Smoke and Mirrors: Assets
Assets are rather important to your success, seeing that a compact without manpower has no means of fighting the foe, a compact without equipment is going to be taking on eldritch abominations with nothing more than knives and improvised equipment, and a compact without their special gear is indistinguishable from any of the thousand other gangs or mercenary groups in BosWash.
Agents
Agents are the people in your organization who go far, far above and beyond the call of duty. They are heroic figures who don't die easily and are much more likely to accomplish a mission. Although your personnel can be trained, equipped, and given duties, Agents generally do them far, far better. Agents make better use of equipment, are less likely to be discovered, and far less likely to get killed off than mooks are. Given the expenses of items such as arcanotechnology, relics, and advanced armory equipment, Agents are far more likely to recieve high-end equipment.
Combat Agents
Dutch. John Matrix. Rambo. Jack Bauer. You know combat agents by many names. Every one of them is an investment to be treasured, and will mow down fields of mooks. Combat Agents specialize in kicking ass, whether it's with knives or with a suit of power armor and a rocket launcher in each hand.
Combat Agents can carry up to 2 weapons, 1 armor, and 3 miscellaneous items. They have no limit to implants or specialized training.
Intelligence Agents
James Bond. Sam Fisher. Solid Snake. Altair, even. Intelligence Agents are much better than normal spies at infiltrating enemy hideouts and foiling their plans. However, if caught in a fight most of them can handle themselves fairly well, and have significant combat ability of their own. They make excellent espionage agents, as well as deadly assassins.
Intelligence Agents can be given 1 weapon, 1 armor, and 3 miscellaneous items. They also do not have implant or training limits.
Personnel
Personnel are your lifeblood. Although Agents are far more powerful, they are also much rarer. Personnel can play multiple roles, and a compact without personnel is one that will soon collapse. Personnel can be assigned to duties, each of which has a requisite of support staff-personnel assigned to support staff cannot be assigned to a role.
Jobs
Smoke and Mirrors: Personnel Jobs
Special Skills
Smoke and Mirrors: Special Skills
Equipment
Equipment is used to give your mooks something to fight with. Bare hands versus horrible extradimensional claws is generally not a winning prospect. Equipment can be bought, or it can be produced. 1 Production can produce 1 wealth worth of equipment, however it only costs 2 wealth to use 3 units of production. Therefore, producing your own equipment has a notable cost advantage. Furthermore, equipment that is produced does not suffer from black market markups.
Personal Equipment
Smoke and Mirrors: Personal Equipment
Vehicles
Facilities
An organization needs facilities to function. Facilities are bought like just about anything, and house your infrastructure as well as other equipment. Facilities require security, so too many of them will spread you thin. Too few, and you put many eggs in one basket.
Warehouses (cost 10): Warehouses are fairly cheap facilities built on cheap land. They are fairly good places to store things relatively discreetly, although excessive activity inside may cause suspicion.
Workshop (cost 25): A workshop is a place where people work. Workshops are differentiated from factories owned by front companies because they are generally run by people who know that they're hunting monsters for a living.
Business (cost 25): Whether they have a cover story or operate out of a shady alleyway, businesses generally house your illegal wealth infrastructure.
Laboratories (cost 30): Labs are used for R&D, which generally means dissecting live examples of extradimensional beings for fun and profit. Analysts double as lab workers, which is unrealistic but we're already looking at this in very high detail.
Clinics (cost 30): Clinics are useful for recovering agents. You can send them to regular hospitals but most wounds in the line of duty are going to be very unusual and draw attention.
Safehouses (cost 10): A safehouse is a place to stay that'll let you keep yourself from being discovered before the heat dies down.