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GURPS Package for IST Administrative Staff?
GURPS Package for IST Administrative Staff?
#1
Has anyone worked out a package for IST Administrative Staff comparable to the one for IST Field Team members?
Specifically I am wondering about Administrative Rank levels, Security Clearances, Skill packages, etc.

Thanks,

M
Michael R. Smith (lastfreehuman@gmail.com)
GURPS IST Aleph Wordpress (http://istaleph.wordpress.com/)
GURPS IST Aleph Twitter (http://twitter.com/IstAleph/)
Trek This! Wordpress (http://dthiller.wordpress.com/)
My Blog (http://lastfreehuman.wordpress.com/)
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#2
Not I. I don't think it ever occurred to me to do so -- and some things like Administrative Rank levels simply weren't in 3rd Ed at the time I wrote.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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#3
Okay. Just wondering. I've been thinking about it and I may put together something like that for the Staff side of the Embassy in my games. I will post here once I have something knocked together. Unfortunately my brain works in bizarre ways and I think about things like "Gee, what if I based a one-shot off of a bunch of IST Embassy staff who had to defend themselves against attacking supervillians while everybody else is out doing other stuff."
I would say I need a hobby, but unfortunately this IS my hobby.

M
Michael R. Smith (lastfreehuman@gmail.com)
GURPS IST Aleph Wordpress (http://istaleph.wordpress.com/)
GURPS IST Aleph Twitter (http://twitter.com/IstAleph/)
Trek This! Wordpress (http://dthiller.wordpress.com/)
My Blog (http://lastfreehuman.wordpress.com/)
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#4
The thing is, it's a great idea. I should have thought of it 25 years ago -- for precisely that reason.

Mm. Now that I think of it, maybe Scott and I statted out some of the admin staff of IST Kingston in the supplement of the same name. I'll have to go check one of my comp copies when I get home from work tonight.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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#5
I think mine is somewhere in my library. That would be cool if there were some worked examples besides the ones in the IST core book. I'm writing up the first of the members of the IST Aleph Staff now, the somewhat at sea Team Administrator.
M
Michael R. Smith (lastfreehuman@gmail.com)
GURPS IST Aleph Wordpress (http://istaleph.wordpress.com/)
GURPS IST Aleph Twitter (http://twitter.com/IstAleph/)
Trek This! Wordpress (http://dthiller.wordpress.com/)
My Blog (http://lastfreehuman.wordpress.com/)
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#6
And I forgot to look last night, dammit.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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#7
Okay, I pulled a copy of Kingston out of my shelf and checked it. Nope, we did nothing in the way of a package -- but that's mainly because the only staff we detailed were so varied in their positions and duties that there was practically nothing in common between them besides their service.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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#8
Yeah, I checked this evening too. Kingston remains the gold standard for me for writing up an IST Embassy sourcebook. I am curious however if it was ever decided what the staff positions at an embassy typically were? Kingston gives some great worked examples, but I'm pretty sure you guys didn't write up every position. Any thoughts?

M
Michael R. Smith (lastfreehuman@gmail.com)
GURPS IST Aleph Wordpress (http://istaleph.wordpress.com/)
GURPS IST Aleph Twitter (http://twitter.com/IstAleph/)
Trek This! Wordpress (http://dthiller.wordpress.com/)
My Blog (http://lastfreehuman.wordpress.com/)
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#9
Even for the Warriors we didn't have every person on staff defined, but I figure that outside of the supers and the powered infantry you should probably have a full security team, a PR team, some kind of accounting department, a quartermaster with staff and warehouse, a machine shop with mechanics and other techs on staff to handle repairs and fabrication of equipment, maybe a motor pool, physical trainers... hm. I'm sure there's something else that needs to be in this list but it's slipping my mind right now.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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#10
Bob Schroeck Wrote:I'm sure there's something else that needs to be in this list but it's slipping my mind right now.
A lawyer trained in the local legal code and a liaison with local authorities (who probably shouldn't be the lawyer) are probably necessary as well.

If the team is so small that they're always on call, a housekeeper/majordomo or equivalent would be nice, but not necessary.

And at least one of those physical trainers should have medical training. Not necessarily a full doctor; an EMT/paramedic, nurse-practitioner, or registered nurse would suffice. (Even if all the supers are invulnerable, accidents happen in machine shops.)
--
Rob Kelk
"Governments have no right to question the loyalty of those who oppose
them. Adversaries remain citizens of the same state, common subjects of
the same sovereign, servants of the same law."

- Michael Ignatieff, addressing Stanford University in 2012
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#11
A Legal Attache is already seen in Kingston, which is why I didn't include one in that list; an entire legal staff might be necessary for a larger embassy, or one in a more populous area. Majordomo is a must -- the Warriors have Summerfield, who will get a cameo in Drunkard's Walk 8 -- and should head an entire housekeeping department; related would be maintenance/physical plant/groundskeeping. And yes, a medical staff is also a must, with at least an aid station if not a full medical bay.

The Warriors have detention cells for foes they capture; I can't remember if we did the same for Kingston, but if your embassy has cells, some of the security staff should be trained in prison administration.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
Reply
 
#12
Quote:Bob Schroeck wrote:

Even for the Warriors we didn't have every person on staff defined, but I figure that outside of the supers and the powered infantry you should probably have a full security team, a PR team, some kind of accounting department, a quartermaster with staff and warehouse, a machine shop with mechanics and other techs on staff to handle repairs and fabrication of equipment, maybe a motor pool, physical trainers... hm. I'm sure there's something else that needs to be in this list but it's slipping my mind right now.
IST LA had the quartermaster and a small staff—the warehouse wasn’t that large.  An accounting and budgeting department—several of the supers didn’t, actually, want to be paid, and a lot of items that the warehouse might have, you could just go pick up in LA cheaper than having real estate to keep it in.  A few mechanics and a small motor pool, including a couple of small VTOLs.  Another set of mechanics and technicians dedicated to work on the Powered Armor.  There was a small number of techs to work on fabrication, but, usually, that was handled at an undisclosed location, so accidents didn’t take out a major, metropolitan city.

IST LA actually used three squads of powered armor instead of a separate security team.  Squad one was on call for powered armor needs.  Squad two was out of armor, working embassy security, and squad three was on reduced duty, in case of emergency.  The squads rotated every week.  The idea was that it would keep a minimum hassle for them to know what each other was doing, they wouldn’t get in each other’s way, and the internal competition would be more esprit de corps and less “We’ll show those military Jarheads how we do things!”

We also had a small group of psychologists and a psychiatrist.  We also had local liaisons for the LAPD, the Mayor’s office, the Governor’s office as well as the Senator’s and Representative’s offices.  So, they’d know who they cheesed off when they did it.

We also had an educational team, who were, tangentially attached to the PR group—they would go around the area and provide both world history, world events and super hero education to both the public and schools.  They were also responsible for tutoring any under-aged IST members.  There weren’t any on LA’s roster, until the end, when they developed a sixteen-year-old necromancer.

IST LA learned to hate their large Public Relations team.  The PR team would make decisions, without consulting The Patriot (or any of the commanders), and expect them to be 100% behind what they asked them to do.  “You can’t go into the subway construction zone to find out what happened to those workers the city is missing—we scheduled you for a photo op in Hollywood to promote our new Embassy-City cooperation plan.  I know the Governor asked to have you help with this, but really, this photo op is far more important.  The Mayor is going to be there!”

Rob mentioned a lawyer, but, LA had a full legal team—big area, big team.

LA didn’t have a prison administrator, they weren’t equipped to handle long-term incarceration.  LA provided them with and administrator and some advisors, when they had to detain several powerful, “civilian” metacriminals, until California could build another metacriminal facility.

We also had a tailor and an image consultant (it’s freaking LA!). 

They also had a full-time SuperTemps liaison (Jeff), who worked with the embassy staff to get local supers both work and exposure for situations that, really, the IST didn’t need to be involved in.  The Embassy did not pay Jeff (who the supers liked, because he “kept us from rescuing ten-thousand cats-caught-in-a-tree every day!”).  They made him undergo a security screening and he had an office at the Embassy.  He also provided super-hero assistance (if the embassy didn’t have the right power set) at a discount.  By the time we put the game on the back burner, he was the busiest person in the Embassy.
I haven't gotten around to writing up who all is at L2, but there are a lot of positions that they can get rid of, but more they'll need.  Especially as other races get found and the Fabricant-Kaa war gets started.
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