Perks

     Perks are special resources characters can use to help turn the tides of a mission. Each use of a Perk requires the appropriate amount of Resource Points as shown below and may have other prerequisites as well.

Cost Perk Acquired
0 points Access to a permanent Contact during an adventure (for the first two times).
1 point A temporary contact willing to provide special information.
Immediate access to an exclusive locale or event.
Charisma +1 toward one group or organization for the duration of the mission
Acess to a permanent Contact during a mission (for the third time or more).
$5,000 cash.
2 points Special Transport to a local area (A helicopter transport, an armored car, etc.).
A temporary contact capable of acquiring special (or illegal) equipment.
Access to a restricted area (back room of a night club, corporate office, etc.).
Access to Close Air Support during one scene.
Access to a Safe House in a neutral or friendly region
$10,000 cash.
3 points A Henchman or Right Hand for the duration of the mission
Access to a secure location (Corporate Research Facility, Police Station, etc.).
A temporary contact with capable of providing secure information.
Special Transport to anywhere on the planet within 24 hours.
Access to a Cover Identity for the duration of the mission.
Access to Artillery Support during one scene.
$20,000 cash.
4 points A temporary contact with access to classified information.
Charisma +2 for the duration of the mission.
Access to Immediate Special Transport.
Access to a government or military complex.
Access to Legal Enforcement Powers for the duration of the mission.
Access to an Air Strike during one scene.
Access to a Safe House in a hostile region
$40,000 cash.

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Perks

Ghost Squad Gatlin