Difference between revisions of "Secret Weapons (mage V20)"

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;[[Mage Information]]
 
;[[Mage Information]]
== <span style="color:#4B0082;"> ==
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== <span style="color:#4B0082;"> Secret Weapons* ==
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As a prized guinea pig for the Technocratic Q Division,
 +
you get access to experimental technology. When a new
 +
Device reaches the prototype stage, you get a briefing from
 +
your friends(...?) at Q, then get sent out to see what the thing
 +
will do in the field.
 +
 
 +
A Background that applies ONLY to Technocratic field
 +
operatives, this Trait periodically gives you goodies to play with.
 +
The Trait rating reflects the sorts of goodies you get access to
 +
for a given mission. As with Requisitions, these Devices do not
 +
belong to you – Q Division wants them back, preferably intact,
 +
along with a full report about how the Device functioned in
 +
your hands. Hopefully, you’ll have good things to say; if things
 +
go badly... well, at least Q Division will know what ''not'' to do
 +
next time out.
 +
 
 +
Favored agents get better gear. Trouble, is, you’re not
 +
always sure just how favored you really are. When you prepare
 +
for a mission, your Storyteller makes a Social Trait + Secret
 +
Weapons roll. (The Trait in question depends on the sort
 +
of relationship your character has with the Q Division rep:
 +
Charisma in most cases, Manipulation if the agent tries to
 +
game the system, and Appearance if the agent looks especially
 +
attractive to the Q Division rep.) The difficulty depends on
 +
how the Q Division rep feels about your agent. A failed roll
 +
means that the rep’s got nothing for you this time around;
 +
one or two successes get you something of dubious value,
 +
and three successes or more score you some choice goodies.
 +
A botch reflects a flawed gadget – either slipped to you on
 +
purpose by a disgruntled rep or something sent into the field
 +
before all the bugs have been worked out. Because this is a
 +
secret Storyteller roll, you won’t know how things turned out
 +
until you use the gadgets in the field. Obviously, it pays to
 +
be on good terms with your local Q Division representative!
 +
 
 +
:X -- Typical agent – no goodies for you!
 +
:• -- You can get small items of trivial value: pens, lamps, nutrition bars, etc.
 +
:•• -- They send out small items with limited utility value: sensors, power sources, energy pills, etc.
 +
:••• -- You start to get the good stuff: small weapons, body armor, medical supplies, etc.
 +
:•••• -- A trusted agent, you know the quirks of various Q Div weapon-smiths because they come to you when their special toys need to be tested. These items tend to be useful but plagued with finicky and perhaps dangerous bugs.
 +
:••••• -- You get all kinds of cool, expensive stuff: armor, weapons, advanced transportation gear, and so forth. Now ''do'' be careful, 007!

Revision as of 10:04, 25 July 2017

Mage Information

Secret Weapons*

As a prized guinea pig for the Technocratic Q Division, you get access to experimental technology. When a new Device reaches the prototype stage, you get a briefing from your friends(...?) at Q, then get sent out to see what the thing will do in the field.

A Background that applies ONLY to Technocratic field operatives, this Trait periodically gives you goodies to play with. The Trait rating reflects the sorts of goodies you get access to for a given mission. As with Requisitions, these Devices do not belong to you – Q Division wants them back, preferably intact, along with a full report about how the Device functioned in your hands. Hopefully, you’ll have good things to say; if things go badly... well, at least Q Division will know what not to do next time out.

Favored agents get better gear. Trouble, is, you’re not always sure just how favored you really are. When you prepare for a mission, your Storyteller makes a Social Trait + Secret Weapons roll. (The Trait in question depends on the sort of relationship your character has with the Q Division rep: Charisma in most cases, Manipulation if the agent tries to game the system, and Appearance if the agent looks especially attractive to the Q Division rep.) The difficulty depends on how the Q Division rep feels about your agent. A failed roll means that the rep’s got nothing for you this time around; one or two successes get you something of dubious value, and three successes or more score you some choice goodies. A botch reflects a flawed gadget – either slipped to you on purpose by a disgruntled rep or something sent into the field before all the bugs have been worked out. Because this is a secret Storyteller roll, you won’t know how things turned out until you use the gadgets in the field. Obviously, it pays to be on good terms with your local Q Division representative!

X -- Typical agent – no goodies for you!
• -- You can get small items of trivial value: pens, lamps, nutrition bars, etc.
•• -- They send out small items with limited utility value: sensors, power sources, energy pills, etc.
••• -- You start to get the good stuff: small weapons, body armor, medical supplies, etc.
•••• -- A trusted agent, you know the quirks of various Q Div weapon-smiths because they come to you when their special toys need to be tested. These items tend to be useful but plagued with finicky and perhaps dangerous bugs.
••••• -- You get all kinds of cool, expensive stuff: armor, weapons, advanced transportation gear, and so forth. Now do be careful, 007!