Editing XCOM - The Beginning
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− | [[File:Aliens | + | [[File:Aliens.jpg]] |
='''Characters'''= | ='''Characters'''= | ||
− | + | * [[XCOM - The Beginning/Characters/Matthias Friedrichs|Matthias Friedrichs]], veteran soldier (played by Tiefling Sage) | |
− | + | * [[XCOM - The Beginning/Characters/Rev. Sandra Kisi MacDougall|Rev. Sandra Kisi MacDougall]], priest (played by neutrondecay) | |
− | * [[XCOM - The Beginning/Characters/Matthias Friedrichs|Matthias Friedrichs]], veteran soldier (played by neutrondecay) | + | * [[XCOM - The Beginning/Characters/Theodore Reyes|Theodore Reyes]], cybercrimes detective (played by Sylbrarian) |
− | * [[XCOM - The Beginning/Characters/Theodore Reyes|Theodore Reyes]], cybercrimes detective (played by | ||
* [[XCOM - The Beginning/Characters/Kate Reeves|Kate Reeves]], criminal troublemaker (played by coelocanth) | * [[XCOM - The Beginning/Characters/Kate Reeves|Kate Reeves]], criminal troublemaker (played by coelocanth) | ||
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* [[XCOM - The Beginning/Characters/Chae Seon "Jason" Im|Chae Seon "Jason" Im]], med student (played by coelocanth) | * [[XCOM - The Beginning/Characters/Chae Seon "Jason" Im|Chae Seon "Jason" Im]], med student (played by coelocanth) | ||
− | + | * [[XCOM - The Beginning/Characters/Gerard "Gerry" Hadley|Gerard "Gerry" Hadley]], beat cop (played by Mr. Kent) | |
− | + | * [[XCOM - The Beginning/Characters/Dr. Grace Garcia|Dr. Grace Garcia]], biology professor (played by Mr. Kent) | |
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* [[XCOM - The Beginning/Characters/Frank Bold|Frank Bold]], bodyguard (played by Leitz) | * [[XCOM - The Beginning/Characters/Frank Bold|Frank Bold]], bodyguard (played by Leitz) | ||
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='''Character Creation'''= | ='''Character Creation'''= | ||
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* '''Internal Sweep:''' After taking this action, the agency becomes aware of one element that has been Sabotaged by a rival, assuming any such exist in the organization. Repeated use of this action reveals ''additional sabotaged elements. | * '''Internal Sweep:''' After taking this action, the agency becomes aware of one element that has been Sabotaged by a rival, assuming any such exist in the organization. Repeated use of this action reveals ''additional sabotaged elements. | ||
− | * ''' | + | * '''Plant Station:''' The agency attempts to place a station on some distant world or remote outpost. With an agency station in place, the PCs have access to all plausible agency resources while in that location or solar system, including money, equipment, vehicle access, criminal ties, and whatever else might be reasonably dispensed through a planetary station. Even Legitimacy might carry over if the agency has excellent relations with the host planet and the station’s presence is known. To plant the station secretly, at least a level 2 Transport element is necessary to smuggle in the requisite resources and personnel. If the agency is willing for the station to be publicly known and the target world’s government does not object, it can use commercial services. If the target world or location is so remote that there is no commercial transportation available to it and no Transport element is available, the PCs are going to have to take up a mission to blaze a trail there before the station can be constructed. Constructing a level 1 station requires three turns of work, each turn requiring the expenditure of one Plant Station action. Only one station can be planted at a time. At the end of the work, if the incipient station has not been successfully Sabotaged or Attacked, the world gains a level 1 Station. Note that only the highest-leveled Station possessed by an agency counts toward its Mobility score. |
* '''Reform Element:''' The agency works to pull together an element that has been Compromised by an attack or by sabotage. The agency rolls the attribute associated with the element against 11 for a level 1 element, 15 for a level 2 element, or 19 for a level 3 element. On a success, the element is no longer Compromised. | * '''Reform Element:''' The agency works to pull together an element that has been Compromised by an attack or by sabotage. The agency rolls the attribute associated with the element against 11 for a level 1 element, 15 for a level 2 element, or 19 for a level 3 element. On a success, the element is no longer Compromised. | ||
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** Tier 2 - Armory each player is issued a military grade rifle and a sidearm. May also be issued explosives and/or heavy weapons. (+3 Resources) | ** Tier 2 - Armory each player is issued a military grade rifle and a sidearm. May also be issued explosives and/or heavy weapons. (+3 Resources) | ||
** Tier 3 - Armory each player is issued an advanced tech or alien tech rifle and sidearm, if available. (+5 Resources) | ** Tier 3 - Armory each player is issued an advanced tech or alien tech rifle and sidearm, if available. (+5 Resources) | ||
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* '''Contractors''' Any agency has access to private contractors. Agencies with private contractors have a force of mercenary soldiers directly under their control. While launching them against foreign worlds or directly engaging rival powers is out of the question, they can provide vital muscle for guarding safe houses, protecting important people, and hitting targets that lack the political protection of a recognized power. These private contractors are usually military in nature, but can be any profession that the agency needs. Each tier allows for the support of a certain amount of people. All their needs will be covered from month to month | * '''Contractors''' Any agency has access to private contractors. Agencies with private contractors have a force of mercenary soldiers directly under their control. While launching them against foreign worlds or directly engaging rival powers is out of the question, they can provide vital muscle for guarding safe houses, protecting important people, and hitting targets that lack the political protection of a recognized power. These private contractors are usually military in nature, but can be any profession that the agency needs. Each tier allows for the support of a certain amount of people. All their needs will be covered from month to month | ||
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** Tier 2 - The agency can get major crimes forgiven and government records searched. (+3 Connections) | ** Tier 2 - The agency can get major crimes forgiven and government records searched. (+3 Connections) | ||
** Tier 3 - The agency has complete backdoor access to data in governmental computer systems. While this data can be read, it is not normally possible to change it without discovery. (+5 Connections) | ** Tier 3 - The agency has complete backdoor access to data in governmental computer systems. While this data can be read, it is not normally possible to change it without discovery. (+5 Connections) | ||
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* '''Identity Shop''' Little is so commonly necessary to an agent than the need to be someone else for a time. Identity shops are dedicated bureaus focused on the creation and maintenance of cover identities for the agency. Their personnel perform the thousand and one little actions necessary to hold together an identity under the scrutiny of modern databases and modern security. They pay the identity’s bills, maintain its online presence, and keep it warm for the next agent to need it. At its most basic level, the shop can create identities that will hold up under all ordinary civilian-grade inspection. As far as commercial databases and ordinary daily checks are concerned, the agent is the identity, and only running the identity against high-security government databases will reveal it as a fake. More advanced identity shops can overcome even that limitation, making identities that only risk compromise from an agent acting out of character. Identity shops can’t normally create duplicates of existing identities; each person they create is unique. | * '''Identity Shop''' Little is so commonly necessary to an agent than the need to be someone else for a time. Identity shops are dedicated bureaus focused on the creation and maintenance of cover identities for the agency. Their personnel perform the thousand and one little actions necessary to hold together an identity under the scrutiny of modern databases and modern security. They pay the identity’s bills, maintain its online presence, and keep it warm for the next agent to need it. At its most basic level, the shop can create identities that will hold up under all ordinary civilian-grade inspection. As far as commercial databases and ordinary daily checks are concerned, the agent is the identity, and only running the identity against high-security government databases will reveal it as a fake. More advanced identity shops can overcome even that limitation, making identities that only risk compromise from an agent acting out of character. Identity shops can’t normally create duplicates of existing identities; each person they create is unique. | ||
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** Tier 3 - (+5 Security) | ** Tier 3 - (+5 Security) | ||
− | * '''Legitimacy''' Intangible and impossible to compel by brute force, legitimacy is the unseen binding that holds a government in place. The citizens acknowledge its right to do certain things they are forbidden from doing on their own, and its representatives are given varying levels of respect in their persons and offices. For an agency, legitimacy means that the continental government and its people acknowledge them as performing a lawful and necessary duty. At low levels, agents are credited as law enforcement agents, and can make arrests, carry weaponry and other objects allowed only to agents of the state, and otherwise avail themselves of all the privileges of being an officer of the peace. It may not always be prudent to flash these powers in public, but the agents have them. At greater levels, the agents can effectively ignore the law in matters of property crimes, trespassing, assault, and other sins not related to the loss of human life. Using these privileges too blatantly is an invitation for heat from local politicians and brass upset at such un-covert behavior from an agent. At the highest level, the agency is effectively its own master. It can do anything to anyone without concerns for legal repercussions. At this level, its only danger is in angering the political establishment of the world. Sufficiently high-handed or offensive behavior toward these grandees is a good way to get these privileges stripped | + | * '''Legitimacy''' Intangible and impossible to compel by brute force, legitimacy is the unseen binding that holds a government in place. The citizens acknowledge its right to do certain things they are forbidden from doing on their own, and its representatives are given varying levels of respect in their persons and offices. For an agency, legitimacy means that the continental government and its people acknowledge them as performing a lawful and necessary duty. At low levels, agents are credited as law enforcement agents, and can make arrests, carry weaponry and other objects allowed only to agents of the state, and otherwise avail themselves of all the privileges of being an officer of the peace. It may not always be prudent to flash these powers in public, but the agents have them. At greater levels, the agents can effectively ignore the law in matters of property crimes, trespassing, assault, and other sins not related to the loss of human life. Using these privileges too blatantly is an invitation for heat from local politicians and brass upset at such un-covert behavior from an agent. At the highest level, the agency is effectively its own master. It can do anything to anyone without concerns for legal repercussions. At this level, its only danger is in angering the political establishment of the world. Sufficiently high-handed or offensive behavior toward these grandees is a good way to get these privileges stripped. |
** Tier 1 - Standard peace officer powers on one continent. (+1 Connections) | ** Tier 1 - Standard peace officer powers on one continent. (+1 Connections) | ||
** Tier 2 - The agents cannot be arrested for property crimes, trespassing, assault, or other lesser felonies on three continents. (+3 Connections) | ** Tier 2 - The agents cannot be arrested for property crimes, trespassing, assault, or other lesser felonies on three continents. (+3 Connections) | ||
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* '''Money''' Every agency is obliged to deal with the brute realities of cash flows and overhead. An elite corps of undercover agents doesn’t work cheap, and the infrastructure and support staff necessary to keep an agency functioning can be a serious strain on the budget. Every agent has their basic lifestyle needs accommodated by the agency, but for more significant salaries the Money element is necessary. Agents can draw equipment from the Armory or pull gear from a Equipment stores, but there are numerous jobs that require liquid funds. Without the Money element, agents have to make do as best they can with funds “liberated” from their rivals. With it, they can charge costs to the agency through a network of financial front accounts. Goods and services bought through an expense account need to be justified to the agency after the mission is complete, or the agent might well end up on the hook for the costs. Equipment acquired through an expense account also has to be turned in at the end of the mission, unlike gear personally purchased by the agent. | * '''Money''' Every agency is obliged to deal with the brute realities of cash flows and overhead. An elite corps of undercover agents doesn’t work cheap, and the infrastructure and support staff necessary to keep an agency functioning can be a serious strain on the budget. Every agent has their basic lifestyle needs accommodated by the agency, but for more significant salaries the Money element is necessary. Agents can draw equipment from the Armory or pull gear from a Equipment stores, but there are numerous jobs that require liquid funds. Without the Money element, agents have to make do as best they can with funds “liberated” from their rivals. With it, they can charge costs to the agency through a network of financial front accounts. Goods and services bought through an expense account need to be justified to the agency after the mission is complete, or the agent might well end up on the hook for the costs. Equipment acquired through an expense account also has to be turned in at the end of the mission, unlike gear personally purchased by the agent. | ||
− | ** Tier 1 - The team can charge up to 50,000 credits worth of expenses to the agency for any single mission. Agents get a monthly salary of $7500. (+1 | + | ** Tier 1 - The team can charge up to 50,000 credits worth of expenses to the agency for any single mission. Agents get a monthly salary of $7500. (+1 Resources) |
− | ** Tier 2 - The charge limit rises to 100,000 credits per mission. Agents get a monthly salary of $25,000. (+3 | + | ** Tier 2 - The charge limit rises to 100,000 credits per mission. Agents get a monthly salary of $25,000. (+3 Resources) |
− | ** Tier 3 - Teams can charge up to 200,000 credits per mission. Agents get a monthly salary of $50,000. (+5 | + | ** Tier 3 - Teams can charge up to 200,000 credits per mission. Agents get a monthly salary of $50,000. (+5 Resources) |
* '''Research Lab''' The agency has access to a functioning research laboratory . They are able to preform research on alien and advance tech. | * '''Research Lab''' The agency has access to a functioning research laboratory . They are able to preform research on alien and advance tech. | ||
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** Tier 2 - Allows Alien research by up to 30 scientists (+3 Tech) | ** Tier 2 - Allows Alien research by up to 30 scientists (+3 Tech) | ||
** Tier 3 - Allows all types of research by up to 50 scientists. (+5 Tech) | ** Tier 3 - Allows all types of research by up to 50 scientists. (+5 Tech) | ||
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