TEXT: Budget
  District
  La Laguna, 
  El Recodo or 
  Esperanza
  Barrios, Los 
  Sagrados 
  or Fuerte 
  Ventura
  Villa 
  Rosada, 
  Bahía del 
  Sol, Costa 
  Calibana
  La 
  Marina, 
  Punta 
  Brava 
  or Costa 
  Negra 
  Ocean 
  Boulevard, 
  Islas Bonitas or 
  La Dorada
  HQ Cost
  $1,000
  $5,000
  $10,000
  $40,000
  $80,000
  Renown 
  Points
  0
  2
  4
  6
  8
  Renown Points
  Renown Points
  Headquarters
  See Headquarters Table
  Vehicles owned by the Agency
  1 Point per $30,000 worth of vehicles, 
  maximum +20 Points
  Highest character’s Rank: Seasoned
  +1 Point
  Highest character’s Rank: Veteran 
  +5 Points
  Highest character’s Rank: Heroic 
  +10 Points
  Highest character’s Rank: Legendary 
  +15 Points
  At least one character with Noble Edge
  +5 Points
  Agency Rank
  Agency Rank
  Renown 
  Points
  Lifestyle
  Agency 
  Bennies
  Agency 
  Employees
  Startup
  0
  Homeless ($0)
  0
  0
  Established
  20
  Modest ($100)
  1
  2
  Successful
  40
  Average ($500)
  2
  4
  Leader
  60
  Well-off ($2000)
  3
  8
  Legendary
  80
  Lavish ($15000)
  4
  16
  
  Employees
  Agent
  Fighting d6, Notice d6, Shooting d6, Stealth d6
  Demolitions Expert 
  Knowledge (Demolitions) d8
  Disguise Expert
  Master of Disguise Edge
  Driver
  Driving d8
  Errand Boy
  Streetwise d8
  ICT Expert
  Knowledge (ICT & Electronic Systems) d10
  Interpreter & Translator
  Fluent in five languages
  Lawyer
  Knowledge (Law) d10, Persuasion d8
  Mechanic
  Repair d10
  Medic
  Healing d10
  Personal Trainer
  Special: before each adventure, one character can 
  make a Spirit roll: if successful, his Strength or Agility 
  is considered 1 die step higher for the duration of the 
  adventure
  Pilot
  Piloting d8
  Secretary
  Investigation d6, Jack-of-all-Trades Edge
  Skipper
  Boating d8
  Playing Dirty 
  Card
  Foul Play
  Complications
  Deuce
  Out of Range/
  Impossible
  Disaster: Make a Trait roll at -4. If the roll is failed a major 
  accident occurs, and the participant is out of the competition.
  3-10
  Long Range, -4
  Major Inconvenience: Make a Trait roll at -2 or loose one 
  of your successes. Remove one card from your stack.
  Jack-Queen
  Medium Range, -2
  Minor Inconvenience: Make a Trait roll or lose one of your 
  successes. Remove one card from your stack.
  King-Joker
  Short Range/
  Melee
  Distraction: The character cannot attack or play dirty, but is 
  otherwise unaffected.
  
  DISGUISE Preparation
  Mod
  Condition
  -2
  No equipment
  -2
  Impersonating a specific individual (i.e. Mr Weng rather 
  than a generic businessman)
  -2
  Different sex
  +2
  Disguise limited to a single physical feature (i.e. 
  pretending to belong to the opposite sex, or imitating only 
  the voice of an individual)
  DISGUISE Interpretation
  Mod
  Condition
  -2
  The observer is actively looking for an impostor
  -2
  The observer knows the individual being impersonated 
  very well
  -2
  The impostor knows knows the individual he is 
  impersonating very well
  +2
  Disguise limited to a single physical feature (such as the 
  voice on the phone)
  
  EVENTS BETWEEN ADVENTURES
  Deuce - RobbeD
  Your character has been robbed of half her 
  savings (red card) or of something important 
  (black card): a weapon, car or something else 
  determined by the GM.
  ThRee - DebT
  You owe money to the wrong people! Your debt 
  is equal to 1d4 x 100$ per Rank. If you fail to 
  pay your debt by the end of the next adventure, 
  you gain the Wanted hindrance.
  FouR - enemy
  Your character has a new enemy: a Non-Player 
  Character is now your Enemy as per the Enemy 
  Hindrance (minor) in Savage Worlds.
  Five - FRienD
  Your character makes friends with a Non-
  Player Character, whose initial reaction to your 
  character will be Friendly.
  Six - TRaining
  Your character has decided to spend some time 
  to improve or acquire new skills. If the card is 
  black, you gain 2 Experience Points; if the card 
  is red, you can pick an Edge of your choice and 
  use it for the next adventure (all requirements 
  must be met). If, after the next adventure, you 
  draw a red six again, you gain the chosen Edge 
  permanently.
  Seven - one-Week celebRiTy
  Some of your adventurous deeds become 
  known to the public. For the next adventure 
  you gain the Charismatic edge. If, after the next 
  adventure, you draw a seven again, the edge 
  becomes permanent.
  eighT - STuFF
  Your character receives, finds, wins, inherits or 
  otherwise gets some interesting piece of gear, 
  at GM’s discretion. The cost of the item cannot 
  exceed 1d6 x $10,000.
  nine - SecReT
  Your character “fortuitously” hears or reads 
  about one of the many secrets of San José. The 
  GM rolls a Random Secret for you.
  Ten - money
  Your character receives, wins, inherits or 
  otherwise gets 1d6 x $1000! And yes, this die 
  can ace!
  Jack - helpeR
  A loyal Extra decides to follow and help your 
  character for the next adventure. If you want, 
  you can try to keep the Extra after the next 
  adventure with a successful Persuasion (-2) 
  roll, or automatically if you draw another Jack.
  Queen - Romance
  Your character falls in love! It’s time to prove 
  your Seduction skills. The GM must prepare 
  your beloved NPC, and you must make an 
  attempt at Seduction. If you draw another 
  Queen after the next adventure, you lose the 
  Luck Edge but gain a stable relationship! 
  king - Relax
  Spend some quality time with yourself! You 
  enjoy the sun, music and people of a tropical 
  paradise like you never did before. Your 
  character gains 3 experience points!
  ace - baR oDySSey
  Your character spends more than a couple of 
  nights between the nightclubs, ronerías and 
  discos in San José. Draw three more cards and 
  pick two of your choice.
  JokeR - moJo
  Santeria, 
  Voodoo, 
  Azcali 
  spirits 
  and 
  whatnot… the nights in San José are filled 
  with strange magic, and sometimes magic 
  seems to be real. The spirits smile upon you 
  and you start the next adventure with two 
  Traits of your choice raised by one die step!
  
  Tropicana 
  Seduction Table 
  Seducer/ 
  Seduced
  Persuasion
  Taunt
  Spirit
  Seducer adds 
  +2
  No 
  modifiers
  Smarts
  No modifiers
  Seducer 
  adds +2
  SEDUCING ENEMIES 
  SEDUCING ENEMIES
  While the effects of seducing NPCs in non-combat situations can be resolved via role play, 
  straight Hostile NPCs can pose a challenge for the GM. Here are a few guidelines for when a 
  player character faces a seduced foe.
  If the Seducer hurts the Seduced enemy, all Seduction effects end and the NPC becomes 
  Hostile again.
  Neutral: A “Neutral enemy” never targets the Seducer unless he is the only active foe, and 
  then will only use Non-Lethal Damage attacks and combat maneuvers that don’t inflict 
  damage.
  Friendly: A “Friendly enemy” never attempts to hurt the character, or his friends. She tries 
  to settle the matter peacefully, or if no agreement can be found, flees. Notice that depending 
  on interaction and role play, the NPC’s reaction can change again.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Tropicana/Savage Worlds - Tropicana - Tables.pdf