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Revised Agency Creation Tables

These are revised rules based on the Agency Creation Tables originally presented in both Villains Unlimited and Boxed Nightmares 

Depending on what size agency you select determines how many points you get to spend on creating your organisation. Some combinations such as Vehicles, Equipment and Robotics could allow the players to have almost anything from the HU Hardware section
Private Agency 75 points 
Crime Busting Agency 150 points 
Super Agency 300 points 
Mega Agency 600 points 

 

A. Outfits

This determines what clothing is issued by the organisation to its members;
None 0 Get your own. No replacements either
Utility 2 Standard uniform for all its employees. Replacements free
Open  5 A wide range of civilian clothes, disguises and foreign uniforms
Specialty 10 Standard armour, protective clothes, pilot suits, scuba gear, etc
Gimmick 20 As per Specialty plus up to $10,000 per outfit for clothing gimmicks
Unlimited 40 Any and everything

B. Equipment

This determines what equipment are issued by the organisation to its members;
None 0 Nope
Cheap 2 Up to $500 worth per player per mission
Ninja 5 Unlimited Ninja equipment. May be combined with any other equipment selection
Electronic 10 Up to $5000 worth of sensory and communication equipment per player per mission
Gimmick 20 Up to $30,000 worth per player per mission
Unlimited 40 Anything
C. Weapons
This determines what weapons are issued by the organisation to its members;
None 0 Ha
Ammunition 2 Ammo free but characters must buy their own weapons
Armed 5 Up to $5000 worth per character per mission. Ammo free
Ninja 5 Unlimited Ninja weapons. May be combined with any other weapon selection
Arsenal 20 Up to $50,000 worth per character per mission. Ammo free
Unlimited 40 Anything
D. Bionics and Robotics
This determines what implants and reconstruction are given by the organisation to its members as well as possible exosuits;
None 0 What dat?
Basic 5 The agency provides one person, other than possible player characters, who has a fair understanding about cybernetics. Similarly, the agency understands the basics behind cybernetics and implants and can perform minor repairs and installation surgery. Must buy or steal and modify any cybernetic parts or implants, but can modify and install basic systems and features. No automatic replacement of parts or implants. 
Cyber 10 This organization has a knowledge and access to cybernetic technology and systems, although limited. Qualified agents can receive any of the Implants, Cyber-Attachments, or Cyber Disguises from Ninjas & Superspies. The annual budget is limited to 2D6 X10 hundred thousand dollars which limits the creation of new cyber agents and may affect the availability of cybernetic parts, features and implants
Robot 20 Type one, two and three robots can be constructed, repaired, and modified by this agency. The only limitation is money for production. The annual budget is 3D6X10 million dollars, which limits the total number of finished robot types and features available, in addition to robot player characters. May be combined with any other Bionic selection
Bionic 40 Full bionic reconstruction, features, and implants are available as found in Heroes Unlimited, although limited to special agents and for the restoration of seriously injured and valuable operatives. Also includes full knowledge and access to cybernetic technology and systems. Repairs, replacements, ammunition, additional features, and body armour are available upon approval. The annual budget is 2D4 X10 million
Unlimited 80 Characters belonging to the agency can receive any number of bionic and cybernetic implants, organs and reconstruction, subject to approval from the organization's leaders. Repairs, replacements, and ammunition are automatic and supplied quickly. Type one, two and three robots can also be constructed, repaired, and modified by this agency. The there is no money limitation
E. Vehicles
This determines what transportation is provided by the organisation to its members;
None 0 Get used to walking
Public Transport 2 Characters will be reimbursed for use of buses, taxis, trains, boats and planes. Destruction of a rented vehicle will have to be worked out with the agency
Company Car 5 The agency has a small fleet of cheap cars, vans, boats and light aircraft
Fleet 10 The agency has a large amount of all types of vehicles (cheap, expensive, car, bike, boat, etc)
Specialty 20 The character provides his own vehicle which may have an unlimited amount of Hardware modifications made to it free of charge
Unlimited 40 The character is provided with any vehicle he desires which may have an unlimited amount of Hardware modifications made to it free of charge
F. Communications
This determines what communications equipment are available for the members of the organisation;
None 0 Get ready for a big home phone bill
Basic 2 The agency has mobile phones, walkie talkies and email
Secured 5 As above but all communications are scrambled or encrypted
Satellite 10 Each character has a satellite phone which resembles a normal mobile
Unlimited 20 The agency has its own satellite and telephone network dedicated solely to use by its agents (not such a big deal nowadays)
G. Offices, Hideouts and Distribution
This determines what offices and safe houses are available for the organisation's members;
None 0 Everyone works out of their own homes
Urban 2 A single office in a low rent building. The agency also has one safe house in the suburbs and another in the country, both of low value
National 5 An office in every major city of one country. Each city also has two safe houses in the suburbs and another two in the country, with low to medium value externally. Inside will be an armoured safe room with a small cache of weapons and basic equipment
International 10 An office in every major city of every country. If desired the office maybe disguised as a warehouse or some other structure. Each city also has four safe houses in the suburbs and another four in the country, with low to medium value externally. Inside will be an armoured safe room with a large arsenal of weapons and hardware equipment
Ubiquitous 20 Every city in the world with a population greater than 50,000 has an office. If desired the office maybe disguised as a warehouse or some other structure. Each city also has ten safe houses in the suburbs and another ten in the country, with low to medium value externally. Internally the entire house is armoured with all forms of hardware equipment and mechanical sentries. Also inside is a large arsenal of military weapons and hardware equipment
Orbital 40 Identical to the previous plus this agency's headquarters is on an orbiting next generation space station with a dropship (yeah, like in Aliens)
H. Military Power
This determines what military power that the organisation can control;
None 0 The police are only a few minutes away
Security Guards 2 A few rent a cops with pistols
National Guardsmen 5 The agency has 10 +D10 security guards and can summon up to 50 +D100 national guardsmen to aid them in an emergency
Private Militia 10 The agency has its own commando force of up to 200 mercenaries (roll D4 for the level of each soldier), 25% of which may include robotic exoskeletons.
Strike Force 20 The agency has its own commando force of up to 400 mercenaries (roll D8 for level), 50% of which may include robotic exoskeletons and 25% meta humans (roll D4 for level). Also have a small amount of standard military vehicles such as small tanks, armed helicopters and troop carriers
Major Force 40 The agency has its own commando force of up to 1000 mercenaries (roll 2D6 for level). 75% of which may include robotic exoskeletons and 50% meta humans (roll D8 for level). Also have state of the art military vehicles and access to a space shuttle
I. Sponsorship
This determines who controls the agency and provides the funds;
Secret 0 The players dont know who is really behind their organisation, what their true agenda is or what assignments they will be getting
Military 2 The agency is a unit of the military and may perform both overt and covert missions
Private 5 The agency is run by a corporation and expects a profit return
Government 10 The agency is officially part of either a state or federal government
International 20 Sponsored by the UN
Agent Sponsored 40 The players have total control over their agency
J. Special Budget
This determines the amount of money available for special projects or operations by the organisation's members;
None 0 Its coming out of your pocket
Cheap 2 Up to D10 x1000 dollars available 
Good 5 Up to D10 x10,000 dollars available 
Major 10 Up to D10 x100,000 dollars available 
Excellent 20 Up to D10 x1,000,000 dollars available 
Mega 40 Up to D10 x10,000,000 dollars available 
K. Administrative Control
This determines how bound by the law the agency's members are;
Rigid 0 The players can never break the law
Loose 5 The players can get away with minor violations
Free Hand 10 The players can break most laws while doing their job but not commit murder or major property damage
Agency Protection 20 The players will be shielded by their agency from prosecution or lawsuits at any cost
License to kill 40 If sponsored by the military or government this allows players to officially break any law within their own country
L. Internal Security
This determines how secure the agency is from infiltration;
None 0 Anyone can walk in and out. Employees arent screened
Lax 2 A security guard checks IDs
Tight 5 Guards requiring electronic picture ID and signature
Iron Clad 10 Video monitoring of all entrances and exits. Employees are checked for all of the previous plus fingerprints and must pass through a metal detector
Paranoid 20 As before but employees are also strip searched
Impregnable 40 As before but also includes passwords, retinal scans, xrays and gene markers
External Infiltration
I've left this out because its really more of a plot device left up to your GM. Besides, the rules don't really cover how many organisations you've infiltrated. They're both too broad and too vague
M. Research and Information Gathering
This determines what available resources and methods of collecting, collating, storing, and accessing information your agency has;
None 0 The characters are responsible for buying their own books, newspapers, computers, recording equipment, and paying for research/information facilities. Agents must keep track of and do their own cryptanalysis, photo-analysis, interrogations, media-analysis, surveillance, counter espionage, and intelligence gathering. They must do their own foot-work at libraries, etc
Cheap 2 Each character has up to $2000 worth of computer equipment as well as a TV, VCR, police band radio, and commercial radio. The agency has D4 national and one international clipping service. Note that replacement costs at the completion of a mission are often subtracted from the amount available for the next mission if the equipment is destroyed. Agents do their own cryptanalysis, photo-analysis, interrogations, media-analysis, surveillance, counter espionage, and intelligence gathering. However, all the information they gather is collated and kept track of by a D4 clerks 
Good Connections 5 The agency has $10,000 worth of computer equipment, two modems, is on line with a dozen national and international computer networks, a score of clipping services, both national and international (with D4 staff sorting and updating data). They also have a source at D6 major newspapers, allowing access to newspaper files/records and wire services. Agents do their own interrogations, surveillance, counter espionage, and intelligence gathering. However, all cryptanalysis, photo-analysis, and media-analysis are done by specialized technicians. In addition the information they gather is collated and kept track of by D6 staff 
Excellent Conditions 10 $30,000 computer system with a computer and modem for every field operator is on line with 40 national and 20 international computer networks, D6X10 clipping services, a staff of 3D4 leg men to do research and monitor the news services. Plus connections at 4D6 different major newspapers and D4 TV stations nationwide and D6 foreign news agencies. Agents perform the primary interrogations, surveillance, counter espionage, and intelligence gathering, but are often assisted by one or two technical specialists. Mundane analysis is performed by desk agents. All information is collated and tracked by D4x10 staff 
Superior 20 Has twice as big budget, services, news connections, analysis capability, and staff as described in Excellent Conditions. 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)
Unlimited 40 Massive research and information network with full time staff monitoring all data, up to the minute updating, and assistants and private research personnel for grunt work. Staff of technical specialists and laboratory facilities are also available at key centers around the world. Connections with 2D6X100 news agencies around the globe, Interpol, the military, and spy agencies
M. Agency Credentials
This determines the agency's reputation. With each of these the reputation may be a false one if desired;
Hunted 0 The group and its members are seen as vigilantes. The reaction from law officials, the media and the public will mainly be negative
Unknown 2 No-one knows who they are. On the downside it also means they'll get no cooperation
Faceless 5 Seen as just another hero or villain group. Their costumes may be recognised but not their names
Known 10 The organisation is publicly known and will be assisted by local authorities
Recognised 20 The agents are well known and will receive positive cooperation from most of the public and police
Superheroes/ Arch Villains 40 These characters are as well known as any major pop star and may have their own cult following. They feature on magazine covers and headline news
N. Agency Salary
This determines how much each of the organisation's members are paid;
None 0 Hope you like doing volunteer work
Pittance 2 $200 per week
Freelance 5 Paid per assignment which varies according to the threat level encountered
Good 10 $500 per week plus a commission bonus according to the threat level encountered
Excellent 20 $1000 per week plus a commission bonus according to the threat level encountered
Outrageous 40 $5000 per week plus a commission bonus according to the threat level encountered and sponsorship endorsements
O. Arcane Library (Optional)
This determines the type of books and information kept by the agency. This feature is typically only used by those agencies in games where the supernatural and paranormal are common occurrences;
None 0 Only whatever each character may bring into the agency over the years
Small 2 A mostly insignificant library in the way of magic. Popular books on the occult, the paranormal, ghosts, legends, UFOs, mysterious happenings, and newspaper clippings. Also included are several recent world atlases, dictionaries and other common scientific and geographic references
Good Library 5 An impressive selection of over 800 books on the paranormal, supernatural, lore, ESP, magic, and magazine articles that span the last 100 years. Included are many rare and hard to find books (20%). Also an excellent reference library on the subjects of religion, geography, history, and science. Also contains all articles and data from clipping services (if any)
Excellent Library 10 A vast selection of nearly 3000 books on the usual subjects, spanning the last 250 years. A few are reproductions of rare, ancient tomes and diaries
Superior Library 20 A large library of over 5000 books on the usual subjects spanning the last 500 years. Also newspaper clippings that date back 200 years. 20% are extremely rare and valuable items
Museum 40 A large library of about 4000 reference books on magic, the supernatural, legends, and lore. Plus an additional 2000 rare books, private diaries, original letters and scrolls on the subjects of magic and the paranormal. The rarest authentic books contain instructions on casting spells and magic rituals

 

Threat Level Notes Pay Rate
Minor The enemies' combined levels are below the character/s level  $50 per enemy encountered
Major The enemies' combined levels are equal to the character/s level  $75 per enemy encountered
Serious The enemies' combined levels are 1-2 levels above the character/s   $125 per enemy encountered
Extreme The enemies' combined levels are 3-5 levels above the character/s   $200 per enemy encountered
Insane The enemies' combined levels are 6+ levels above the character/s  $300 per enemy encountered

 

© 2010 Kevin Siembieda; © 2010 Palladium Books®, All rights reserved world wide.
No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher.
All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental.