Project: Containment FoamRolls*: Time (1) Cost (5)
The idea of superhuman containment foam for an Agency that makes it's name working with superhumans is a no-brainer. It's mostly a chemical reaction, so all it takes is someone pulling a few strings to get access to some state-of-the-art facilities at the local university and a bit of cash for the more exotic materials and you can get to work. The downside to this is that the university sees you as a liability. As an outside group using their facilities (and perhaps because of the particular outside group you are) they draw up a custom and truly exhaustive set of safety and insurance guidelines (which is in fact where the majority of this money is going) for you to follow. Not only that but they insist on having a minder with you in the lab at all times. Between the constant supervision, week long waits to get approved for tests, and scheduling between bored college students taking lab, the containment foam promises to take a much longer time than it needs to get developed. At least it's cheap.
Once complete, combat foam will be an engagement item. It will be usable by league agents. It may have other applications.
Project Cost: 1 favors and 2 million $ per turn of work
Project Time: 2 turns of work to complete
*Initial rolls for the project are always unmodified. Modifiers affect the second set of rolls. (effect, price, bugs.)
Deployment phase
During the deployment phase, each character you control can take one (1) action. There are a number of different actions they can take.
Research:Assign a character to one of you projects, if you have the money and favors available to fund it.
Recruitment:Assign a character to recruit another hero or villain to your group, up to your current maximum. You can spend renown to modify the recruitment roll. 100 renown is a 1.0 modifier. (An unmodified roll) You can spend as much or as little as you like, but you cannot roll something outside of the 1-6 range.
Movement:Move a character to another area on the map. They cannot perform other actions during this time. Unless special measures have been taken (ie. research or a project) a character cannot be intercepted or otherwise engaged during travel.
Engagement:Send a character to influence the city they are currently in. If no plan is specified, they will take generic actions. Robbing banks or stopping muggers, depending on your side. It will produce about an even ration of $ and influence.
You can also create a specific plan for your characters engagement that will effect the outcome. There are no generic presets to these. You can do whatever you scheme up. For example, a terror bombing may produce no real money, but a lot of influence. You could also take on bigger targets. Instead of stopping muggers, you might try to break up an organized crime ring. This will see you facing a number of weak generic enemies, and might be dangerous for a lone or inexperienced character, but will provide greater rewards than generic action.
Battles occur when heroes and villains attempt to engage in the same city during the same turn. If either side has uninjured characters after the battle they will still attempt to carry out the original plan. (provided the character is not uninjured because of a retreat) If you were attempting a high value target, the little mooks will usually show up during the battle, so a lone surviving rookie will always succeed on a mission after a battle.