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Operational Technologies (Op Tech)The Operations Technology (Op Tech) Department (known to the Brits as "Q" or Quartermaster Branch) has kept agents alive mission after mission, providing each Agency member with weapons, intel, electronics, armor and the essentials for success. As useful as the more mundane gear can be, it only hints at the amazing "toys" within the department that Agents on good terms with their technicians can access. Operations Technology is represented in the rules by two things:
What gear you explicitly haveYou have stuff. Don't worry about what it cost; we'll agree on that. It's equipment issued by the Agency, so it's clean (though you probably also have some money to buy stuff as you go -- that stuff isn't "sanitized," though, so it could get you in trouble ... Develop a personal equipment list, and come to an agreement with the GM on it. That's what you can be assumed to have when you go off on a mission. It should be mundane gear (except for signature items: Extras, and Aspect Items). What would be on that equipment list? You get one (1) ...
Agency: Suppressors for her weapons Whenever that character starts off in a mission, that's basically what she has as standard issue.
Bear in mind that the above is the explicit equipment you have -- the stuff that's actually listed out. You also have other stuff -- , implicitly. To determine if you were foresighted enought to bring along (or be assigned) something that it turns out that you need, see the next section.
Is there other explicit stuff you have? Well, heck, let me know. I mean, you have your clothes, your ID, your watch ... If there's something mundane or conventional you want to bring along "standard" all the time, let's discuss it -- but if we agree, I'm going to assume you have it from then on out ...
Agile: Climbing belt Cautious: Secret compartment in the car Dilettante Racer: Mechanics kit Dramatic: Disquise Kit Femme Fatale (twice): Provacatuer Bundle and Poison lipstick Hates mobsters, esp. the Camorra: SMG Heiress: Location maps and travel guides Pretty Neapolitan "Aristo": lot of clothes Quick: GPS (applying 'quick' to car navigation... whatever :) Wheelman: A Car What gear you implicitly haveBy using the Op Tech skill, the agent may "retroactively" add mundane gear to their mission kit. You actually had it, you just (Schrodinger's Cat]-like) don't actually confirm it until you look for it (similar to the Language Rules). In this situation, the GM sets a difficulty for the gear in question and if the agent can make the Op Tech roll, the gear is assumed to have already been part of the agent's kit for this mission. Sample difficulties:
Gadgets and StuntsMore impressive gear (i.e.: Gadgets) requires a Stunt. Performing a Stunt allows the character to produce something more dramatic with the Op Tech skill (produce a Gadget rather than mundane gear). Characters spend skill points for stunts above and beyond the Op Tech skill. Each skill point gives you a Stunt "circle" against your Op Tech skill. These are checked off (and refreshed) like Aspect boxes. You cannot have more Stunts under Op Tech than you have levels in the skill. E.g., an experienced Agent, with 3 gadget stunts might express it as:Op Tech Good +2 - OOOThis would cost 6 skill ranks total: 3 to bring the skill to Good, and one for each stunt level. The first skill rank must be purchased in conjunction with the "Agent" Aspect. To use an Op Tech stunt, simply describe the desired Gadget and check off a circle. The GM and player (and any other player who might have been involved or wants a piece of the action) then play through a Flashback Scene (cf. Theatrix) that goes back to the Op Tech mission briefing to explain how and why the Gadget was issued to the agent by the techs. No roll is necessary, just good role-play. E.g., they're telling you about the door you're now standing in front of during the mission that they're giving you an electronic keypad bypass for in the flashback.) Arguably, you could also invoke an appropriate Aspect for something similar (e.g., Dylan checking off a box of Aspect "Paranoid" to have brought along a Bug Sniffer for the scene. Here are some guidelines on using/getting Gadgets:
Recovering Gadget StuntsGadget Stunt check boxes are refreshed if and when Aspects are, unless deemed inappropriate by the GM (though the GM oughta give you a FatePoint for screwing you like that :-) ).What's Mundane Gear? What's a Cool Gadget?Guideline #1: If it's something that's commercially available, it should be Gear, not a Gadget. If it's only a prototype, DARPA project, or something like that, it's a Gadget. If it's something Q would give a briefing on to 007, it's definitely a Gadget. Guideline #2: Look in the Spycraft book.Skills |