DEPARTMENT OF TREASURY PROFESSIONS

DEPARTMENTAL STRINGS
Agency Control: With a successful Influence test, the character can close any local investigation that appears to deal with financial policy, monetary matters or other Treasury mandates. A federal investigation requires two Influence tests and/or a good cover story.
Documents Lab:
The character may submit any item for forgery testing. The analysis will take a week; a successful Influence test reduces this to two days. A successful Influence test allows the character to have any manner of forged documents created. While not backed up by computer records, they should pass any visual inspection.
Laundered Funds
: Once per month, a successful Influence test can produce two Resource Points for the Cell, connected to the character's Influence Type. These points can be retained if desired.

Bureau of Alcohol, Tobacco & Firearms
CEASEFIRE:
The character may submit bullets, guns, or shell casings for testing by the CEASEFIRE program. In one week, the character will have a record of any criminal activity the gun is linked to. This time can be cut down to one day with a successful Influence test.
Detaining Suspects:
With a successful Influence test, the character can arrange for a BATF team to arrest and detain for one day any group of people in whom the Cell has an interest. Whether the arrest is successful, negative publicity is engendered, and/or the subjects are cooperative is for the GM to determine.
Search and Seizure:
A good cover story will produce a warrant to search any non-federal location in the United States. A shoddy cover story requires an Influence test.

U.S. Customs
Asset Forfeiture: A character with this String may acquire property, aircraft, automobiles, boats, artwork, jewellery, industrial equipment, or consumer goods at -1RP to cost.
Lab Access: With a successful Influence test, the character or a member of his cell can gain access to the Customs laboratories. Related rolls have a bonus of 15% in such circumstances.
Lab Analysis: The character may submit any known technology, material, or substances for analysis. A successful Influence test provides results in one to three days. A failed test means the character must wait for a week. The GM determines whether results can be obtained.
Smuggling: With a successful Influence test, the character can arrange for items or people to be smuggled across borders. The roll may be modified at the GM's discretion according to the size of the cargo.

U.S. Secret Service
Official Agendas: With a successful Influence test, the character may obtain information on the security measures, agenda and travel routes for any government official under Secret Service protection. A second test would allow the Agent to to make minor modifications (eg – assigning herself to the team, making sure the Texas Book Depository isn't checked)
Sending Presidential Orders: With a successful Influence test, the character may obtain a position where they are able to send orders that appear to have come from the President. How long it takes before the order is found to be false will depend on the importance of the order. Stays of execution may well not be noticed.
Unrestricted Access: With a successful Lie test, the character may enter any governmental building under the guise of 'errand for the President'. In high security areas, however, they will doubtless be escorted. The GM is encouraged to impose penalties should the agent attempt to bring in any non-Service individuals.

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