Quartermaster
The Quartermaster is responsible for managing the capabilities of the crew and their headquarters.
Duties
Track the crew XP and upgrades. After each mission mark any crew XP earned. You gain 2 supply when the XP bar fills up, which can be used to enhance the headquarters or crew itself.
Manage the headquarters. When you purchase headquarters upgrades, take some time to detail what that looks like.
Track non-crew personnel. You need to track the contacts, hired help, and suppliers that help the crew function.
Select downtime activities. After a mission, choose two downtime activities. These benefit the whole crew. Agents that are not assigned to an activity by you can choose to pursue an activity for their personal benefit.
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Long-Term Project. Assign an agent to lead the project. They will roll an action to advance the project clock.
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Acquire Asset. You can assign an agent to hire, borrow, or steal an asset your crew requires for an upcoming mission. This might mean hiring outside expertise, obtaining black-market goods, or gaining legitimate access to classified information. The roll will determine the quality of the asset obtained.
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Recruit. Spend one supply to gain up to five recruits that Personnel can distribute among their squads. Spend two supply to add a whole new squad. The crew is limited to six squads.
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Upgrade Crew. You can upgrade the headquarters, purchase a crew ability with 2 supply, or improve the quality of your crew’s equipment.
Say how you’ve obtained this new ability or upgrade for the crew. Where did it come from? How does it become a new part of the crew?
You purchase a single item with each Upgrade Crew activity.
Brief (mission start)
- Provide any assets that you acquired for the mission.
Debrief (mission end)
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Mark any crew XP earned during the mission.
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Choose two downtime activities, assigning agents if required. If the Director gives you intel, you can spend it for additional activities (each extra activity costs 1 intel).