Project: League AgentsRolls*: Time (3) Cost (2)
Turning the current "Heroic Embassy" into what is essentially an international intelligence agency is not a popular idea with the Red Government. It requires formal recognition of the Heroes as a separate political entity, and a lot of contentious legislation on what they would and would not be allowed to do in each nation. The ideas harken back to the UN of old, when there were more than 2 nations in the world, and this makes it a might easier to stomach the idea for the public. Still, politicians fight you tooth and nail, and the tiny embassy will need to be expanded to a full blown complex. There is also the issue of construction costs and payroll for all the prospective new employees, but many people are willing to get behind the expansion of heroes and their influence on the world.
Once complete, the Agency will provide a passive income of influence and reputation, and allow some weak mooks to accompany a hero for support during an engagement. The agency will also have access to any tech you develop, and can become more capable accordingly.
Project Cost: 10 favors and 5 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.