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The Forge [3E] DC: AquaMaria, Madelyn Spaulding, Omnifarious

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Re: The Forge [3E]: Generator Rex: Providence Agency Coming soon

Postby HustlerOne » Thu Dec 15, 2011 1:50 pm

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Providence Agency


Symbol: The symbol of Providence is a simple letter P. With the providence name written underneath on a Metallic Plate.


Goals: During White Knight's tenure as leader. It was to either contain or cure dangerous nanite mutated EVOs. Later, when Black Knight takes over. It is to control or kill all EVOs.


Structure: A nanite free man called White Knight is the official leader of Providence. Unofficially, even White Knight answers to a mysterious secret directorate. Doctor Rebecca Holiday is the chief researcher and is in charge of all civilian scientists. Agent Six who is Providence's top agent is presumably in charge of the military branch. The rest of providence is similar to other military with ranks divided between a army and naval branch.

Later a mysterious woman called Black Knight gains control of Providence. Caesar Salazar replaces Doctor Holiday as Chief researcher. It isunknown who directs the military portion of Providence during this time. Captain Calan might have been promoted to this position.


Technology: Providence utilizes conventional technology such as ballistic weaponry and modern day vehicles like tanks. There are certain advanced innovations exclusive to Providence. It is unknown if providence developed these futuristic devices on its own or had outside help. These devices would be considered science fiction such as airships, energy weapons, and forcefields.

Some of their tech is discussed below:

Armor: All Providence agents wear Kevlar armor. White Knight himself is given clearence to various advanced Power Armor technology.

Forcefields: There is only one example known to exist in the Generator Rex universe of this technology. The Russian city of Kiev was cordoned off using a barrier made of energy. This impenetrable barrier known as the "Bug Jar" imprisoned all the Giant EVOs within the city.

Propulsion: Providence has a Fleet of airships that may utilize antigravity technology. It could be advanced turbine engines but none have been seen on their airships.

Stealth: Providence has advanced stealth tech integrated into it's vehicles such as the stealth cycle. A stealth suit capable of making the wearer invisible is also in use.

Vehicles: Providence has their own unique vehicles based on modern day military vehicles. In addition Providence maintains a fleet of flying Helicarriers and scoutships for transport purposes.

Weapons: Most providence agents are equipped with conventional arms such as assault rifles and missile launchers. Still on rare occasions energy weapons using microwave radiation are given out on desperate situations. Lethal weapons are usually used as a last resort for dangerous threats. Normally Tasers and Net Launchers are preferred to safely subdue targets.


Relations: Providence enjoys good relations with most governments. Providence tries to maintain good public relations showcasing that it is serving the publics interests. Providence does have strained relations with more human EVOs. Providence rarely hires EVOs and this has created some distrust. Typical enemies are usually dangerous mindless EVOs too mutated to reason with.

The Pack based in the country of Abysus is one enemy that Providence considers a potential threat. Abysus is a country ruled by a tyrant named Van Kleiss. Van Kleiss is a reputed EVO supremacist with designs of world conquest under the guise of protecting fellow EVOs.


Uses in other Campaigns: As an ally, Providence can be your version of SHIELD from Marvel. They have access to advanced technology and trained experts to support your players. A lighter version of Providence is truly dedicated to protecting both humans and EVOs. Providence gets along well with other law abiding countries, organizations, and individuals.

As an enemy, Providence can also be a deadly organization fighting against your players. Providence has at it's disposal a veritable army that can challenge even superheroes. This darker version of providence is more focused on eliminating and enslaving anyone with superpowers. They are even more of a threat since it is a legal organization with full backing from most governments.

As neutral NPCs, Providence can be encountered anywhere since it has a global reach. Players may interact with it depending on the needs of the GM. Either way it is a potential resource that players can mine for Equipment, NPCs, and Storyhooks.
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Re: The Forge [3E]: Generator Rex: Providence Agency

Postby HustlerOne » Fri Dec 16, 2011 12:55 pm

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Name: Providence Headquarters, Size: Gargantuan(4), Toughness: 14(4),

Features: (16) Combat Simulator, Communications, Computer, Garage,

Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Living Space,

Personnel, Power System, Security System 2, Workshop


Powers: None

Optional: Bug Jar Barrier: Sustained Protection 6 (Extras: 20 Impervious)(+26),

Phase Scrambler: Nullify (Teleport) 10 (Extras: Area, Concentration)(+30)

Final Cost: 24

Notes: Providence HQ is also referred to as the Base. It is the main base of
operations for the providence agency. It is a tall white building overlooking
a canyon. It appears to be situated in a remote desert somewhere in the American
southwest. Although it could be located anywhere in the world where there are
deserts.

Providence HQ has numerous labs to study EVOs. Providence's own equipment are
developed and built within it's workshops. A shooting range and obstacle course
allow agents to train their skills. A war room filled with computers and communications
equipment is here to organize all providence agents in the field. Finally there are
barracks to house the large number of personnel actually living on the Base.

One interesting location not mentioned in the stats is the EVO zoo placed within the
base. All captured EVOs are placed in this zoo for study and to protect the public.

The GM with his permission may permit the upgrading of security with two unique
technologies only available to providence. The first is a energy barrier extrapolated
from the Bug Jar Barrier in the city of Kiev. The other is the Phase Scrambler used to
hinder any teleportation incursions into and out of the base. The Latter was developed
after previous encounters with the Teleporter known as Breach.
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Re: The Forge [3E]: GeneratorRex: Providence Agency Headquarters

Postby Gilliam » Fri Dec 16, 2011 1:39 pm

I am enjoying the Providence builds, are you planning to stat up some of their aircraft?
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Re: The Forge [3E]: GeneratorRex: Providence Agency Headquarters

Postby HustlerOne » Fri Dec 16, 2011 1:46 pm

Gilliam wrote:I am enjoying the Providence builds, are you planning to stat up some of their aircraft?


Yes, I am building the providence airship fleet. In fact I'll probably end up converting most of Generator Rex since I love the setting so much. 8) I have a list on the first page showing which characters and vehicles I plan to do. I hope you enjoy the rest of my builds.
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Re: The Forge [3E]: GeneratorRex: Providence Agency Headquarters

Postby Gilliam » Fri Dec 16, 2011 2:00 pm

Ta, keep forgetting about indexes.
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Re: The Forge [3E]: GeneratorRex: Providence Agency

Postby HustlerOne » Mon Dec 19, 2011 11:42 am

Image

Name: The Keep Hellicarrier, Size: Huge(3), Toughness: 16(5),


Features: (12) Communications, Computer, Defense System,

Fire Prevention System, Garage, Hangar, Holding Cells, Infirmary,

Living Space, Personnel, Power System, Security System 1


Powers: Anti-Gravity Engines: Flight 5 (10),

Communicator: Communications 4 (Radio, Extras: Area, Selective, Flat: Subtle 1)(25),

Sensors: Senses 8 (Ranged Detect EVO's 2, Direction Sense, Accurate, Extended 3 Radio [radar])(8),

Spinal Energy Cannon: Ranged Damage 15 (Extras: Line)(45)


Final Cost: 108


Notes: The Keep Hellicarrier is another important HQ of Providence. It is a combination of a
flying battleship and carrier. The Keep can open up to reveal a powerful energy cannon placed
within its spine. It can fly anywhere around the world with it's long operating range. It also
serves as a mobile base to directly support agents on the field.

The keep can hold at least one scoutship and probably more within its cavernous hangarbay. Other
vehicles such as a unknown number of fighterjets are also carried.
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Re: The Forge [3E]: GeneratorRex: Providence Agency

Postby HustlerOne » Wed Dec 21, 2011 12:08 pm

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Providence Agent

PL: 5

Abilities: Str: 1, Sta: 1, Agl: 1, Dex: 1, Fgt: 4, Int: 1, Awe: 0, Pre: 0


Powers: None


Advantages: Equipment 7, Ranged Attack 4, Teamwork


Equipment: Providence Armor: Protection 4 (4),

Providence Goggles: Senses 2 (Communication Link to providence network, Lowlight Vision)(2),

Providence Gun: Ranged Damage 5 (Extras: MultiAttack)(15)


Optional: 14 equipment points left over.

Varies on parameters of current mission.


Skills: Athletics 4 (+5), Expertise: EVOs 4 (+5), Expertise: Providence Protocols 4 (+5),

Expertise: Tactics 4 (+5), Technology 4 (+5), Vehicles 4 (+5)


Offense: Initiative: +1, Unarmed: +4 (Damage 1), Gun: +5 (Damage 5 ),


Defense: Dodge: 5, Parry: 4, Fortitude: 5, Toughness: 1/5*, Will: 0

* With Armor

Abilities: 18, Powers: 0, Advantages: 12, Skills: 12, Defense: 8 = Total: 50


Complications: None


Notes: This is the basic agent of Providence. Their main purpose is to act as soldiers
to defend against EVO threats. They also serve other roles as lab assistants and pilots. They
are one of the lowest ranked within the providence hierarchy. Their casualty rates are appalling
considering how many are injured or killed in each mission.

All agents must take and pass a minimum two week basic training course. There, they exercise to
build up strength and stamina. They are taught the basics of firearm training. Agents also get
to learn the operation of their weapons and vehicles. Finally, Evo anatomy is learned to better
understand the threats they are facing.

The most important technique to be taught is teamwork. So as to better support higher ranked
agents (such as Agent six, generator rex, and your players).
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Re: The Forge [3E]: GeneratorRex: Providence Agency

Postby HustlerOne » Fri Dec 23, 2011 12:42 pm

Providence Equipment


Notes: Providence equipment focuses on subduing and restraining EVO's. So most of their equipment relies on a variety of nonlethal electrical weapons to knockout their targets. Failing that, Providence falls back to more lethal heavy weapons to contain tougher EVO's. These heavy weapons are meant to damage heavily armored giant EVO's.


Image


Missile Launcher: Ranged Damage 10 (Extras: Burst 7, Flat: Penetrating 7) (34),


Notes: The missile launcher is comparable to the rocket launcher in the main rulebook. The only difference is that armor penetrating ammo has been added. This is due to the thicker armor of large EVO's. A variant has the homing feature instead of penetrating.


Image


Net Launcher: Affliction 8 (Resisted by Dodge then Fortitude, Hindered and Vulnerable, Defenseless and Immobilized, Paralyzed and Incapacitated, Extras: Cumulative, Extra Condition, Ranged) (32),


Notes: Also called the Neural Detention Grid. The Net launcher launches a net to immobilize the EVO. In addition a electrical charge in the net incapacitates the EVO rendering them unconscious.


Image


Shock Club: Damage 2 linked to Affliction 2 (Resisted by Fortitude, Dazed, Stunned, Incapacitated) (4),


Notes: The Shock club is a normal club with the addition of sending a electrical jolt to the EVO.


Image


Taser Rifle: Affliction 8 (Resisted by Fortitude, Dazed, Stunned, Incapacitated, Extras: Ranged) (16)


Notes: The Taser Rifle is a rifle version of the smaller handheld Tasers used by most law enforcement officials. The Taser Rifle sends out a much higher electrical charge. It can affect most human sized individuals or EVO's.
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Re: The Forge [3E]: GeneratorRex: Providence Agent and Equipment

Postby Gilliam » Fri Dec 23, 2011 2:30 pm

HustlerOne wrote:Providence Equipment


Image

.


Great picture, how many times do you get to use a missile launcher on a first date :)
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Re: The Forge [3E]: GeneratorRex: Providence Agency

Postby HustlerOne » Mon Dec 26, 2011 12:35 pm

Image

Name: Stealth Cycle, Size: Medium(0), Strength: 2(2), Speed: 7(7),

Defense: 10(10), Toughness: 9(4), Cost: 61


Features:(2) Alarm 1, Navigation System


Powers: Communicator: Communications 3 (Radio, Flat: Subtle 1)(13),

Sensors: Senses 6 (Ranged Detect Evo's 2, Accurate Extended 2 Radio [radar])(6),

Stealth: Concealment 2 (Normal Hearing, Radar, Flaws: Limited to half effect)(2)


Weapons: Assault Guns: Ranged Damage 5 (Extras: Multiattack)(15)


Notes: The providence stealth cycle is a optimized motorcycle used for reconnaissance.
Stealth technology has been added to dampen the noise levels created by it's engines. It also
has the benefit of reducing it's radar signature in half as well. It's navigation system can
also be used to track the location of the stealth cycle. It can carry a driver and one passenger
inside a well armored enclosed cockpit.
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Re: The Forge [3E]: GeneratorRex: Providence Agency

Postby HustlerOne » Wed Dec 28, 2011 12:24 pm

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Name: Providence Assault Tank, Size: Huge(2), Strength: 12(4), Speed: 4(4),

Defense: 6(10), Toughness: 12(3), Cost: 91


Features:(1) Garage


Powers: Armor: Impervious Toughness 7(7),

Communicator: Communications 2 (Radio, Flat: Subtle 1)(9),

Sensors: Senses 3 (Accurate, Extended 1 Radio [radar])(3)


Weapons: Missile Launchers: Ranged Damage 10 (Extras: Burst 7)(27),

Ram Accelerator Machine Guns: Ranged Damage 7 (Extras: Multiattack)(21)


Notes: The Assault Tank is a hybrid main battle tank and armored personnel carrier.
It is meant to transport and provide fire support to providence agents. It shares the
providence nomenclature of a blocky white appearance. It is likely a improved version of
more conventional tanks. Weapons consist of Missile Launchers and heavy machineguns.

The Assault Tank carries one stealth cycle and around ten passengers. There is a miniature
garage for the stealth cycle to make limited repairs and refueling.
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Re: The Forge [3E]: GeneratorRex: Providence Agency

Postby HustlerOne » Fri Dec 30, 2011 12:22 pm

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"Agent Six: Captain Calan, welcome to the fight.
Captain Calan: Wouldn't miss it!"


Captain Calan - Elite Providence Agent

PL: 8

Abilities: Str: 2, Sta: 3, Agl: 4, Dex: 6, Fgt: 5, Int: 2, Awe: 1, Pre: 2


Powers: None


Advantages: Accurate Attack, Benefit 1 (Rank of Captain), Equipment 6,

Favored Foe (EVO's of the Pack), Improved Aim, Leadership, Quickdraw, Ranged Attack 4,

Teamwork, Ultimate Aim


Equipment: Comm: Commlink (1),

Providence Armor: Protection 4 (4),

Providence Gun: Ranged Damage 5 (Extras: MultiAttack)(15)


Optional: 10 equipment points left over.

Varies on parameters of current mission.


Skills: Athletics 6 (+8), Expertise: EVOs 4 (+6), Expertise: Providence Protocols 4 (+6),

Expertise: Tactics 8 (+10), Intimidation 2 (+4), Perception 4 (+5), Sleight of Hand 2 (+8),

Technology 6 (+8), Vehicles 6 (+12)


Offense: Initiative: +4, Unarmed: +5 (Damage 2), Gun: +10 (Damage 5 ),


Defense: Dodge: 8, Parry: 5, Fortitude: 8, Toughness: 3/7*, Will: 3

* With Armor

Abilities: 50, Powers: 0, Advantages: 18, Skills: 21, Defense: 11 = Total: 100


Complications: Responsibility: Captain Calan has a responsibility towards the squad he commands.

Scarred: Calan has a scar on his right eye that may have involved a prior incident with EVO's.


Notes: Captain Calan is Generator Rex's counterpart to Wedge Antilles from Star Wars. A important background supporting character that actually survives each mission he is shown in. Very little is known of Calan except that he is a highly skilled soldier. He seems to have a southern or Texan accent making him a cowboy sharpshooter of sort. He's skilled enough to go up against most minion EVO's (such as Skalamander) with the help of his squad.

He is notable for being one of the few providence agents to not wear a mask. Captain Calan is a veteran agent and is a much more experienced upgrade of the basic providence agent. His stats can be used to represent other elite lieutenants (like Kenwyn Jones) that leads squads of basic agents. Another possibility is that of a sniper or marksman archetype.

I have to admit that he is a favorite character of mine. It's nice to see the everyman hero even in a world of superpowers. Captain Calan is probably one of the best human agent within the setting. Second only to Agent six himself in terms of being a badass normal.
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Re: The Forge [3E]: GeneratorRex: Providence Agency

Postby HustlerOne » Mon Jan 02, 2012 12:01 pm

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Name: Providence Fighter Jet, Size: Huge(2), Strength: 9(1), Speed: 11(22),

Defense: 6(10), Toughness: 11(2), Cost: 98


Features: None


Powers: Communicator: Communications 3 (Radio, Flat: Subtle 1)(13),

Sensors: Senses 3 (Accurate Extended 1 Radio [radar])(3)


Weapons: Machine Guns: Ranged Damage 7 (Extras: Multiattack)(21),

Rockets: Ranged Damage 9 (Extras: Burst 6)(24)


Optional: Replace Rockets with Bombs.

Bombs: Burst Area Damage 12 (24)


Notes: The providence fighterjet is capable of Vertical takeoff and landing.
It has a lot in common with the British harrier jet. It's heavy blocky armor slows
it down slightly. It normally provides ground support for agents. In the air it
escorts the providence airship fleet.

The rockets can be exchanged for Bombs depending on the objectives of the mission.
Agent Six has his own personal fighterjet painted black. It is shown in the pic above.
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Re: The Forge [3E]: GeneratorRex: Providence Agency

Postby HustlerOne » Wed Jan 04, 2012 12:16 pm

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Name: Scoutship, Size: Gargantuan(3), Strength: 14(2), Speed: 7(14),

Defense: 3(9), Toughness: 13(2), Cost: 56


Features:(3) Holding Cells*, Laboratory*, Power System, Security System 1,

Towing Cables

* Optional, Choose one (+1)


Powers: Communicator: Communications 4 (Radio, Flat: Subtle 1)(17),

Sensors: Senses 6 (Ranged Detect Evo's 2, Accurate Extended 2 Radio [radar])(6),


Weapons: None Known


Notes: The Scoutship is also called a dropship. Its main duties are to transport
agents, captured EVO's, and vehicles. It can carry one vehicle (like the assault tank or
a fighterjet) or a metal container underneath it. The metal container can be customized
for a Huge EVO prisoner, Laboratory, passengers, or cargo. Towing cables are used to
pick up or lower it's intended cargo while hovering in the air.

Providence agents have been known to use the towing cables to immediately get on to the
ground without having the scoutship land. The scoutship appears to be unarmed. In the
skies it makes up the majority of the providence airship fleet. It acts as the eyes and ears
of the Keep Hellicarrier much like a frigate.
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Re: The Forge [3E]: GameMaster's Guide to Generator Rex

Postby HustlerOne » Fri Jan 06, 2012 12:28 pm

Gamemaster's Guide to the Generator Rex Setting.

The following is some suggested advice for GMs for the Generator Rex setting and characters. The setting is a average PL 10 setting. The power level for player characters can vary from as low as PL 6 to as high as pl 12. Villains could go up to as high as PL 15. Though I can only think of one possible example of a PL 15 villain (The sentient Alpha Nanite perhaps?).


PL 6 and below (Normal Heroes): Easy Difficulty. Good for beginners and if you want to start at the bottom.

Generator Rex does allow street level games at PL 6. However these are rare. Most heroes at this level will probably not have much support from providence. Still it is appropriate for gritty campaigns for basic agents. Villains will likewise be at the same level and pose little threat.
Powerpoints are at maximum of 90.

Recommended Heroes: Basic Agents, Bobo, EVO guys, Noah, and Rex's old gang.

Recommended Villains: Black Pawns, Hunter Cain, Small to medium size EVO creatures.


PL 8 (Action Heroes): Medium Difficulty. Suggested for more advanced players.


All human agents will be at PL 8. This represents action heroes from cinematic movies. At this level, characters are experts in their chosen profession. Think of James Bond or GI Joe. They should be around 100 (or higher) powerpoints.

All human agents will not have any powers. Most will have to rely on devices, equipment, skills, and teamwork to fight their battles. Agents are specialized to work as part of a team. Each player should fill a role or niche that can complement the team. When designing my builds, I asked myself what this character can contribute for a team. In many ways my builds are modern day equivalents to fantasy archetypes.

Agent Six = Rogue = Assassin

Caesar Salazar = Wizard = Scientist

Captain Calan = Archer = Sharpshooter

Doc Holiday = Cleric = Doctor

White Knight = Barbarian/Fighter = Assault Trooper

The villains should not be above PL 10. Instead PL 8 heroes should probably deal with a lot of low level EVO minions. Lieutenants (like Biowulf) will probably be the most dangerous threat they will face as a Final Boss.

Recommended Heroes: Doc Holiday, Caesar Salazar, Captain Calan, White Knight (without any power armor)

Recommended Villains: Black Knight(?), Individual Members of The Pack, Huge or smaller EVO creatures.


PL 10 and above (SuperHeroes): Hard Difficulty. At this level you take on global threats to the world. Good for a Challenge.

AT PL 10 or above players are superheroes. They are finally allowed powers that allow them to take on powerful EVOs. At this level they rely less on teamwork and can go solo. Even then they still need a support team to go up against major supervillains.

Villains at this level are major threats. Villains consist of EVO masterminds (like Van Kleiss) to Humongous EVOs that can affect the world (like the one that started a Plague)

Recommended Heroes: Agent Six, Generator Rex, White Knight (with powered Armor)

Recommended Villains: Colossal or a horde of huge EVOs, The Pack as a Team, No Face, White Knight (with mechanical armored suit), Van Kleiss


Side Notes on devices and equipment acquisition

Some equipment (like heavy weapons and vehicles) are simply too expensive for one individual to own by himself. A basic agent won't be driving his own personal tank anytime soon that's for sure. Instead a team of agents must share amongst themselves for more restricted items. Each member can combine unused equipment points left over into a pool. For example one basic agent can add in 10 equipment points each to a vehicle pool.

This would allow a Ten man squad of agents to purchase their own Assault Tank. Usually a Heavy weapon (Missile and Net Launchers) is given over to a strong member of the squad. Vehicles (like Assault Tanks or Scoutship) are given over to a designated driver. White Knight as a captain probably would have been the carrier of heavy weapons. Normally only one Vehicle is handed out to a squad for transportation. A heavy weapon is handed over only if the opponent is well protected.

Devices and Equipment points can also be added on if necessary. The Providence agency will also provide devices or equipment free of charge if the captain of the squad requests it. This entails that the situation on the ground is dire enough that the requested device or equipment is needed immediately. Requesting aerial bombardment from a wing of fighterjets is an example. The episode the Swarm is one situation where this is shown.

If your players are desperate enough they can pull rank, status, or wealth to acquire the needed device or equipment. Agent six does this all the time. His security clearance allows access to a Fighter Jet and HoverBoard. On one occasion Rex was given a prototype stealth suit for a dangerous covert mission in the EVO city of Kiev. Providence presumes that the device you request is essential to the completion of a mission.
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