DarkMatter: How do you outfit your field agents?

Post/Author/DateTimePost
#1

thanatosmk2

Jun 16, 2009 22:11:03
What do you consider as standard issue gear for your agents? Cellphones, laptops, fully automatic flaming depleted uranium chainsaw launchers, etc.?

Or did you just give them a mission, some cash, and have them find their own way in the world?

Several reformats ago I had a spreadsheet with packages designed based on class, occupation, and mission. Anyone could buy/requisition hardware within reason for the mission with the appropriate requisition checks or purchase rolls, depending on if they got things in house or not.

Before I decide to rebuild mine, I was curious if anyone has done something similar and could save me some work. If not, I'll likely post my results here after completion, thus providing something new to this forum that could be useful
#2

Ragitsu

Jun 16, 2009 22:18:15
They work for the Hoffman institute, right?
#3

thanatosmk2

Jun 16, 2009 22:32:07
Correct. Department 7 of the Hoffman Institute.
#4

Ragitsu

Jun 20, 2009 1:03:59
Well, a shotgun's a given: asides from it's simplicity, you can get it a bunch of different shot/shells for various situations (werewolves, vampires, rioting humans, etc). You'll also want to throw in UV lights, as they seem to be a catchall device for detecting a strange variety of phenomena. Also, digital cameras are handy for recording said strange phenomena should they be visible to the normal human spectrum of sight.
#5

nobodez_here

Jun 24, 2009 18:21:08
Well, depending on the agent's role, you can get a different kit.

My first (and only) d20 DM character was neo-paladin based on the Paladin in one of the early encounters of Expedition to Castle Ravenloft.

But, there are a few things every adventurer needs to have.

+2 Mastercraft Mesh Vests and +2 Mastercraft Backpacks. Not only do they carry 40 and 60 pounds of gear respectively, with the mesh vest, your carrying capacity is at a +4 Strength.

Rope and Climbing Gear (I'd stash an extra bit in a duffle bag, but keep a standard 150' of rope and the gear in the backpack).

Search and Rescue Kit (never leave home without it, never take it off, this will save your life).

Firearms. I'd go with a standard +2 MC Glock 17, +2 MC H&K MP5K, and a +2 MC Beretta M3P. Two magazines of standard ammunition for each, a Concealed Carry holster for the Glock, a (as funny as it sounds) Hip Holster for the MP5K, and a shoulder sling (included in the price) for the M3P. Add in some assorted rounds for the 9mm and 12-gauge firearms depending on what you're fighting. Don't forget illuminators and lasers for all three (yes, a laser on a shotgun, it still gives the bonus, don't it?).

Computers. Digital Camera, Cell Phone, Cellular Modem, +2 MC Upgraded Laptop, Portable Video Camera, Printer, Scanner. See if you can convince your GM to allow you to use the multi-function and compact gadget on some of the items. Tech has come a long way in the last seven years. An iPhone 3GS can supplant the Camera, Cellular Modem, Portable Video Camera, and Cell Phone with as much or higher quality than you'd find in 2002 vintage items, and even adds in the PDA functionality to boot.

Communication. In addition to the aforementioned Cell Phone, pick up a Professional Walkie-Talkie. And make sure everyone in your crew has one as well. Get one with a light and/or a camera (urban arcana) if you can swing one.

Transportation. My personal favorite is a Suburban or an F150, but some prefer the Caravan or Escape, quicker but with less cargo capacity. Others want you to go with an APC or even a Blackhawk. While these have their advantages, they are rather obvious.

Tools. Get every toolkit in the Deluxe model. Store them in the vehicle. Carry a multi-tool (or three) at all times. Duck tape is grand (and see if you can swing the larger rolls, the one in the book is rather anemic).

Survival Gear. Yeah, like the tools, pick up at least one of each of these. Like I mentioned above, get extra rope. A quarter mile (just 9 150 foot lengths) should suffice. That way you can leave some behind and not worry. Oh, and extra climbing gear, for the same reason.

Surveilance. NVGs are a must. If you've got the skills, add in the rest. With multiples of course.

Clothes. Black fatigues with jackets are your basic field ops fear, though some agents prefer Business Clothes, for the classic MIB look. Get both, and where the black ones at night. Make sure your companions are appropriately dressed. If you're planning on going undercover as non-Agents, pick up some other uniforms, but be aware that without good Bluff and Disguise, you may not pull it off.
#6

Ragitsu

Jun 25, 2009 1:15:04
I chuckled at how 2002 is now "vintage". The times, they are a changing .
#7

nobodez_here

Jun 27, 2009 7:24:32
I chuckled at how 2002 is now "vintage". The times, they are a changing .

When it comes to technology, 2002 is vintage.

Cell phones have changed a lot in the last seven years. Take the first wireless phone released in the US to have a camera, the Sanyo SCP-5300. It had a 640x480 camera. Critics are panning the iPhone 3GS for having only a 3.2 megapixel camera. You couldn't get a 3.2 megapixel digital camera for under 300 dollars in 2002.
#8

Ragitsu

Jun 27, 2009 14:00:15
When it comes to technology, 2002 is vintage.

Cable internet was a big thing back then too.