $500 worth of
equipment available for each mission. Note that replacement
costs, at the completion of a mission, are subtracted from the
amount available for the next mission. Agency Cost: 200 thousand
3. Ninja Equipment. An unlimited amount of Ninja and
Martial Arts equipment is available. Agency Cost: 5 million
4. Magic Supplies. Up to $5,000 worth of Magical equipment is available for each agent. No
other equipment is available. Agency Cost: 100 million
5. Gimmicked Equipment. Each agent has a budget of
$30,000 for any and all equipment issued at any one time.
Replacement of lost or damaged equipment is automatic, but
the total amount of agency supplied equipment can never
exceed $30,000. Agency Cost: 300 million
6. Unlimited Equipment. Characters can take any equipment,
with any gimmicks included, without a budget limit.
Note that this does not include clothing or weapons. Requests
around half a million dollars or more may be subject to review
and final approval. Agency Cost: 750 million
This includes all the weapons issued from the
agency's armory. Any agency-issued weapons come with an
unlimited supply of ammunition. Any expended ammo or damaged
weapons are replaced automatically.
1. None. The characters must buy their own weapons and
ammunition. No automatic replacement. Agency Cost:
2. Ammunition. The agency provides ammunition for
character weapons. Agency Cost: 200 thousand
3. Armed Agents. Each agent is issued one (1) weapon,
with a maximum value of $350. Ammunition is provided
free. Agency Cost: 205 thousand
4. Exotic Weapons. Any and all Exotic Weapons are provided.
This includes swords, bows, spears and the like. Ammunition
is restricted to arrows, shuriken, slingshot pellets and so forth.
Agency Cost: 10 thousand
5. The Arsenal. 1 of each weapon, is Masterwork
Agency Cost: 300 million
6. Unlimited Weapons. Characters belonging to the agency
can take any and all available weapons and masterwork weapons,
as they are needed. Agency Cost: 490 million
Transportation provided by the agency to the
characters. Also includes information on the agency's fleet of
1. None. Can you run? Fly? Swim? We sure hope so, because
you're not going to get any kind of ride from the agency.
Agency Cost: None
2. Public Transportation. The agency has no vehicles of
its own and sends all agents out via commercial transit
facilities. In other words, the characters can take a cart or hire a coach.
Agency Cost: 3 thousand
3. Fleet Vehicles. The agency maintains a fleet of standard,
unmodified Horses, Ponies, and Dogs.
Agency Cost: 1 million
4. Spy Carts. Aside from an unlimited selection of unmodified
vehicles the agent can pick a single "better then average" mount (Magebred, Warbeast, magically enhanced)
Agency Cost: 20 million
5. Specialty Vehicles. Unmodified vehicles are available
in unlimited quantity and can be fairly expensive.
Agency Cost: 35 million
6. Unlimited Vehicles. Any existing vehicle is available,
including war mounts, and Magebred animals.
Agency Cost: 50 million
This is a measure of how good the
communications network and devices are in the agency.
1. None. Characters must use public phones and pay
for all calls out of their own pockets. Agency Cost: None
2. Basic Service. The agency has Messanger Pigeons, and uses regular mail service. Agency Cost: 2 thousand
3. Secured Service. All the messages are carried magically, by minor spells.. Important messages go by
bonded, private courier and armored cart services. Agency Cost: 400 thousand
4. Telepathic. A Telepathic network links up the various
offices of the agency with the central HQ. In addition, all
radio and telephone communications have sophisticated computer
scrambling available. Special private couriers and armored
cart services are also used. Agency Cost: 1 million
5. Improved Telepathic Network. Ever single agent has a Permanent Mind-link to the others, for communications purposes. Agency Cost: 30 million
F. Offices and Distribution.
Just how widespread the offices
and personnel of the organization are.
1. None. All agency personnel, including the director, work
out of her homes. There are no real offices connected with
the agency. Agency Cost: None
2. Urban. All the agency's offices are crowded into one
building in one city. No remote offices. Agency Cost: 2 mil
3. National. The agency has offices and field agents in only
one country. Offices are in every major city of that country,
with field agents in every medium-sized community. Agency
Cost: 5 million
4. Regional. The agency has offices in all the cities of its
own country, and in all the major cities of all neighboring
countries. Field agents cover all strategic areas in the home
country and in any bordering countries. Agency Cost: 15 million
5. International. Agency maintains major offices in every
major city in the world. Has field agents in every capital city,
and in most strategic locations. Agency Cost: 500 million
6. Ubiquitous. Every city in the world has an office or a
field agent representing the agency. This agency is
everywhere, with their people covering every population
center of 50,000 or more. Agency Cost: 2 billion
G. Military Power.
The amount of military force that the
agency can command directly. Note that directly means just that;
the agency can order around the unit without needing permission
or authorization from any other source.
1. None. The agency's main security force is composed of
its "own" agents. No additional support is available. Agency
2. Security Guards. A few hired security guards with revolvers,
are all the agency has. Agency Cost: 300 thousand
3. Militia. The agency can call directly on a 150 man force
of national guardsmen. They have access to standard military
weapons and equipment. Agency Cost: 10 mil
4. Private Army. A small unit of 200 experienced mercenaries
and combat veterans. They come complete with
weapons and equipment. Constantly on duty and ready to be
mobilized. Agency Cost: 20 mill
5. Strike Force. One of the country's commando battalions,
with up to 450 soldiers, is ready to be airlifted to anywhere
in the world at a moment's notice. Includes infantry weapons,
eight tanks, and four artillery pieces, plus three armed helicopters.
Agency Cost: 30 mill
6. Major Strategic Force. The agency directly commands
a 5,000 soldier force complete with vehicles, aircraft, artillery
and shipping. Agency Cost: 50 mill
K. Internal Security.
This is the level of internal infiltration
that the agency is vulnerable to. Note that this is the only thing
that prevents spies from already having been placed in the organization.
It varies according to the agency's security measures.
Enemy agents, moles, "turned" employees, and other unreliables
can only be prevented with high levels of internal security.
1. None. No security. Anyone can walk in or out, and
employees are not screened or given security background
checks. 25% chance of each and every employee being an
infiltrator. Agency Cost: None
2. Lax. A security guard at each entrance checks visitors
in and out. Identification is simply printed and signed (no
pictures or fingerprints). 15% chance of each employee being
an infiltrator. Agency Cost: 500 thousand
3. Tight. Alert security guards, electronic/alarms, and electronic
picture I.D. cards are all part of the agency's security
system. A rigid check of prospective employees reduces the
chance of infiltrators to 10%. Agency Cost: 10 mill
4. Iron-Clad. Every entrance and exit is under constant video
monitoring. Everyone entering is checked for fingerprints
signature, subjected to a metal detector and must be personally
recognized. Only a 5% chance of finding a mole in any office.
Agency Cost: 25 mill
5. Paranoid. Everybody entering is strip searched, and no
one can so much as enter a bathroom without surveillance.
Multiple checkpoints and constant personnel checking reduce
infiltrations to less than a 3% chance in each office. Agency Cost: 140 mill
6. Impregnable. An insanely complicated barrage of tests,
signs and countersigns, searches, and (choose one) either
X-ray Checking (comparing skeleton/dental patterns to make
positive ID), Retinal Scans, or Biochemical (checking a person's
blood type and genetic markers for positive identification)
for each and every person entering any office of the
agency. Only a 1% chance of an infiltrator being found anywhere
in the agency. Agency Cost: 500 mill
M. Medical Care
1) None. Characters must use hospitals and clinics like everyone else.
2) Hired Nurse. Characters have access to a nurse, for minor medical care (nothing more severe then cuts and abrasions) Cost 12 mill
3) Hired Doctor. A doctor is on your payroll, and will treat anything he is capable of. (minor surgeries like bullet removal, stitches, and what have you. Cost 30 Mill
*** Must have at least lvl3 before continuing or must skip to Lvl5***
4) Doctors Equipment. Doctor has access to X-ray machine, and other common medical tools. Can do more complex analysis and diagnosis. Cost 70 mill
5) Modern Hospital. PCs fund and run a full modern hospital complete with all modern equipment and specialists. All medical procedures are available here. Cost: 700 mill
N. Legal Options
2)Bail fund. Organization can post reasonable bails at any time
Cost 1 mill
3) Police Bribe Fund. Organization can bribe cops to look the other way.
Cost 10 mill
4) Lawyer On staff lawyer will try to get you away within confines of the law.
Cost 25 mill
5) Powerful Law Office. Full on Wulfrum and Heart style law firm.
Cost: 50 mill
O. Base Options
1) Grandmas Basement. This is where the game begins. Very few upgrades available to security, and very little storage. Free.
2) Private Condo. Someone owns their own apartment, and allows clandestine meetings there. Can have a bit more security, and more storage space. Cost: 219 thousand
3) Private House. Own a private residence in a subdivision. More secure, much more storage, possibly even a basement and garage. Cost: 400 thousand
4) Old Mansion. The traditional “House on the Hill”.... gates, away from neighbours, many rooms. Easily securable. Cost: 1 million
5)Super Lair. The Creme de la Creme of hideouts. All upgrades available, comes with computer room, security room, barrack, multi-lvls, max storage space. Custom build to group specs. Cost 500 million+.