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[[File:Aliens.jpg]]  [[File:Campground.jpg]]
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[[File:Aliens.jpg]]
  
 
='''Characters'''=
 
='''Characters'''=
'''Primary Characters'''
 
 
 
* [[XCOM - The Beginning/Characters/Matthias Friedrichs|Matthias Friedrichs]], veteran soldier (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 Slybrarian)
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* [[XCOM - The Beginning/Characters/Rev. Sandra Kisi MacDougall|Rev. Sandra Kisi MacDougall]], priest (played by neutrondecay)
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* [[XCOM - The Beginning/Characters/Theodore Reyes|Theodore Reyes]], cybercrimes detective (played by Sylbrarian)
 
* [[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)
* [[XCOM - The Beginning/Characters/Dr. Laura Thompson|Dr Laura Thompson]], Medic (played by Argh)
 
* [[XCOM - The Beginning/Characters/Warren Fredrickson|Warren Fredrickson]], Sniper and Big Game Hunter (played by O'Borg)
 
 
'''Secondary Characters'''
 
* [[XCOM - The Beginning/Characters/Rev. Sandra Kisi MacDougall|Rev. Sandra Kisi MacDougall]], priest (played by neutrondecay)
 
 
* [[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)
 
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* [[XCOM - The Beginning/Characters/Gerard "Gerry" Hadley|Gerard "Gerry" Hadley]], beat cop (played by Mr. Kent)
 
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* [[XCOM - The Beginning/Characters/Dr. Grace Garcia|Dr. Grace Garcia]], biology professor (played by Mr. Kent)
'''NPCs'''
 
 
 
Troops
 
 
 
* Pvt. Jonathon Miller - Ex-US-Army Mechanized Infantry
 
* Pvt. Steve Johnson - Ex-British Army
 
 
 
 
 
Civilians
 
 
 
* Ray Bradford - Operations Officer, Ex-Captain in the US Marine Corps
 
* Dr. Rebecca Vahlen - Head of Research
 
* Dr. Helen O'Malley - Scientist
 
 
 
 
 
'''Inactive'''
 
 
 
 
* [[XCOM - The Beginning/Characters/Frank Bold|Frank Bold]], bodyguard (played by Leitz)
 
* [[XCOM - The Beginning/Characters/Frank Bold|Frank Bold]], bodyguard (played by Leitz)
* [[XCOM - The Beginning/Characters/Gerard "Gerry" Hadley|Gerard "Gerry" Hadley]], beat cop (played by Mr. Kent)
 
 
='''Agency Attributes'''=
 
 
'''Agency Element'''
 
* Armory - Tier 2 - (+3 Resources)
 
* Front Business - Tier 2 - (+3 Resources)
 
* Hanger - Tier 1 - (+1 Mobility)
 
* Money - Tier 1 - (+1 Resource)
 
* Private Contractors - Tier 1 - (+1 Muscle)
 
* Research Labs - Tier 1 - (+1 Tech)
 
 
 
'''Attributes'''
 
* Connections - 0
 
* Infiltration - 0
 
* Mobility - 1
 
* Muscle - 1
 
* Resources - 7
 
* Security - 0
 
* Tech - 1
 
 
 
 
'''Current Research''' - Alien Alloys (1 month)
 
 
 
'''''Available Research'''''
 
* Alien Weapon Fragments - 1 month
 
* Alien Autopsy (Sectoid) - 1 month
 
* Alien Flight Computer - 3 months
 
* Alien Power Source - 3 months
 
 
 
[[XCOM - UFOpedia]]
 
  
 
='''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.
  
* '''Establish Base:''' The agency attempts to establish a base on some distant continent. With an agency base in place, the PCs have access to all plausible agency resources while in that location, including money, equipment, vehicle access, criminal ties, and whatever else might be reasonably dispensed through a continental base. Even Legitimacy might carry over if the agency has excellent relations with the host continent and the base’s presence is known. To establish a base 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 base to be publicly known and the target continent's governments do not object, it can use commercial services. If the target continent 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 base can be constructed. Constructing a level 1 station requires three turns of work, each turn requiring the expenditure of one establish base action. Only one base can be established at a time. At the end of the work, if the established base has not been successfully Sabotaged or Attacked, the continent gains a level 1 base. Note that only the highest-leveled base possessed by an agency counts toward its Mobility score.
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* '''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 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)
  
* '''Bases''' - A base on a continent provides the agency with a reach beyond its own home continent. These safe houses and remote listening posts allow agency operatives to draw on elements and other resources as if they were operating out of their home base. They also provide a haven on a potentially hostile continent. Agents without a base on a continent are forced to make do with whatever supplies or resources they can carry in personally. Unlike every other element, an agency can build more than one base element, each one on a different continent. Only the highest-leveled bases counts toward the agency’s Mobility score. Creating a base usually requires a level 2 Transport element to secretly slip in the resources necessary. Agencies can build them openly with commercial transports if the local government is willing to allow them, and many agencies with covert assets on a continent will still operate openly out of a known embassy or consulate. Agency safe houses are secure and concealed locations that can provide agents with the resources appropriate to their agency’s elements. Safe houses can be compromised if the PCs lead enemies to them, and it usually takes a month to move to a fresh secure location. Base can be hidden or open.
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* '''Bases''' - A station on a continent provides the agency with a reach beyond its own home continent. These safe houses and remote listening posts allow agency operatives to draw on elements and other resources as if they were operating out of their home base. They also provide a haven on a potentially hostile continent. Agents without a base on a continent are forced to make do with whatever supplies or resources they can carry in personally. Unlike every other element, an agency can build more than one base element, each one on a different continent. Only the highest-leveled bases counts toward the agency’s Mobility score. Creating a base usually requires a level 2 Transport element to secretly slip in the resources necessary. Agencies can build them openly with commercial transports if the local government is willing to allow them, and many agencies with covert assets on a continent will still operate openly out of a known embassy or consulate. Agency safe houses are secure and concealed locations that can provide agents with the resources appropriate to their agency’s elements. Safe houses can be compromised if the PCs lead enemies to them, and it usually takes a month to move to a fresh secure location. Base can be hidden or open. The cost to maintain a base is 1 legitimacy point per open base and 2 legitimacy points per hidden base.  Front Business will reduce the cost of a hidden base by 50%
 
** Tier 1 - The agency has one base (+1 Mobility)
 
** Tier 1 - The agency has one base (+1 Mobility)
** Tier 2 - The agency has up to three bases. (+3 Mobility)
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** Tier 2 - The agency has up to three base. (+3 Mobility)
 
** Tier 3 - The agency has up to one base on every continent. (+5 Mobility)
 
** Tier 3 - The agency has up to one base on every continent. (+5 Mobility)
  
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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)
 
* '''Hangers''' - provides the support staff and facilities necessary to maintain, repair, and equip a certain number of interceptors and transports.  These aircraft are owned and operated by agency personnel. Purchasing a hanger element will provide these facilities on every base that the agency has.  Transport and interceptors are purchased separately using the money element.
 
** Tier 1 - Allows 1 interceptor and 1 transport per base of obsolete military technology. (+1 Muscle & Mobility)
 
** Tier 2 - Allows up to 3 interceptors and 2 transports per base of modern military technology.(+3 Muscle & Mobility)
 
** Tier 3 - Allows up to 5 interceptors and 3 transports per base of up to alien technology.(+5 Muscle & Mobility)
 
  
 
* '''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. All items bought on a continent that does not have a legitimacy claim incur a +3 penalty to the TN of the item being purchased with resource roll.  It involves buying items under the radar of the current government.  Even buying large quantities of legal items can cause the base and/or players to draw attention to themselves and cause a complication.
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* '''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 Purchase)
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** 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 Purchase)
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** 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 Purchase)
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** 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 - The agency has a free merchant and three fighters under its control. (+3 Muscle)
 
** Tier 2 - The agency has a free merchant and three fighters under its control. (+3 Muscle)
 
** Tier 3 - The agency has a frigate, two free merchants and six fighters under its control. (+5 Muscle)
 
** Tier 3 - The agency has a frigate, two free merchants and six fighters under its control. (+5 Muscle)
 
* '''Tradition''' - There are few concrete benefits to a strong tradition in an agency. It does not provide better guns, or more money, or  greater liberty of action. Instead, a tradition provides meaning for those men and women dedicated to the lonely work of the agency. It helps them to feel part of something greater than their own brief lives, some proud, high cause that is worth the best of their devotion. Agencies with a strong tradition are difficult to infiltrate or subvert. Conventional tools of blackmail and bribery work poorly when the agent considers the agency more important than their own lives, and the fierce resolve of a believer can keep an operative fighting even when the cause seems lost.
 
** Tier 1 - The agency is dedicated, united, and has a history of accomplishment.(+1 Security)
 
** Tier 2 - The agency is fired by a zealous devotion to its purpose and a proud record of success.(+3 Security)
 
** Tier 3 - The agency is practically its own religion, suffused by an intense dedication to its cause and a near-mythic history.(+5 Security)
 
 
* '''Training (Tier 2 and above require Research)''' - Unlike other elements, Training does not directly add to any of an agency’s attributes. Instead, it reflects unusually good training protocols that improve the speed at which agents acquire skills. These protocols often require harsh sacrifices of time and determination on the part of their pupils, but the agency is positioned to ensure that its staff is willing to pay that price. The most basic level of the element arranges for skilled professional tutors in any skill its agents require, along with cramming techniques and possible chemical enhancement that allows for an additional skill to be obtained at level-0 when a character is created. This bonus skill cannot “stack” with an existing one to improve it. More advanced protocols begin to involve neural repatterning and heavy integration work. These pretech techniques are dangerous to unsuitable minds, but PCs can use them to gain 1 additional skill point every time they advance a level. The most sophisticated training tools involve virtual reality simulations, direct-to-brain muscle memory uploads, selective memory triage, and forced nerve growth. The experience is excruciatingly painful and disorienting, but with a few weeks of effort, it decreases the cost of raising a class skill by 1 skill point, down to a minimum of one point.
 
** '''''No attribute bonus.'''''
 
** Tier 1 - The agency has access to trainers up to level 2 in any desired skill. Agents begin with their choice of any one skill at level-0.
 
** Tier 2 - Sophisticated training protocols grant agents 1 additional skill point on each level advancement. Trainers can train up to level 3.
 
** Tier 3 - Trainers are available up to level 4. Raising a class skill costs 1 fewer skill point, down to a minimum of 1.
 
 
* '''Transport'''- Agents need to get to a hot zone before they can do much about it. The Transport element allows them to avail themselves of covert vehicles, smuggler ships, and other discreet ways of getting in and out of a location. These transport can generally be relied upon to drop agents off and pick them up on schedule, though none of them are willing to stick around to trade laser fire with hostiles. Transport can be taken to or from any location within range of an agency base. These drops can usually avoid any civilian-grade detection systems, but hot dropping into a military zone is highly unlikely to prove survivable. The captains of these transports will cooperate with any reasonable request, and they’re constitutionally suited to handling a certain amount of risk, but they won’t fly into firefights. When transporting people instead of raw supplies, one ton of space can be taken up by one person and their equipment.
 
** Tier 1 - Can smuggle in a 5 man team and the gear they are carrying into a continent.(+1 Mobility)
 
** Tier 2 - Can smuggle in a 10 man team and 50 tons or gear into a continent. Min requires to install a base on new continent. (+3 Mobility)
 
** Tier 3 - Can smuggle in a 20 man team and 500 tons or gear into a continent.(+5 Mobility)
 

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