Ops Center Construction
Five properties of the cell base must be addressed: location, facilities, staff, equipment (weapons, espionage, electronics, science, gear, and vehicles), and restricted resources. Each asset requires a certain Type of Influence Quality and a number of Resource Points to acquire it for the cell.
Players spend these points to obtain property during the formation of the cell. Characters with access to the same type of Influence Quality may pool points together to appropriate a property they would not normally be able to afford. Characters may contribute points toward the acquisition of restricted resources (see p. 150) only if they are part of certain organizations.
During cell creation, each member may spend five RP per level of Influence Quality she possesses. Resource Points that are not spent are lost once cell creation is completed.
After character creation, agents can secure certain assets by purchasing them with cash. Often this leaves a paper trail or other evidence the agent probably does not want around if things go wrong. To secure untraceable assets, the cell should restock or acquire new assets using RP gained through Downtime
Facilities have a certain space they consume. Following the name of the facility is the number of “spaces” it uses within a location.
Certain locations and facilities have no space number. These properties take their space statistics from whatever else they modify, as in the case of armored facilities or a biohazard suite. Where a property has no set space volume, the designation “(varies)” follows the name.
Some locations restrict the number of large (four-space) facilities, or other properties, such as airstrips. This represents the limits of space and concealment in certain areas. A cell may wish to place a prohibited facility next to a location, however. For example, an airstrip might be located next to an estate, or a bomb shelter might be placed under a hospital. In this case, the “free-floating” facility incurs a +1 RP cost (local zoning laws may need to be changed, or bypassed, or some other influence peddling done). Also, the Chronicler must judge whether such a combination of facilities and locations is viable, or if particular features of the area serve to increase the RP cost further. For example, certain high-density residential locations on the East Coast could easily contain an estate, but the economic and political ramifications of an adjacent airstrip would be significant. A Chronicler would be justified in charging an extra two to four RP, or simply prohibiting the airstrip.
RESOURCE POINTS (RP)
The amount of pull necessary to acquire a particular property for a cell is rated by the number of Resource Points (RP). Money alone cannot secure most of the items the cell would desire. Many such items are regulated and monitored. The Resource Point cost of an asset represents its value, the manipulation of people and organizations needed to secure it, and the time and effort required to bury any paper trail revealing where the asset was finally delivered.Players spend these points to obtain property during the formation of the cell. Characters with access to the same type of Influence Quality may pool points together to appropriate a property they would not normally be able to afford. Characters may contribute points toward the acquisition of restricted resources (see p. 150) only if they are part of certain organizations.
During cell creation, each member may spend five RP per level of Influence Quality she possesses. Resource Points that are not spent are lost once cell creation is completed.
After character creation, agents can secure certain assets by purchasing them with cash. Often this leaves a paper trail or other evidence the agent probably does not want around if things go wrong. To secure untraceable assets, the cell should restock or acquire new assets using RP gained through Downtime
REQUIREMENTS
Each asset contains a description, a cost, and prerequisites. Nearly all require one or more Types of Influence Quality. Descriptions provide all of the necessary game information to use these items during the course of a campaign.SPACES
Location resources have a certain volume of space in which to put facilities. Following the name of the location is how many available spaces of volume it has. Facility resources may be assigned to a location until it is full. Any facilities that are included in the location description need not be counted against the available spaces.Facilities have a certain space they consume. Following the name of the facility is the number of “spaces” it uses within a location.
Certain locations and facilities have no space number. These properties take their space statistics from whatever else they modify, as in the case of armored facilities or a biohazard suite. Where a property has no set space volume, the designation “(varies)” follows the name.
Some locations restrict the number of large (four-space) facilities, or other properties, such as airstrips. This represents the limits of space and concealment in certain areas. A cell may wish to place a prohibited facility next to a location, however. For example, an airstrip might be located next to an estate, or a bomb shelter might be placed under a hospital. In this case, the “free-floating” facility incurs a +1 RP cost (local zoning laws may need to be changed, or bypassed, or some other influence peddling done). Also, the Chronicler must judge whether such a combination of facilities and locations is viable, or if particular features of the area serve to increase the RP cost further. For example, certain high-density residential locations on the East Coast could easily contain an estate, but the economic and political ramifications of an adjacent airstrip would be significant. A Chronicler would be justified in charging an extra two to four RP, or simply prohibiting the airstrip.
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