—BACKGROUND—
Commonly known as the TEAMS, this organization of individuals are fighting against the [WOLF] and their plans for global control and domination. Unfortunately they must operate without official sanction as the [WOLF] is everywhere, even the United States which is seen as the last holdout against their predations.
—GAME INFORMATION—
To help figure out how this organization would work, assets available, and operational reach, I used the rules for Spy Agencies from Palladium Books Ninjas & Superspies (pg 60). As the rules were some of the earliest used by Palladium, I looked at the rules for Organizations from Villains Unlimited (pg 34). I have copied the relevant information for the organizations here so that I can have the relevant information available as I develop this setting.
Ninjas & Superspies Spy Agency
Agency Size
International Espionage Agency . This group is involved in the contest between the world’s superpowers (the U.S. and the U.S.S.R.). The “war in the shadows” between national spies and counterspies should be the group’s major concern. 200 POINTS are available.
Agency Features
A – Outfits – The standard clothing is sued by the agency to its members. Replacement of any agency issued outfits is automatic.
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: 5 Points
B – Equipment – 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.
SPECIAL NOTE: Unlike other categories , it is possible to pay points to combine several of the following featured equipments. For example, by spending 1 5 Points, an agency would provide both Ninja (#3) and Electronic (#4) equipment as described below.
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: 2 Points
3 – Ninja Equipment – An unlimited amount of Ninja and Martial Arts equipment is available. Agency Cost: 5 Points
4 – Electronic Supplies – Up to $5 ,000 worth of sensory and communications equipment is available for each agent. No other equipment is available. Agency Cost: 10 Points
C – Weapons – 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.
3 – Armed Agents – Each agent is issued one (1) weapon, with a maximum value of $1,500. Ammunition is provided free. Agency Cost: 5 Points.
D – Vehicles – Transportation provided by the agency to the characters. Also includes information on the agency’s fleet of vehicles.
2.5 – As Needed Vehicles – While there is no standard fleet of vehicles, agents may occasionally request and be provided specialty vehicles, this is mission specific and agents will otherwise use public transportation organized and provided by the Teams. Agency Cost: 5 Points.
E – Communications – This is a measure of how good the communications network and devices are in the agency.
4 – Computerized – A computer 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 truck services are also used. Agency Cost: 15 Points.
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 their homes. There are no real offices connected with the agency. Agency Cost: 0 Points.
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.
3 – Militia – The agency can call directly on a 150 man force of national guardsmen. They have access to the standard military weapons and equipment. Agency Cost: 10 Points.
H – Sponsorship – Exactly who is controlling the agency, providing them with their leadership and their real source of funds?
5 – International Organization – Sponsored by an interantional body, the agency is free to set its own policies and to wage war against internationally distributed networks of criminal activity. Agency Cost: 20 Points.
I – Budget – Reveals the money available, not for regular operating costs, but for any kind of special projects. In other words, how much money is available to “front” an operation. For example, if the agents are ready to trap some drug dealers, this would determine just how much cash the agency could afford to risk.
4 – Large Loans – Agency has up to $1,000,000 to kick into any important mission. Agency Cost: 25 Points.
J – Administrative Control – This determines just how much freedom the agents have.
3 – Free Hand – Characters are free to break most laws in the pursuit of official agency goals. Still iable for damages (can be sued) and will be held accountable for any accidental deaths. Agency Cost: 15 Points
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.
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 Points
L – External Infiltration – A measure of how well the player characters’ agency has infiltrated and corrupted enemy organizations. There are even attempts at infiltrating friendly or allied agencies (just in case). An important side benefit of external infiltration is that captured characters may be provided with “accidental” opportunities to escape by friendly infiltrators.
3 – Information Source – A critical person who is privy to the enemy agency’s secret communications is an agent of the group’s agency. This agent is usually a secretary or communications officer who sees about half of all the secret messages. A 12% chance of an agent in each major office of each enemy agency. Agency Cost: 10 Points
M – Agency Credentials – Just what is the reputation and authority of the agency? The credentials determine just how much respect the characters’ agents can command.
2 – Unknown – No one has even heard of the agency. They get no cooperation and receive no attention. Agency Cost: 3 Points
N – Agency Salary – The amount of money received weekly by the player characters. Check the character’s O.C.C. for the base salary (it’s listed under income).
3 – Freelance – Agents are paid at the completion of each assignment. Price can vary, but generally it ‘s 3 times the base salary per job. Agency Cost: 5 Points
Ninjas and Super Spies Agency
A – Outfits – Open Wardrobe – 5 pts
B – Equipment – Cheap Gear, Ninja Equipment, Electronic Supplies – 17 pts
C – Weapons – Armed Agents – 5 pts
D – Vehicles – As Needed Vehicles – 5 pts
E – Communications – Computerized – 15 pts
F – Offices and Distribution – None – 0 pts
G – Military Power – Militia – 10 pts
H – Sponsorship – International Organization – 20 pts
I – Budget – Large Loans – 25 pts
J – Administrative Control – Free Hand – 15 pts
K – Internal Security – Tight – 10 pts
L – External Infiltration – Information Source – 10 pts
M – Agency Credentials – Unknown – 3 pts
N – Agency Salary – Freelance – 5 pts
TOTAL POINTS – 145
Villains Unlimited Organization
D – Bionics & Robitics – Bionics includes all the bionic and cybernetic implants, gizmos, disguises, weapons, limbs, internal organs, body armor, and reconstruction as presented in Heroes Unlimited and Ninjas & Superspies.
Robotics offers the various types of robot constructions, both drones and intelligent, as found in Heroes Unlimited.
3 – Cyber Agents – This organization has a knowledge and access to cybernetic technology and systems, although limited. Qualified agents can receive three (3) bionic implants. These include bionic features for the ear, and eye, eye weapons, sensors, lung, and throat implants from Heroes Unlimited and any of the cyber implants from Ninjas & Superspies . Bionic organs are also available to agents who are seriously injured, however, bionic reconstruction, limbs , weapons , and armor are NOT available.
Only the type 3 (exoskeleton) robot can be built and given to operatives. No other robots are available , unless they are purchased or stolen. The emphasis of this organization is human augmentation, not robotics. The annual budget is limited to 1D6 X 1 0 million dollars , which limits the creation of new cyber agents and may affect the availability of bionic parts, features, implants and exoskeletons. Agency Cost: 25 Points
O – Research and Information Gathering – The available resources and methods of collecting, collating, storing, and accessing information.
5 – Superior Connections – Has twice as big budget, services, news connections and staff as described in number four. Special connections include Interpol and several police forces, scientific agencies, and universities across the globe. Has reasonable access to laboratories and research facilities at half price (agency picks up all lab and research fees). Agency Cost: 30 Points
D – Bionics & Robitics – Cyber Agents – 25 pts
O – Research and Information Gathering – Superior Connections – 30 pts
TOTAL POINTS – 55 pts
TOTAL – 200 points