The Spy Report 2.0: Creating Agencies

2.1 The Player Character's Agency
One of the first things a GM should have established before starting a campaign is a good espionage organization for player character spies. The organization is responsible for sending the agents on missions, paying them upon successful completion of said missions, and disciplining them for rules infractions, among other things.

2.2 Designing the Agency
To create a strong, believable spy organization, answer for yourself the following questions:

1. What is the name of the agency, what is it's insignia and symbol?
This question is one of the most important tools in creating an agency. While there may be an idea for the agency, without a name and symbols, it's just an idea. This step allows you to begin the basis for all steps for all other aspects of the agency. However, sometimes it's difficult to come up with a name, or symbol for the agency without defining some other aspects of the agency, so don't fret if you can't think of one immediately.

2. When was the agency started, by who, and why did they start the agency?
Not everyone is going to care about this little section of information on the agency, however, by answering the question, you can get a good feel for the agency's various policies and history and the how and why of the agency.

3. Is it a known agency, or is it secret? If secret, why?
Secrecy plays an important part in deciding several factors of the agency. Agencies that are secret tend to keep their activities hidden and the operatives are more constrained by the need for secrecy. Known agencies do have secret operations and activities, but they also perform a more visible role in achieving their policies and goals.

4. Where is it located?
Having a headquarters for the agency, as well as notes about outlying offices and facilities gives the agency a scope of it's place within the world.

5. What are its goals, and how does it go about achieving them?
Identifying the goals and methods of accomplishing those goals can help focus the agency toward a particular agency size (see below).

6. What is the basic nature of the agency?
Along with the agency's goals, the basic nature of the agency will help determine what the type and size of the agency is.

7. How large is the agency?
This is the key factor in choosing what type of agency is being created by giving the guideline of points that can be spent on the agency's features.

8. What are the activities of the agency?
A wide variety of activities are performed by different agencies. Overall the agency will have one activity which is it's primary mission or function. Typical activities of agencies include the following:
Crime Busting. An activity that deals with preventing and stopping criminal activity.
Diplomatic Intelligence. Gathering information for the purpose of implementing policy-making decisions and policies of the agency's sponsor.
Domestic Counterintelligence. Covers stopping espionage activities inside the borders of the agency's own country.
Economic Intelligence. Information gathering on fiscal resources and R&D applications of a target agency, company, or government.
Electronic Intercept. Information gathering though a variety of electronic means.
Foreign Counterintelligence. Preventing intelligence activities by the agency outside the borders of its own country.
Military Intelligence. Gathering of military information such as troop buildups, military installations, military technology, and other military operations.
Private Investigation. This activity includes a variety of problems, such as fraud investigation, occult investigation, domestic investigation (got to catch those cheating husbands), missing persons searches, and the
like.
Strategic Intelligence. Gathering information of foreign nations and agencies for the purpose of security for the agency's sponsor or home country.
Terrorism/Counter-Terrorism. Engaging in terrorist activity or opposing terrorist activity.

9. What are the policies of the agency?
This covers the major laws and philosophies of the organization and how they are applied to personnel.

10. Where are the agencies activities located?
Similar to the location of the agency and it's facilities, this step identifies the places where the agency is known to operate or where its jurisdiction extends.

11. Does the agency have any allies?
Agencies often share intelligence data formally and informally with one another, when it suits them to do so. Associated agencies do not necessarily share intelligence because of publicly recognized treaties.

12. Does the agency have any enemies?
Like allies, agency's often have enemies that they've made over the years. These enemies typically have opposed polices and goals which they try to enact and the agency tries to stop. Likewise, enemies tend to try to stop the
operations and missions of the agency.

13. How is the agency structured?
This identifies the chain of command of the agency, as well as the position within the agency hierarchy every section fills.

14. What are some of the agency's operations?
Identifies the agency's spectacular mission successes or failures, ongoing operations, past operations, and other activity.

15. What cover does the agency have?
Determines whether or not the agency has a cover for its activities and how the cover is used.

16. What is the agency's past history?
Combines elements of the agency's creation history, spread of influence, mission involvement, and major ups and downs of the agency.

17. What is the agency's political orientation?
These next three questions help focus the agency's place in the world setting of the game. They help determine whether or not the agency will follow a particular avenue of operational commitment and mission accomplishment. Political orientation refers to the agency's overall belief in whether governmental authority
should be spread out to all of a country's population ("democratic") or kept in the hands of one person ("autocratic"), or some belief between those two extremes.

18. What is the agency's economic orientation?
Economic orientation measures the agency's overall view in private enterprise ("capitalist") or in government control of business ("communist"), or some position between those two extremes.

19. What is the agency's view on political change?
Political change measures the agency's overall opinion on political change; those with "radical" beliefs think that change should be rapid and far-reaching; those who are "reactionary" want no change at all.

20. Who are the Non Player Character's worth note within the agency?
This is a final step after all other areas of the agency have been considered and the agency has been designed. Several NPCs should be created to help breathe life into the agency. The agency's creator (if still alive), agency director, character's immediate superior, and several supporting characters should be created. Support characters include secretaries, security, technicians and clerks, as well as other section heads, and possibly some NPCs for remote offices of the agency (such as the Officer in Charge, and local sources for that office). The latter types of NPCs can be created for individual adventures, rather than at the start of agency creation.

With these questions answered, let's move on to selecting an Agency type and designing that agency. N&S has a fairly decent system for setting up spy agencies (even if you don't like Palladium's point based group creation). However, there's still some areas which leave a lot of coverage open. With that in mind, I've worked out a revised agency creation system, adapting some new elements to help flesh out the agency design system. Most of the original features are unchanged, however some new ones have been added.

2.3 Agency Design

1. Martial Arts School
. Rather than devote some small amount of points to make an inaccurate portrayal of the many different types of martial arts organizations, they've been separated out to form their own group creation table. Rather than reprint that bad boy here, I'll just list the Martial Art Organizations .
2. Private Investigation Agency. Since the revised edition of N&S added this new addition to the Spy Agency creation (without putting it in the Spy Agency section), it should be added here. Note that this will now be the lowest ''official' form of spy agency and have the fewest points for creation. 60 points are available.
3. Private Crime Buster Agency. A privately funded organization dedicated to fighting common criminals an underworld crime gangs. 75 points are available.
4. Public Crime Buster Agency. A government funded organization dedicated to fighting common criminals an underworld crime gangs. This is part of the new break down of Agency types to provide a logical niche for the
obligatory example of a typical city police department. 100 points are available.
5. National Espionage Agency. Yet another breakdown of Agency types. This provides a niche for federal agencies concerned only with matters within the country. 200 points are available.
6. International Espionage Agency. This group is involved in the contest between the world's superpowers and increasingly combating terrorism. The ""war in the shadows"" between national spies and counterspies should be
the group's major focus. 250 points are available.
7. Superspy Agency. The agency's main enemies are villains and organizations with extraordinary powers, devices, and/or skills. 300 points are available.
8. Ultraspy Agency. The agency's main enemies are villains and organizations with superhuman powers, devices, and/or skills. 400 points are available.
9. Elite Spy Agency. The agency's main enemies are villains and organizations with supernatural powers, devices, and/or skills. 500 points are available.
10. Mega-Spy Agency. An agency of this size and power indicates that the world setting is extremely dangerous. Most, if not all, of the bad guys also belong to agencies with lots of points. 600 points are available.

Agency Features, with revisions:
A. Outfits. Unchanged
B. Equipment. Unchanged
C. Weapons. Unchanged
D. Vehicles. Unchanged
E. Cybernetics, Bionics, and Robotics. (Modified from Villains Unlimited)
Bionics includes all the bionic and cybernetic implants, gizmos, disguises, weapons, limbs, internal organs, body armor, and reconstruction as presented in Ninjas & Superspies, Heroes Unlimited, Aliens Unlimited, Aliens Unlimited Galaxy Guide, and the Rifts Bionics Sourcebook (remember that N&S does not use MDC and adjust
all Rifts bionics accordingly). Robotics offers the various types of robot constructions, both drones and intelligent, as found in Heroes Unlimited. Special Note: Due to the unique setup of N&S and the additional availability of
Bionics and Robotics from other games, this system has been modified to allow an agency to focus on one field of augmentation, or several if they so desire. With this in mind, it is possible to pay points to combine several of the following featured augmentations.
1. None. The characters have NO access to cybernetics, bionics or robotics. Must buy or steal and modify any robots on their own. No automatic replacement of robots, parts, or bionic devices. Agency Cost: None
2. Basic Cybernetic Systems. 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. Agency Cost: 5 Points
3. Basic Bionic Systems. The members of this agency are able to recognize bionic parts and how they work. Very simple bionic implants can be removed, repaired, and installed, but installing artificial limbs, organs, or
major operations are impossible. Must buy or steal and modify any bionic implants, but can modify and install basic systems and features. No automatic replacement of parts or bionic devices. Agency Cost: 5 Points
4. Basic Robotic Systems. The agency provides one person, other than possible player characters, who has a fair understanding about robotics. Similarly, the agency understands the basics behind robots and artificial intelligence and can perform minor repairs and reprogramming of basic robot systems. Must buy or steal and
modify any robots or robot parts, but can modify and install basic systems and features. No automatic replacement of robots or parts. Agency Cost: 5 Points
5. Wired Agents. This organization has a knowledge and access to cybernetic technology and systems, although limited. Qualified agents can receive four (4) cybernetic implants. These include any of the Implants, Cyber-Attachments, or Cyber-Disguises from Ninjas & Superspies. Wired agents are limited to a maximum of one (1)
Cyber-Attachment. The annual budget is limited to 2D4X10 hundred thousand dollars ($200,000-800,000), which limits the creation of new wired agents and may affect the availability of cybernetic parts, features, and implants. Agency Cost: 10 Points
6. Partial Conversion Bionic Agents. This organization has a knowledge and access to bionic technology and systems, although limited. Qualified agents can receive three (3) bionic implants. These include bionic features for
the ear, and eye, eye weapons, sensors, lung, and throat implants from Heroes Unlimited. Bionic organs and partial bionic conversion are also available to agents who are seriously injured, however, full bionic reconstruction, limbs, weapons, and armor are NOT available. The annual budget is limited to 1D6X10 million dollars, which limits the creation of new bionic agents and may affect the availability of bionic parts, features, and implants.Agency Cost: 10 Points
7. Robotic Agents. Only the type 3 (exoskeleton) robot can be built and given to operatives. No other robots are available, unless they are purchased or stolen. The annual budget is limited to 1D6X10 million dollars, which
limits the creation of new robotic agents and may affect the availability of robotic parts, features, and exoskeletons. Agency Cost: 10 Points
8. Cyber Agents. 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 2D6X10 hundred thousand dollars ($200,000-1.2 million), which
limits the creation of new cyber agents and may affect the availability of cybernetic parts, features, and implants. Agency Cost: 25 Points
9. Full Conversion Bionic Agents. 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. 15% of the organization's operatives will have one to four bionic implants, weapons or disguises. 10%
will have a bionic limb or two and that limb will have three special features or weapons, plus the agent can have one additional bionic implant or feature. Furthermore, 5% of the operatives will have major bionic reconstruction, with a budget of 7.2 million. Repairs, replacements, ammunition, additional features (if proven worthy), and body armor are available upon approval. The annual budget is 2D4X10 million. Agency Cost: 25 Points
10. Specialty Robotic Agents. Only the type 3 (exoskeleton) and type 1 (robot vehicle) robots can be built and given to operatives. No other robots are available, unless they are purchased or stolen. The annual budget is
limited to 2D6X10 million dollars, which limits the creation of new robotic agents and may affect the availability of robotic vehicles, parts, features, and exoskeletons. Agency Cost: 25 Points
11. Cybernetics Arsenal. This organization has a knowledge and access to cybernetic technology and systems. Qualified agents can receive any of the Implants, Cyber-Attachments, or Cyber-Disguises from Ninjas & Superspies. The annual budget is limited to 1D6X10 million dollars, which limits the creation of new cyber agents but does not affect the availability of cybernetic parts, features, and implants. Agency Cost: 35 Points
12. The Bionic Arsenal. 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. 30% of the organization's operatives will have one to four bionic implants, weapons or disguises. 20% will have a bionic limb or two and that limb will have three special features or weapons, plus the agent can have one additional bionic implant or feature. Furthermore, 10% of the operatives will have major bionic reconstruction, with a budget of 14 million. Repairs, replacements, ammunition, additional features (if proven worthy), and body
armor are available upon approval. The annual budget is 5D4X10 million. Agency Cost: 35 Points
13. Robot Arsenal. 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. Agency Cost: 35 Points
14. Unlimited Cybernetics and Bio-systems. Characters belonging to the agency can receive any number of cybernetic implants, Cyber-Disguises, Cyber-Attachments, and Bio-Systems subject to approval from the organization's leaders. Typically, only valuable and experienced agents are bristling with cybernetic features or given powerful cybernetic reconstruction. However, as many as 50% of the agents will have 1D4 Implants, Cyber-Disguises, and Cyber-Attachments. Agents wounded in the line of duty can also request bio-system replacements rather than undergoing cybernetic augmentation. Repairs, and replacements are automatic and supplied quickly. See N&S and the Rifts Bionics Sourcebook for the full range of available systems. Agency Cost: 50 Points
15. Unlimited Bionics. Characters belonging to the agency can receive any number of bionic implants, organs and reconstruction, subject to approval from the organization's leaders. Typically, only valuable and experienced
agents are bristling with bionic features or given powerful bionic bodies. However, as many as 50% of the agents will have 1D4 bionic implants/features. Repairs, replacements, and ammunition are automatic and supplied quickly. See HU and N&S for the full range of available systems. Agency Cost: 50 Points
16. Unlimited Robotics. Robots can include all four types, but the most common are type one and two. Repairs, replacements, and ammunition are automatic and supplied quickly. See HU and AU Galaxy Guide for the full range of available systems. Agency Cost: 50 points.
F. Communications. Unchanged
G. Offices and Distribution. Unchanged
H. Headquarters.
A somewhat advanced addendum to the Offices and Distribution Feature, this feature determines where the headquarters of the agency is located. Note: Unlike any of the other features, this one is entirely dependent on the level of certain other features purchased.
1. None. The unofficial headquarters of the agency would be the director's personal home. This level is mandatory if the Offices and Distribution is None. Agency Cost: 0 Points
2. Single Office. The headquarters of the agency is a single office within a building containing other offices. This can be either the director's office in a building containing the rest of the agency's facilities or a single office among other offices in a building unrelated to the agency. This level is unavailable to Government and International Organization Sponsorship and Regional or better Offices and Distribution. Agency Cost: 2 Points
3. Multiple Offices. The headquarters of the agency is several offices within a building containing other offices. This can be either the director's office suite in a building containing the rest of the agency's facilities or an office suite among other offices in a building unrelated to the agency. This level is unavailable to Government and International Organization Sponsorship and Regional or better Offices and Distribution. Agency Cost: 5 Points
4. Hidden Office. The headquarters of the agency is a single office or office suite hidden from public access, within a building containing other offices. This can be either the director's office in a building containing the rest of the agency's facilities or an office among other offices in a building unrelated to the agency. This level is unavailable to Government and International Organization Sponsorship, Known or better Agency Credentials, and Regional or better Offices and Distribution. Agency Cost: 10 Points
5. Small Building. The headquarters of the agency is contained with in a small (1D6 level) building. This level is unavailable to Ubiquitous Offices and Distribution. Agency Cost: 10 Points
6. Large Building. The headquarters of the agency is contained within a large building (2D6 levels). This level is unavailable to Urban or worse Offices and Distribution. Agency Cost: 25 Points
7. Hidden Building. The headquarters of the agency is a completely concealed building (1D6 levels) either disguised as another building, underground or underwater, or disguised as a large object (typically a hill or mountain). This level is unavailable to Known or better Agency Credentials. Agency Cost: 35 Points
8. Small Facility. The agency headquarters is a small facility composed of several buildings (1D6). There may or may not be a wall or other enclosure around the facility. This level is unavailable to Urban or worse Offices and Distribution. Agency Cost: 35 Points
9. Large Facility. A large sprawling complex of buildings (2D6) houses the headquarters of the agency. An enclosure may or may not be present. This level is unavailable to Urban or worse Offices and Distribution. Agency Cost: 50 Points
10. Hidden Facility. This headquarters is a complex of buildings or spaces that is hidden. Typically such a facility is disguised as a different facility, hidden completely underground, within a mountain, underwater, or even as a space station. Another option is a secret island facility that covers a small, little known island. This level is unavailable to Urban or worse Offices and Distribution and Known or better Agency Credentials. Agency Cost: 60 Points
I. Covers.
Agency Covers can provide a disguise for the agency's activities and operations. This may provide a good smoke screen based on the Agency Credentials for operations gone bad. Similar to the Headquarters feature, this is an advanced addendum to the Agency Credentials Feature.
1. None. The agency has no cover or front whatsoever. Based on the Agency Credentials, they could be seen as anything and their public relations are often directly linked to the agency. Agency Cost: 0 Points
2. Recognized Public Agency. An agency that's established and known as an agency. Any operations or activities that receive negative press will be directed at the agency. Agency Cost: 5 Points
3. Faceless Public Agency. Similar to the Faceless level of Agency Credentials, no one is quite sure who this agency is, but any operations gone bad will be blamed on the government in general, rather than the agency specifically. This is a good cover for agencies that pass their operatives off as agents from another, public agency. Agency Cost: 10 Points
4. Unrelated Small Business. The cover of the agency is that of a small business. Often this means that no one knows who the agents work for, and materials and agents will often have cover occupations within that business. Agency Cost: 25 Points
5. Unrelated Big Business. Similar to small business, except that this business has a larger clientele base and may or may not have international operations. Unlike many small businesses, big business are often known by a wide variety of consumers, and any operations that can be linked to the business will be directed at them. Of course, this cover has the added advantage in that international business is conducted, and personnel and equipment can be moved through private, rather than public transportation. Agency Cost: 35 Points
6. Multiple Businesses. Several businesses, companies, and corporations act as fronts and provide covers for the agency. This cover allows the agency to do a variety of things from private transportation of agents and supplies, to marketing materials that the agency R&D labs have come up with through ''civilian' channels. Also this cover allows for teams of agents to be inserted in target areas without linking the agents to one another through their covers. Agency Cost: 50 Points
J. Military Power. Unchanged
K. Sponsorship. Unchanged
L. Budget. Unchanged
M. Administrative Control. Unchanged
N. Internal Security. Unchanged
O. External Infiltration. Unchanged
P. Research and Information Gathering. (Modified from Boxed Nightmares)
The available resources and methods of collecting, collating, storing, and accessing information.
1. None. 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. Agency Cost: None
2. Cheap Resources. 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 1D4 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 small group of clerks (1D4). Agency Cost: 2 Point
3. Good Connections. 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 1D4 staff sorting and updating data), and has a source at 1D6 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 a small staff (1D6). Agency Cost: 10 Points
4. Excellent Connections. $30,000 computer system, with a computer and modem for every field operator, is on line with 40 national and 20 international computer networks, 1D6X10 clipping services, a staff of 3D4 leg men to do research and monitor the news services. Plus, connections at 4D6 different major newspapers and 1D4 TV stations nationwide and 1D6 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 a dedicated staff (1D4x10). Agency Cost: 20 Points
5. Superior Connections. Has twice as big budget, services, news connections, analysis capability, and staff as described in number four. 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). Agency Cost: 30 Points
6. Unlimited Connections. 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. Agency Cost: 50 Points
Q. Library. (Taken from Boxed Nightmares)
The archives 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. Great for that Mystic China tie-in.
1. None. Only whatever each character may bring into the agency over the years. Agency Cost: None
2. Small. A mostly insignificant library in the way of magic. Popular books on the occult, the paranormal, ghosts, legends, UFOs, mysterious happenings, all of Victor Lazlo's books, and newspaper clippings. Also included are several recent world atlases, dictionaries and other common scientific and geographic references. Agency Cost: 3 Points
3. Good Library. An impressive selection of over 800 books on the paranormal, supernatural, lore, E.S.P., magic, and magazine articles that span the last 100 years. Included are many rare and hard to find books (15%). 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). Approximate value: $75,000. Agency Cost: 10 Points
4. Excellent Library. 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. Approximate value: $225,000. Agency Cost: 15 Points
5. Superior Library. 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. Approx. value: $500,000. Agency Cost: 25 Points
6. Library of the Arcane. 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. Note: The GM may select a total of 20 spells from levels 1-6 (generally the more common ones) and a total of eight rituals/circles selected from levels 3-12. Approximate value of the library is four million dollars. Agency Cost: 50 points.
R. Research and Development.
What kind of spy agency doesn't research new technology and applications for technology to further their goals? In addition, R&D is responsible for creating the various gadgets that characters use in the field. Disguising useful
objects as ordinary objects is their specialty and they are always looking at new ways to incorporate advanced equipment into common, ordinary, objects.
1. None. You want to design a new weapon, or put that camera into a pack of cigarettes, do it yourself, because the agency can't help you. Agency Cost: 0 Points.
2. Cheap Research. The agency strives to develop new technologies, and can provide basic containment fabrication functions. However, a limited budget (1D6X$10,000) and single technician (one Gizmoteer of 1D6 level) means that production isn't quick or simple. Figure 1D6 days for any one item to be produced. Agency Cost: 2 Points.
3. Basic Research. The agency can produce some new technologies and provides some standard containment fabrication devices. A few technicians (1D4 Gizmoteers) and modest budget (2D6X$10,000) can provide the most common gadgets and technologies to the characters (any espionage equipment, energy weapons, specialty weapons, and equipment described under the Gizmoteer skill programs is available, at double the normal cost to characters). Figure 1D4 days for items to be available. Agency Cost: 5 Points
4. Specialty Research. With this level of research, the agency can develop completely new (i.e. GM or Player's creation) items, though it may take time. Common gadgets and technologies are widely available, though not in any large quantity. Several technicians (1D6 Gizmoteers with 2D4 assistants) with a useful budget (1D6X$1 million) work to constantly design new technology, while keeping up a steady supply of common containment fabrications. Figure 1-2 days (24-48 hours) for items to be available. All common gadgets and technology are available at standard book prices. Agency Cost: 10 Points
5. Gimmick Research. Research facilities of this level are often working on reverse engineering other technology, developing new technology and applications thereof, as well as improving standard containment fabrication designs for miniaturization, increased durability and dependability, as well as longer use times and increased functionality. A dedicated research station (2D6 Gizmoteers, 1D6X10 highly trained assistants, and 1D4x10 other personnel) with an impressive budget (1D6X$100 million) provide almost round the clock research and development of gadgets and technologies. Major break-throughs occur once every few years (1D4+2) and almost any gadget or technology is available easily, with replacements and advanced technical support on call. Figure 4D6 hours for items to be available, with common items being available withing a few (1D4) hours. Agency Cost: 35 Points
6. Unlimited Research. National Governments are most interested in these advanced facilities. Especially since they rival the research and development capabilities of most world superpowers. One major and several (1D6) minor research facilities are fully staffed (Four times the numbers as number five for the major facility and equal numbers for the minor research facilities) with a budget that makes Bill Gates look poor (1D6X$1 billion) means that this level of R&D provides unparalleled technology and impressive gadgets. Often, some of the older (20+ years old) technologies are marketed through the agency's front company (or companies) to augment the agency budget. Figure 2D6 hours for items to be available, with common items being available usually on demand, with a one hour delivery time to most agents in the field. Agency Cost: 50 Points
S. Agency Credentials. Unchanged
T. Agency Salary. Unchanged

Modified Private Investigation Agency Creation for the Private Eye O.C.C.:
Starting with the same 60 points to spend, the player creates the private eye's agency using the modified Agency creation rules found here. Because the character will continue to add to the organization as he or she develops, add an additional 10 points to the agency at levels 3, 5, 7, 8, and 9. The following are the maximum levels allowed to be purchased by a private eye agency, note that everything, even those levels required, must be paid for with the 60 points:
Agency Features
A. Outfits. Unchanged.
B. Equipment. Unchanged.
C. Weapons. Unchanged.
D. Vehicles. Unchanged.
E. Cybernetics, Bionics, and Robotics. Limited to Basic Cybernetic Systems (#2), Basic Bionic Systems (#3), or Basic Robotic Systems (#4) (pick one, can only choose augmentation from one category).
F. Communications. Unchanged.
G. Offices and Distribution. Unchanged.
H. Headquarters. Limited to Single Office (#2), Multiple Offices (#3), and Small Building (#5).
I. Covers. Limited to None (#1), Recognized Public Agency (#2), or Unrelated Small Business (#4).
J. Military Power. Unchanged.
K. Sponsorship. Unchanged.
L. Budget. Unchanged.
M. Administrative Control. Unchanged.
N. Internal Security. Unchanged.
O. External Infiltration. Unchanged.
P. Research and Information Gathering. Unlimited.
Q. Library. Unlimited.
R. Research and Development. Limited to Basic Research (#3).
S. Agency Credentials. Unchanged.
T. Agency Salary. Unchanged.

EXAMPLE: TYPICAL CITY POLICE DEPARTMENT
Here's a breakdown of a typical city police department. Although the categories are the same, a few of the choices fall in between the standard offerings.
A Crime Busting Agency
A. Outfits: Unchanged.
B. Equipment: Unchanged.
C. Weapons: Unchanged.
D. Vehicles: Unchanged.
E. Cybernetics, Bionics, and Robotics: None.
F. Communications: Unchanged.
G. Offices and Distribution: Unchanged.
H. Headquarters: Typically Small Building (10 Points), however most major cities will have a Large Building (25 Points).
I. Covers: Recognized Public Agency (5 Points)
J. Military Power: Unchanged.
K. Sponsorship: Unchanged.
L. Budget: Unchanged.
M. Administrative Control: Unchanged.
N. Internal Security: Unchanged.
O. External Infiltration: Unchanged.
P. Research and Information Gathering: Poor Resources (1 Point)
Each police officer has a police band radio, and commercial radio. The agency has 1D4 national and one international clipping service. Police officers do their own leg work and investigations, however, their reports and evidence is collated and kept track of by a small group of clerks (1D4).
Q. Library: None
R. Research and Development: Poor Research (1 Point)
Police can provide a limited range of concealed equipment, such as wire taps and microphones. However, a the budget usually comes from Feature L (above) and single technician (typically an electronics engineer) means that access and/or repair of the equipment is often slow. Figure 1D6 days for any one item to be available.
S. Agency Credentials: Unchanged.
T. Agency Salary: Unchanged.
DEPARTMENT TOTAL 90 Points/105 Points (for major cities)

2.4 Using Agencies
Of course designing an agency is only part of the process when dealing with agencies. Using the agency is also important as it plays a vital role in game play and has an impact on what type of game is played. No one expects novice characters to go up against the super-powered villain with his hordes of well trained and equipped minions, bent on global domination their first time in action. Scaling the agency to the players makes for more believable, fun, and most importantly playable games. Of course then you end up creating more than one agency for the players, but hey, it's all about the game.

3.41 Low Level Characters.
For characters just starting out in their espionage careers, the Private Investigation Agency, Private Crime Buster Agency, and Public Crime Buster Agency are usually the best place to start. The relatively small size of the agencies, combined with the relatively low powered villains they oppose should allow the characters to go on missions and adventures at an appropriate level of play. These agencies are recommended for two uses. Low level characters (levels 1-3) and characters who want to fund their own espionage agency, one that will grow with the players and become more powerful as they increase in power. Self-funded, privately funded, and mysterious sponsors work well to get these agencies going. Low level threats such as criminals and minor agents can be dealt with at a fairly complementary level of challenge for the players, while keeping them interested and satiated with the campaign.

3.42 Middle Level Characters.
As the characters become more experienced (levels 4-7) they require tougher challenges to keep game play interesting. For this, we move on to more advanced and sophisticated villains. In this case, the most appropriate opponent of an espionage game, other espionage agents. Here is where we introduce the true espionage aspects of the game to the players by inviting them to perform a variety of intelligence and counterintelligence missions for their agency. The best agencies for this level of play are the National Espionage Agency and International Espionage Agency. While espionage missions may take a while for the players to get the hang of (especially if they're used to just doing combat with the villain to thwart their plot), they do introduce a higher level of play that moves the focus away from pulse-racing action to more cerebral challenges. That doesn't mean that their won't still be action for the players to enjoy (especially on missions gone bad), but that action and combat have become less the focus of the game, where puzzle solving and information gathering move to the fore.
For agencies funded by the characters themselves, this represents a step up in the espionage world to more advanced missions. Often their agency will be contracted by a larger, more capable agency (deniability you know), to perform missions of a delicate nature. Or the agency could just become aware of the bigger picture and dedicate themselves to doing their part. This is often the case if their adventures lead them to become aware of large criminal syndicates, rogue espionage groups, and terrorists.
Another aspect of using agencies to support and develop the players is the super-secret black ops agency. After the character's have proven themselves capable agents (typically by fourth level), they could be tested and recruited by a secretive agency dedicated to more advanced threats. This could be an agency dedicated to combat more difficult threats, especially those typically faced by high level characters. Or this could be a rogue agency dedicated to opposing certain elements within a society.

2.43 High Level Characters.
Higher levels of play require even tougher opponents to face and often nothing is as it seems. For this level (7+), the Superspy Agency, Ultraspy Agency, Elite Spy Agency, and Mega-Spy Agency come into play. Opponents of this level aren't you common criminals or espionage agents anymore. Now they've got powers, abilities, or augmentation on their side, and they use it to it's full effectiveness. Cyborgs, Robots, even spell casters or villains with superpowers become the main focus of the adventures. Of course, it's not just the head villain that's got special abilities, henchmen employed by the villain also have a special something going for them. At the highest levels of play, even the hordes of faceless minions may be augmented or powered in some way. To combat these baddies, the heroes must be well trained, skilled, experienced, and have awesome resources.
In agencies funded by the characters, this means the characters have managed to get their hands on enough wealth to properly fund their agency to a level on terms with the world's best agencies. They have moved to a level on the playing field where they make major decisions that could affect the entire world. In doing so, they have taken on the responsibility of stopping other people from taking over the world and other world-shattering plots.

2.44 Greater Stakes for Less Experienced Characters.
Of course, maybe the GM doesn't feel like running low level action for their characters. Perhaps they want to start off against more serious problems than common criminals or the average espionage agent. That's not a problem, after all this is Ninjas & Superspies! However capable the characters may be however, their agency shouldn't be sending them on vital missions until they've gained experience and demonstrated that they can get the job done. While their opponents may be more powerful than the run of the mill villain, they don't have to be sent against that villains main plot of world domination. A simple encounter with some of the villain's minions engaged in a minor activity should suffice.

2.5 Adversarial Agencies
When creating agencies to oppose the characters, try to keep in mind that the relative level of ability of that agency should roughly correspond to the level of ability of the agents. By making the main villains of that agency a few (1D4+2 works good) levels higher than the agents you can maintain a challenging game without making the opposition too difficult to handle. Activities of these opposing agencies should mirror that of the characters' agency. For example, if the characters' agency is dedicated to preventing crime, have the opposing agency be dedicated to crime. Obviously in the espionage situation, the characters or their opponents will be dealing with intelligence and counter-intelligence activities, but that doesn't rule out other activities being performed by the opposing agency. For instance, the characters could be gathering intelligence on the terrorist activities of the opposing agency, yet not quite taking action (i.e. engaging in counter-terrorism).

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