'Team Cohesion' training? It looks like Sargent McStone will be coming in to knock the basics into our boys in blue. Everyone should be able to attend such a general subject easily. Speaking of everyone, the team arrived right on time. They're downstairs waiting for their orders. I know how you heroic types like speeches, if you want to
give a speech to the whole group now would be the perfect opportunity.
((Optional: You may suggest a speech to introduce yourself as the new chief. This speech may include information on your backstory, and the "incident" that put you behind the desk.))
Don't start writing yet. You still have to get the
Deployments figured out before seeing everyone. Just like it sounds, Deployment is where we give everyone their orders. Our last chief broke deployments up into four different types:
Patrol,
Investigation,
Raid, and
Disaster.
Patrol is the most basic type of deployment. Heroes on patrol hit the street taking out purse snatchers and responding to emergency calls. Units on patrol can assist other deployments as reinforcements during emergencies, but it will usually take them a significant amount of time to reach the area. Its main goals are to keep the street clean, generate
Leads for Investigations, act as reinforcements, and respond to unforeseen
Disasters. Everyday patrols are a safe deployment, but they can get more dangerous in the case of a Disaster or when reinforcing another deployment.
Investigations are a second stage. As I am sure you know, most criminals don't like getting caught. So most criminals keep their criminal activities secret. To catch them we have to figure out who they are and what they're doing. Investigations are how we do that. Here we follow
Leads discovered by patrols. You will advise on how and where they should act, they do their best detective work, and with luck we start to figure things out. Depending on how the Investigation goes, we are likely to get some more information - maybe even enough for a Raid. Investigations are relatively safe. It is not uncommon for Super Villains to send minions in an attempt to hinder the investigation, but they will almost always assign lesser minions to the task rather than risk blowing their cover entirely. Most leads remain more than one turn if not immediately investigated, but if you wait to long it could lead to Disaster. We currently have three Leads to work with:
-A series of mysterious fainting spells have been reported in the amusement park targeting groups of adults. No fatalities have been reported, however the medic team is suggesting someone is stealing their "life force". This is likely caused by a Super for unknown reasons.
-A high-security biological laboratory was broken into by a figure appearing only briefly on the security cameras. It appears that their infiltration was successful - however none of the dangerous diseases contained in the area have been touched. If they got away with anything it is likely a copy of their research material.
-There have been a series of low-profile thefts including jewelry, weaponry, cash, and electronics totaling less than $1000 per location. In each case the stolen item was replaced with a calling card, a cheap business card with a hand-drawn butterfly on it. Their haul currently exceeds $10,000.
Raid: A Raid is the final stage. Once we know a culprit and their location, we get a warrant and kick down the door. There is some planning to do on your end, but we often end up having to attack their base and apprehending all of their assets and assistants at once. This tends to be the most dangerous deployment, even in the best of circumstances the Villains are likely to resist arrest violently. Like with Investigations, Raids can be put off for a later turn, but if you wait too long they are liable to find a new hiding spot or finish whatever their plan is.
Disaster: Disasters are events that put the public in danger. While this can include Earthquakes and other possibly-natural disasters, it usually means someone is making a bunch of noise downtown. Remember when I said 'most' criminals don't want to get caught? This is what happens when they stop caring. Disasters include events like a hostage situation, a Super Villain attack, a Monster being released, a bomb being planted, or anything else with the potential to lead to significant loss of life. We usually want to prevent these before they go off. Many of the Villain's plot will lead to Disasters if we don't take care of them fast enough - often their smaller crimes are just paving the way for a big one. On the bright side this is where we are most likely to work with Vigilantes, Supers who spring into action to protect the innocent. Units on Patrol will automatically respond to disasters that appear when we are unprepared, you will only be able to deploy directly to a Disaster if one is known and ongoing during deployment. As one may expect, this is the most dangerous to our units aside from raids - and it is by far the most dangerous to the general public. Fortunately there are no ongoing disasters...thanks to you.
H: "Morgan" (Super-intelligent gadgeteer/engineer)(Team Cohesion)
SK: "Gloria" (Telekinetic) (Team Cohesion)
SK: "Abyss" (Controls Darkness) (Team Cohesion)
AJ: "Jack" (Team Cohesion)
AJ: "King" (Team Cohesion)
AJ: "Ace" (Team Cohesion)
AJ: "Queen" (Team Cohesion)