Agency

The one-size fit all Agency package of Hindrances, Edges, and Skills can force characters to resemble each other to too great of a degree. The following house rules are used to open things up a little.

Gatling Pistol 

The standard issue of the Gatling Pistol as Agency policy is revoked. Characters may select from any of the Shootin' concentrations as a replacement for any requirement for Shootin'- automatics listed in the books. Gatling Pistols may be selected using Requisition Points at a cost of  4 points.

Agents are expected to purchase their own personal firearms unless they are issued them by the use of Requisition Points. They do have access to the skilled gunsmiths of the Agency and may order any of the standard firearm modifications.

 

Edges

While Agency Teams are built around one or more Field Operatives, they often benefit from talents brought to the table by characters with more diverse backgrounds. As a result Agency members can select from one of the three following edges:

 

Agency Field Operative (3 pts)

This is the core Agency package as presented in the rules. Any Agency field team is required to have one or more Field Operatives.

Required skills, pay, advancement and access to Agency equipment is as listed in the book except for the Gatling Pistol (as noted above) and the Streetwise 1 basic Agency skill requirement (which is dropped). Streetwise and Leadership are added to the acceptable 'Social' Skill requirements for rank advancement.

Rank
Skill 0 1 2 3 4 5
Academia: Occult 3 3 4 4 5 6
Disguise - 1 2 3 3 3
Professional: Law 2 2 3 4 4 5
Scrutinize 2 3 4 4 5 5
Search 2 2 3 4 4 4
Shootin' 2 3 3 3 3 3
Sneak 1 2 3 4 4 4
Social - 2 3 4 4 4
Merits - 3 6 12 25 50
Monthly Pay $70 $80 $90 $120 $150 $200
Requisition Points - 10 20 30 40 50

 

An 3 pt Obligation hindrance is required for all Field Operatives.

 

Agency Technician (3 pts)

Technicians are the Mad Scientists employed by the Agency. On occasion they are assigned to field teams where their expertise can often prove valuable, and where they can field test their latest inventions. They have different skill requirements and are unable to advance beyond rank 4 as indicated in the table below.

Technicians are limited in what gear they may requisition from the Agency, only that contained in the Communications and Dead Drops categories is normally allowed. Instead they are expected to invent their own devices tailored to their individual needs. They also have access the Agency labs when near an office so equipped.

Their Agency rank is considered Staff and not Line, i.e., they have command authority only over other technicians and generally not other Agency personal except under special conditions and their authority as a representative of the Agency is more limited than that of the Field Operatives.

They are also paid a prime salary in order for the Agency to compete with private companies for this rare talent.

Lastly the Agency will fund the the construction of prototypes provided the character submits an acceptable Blue Print. Such a Blue Print requires a Reliability of at least 16 (20 with the house rule addition) to be deemed worth the investment. This 'Special Funding' amount depends upon the nature of the invention, the potential usefulness to the Agency, and the rank of the Technician. The table below indicates suggested maximum amounts per month. Construction may be delayed across multiple months if the funding needs and/or construction times are extensive.

If after field tests of the prototype the Agency determines that it will further develop the gadget and place it into production (it may appear as a issued item for other agents), the character earns 1 Merit and maybe more if it is an outstanding device. Most such developments are considered classified and 'ownership' is transferred to the US Government. 

 

  Rank
Skill 0 1 2 3 4
Academia: Occult 2 3 4 4 5
Professional: Law 2 2 2 2 2
Shootin' 1 1 1 1 1
Science: Choice 3 4 5 6 7
Mad Science 3 4 5 6 7
Tinkerin' 3 4 5 6 7
 
Merits - 4 8 16 32
Monthly Pay $225 $300 $375 $450 $525
Special Funding $100 $500 $1,000 $2,500 $5,000

An 3 pt Obligation hindrance is required for all Technicians.

 

Agency Specialist (3 pts)

This catch-all group includes all the various specialized talents that the Agency makes use of. This includes such professions as  Mechanics, Doctors, Chaplains and the like. They (like technicians) are considered Staff and may not advance beyond rank 3.

Typically they are not allowed to requisition special Agency gear unless it is directly related to their defined specialty or contained in the Communications and Dead Drops categories. They may request access to specialty related faculties if such exists when present at at an Agency office.

The few Hucksters employed by the Agency are Specialists as their reduced top end ranks and authority fulfills the Agency's need for tighter control of these sometimes unpredictable assets.

 

  Rank
Skill 0 1 2 3
Academia: Occult 2 3 4 4
Professional: Law 2 2 2 2
Shootin' 1 1 1 1
Primary Specialist Skill 3 4 5 6
 
Merits - 3 6 12
Monthly Pay- typical $45 $60 75$ $90
Monthly Pay- Doctor* $60 $80 $100 $120
Arcane Background $70 $80 $90 $120

*Doctors with surgery concentration gain an addition $15 pay per month.

An 3 pt Obligation hindrance is required for all Specialists.

 

Freelancers/Troubleshooters

Often the Agency is short of man power (especially in the West), thus they employ freelancers on a per mission basis. This group includes a variety of types ranging from hired guns/muscle to potential future recruits. There are no skill/edge/hindrance requirements.

Freelancers are normally people who have had personal experience with Event related phenomenon, but who are reasonably trustworthy with respect to Agency goals. They are not members of the Agency, but rather a independent resource that the Agency can take advantage of. Such employment not only allows the Agency to fill personnel gaps in its mission requirements, but also allows the Agency to keep tabs on people who know more of the Weird West than they should.

Pay can vary and is typically a per mission amount.

 

Becoming Agency Members after the Campaign begins

The events of a campaign may result in the characters gaining the attention of the Agency in an atypically favorable light. This may come with a job offer to any of the three branches listed above. Such an offer can be turned down, but often under similar conditions as agents who have left the Agency.

Typically the candidates for recruitment are hired as freelancers in order test their suitability.

New recruits are sent to Salem Training Academy for a two month course of instruction. They immediately gain the 3 point Obligation and upon graduation gain the relevant 3 pt Edge (Field Operative, Technician, Specialist). The total positive and negative changes even out, so the new Hindrance and Edge are simply added to the character sheet.

In order to graduate the character must purchase all required skills for Rank 0. Bounty costs should come out of saved Bounty points. The Academy typically send trainees out on 'field trips' or graduation exercises and this may assist in making up short falls.