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Covert Ops - Core Rulebook

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Page 1: Covert Ops - Core Rulebook
Page 2: Covert Ops - Core Rulebook
Page 3: Covert Ops - Core Rulebook

TABLE OF CONTENTS

INTRODUCTION ..................................................... 1

WELCOME ..........................................................1 DICE ................................................................. 2

ABILITIES .......................................................... 2

SKILLS............................................................. 3

BONES ............................................................. 3

ACTION CHECKS ............................................... 3 THE GOLDEN RULE ............................................ 3

OPERATIVES ........................................................ 4

OPERATIVE CREATION ....................................... 4

ORIGIN ............................................................ 6

SKILLS............................................................. 8 OUTFITTING .................................................... 18

MORAL CODE ................................................. 32

MARTIAL MANEUVERS ..................................... 33

OPERATIVE DEVELOPMENT .............................. 38

BASE OF OPERATIONS ...................................... 41

GAME GUIDELINES............................................. 45

ACTIONS .........................................................45

BONES ........................................................... 46

GETTING HURT ................................................ 47

GETTING HEALED ............................................. 47 TIME ............................................................... 47

INITIATIVE ...................................................... 48

MOVEMENT AND RANGE .................................. 48

COMBAT ........................................................ 49

VEHICLES IN COMBAT ..................................... 50

CHASE SCENES ...............................................52

GM GUIDELINES ................................................. 55

SUCCESS MODIFIERS ..................................... 55

GETTING HURT ............................................... 55

BREAKING THINGS .......................................... 56

RESISTANCE CHECKS ..................................... 58 CONDITIONS .................................................. 59

EFFECTS ........................................................ 59

DESCRIPTORS ................................................ 61

LANGUAGES .................................................... 61

MINOR NPC .................................................... 62 TRAVEL .......................................................... 62

SECURITY AND TRAPS .................................... 62

ANIMALS......................................................... 67

CREATING MAJOR NPCS ................................. 68

CREATING ENEMY ORGANIZATIONS.................. 69 CREATING MASTER VILLAINS ............................ 73

CREATING MISSIONS ....................................... 79

SECTOR ............................................................. 85

BRIEF HISTORY .............................................. 85

SECTOR HEADQUARTERS ................................ 85 SECTOR OPERATIVES ...................................... 97

CREDITS

Design Bill Logan Co-Design Larry Moore Editing Jim White Cover Art Eric Quigley Illustrations Khairul Hisham

PLAY-TESTERS

Stephanie Logan, Hunter Logan, Noah Logan, Jayce Gaines, Stacy Pleat, Collin Griffin, Anthony Hunter, Mark Hassman, Chris Sigmund, Clash Bowley, Tim Kirk, Franck Michaux, Mitch A. William, The LSU Wargaming and Roleplaying Society, Harrison Ripps, Tom Carr, Ryan Betts, Tom Custodio, Todd Dibble, Sarah Schlesinger, Michael Ramsey, Douglas Kilmer and son, Jeremy Whalen, Matthew McCauley, Janeal McCauley, Cree Nielsen-Sewell, Caleb Thibodeaux, Michael Mallett, Darlene Veillon, Rick Hull, Sarah Eisen, Jennifer Bechanko, Michael Barker, Mike Blaszkowski, Dennis Littrell, David Underwood, John King, Conrad Murkit, Ken Chambers, Becky Rose.

A great deal of thanks goes out to all the testers and supporters in the Google+ community. Additional special gratitude to Anthony Hunter and Ben Gorman for their special level of expertise, your knowledge and experience with the subject matter proved very helpful. Last (but NOT least) thanks to my wife Stephanie, who continues to allow me to be the dork I am!

LICENSING Covert Ops role-playing game™ is copyright 2013 and is a trademark of DwD Studios, used under the Creative Commons License (Attribution Noncommercial ShareAlike 3.0 Unported License, CC BY-NC-SA 3.0); Some Rights Reserved. To view this license, visit:

http://creativecommons.org/licenses/by-nc-sa/3.0

Or send a letter to:

Creative Commons, 444 Castro Street, Suite 900, Mountain View, CA 9404.

For specific details, appropriate credits, and updates to this license, please see:

http://dwdstudios.com/barebones/license

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INTRODUCTION CH 01

WELCOME PG 1

I N T R O D U C T I O N

01

WELCOME There is a war going on every day. Its soldiers don’t march in lines or report to a large obvious pentagonal building. It is a shadow war where information and bullets hold equal weight, and enemies don’t always wear uniforms. This game is about clandestine Special Forces parachuting behind enemy lines to carry out missions that no government will claim ever happened. It is about special agents receiving their missions from men and women whose names and identities won’t turn up on any database. It is about mercenaries. It is about spies. It is about secrets, seduction, stealth, deception, assassination, bribery, infiltration, action, and adventure. Welcome to Covert Ops

TM, a barebones roleplaying game of espionage

and paramilitary operations. This game takes advantage of the d00LiteTM

system, a fast and simple set of game mechanics created by DwD Studios.

Those of you who play and enjoy BareBones Fantasy roleplaying game will find the rules for this game very familiar. Very little has been changed of the core mechanics except where necessary to adopt the genre presented in this book. Like that game, you’ll not find sections in this book explaining how to play roleplaying games in general. You won’t find exhaustive lists of things that must be looked up during a game to slow down the fun. What you’ll find is a familiar and fast set of rules designed to give a framework to the storytelling and nothing more. We’ve kept the game light through application of categorical thinking and by making assumptions about the experience of the player. If you’ve never played a roleplaying game before and want to give this game a try, we at DwD Studios strongly suggest you visit your local brick and mortar game store and join a game to learn the basics; roleplaying is a social game and, in our opinion, is best learned in a social environment rather than from a book.

PLAYERS All you really need to know for now is contained on the following two pages and in the Operatives chapter. If you want to stop there, go ahead! You’ll learn the rest during game play. If you want to know more about the game system before you begin play, go ahead and read the Game Guidelines chapter as well. The rest of the book is for the GM (Game Master) only.

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CH 01 INTRODUCTION

PG 2 DICE

DICE Two ten-sided dice are used in this game and are abbreviated “D” within the rules. There are three types of uses for this versatile die:

If you are instructed to roll 2D, then you roll two dice and add them together. If instructed to roll 6D, you’ll roll six dice and add them all up. If your die is numbered 0 through 9, a “0” is 10, not zero.

If the “D” is followed by “/2” then it means you divide the roll in half (round up). For instance, if you are instructed to roll 1D/2, then you roll one ten-sided die and divide in half. The range for a 1D/2 roll is 1-5 (1/2 rounded up is 1, while 9/2 is 5).

If you are asked to roll D00 (percentile dice), roll two different colored dice. The darker die is the tens digit, the lighter die is the ones digit. For instance, roll a 4 on the darker-die and a 2 on the lighter-die, you’ve rolled 42%. Important: a roll of two zeros is a roll of 0%, not 100% as in some game systems. Therefore, D00 is a random roll between 00 and 99.

ABILITIES Operatives are rated by four abilities, each having its own percentile score. The score is determined during operative creation, but it can be raised using development points (even over 100). To succeed at an ability check, you must roll less than or equal to your operative’s ability score using D00. Ability checks are used for activities for which there exists no specific skill.

Strength (STR) – This represents endurance, stamina, muscles, and the knowledge of how to use them. It is used in any attempt to lift heavy objects, wield melee weapons, resist poisons, determine how much damage you can take, punch an enemy, etc. It is an extremely useful ability for wrestlers, martial artists, boxers, and weight lifters.

Dexterity (DEX) – This represents agility, balance, grace, and hand-eye coordination. It is used in any attempt to jump over a hurdle, sprint across a field, shoot a gun, hurl a knife, dodge out of harm’s way, etc. It is an extremely useful ability for athletes, soldiers, and thieves.

Logic (LOG) – This represents perception, logic, intelligence, and overall knowledge. It is used to perceive threats, find clues, understand obscure writings, break codes, research facts, etc. It is an extremely useful ability for scientists, scholars, investigators, scouts, and linguists.

Willpower (WIL) – This represents charisma, charm, courage, devotion, wit, and presence. It is used to bluff a guard, finesse a rival agent, resist torture, persuade or intimidate, etc. This is an extremely useful ability for diplomats, journalists, public representatives, military commanders, and any operative wanting to keep his secrets under torture.

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INTRODUCTION CH 01

SKILLS PG 3

SKILLS A skill is a category of knowledge and training. It is rated with a level from 1 to 6. There are ten skills: academic, leader, detective, martial artist, medic, pilot, scout, soldier, technician, and thief. Skills are defined on pages 8-17. Players can do things with their skills which are not listed in the skill’s description as well, as their imagination and GM allows.

Skilled & Unskilled: Having levels in a skill indicates your operative is skilled - otherwise your operative is unskilled. Operatives can attempt actions associated with most skills unskilled (though their chances of success will be limited). However, actions associated with certain aspects of academic, leader, medic, pilot, and technician skills cannot be attempted unskilled; you must have at least one level.

Skill Score: In addition to a level, each skill has a score. The score is calculated based on an ability score and the skill’s level, specific to each skill’s description. In order to make a skill check, players need to roll less than or equal to their skill on D00. More on skills later.

BONES Players in this game receive a number of bones (tokens, cards, poker chips, whatever) at the beginning of a game session. These represent the amount of heroic luck the operative possesses, giving the player some control of the story. Players may cash in these bones to do some really cool things, like reroll a bad roll, succeed automatically in a resistance check, or increase the damage caused to an enemy. Bones may be spent during operative creation, though doing so will result in fewer bones to spend in-game each session. You’ll learn more about bones in the Game Guidelines chapter (see page 46).

ACTION CHECKS There are many types of rolls you may be asked to perform in the game: ability checks, skill checks, etc. These are all covered in more detail in the Game Guidelines chapter. For now, understand that all of these checks follow the same basic rule: you must roll less than or equal to a score on your character sheet using D00. That’s it! Now get your dice and a blank character sheet (operative dossier) and turn the next page… it’s time to make an operative!

THE GOLDEN RULE The GM is in charge! Anything not covered by the rules contained in this book is up to him to decide. Anything covered in this book is up to him to use, ignore or modify. Many games have evolved away from the Golden Rule, creating a generation of rules-lawyering; this game embraces it as a core concept. But don’t worry; your GM isn’t out to get you. He wants you to have a fun time in his game.

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CH 02 OPERATIVES

PG 4 OPERATIVE CREATION

02

O P E R A T I V E S

OPERATIVE CREATION Grab 3 bones, some dice, a pencil, and an operative dossier.

1. ORIGIN Roll on the origin table to determine your operative’s background. You may spend a bone to choose a result if you don’t like your roll. Refer to Origins (page 6) and pick one of the options listed for that origin.

2. ABILITIES You may use the pre-rolled scores shown at left or roll 5D+30 four times. Arrange the scores as desired among your four abilities. You may spend a bone to reroll a score you don’t like, assuring a better score.

3. SKILLS Select or roll a skill representing your operative’s

primary talent and note “+20” in the PS column. Select or roll a different skill representing secondary

talent and note “+10” in the PS column. Place a “--” in the PS column for all other skills. Select or roll one skill and place a “1” in its level. If your origin didn’t give you one, you may cash in a

bone to select or roll a second level 1 skill. Read the skill sections, pages 8-17, and note any

focuses, specializations, maneuvers, connections, bonus languages, etc.

Choose/reroll duplicates; no skill may begin above level 1.

4. DESCRIPTORS Specify two descriptors, typically one which is beneficial (easily makes friends, beautiful, calm under pressure, etc.) and one which is baneful (afraid of heights, hates bureaucrats, gambling addiction, etc.). These help define your operative and make him more memorable. If you do a good job roleplaying these they can net you some bonus development points (DP) at the end of a session!

55 50 65 60

ROLL ORIGIN

00-04 Artist 05-09 Athlete 10-14 Blue Collar 15-19 Bureaucrat 20-24 Businessmen 25-29 Clergy 30-34 Criminal 35-39 Diplomat 40-44 Driver 45-49 Entertainer 50-54 Investigator 55-59 Law Enforcer 60-64 Medic 65-69 Military Veteran 70-74 Scholar 75-79 Student 80-84 Technician 85-89 Thrill-Seeker 90-94 Wealthy 95-99 Roll twice

ROLL SKILL

00-09 Academic 10-19 Detective 20-29 Leader 30-39 Martial Artist 40-49 Medic 50-59 Pilot 60-69 Scout 70-79 Soldier 80-89 Technician 90-99 Thief

PRE-ROLLED SCORES

Operatives ASSETS, SPIES, AGENTS, OPERATIVES… SOLDIERS WHO VALUE SECRETS

AND INFORMATION AS HIGHLY AS BULLETS AND ARMAMENTS

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OPERATIVES CH 02

OPERATIVE CREATION PG 5

5. MORAL CODE Specify moral code by choosing moral options and specifying levels of dedication as summarized in the table at right (see page 32).

6. OUTFITTING Begin with an operative pack (page 23), a semi-automatic pistol (with a spare ammo upgrade), and an equipment allowance of 6 to select gear. You may spend a bone to add +6 to equipment allowance. See Outfitting (page 18).

7. FINAL DETAILS Describe your operative’s appearance and background and give him a name, then go through the following instructions:

DEDICATION OPTIONS

Somewhat, Very, or Totally

Kind or Cruel

Focused or Unfocused

Selfless or Selfish

Honorable or Deceitful

Brave or Cowardly

SKILL DETAILS VALUE (PLUS PS BONUS) COMMENTS

Academic LOG/2, +10 per level Must focus in scholar, scientist, or linguist. Linguist provides 1 language per level if it is a focus. May specialize in one scholarly or scientific field. Researcher may be used unskilled, focuses may not.

Detective LOG/2, +10 per level Select one contact per level.

Leader WIL/2, +10 per level Score is 0 if unskilled.

Martial Artist STR/2, +10 per level Select 2 maneuvers per level if primary, 1 per level if secondary, otherwise select one at levels 2, 4, and 6.

Medic LOG/2, +10 per level Score is 0 if unskilled.

Pilot DEX/2, +10 per level Must focus in sea, air, or space vehicles. May specialize in one vehicle. Land vehicles may be used unskilled, focuses may not.

Scout LOG/2, +10 per level May specialize in one environment.

Soldier DEX/2, +10 per level --

Technician LOG/2, +10 per level May specialize in one type of technology. Score is 0 if unskilled.

Thief DEX/2, +10 per level --

LANGUAGES VALUE (UNLESS MODIFIED BY SKILL OR ORIGIN)

Languages English. On successful LOG check, pick one more (critical success, pick two) additional language(s). Speak all as well as a native.

RECORDED STATISTICS VALUE (UNLESS MODIFIED BY ORIGIN)

Body Points (BP) STR/2

Initiative (INIT) 1, +1 if DEX is 65 or more, +1 if LOG is 65 or more

Movement (MOV) 8, +1 if DEX is 65 or more, +1 if STR is 65 or more

Bones Record number of remaining bones.

Rank 1

Development Points (DP) 0

Damage Reduction (DR) Determined by armor

Ranged Weapons Score: use soldier score. Damage: by weapon, + damage bonus from DEX (see below)

Melee Weapons

Score: use martial artist score. Damage: by weapon, + damage bonus from STR (see below)

STR OR DEX …59 60-64 65-69 70-74 75-79 80-84 85-89 90-94 EACH +5

Damage Bonus +0 +1 +2 +3 +4 +5 +6 +7 +1 more

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CH 02 OPERATIVES

PG 6 ORIGIN

ORIGINOrigins are backgrounds or professions for your operative. They represent what he did for a living before working for Command. Don’t feel bound by the name of your origin, just look at the options it provides and work one into something you desire. A diplomat result, for instance, could be a seductress or just a very likeable person.

ARTIST Sculptors, writers, painters, composers, etc. Choose one of the following: Creative Mind: +5 to LOG. Eye for Detail: +10 to LOG-based

checks to spot something hidden. Artistic Hands: +10 to DEX-based

checks where fine hand-eye coordination is required.

ATHLETE Acrobats, wrestlers, hockey players, football players, etc. Choose one of the following: Quick on Your Feet: +1 to MOV. Athletic: +5 to DEX. Physical Development: +5 BP.

BLUE COLLAR Factory workers, cooks, farmers, carpenters, drivers, etc. Choose one of the following: Know-how: +10 to technician skill

check to repair broken machinery. Perseverance: +5 WIL. Hard Knocks: Any skill at Level 1.

BUREAUCRAT Mayors, aids, congressmen, governors, board members, etc. Select one of the following: Connected: +10 to checks to affect

public opinion or bypass red tape. Well-Educated: academic level 1. Well-to-do: +3 equipment allowance

and automatically have a traveler’s lifestyle. May purchase an extravagant lifestyle for 3 less.

BUSINESSMAN Entrepreneurs, accountants, bankers, managers, salesmen, etc. Select one of the following: Negotiator: +5 WIL. Business Sense: +10 to LOG checks

relating to business or economics. Well-to-do: +3 equipment allowance

and automatically have a traveler’s lifestyle. May purchase an extravagant lifestyle for 3 less.

CLERGY Pastors, priests, ministers, preachers, etc. Select one of the following: Conviction: +5 WIL. Well-read: Level 1 academic skill. Protector: +10 to any rolls while

protecting the life of someone else.

CRIMINAL Burglars, ex-cons, mafia thugs, confidence men, etc. Select one of the following: Criminal Past: +10 to thief checks

against those untrained in thief. Street Smarts: Research (like the

academic aspect) by spending an hour on the streets of any city.

Tough as Nails: +5 STR.

DIPLOMAT Ambassadors, public representatives, interpreters, etc. Choose one of the following: Higher Education: academic level 1. People Skills: +5 WIL. Eloquent: +10 to WIL checks to

persuade others through diplomacy.

DRIVER Ace pilots, race car drivers, etc. Choose one of the following: Wheelman: Level 1 pilot skill. Trusted: +6 equipment allowance, only

for vehicles and upgrades. Born to Drive: If you have pilot skill,

you are considered to have all 3 focuses.

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OPERATIVES CH 02

ORIGIN PG 7

ENTERTAINER Actors, singers, newscasters, talk show hosts, musicians, etc. Choose one of the following: Chutzpah: +5 to LOG or WIL. Fame: +10 to WIL checks when trying

to get celebrity treatment. Well-to-do: +3 equipment allowance

and automatically have a traveler’s lifestyle. May purchase an extravagant lifestyle for 3 less.

INVESTIGATOR Journalists, private eyes, reporters, police inspectors, spies, etc. Choose one of the following: Pursuit of Truth: +10 to LOG checks in

pursuit of the truth. Investigator: Level 1 detective skill. Clue Seeker: +5 LOG.

LAW ENFORCER Policemen, bounty hunters, federal agents, etc. Choose one of the following: Non-Civilian: Level 1 soldier skill. Officer: Level 1 leader skill. Connected: loyal influential friend/

contact (judge, police captain, etc.).

MEDIC Psychiatrists, physicians, emergency medical techs, surgeons, etc. Choose one of the following: Healer: Level 1 medic skill. Gifted Mind: +5 LOG. Higher Education: Level 1 academic.

MILITARY VETERAN Military soldiers, Special Forces, bodyguards, mercenaries, etc. Choose one of the following: Field Commander: Level 1 leader. Trained Soldier: Level 1 soldier skill. Armed: +6 equipment allowance, only

for weapons and defenses.

ROLL TWICE Choose one of the listed aspects from each of two rolled origins, then must lower your worst ability score by -5. You may not choose this result by spending a bone.

SCHOLAR Professors, researchers, historians, teachers, etc. Choose one of the following: Higher Education: Level 1 academic. Savant: If you have academic skill, you

are considered to have all 3 focuses. Well-to-do: +3 equipment allowance

and automatically have a traveler’s lifestyle. May purchase an extravagant lifestyle for 3 less.

STUDENT Students, trainees, assistants of any other origin (reroll to find out which). Choose one of the following: Youthful Energy: +5 DEX. University Access: Level 1 academic. Partial Training: Pick one of the options

from the rolled origin.

TECHNICIAN Electronic engineers, programmers, maintenance technicians, etc. Choose one of the following: Higher Education: Level 1 academic. Hands-on Technology: Level 1

technician skill. Tech Toys: +6 equipment allowance,

not for weapons or defenses.

THRILL-SEEKER Big game hunters, explorers, escape artists, adventurers, tomb-raiders, etc. Choose one of the following: Bravery: +5 WIL. Daredevil: +1 INIT. Rush to Action: +1 to MOV.

WEALTHY Dilettantes, socialites, playboys, trust fund benefactors, etc. Choose one of the following: Personal Bodyguard: GM creates a rank

1 NPC who is loyal to your operative and works to protect you.

Living Large: Automatically have an extravagant lifestyle at all times.

Deep Pockets: +6 equipment allowance.

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CH 02 OPERATIVES

PG 8 SKILLS

SKILLS

ACADEMIC

This skill represents the pursuit of knowledge gained through a weighty education.

Score: LOG /2+10 per academic level. Focuses cannot be attempted unskilled, though the researcher aspect is available to all operatives, skilled or otherwise.

Researcher – Spend time in a library or on a computer and ask the GM one yes/no question your operative couldn’t possibly know the answer to and he must answer honestly. Could provide clues to help succeed in a mission or to uncover important campaign related secrets. Research time required is determined by GM by topic.

Focus: When this skill is first selected, you MUST select a focus: scholar, scientist, or linguist. You are considered unskilled at areas outside your focus. Any time you raise a level, you MAY buy another focus for 3DP. Academic skill has only one score which applies to all focuses (and the researcher aspect).

Scholar Focus – Represents knowledge of history, literature, law, politics, religion, philosophy, poetry, etc. May require a computer or library access.

Scientist Focus – Represents knowledge of scientific methods and principles, theories and practical applications, including but not limited to genetics, archaeology, chemistry, biology, astrophysics, etc.

Linguist Focus – Fluent in one extra language when focus is first selected and another each academic level thereafter. No skill check required.

Specializing: Many academics specialize in one field of scholarly or scientific study. If you specialize, you receive a +10 bonus where your area of specialty is concerned. In other areas of scholarly or scientific aptitude you have a -10 penalty. You don’t have to specialize, but if you do it must be in a field selected as a focus (see above). You may only specialize at the time a focus is first selected, and may only change your specialization by spending 3DP if your story and the GM permit. Examples of specialization: history, law, politics, physics, chemistry, archaeology, etc.

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OPERATIVES CH 02

SKILLS PG 9

DETECTIVE

This skill represents training and experience looking for answers, spotting clues, interrogating prisoners, and making arrests. It is a common skill for secret agents, private investigators, and police detectives.

Score: LOG/2 +10 per detective level.

Detect Clues – Used to spot obscure clues, gather information from available details, or work out complex puzzles from facts provided.

Interrogation – Used to question captives through various techniques, to get truthful answers to questions asked. Usually results in a contest against the WIL of the target.

Shadowing and Trailing – This is used to follow or watch people in a manner that doesn’t call attention to the detective. Shadowing someone is similar to stealth except no real hiding is taking place. This is the art of blending in, of knowing how to avoid being obvious.

Connections – The detective knows how to make contacts. An accomplished detective is only as good as his information sources, and an operative may have a number of contacts equal to his detective level. The player and GM work out the details of the contacts. They may be informants, snitches, friends, family, or allies of any sort. They may exist in high or low places, and may or may not be able to offer assistance or information when sought. The detective can drop a contact to replace him/her with another if the story and GM permit. This is helpful when missions take place far enough away that certain informants become less useful to the detective.

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CH 02 OPERATIVES

PG 10 SKILLS

LEADER

This skill represents experience and training on the battlefield of any scale.

Score: WIL/2 +10 per leader level. Cannot be attempted unskilled.

Strategy – May pick one of the following before initiative, lasts until turn ends, requires skill check, but doesn’t count as action:

Command: +1 INIT for all allies able to be communicated with. Assault: find weakness (effect determined by GM based on situation). Inspire: +5 to hit and damage to all adjacent allies.

Tactics – May pick one of the following, lasts until turn ends, requires skill check, counts as an action:

Rallying Cry: +10 to hit and damage to you and chosen allies if they give up -20 to resistance checks. Courageous Word: +20 to a specified LOG or WIL resistance check. Tactical Strike: You or ally may make 2 attacks against a foe you outnumber 2:1 in melee. Choose which roll to keep. Foe knocked prone in addition to normal damage.

Bodyguard – Take damage for an adjacent ally, requires a skill check, counts as an action.

Recruit – Recruit allies from within Command to help with a mission. This reduces the cost of backup personnel (page 22) by an amount equal to leader skill level (minimum cost 1).

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OPERATIVES CH 02

SKILLS PG 11

MARTIAL ARTIST

This skill represents the combat expertise of someone trained in boxing, wrestling, karate, fencing, street fighting, etc. Score: STR/2 +10 per martial artist level.

Unarmed Combat – Use martial artist score for chance to hit. Damage equals 1D/2, plus STR bonus if appropriate.

Weapon Combat – Use martial artist score for chance to hit with melee or thrown weapons. Damage is by weapon, plus STR bonus if appropriate.

Dodging Expertise – Add +5 per martial artist level to any DEX-based resistance checks when not at a disadvantage.

Maneuvers – Select 2 martial maneuvers per martial artist level if this is your primary skill or 1 maneuver per martial artist level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6. Martial maneuvers can be found on page 33. Players may select or roll, as the GM permits.

Page 16: Covert Ops - Core Rulebook

CH 02 OPERATIVES

PG 12 SKILLS

MEDIC

This skill represents education and experience in surgery, medicine, psychology, etc. Score: LOG/2 +10 per medic level. Cannot be attempted unskilled.

Diagnose – Used to identify likely root causes of medical conditions. If attempted without a medic pack or stocked medical facility, skill check is penalized -20.

Treat – Reduce or eliminate symptoms of a virus, disease, or injury and give the affected individual a chance to recover. A successful skill check cuts in half any penalty associated with an infection, disease, wound, or condition for 1D days, hopefully long enough for an individual to recover. Requires medic pack or a stocked medical facility. With a critical success, the malady is immediately healed by the treatment.

Field Medic – A successful skill check can restore 1D lost BP plus medic level to a wounded operative. No operative may benefit from multiple field medic attempts for the same set of injuries in the same day. Any subsequent attempts in the same day restore no BP. Requires medic pack or stocked medical facility.

Surgery – A successful skill check in a properly equipped medical facility allows the medic to restore 2D lost body points plus medic level to a wounded operative. This takes 1D/2 hours. Surgery can also be used for other less obvious surgical procedures.

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OPERATIVES CH 02

SKILLS PG 13

PILOT

This skill represents training and experience with an assortment of vehicles.

Score: DEX/2 +10 per pilot level. Focuses cannot be attempted unskilled, though the land vehicles aspect is available to all operatives, skilled or otherwise.

Land Vehicles – Score is used for stunts or to maintain control of cars, buses, motorcycles, etc.

Focus: When this skill is first selected, you MUST select a focus: air, sea, or space vehicles. You are considered unskilled at areas outside your focus. Any time you raise a level, you MAY buy another focus for 3DP. Pilot skill has only one score which applies to all focuses and to the land vehicles aspect.

Air Vehicles Focus – Score is used for stunts or to maintain control of helicopters, airplanes, jets, etc.

Sea Vehicles Focus – Score is used for stunts or to maintain control of sailboats, speedboats, yachts, submersibles, etc.

Space Vehicles Focus – Score is used for stunts or to maintain control of space vehicles. Also used for tight maneuvers, docking, etc.

Specializing: Some pilots specialize in one type of vehicle (motorcycles, sports cars, corporate jets, speedboats, etc.). Normally, your score represents your ability to operate all vehicles in which you have focus (see above). If you specialize, you receive a +10 bonus when piloting that specific vehicle type. In other vehicles you have a -10 penalty. You may only specialize at the time of operative creation, and can only change your specialization by spending 3DP if the story and GM permit.

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CH 02 OPERATIVES

PG 14 SKILLS

SCOUT

This skill represents the experience of a hunter, explorer, or recon operative. Score: LOG/2 +10 per scout level.

Animal Handling – Used to allow a scout to befriend, calm, agitate, or train normal animals.

Navigation – This represents direction sense, ability to find locations on unknown maps, decipher complex directions, create maps, etc.

Survival – This is the ability to craft objects from nature, find or build shelter, build fires, scan or identify drinkable water and edible food, identify and disarm natural traps/hazards. Requires a survivalist pack (page 23).

Tracking – Used to detect tracks, learn information from them, trailblazing through overgrown regions, ignore penalties associated with terrain, etc.

Specializing: Many scouts specialize in one type of terrain or climate (desert, tundra, jungle, plains, etc.). Normally, your score equally represents ability to navigate, track, survive, and handle animals in all environments. If you specialize you receive a +10 bonus when in that environment. In other environments you have a -10 penalty. You can only specialize at the time of operative creation, and may only change specialization by spending 3DP if your story and the GM permit.

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SOLDIER

This skill represents training and experience with firearms (and other aimed weapons) and explosives. It is the art of killing people and blowing things up.

Score: DEX/2 +10 per soldier level.

Pistols – Use soldier score to hit opponents with pistol-sized firearms, unjam weapons, or reload in combat in one single action. Damage is based on weapon type, plus DEX bonus.

Rifles – Use soldier score to hit opponents with rifle-sized firearms, to unjam weapons, or reload in combat in one single action. Damage is based on weapon type, plus DEX bonus.

Gunnery – Used to fire mounted heavy weapons, indirect fire weapons, or computer-aided weapons systems on vehicles or installations. Damage is based on weapon type, plus DEX bonus.

Demolitions – Used to set or disarm explosives or use grenades. Disarming requires a demolitions pack. Setting a charge requires a demolitions pack and plastic explosives (page 23). An operative with this skill could also create improvised explosives. If able to acquire some needed components, it takes about 8 hours (minus soldier level) in a kitchen to create 1 charge per soldier level. Treat improvised charges just like plastic explosives.

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TECHNICIAN

This skill represents experience with computers, electronics, robotics, programming, mechanics, and the practical application of physical sciences. Most uses of the technician skill require a technician pack (page 23).

Score: LOG/2 +10 per technician level. Cannot be attempted unskilled.

Engineering – Score used to modify or create technological devices: electronic, mechanical, or computerized. Requires computer and/or technician pack.

Repairing – Score used to diagnose a problem and to facilitate repairs on electronic, mechanical, or computerized devices. Requires technician pack.

Programming – Used to write or modify programs on electronic, mechanical, or computer devices. Requires computer and technician pack.

Set Security – Score used to secure an electrical, mechanical, or computerized device. Requires a computer and/or technician pack.

Specializing: Many technicians specialize in one type of technology (such as computers, robotics, mechanics, electronics, security systems, etc.). Normally, your score represents your ability with all technologies. If you specialize, however, you receive a +10 bonus with that technology. With other technologies you have a -10 penalty. You can only specialize at the time of operative creation, and may only change specialization by spending 3DP if the story and GM permit.

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THIEF

This skill represents a lifestyle of hacking, theft, and deception. It is the skill of a burglar or spy. Score: DEX/2 +10 per thief level.

Deception – This represents the ability to lie, forge, disguise, impersonate, etc. An operative’s best friend. May require a disguise or infiltration pack.

Bypass Security – Allows the thief to identify, bypass, or disarm traps or security systems, pick locks, crack safes, hack past network security on a computer, etc. May require infiltration or technician pack.

Sleight of Hand – Allows a thief to pick pockets, palm objects, misdirect, perform stage magic, etc.

Stealth – Ability to remain unseen and unheard. If the thief attacks from stealth add +5 per thief level to hit and damage. Yes, being hit by a high level thief from a position of stealth can be very deadly.

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OUTFITTING LIFESTYLE COST

Traveler’s 3 Extravagant 6

COVER IDENTITY COST

Simple 3 Complex 6

BACKUP PERSONNEL COST

Basic 3 Basic Group 6 Skilled 6 Commandos 12 Expert 12

STD EQUIPMENT PACK COST

Cold Weather Pack 3 Demolitions Pack 3 Disguise Pack 3 Forensics Pack 3 Infiltration Pack 3 Medic Pack 3 Operative Pack 3 Researcher Pack 3 Science Pack 3 SCUBA Pack 3 Surveillance Pack 3 Survivalist Pack 3 Technician Pack 3

OTHER WEAPONS DAMAGE RANGE AMMO COST

Axe 1D+3 S -- 1 Bow or Crossbow 2D+2 L 20 2 Brass Knuckles 1D -- -- 1 Club 1D -- -- 1 Knife 1D S -- 1 Nightstick 1D+2 S -- 1 Nunchucks 1D+3 -- -- 1 Pepper Spray Stun* S 3 1 Spear 2D+2 M -- 2 Staff 1D+1 -- -- 1 Stun Gun Paralyze* -- 10 2 Sword 2D+1 -- -- 2 Taser Paralyze** S 3 3 Whip 1D S -- 1

* STR-20 Resistance check resists effect. ** Weakened even if succeed STR-20 resist check.

FIREARM UPGRADES COST

Bayonet +1 Ceramic Polymer +1 Concealed Spring Holster +1 Extended Magazine +1 Heavier Caliber +1 Improved Sights +1 Laser Targeting System +1 Recognition Grip +1 Silencer/Suppressor +1 Spare Ammo +1

FIREARMS DAMAGE RANGE AMMO NOTES COST

Revolver 2D+3 M 6 -- 2 Semi-Automatic Pistol 2D+2 M 10 -- 3 Submachine Gun 2D+2 M 20 Fires bursts, See page 49. 6 Semi-Automatic Rifle 2D+3 L 10 -- 5 Shotgun 2D+4 M 5 +5 hit/+2 dmg Close, +10/+1 Short, +10/-2 Medium 5 Assault Rifle 2D+3 L 30 Fires bursts, See page 49. 7 Sniper Rifle 3D VL 15 +10 hit/+1D dmg per turn spent aiming, max +30/+3D 9 Flamethrower 4D S 10 Ignites flammable materials 8 Rocket Launcher 8D L 1 1-space radius. DEX resistance check for half. 10

DEFENSES DR

DEX-BASED

CHECKS COST

Leather Jacket 1 -- 1 Ballistic Clothes 2 -- 2 Bullet Proof Vest 5 -- 3 Impact Suit 8 -10 6 Body Armor 10 -20 9

GRENADES, ETC. DAMAGE RANGE NOTES COST

Fragmentation 6D S 1-space blast radius. DEX resistance check for half damage. 2 Flash-Bang Stun S LOG resistance check to avoid stun. 1 Smoke -- S Fills 9 spaces, dissipates based on environment. 1 Incendiary 4D/2D/1D S 4D first turn, 2D second turn, 1D third turn. Ignites flammables. 2 Plastic Explosive 2D -- 2D per charge, charges add. -2D damage per space from blast 1 Mine 6D -- Penetrating damage, triggered by remote, pressure or trip-wire. 5

PERSONAL GEAR COST

Briefcase Full of Money 6 Common Items 3 Expensive Item 3 Very Expensive Item 6

GADGETS COST

Plausible 3 Improbable 6 Super-science 12

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LAND VEHICLES PERFORMANCE COST

Dirtbike* +10 1 Motorcycle +15 2 Subcompact car +5 3 Compact car +5 4 Midsize car +0 5 Muscle car +20 6 Sports car +25 7 Luxury car +5 7 Jeep* +0 6 SUV* -5 6 Hum-vee* +0 7 Minivan -5 6 Full-sized van -10 7 Passenger van -15 9 Small pickup +0 4 Pickup truck -10 6 Monster truck* -20 7 Delivery truck -15 7 Semi truck -25 9 Bus -20 9

* no offroad penalty. Other vehicles have a -20 penalty to their Performance score if driving offroad.

AIR VEHICLES PERFORMANCE COST

Helicopter -5 8 Cargo Helicopter -10 9 Propeller Plane +0 8 Corporate Jet +5 11 Cargo Jet -15 11

HEAVY WEAPONS DAMAGE* RANGE AMMO COST

Cannon 10D L 5 +9 Machinegun 3D** L 100 +6 Rocket 8D VL 4 +12 Missile 10D E 3 +12 Bomb 2Dx10 -- 5 +6

* All damage is Penetrating. ** Machine guns can only fire bursts.

VEHICLE UPGRADES COST

Amphibious +6 Auto Tire Repair +3 Communications +3 Eject Seat +3 Gliderwings +12 Hardened* +9 Heavy Armor (DR30)* +12 Identity Change +3 Light Armor (DR10)* +3 Medium Armor (DR20)* +6 Offroad Conversion +6 Oil Slick +3 Performance Boost +3 Remote Control +9 Security +3 Self-Destruct +6 Sensor suite +3 Smoke Screen +3 Speedster +3 Spikestrip +6 Stealth Technology +6

* upgrade affects Performance (page 29)

WATER VEHICLES PERFORMANCE COST

Jet Ski +10 2 Sailboat -10 4 Speedboat +0 5 Yacht -10 7 Personal Submersible -5 4 Team Submersible -15 7

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EQUIPMENT ALLOWANCE Operatives have an equipment allowance representing the amount of weapons, defenses, gadgets, vehicles, and other types of gear Command entrusts to them. When sent on a mission, operatives can report to the outfitting department if they need to change up or spend unspent equipment allowance on gear. They don’t have to do this; they may trust what they already have or hope to accumulate gear while on their mission.

UNSANCTIONED GEAR Once your operative is set loose on a mission, his equipment allowance becomes a little less clear. After all, what’s stopping him from picking up every item he sees laying around and using it to help complete his mission? Operatives should be encouraged to show creativity in the field, and that often results in a bit of extra unsanctioned equipment. All such equipment is expected to be turned in to Command upon mission completion. Being caught with unsanctioned gear can get your operative in trouble (see Operative Development, page 38).

WHY NOT JUST USE MONEY? The reason is simple. First, it’s quick and easy rather than making you have to perform accounting on your operative dossier. Second, the master operative has all the best guns, gadgets, and getaway gear. If everything were in dollars and cents, any player who kills a mafia guy and grabs his cash is suddenly as well-equipped as the master operative, and that’s just not fun. This method allows players to advance in status, reputation, wealth, and skill… and lets their legend grow. It all works together to make your Covert Ops gaming experience epic! You won’t be complaining when it’s YOUR master operative with all the great toys!

LIFESTYLE Players need not keep track of cash on hand, credit ratings, or pay their bills (what kind of fun would that be?). All operatives are assumed to live in a small apartment or on

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base. They’re assumed to be able to afford a cheap hotel, common personal entertainment, pocket change for a taxi or newspaper, and can book a trip on a bus or passenger train if needed. They eat fast food or cook in their hotels. They live pretty humbly. This of course isn’t good enough for some, and so equipment allowance can be devoted to a higher standard of living.

Traveler’s lifestyle – Operatives with this lifestyle can afford nice hotels, can eat out at decent restaurants, can afford tickets for ball games or museums, and can rent cars in town and cities they visit. They can call a travel agent and can book a flight to a foreign destination. They can wear nice clothes and afford an occasional night out at a casino or theater.

Extravagant lifestyle – This operative lives well. He rents penthouses and executive furnished apartments. He has a limousine pick him up from his first class flight at the airport. He eats at the fanciest of restaurants, gets invitations to posh events, and wears designer clothes direct from the runway. He doesn’t buy a ticket for a museum; he has it closed in order to get a private tour by its owner. He doesn’t rent a car; he rents an exotic Italian sports car designed for the autobahn. Someone with this lifestyle can cover one other operative’s expenses as if he had a traveler’s lifestyle.

Lifestyle can be used as the means to buy things in game. If your operative walks up to a bar and buys a drink, nobody has to erase 3 dollars off their operative dossier. It’s assumed he can afford such things appropriate to his lifestyle, limited by the arbitration of the GM. This can lead to some confusion, where players want to procure things that normally would cost equipment allowance (such as going to a specialty store and buying the equivalent to a standard equipment pack). There is nothing wrong with this… and is the reason most operatives buy up their lifestyle early on, to make sure they have necessary resources to be innovative in the field.

COVER IDENTITY Many missions will require the operative to have a false identity. This identity, if humble enough, is very little problem to create by Command. Higher profile covers, however, are more intricate and difficult to create believably. If required for a mission, cover identities can be purchased with equipment allowance.

Simple cover identity – This fake identity stands up to a lot of scrutiny because it is simple, not because it is thorough. You’re an everyday guy without a lot of money, not a lot of debt, no criminal past, difficult to find school records, a simple verifiable income history, etc.

Complex cover identity – This cover identity is someone known by the public or whose background is complex enough that it takes great effort to make seem believable. It will stand up to scrutiny not because it is simple but because great expense was taken by Command to make it thorough. This cover has holdings, a long history of doing business in areas lived, etc.

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This cover might have a husband or wife, a boyfriend or girlfriend, and/or few friends who will vouch for the operative (all of these are other low rank operatives given missions to validate your identity).

BACKUP PERSONNEL Some missions will require more firepower or might call for distractions to be made by small teams other than the players. Backup personnel can be purchased with equipment allowance. They come with commlink ear pieces and are controlled by the operative responsible for them. They can come along with the operative on his mission or can be kept in reserve and can be assumed to remain nearby, ready to come in at a moment’s notice. Have a team of 5-6 operatives each bring along basic group backup to have a sizeable strike force for a raid on an enemy base!

Basic backup – You are assigned one minor NPC to assist on your mission. For example: armed gunman 50 (semiautomatic pistol or rifle). Add +5 to the minor NPC’s score per rank of the purchasing operative.

Basic group backup – You are assigned a group of 3 minor NPCs (see Basic Backup, above). This is a typical way to have guards in a base of operations or to protect and secure an exit location or perform extractions. Still, they’re only minor NPCs and limited.

Skilled backup – You are assigned one rank 1 operative as backup. This backup might be a trained spy, pilot, technician, soldier or something else entirely. The GM creates the skilled operative or uses a pre-generated archetype. This is a great way to have a car and driver for fast getaways and extractions for missions which require it.

Commando backup – You are assigned 5 commandos. These are minor NPCs: commando 55 (automatic rifle, semi-automatic pistol, bullet proof vest, fragmentation grenade). Add +5 to the commando’s score per rank of the purchasing operative. Purchase this option multiple times to have a large and well-equipped armed force at your disposal.

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Expert backup – You are assigned a rank 3 spy, pilot, technician, soldier, etc. The GM creates the NPC. Operatives who are less than rank 3 who purchase expert backup are getting help from someone more skilled. This is not a minor NPC; the backup operative should have a name, a story, and his own beliefs. He may not follow foolish orders blindly, and might report any misguided intentions to Command.

PERSONAL GEAR Rather than present exhaustive lists of equipment, Command has divided equipment into specialized packs used to prepare an operative for a specific task. STANDARD EQUIPMENT PACKS

The following packs have become standardized by Command for use by operatives.

Cold Weather Pack – Contains all a survivalist needs to endure the bitter cold of the arctic. This pack includes such things as sun goggles, skis, snowshoes, gloves, hat, hooded parka, hand heaters, wool socks, etc. Used to avoid environmental exposure, couple this with a survival pack for longer stays in the arctic.

Demolitions Pack – This pack comes with everything a demolitions expert needs to set various types of explosive charges (or to diffuse charges set by others). It includes such things as blasting caps, coils of wire, timers, various types of sensors, wire cutters, etc. Does not come with explosives.

Disguise Pack – This pack includes all one needs to perform acts of convincing forgery and to create convincing disguises (including creation of latex molds, false facial hair, wigs, etc.).

Forensics Pack – Contains all that a detective or field forensic scientist might need for in-field investigations. This includes such things as fingerprinting brushes, magnification lenses, plastic baggies, field microscope, tongs for picking up clues, detective’s credentials, etc.

Infiltration Pack – Contains all a professional burglar might need to pull off a small heist. This black bag contains such things as a backpack, 30 feet of nylon rope, rappelling gear, crowbar, climbing pads, grapples, black stealth suit with gloves and mask, glass cutters, lock picks, etc.

Medic Pack – Contains all a field medic needs to work his medical miracles. This pack includes such things as a canteen, flares, surgical instruments and tools, bandages, hypodermic needles, several doses of common pharmaceuticals, defibrillator, appropriate professional credentials, etc.

Operative Pack – All operatives start with this. It consists of standard issue equipment such a wristwatch, earpiece commlink (1 mile radius), encrypted cell phone (to call other operatives or back to Command), a special ID card, and an ID reader which validates the ID cards.

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Researcher Pack – Contains all a journalist or scientist might need to conduct research, write whitepapers, document travels, etc. This includes such things as a portable computer or tablet, briefcase, organizer (with papers, pens, calendar, contact book, etc.), appropriate professional credentials, digital camera, etc.

Science Pack – Contains all a scientist needs to conduct scientific classifications and experiments. This pack includes such things as a portable computer or tablet, various types of field lab equipment and tools, sample containers and vials, various electronic scanners (to scan flora, fauna, geographic, atmospheric conditions), etc.

SCUBA Pack – Contains all an operative might need to conduct deep sea missions. This includes items such as a wetsuit, oxygen tank, gloves, utility knife, mask, flippers, depth meter, wrist-mount diving light, etc.

Surveillance Pack – This includes 10 electronic bugs, 5 phone taps, laser sound amplifier, range-finding binoculars, radio receiver (works with bugs and taps at 100 yards), digital camera, night vision goggles, etc.

Survivalist Pack – Contains all an operative should need to survive short jaunts in the jungle, desert, forest, or marsh. This includes such things as a backpack, boot knife, machete, 10 days of military-style rations, compass, collapsible tent, compact sleeping bag, GPS system, mess kit, flares, etc.

Technician Pack – Many operatives need this to perform technical tasks associated with the technician skill. This includes nearly everything needed to make electrical or mechanical repairs or diagnosis. This pack includes such things as a diagnostic computer, digital oscilloscope, multi-meter, wire, tools, electrical tape, soldering iron, etc.

BRIEFCASE FULL OF MONEY This is a common thing needed for certain missions. Requesting to be equipped with this is always questioned by Command. An operative can expect to be lectured, and is of course held responsible for its return. If an operative really needed the cash he could spend it… it could be turned into 30 points worth of unsanctioned gear in the field. This might be very tempting for disloyal

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operatives, though clever players might find a way to get the cash back before reporting for debriefing and returning the briefcase!

COMMON ITEMS Although the standard equipment packs cover a great number of common items, there may be specific equipment the player wants his operative to have which isn’t covered above. The player may pay for a large number of professionally-themed items, similar to a standard equipment pack. Such packs cannot contain weapons (other than those used in a utility fashion, such as a machete or woodcutting axe). The GM must assess the validity of your requested pack of common items. Example: A player wants to be a bounty hunter and wants his operative to have handcuffs, utility belt, tactical vest, sunglasses, bounty hunter credentials, etc. The GM decides these are all related and commonly available and approves as a common items purchase. The player writes “Bounty Hunter Items” at a cost of 3.

EXPENSIVE ITEMS

Some items are either too expensive or too rare for Command to give out in a standard pack of gear. If a player asks for something not found in the equipment list but the GM determines it is too valuable to be considered a small part of a standard equipment pack, he should specify a cost 3 for that item. Example: A player wants his combat-heavy operative to wear a medieval suit of chainmail armor. The GM says this is existing technology but is expensive to buy nowadays and decides it would cost 3 and protect similar to bulletproof vest.

VERY EXPENSIVE ITEMS

Similar to expensive items above, if the GM determines a requested piece of equipment is either unique or extraordinarily expensive, he should assess a cost of 6 (or even more) for that item. Example: A player wants his operative to have the world’s most powerful portable computer. He doesn’t want some commercial-grade notebook; he wants something that might be built by an accomplished hacker if he had unlimited money to spend. The GM decides that sounds very expensive and assigns a cost of 6.

GADGETS What’s a spy without a few gadgets to get him out of trouble? A gadget is a piece of technology which doesn’t exist by today’s standards but which could (or might) with new cutting edge technology not yet in use by the general public. To create a gadget, the player simply explains what he wants to Command when he reports to outfitting. If the device is approved by the GM, the operative is permitted to

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purchase the item. All gadgets are experimental and some are even temperamental... the GM and player work out the details. It is purely the role of the GM to assess the cost and whether or not the gadget is permitted:

Plausible gadgets – If the player describes an item which the GM believes sounds plausible by today’s technology, the cost should be 3.

Improbable gadgets – If the item the player describes sounds pretty far-fetched but the GM will accept it as at least possible by some cutting edge technology, the cost should be 6.

Super-science gadgets – If the device is impossible by the GM’s reckoning but he’s willing to allow it in the game, the cost should be 12 or more.

Examples: A player wants to have a device which can be mounted to the side of a computer chassis, will interface with it and provide encrypted wireless access to that computer from up to a mile away. The GM decides this is a plausible gadget and gives it a cost of 3. The GM and player work out the details for the gadget and what skills would be used to operate it, how reliable it is, etc. If the player would have wanted the device to automatically bypass all security on the computer to which it is attached (for instance), the GM might say that’s improbable and make it cost 6. If the gadget also provided an artificial intelligence to the computer it is attached to with a personality loyal to Command, that sounds like super-science and might cost 12 if the GM allowed it at all.

FIREARMS This game uses abstraction to define weapons. While not completely realistic, it represents a quick style of play where specific models and calibers of weapons are less important to the overall story. Weapons vary in make and model and it would be impossible to list them all. All weapons are assumed to come with a cleaning kit, holster, and one full payload of bullets.

AMMUNITION This game doesn’t get into caliber and length of bullet, nor does it specify what bullets are interchangeable and which are not. It is assumed each operative has one magazine full of bullets in any firearm he has been issued from Command. When he runs out of bullets… well… he is out of bullets. It is up to the GM to determine what ammunition obtained from fallen enemies is compatible with the operative’s firearms. Note that the semi-automatic pistols operatives begin play with come with a spare ammo upgrade (see below).

FIREARM UPGRADES These are purchased in addition to a base firearm and enhance or modify its functionality in some way. Bayonet – A bayonet is a special knife able to be equipped to the end of a rifle

barrel. Although fighting with it is not good for the rifle, it effectively turns it into a melee weapon (treat as a spear for all practical purposes).

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Ceramic Polymer – The firearm is made of an alternative cutting-edge material that won’t set off metal detectors. This upgrade may be applied to swords, knives, and other types of melee weapons as well.

Concealed spring holster – This is only used for a pistol-sized weapon. It conceals the weapon from casual searches very effectively. When activated, the pistol is ejected quickly and neatly into the hand. This upgrade may be applied to knives, and other small melee weapons as well.

Extended magazine – A firearm with this upgrade has an extra 50% ammunition payload. For instance, a submachine gun would have 30 bullets instead of 20.

Heavier caliber – The weapon is bored for a larger specialty bullet and unique bullets must be purchased and used. This increases the damage caused by the bullet by +2 but makes the ammunition difficult to acquire. This upgrade may be applied to other weapons (even melee), representing a more cutting edge metal and edging technique.

Improved sights – These electronic sights are far more accurate, improving the firer’s chances of hitting foes at long range. A firearm equipped with improved sights cut penalties for range in half.

Laser targeting system – This is an accessory for a pistol or rifle. When switched on, it places a red dot on a target, approximately where the firearm will place its bullet. This gives a bonus of +10 to hit at short or close range.

Recognition grip – Electronics in the grip recognize the shooter’s prints and will only fire for the operative, unless he is wearing gloves.

Silencer/suppressor – Firearms equipped with a sound suppressor make much less sound when fired. It attaches to the barrel of a pistol or rifle and reduces sound and muzzle flash.

Spare ammo – This allows an operative to have a full spare magazine for one firearm. Purchase multiple times for multiple spare magazines.

OTHER WEAPONS Although a bit less common, these other weapons can be used by operatives. Most of them are pretty obvious (pointy end goes in the other man) but a few require some explanation:

Bow or Crossbow – Less effective than modern weapons, a bow can still kill an enemy. Soldier or martial artist (whichever is higher) is used to aim.

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Pepper spray – This canister of spray incapacitates opponents but does no lethal damage. Range S, Usage 3, Resist STR-20, Effect stunned.

Stun gun – This weapon delivers a powerful electric shock when pressed against a foe and activated. Range C, Usage 10, Duration Continuous, Resist STR-20, Effect paralyzed.

Taser – Wires shoot out at an opponent and high voltage is applied directly to his nervous system. A Taser behaves similarly to a stun gun. Range S, Usage 3, Duration Continuous, Resist STR-20, Effect paralyzed (but target is weakened for duration even if he makes his resistance check).

GRENADES & OTHER EXPLOSIVES Various explosives might be available to operatives. Explosives other than those listed below exist and may be purchasable if the GM permits and is willing to create statistics.

Fragmentation grenade – These explode and cause 6D damage to the target and everything and everyone within 1 space of the target. So dangerous is this weapon that even those who succeed in dodging (DEX-based resistance check) still take half damage.

Flash-bang grenade – These devices create a very bright flash of light and a concussive blast that leaves a tremendous ringing in the ears of those who hear it. Everyone within 2 spaces of the space where the grenade goes off must make a LOG check or be stunned 1 turn.

Smoke grenade – These steel cylinders pop open and unleash large amounts of colored smoke often used to mask movement, provide basic concealment, or to signal for air support or quick extraction. Smoke grenades are basically non-lethal. The amount of smoke, how long it remains, and the effect it has on visibility are all determined by the GM based on his assessment of the environment in which it is detonated, but one canister contains enough reagent to generally fill a 9-space area.

Incendiary grenade – These grenades explode on impact and create a very dangerous flash fuel fire. It causes 4D damage to all within 1 space of the point of detonation (a DEX based resistance check allows someone in the blast radius to dive for cover and avoid damage). On the turn directly following the detonation, another 2D damage is sustained. On the final turn 1D damage is caused and the flash fire burns itself out. Flammable material can catch fire, causing secondary damage decided by the GM.

Plastic explosives – not really a grenade, but explosive nonetheless, plastic explosives are a pliable putty, like Semtex and C-4, used for destroying structures and creating booby-traps. Plastic explosives are available to the operative in small packages containing 10 charges, each of which can cause 2D damage. Packing multiple charges together will make one larger charge. The blast loses 2D of effectiveness per space away from center of blast. Proper use of plastic explosives requires a demolitions pack.

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Mine – this refers to any type of mine, even a claymore. Although different types of mines work differently, for game purposes assume they all work as follows. The damage is 6D (penetrating) and applies to everything in the same space. It can be set to trigger from a remote, a trip-wire, or a pressure switch, and is often buried shallowly or concealed with leaves or debris. Mines are deadly (and handy, since not everyone is skilled with demolitions).

VEHICLES There are as many civilian vehicles as you can imagine. The tables list the more common ones in a categorical fashion. Civilian vehicles have no armor or DR values. They do, however, have a Performance rating (page 50) and Body Points (page 56).

VEHICLE UPGRADES

Like weapons, vehicles can be given special upgrades to make them more effective, more militant, or more covert. The costs listed in the tables are adders, increasing the cost of the vehicle to which they’re installed.

Amphibious – This upgrade allows a vehicle to transport along the water’s surface. This upgrade is for air or ground vehicles. If purchased for a water vehicle, it allows it to drive on land or to go underwater like a submersible vehicle.

Auto Tire Repair – This upgrade allows the operator to press a button in the vehicle to deploy quick-drying expanding foam into a tire, which plugs just about any leak. It then re-inflates the tire to standard pressure (or the vehicle has solid rubber tires which cannot go flat).

Communications – Radio transmissions are possible with this vehicle to a range of 20 miles. Satellite uplink allows worldwide internet access. The vehicle includes integrated ports for phones, computers, and tablets.

Eject Seat – This allows the operative to eject the passenger seat to get rid of an unwanted guest. The operative is trained on the direction and range of the ejection so that he can direct the ejected passenger as desired.

Gliderwings – The operative can deploy wing-shaped metal struts which allow the vehicle to glide in a controlled fashion to a stable landing from just about any height. A pilot check (with an air vehicles focus) is necessary to initially gain control, and another to land effectively. Once on the ground, the wing struts are discarded and the vehicle can continue its journey.

Hardened – The vehicle is considered hardened (thus, all weapons not designated as penetrating will do only half damage before any DR might be applied). Vehicle has -10 to Performance.

Heavy Armor – Vehicle has DR30, but -20 to Performance. Identity Change – The operative can activate this feature from within the

vehicle. The outer body is false; it is ejected and discarded, revealing a completely different-looking paint job beneath. The license plate swivels around to reveal a second plate. Entire identity change takes one turn.

Light Armor – Vehicle has DR10, but -5 to Performance. Medium Armor – Vehicle has DR20, but -10 to Performance.

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PG 30 OUTFITTING

Offroad Conversion – Removes the -20 offroad performance penalty. If taken a second time, it boosts offroad performance +10. Can only be taken twice.

Oil Slick – This upgrade deploys a long stream of oil behind the vehicle. Any pursuers must make pilot checks to maintain control.

Performance Boost – This may be purchased multiple times. Each time it is purchased, increase Performance rating by +5 for on-road driving.

Remote Control – The operative’s encrypted mobile phone (issued by Command) can control his vehicle remotely. Cameras in the vehicle relay an image to the screen of the phone so the operative can guide it as he wishes. Every other upgrade the vehicle has can be activated through this remote link. The pilot has a -10 to his skill checks while remotely piloting.

Security – This adds a retractable top-mounted strobe light system and a loud audible siren to a vehicle. Additionally, the vehicle has a search light and one-way doors with a sealed back-seat mobile jail to detain people. The front bumper is reinforced.

Self-Destruct – The vehicle can be set to explode, causing a very large and very destructive blast. Causes 9D damage to the space it hits, half that to adjacent spaces. Anyone caught in that blast can dive for cover with a DEX-based resistance check for half damage.

Sensor suite – The vehicle has a host of various sensors, including radar, ladar, radio, infra-red, ultra-violet, etc. All sensors work to 100 spaces.

Smoke Screen – The vehicle can deploy a dense cloud of smoke in its wake. Pursuing vehicles operators must make pilot checks to drive through and maintain control. If used creatively near an intersection, pursuers will have no way of knowing which direction the operative’s car went.

Speedster – This comes with 10 nitro boosts, allowing a momentary increase in speed (treat as a +10 performance increase for 1 turn).

Spikestrip – The operative can deploy a spike strip behind his vehicle. Pilots of pursuing vehicles must make a pilot check to dodge aside (if possible, based on layout of road) or the spikestrip will entangle the wheels and/or axels of their vehicles, bringing them to a stop.

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Stealth Technology – The engine of this vehicle is quieter, the body is specially coated with radar-dampening paint. Additionally, white noise broadcasters emit on many wavelengths, causing infrared, ultraviolet, and other alternative detection equipment from seeing the vehicle. From all but conventional sight, the vehicle will be undetectable. While active, mobile phones cannot be used from within the vehicle or within 3 spaces of the vehicle.

HEAVY WEAPONS Heavy weapons must be mounted on a vehicle or fixed in-place on a building or wall. They are not generally easily portable. The cost shown is added to the cost of a base of operations or a vehicle. Portable versions of many of these classifications of heavy weapons may exist (GM’s choice), but their statistics will differ (1D less damage and costs will be +3).

MILITARY VEHICLES

To create a more militarized vehicle, start with one of the civilian vehicles listed in the outfitting tables. Then apply any of the vehicle upgrades and heavy weapons desired. This increases the cost and also the capability of the vehicle.

Example: A team needs an off-road vehicle for an upcoming mission. Sat-data reports hostiles in the area so the team decides to pool some equipment allowance on a jeep for 6, add DR10 for a cost of +3 and then adds Hardened for +9 bringing the total to 18. They might even add a front mounted machine gun for another +6.

EXAMPLE MILITARY VEHICLES

Here are a few sample militarized vehicles for your use. These may be built in any number of ways in order to properly represent specific models.

Military Humvee (Cost 16) – Start with a Hum-vee (Performance +0), add the following: Light Armor DR10 (Performance -5), Two levels of Performance Boost (Performance +10). Total Performance +5

Tank (Cost 54) – Unlikely to be given to an operative due to its cost, a Tank might be built using a Semi Truck (Performance -25) as a starting template (tanks are HUGE), then adding Hardened (Performance -10), Heavy Armor DR30 (Performance -20), a Cannon, a Machine Gun, and three levels of Performance Boost (Performance +15), total Performance -40.

Amphibious APC (Cost 28) – An armored personnel carrier designed to be released offshore and deploy soldiers once the vehicle reaches land. The APC can drive on land as well, to reach a waypoint before deploying soldiers. Start with a delivery truck (Performance -15), add Hardened (Performance -10), Amphibious, and two levels of Performance Boost (Performance +10). Performance -15.

Fighter Jet (Cost 53) – Start with a corporate jet (Performance +5), add Light Armor DR10 (Performance -5), three levels of Performance Boost (Performance +15), then arm up with a Machine Gun and 6 Missiles. Performance +15.

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PG 32 MORAL CODE

MORAL CODE This alignment system is provided to give players a compass to guide their operative's moral choices. During operative creation, you’ll need to define your operative’s moral code. Simply pick one of the words from the dedication column of the following table and match it to each row of the aspect column. Record each aspect along with your chosen dedication on your operative dossier (for instance: very kind, totally focused, somewhat selfish, very honorable, etc.).

WIL CHECKS This system isn’t designed to force players to behave themselves. It is designed to help provide a consistency to the behavior of an operative. Normally, players can play their operatives how they wish. However, sometimes you may want (or need) to violate your operative’s moral code. If players act contrary to their operative’s defined moral code GM's should feel free to ask them to make a WIL check to continue their action. Modifiers to this WIL check may exist based on the situation (GM decides). If a player acts often against his operative’s moral code, the GM should determine an appropriate response (shift towards another level of dedication, such as very to somewhat selfless).

GOOD VS. EVIL Being kind or cruel isn't about being good or evil; it's about how you treat others. A focused or unfocused operative isn't about good or evil, it's about how you plan your operative’s actions. Being honorable doesn't mean you're necessarily good either (there is indeed honor among certain types of thieves). However, what thief could survive without being able to be deceitful when necessary? People have self-will and their actions and choices lead them down a path that can be good, evil or somewhere in-between. Because of this self-will, an operative is neither fully good nor completely evil. The concepts of good and evil are not generally the conflicts depicted in this game. Although good guys and bad guys exist, operatives often walk a delicate line between. Operatives might be called upon to perform mission objectives with which they disagree. This should be handled through role-playing and WIL checks as needed. NPCs who switch over to the enemy might not be fully lost... careful role-playing might get them back.

DEDICATION ASPECT

Somewhat, Very, or Totally

Kind or Cruel

Focused or Unfocused

Selfless or Selfish

Honorable or Deceitful

Brave or Cowardly

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MARTIAL MANEUVERS Operatives with levels in the martial artist skill can do amazing things. In addition to the benefits provided by the skill, each level the operative might be able to select or roll (GM choice) martial maneuver(s). GMs must approve your selection, since some of them represent a cinematic style of play which he may not permit.

ROLL MANEUVER DESCRIPTION (level refers to martial artist skill level)

00-02 Acrobat +5 per level to DEX checks for acrobatic actions. 03-05 All-around sight Skill check to detect things outside of field of view. 06-08 Blind fighting No penalty when fighting hand-to-hand when blinded. 09-11 Body density Body has DR1. Take multiple times for higher DR. 12-14 Deadly attack Adds +2 to damage from unarmed attacks. Take multiple times

to cause higher amounts of damage. 15-17 Disarm Attack causes no damage but causes foe to drop something in

their hand. If critical success, both hands are affected. 18-20 Hard block Use STR instead of DEX for resistance check (not vs. firearms). 21-23 Hard target Not at disadvantage against ranged attacks. 24-26 Hold Attack causes normal unarmed damage and holds foe. Foe can

break hold with a martial artist skill contest. 27-29 Improved landing Skill check to reduce damage by half if falling or being thrown. 30-32 Insanely cool moves Skill check to look impressive for onlookers. 33-35 Instant awareness +5 per level to LOG checks for surprise. +1 to INIT score. 36-38 Instant stand Instantly get up if prone, no skill check, no multi-action penalty 39-41 Leap attack Attack foe up to half level (in spaces) away, end action adjacent. 42-44 Meditation Each 1hr meditation =2hrs sleep, operative is awake & alert. 45-47 Move-by Attack roll allows sprint (2xMOV) and an attack against a foe

along the way. Sprint and attack are all one roll/action. 48-50 Multiple attacks One extra unarmed attack per turn, no multi-action penalty. 51-53 Multiple defenses One extra resistance check per turn, no multi-action penalty. 54-56 Nerve strike Paralyze limb with attack roll. Critical success causes full body

paralysis. Foe can shrug off effect with STR check on his turn. 57-59 Power attack Each 10% sacrificed in chance to hit, increase damage by +2. 60-62 Power defense Not at disadvantage against melee weapons while unarmed. 63-65 Reverse hold May reverse Hold maneuver with a simple skill check. 66-68 Riposte Make free unarmed attack (no multi-action penalty) against foe

if successfully make DEX-based resistance check (or are missed). 69-71 Roll with the impact Skill check to reduce attack damage by level from unarmed, or

by half level from melee or ranged. Move back 1 space. 72-74 Stun attack Attack causes no damage but foe makes STR check. If he fails,

target stunned. If succeeds, he is dazed. Critical = unconscious. 75-77 Surprise action Skill check, all within 1 space make LOG checks or surprised. 78-80 Suspension Cause state of suspended animation for desired duration. 81-83 Swiftness Add level to MOV score. 84-86 Take down Successful attack causes no damage but knocks foe prone. 87-89 Throw Use on Held foe. Hurl foe 1D/2 spaces, cause normal damage. 90-92 Vivacity Use DEX instead of STR for martial artist score. 93-95 Whirlwind Attack One attack roll damages all foes in adjacent spaces. 96-99 Choose one

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ACROBAT Your fighting style focuses on athletic maneuvers. With this maneuver, any time you make a DEX check to attempt an acrobatic maneuver, you receive +5 per martial artist level.

ALL-AROUND SIGHT With this maneuver, the operative is aware of his surroundings at all times. He may make martial artist skill checks to detect someone sneaking up behind him or an obvious clue outside of his field of view. This is a second check he may make after failing a normal LOG or detective skill check.

BLIND FIGHTING This is the ability to fight unhindered in total darkness. The operative receives no penalty when fighting hand-to-hand in the dark or in dense smoke or fog, as long as he is still able to hear his opponent.

BODY DENSITY The martial artist with this maneuver has hardened his body against damage by building up his muscles and callousing his flesh. He is considered to be DR1 against attacks. This is in addition to any DR from

armor. Note that his maneuver may be taken multiple times to build additional levels of damage reduction, maximum DR6.

DEADLY ATTACK This maneuver adds +2 to the damage caused by your operative’s unarmed attacks. It may be selected multiple times. The damage is added to any unarmed attack against any type of target.

DISARM This attack causes victims to open one hand and drop something they are holding. If the attack roll is successful, the attacker names which hand on his foe is opened. With a critical success, both hands are opened. Anything held in a hand that has been opened by this attack is dropped.

HARD BLOCK A martial artist trained in the hard block maneuver is able to substitute his STR score for his DEX score when making resistance checks against unarmed attackers or those wielding melee or thrown weapons. He uses his arms to block the incoming attack rather than dodge it. Of course, this cannot be used against bullets.

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HARD TARGET The operative has expertise anticipating trajectories and timing of ranged attacks. He may make himself very difficult to hit. Normally, an operative who attempts a DEX-based resistance check is at a disadvantage against ranged attacks (only allowed to use half his DEX). Using this maneuver, the martial artist is not at a disadvantage to resistance checks against ranged attacks (he receives a full DEX check), including against firearms.

HOLD Any operative can put another operative into a hold with a contest of martial artist skills, but operatives who know this maneuver get the added advantage of doing their normal unarmed damage to the held enemy each turn the hold is maintained, until the victim breaks free of the hold (by winning in a contest of martial artist skill).

IMPROVED LANDING The operative can slow his fall and spin his body to land safely. With a martial artist skill check he can reduce by half the damage sustained by falling or being thrown/hurled. Of course, this only works if the operative is conscious when he lands.

INSANELY COOL MOVES The operative makes a skill check and if successful all other actions performed that turn are so impressive in nature that anyone who witnesses them (successful or otherwise) and lives to tell the tale will talk of what they just witnessed.

INSTANT AWARENESS An operative with this ability is harder to surprise than others – he gets to add 5 times his martial artist skill level to any LOG check for determining surprise. Additionally, his INIT score is +1. This awareness is always in effect.

INSTANT STAND Any operative can drop prone without using an action, but the operative with this maneuver can stand up again instantly – without requiring any type of action to do so. He springs up instantly and may still act without any multi-action penalty.

LEAP ATTACK Using this maneuver, an operative can perform a leap and make an attack at the same time with no multi-action penalty. The operative may be a number of spaces away from his enemy equal to half his martial artist level and make an unarmed attack against him. He will end his action in a space adjacent to his target. He may do this instead of or after moving normally.

MEDITATION Not actually helpful in combat, this maneuver allows an operative to enter a meditative trance. Each hour of meditation is equal to two hours of sleep, but an operative is aware of his surroundings while in this state. This maneuver is fairly cinematic and some GMs may forbid its use.

MOVE-BY The operative can perform a sprint action and attack during it with no multi-action penalty. He makes one attack roll. If successful, he sprints (double his MOV) and is able to attack one target in his path without stopping. If unsuccessful, he moves only 2 more spaces than his normal MOV and misses his intended target as he moves-by him. This only counts as one action during his combat turn. If the operative’s move allows him to pass multiple opponents, he can make an attack against each he moves by, but subsequent attacks after the first carry the normal multi-action penalty. Note: Martial Maneuvers, unless they specify otherwise, are only usable when unarmed.

Some maneuvers, such as those which improve defenses, can be used at any time, even while armed. The GM is the final arbiter of which maneuvers are available to your operative.

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MULTIPLE ATTACKS Operatives who take this special maneuver get an extra attack per turn that may only be used with the martial artist skill. This attack is truly extra – free and clear of multi-action penalties. This maneuver may not be selected more than once.

MULTIPLE DEFENSES Operatives who have this maneuver get one additional dodge (DEX-based resistance check) per turn with no multi-action penalty. This is in addition to whatever else the operative might do in the turn. This maneuver is always in effect, even if not unarmed.

NERVE STRIKE The operative with this maneuver attacks an opponent as normal but instead of applying damage has managed to apply pressure to a nerve. His knowledge of nerves allows him to paralyze any one limb. With a critical success, the paralysis can be total. The paralysis can be shrugged off with a simple STR check in a subsequent turn.

POWER ATTACK The operative can increase his damage by decreasing his accuracy. For each penalty of 10% to hit he accepts to hit his target, he can increase his damage he causes by +2 if that attack hits.

POWER DEFENSE The operative has practiced well enough with martial arts techniques against armed opponents that he is able to perform unarmed dodges (DEX-based resistance checks) against clubs, maces, staves, even swords and knives, as effectively as against unarmed attacks. He gets his full DEX score (he is not at a disadvantage) to dodge an attack from an opponent armed with a melee weapon. This maneuver is always in effect.

REVERSE HOLD If an operative with this maneuver is held (even if by use of an enemy using the hold maneuver) he may make a simple unarmed attack roll and reverse the hold, placing his opponent in a hold similar to the one in which he was just held. This can go on for some time when two very skilled combatants try to place one another in holds and reverses in many sequential rounds. Also, don’t underestimate the power of having reverse hold along with the throw maneuver.

RIPOSTE Whenever an operative who knows the riposte maneuver makes a successful DEX-based resistance check against (or is missed by) an opponent in unarmed or melee combat, he may immediately make an unarmed attack against the attacker. This is free and doesn’t count as an action (and therefore has no multi-action penalty associated with it).

ROLL WITH THE IMPACT The operative with this maneuver subtracts his martial artist level from any damage he receives from an unarmed attacker, as if he had a DR score equal to his martial artist level. If he is hit by melee weapons his DR is

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considered to be half his martial artist level. He must move one space away from his enemy when he does this, in a direction of his enemy’s choosing.

STUN ATTACK Operatives using this technique can take their victims out of the action almost immediately. A successful attack roll does no damage but causes the victim to make a STR check. If the STR check succeeds, the target is dazed. If it fails, he is stunned. Both effects last only one turn, but that might be enough for a coup de grace. A critical success on the operative’s hit roll or a critical failure on the target’s STR resistance check results in immediate unconsciousness for the target.

SURPRISE ACTION Operatives with this maneuver can act so quickly or make such a distracting noise (or both) that all foes within 1 space are taken by surprise, even in the middle of a fight! The operative uses this maneuver in place of a normal attack. He makes a skill check. If successful, all within 1 space must make LOG checks or be surprised.

SUSPENSION This cinematic ability allows the martial artist to enter a state of suspended animation. His body remains in place and his heart rate, breathing, and all biological activity slows to the point of seeming to halt. The martial artist states the duration of time he wishes to remain in suspension. The duration must be short enough that the operative doesn’t starve or dehydrate, unless he has someone to care for his body. When the duration ends, the operative awakens as if from a deep sleep. A medic cannot detect the false death-like state without a very thorough examination.

SWIFTNESS Operatives with this maneuver can substitute their martial artist score for their DEX when making checks for sprinting, if their martial artist score is higher.

Additionally, they may add their martial artist skill level to their MOV score. This is always in effect.

TAKE DOWN Successful use of this maneuver knocks opponents to the ground directly in front of your operative instead of causing normal damage. The operative must make an attack roll and if successful, no damage is caused but opponent is knocked prone.

THROW An operative with this maneuver can hurl a foe a fair distance. A successful attack roll against a held enemy allows the operative to hurl the victim up to 1D/2 spaces in any direction. Unless the victim falls onto something soft, he or she suffers normal unarmed damage and ends the turn lying prone. A combatant with the hold maneuver and the throw maneuver can make their attack roll to gain a hold, apply their damage for the hold, then make their attack roll to perform the throw, followed by normal unarmed damage for the throw, all in one action.

VIVACITY An operative with this maneuver can use his DEX score for calculating his martial artist skill rather than his STR score. This newly calculated score replaces his old one, and is used for all aspects of the martial artist skill. This represents a different style of fighting, relying on speed and grace rather than brutality.

WHIRLWIND ATTACK An operative spins around to build up velocity to strike out at foes. The operative makes a single attack roll and if successful hits all foes in all adjacent spaces for his normal unarmed combat damage.

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PG 38 OPERATIVE DEVELOPMENT

OPERATIVE DEVELOPMENT DEVELOPMENT POINTS (DP) Players earn development points (DP) for their operative as they play the game. Between sessions, they spend DP to improve their operatives. Players may keep their earned DP from session to session, or can spend them right away.

EARN DP

At the end of each game session, the GM must go through the following checklist. Each player earns 1DP for each that applies.

Survivor – your operative survived a session in which he engaged in combat and lived to tell the tale.

Abilities & Skills – you made an ability and/or skill check (successful or otherwise).

Role-playing – you were able to demonstrate one or more of your descriptors or engaged in impressive role-playing during the session.

Innovation – your operative faced non-combat obstacles that required you to take an innovative role in overcoming.

Discovery – you can state one previously unknown thing that your operative learned about the setting, its secrets, or its people.

Personal Stake – your operative had a personal stake in the mission (it centered on family members, friends, contacts, etc.)

Mission Accomplished – the operatives successfully accomplished the mission’s primary objective.

Loyalty – your operative behaved in accordance with the rules defined by his team and Command. Unless your setting differs: he returned all mission-issued equipment intact, didn’t unnecessarily risk innocent lives, followed local and provincial laws unless failure to do so would result in failure of the mission, and retained no unsanctioned equipment.

PLAYER-AWARDED DP

Next, the players (not the GM) vote on who they believe should earn 1DP for each of the following. No player may vote for his own operative, and the GM breaks ties:

Style – for the operative who had the coolest, most memorable moment(s) during the session.

Brotherhood – for whoever demonstrated the most faith, brotherhood and sacrifice for the team.

Players will typically earn 4-6 DP per session, with a maximum of 10 DP for a truly epic session where all of the above items applied to his operative.

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SKILL

LEVEL

DP

COST

1 3DP 2 6DP 3 9DP 4 12DP 5 15DP 6 18DP

SPEND DP

Players spend DP to increase abilities and skills.

Abilities – to increase your operative’s ability scores, spend DP on a 1:1 basis. For instance, if your STR score is 55 and you spend 3DP, your STR score becomes 58. Re-calculate BP, INIT, damage bonuses, skill success rates, etc. Extremely high scores are more expensive. Scores at 75 or higher cost 2DP per point and scores at 100 or higher cost 4DP per point.

Skills – to buy levels in skills, it costs a number of DP shown above. You must buy level 1 before level 2, must buy level 2 before 3, etc. You may not skip levels, even if you have enough DP to raise it to two levels. The highest skill level permitted is 6.

Add a Focus – when you raise the academic or pilot skill by one level and wish to spend an additional 3DP, you can specify another focus.

Change Specialization – when you raise a level in a skill in which you have specialization, you may change your specialization to different field by spending 3DP if the story and GM permit.

Languages – to learn a new language, spend 1DP. To learn it well enough to sound like a native, spend an additional 2DP (total of 3DP). Acquiring a level in the academic skill while having the linguist focus gives a native-level language at no DP cost.

RANK Rank assists GMs in determining the relative experience of an operative and is used to balance challenges. To determine your operative’s rank, use the table shown at right. It should result in a scale from 1 to 6. Perceptive players will notice you could total 7 on this table. Achieving ranks beyond 6 are not possible within these rules.

BENEFITS OF RANK At all ranks, operatives enjoy certain specific benefits as shown in the table below.

CALCULATE RANK

HIGHEST SKILL LEVEL Level 2-3 +1 Level 4-5 +2 Level 6 +3 SECOND HIGHEST SKILL LEVEL Level 3-5 +1 Level 6 +2 HIGHEST ABILITY SCORE 50-99 +1 100+ +2

RANK BENEFITS

1 -- 2 Equipment Allowance +6, Bones +1, Team Assignment 3 Equipment Allowance +6, Codename 4 Equipment Allowance +6, Base of Operations 5 Equipment Allowance +6, Bones +1 6 Equipment Allowance +6, Bones +1

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BASE OF OPERATIONS

As the team of operatives advances they may desire a base from which to launch their missions. When the team reaches rank 4, they may pool some or all of their equipment allowances to build their own base of operations. They can also spend those pooled units on team vehicles and even their own guards. All of it effectively belongs to Command (they’re the ones paying for it) but the operatives have earned it and are in control of it. Refer to the Base of Operations section below.

BONES +1 Operatives who gain ranks are increasing their skill, honing their talents, and spreading their legend. At ranks 2, 5, and 6 increase an operative’s bones score by +1. This allows a higher rank operative to perform more epic actions and take greater risks than raw recruits - and look good doing it. Unlike the bones granted when creating operatives, these bones cannot be sacrificed for any reason.

CODENAME

Operatives of rank 1 are considered raw recruits. They are often referred to as “Recruit Jackson” or “Recruit Stallings,” etc. Rank 2 operatives are often called “Operative” as a title, as in “Operative Jackson.” But at rank 3, operatives gain a codename. Codenames are then used in all communications with Command and other operatives except where the operative shares his real identity intentionally. Codenames are usually one or two syllables and describe the specialty of the operative or one or more of his descriptors or origin. The codename is often chosen by the other players, giving credence to the saying that “you don’t choose your codename, your codename chooses you.”

EQUIPMENT ALLOWANCE +6

All operatives begin with an equipment allowance of 6 unless modified by an origin or spending a bone during operative creation. Every time your operative increases his rank he receives +6 to his equipment allowance. If you spent a bone to get an extra +6 during operative creation, you don’t get the bone back when you gain rank; you just have more equipment allowance than your rank would imply.

TEAM ASSIGNMENT

Once all the operatives reach rank 2, they gain a permanent assignment to a strategic response team. The operatives become founding members of that team and get to name it. This helps build fellowship, trust, and brotherhood, and is a cornerstone of the organization of Command. The team can write their own rules on who qualifies for membership and what process they have to endure to prove themselves worthy. Creating a team should be a fun process, and should be totally left up to the imagination of the players (with some GM arbitration).

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BASE OF OPERATIONS A team of operatives who reach rank 4 has a fun opportunity to have Command fund a headquarters just for them. This is the natural evolution of an accomplished team, but is totally optional. Operatives not wanting to create their own base of operations can continue living however they were. Follow these simple steps to create a new base of operations for a team of operatives.

1. POOL EQUIPMENT ALLOWANCE Players may pool their equipment allowance (some, none, or all) to form a pool from which to purchase their base of operations. Depending on the size and scope of this base, they may need more equipment allowance than they collectively share and may need to seek additional NPC operative members.

2. SELECT A BASE SIZE Select a basic size from the base size table. This comes with a cost and a number of spaces with which to fill with features, as well as a bonus which applies to certain skill checks if you fill your base with certain features in step 3. If you want your base to be a size that doesn’t fit into these groups, use the following guideline: total the number of spaces worth of features you install. The cost will be 10 plus 1 per 10 spaces in the design.

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3. ADD FEATURES Features are just rooms you build into your base of operations. Features normally carry no extra cost. Each is assumed to take up 4 spaces and support 1 or 2 people performing whatever functions are necessary for the feature to function. Refer to the feature table for a suggested list of features and notes on how they might benefit operatives. If you have ideas for different features, work these out with your GM. This is a very open and free-form process designed to give you ideas, not limit you.

4. ADD UPGRADES An upgrade is similar to a firearm or vehicle upgrade. It adds some level of additional functionality to your base. There are several new upgrades specifically designed for bases of operations. Additionally, operatives can defend their base by applying heavy weapon and defense upgrades from the vehicle upgrade list in the outfitting section, page 29. Refer to the tables on the following page to add these to your base.

5. MAP IT OUT Assume that each space is one square on a piece of graph paper and draw your base of operations so that the GM can get a feel for what you have in mind. In the event that future action takes place in this location, the GM is going to have to know how it is laid out. You can add corridors and courtyard space with GM approval; the space defined by your building size should be the size taken up by the features installed, not the complete land area. You can be creative with this; a generator feature could be separated into two 2-space generator rooms rather than one 4-space generator room, representing a primary and backup system. Multiple barrack areas could be joined together to house more men, etc. If you want your grounds to be too large, the GM may assess a higher cost.

6. ADD VEHICLES AND SUPPORT PERSONNEL Now that your base is designed, you’re going to need some support personnel. These can be added using the rules for backup personnel and the vehicle lists and rules for upgrading them in the outfitting section.

SIZE EXAMPLES BONUS* SPACES COST

Small apartments, offices, or warehouse +5 48 15 Moderate house, floor of office building, or manor +10 100 20 Large mansion, castle, multi-level building +15 500 60 Huge building complex +20 1000 110

* Bonus applies to any academics, medic, or technician checks made from within the base if it has the lab, medic, or workshop features.

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FEATURE (4 SPACES) COMMENTS

Barrack Bunks, head, lockers for backup personnel Bedroom Personal space with bed, dresser, etc. Comm Center Communications of various types. Secure comms with Command. Data Center Computer room with sealed system and air filtration Safe Room Sealed room, supports 2 people 7 days. Conference Room Area for meetings or extra seating Dining Room Area for taking meals Dock* Water vehicle dock and outdoor storage. Dojo Training and practice area for martial artists Firing Range Training and practice area for soldiers Garage* Land vehicle storage. Generator Room Provides place for Generator upgrade Greenhouse Sealed area to grow plants and food. Hangar* Air vehicle landing area and storage. Holding Cells Holds people securely behind bars. Kitchen Area for preparing food. Lab Area to perform scientific experiments or research. Living Room Comfortable entertainment area. Medical Treatment area for the wounded. Security Area for monitoring the base by remote sensors or cameras. Storage Area for storing items and gear. Workshop Area with tools and space to work on vehicles or gear.

* More than one 4-space group is needed for larger vehicles:

Motorcycle, jet-ski, etc. ......... 4 spaces Bus, semi, small plane, etc. ..... 16 spaces Car, jeep, etc. ......................... 8 spaces Private jet, helicopter, etc. ...... 20 spaces Truck, speedboat, etc. ........... 12 spaces Fighter jet or larger ................. 24+ spaces

UPGRADE COMMENTS COST

Long range radar Detects movement over land, sea, or air. Identifies signatures, vectors, speed, etc. Requires Comm Center feature.

+3

Satellite Surveillance

Access to satellite capable of spying on specific locations within a specified area. Requires Comm Center feature.

+6

Generator Effectively generates own power, no connection to the grid. Powers 250 spaces of base. Requires generator room feature.

+3

Sealed System Provides atmospheric seal for a base which is in an unusual environment (undersea, underground, in space, etc.)

+9

Remote Location The base is located in a remote or hazardous location expensive to maintain, such as a volcano, remote island, etc.

+12

Secure Room Pick one feature and make it have all the state of the art security features. Retina scan, voice recognition, motion sensing, infra-red motion detection, etc.

+3

MILITARIZING COMMENTS COST

Defenses Any vehicle defense (page 29) that the GM permits. varies Weapons Any vehicle heavy weapon (page 31) that the GM permits. varies Other Upgrades Any vehicle upgrade (page 29) that the GM permits. varies

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PG 44 BASE OF OPERATIONS

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03

G A M E G U I D E L I N E S

ACTIONS When your operative performs an action for which a chance of failure exists (such as sweet-talking a receptionist, climbing a slippery wall, etc.), roll D00 and compare the results to your ability or skill (exactly which ability or skill is determined by GM) and any other modifiers (based on the situation, your origin, or equipment). If you roll equal to or lower than the number, you have succeeded. It’s that simple!

AUTOMATIC SUCCESS/FAILURE Regardless of the chance of success, any reasonable action succeeds on a roll of 00-05. Similarly, any action with a reasonable risk of failure will fail on any roll 95-99.

CRITICAL SUCCESS/FAILURE Any time you roll doubles and succeed in your roll, you have succeeded critically. In combat you can double the damage, ignore defenses, disarm your opponent, or some other beneficial thing happens decided by the GM. With non-combat rolls something helpful happens determined by the GM. However, any time you roll doubles and fail in your roll, you have failed critically and something bad happens. In combat this could mean your weapon breaks or becomes less effective, armor ablates, or something situationally terrible occurs. With critically failed non-combat rolls something very baneful happens to your operative or the story as determined by the GM. Critical successes and failures are great plot points in a mission if used creatively by GMs.

CONTESTED ACTIONS Some actions may be contested, determined by the GM. For instance, trying to pick a pocket might be detected if your opponent makes a successful LOG check. Trying to wrestle a pistol out of someone’s grasp might be handled by contested STR checks. In such cases, there must be a clear winner (so if you both pass your check, the contest continues the next turn until someone fails). If less cinematically dramatic situations, the GM may decide to resolve contested actions with one roll for both contestants (whoever succeeds and rolls highest wins; reroll if both fail).

RESISTANCE CHECKS These are made in reaction to some threat to your operative. The threat may come in the form of a physical attack, falling rocks, grenade blast, flying bullets, poison, etc. A resistance check is simply an ability check; if successful it negates or reduces

Game Guidelines EVEN AMONG THIEVES AND SPIES THERE ARE RULES, THOUGH

MANY OF THEM ARE THERE AS MERE GUIDELINES, REALLY…

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the otherwise successful threat. Resistance checks are actions, and carry a multi-action penalty if they are not the only actions attempted in a turn. Your GM will let you know if there is a bonus or penalty and which ability to use.

MULTIPLE ACTIONS Each action taken after the first (in the same turn) results in a cumulative -20 to skill and ability checks. For instance: if you attack, you have no penalty. If you attack and defend, you have -20 to whichever comes second. If you attack, defend, run and jump you have a -20 to the second action, -40 on the third, and -60 on the fourth. Very experienced operatives can accomplish a lot more in a turn than an inexperienced operative, and that’s what makes them epic!

BONES Bones help create epic action and gameplay. They represent the ability to shrug off damage, perform extremely cinematic acts, and escape certain death. During operative creation, players receive 3 bones (tokens, coins, poker chips, etc.). These bones can be spent to help build a better operative or to control some of the randomness of operative creation. As operatives advance, their bones score increases. At the start of every session of play, each player receives a number of bones equal to his operative’s bones score. A player may cash in a bone at any time during that session for any of the following effects (for use with his or any operative in the team):

Bone-up: Reroll a crappy roll you just made, to pretend you don't suck. Bone of Contention: Force another player (or the GM) to reroll something. Sticks & Stones: Assumes you roll a successful resistance check without

having to actually roll or take an action. Cuts to the Bone: Add 1D to damage against a foe you just hit. Bad to the Bone: your moves are so cool anyone who witnesses them tells

the tale far and wide. Even if you get a beating, you look cool taking it. Bone Crazy: Guarantee that for one round, no action you take or that is

taken against you will result in your death. You can try something crazy and be sure to live long enough to hear the cheers or jeers.

During game play, the GM can throw you a bone if you do something particularly cool that he didn't expect or that he thought would never work. This is extra, for use during that session only, and doesn’t affect your bones score.

GM BONES To balance stuff out a bit, the GM should also be given bones to use, one bone per player. He won't get extra bones to spend during the session (nobody is going to throw him a bone) but the bones he has could be used in the same ways described above. Of course, a spending war could ensue... where the GM and player(s) keep spending bones to do/undo each other for something important. In most games, the players have more bones than the GM.

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GETTING HURT Body points (BP) represent how much damage your operative can sustain before falling down. Each time you take damage, subtract the damage rolled from your body point total. When animals and minor NPCs reach 0 they are dead. When operatives reach 0 they are unconscious for the rest of the battle. After the encounter anyone with 0 BP must make a STR check. If it succeeds, that operative wakes up with 1 body point and a nasty headache. If it fails, that operative is dead. Note: an attending medic with a medic pack can substitute his medic skill score for the fallen operative’s STR score if it is higher.

GETTING HEALED After a fight, if an operative can be treated, up to 5BP of damage which was recently sustained may be immediately recovered. Anyone may apply this first aid treatment if common-sense materials are available (a medic pack will do), even without medical training. It represents mitigating bleeding and preventing infection. Operatives heal naturally 2BP each day. If your operative needs more healing than this, consult a medic (and see the medic skill).

TIME Normally time isn’t tracked by the GM (if he says it’s night, it’s night. If he says its dinner time, start looking for a meal). However, once the operatives get into trouble the GM starts referring to time in turns. A turn is an abstract unit of time, possibly what you see pictured in a single frame of a comic book.

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INITIATIVE When the GM starts tracking turns he will ask for a roll to determine who gets to act first in a situation. This is called initiative (INIT). Roll your operative’s initiative dice and pick the highest die rolled. For instance, if you have an INIT score of 2, you roll 2 ten-sided dice and pick whichever number is higher. Actions are resolved in order of highest to lowest, although an operative could hold his action if desired. Ties are resolved however the GM wishes. Initiative is rolled at the beginning of each turn in combat. Minor NPCs don’t roll initiative and are always assumed to roll a 5. So if your GM rolls initiative for an enemy… he’s probably not a common thug!

MOVEMENT AND RANGE This game uses an abstract unit of measurement called spaces. If using miniatures, a space could be measured in inches, grid squares, or the width of a quarter. The GM will let you know how far you are from something. For instance, on one map representing a chemical lab the GM might rule that each one inch square represents one space; on another map representing larger scale situations (like the grounds surrounding the chemical lab), he may rule that each one inch square represents 2 spaces, etc.

MOV – An operative can move his listed MOV (in spaces). This doesn’t count as an action and requires no dice rolling.

Sprinting – Operatives can double their MOV with a DEX check. If unsuccessful he moves only +2 spaces. Can only be tried once per turn.

Stealthy Movement – An operative moves at half his normal MOV rate. Swimming – An operative can swim half his listed MOV rate. Weapon Range – Weapons are ineffective beyond their listed Range. Range Penalty – There is a penalty when firing a weapon beyond short

range equal to -10 per range category. For instance, if you have a rifle and are firing it at a target at long range, you have a -20 to hit.

FREE FORM RANGE Some GMs don’t want to use a game map and figurines, they want to be descriptive and let the player’s imaginations fill in the details. This is a common style of play. The GM arbitrates movement through story. If he says you’re short range from your target, you’re short range. It doesn’t matter how many spaces separate you.

RANGE MODIFIER SPACES COMMON EXAMPLES

Close C -- 1 Melee weapons Short S -- 2-15 Hurled knives and spears Medium M -10 16-30 Most Pistols Long L -20 31-300 Most Rifles Very Long VL -30 301-600 Sniper Rifles Extreme E -40 601-1500 Heavy Artillery Out of Range -- n/a 1501+ n/a

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COMBAT On your turn tell the GM what your operative is doing. Some suggested actions are sprint (see above), punch, shoot, reload a pistol, or perform any other action you can think of. Try more than one action by enduring a multi-action penalty.

Attacking – to attack, you roll D00 and must roll less than or equal to your listed chance to hit (which is explained in operative creation).

Dodging – making a DEX-based resistance check against an attack is sometimes referred to as dodging.

Damaging – If you hit, roll the damage for the weapon used (as determined in operative creation). This damage total is subtracted from your opponent’s BP. If you reduce him to zero, you don’t have to worry about him anymore. Damage Reduction (DR) – If your opponent has DR, he may subtract his DR

from the damage he would have sustained. Sometimes armor is tough enough to absorb all damage!

Hardened – If you are targeting a vehicle or building protected by the defense called hardened then you have to cut your rolled damage in half (before applying any DR) unless your weapon is listed as penetrating.

Penetrating– rolled damage is not halved against hardened targets.

RELOADING WEAPONS Normally reloading a weapon takes a full turn. If you’re smart, you’ll hunker down behind some cover while you do this. With a soldier skill check you can reload in a single action, allowing you to stay in the action!

AUTOMATIC WEAPONS Simulating the reality of burst-firing weapons can be complicated, and beyond the scope of these fast-moving rules. For simplicity, assume an operative firing such a weapon has all of the following options available to him, as ammunition and opportunity permit. GMs wanting a fast play style can assume all bursts are short.

If firing at an individual target, make an attack roll (with listed hit bonus) and if successful the victim takes the listed damage, but may make a DEX-based resistance check (at a disadvantage) to dive for cover and avoid it. If spraying an area, make one attack roll (no hit bonus) and if successful everyone in the targeted space(s) takes the listed damage (DEX-based resistance check for half damage).

--SINGLE TARGET-- ---------- SPRAYING AN AREA ----------

FIRING OPTION #BULLETS HIT DAMAGE 2 SPACES 3 SPACES 4 SPACES

Single Shot 1 +0 x1 -- -- -- Short Burst 5 +5 x2 x1 -- -- Long Burst 10 +10 x3 x2 x1 Extended Burst 20 +20 x4 x3 x2 x1

x1, x2, x3, or x4: Multiply damage by this multiplier. NOTE: For a faster style of play, GMs might assume all bursts are short bursts.

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VEHICLES IN COMBAT Combat while in a vehicle works pretty much like any other combat. On your initiative, you may take actions such as shooting out of a moving vehicle, dropping grenades at pursuing thugs, etc.

PERFORMANCE This is a modifier for the pilot of the vehicle when performing any action with that vehicle. It is applied to every pilot roll he must make with that vehicle.

BODY POINTS All vehicles have body points (see Breaking Things, page 56). Assume all vehicles have 100 BP unless otherwise noted. This represents how much abuse the vehicle can sustain before it’s unable to be piloted. Players need to keep track of their vehicle’s damage.

SPEED A vehicle travels at one of five speeds. At each speed there is a modifier which is applied to all pilot skill checks. Going slow keeps you in control, but won’t win races. A pilot can change speed by one step per turn, no skill check needed. Speeds are

SPEED

PILOT

MODIFIER

SPEED

MODIFIER

Stopped n/a n/a Slow +20 -20 Cruise +0 +0 Fast -10 +10 Full Speed -20 +20

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relative; a vehicle with performance +20 is going faster than one with performance -10, even when both are going full speed. That’s where the speed modifier comes into play, see the chase rules, below.

PILOTING SKILL CHECKS The pilot of the vehicle can perform stunts, try to do resistance checks to avoid damage, and try any sort of thing he can imagine while in control of his vehicle. This is handled by making pilot skill checks. To change speeds by more than one step in a single turn, a pilot skill check is required before the speed change occurs. Additionally, any time a vehicle takes damage its performance is reduced by -5 and its pilot must make a skill check to remain in control. If at any time he fails his pilot skill check for any reason, a pilot is out of control.

OUT OF CONTROL When a vehicle’s pilot loses control of a vehicle, the GM decides the effect based on the terrain, environment, and proximity to other obstacles. For instance, losing control while driving on a wet highway might result in a spinning vehicle; losing control on a city street might result in driving on the sidewalk and knocking down fruit stands and awning posts. The GM decides this based on what is best for the action of the story.

REGAINING CONTROL When a pilot is out of control, he is in danger of crashing unless he can regain control. Each turn while out of control, the pilot may perform no action other than to try to regain control (he may try once per turn; not multiple attempts per turn) with a pilot skill check. When control is regained, his speed is reduced one step.

BUMPING When a pilot of one vehicle wants to try to nudge or bump another vehicle to try to get him to turn or stop, this is called bumping. The bumping pilot makes a skill check and the bumped vehicle pilot makes a skill check. This is a contested action, so there must be a clear victor or else nothing happens but some light cosmetic damage as the two vehicles nudge one another. If the bumping pilot wins, the bumped pilot must perform the action the bumping pilot desired: stop, turn, bump another vehicle, etc. If the bumped pilot wins, he prevents the bump from succeeding. Any bump, successful or otherwise, causes 1D damage to both vehicles. GMs may impose modifiers to either or both pilot’s skill check or to bumping damage received based on the relative sizes of the vehicles and various speed or hazard conditions.

RAMMING Ramming is similar to bumping in that one vehicle is trying to nudge another, except in this case the desired effect is to smash hard into another vehicle or structure. The ramming vehicle’s pilot must make a skill check. If he’s ramming another vehicle, that pilot may attempt a skill check to get out of the way (similar to

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bumping, above). The ramming pilot decides if he’s performing a 3D ram, a 6D ram, or a 12D ram. His own vehicle will sustain this damage, as will the recipient vehicle or structure, using the normal rules for breaking things (see GM Guidelines). Remember, taking damage results in an immediate pilot skill check, and the ramming pilot will already be at a multi-action penalty. It might be cinematic to ram through the iron gates to gain access to an enemy base, but you just might find your vehicle out of control on the other side.

CHASE SCENES Chase scenes involve two or more participants divided into basically two teams: one team is trying to get away from a pursuing team, or both teams are trying to reach a destination before the other. Chase scenes might occur across rooftops in some foreign country or in city streets with cars, motorcycles, etc. They are handled by bringing together all other rules in this chapter.

ESTABLISH RELATIVE DISTANCE The GM determines the range between participants (using the categorical range terms: close, short, medium, long, very long, extreme, out of range). In a race situation, the distance is relative to the finish line (the GM might say “You are

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medium range from the destination”). In a chase situation, the distance is the range between the two teams (“The pursuing sedan is at very long range.”).

Initial Distance: At the beginning of a turn (before initiative is rolled), the GM states the ranges for all to hear. Note this is the same range as used in combat, so if you are medium range from your target, you can fire your gun at him and it is considered medium range. He decides the range initially based on the story (“the thief is running down the street towards an alley, he’s short range away”).

Each Turn: On the second and subsequent turns, the GM interprets the relative distances based on speed (see below). For vehicles, take the vehicle’s performance score and add the speed modifier as shown in the speed table. For foot chases, simply compare the current speeds of the participants. Based on comparing these, the GM decides if range has increased one step, stayed the same, or decreased one step. When range reaches close then vehicles can bump or ram, or melee can take place in foot chases.

ESTABLISH CURRENT SPEEDS Each participant establishes his speed. The GM decides speeds at the beginning of a chase scene and thereafter the pilot (on his initiative) decides if he wishes to increase or decrease his current speed. If he changes speed by just one step (cruise speed to fast speed, for instance), no skill check is required. If he wants to skip steps, he must make a pilot check. If the chase is taking place on foot, there is no speed category and instead speeds are determined by MOV scores. The faster character is able to move faster, period. Of course, just as a pilot may attempt a skill check to change his speed dramatically, so too can a runner make a DEX check to sprint (see movement rules). In the end, the players announce the current speed they’re going. For instance, if you have a MOV score of 9 and make your DEX check to sprint, you’re going 18 this turn.

HAZARDS Chases would be boring if all people did was change speeds and the GM determined distances turn after turn. Various hazards will be thrown at the players by the GM, such as difficult leaps, road blocks, narrow bridges, and little old homeless ladies pushing their shopping cards across the road. These types of situations require pilot skill checks (or DEX checks if chasing by foot) to overcome. Additionally, players should be creative and try to create situations that require their pursuers to make pilot checks in hopes they fail (such as intentionally taking out a news stand in hopes that the chaos of a hundred flying newspapers obscures visibility of their pursuers).

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04

G M G U I D E L I N E S

SUCCESS MODIFIERS Actions that are fairly easy should be given a positive modifier while harder actions should be penalized. Refer to the difficulty modifier table at right. This process requires GM interpretation, who must assess a situation and decide the difficulty based on his own instincts and sense of fairness.

For instance, shooting a pistol through a window the GM might say: “Make your attack at -10.” The player would subtract 10 from his operative's chance to hit.

SIMPLE AD-HOC MODIFIERS This is a quick and dirty method that avoids using a table during gameplay. For each situation that would aid an operative, grant +10 to the chance of success. For each situation that would hinder an operative, impose a -10 to the chance of success. Many aiding and hindering situations might apply to a single roll.

GETTING HURT Anyone can get hurt by bullets or knives but there are other ways an operative can get hurt. Note that DR does not protect against these types of damage.

Acid – Assume one of three damage grades: mild (1D), moderate (2D), or severe (3D). Damage is sustained each turn of exposure. In the turn after exposure ends, receive half damage.

Dehydration – An operative can go without water for 3 days. At the end of the third day and each day thereafter he takes 1D dehydration damage and is fatigued. Each day spent with ample water restores 5 BP of dehydration damage.

Environmental/Radiation Exposure – Assume one of three damage grades: mild (1D/hour), moderate (1D/minute), or severe (1D/turn). While exposed, an operative is considered fatigued. This includes exposure to extreme heat, cold, or other environmental effects determined by the GM.

Falling – For each 10 feet above the ground, an operative suffers 1D damage when he hits the ground.

DIFFICULTY MODIFIER

Easy +10 Routine +5 Normal -- Challenging -5 Hard -10 Very Hard -20 Improbable -40 Yeah, Right -60

GM Guidelines THE BURDEN OF LEADERSHIP IS THAT EVERYTHING IS YOUR FAULT,

EXCEPT THE PRAISE, WHICH BELONGS TO YOUR TEAM.

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Fire – Assume one of three damage grades: mild (1D), moderate (2D), or severe (3D). Damage is sustained each turn of exposure. Flammable objects have a 50% chance to catch on fire and continue to cause 1D damage each turn until fire is put out. Factors such as water, dry wood, or dousing in oil may modify the roll as the GM permits.

Holding Breath – An operative can hold his breath (to avoid drowning, breathing in toxic gas, etc.) for 10 turns, half that if engaged in combat or other strenuous activities. Each turn thereafter he takes 1D damage (from suffocation, water intake, etc.).

Starvation – An operative can go without food for 3 weeks. Each day thereafter the character takes 1D starvation damage. Any operative who has gone without food for more than 3 days is considered fatigued as well. Each day spent with ample food restores 5 BP of starvation damage.

BREAKING THINGS Items and structures have body points (BP) too. When reduced to 0 BP, an item becomes nonfunctional. For instance: a window or door has a hole large enough for a person to squeeze through, an airplane stops keeping people in the air, etc. Excessive damage beyond 0 BP might cause an explosion, electrical fire, or the total collapse of a structure.

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ITEM CATEGORY COMMENTS BP1 DR

2

WINDOWS

Typical Simple window on a home or business.

3

0

Durable Solar panels, car windshields, safety glass. 8 0 Reinforced Architectural glass on large buildings 16 5

DOORS

Interior Light wooden construction

25

0

Exterior Heavy duty commercial-grade construction 50 5 Reinforced Security door, blast door, safety door 75 10

WALLS

Interior Typical sheetrock and wood

50

0

Exterior Hard wood or light brick construction 100 5 Reinforced Steel security walls 200 10

PORTABLE DEVICES Fragile

Hand-held electronic device

5

0

Rugged Hand-held rugged device 8 5 Heavy-duty Very heavy-duty device such as firearms. 10 10

DEVICES Fragile

Computers, terminals, light machines.

12

0

Rugged Designed for field work, industrial machinery. 25 5 Heavy-duty Steel reinforced shell, military-reinforced 50 10

VEHICLES3

Typical

Common small and mid-sized civilian vehicles

100

0

Heavy-duty large, industrial, or commercial vehicles 200 5

1 Damage which does not reduce an item to 0 BP may reduce its functionality in

some way determined by the GM. 2 Damage which does not get through DR causes cosmetic damage only.

3 Any time a vehicle takes damage its performance score is reduced by -5 and its

pilot must make a skill check to maintain control. All of these values represent the material strength of unarmored objects, based on materials used and the fragility of the item in question. GMs may add armor (DR10, 20, or 30) or may make a device hardened against non-penetrating damage as he sees fit. Vehicles and building walls belonging to player operatives can be armored or hardened using the vehicle and base of operation construction/upgrade systems.

When destroying things, consider using plastic explosives. You can combine charges into one large charge and apply it against DR only once. Using multiple fragmentation grenades might have similar results but will require more grenades since each is applied against DR separately. Ten charges of plastic explosives combined will destroy nearly every entry in the above table, so operatives who enjoy causing chaos will probably want to use twenty.

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RESISTANCE CHECKS The ability used for any given resistance check is usually defined in the rules. Allow a player to attempt a resistance check if he chooses unless a rule says otherwise.

STR – an effect that is to be endured and resisted through pure durability. Examples: resisting poison, environmental exposure, etc.

DEX – an effect that is to be avoided through dodging, diving for cover, etc. Examples: parrying or blocking attacks, diving free of an explosion, etc.

LOG – an effect that is to be resisted through dramatic intellectual insight, keen perception, etc. Examples: resisting confusion, flash blindness, etc.

WIL – an effect that is to be resisted through sheer force of will, counteractive presence, etc. Examples: resist coercion, great fear, etc.

Some additional considerations apply:

Shields – although uncommon, operatives carrying around a shield (riot shield, etc.) receive +20 to resistance checks against attacks.

Critical Success – only a critical success resistance check can block an attacker who rolled a critical success on his attack roll.

Disadvantage – An operative is considered to be at a disadvantage in his resistance check under any of the following circumstances.

o Opponent attacks you with a melee weapon while you’re unarmed. o Opponent attacks you with a ranged weapon (arrow, bullet, etc.). o You are outnumbered two to one or more in melee (2:1). o You are unaware of the threat. Some examples include: sniper fire

from a distant shadow (and you are not watching for such a threat), taking a drink of poisoned wine (instead of just taking a small taste first), etc.

These are examples, others may exist. When an operative is at a disadvantage, his resistance check is halved. For instance if you are avoiding a bullet, have a DEX of 50 and have no cover you would need to roll a 25 or less on D00.

Taking Cover – Bullets are dangerous, especially since people are at a disadvantage (see above) against ranged attacks. Smart operatives know to take cover when the bullets start flying.

o Complete cover – If you have complete cover you cannot be targeted by a ranged attack. Blasts from rockets, grenades, etc. may still affect you at the GM’s discretion.

o Inferior or partial cover – If you are behind partial or inferior cover, you may make a resistance check using your full ability score against ranged attacks (you are not at a disadvantage).

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CONDITIONS A character can have one or more conditions applied to him due to getting hurt, security systems and traps, creature abilities and other effects. All conditions stack with one another. For instance, an operative who is dazed and later fatigued and later slowed has his MOV halved and -30 to all actions.

Dazed – The character has a -10 to all actions. Fatigue – When a character is exhausted (from lack of sleep, being

encumbered, starving, environmental exposure, etc.) he suffers a -20 to all actions until he eliminates whatever factor has fatigued him.

Immobilized – The character cannot move but is aware and can continue to perform other actions. Could be from fear, toxins, etc.

Paralyzed – The character is unable to move or take any actions whatsoever but is conscious and may be aware of his surroundings.

Prone – The character is on the ground, is at a disadvantage in DEX-based resistance checks, and suffers a -20 to attacks with melee or thrown weapons.

Slowed – The character moves at half his normal MOV rate. Stunned – The character can take only a single action each turn (no multi-

actions). Surprised – The character is assumed to roll a 1 for initiative and suffers a -10

penalty to any action that turn. Unconscious – The character falls prone, is unaware of his surroundings, and

cannot take any actions for the remaining duration of the encounter. Weakened – All damage the character deals in melee or unarmed combat is

halved.

Also, an additional condition applies to a pilot’s control of vehicles:

Out of Control – This condition applies to a vehicle pilot. The vehicle is spinning, skidding, etc. The pilot can try to retain control by making a pilot check on the next turn. The effects of out of control are determined by the GM and may have factors such as terrain, speed, altitude, depth, etc.

EFFECTS Effects are standardized definitions of how operatives can be affected by things (animal abilities, security and traps, etc.). After the effect’s name (poisoned stinger, hypnosis, etc.) is the chance to hit or affect an opponent (if any), followed by range, usage, duration, resistance, and effect (a list of conditions, damage values, special rules, etc.). Don’t worry; it all makes sense when you see it in use.

% – Chance to hit or affect an opponent or activate effect. If omitted, assume no roll is needed.

Range – Defines how far away the effect can be used. If “0” then the effect is centered on the user. A burst or line affects an area. For instance: “range 10 (burst 3)” affects an area up to 10 spaces away and all within 3 spaces

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of designated space; “range 0 (line 3)” affects anyone in a straight line up to 3 spaces away from user. If omitted, assume a range of 0.

Usage – Defines how often the effect may be used. “1/encounter” means once per encounter; “1/turn” means once per turn; “1/2 turns” means once every other turn, etc. If omitted, the effect’s usage is unlimited.

Duration – Defines how long the effect lasts. If “continuous” and the operative fails his resistance check, he suffers the effect until his next turn where he may attempt another resistance check. If omitted, effect is immediate (like damage from a gun).

Resistance – Defines which ability is used to avoid or negate all or a portion of the effect. If “none” then no resistance check is permitted and the character immediately suffers the effects. If omitted, GM determines.

Effect – A list of conditions, damage values, special rules, etc. which apply to a character if he fails his resistance check.

Example: An unlucky operative is hit with a scorpion’s “Sting - duration continuous, resist STR-20 (poison), effect dazed and slowed”. The poor operative makes a STR-20 resistance check against the poison, if he fails he is dazed (-10 to all actions) and slowed (half MOV) every turn. Each turn thereafter he may attempt a new resistance check to cancel both effects.

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DESCRIPTORS PG 61

DESCRIPTORS Players are encouraged to demonstrate their descriptors during a gaming session. Doing so grants extra DP as shown on page 38. It is your job not only to keep track of operative descriptors but to weave them into the story and help adapt them as stories unfold. For example: An operative has the descriptor “Charles Blackjaw, mortal enemy.” During the operative’s adventures Blackjaw surfaces and hinders the operatives one way or another until eventually Blackjaw is defeated. The player likes the idea of a mortal enemy and works with his GM to define a new descriptor, “James Blackjaw, cousin of Charles, mortal enemy.”

LANGUAGES For purposes of simplicity you can assume everyone you want the players to be able to communicate with speaks English, or whatever native tongue you are using in your setting. Language is a plot tool and when used effectively, can allow for fun roleplaying encounters. During operative creation, players are instructed to note English as a native language, then to make a LOG check. If successful, they may note a second language (or two more on a critical success). If you need some help spurring on your imagination, here is a list of the top ten most spoken languages in the modern world, complete with a handy 1D roll for whatever reason you might need it:

ROLL LANGUAGE SOME COUNTRIES WHERE IT IS SPOKEN

1 Mandarin Most of China 2 English New Zealand, USA, Australia, England, Zimbabwe, the

Caribbean, Hong Kong, South Africa, Canada 3 Hindustani India 4 Spanish South America, Central America, Spain, Cuba 5 Russian Russia, Belarus, Kazakhstan, Tajikistan, Kyrgyzstan 6 Arabic Much of Middle East, Saudi Arabia, Kuwait, Iraq, Syria, Jordan,

Lebanon, Egypt 7 Bengali Bangladesh 8 Portuguese Portugal, Brazil, Macau, Angola, Venezuela, Mozambique 9 Malay-Indonesian Malaysia, Indonesia

10 French Belgium, Canada, Rwanda, Cameroon, Haiti, France

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PG 62 MINOR NPC

MINOR NPC Typically major NPCs have a full stat block due to their importance to the story. Most NPCs are not as important and use these basic guidelines.

One Score/Descriptor – A minor NPC has a single score and a descriptor describing his profession. Any task associated with his descriptor has the listed chance of success. Any task unassociated with his descriptor has half the listed chance of success. For instance, “Patrolman 45” has a 45% chance to spot gang activity or use his Taser on a mugger, but only a 23% chance to attempt unrelated action checks such as research or thieving.

Ten Body Points – Minor NPCs have 10 body points. Five Initiative – Assume all minor NPCs roll a 5. One Attack – A minor NPC can perform multi-actions, but may only attack

once each turn. Minimal Gear – A minor NPC only has necessary gear to perform routine

tasks of his profession. Weapons, armor, and other gear should be listed. Examples:

Street Thug 55 (revolver M 2D+3, knife 1D) Guard 60 (submachine gun M 2D+2, knife 1D, bullet proof vest DR5) Dirty Cop 65 (bullet proof vest DR5, revolver M 2D+3, nightstick, flashlight,

handcuffs)

TRAVEL Operatives can cover around 3 miles each hour of walking (twice that if they work themselves hard enough to be considered fatigued until they rest), but they will seldom travel that way. Most operatives cover much more ground in vehicles, at a rate of about a mile per minute on highways and about half that in cities. GMs may adjust for terrain and obstacles.

SECURITY AND TRAPS When someone wants to keep unwanted operatives from discovering their best laid plans, protect information, etc., they employ a myriad array of security systems. Thieves are masters of detecting and disarming security systems (though a scout skill is required for traps in the wilderness). Security systems are designed to keep intruders from gaining unauthorized access, examining contents, interfacing consoles and modifying programs. Most security is simple in nature: a key is needed to open a door, etc. Some are more dangerous, designed to alert authorities, detain an operative, or kill him outright.

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TERMS To understand how security systems work in Covert Ops, some understanding of terms used in their definition is necessary:

Rank – All security systems have a rank, which helps determine some basic things about the system, and sets the relative danger level of any effects triggered by unauthorized access to the information or area. In general, a rank 1 security system is an appropriate challenge to a team of rank 1 operatives, etc.

Notice – a modifier to a scout (natural) or thief (mechanical or electrical) skill check to notice a security system. In some cases there is a potential to be noticed by anyone (LOG, for instance). If “none” then it cannot be perceived.

Avoid – A listed ability or skill (sometimes a modifier) to completely avoid the security system. If “none” then it cannot be avoided. Remember, in order to avoid, the operative must be aware of it. In some cases GM’s will want to explain how to avoid the security system if it’s not obvious. Remember that failure to avoid a security system will trigger it and the character will have a multi-action penalty if he tries to resists its effects.

Disarm – A modifier to a scout (natural) or thief (mechanical or electrical) skill to disarm or disable traps. If “none” then the trap cannot be disarmed.

Trigger – Most security systems have a trigger. This defines what causes the effect to occur. In some cases, it’s simply mechanical or electrical in nature… an electronic switch on a door senses that it’s open when the authorization system says you’re unauthorized.

Identification – All security systems are designed to allow certain authorized personnel to gain access. This defines how this security system identifies authorized personnel. Authorized personnel do not need to avoid or disarm a security system to avoid triggering the effect.

Effect – Like effects described elsewhere in this chapter, many security systems have a standardized effect. In some cases, the effect is simply to prevent access. Effects are often more dangerous with higher rank security systems.

CREATING A SECURITY SYSTEM To create a security system, follow these steps then look to the tables on the following pages:

1. Select the security system’s rank. 2. Record suggested notice, avoid and disarm modifiers based on security

system’s rank, adjust or omit as desired. 3. Determine the trigger, if the security system has one. 4. Determine how authorized personnel gain access. 5. Determine the effect of triggering the security system.

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SECURITY SYSTEM RANK Rank determines a security system’s general complexity and danger to operatives.

RANK DESCRIPTION NOTICE* AVOID* DISARM*

1 Domestic-grade security system. +20 +10 +0 2 Corporate-grade security system. +10 +0 -10 3 Military-grade security system. +0 -10 -20 4 Government-grade security system. -10 -20 -30 5 Espionage Agency security system. -20 -30 -50 6 World’s leading security systems. -30 -40 -60

* Also list which ability/skill applies.

SECURITY SYSTEM TRIGGER There may be others, but here are some ideas to help get your imagination flowing:

ROLL TRIGGER DESCRIPTION

00-07 Manual By pulling a lever or turning a crank, pushing a button, opening a door, etc.

08-14 Trip wire Detects people walking past a certain point. 15-22 Pressure sensor Detects someone stepping in a specific location, or an object

resting on (or not resting on) a pressure plate. 23-30 Concealed Effect isn't triggered; it already exists but cannot be easily

spotted because of its placement or obstacles. 31-37 Camera system Cameras generally survey and area and can swivel in place or

are fixed in position. Some have recognition software detecting people or patterns or the absence of them.

38-45 Electrical sensors Triggered when the current is interrupted. Typically placed on windows and doors. Can be keyed electro-magnetic sensors.

46-53 Heat sensor Detects heat or the lack thereof. 54-61 Motion sensor Sensing moving people or objects through ultrasonic (or other

wavelengths) signal reflection. 62-68 Light beams Often infrared and invisible to the eye, beams can cover an

area or placed across walkways. 69-76 Light curtain Comprised of visible light or infrared these curtains cover

entire floors, hallways, etc. These sensors are tripped when the light is broken.

77-84 Sound sensor Detection of sounds, lack thereof or specific types of sounds. 85-91 Logging Designed to detect all access, even authorized. Access is

granted, however it generates a log entry that may be scrutinized.

92-99 Multiple Roll or choose twice more on this table, representing a complex trigger. Consider having a higher avoid penalty for systems with multiple triggers.

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SECURITY SYSTEM IDENTIFICATION This defines how authorized people avoid triggering the effect. Here are some suggestions, others may exist:

D00 IDENTIFICATION DESCRIPTION

00-07 DNA/Blood The authorized person must place his finger into a reader, which pricks him and takes a sample of his blood, to identify him by pH, DNA, or other factors.

08-16 Facial Recognition Cameras with sophisticated software to recognize specific identities.

17-24 Fingerprinting A scanner which detects and identifies fingerprints. 25-32 ID Card An identity card is worn by authorized personnel. There

may be a magnetic strip or RFID tag that must be scanned. 33-41 Mechanical Key A mechanical key must be inserted into a keyhole to

deactivate/activate security system. 42-49 PIN/Key Code There is a touch panel or keypad which has numbers and/or

letters, and authorized personnel have personal identification passwords which only they know.

50-57 Private/Public Key Authorization is granted when a corresponding private key matches the public key.

58-66 Retina/Iris Scan A device which identifies people by the unique pattern of their retina.

67-74 RFID Implant Authorized personnel are implanted with passive radio frequency identification tags. Detectors sense the presence of authorized persons and prevent the security system from triggering.

75-82 Security Token Small device typically presented with a PIN to authorize access.

83-91 Voice Recognition An authorized person must speak a password (or their name, etc.) to be identified. Software confirms the person’s identity through pattern matching.

92-99 Multiple Roll twice more, representing a complex authorization system.

SECURITY SYSTEM EFFECTS Although nearly any effect can be associated with a security system, most are just designed to prevent access (lock) or alert authorities (alarm). In other cases, especially in security systems designed by villains to secure their bases from operatives, they have effects which capture (detain) or even try to kill (harm) unauthorized personnel. The table on the following page lists several possible effects, but this list is far from exhaustive. GMs are encouraged to come up with clever security systems to make heists, intrusion, and infiltration more difficult and memorable to the players.

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ROLL EFFECT DESCRIPTION

00-19 Lock Prevents unauthorized entry/access. 20-24 Alarm Sounds audible alarm summoning 1D/2 guards plus rank. 25-29 Alarm Sounds audible alarm summoning barking guard dogs. 30-34 Alarm Silent alarm summons guards, dogs, dogs and guards, police, etc. 35-39 Alarm Sounds audible alarm summoning 1D/2 guards plus rank, one has a

trained attack dog. 40-44 Alarm Mechanical alerting systems such as a chime or bell. PC’s may be

oblivious of its intentions. No other effect, designed to deter. 45-49 Detain Lockdown, all exits to room are sealed. 50-54 Detain Knockout gas fills room (STR resistance check to resist, penalty

equal to -5 per rank of security system). 55-59 Detain Delivers electrical shock causing unconsciousness (STR resistance

check to resist, penalty equal to -5 per rank of security system). 60-64 Detain Personal mechanical trap (bear trap, etc.) contains/captures

unauthorized person (DEX resistance check to pull away, penalty equal to -5 per rank of security system)

65-69 Detain Pit, slide or sifting floor drops operatives into a secure room. 70-74 Harm Delivers electrical shock causing 1D/2 damage per rank. 75-79 Harm Laser slices through room causing 1D damage per rank. 80-84 Harm One gun turret per rank drops out of ceiling; contains firearm such

as a submachine gun, flamethrower, etc. Each shoots with 75% accuracy once per turn and causes damage appropriate to weapon.

85-89 Harm Explosion causing 1D damage per rank. 90-94 Harm Arrows, darts, needles with deadly poison tips. 2D per rank (half

with STR resistance check). 95-99 Multiple Roll twice more. Consider a larger disarm penalty for security

systems with multiple effects.

SECURITY SYSTEM EXAMPLES Here are some sample security systems for reference:

Poison Dart Trap (Rank 2) Notice Thief; Avoid DEX-10; Disarm Thief-10; Range 10; Usage once; Duration continuous (poison); Resist STR-10 (resist poison, not damage); Trigger tripwire; Effect 2D, and stunned. If DR absorbs all damage poison has no effect.

Silent Security System (Rank 1) Notice LOG+20; Disarm Thief; Range doorway; Identification keypad code; Trigger open door; Effect When the door is opened without entering the code a silent alarm goes off in the security building summoning two guards and their attack dogs.

Electrical Field Deterrent (Rank 5) Notice Thief-20; Avoid Theif-30; Disarm Thief-50; Range foyer; Duration continuous (unconsciousness); Resist STR-20; Identification RFID token and keycode; Trigger opening door without authorization or three invalid keycode entries; Effect All within in room, 3D electrical damage and unconsciousness. This security system secures the main building from unauthorized access. The floor, walls and ceiling have electrical emitters some 2 feet apart.

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ANIMALS PG 67

COMPUTER SECURITY Treat computer security like any other security system. Sometimes computer files, emails, databases, etc. are encrypted to insure their safety, even to authorized personnel. When an operative gains access to a computer system, if files are encrypted he must then decrypt the information to view. If he does not have the decryption key, brute force attempts can be made, however they take time. This is a plot tool, the GM will determine how long, type of skill check, equipment, etc.

ANIMALS Animals can be used as plot devices, obstacles or something with which the team needs to directly interact. Animals can be used as-is or modified fairly easily, using the following process. Don’t forget the animal handling aspect of the scout skill; it could come in useful in these situations.

STEP 1: Describe the animal in a sentence or paragraph. STEP 2: Select an animal from the animal templates or sample animals table. STEP 3: Optionally, adjust the animal to provide special attacks or defenses.

ANIMAL TEMPLATES The following templates and sample animals are provided as a guide to GMs.

TEMPLATE STR DEX BP INIT DR MOV ATTACK

Badger-sized Plant Eater Meat Eater

10 15

15 25

5

10

1 1

0 0

12 12

45% damage 1D 55% damage 1D

Dog-sized Plant Eater Meat Eater

20 30

35 45

15 20

1 1

0 0

15 15

45% damage 2D 60% damage 2D

Horse-sized Plant Eater Meat Eater

40 50

55 65

30 40

1 1

0 0

14 15

45% damage 3D 65% damage 4D

Elephant-sized Plant Eater Meat Eater

80 90

45 55

50 55

1 1

5 5

14 14

55% damage 4D 75% damage 8D

SAMPLE ANIMAL STR DEX BP INIT DR MOV ATTACK

Alligator 80 50 40 2 6 Swim 15 Bite 65% 4D Bear 115 60 80 2 2 14 Claw 75% 3D, Bite 65% 2D Bison 130 40 60 1 0 12 Gore 65% 3D Dog 20 60 10 2 0 8 Bite 75% 1D, Claw 45% 1D/2 Elephant 215 40 250 1 5 8 Charge 75% 2D, Crush 45% 6D Gorilla 160 50 75 1 2 5 Slam 75% 2D Rhinoceros 60 40 100 1 5 8 Gore 65% 3D, Trample 65% 2D Shark 40 60 60 3 0 Swim 20 Bite 80% 3D Snake 1 60 2 1 0 3 Bite 55% 1D/2 and dazed Arachnids 1 70 1 2 0 2 Bite 33% and fatigued Great Cat 115 70 60 3 2 15 Claw 80% 4D, Bite 70% 3D

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PG 68 CREATING MAJOR NPCS

CREATING MAJOR NPCS There are times when you’ll need to make up a henchman, villain, or another operative. These are called major NPCs. Unlike minor NPCs, they have all the normal statistics of a player’s operative. Use the following tables as a guide for quick & dirty major NPC creation, then give the NPC a name and a descriptor or two:

Abilities – The major NPC role table suggest which ability should be highest. Allot the listed ability scores in any order you wish among the four abilities. Calculate MOV, INIT, and BP normally.

Skills – The major NPC role table suggests which skill should be primary and secondary. Assign skill levels as shown in the rank table. Calculate skill scores normally, and don’t forget about martial maneuvers, focuses, specializations, contacts, etc. They can turn a really lame henchman into a fun encounter.

Equipment – The rank table shows the equipment allowance for the NPC. The lifestyle has already been paid for.

Descriptors – Give the NPC a couple of descriptors to help breathe life into him, and to give you a consistent way to play the role of the character in game.

ROLL MAJOR NPC ROLE* HIGHEST ABILITY PRIMARY SECONDARY

00-08 The Brick STR Martial Artist Soldier 09-17 The Agent DEX Thief Soldier 18-26 The Thinker LOG Academic Leader 27-35 The Technowizard LOG Technician Academic 36-44 The Commando DEX Soldier Martial Artist 45-54 The Con WIL Thief Leader 55-63 The Hunter LOG Scout Soldier 64-72 The Ace DEX Pilot Technician 73-81 The Planner WIL Leader Detective 82-90 The Ninja DEX Martial Artist Thief 91-99 The Bodyguard WIL Leader Soldier

* The named role is descriptive and has no impact on game mechanics other than to help your imagination as you build and play the major NPC.

RANK ABILITIES SKILL LEVELS LIFESTYLE EQUIPMENT

1 65, 60, 55, 50 1, 1 -- 6 2 70, 60, 55, 50 2, 1, 1 -- 12 3 70, 65, 55, 50 3, 3, 1, 1 Traveler’s 15 4 75, 65, 55, 50 4, 3, 2, 1 Traveler’s 21 5 80, 70, 60, 50 6, 4, 3, 2, 1 Extravagant 24 6 90, 80, 60, 50 6, 6, 3, 2, 1, 1 Extravagant 30

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ENEMY ORGANIZATIONS PG 69

ENEMY ORGANIZATIONS A series of good espionage stories can be interconnected by use of a massive enemy organization. This is not to say all stories have to center around this organization. In fact, it may be the case that the operatives face off against several different master villains who all work for the same organization, and the operatives never know until later when they uncover how all these past plots were connected. To create an enemy organization, use the following system.

1. ORGANIZATION SIZE Roll on (or choose a result from) the organization size table, below. An organization might have a centralized leadership in some specific location, or might have its leadership more decentralized and spread all over the globe. This will determine the number of leaders (master villains, each created using the tables starting on page 73) as well as the number of locations these leaders control.

2. ORGANIZATION LOCATIONS Now that you know how many master villains comprise the leadership of your organization, it’s time to see where they are based. For each location, roll on the following tables (once each for purpose, location, and descriptor):

ROLL ORGANIZATION LEADERSHIP #MASTER VILLAINS #LOCATIONS

00-12 Unary, Centralized 1 1 13-24 Small, Centralized 2 1 25-37 Medium, Centralized 3 1 38-49 Large, Centralized 6 2 50-62 Small, Decentralized 3 3 63-74 Medium, Decentralized 5 5 75-87 Large, Decentralized 8 8 88-99 Huge, Decentralized 12+ 12+

ROLL ORGANIZATION PURPOSE

00-07 Scientific or Technological Research 08-16 Propaganda or Public Representation 17-24 Outfitting or Warehousing 25-32 Prison, Torture, or Death camp 33-41 Training Center 42-49 Financial Center 50-57 Manufacturing Facility 58-66 Digital Nerve Center (computers, servers, data, high tech, etc.) 67-74 Central Planning/Administrative 75-82 Weapon of Mass Destruction Site 83-91 Military Center 92-99 Roll Twice

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You can use this table to determine where each of the enemy organization’s headquarters is located. Then head over to the handy internet and do some small amount of research on the country rolled. What do the people there look like, and what language do they speak? How do people live there, and what political forces are at work? Find a way to fit the enemy organization into the locale.

Note that the above table is an alphabetized list of the 100 most populated countries. However, the organization’s headquarters need not be in the center of these population areas; consider the less developed and more exotic locations in each country you roll, possibly unreachable except by securable routes, or perhaps hidden behind the façade of a business front.

ROLL ORGANIZATION LOCATION

00 Afghanistan 33 France 66 Philippines 01 Algeria 34 Germany 67 Poland 02 Angola 35 Ghana 68 Portugal 03 Argentina 36 Greece 69 Romania 04 Australia 37 Guatemala 70 Russia 05 Austria 38 Guinea 71 Rwanda 06 Azerbaijan 39 Haiti 72 Saudi Arabia 07 Bangladesh 40 Honduras 73 Senegal 08 Belarus 41 Hong Kong S.A.R. 74 Serbia 09 Belgium 42 Hungary 75 Somalia 10 Benin 43 India 76 South Africa 11 Bolivia 44 Indonesia 77 South Korea 12 Brazil 45 Iran 78 Spain 13 Bulgaria 46 Iraq 79 Sri Lanka 14 Burkina Faso 47 Israel 80 Sudan 15 Burma 48 Italy 81 Sweden 16 Burundi 49 Japan 82 Switzerland 17 Cambodia 50 Kazakhstan 83 Syria 18 Cameroon 51 Kenya 84 Taiwan 19 Canada 52 Madagascar 85 Tajikistan 20 Chad 53 Malawi 86 Tanzania 21 Chile 54 Malaysia 87 Thailand 22 China 55 Mali 88 Tunisia 23 Colombia 56 Mexico 89 Turkey 24 Congo (Dem. Rep. of) 57 Morocco 90 Uganda 25 Cote d'Ivoire 58 Mozambique 91 Ukraine 26 Cuba 59 Nepal 92 United Kingdom 27 Czech Republic 60 Netherlands 93 United States 28 Dominican Republic 61 Niger 94 Uzbekistan 29 Ecuador 62 Nigeria 95 Venezuela 30 Egypt 63 North Korea 96 Vietnam 31 El Salvador 64 Pakistan 97 Yemen 32 Ethiopia 65 Peru 98 Zambia

99 Zimbabwe

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ROLL ORGANIZATION DESCRIPTOR

00-01 Associated with terrorist groups 02-03 Controls a huge crime syndicate 04-05 Controls a huge smuggling ring 06-07 Controls a rogue military group 08-09 Deep financial reserves, money is no object 10-11 Employs freelance mercenaries or operatives 12-13 Experiments on people 14-15 Generates its own power from a nearby underground river 16-17 Has a large pile of looted Nazi gold 18-19 Has a local counter-intelligence agency unknowingly under its control 20-21 Has a location which is disguised as a hospital, museum, etc. 22-23 Has an artificially intelligent computerized operating system 24-25 Has an extensive pool of vehicles 26-27 Has constructed a dam and ransoms water to the local population 28-29 Has enslaved the local population 30-31 Has genetically engineered super soldiers 32-33 Has genetically or cybernetically manipulated guard animals 34-35 Has infiltrated public media 36-37 Has local government in its pocket 38-39 Has many custom military and spy vehicles 40-41 Has many trained and dangerous guard animals (dogs, etc.) 42-43 Has very high tech surveillance and security 44-45 Henchmen use an experimental drug that boosts their physical abilities 46-47 Is actually a mobile base, located out at sea on a re-purposed carrier 48-49 Is excavating and expanding deep underground 50-51 Is heavily militarized (soldiers and turrets in plain view) 52-53 Is in a difficult to reach location 54-55 Is located in a far removed locale (distant canyons, arctic north, etc.) 56-57 Is located in a volcano, deep jungle, or other hazardous place 58-59 Is located undersea or underground 60-61 Is riddled with expensive art from all over the world 62-63 Is surprisingly easy to get into and out of 64-65 Is wired with a self-destruct system 66-67 Its bases are elusive, keep moving around 68-69 Located beneath a public building or national monument 70-71 Located on an island 72-73 Location can lock down – totally trapping all within 74-75 Location is a castle, with medieval themed henchmen and master villains 76-77 Location is obvious headquarters, broadly displaying its name 78-79 Manages a global black market 80-81 Members have cyanide capsules implanted in teeth 82-83 Owns most businesses within 100 miles 84-85 Sells arms to any warlord who can afford it 86-87 Site has a business front, such as a casino or resort or hotel 88-89 The approach to the base is riddled with booby traps 90-91 The guards/minions here all have uniforms or markings 92-93 There are many levels of ancient ruins beneath the site 94-95 Uses artificial animatronic birds or rodents as surveillance and/or defense 96-97 Uses super-science weapons or defenses 98-99 Roll Twice

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3. ORGANIZATION AGENDA All enemy organizations have an agenda. This is their goal, what they are trying to accomplish. This is similar to a master villain’s motivation. All leaders of this organization will share this agenda, though they all may have individual motivations as well. Roll on the agenda table to determine the primary goal of this organization.

ROLL

ORGANIZATION

AGENDA COMMENTS

00-07 Ascension The organization seeks an ascension or elevation of mind and spirit of humanity. It seeks a new level of enlightenment unattainable by the current limits of authority.

08-16 Destruction of Wealth

The organization believes that wealth is the center of all power and evil and opposes its existence. It strives to eliminate it, devalue it, or distribute it. It believes that through removal of wealth power centers grows a new world order.

17-24 Domination This organization is so deluded that it believes it can conquer all other organizations and governments. It might accomplish this through infiltration, direct conflict, assassination, or through some technological means.

25-32 End of Technology

The organization seeks to bring an end to technological advancement. It opposes all scientific development.

33-41 Entertainment The organization doesn’t have a specific agenda other than its own amusement. Perhaps its leaders are wealthy and bored, or suffering from some kind of shared insanity.

42-49 Leveling the Playing Field

The organization seeks to bring down those of power and authority to equal that of the common man. It is not anarchy it seeks, but a shared system of power and wealth.

50-57 Opposition The organization opposes the existence of a specific other organization or government. It acts against it, trying to limit or control it. It will act militarily, financially, and through secret operations.

58-66 Recognition The organization wants to be recognized as its own nation or governing body, independent of all others.

67-74 Revealing the Truth

This organization is the caretaker of a great secret which other organizations refuse to allow it to share. It seeks to spread this information and reveal its secret to the world. The secret may not be truth – it may be a great propagandized lie, and the organization’s leaders might not even believe it themselves.

75-82 Revolution The organization wants to overturn a government and install one of its choosing.

83-91 Terror The organization seeks to rule out of fear. Simple and absolute, might makes right. This might result in revolution, anarchy, or war… but these are only side effects of the terror this group wishes to spread.

92-99 Universal Revolution

The organization wants no government anywhere. They’re all corrupt and need overturned, to be replaced by… something else.

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MASTER VILLAINS PG 73

4. WRAPPING THINGS UP After you’ve taken the three steps of generating an enemy organization, you’ll have to give it a name. Be creative and come up with some kind of acronym. All the best villainous organizations have acronym names! Then take a trip to the internet to read up on the locations, their counter-intelligence agencies, primary imports and exports, and build a grand picture of your enemy bases. Wrapping up the organization is your job – no table can do it for you.

MASTER VILLAINS Every good spy movie has a super-villain. He’s the guy who has set things into motion, resulting in the operatives’ need to get involved. He has plans which are larger than life, seemingly impossible, and certainly cinematic. He probably has lots of money, has henchmen and many minions, builds things that can only be called super-science, and seems unstoppable. Every mission has a main bad guy, but just how bad is he? What motivates him? How much influence does he have? This section helps you create the villain for your missions. Creating a villain can be as detailed or loose as you wish. A good villain can be used across many game sessions, consecutive or stretched out across a campaign. It can be incredibly rewarding when a recurring master villain is finally caught or killed.

1. VILLAIN TYPE Roll on the master villain type table to determine a basic archetypical type of villain. Keep in mind there are only so many paths to master villainy. This should help complement your later choices, not determine them. If your villain is to be memorable then he should have some depth, and this first die roll is designed to help give him that depth. Is he an artistic dreamer who envisions a world of his design? A mad scientist? A world leader? Maybe a former spy with an axe to grind against an organization that burned him?

ROLL MASTER VILLAIN TYPE COMMENTS

00-12 Celebrity / Dilettante Fame and wealth can be dangerous things 13-24 Criminal / Terrorist Mafia kingpin, drug lord, terrorist leader, gambler,

etc. 25-37 Cult Leader Religious, social, or economic leader figure 38-49 Operative / Spy Assassin, burglar, hacker, rogue agent, etc. 50-62 Politician / General Ambassador, military commander, warlord, dictator,

etc. 63-74 Scholar / Visionary Faith and fanaticism, misguided brilliance 75-87 Scientist / Technologist Genius ahead of the science/technology curve 88-99 Serial Killer Assassin, murderer, killer, etc.

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2. MOTIVATION Roll on the master villain motivation table to determine what motivates the villain to be, well, villainous. All master villains suffer from all of these motivations to some degree or another, but the result of this roll represents the most prominent motivating force behind the villain’s plans.

ROLL MOTIVATION COMMENTS

00-04 Bigotry The villain hates a specific race, group, or belief. 05-09 Chaos The villain seeks a world in a state of anarchy and chaos. He

doesn’t seek to rule, he seeks to be unruled. 10-14 Control People cannot be trusted to do what is right, they should never

have been given free will. Only he knows what is best for all. 15-19 Curiosity The truth is out there and this villain seeks it. 20-24 Desperation A dangerous man is one who believes he has nothing to lose. 25-29 Equality Seeks to level the playing field because he believes someone or

some group has an unequal advantage. 30-34 Evil Murder, hate, rage, lust, etc. are tools of choice. Evil is real to this

villain, and he serves it with an open heart. 35-39 Fanaticism Villain is convinced with a level of fanaticism that what he is doing

is divinely correct and cannot fail. 40-44 Evolution Humans are weak and inferior and must be improved through

cybernetic, psychic, and genetic manipulation. 45-49 Gloom Nobody understands his darkness, they must be made to

understand him and his depth of despair. 50-54 Greed Passionate need for money or some other thing. He has a hole in

him that he keeps trying to fill and nothing is enough. 55-59 Immortality Villain wants his name to live on through the ages. Or perhaps he

seeks eternal life for real. 60-64 Insanity The villain totally insane. He may suffer from any number of

psychological maladies which drive him to villainy. 65-69 Superiority The villain seeks to prove to the world that he is the most brilliant

mind of the modern era. He engages in complex plots that only his mind can fathom, thinks of every contingency. He revels in his genius.

70-74 Acceptance The desire to be accepted or loved. 75-79 Power He doesn’t care if he rules because he’s respected or because he’s

feared. The world must bow down to his rule. 80-84 Mischief A villain with a sense of humor. Primarily motivated by a desire to

cause trouble , he does things because it’s fun. 85-89 Renewal The social, political, and economical world is flawed and must be

recreated anew, no matter the cost. 90-94 Peace History has proven to this villain that peace is unattainable

because it leads to conditions which are catalysts for war. He seeks peace for the world, even if he has to kill to achieve it. The ends justify the means.

95-99 Revenge Retribution or vengeance because of something that happened in the past.

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GM GUIDELINES CH 04

MASTER VILLAINS PG 75

3. POWER BASE Roll on the master villain power base table to determine what makes this villain powerful. All master villains possess a certain amount of all of these sources of power, but this table represents this villain’s primary source of power.

4. STATISTICS Master villains have statistics, just like operatives. They’re built following the same rules as an operative, even down to the selection of equipment. Normally the master villain is one rank higher than the highest-rank operative in the group (up to rank 6), to keep things simple. Use the guidelines found elsewhere in this chapter for Major NPC Generation (see page 68). When it’s time to select descriptors, consider rolling twice on the following table to help get your creativity flowing.

ROLL POWER BASE COMMENTS

00-09 Economic wealth

The villain possesses amazing reserves of money. Whether this is from backers, victims, tax revenue, or corporate success, the primary base of power is money. Whoever said money can’t buy happiness didn’t have this villain’s wealth.

10-19 Faithful followers

This villain’s primary form of power is that those who work for him are zealots. They will die for him.

20-29 Military support

This villain has an army. He has power because he can take it. A legion of soldiers and a million tons of mechanized firepower can help any villain achieve his motivations.

30-39 Political power

A villain with this type of power might be in charge of a third world nation, or might be a powerful politician or dignitary. The pen is mightier than the sword, and the flag is mightier than the pen.

40-49 Legal power This villain has power because he is the law. He might be a policeman, a detective, or might have sway over some other body in charge of making and enforcing laws.

50-59 Power of the press

This villain has sway over what is reported, who is blamed, and who is praised. Controlling public opinion is the first step towards many forms of oppression, and this villain knows it.

60-69 Technical superiority

This villain has all the technological toys you can imagine. Super-science gadgets may be in use even by his minions.

70-79 Secrets This villain is dangerous because of what he knows. His power base is built upon layers of secrets, blackmail, subterfuge, and information.

80-89 Layers of plots and plans

This villain is powerful because he plans for it. He has built contingencies for everything, always has a plan B, and knows exactly what he’s doing, even when the operatives think they’re in control of the situation they soon discover they’ve been playing right into the villain’s plans all along.

90-99 Personal ability and skill

This villain’s power base is built by his own two hands. Even if he has minions, this villain knows that if he wants something done right then he better take care of it. If the villain gets involved in direct confrontation, he will likely beat the operatives.

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CH 04 GM GUIDELINES

PG 76 MASTER VILLAINS

ROLL MASTER VILLAIN DESCRIPTOR ROLL MASTER VILLAIN DESCRIPTOR

00 Absent minded 50 Impulsive man of action 01 Acts benevolent, helps the community 51 Is a celebrity who faked his death 02 Albino or other physical deficiency 52 Is a twin… yes, there are two of him 03 Always dresses in an expensive suit 53 Is always eating something 04 Always has a beautiful woman on his arm,

marked with the same scar 54 Is always strapped into an explosive vest, and

will arm it if he’s in danger. 05 Always has a deck of cards 55 Is morbidly obese 06 Always has a sucker 56 Is very old but surprisingly spry 07 Always has an escape plan 57 Leaves behind signature symbol or item 08 Always has to be doing something with his

hands, rolls coin, etc. 58 Humiliates enemies before crushing them

psychologically. 09 Always has to rhyme. 59 Likes to monologue, revealing plans 10 Always waits 5 seconds to carefully

consider his words before responding 60 Likes to wave dismissively at things he finds

unimportant, including operatives 11 Always wearing body armor 61 Lives in a castle 12 Always wears a certain color 62 Lover of games of strategy or chance 13 Always wears riding boots, carries a riding

crop, but doesn't have a horse 63 Makes important decisions with a toss of a

coin 14 Always wears sun glasses 64 Master of disguise, difficult to detect 15 Believes he’s an ancient villain reincarnated 65 Might be a clone 16 Believes in aliens. Might even think he’s

working for them. 66 Missing an eye/hand, has many types of

prosthetics for it 17 Cannot speak, uses a computer-aided voice 67 Nobody meets him in person, ever 18 Claims credit for other people's good ideas 68 Obsessed with appearance, especially hair 19 Collects unusual things 69 Obsesses over cleanliness, afraid of germs 20 Demands you address him as "Lord" 70 Overconfident and boastful 21 Disfigured Face 71 Partial prosthetic body part 22 Does a little dance when he's successful 72 Partially cybernetic 23 Doesn't let people see his face, and kills

those who see it 73 Physical handicap (wheelchair-bound, one

armed man, etc.) 24 Doesn’t plan, poor strategist, good tactician 74 Prefers to hang people 25 Drug addict, doesn't care who sees 75 Propaganda expert, always comes off clean 26 Enjoys arson, both watching and causing it 76 Refuses to carry weapons, relies on minions 27 Extra sneaky, appears out of nowhere 77 Refuses to harm the elderly 28 Extraordinarily tall and thin 78 Relies on a psychic advisor, tarot reader, etc. 29 Fond of art and poetry 79 Strange ability to deduce all from basic clues 30 Fond of duels 80 Social chameleon 31 Gentleman demeanor hides a corrupt

decadent nature 81 Speaks very slowly, and very deliberately,

often repeating himself for emphasis. 32 Hands-on, likes to get involved personally 82 Speaks with a very heavy foreign accent 33 Has starkly alarming eyes 83 Strongly religious, despite villainous ways 34 Has a dungeon. An actual dungeon,

complete with torture equipment, etc. 84 Studies cartoons, they define the human

condition 35 Has favored minion he treats like son 85 Treats enemies like honored guests 36 Has a god complex 86 Treats his minions like family 37 Has a lot of hair and runs hand through it

when frustrated 87 Has an unusual and very memorable laugh,

And uses it at inappropriate times 38 Has a pet cat, dog, bunny, or something

else oddly cute 88 Uses a sword, and is good with it. Might

even be an Olympic-level fencer. 39 Has a pet snake, lizard, spider, or

something else repulsive 89 Uses guns that are way overkill, or arms

His henchmen with heavy weapons. 40 Has a soft spot for sports cars 90 Uses innocent bystanders as shields 41 Has a special weapon made just for him 91 Uses jargon specific to profession 42 Has ADHD 92 Very superstitious 43 Has an extreme phobia 93 Was a child celebrity 44 Has an offensive smell and doesn't do a

thing about it 94 Was exiled from home country, and either

harbors great hatred or sadness over it. 45 Has been responsible for many wars 95 Was made, not born 46 Has had so many identities he forgets

which is real 96 Wears a uniform of an army that no longer

exists 47 Has to clear decisions with "mother," and

nobody knows who “mother” is. 97 Wears glasses, always pushing them up on

his nose 48 He is not what he appears to be 98 Wears shirts with clever humorous phrases 49 His depths of melodrama are a bit over the

top 99 Won't harm children

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GM GUIDELINES CH 04

MASTER VILLAINS PG 77

5. HENCHMEN All master villains have henchmen. Roll on the following table to determine the number of and rank of the villain’s henchmen. Henchmen are different than minions. They are often sent to perform specific objectives (usually given a group of minions as lackeys, see below) that help constitute early encounters in a story. GMs should try to make them get away and survive as much as possible, in order to make them be part of a mission’s final encounter (or perhaps to return at a later date as henchmen to some other villain).

Building Henchmen: When building henchmen, try to make them larger-than-life. This can be done by making them very one-dimensional. For instance, if you build a henchman as a master assassin, make him a bit lopsided, spending no effort to be good at other things. This is unlike player’s operatives who will tend to broaden their skill base a bit to assure mission successes. Henchmen are specialists. Additionally, when creating the henchmen, decide where their allegiances truly lie. Are they freelancers loyal to the dollar? Are they acting out of fear or love? Refer to the guidelines for Major NPC Generation found on page 68.

6. MINIONS Roll on the minion table to determine who works for this evil mastermind. What master villain would be complete without his army of mooks and goons? The result of this table often becomes the primary type of encounter within missions dealing with this villain. This table will provide you with the value to be used for the minion’s minor NPC score. Additionally, it will let you know how well equipped the minion is and how many comprise a standard minion encounter. Each henchman normally has a standard minion encounter worth of minions. The master villain himself often has a double-dose of standard minion encounters. A villain’s base is normally equipped with three of these standard minion encounters as patrols and security guards. You should build your minor NPC stat block now, when rolling on this table.

ROLL NUMBER OF HENCHMEN HENCHMEN AVERAGE RANK

00-24 No Henchmen n/a 25-49 1 Henchman Highest player operative rank +1* 50-74 2 Henchmen Average player operative rank +1* 75-84 3 Henchmen Average player operative rank 85-94 4 Henchmen Average player operative rank 95-99 5 Henchmen Average player operative rank -1*

* No henchman’s rank may be below 1 or above 6

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CH 04 GM GUIDELINES

PG 78 MASTER VILLAINS

ROLL

MINOR NPC

SCORE

STANDARD

MINION

ENCOUNTER EQUIP EXAMPLES

00-09 35% 6D 2 Vagrants, incompetents, drug addicts, etc. 10-29 45% 3D 3 Street thugs, vagrants, a circus troupe, minor

criminals, etc. 30-49 55% 2D 6 Gunmen, guards, police, martial arts students,

etc. 50-69 65% 1D 9 Soldiers, security force, mercenaries, SWAT

team, etc. 70-79 75% 1D/2 12 Veteran soldiers, special forces, minor

operatives, elite bodyguards, etc. 80-89 85% 1 12 Nearly operative-level minor NPC squad leader

of minions. Roll again to determine his squad. 90-97 Rank 1 1 15 Operative-level rank 1 NPC squad leader of

minions. Roll again to determine squad. 98-99 Special -- -- Highly trained or genetically modified animals,

super-science automatons, dolphins with frickin’ lasers on their heads, etc. Decided by GM. Roll again for more.

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GM GUIDELINES CH 04

CREATING MISSIONS PG 79

CREATING MISSIONS What follows is a system for developing memorable missions, but these are just the nuts & bolts. The most important step is an exercise in creativity, the juice that makes you a good GM: you must weave the tale that links this all together.

1. MISSION SCOPE Roll on the table at right to determine the number of areas in which the adventure will take place. Areas are like acts in a play, scenes in a movie, episodes of a television program, or chapters in a story.

Mission Allowance: The team may be given additional equipment allowance to help prepare. Assume 3 times the number of areas plus 2 times the average rank of the operatives; in a 3-area mission for a team of rank 1 operatives, for instance, the team gets 11 equipment allowance. Adjust this figure however you wish for the complexity of the mission.

2. SPECIFIC AREAS For each area, roll on the specific area table to determine where the mission will focus. The areas rolled are the places where the action and story should take place. When you roll an area, begin to ask yourself questions, such as “what kind of lab?” or “how did the operatives get here?” or “what event can I place in this area?”

3. DETERMINE AREA DESCRIPTOR You’re eventually going to roll the same area more than once. Area descriptors help to make one area unique compared to another. Descriptors also help drive your imagination to a place you might not have considered. Roll an area descriptor for each area.

ROLL

NUMBER OF

AREAS

SCOPE OF MISSION

00-09 2 areas Short assignment 10-59 3 areas Typical mission 60-89 4 areas Large assignment 90-99 5 areas Epic-sized

ROLL SPECIFIC AREA EXAMPLES

00-06 Base Military, Espionage, Terrorist, Criminal etc. 07-13 Decadence Mansion, Castle, Party Center/Hall, Banquette, etc. 14-20 En Route Train, Plane, Ship, Submarine, Highway, etc. 21-28 Entertainment Casino, Dance Club, Restaurant, Museum, Pub, Hotel, etc. 29-35 Event Funeral, Carnival, Parade, Rock Concert, etc. 36-42 Facility Skyscraper, Prison, Detention Center, Hospital, etc. 43-49 Industrial Factory Complex, Science Lab, Tech Lab, Warehouses, etc. 50-56 Public Monument, Capital, Embassy, Park, Sports Arena, Zoo, etc. 57-63 Remote Island, Settlement, Outpost, etc. 64-70 Residence Apartment, Flat, Condo, House, etc. 71-78 Station Airport, Train Station, Bus Station, etc. 79-85 Underground Caves, Sewers, Mines, Catacombs, Silos, Undersea, etc. 86-92 Urban Alleys, Rooftops, Subway, City Streets, Private Business, etc. 93-99 Wilderness Jungle, Arctic, Desert, Swamps, Mountains, etc.

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CH 04 GM GUIDELINES

PG 80 CREATING MISSIONS

ROLL AREA DESCRIPTOR ROLL AREA DESCRIPTOR

00 Abandoned/vacant/forgotten 50 Isolated/stand-alone 01 Activated alarm 51 Labyrinthine/confusing/twisted 02 All-natural/unmodified 52 Littered with bones 03 Always in motion/moving 53 Low air pressure 04 Amazing view 54 Luxurious/comfortable/expensive 05 Appended-to/built-up/added-on 55 Many colored/gaudy 06 Art/sculpture covered 56 Metallic scraping sound 07 Barren/empty/void 57 Moldy 08 Blazing heat 58 Mysterious/secret/hidden 09 Blindingly bright 59 Noisy 10 Blood stained 60 Obfuscated/covered/concealed 11 Brightly lit 61 Old/ancient 12 Busy/bustling with activity 62 Overbearing herb smell 13 Cheap/breakable/fragile 63 Oversized/overgrown/spacious 14 Chilly/cold 64 Peeling paint 15 Choked with vegetation 65 Politically divided 16 Clicking sound 66 Powerful breeze 17 Cluttered/messy 67 Pristine, clean 18 Columned with arches 68 Recently burned 19 Constant buzzing noise 69 Sound of running water 20 Constant machine-noise 70 Rocky/jagged 21 Covered in darkness 71 Rusted/corroded 22 Crystalline/sparkling 72 Sacred/spiritual 23 Damp and dank 73 Scored by laser fire 24 Dangerous moving parts 74 Shiny new 25 Distant howling or growling 75 Slippery/slick 26 Divided/segmented/partitioned 76 Small rodent-infested 27 Dripping sound 77 Smell of baked bread 28 Dung covered 78 Smell of exotic spices 29 Dust covered 79 Smell of oil/gas 30 Easily defended/safe 80 Smells like stale air 31 Eerily silent 81 Smells of vomit 32 Electromagnetic interference 82 Smoothed/rounded/plush 33 Eroded/worn-away 83 Soot-covered 34 Everything a solid color 84 Splintered/smashed 35 Extraordinarily dry/parched 85 Sticky/gooey 36 Extreme winds 86 Stormy/rainy 37 Flooded 87 Strikingly beautiful 38 Flowery scent 88 Subterranean 39 Foggy/misty 89 Tools strewn about 40 Fresh scent 90 Toxic/poisonous 41 Garbage everywhere 91 Trapped/protected 42 Glass everywhere 92 Undersized/small/cramped 43 Gothic architecture 93 Un-owned/unclaimed/frontier/wild 44 Greasy/grimy/filthy 94 Used/recently visited 45 Hastily-assembled/built 95 Vacuum-sealed 46 Heavily patrolled 96 War-torn/bombed-out 47 High air pressure 97 Water soaked/logged 48 Insect infested 98 Well-maintained 49 Intermittent lighting 99 Worn out/dilapidated

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GM GUIDELINES CH 04

CREATING MISSIONS PG 81

4. DETERMINE AREA OBJECTIVE Each area will have a primary objective that the players are trying to accomplish. Roll once for each area. Then use your imagination to ask yourself the obvious questions, such as “why do the operatives need to activate or deactivate something?” or “who stands to gain the most if the operatives succeed or fail?” or “how does this objective specifically relate to the area in which it was rolled, and to any possible over-arching story?”

ROLL AREA OBJECTIVE DESCRIPTION

00-04 Activation Activate or deactivate something: computer, bomb, machine, some kind of doomsday device, defense system, etc.

05-10 Cessation Stop something that either is about to happen, or is in process now. Examples include wars, revolutions, political coups, etc.

11-15 Collection One or more needed items, animals, or people must be located and collected.

16-21 Communication Operatives must establish (or re-establish) communication with another person or group. This may require interrogation, seduction, persuasion, or deception.

22-26 Confiscation The characters have to take something that is in the possession of someone (or something?) else. Perhaps this is the classic concept of trading briefcases, or might be a heist or burglary of some kind.

27-32 Creation Build or assemble something with materials on hand. Examples include communication or defensive arrays, etc. Random events might be necessary to create dramatic situations.

33-37 Desertion Flee from this area. The characters might have to sneak, sprint, coerce, or fight their way out of the area.

38-43 Destination Cross or pass through an area. In a twist, there might be multiple destinations without knowing which path is correct.

44-48 Destruction Something must be broken, blown-up, or caught on fire, etc. 49-53 Elimination Defeat someone. Elimination doesn’t necessarily mean kill – it

may mean you must capture, bind, arrest, or disarm them. 54-58 Exploration An area where nobody has ever been or has not been for a very

long time. This might be a path to uncovering hidden truths. 59-63 Information Learn some fact(s): evidence to solve a mystery, acquire secret

plans, record someone’s appearance, find someone, etc. 64-68 Liberation Liberate a person or group by force or stealth… or help to edify a

person or group to perform their own self-liberation. 69-73 Protection Protect someone or something, guard duty, root out an

assassin, deliver something valuable, protect from invasion, etc. 74-79 Relation Settle/create a dispute, deliver a treaty/threat, or affect the

political climate of a region. 80-86 Salvation Rescue someone who has been captured or is in some way

difficult to reach and difficult to save. 87-92 Sanction Law has been broken or a rule violated, operatives must arrest,

punish, or enforce. 93-99 Survival The operatives must survive against adversity to achieve success

in this area. Survival should be very difficult, against odds.

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CH 04 GM GUIDELINES

PG 82 CREATING MISSIONS

5. DETERMINE AREA OBSTACLE Obstacles stand in the way of the objective. Some will be downright deadly. For each objective in each area, roll on the area obstacle table. Then use your imagination to turn the obstacle into a scene of action and adventure. Areas can have additional obstacles of your own design, this is just to get you started.

D00 AREA OBSTACLE DESCRIPTION

00-04 Against the Clock

Accomplish objective in a short amount of time, requiring creative thinking on the part of the players.

05-10 Captured One or more operatives are captured and must escape while still trying to meet their objective.

11-15 Easy Mistake Present a situation where the obvious choice isn’t the correct one. It would be easy for them to make the wrong choice, side with the wrong combatant, help a bad guy, etc.

16-21 Endangered Innocents

There are innocent people that are endangered… players have a moral choice to make: pursue the objective or save/aid the innocent people.

22-26 Enemy Character(s)

Either NPC minions or fewer major characters trying actively to prevent operatives from their objective.

27-32 Enemy Animals(s)

Animals are everywhere - or perhaps operatives are being stalked by one animal or a small pack.

33-37 Limitation The operative’s gear is limited or lacking; they must improvise or obtain what they need. Budget cutbacks?

38-43 Have to Go Around

The path through this area to achieve the objective has a major physical obstacle preventing passage.

44-48 Outgunned Force is not the answer, fighting would mean death, yet the NPC force that wants them dead isn’t going to stop. How do the operatives handle such impossible odds?

49-53 Hostile Environment

The environment itself is lethal with deadly plants, toxic air, pitfalls, loose footing, quick sand, lava beds, etc.

54-58 Infection Avoid being afflicted with an effect or disease while trying to accomplish the objective… or operatives seek vaccination!

59-63 Lost Navigate a labyrinthine area which slows the operatives down while trying to accomplish their objective.

64-68 Middle of Things

Something big takes place in the area, all around the operatives. It gets in the way of their objective. Examples: war, revolution, competition, celebration, etc.

69-73 Mistaken Identity

Mistaken for someone else or another group. Could be criminals, a child considering them guardians, etc.

74-79 Morale Problems

Because of a past problem or one they just endured, begin suffering from low morale. One operative might start bickering, holding grudges, etc. Party combat is possible.

80-86 Death Trap The master villain traps the operatives and ensures certain impending death, but then leaves to go enact his plan. They must survive and escape in time to stop him.

87-93 Persuade Other

An NPC who is vital to the area’s objective in some way must be persuaded to help.

94-99 Unnatural Disaster

Caused by someone using a force that has enormous repercussions. Possibly a doomsday device.

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GM GUIDELINES CH 04

MISSION CODE NAME PG 83

MISSION CODE NAME This is completely optional, but a lot of fun. Roll on the table below to generate a mission codename. If you run out of results, try rolling twice and mixing the results together! Read in the form of “Operation” followed by the rolled result.

This table can result in names such as Operation Pacific Green, Operation Zeta Shield, or Operation Phoenix Flag. Some of these results might seem a bit silly (Operation Gnome Light, Operation Southern North), but check out real-life mission codenames online and you’ll be very surprised. Some of them will surprise you with their silliness.

D00 CODENAME D00 CODENAME D00 CODENAME

00 ACCORDIAN FIRE 33 GOLD BULLDOG 66 PIXACATO GATOR 01 ACORN NORTH 34 GOLDEN LIGHT 67 PLUTO LANCER 02 ADVANCE NEST 35 GOMEX SENTINEL 68 PONTIFF BANDIT 03 ARCANE BREEZE 36 GRIFT VENTURE 69 POST GUARDIAN 04 ARCHER ALPHA 37 GYPSY CHARLIE 70 POWER POINT 05 ARCTIC SOUTH 38 HERCULES SWORD 71 PRESENTER EXPRESS 06 ATLAS FURY 39 INSPIRED ANGEL 72 RAVENWING VICTOR 07 AUSTERE RED 40 INTERNAL STAR 73 RED LIGHT 08 BALIKATAN BUZZARD 41 JOLLYROGER CITADEL 74 RESTING WARRIOR 09 BEVERLY CALVIN 42 JUNIPER CLUSTER 75 ROADBED WOLF 10 BLUE LEADER 43 JUPITERS CURTAIN 76 SABER TALON 11 BRIDGE EAGLE 44 KEESEE LEADER 77 SAHARAN THUNDER 12 COASTAL EAST 45 KERIS OCTAVE 78 SAPIENT WOLF 13 COBRA FLAG 46 KINGFISH SOUTH 79 SEA HAMMER 14 CONVERGENCE GATOR 47 KRISS VICTOR 80 SENSOR ALPHA 15 COOPERATIVE CENTRAL 48 LAYMAN HAMMER 81 SEPTIM OCTAVE-DELTA 16 COPPER SHIELD 49 LIQUIDFIRE MASTER 82 SILENT VIPER 17 DILIGENT LION 50 MEDLEY CHALLENGE 83 SILVER DROP 18 DIVERGENT WARRIOR 51 MEDUSA LIGHT 84 SKYWRITER STALLION 19 EAGER EAGLE 52 NATIVE BANDIT 85 SOUTHERN CHARLIE 20 EAGLE LIGHT-SPHINX 53 NEEDLED GUARDIAN 86 SOUTHERN LIGHTNING 21 EASTERN RED 54 NEON RIDE 87 SPENT SPHINX 22 ECHO OCTAVIUS 55 NEW EDGE 88 STEADFAST WEST 23 ELECTRIC FLAG 56 NOBLE GUARD 89 STEEL CENTRAL 24 ELLIPSE OMEGA 57 NORTH FLAG 90 TEMPTRESS GUARD 25 FALLEN STALLION 58 NORTHERN WEST 91 TIGER EAST 26 GAIDEN FLASH 59 NYTHUS WARRIOR 92 TROJAN VISION 27 GALLANT VISION 60 ORIGAMI RED 93 TURBO REACH 28 GARUDA DROP 61 OUTLAW BRAVO 94 UNITAS RIDER 29 GHOST SHIELD 62 PACIFIC LIGHT 95 VECTOR GREEN 30 GLOBAL FLAG 63 PETREE GATOR 96 VIGILANT NORTH 31 GNOME GREEN 64 PHOENIX ACCORD 97 VIRAL STATION 32 GODDARD GUARD 65 PHONY VIPER 98 WHITE SHADOW

99 ZETA PRIME

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CH 04 GM GUIDELINES

PG 84 MISSION CODE NAME

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SECTOR CH 05

BRIEF HISTORY PG 85

05

S E C T O R

BRIEF HISTORY The end of WWII brought us many dangerous people without a nation to call home. Many of these, looking for a way to continue spreading discordance throughout the world, joined forces. Others splintered off into smaller groups. History has taught us that nations can be defeated, defenses can be shattered, but ideas… those are hard to destroy. This gave rise to large secret organizations devoted to world domination, a new shadow war of organization against organization, instead of nation against nation. A decade later a visionary named Dr. Magato held talks at the United Nations, calling for a new militant world government to quash the uprising criminal organizations, rogue states, and countries proliferating nuclear weapons (and worse). His call was rejected. Frustrated and knowing someone needed to take responsibility for the protection of humanity, he and several other founding members with like interests and deep pockets started SECTOR, a shadow organization devoted to doing what the governments of the world would not. Initially the location of SECTOR was kept secret, the UN, NATO and other global peacekeeping organizations would not condone an organization arming itself to combat terrorists and solve the world’s problems. But times have changed, and modern terrorism has gained powerful footholds in large nations and shadow organizations, and the world has started to look to SECTOR for help. Today SECTOR can be found in publicly known locations throughout the world with subordinate bases and safe houses in numerous locations, some in extremely remote areas. They regularly work with local and international intelligence agencies, often lending their support, expertise and operatives. How SECTOR is currently funded, to whom they report, and exactly who is in absolute charge is a mystery to those without clearance, though these secrets might be shared with the highest members of many world governments. Their operatives are well trained and dedicated to protection of the free world.

SECTOR HEADQUARTERS There were once 13 command headquarters, at some point in the past SECTOR 13 (which was located in Cairo, the only presence on the African continent) went rogue and disbanded. Or so it is believed; recent activities of operatives who once called SECTOR 13 their home have been seen operating within enemy ranks. This concerns SECTOR Command, who worry about the security of the other headquarters.

SECTOR A MYSTERIOUS INTERNATIONAL PARAMILITARY AND COUNTER-

ESPIONAGE ORGANIZATION. NOW RECRUITING.

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CH 05 SECTOR

PG 86 SECTOR HEADQUARTERS

SECTOR 2 BRUSSELS

SECTOR 6 NEW YORK

SECTOR 7 SAN DIEGO

SECTOR 8 SAO PAULO

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SECTOR CH 05

SECTOR HEADQUARTERS PG 87

SECTOR 1 BEIJING

SECTOR 3 TOKYO

SECTOR 4 NEW DELHI

SECTOR 5 SYDNEY

SECTOR 9 ISTANBUL

SECTOR 10 MOSCOW

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CH 05 SECTOR

PG 88 SECTOR HEADQUARTERS

Today there are 10 SECTOR command headquarters known to all operatives (and to anyone in the intelligence community). SECTOR 11 is mobile, its operatives referred to as nomads and their agenda unknown (though they seldom conflict with agendas of other SECTOR headquarters). There is also a SECTOR 12 which handles internal affairs and investigations, though its location and mission objective are not currently common knowledge. The ten SECTOR branch headquarters known to all operatives are as follows:

SECTOR 1: BEIJING Located in a prominent eight-floor building a few hours outside of downtown Beijing, this headquarters has a rooftop that looks like an aircraft carrier, complete with helicopters, jets and a control tower. Each of the eight floors contains a different bureau within this branch’s organization, the eighth floor being off limits to recruits. SECTOR 1 works closely with the MSS (Chinese Ministry of State Security) and helps deal with local triad societies, criminally influenced tongs, various Chinese gangs, and the occasional rise of terrorist cells in China and the surrounding nations. Recently, the criminal organization CITADEL has been influencing local triads and tongs, bringing one by one under its influence. Operatives of SECTOR 1 have been actively engaged in the search for a CITADEL base among the steppes of Mongolia, where dust storms help conceal its clandestine location. If they don’t get this

region secure soon, the criminal organizations of the regions protected by SECTOR 1 will become coordinated and uncontainable.

SECTOR 2: BRUSSELS Sharing space in downtown Brussels within the offices of

NATO, SECTOR 2 is one of the most active in the European Union and some might say the world. This

site has the largest number of operatives trained for field work, though it often has them on loan to

various intelligence agencies all throughout Europe. Every one of its members is bilingual, some being able to speak half a dozen languages fluently. SECTOR 2 suffers from budget shortcomings while it tries to support the needs of all of its field operatives. Operatives leaning on SECTOR 2 for unplanned outfitting or backup need to make a pretty convincing case to SECTOR 2 Command. One large threat facing this region by SECTOR (in coordination with German BND, French

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SECTOR CH 05

SECTOR HEADQUARTERS PG 89

DGSE, Spanish CNI, and Belgian SV/SE) is the Merovingian Kingdom, or MERK. This militant terrorist group-for-hire has a particular hatred for the powers of Western Europe, and sells its guns to the highest bidder. MERK has secret bases spread all throughout the region and seems to have deeper pockets than anyone realizes. It does the dirty work for many nefarious organizations, including CITADEL who finds MERK a useful tool in its schemes. If MERK has an agenda of its own it has never been brought to light, though all of its contracted operations seem centered on the region once held by the Merovingian dynasty in the 5

th through 8

th centuries.

SECTOR 3: TOKYO The labs of SECTOR 3 are arguably the most advanced of all other command headquarters, if not the world. Other SECTOR locations send samples to the Tokyo headquarters for more detailed analysis than they can perform in their own facilities. Additionally, many (though not all) of the gadgets used by field operatives all over the world are developed and tested here. The Tokyo branch of SECTOR operates extremely independently. Coordination with the government of Japan or the intelligence agencies of surrounding nations is limited or undisclosed. This apparent level of independence and isolationism has led others to question their alignment to the overall cause of SECTOR. Its leaders, however, maintain that their efforts to battle terror and oppression are indeed aligned, and insist that their operatives are just less clumsy and overt, accomplishing their missions from the shadows.

SECTOR 4: NEW DELHI In the exotic capital of the Republic of India is the SECTOR Command headquarters responsible for the region of the world close to the Arabian Sea and the Bay of Bengal (Pakistan, Afghanistan, Nepal, Bangladesh, Saudi Arabia, etc.). This is a very large region, and its operatives are well known to be fiercely independent, often having to work with local arms dealers, resistance groups, mercenaries, and contacts. They are a very resourceful lot, and local SECTOR Command seems more lenient with operative unsanctioned gear than in other locations. In recent times, with the political and military turmoil in many eastern nations, the New Delhi office has fallen on hard financial times. A recent controversy over mishandling of security during the visit of a foreign ambassador has caused the Director’s seat to become vacant. As the Beijing office (geographically the closest) is overburdened with the search for a CITADEL base in Mongolia, SECTOR 4 has accepted outside assistance from RAW (Research and Analysis Wing, the Republic of India’s external intelligence department), and some say they are now under full control of this bureau. The local SECTOR Assistant Director has also been removed from office, and an interim Director (the recently appointed Joint Secretary R D Malik) is running local operations remotely from the RAW headquarters.

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SECTOR 5: SYDNEY This very small SECTOR Command center houses the fewest number of field operatives, and has perhaps the lowest profile of all known locations. Located on a beach front fifty miles away from Australia’s capital, this location is also the most heavily concealed. Its offices, labs, tech, training, and medical facilities are located deep underground in a cave network, with egress for submarines and small ocean vessels. Above-ground sits a luxury hotel called Hallow Pointe, where operatives and VIP reside on a temporary or permanent nature. Operatives visiting this location often come and go by sea, though many come by commercial airline to Sydney then rent cabs to the hotel. Outsiders seeking to stay at the hotel find it fully booked up at all times. The Australian Secret Intelligence Service has been kept in the dark about the existence of this location. The Sydney offices also house an annual intelligence gathering of SECTOR Directors. The schedule for this varies, and most people aren’t aware it even occurs. All directors are expected to come or to send an assistant director in their stead. SECTOR coordinates and aligns its global strategic initiatives during this meeting.

SECTOR 6: NEW YORK The original SECTOR is the oldest and largest headquarters and is 2nd only to Brussels in the number of operatives trained for field work. Operatives stationed here typically carry older technology. Some say it limits their effectiveness while the operatives of New York say “they don’t make it like they used to.” The truth is far less obstinate: during the years following the terrorist attacks in 2001, SECTOR Command decided to divert all discretionary funds to public relations and to bolster up their international standing, in attempts to gain public acceptance as an international power. Operatives of SECTOR 6 wear their under-funding as a badge of honor that they are able to accomplish as much as other headquarters without nearly as many expensive toys. They accomplish it through application of intellect, dedication, and training. The founders of SECTOR used a shipping company as a front, Croft Mercantile Company. They built their headquarters deep underground and have tunnels connecting to

THE NAME OF SECTOR 6

It is known that SECTOR is an acronym, but that acronym is either still kept secret or has been lost over the years. When a secret is kept so long, this happens. But why is the first headquarters called six rather than one?

The existence of SECTOR had to be secret in its early days, and one of its secrets had to be its scope. How many SECTOR Command HQs were there? If someone stumbled upon the existence of SECTOR 6 they would likely believe there to be at least 5 more, perhaps dozens. This obfuscation worked for many years, but today there are many SECTOR Command bases located all around the globe and their numeric references are more or less arbitrary.

Of course, the numeric references might not be random at all; they may be just another layer of SECTOR secrecy.

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various parts of the city, some of them under the river. These tunnels make use of the subway system and are in need of repair. Today, Croft Mercantile Company remains as a front, but it is common knowledge among the intelligence communities what the site really is. Most of it is abandoned and is hidden from prying eyes, however a local tycoon is in the process of bringing litigation against Croft. She wants to purchase the land and has the city’s approval. SECTOR Command believes she is a CITADEL plant, but no evidence can yet be brought against her to substantiate that belief. This branch has the longest standing relationship with outside enforcement agencies. The New York Police Department, Department of Homeland Security, and Central Intelligence Agency employees have been welcomed to train in the auspicious underground training facility on Sub-Level 6. However, the Federal Bureau of Investigations repeatedly attempts to claim authority over SECTOR 6 and often tries to impose oversight into operative’s field activities. SECTOR Command denies such authority exists, and so a small amount of friction exists between the FBI and SECTOR 6.

HOW DID SECTOR GO PUBLIC? In the months directly following the terrorist activities on September 11, 2001, the government of the United States was desperate to find and punish those responsible. They reached out to other nations, and also to SECTOR (which they knew existed, but never interacted with on a friendly basis). SECTOR responded well, and was instrumental in the years which followed in helping bring those responsible to justice. During these years, SECTOR slowly became more trusted and eventually made agreements and alliances of various sorts with world governments throughout the globe. In some locations, these alliances were difficult and dangerous, though in others they were strong and well-respected by all parties. SECTOR became a world power. With the outrage over September 11 waning and giving way to solemn memorials and lessons learned, SECTOR’s agreements with various world governments have never been so delicate. The shadow nature of the war they fight means that others don’t know how instrumental SECTOR is to world peace and prosperity. It was time for that to change, and that is why SECTOR now holds public command headquarters (proudly displaying its name, in some locations) and maintains a public relations department, and is why operatives who behave in a manner which causes SECTOR embarrassment is dealt with swiftly and quietly by SECTOR command.

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Operatives of SECTOR 6 are allowed to live on-base beneath Croft Mercantile Company, or they may live in one of six apartment buildings located in Manhattan and surrounding suburbs. Many have been recruited from the city police force, either detectives who have shown impressive deductive reasoning or beat cops who have proven themselves in combative situations, but many recruits are also drawn from the military, FBI, CIA (Langley is less than 4 hours away), and other walks of life. For being the first site of SECTOR Command, the operatives here are as diverse in racial makeup as is the city which it they home. INTERNAL STRUCTURE OF SECTOR 6

SECTOR 6 is organized similarly to a large corporation rather than an intelligence agency. At the top is President Croft, a title more than a name. All presidents of SECTOR 6 have their identities erased and are given the name Alexander or Alexandria Croft. The current President Croft is a former Navy Seal and 9-year field operative who earned his seat at the expense of losing both his legs on a mission. Beneath him exists the Vice Presidents of Finance, Operations, Quality Control, Human Resources, Logistics, and Marketing. These departments aren’t exactly what one would expect from a mercantile company. The Vice President of Finance manages the money for SECTOR 6. The role currently belongs to Jules Vaughn, whose money laundering skills are unmatched. This department also takes care of procurement of gadgets, vehicles, weapons and defenses for field operatives and finds ways to clean the money and merchandise operatives bring back from missions. And they pay the electric bill. There are only a few dozen members of this department, who mostly occupy desks or work in tech labs. The Vice President of Operations is in charge of managing Handlers (the common term for those who manage teams of operatives). This role currently belongs to Maggie Strauss, who has no compassion for mission failure and no tolerance for slow-witted people. Operations is by far the largest department; because of the high mortality rate of field operatives it has to keep staffed at high levels. This role and department set security clearance levels and compartmentalize tasks among various Handlers’ teams to prevent anyone from being able to know things for which they lack the proper need-to-know. Player operatives typically work for this department, reporting to a Handler (who has the title Assistant Director) who in turn reports to a Regional Director who reports to the Maggie herself. The Vice President of Quality Control is actually in charge of an internal auditing and oversight group. It was set up by President Croft to prevent corruption, theft, and dishonesty on the part of operatives and Command. This role is currently held by Dr. Georgia Hall, a short overweight disheveled woman whose shrewd efficiency with everything but her appearance has earned her this position. She and her QC Inspectors work hard to keep operatives out of jail and protected from various enemies they’ve made while on missions for SECTOR, but also mete out judgment

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and sanctions against those same operatives they protect when behavioral missteps are particularly egregious. The Vice President of Human Resources is in charge of recruiting, training, and helping to solve domestic issues for field operatives. The role currently belongs to Richard Southwood, a well-kept British middle-aged man who takes a direct role in dealing with those he recruits. He used to be a field agent who specialized in persuasion, charm, and seduction. Now he uses those talents convincing good candidates to give up their civilian lives and come to work for SECTOR. Even though this department is fairly small, it touches every operative personally and helps to provide counseling and hospitalization for operatives once they’re home from missions. Vice President Southwood and his team does an excellent job convincing people that they matter. The Vice President of Logistics is in charge of more than just a transportation, shipping, and receiving group. This is the most militant wing of the organization. They operate out of a corporate front company called Titan Transport Services, a subsidiary of the Croft Mercantile Company. Under this guise, titan teams are highly trained and able to extract or deliver operatives to objective areas, contain situations, and to defend the free world with strategy, tactics, training, and courage. If an operative from SECTOR 6 requests military support or is outfitted with commando backup for a mission, it is likely coming from a titan team. The role of Vice President currently belongs to James Goddard, an aged veteran three star general from the U.S. Army. He and his department enjoy some level of separation from the rest of SECTOR 6, which suits James just fine; he hates politics. The Vice President of Marketing is a newly held position since 2001. It exists to make sure SECTOR isn’t viewed negatively in the press or by other intelligence agencies. It has a large budget, and maintains a network of spies and informants in nearly every company devoted to newspaper, magazine, television or radio. It was originally designed to ensure SECTOR never has to hide from other intelligence agencies again, but has evolved into a powerful propaganda and information gathering network nightmare for Quality Control. The current V.P. of Marketing is Ulrich Reinhardt, though that is likely not his real name since there appears to be no hint of German in his genetic makeup. He acts as if he is above reproach, above oversight, and above the law, and his department’s efforts may have been the red flag that brought the FBI into conflict with SECTOR 6.

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SECTOR 7: SAN DIEGO Located on an island in the Pacific Ocean, off the coast of sunny southern California (and immediately adjacent to the Mexican border) stands an epic-looking domed building with great columns, designed in a Greek architectural style. The island was donated to SECTOR Command by a wealthy billionaire whose life was forever changed when he became enfolded in a CITADEL plot, only to be rescued by operatives of SECTOR. The building was expensive and was to become a central headquarters for all of SECTOR. However, it was infiltrated and its command structure destroyed from within by a unified force of enemy organizations (CITADEL at the command). SECTOR reclaimed the island and rebuilt the building as a monument to what it was to be, but disbanded the concept of ever having a single central headquarters. Most San Diego field operatives have never set foot on the island; it is a fortified Archive. Information is stored here, both digitally and physically, about nearly every SECTOR investigation to date. The United States Central Intelligence Agency, as well as Mexico’s National Security and Investigation Center, has access to certain portions of the Archive, and in exchange for this they provide additional armed protection of its contents. Some say that deep beneath the surface of the domed island fortress exists a deep tunnel with a myriad of side-chambers branching off from it, where dangerous technology and wealth are protected, to keep them from falling into the wrong hands. Some even whisper that the worst punishment SECTOR can impose on a rogue field operative is solitary confinement in the oubliette – cast away in the depths of the Archive, SECTOR’s only prison. The actual field office in San Diego exists in an office building complex on Scranton Road, where all businesses are actually fronts for this espionage agency’s various bureaus. Its operatives are mostly attractive, tan, and speak Spanish and English natively. They are often criticized as being soft by other operatives, since many of their missions involve body guarding touring dignitaries and royalty from other countries. Of course, these allegations are inaccurate; SECTOR 7 operatives often deal with drug lords, human traffickers, organized crime, and plots by foreign nationals entering the country through Mexico.

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SECTOR 8: SAO PAULO High level operatives and command personnel are secreted here via Rio de Janeiro, typically as honeymooners or business travelers. The prominent hotel hosts conferences where operatives attend only to disappear to the bowels of the hotel where they are ushered to the SECTOR Sao Paulo facility via an underground tunnel. Due to the cultural melting pot of this region, operatives of SECTOR 8 are all trained in many languages and cultural etiquettes. They work closely with ABIN (Brazilian Intelligence Agency), however no ABIN agent has ever set foot on SECTOR soil. To this day the directors of SECTOR 8 and ABIN are good friends after cooperatively taking down the corruption of SNI (the organization which preceded ABIN) many years ago. The replacement of this older and corrupt organization resulted in the disbanding of several hundred trained espionage agents. These agents embedded themselves in the military and various criminal organizations of the region and have been a thorn in the sides of ABIN and SECTOR 8 ever since.

SECTOR 9: ISTANBUL Centrally located near the Black and Mediterranean Seas, operatives of SECTOR 9 track the movements of CITADEL, who tend to use the surrounding area’s instability as a cover for their operations. Many suspected CITADEL operation centers are known but none have been confirmed. SECTOR 9 operatives are very violent individuals, well trained in killing and warfare. This is necessary, because this region has the most direct hostile conflicts with CITADEL agents and their associated organizations than any other SECTOR Command center. The National Intelligence Organization of Turkey (MIT) has historically had a very open relationship with operatives of SECTOR 9. Recently a new head of MIT has let his pride get in the way of cooperation and has forbidden his agents from working with SECTOR operatives, even going as far as denying the sharing of information. Due to the location there is an equal amount of air, land and sea craft available to field operatives. In addition, the SECTOR headquarters is an amazing undersea facility that is connected to the mainland by an undersea tube large enough to drive a semi-truck through. Carved into the side of rift at the bottom of the Black Sea, this base of operations is aptly called Atlantis.

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SECTOR 10: MOSCOW The once well-funded and insanely powerful KGB of the cold war era is today disbanded, but its former agents and bureaucrats still exist. They continue their opposition to Western ideals and protection of their mother country, but do so as a private organization funded by obscure but wealthy sources. Whoever holds the purse for the new and improved KGB pulls the strings on one of the most dangerous collection of men and women any intelligence agency has created. This new organization, whose name is still the same as it always has been, is often called the “K-G-Used-To-B” by opposing forces. SECTOR 10 exists in a large warehouse near the airport on the outskirts of Moscow. Like many headquarters, much more of it exists beneath the ground than above it. Its operatives are highly trained in counter-espionage, and specifically aligned against the machinations of the new privately funded KGB. This is because they know the truth: the KGB is now a CITADEL organization, and it is only SECTOR 10 which keeps it in check. Whether chasing down enemy agents in the streets of Moscow, infiltrating rebel organizations funded by them, or dealing with their subversive plots to extend influence over the Western cultures, SECTOR 10 is there: an unceasing presence in the shadows of government opulence and the trenches of violent civilian squalor. Moscow field operatives are dedicated and tireless in their cause and not afraid to do what it takes. Although often criticized as lacking moral judgment in pursuit of justice, Moscow operatives believe in the “end justifies the means” as a modus operandi. Surprisingly, this is the only SECTOR Command headquarters that was unplanned. Due to the growing threat of ex-KGB operations and freedom fighting groups in countries once held together by the U.S.S.R. (as well as the growing existence of several legitimate private paramilitary and intelligence companies of the region), the United Nations asked SECTOR to build its headquarters in the region and provided partial funding. The entire construction process was rapid, because SECTOR already had a clandestine presence in the area that it kept secret from the United Nations. The government of Russia conceded to the U.N. request in an effort to show transparency, and provided additional funding. The catalyst was a botched military response to a school hostage situation in 2004 that resulted in the deaths of hundreds (many were children). The Ingush and Chechen separatists allegedly responsible for the massacre can also be seen as responsible for the consolidation of power in the Kremlin, the strengthening of the military and political capabilities of the President of Russia, and for the establishment of SECTOR 10.

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SECTOR OPERATIVES Operatives for SECTOR are recruited from among members of modern society. They are trained and equipped and given missions from mission directors of their Command headquarters. Early recruits are often given easiest missions, while experienced operatives are given missions that threaten the free world itself.

TITLES In order to categorize operatives, SECTOR Command assigns rank titles. These titles are often used like a military rank. These ranks appear on the identity cards given them in their operative packs.

ATTIRE Recruits and junior operatives not on missions are often uniformed like soldiers, security guards, or military personnel. All other ranks choose their own attire and command a certain level of authority and prestige. There is no dress code in the field, but in SECTOR command offices, uniforms (for recruits and junior operatives) or formal business attire (for rank 3 and higher) is expected.

HOUSING All operatives are offered on-base housing and many recruits and cadets accept this, at least until reaching senior operative status where bases of operations become permitted.

TRANSPORTATION Sometimes SECTOR Command will provide transport to a remote location for a mission, but sometimes missions will require the operative to figure out a way to get to their objective site. Typically operatives pool equipment allowance to get a pilot with a helicopter (see backup personnel, page 22), or perhaps purchase the vehicle themselves. When all else fails, though, a traveler’s (or extravagant) lifestyle can be used to get operatives where they need to go, though then they’ll have to face the complexity of transporting their weapons commercially (or leaving them behind and reporting to a foreign SECTOR headquarters for outfitting).

BEHAVIOR Operatives are not above the law. They’re afforded certain levels of legal protection, but that only goes so far. Unless doing so is vital to the success of a mission, they generally are not permitted to break federal or local laws. Any operative who believes any laws he may break are excused because of his security clearance will quickly find himself standing before a SECTOR tribunal facing charges (and potential consequences) reserved only for people with this level of trust.

RANK TITLE ABBR

1 Recruit RT 2 Junior Operative JO 3 Operative OP 4 Senior Operative SO 5 Master Operative MO 6 Command Operative CO

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06

INDEX

A abilities......... 2, 4, 38, 39, 59, 68 ABIN ...................................... 95 academic ................3, 6, 7, 8, 39 accountant ..... see businessman acrobat .................... see athlete action check ............................ 3 actions ........................ 3, 45, 46 actor ..................see entertainer adventurer ...... see thrill-seeker Afghanistan ........................... 89 agility ................... see dexterity air vehicles ............................ 13 ambassador ... 89, see diplomat ammunition .............. 26, 27, 49 amphibious ........................... 31 amphibious APC .................... 31 animal ................... 3, 14, 59, 67 animal handling .................... 14 animal templates .................. 67 Arabian Sea ........................... 89 archaeology ........ see academic Archive, The .......................... 94 arms dealers ......................... 89 assassin ................................. 77 assassination ........................... 1 assault ................................... 10 astrophysics ........ see academic Atlantis .................................. 95 attacking ............................... 49 Australia ................................ 90 Australian Secret Intelligence

Service .............................. 90 automatic failure................... 45 automatic success ................. 45 automatic weapons .............. 49 avoid ............................... 63, 66

B backup personnel

..................... 10,18,22,42,97 basic group backup .......... 22 commando backup .......... 22 expert backup .................. 23 skilled backup .................. 22 basic backup .................... 22

bad to the bone .................... 46 balance .................see dexterity Bangladesh ........................... 89 banker............ see businessman base of operations .......3, 40, 41 base of operations upgrade .. 42 Bay of Bengal ........................ 89 Beijing ............................. 88, 89 binoculars ............................. 24 biology ................. see academic black bag ............................... 23 Black Sea ............................... 95 blocking ................................ 58 bluffing ................................... 2 BND ....................................... 88 body points 6, 12, 29, 39, 47, 49, 50, 55,

56, 57, 62, 68 bodyguard .... 7, 10, see military

veteran bone................. 3, 4, 5, 7, 40, 46 bone crazy ............................ 46 bone of contention ............... 46 bone-up ................................ 46 bounty hunter ......... 25, see law

enforcer bow ....................................... 27 boxing ................................... 11 BP .................... see body points Brazilian Intelligence Agency 95 breaking things ................. 3, 56 bribery .................................... 1

briefcase full of money ......... 24 Brussels ........................... 88, 90 bugs ...................................... 24 bumping ............................... 51 burglar ........ 17, 23, see criminal burst ................................ 49, 59 bus ................................... 13, 21 bypass security ..................... 17

C C-4 ........................................ 28 California .............................. 94 car.............................. 13, 21, 52 carpenter ........... see blue collar charisma ............. see willpower charm ................. see willpower chase scenes ...................... 3, 52 Chechen ................................ 96 chemistry ............. see academic China .................................... 88 Chinese Ministry of State

Security ............................ 88 CIA ............................. 91, 92, 94 CITADEL ... 88, 89, 91, 94, 95, 96 climbing pads........................ 23 CNI ........................................ 89 codename ............................. 40 coercion ................................ 58 cold war ................................ 96 combat ........................ 3, 49, 50 command ............................. 10 commlink ......................... 22, 23 compass........................... 24, 32 complete cover ..................... 58 complex cover identity ......... 21 composer .................... see artist computer security ................ 67 computers 8, 15, 16, 17, 24, 25,

26, 29, 67 conditions .. 3, 12, 24, 51, 59, 60 confusion ......................... 21, 58

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congressman ..... see bureaucrat contact ....... 4, 6, 7, 9, 38, 68, 89 contested actions .................. 45 cook ................... see blue collar coordination ......... see dexterity corporate jet ......................... 13 courage ............... see willpower courageous word .................. 10 cover ............... see taking cover cover identity .................. 18, 21 crack safes ............................. 17 critical failure ........................ 45 critical success .... 12, 33, 34, 36,

37, 45, 58, 61 Croft Mercantile Company ... 90,

92, 93 crossbow ............................... 27 crowbar ................................. 23 cuts to the bone .................... 46

D D/2 .......................................... 2 D00 .......................................... 2 damage . 2, 3, 10, 17, 19, 27, 28,

29, 30, 31, 33, 34, 35, 36, 37, 39, 45, 46, 47, 49, 50, 51, 52, 55, 56, 57, 59, 60, 66

damage reduction .... 29, 31, 33, 34, 36, 49, 55, 57, 66

dazed................... 33, 37, 59, 60 deception .......................... 1, 17 defenses ....7, 20, 33, 45, 67, 85,

92 demolitions ..................... 15, 23 demolitions pack ............. 15, 28 Department of Homeland

Security ............................ 91 descriptors ..3, 4, 38, 40, 61, 62,

68, 69, 75, 79 detect clues ............................. 9 detective ............. 3, 7, 9, 23, 34 development points . 2, 4, 8, 13,

14, 16, 38, 39, 61 devotion .............. see willpower DEX ....................... see dexterity dexterity .. 2, 6, 7, 11, 13, 15, 17,

28, 30, 33, 34, 35, 36, 37, 48, 49, 53, 58, 59, 66

DGSE ..................................... 89 diagnose ................................ 12 dice ......................................... 2 dilettante ............... see wealthy direction sense ...................... 14 disadvantage 11, 33, 35, 36, 49,

58, 59

disarm ..................33, 63, 64, 66 disease .................................. 12 disguise ........................... 17, 23 diving for cover ..................... 58 dodging ............ 2, 11, 28, 49, 58 dodging expertise ................. 11 DP ....... see development points DR .......... see damage reduction driver ................. see blue collar duration .................... 28, 60, 66

E effects ...... 28, 59, 60, 63, 64, 66 electronics ............................ 16 endurance ............. see strength enemy organization3, 69, 70, 73 engineer ....... 16, see technician entertainment ....................... 21 entrepreneur . see businessman environmental exposure

............................. 23, 58, 59 equipment allowance

5, 6, 7, 20, 21, 22, 31, 40, 41, 68, 79, 97

escape artist .... see thrill-seeker espionage ......... 1, 69, 94, 95, 96 Europe ............................ 88, 89 European Union .................... 88 ex-con .................... see criminal explorer ..... 14, see thrill-seeker explosives ............15, 23, 28, 57 extravagant lifestyle...... 6, 7, 21

F factory worker ... see blue collar false identity ......................... 21 farmer ................ see blue collar fatigued ................55, 56, 59, 62 FBI ............................. 91, 92, 93 fear ........................... 58, 59, 77 features ................................. 42 federal agent ... see law enforcer fencing .................................. 11 field medic ............................ 12 fighter jet .............................. 31 find weakness ....................... 10 fingerprinting ........................ 23 firearms .. 15, 19, 20, 26, 27, 33,

35, 42, 57, 66, 89 firearm upgrade

bayonet ............................ 26 ceramic polymer .............. 27 concealed spring holster .. 27 extended magazine .......... 27

heavier caliber ................. 27 improved sights ............... 27 laser targeting system ...... 27 recognition grip ............... 27 silencer/suppressor ......... 27 spare ammo ..................... 27

first aid.................................. 47 flash blindness ...................... 58 focus ... 4, 6, 7, 8, 13, 29, 34, 39,

68, 79 football player .........see athlete forgery ............................ 17, 23

G gadgets .......... 20, 25, 26, 89, 92

plausible gadget ............... 26 improbable gadget........... 26 super-science gadget ....... 26

game master . 3, 1, 3, 7, 8, 9, 10, 11, 13, 14, 16, 21, 22, 23, 25, 26, 28, 31, 32, 33, 35, 38, 39, 40, 42, 45, 46, 47, 48, 49, 51, 52, 53, 55, 56, 57, 58, 59, 60, 61, 62, 63, 65, 67, 77, 79

gangs .................................... 88 genetics ............... see academic getting healed ................... 3, 47 getting hurt .................. 3, 47, 55

acid .................................. 55 dehydration ..................... 55 environmental exposure .. 55 falling ............................... 55 fire ................................... 56 holding breath ................. 56 radiation exposure ........... 55 starvation ......................... 56

glass cutters .......................... 23 GM ................. see game master golden rule.............................. 3 governor ........... see bureaucrat GPS system ........................... 24 grace ..................... see dexterity grapples ................................ 23 grenades

15, 22, 28, 45, 50, 57, 58 grenades & explosives

flash-bang grenade .......... 28 incendiary grenade .......... 28 mine ................................. 29 plastic explosives ............. 28 smoke grenade ................ 28 fragmentation grenade .... 28

gunnery ................................ 15

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H hacking .................................. 17 Hallow Pointe ........................ 90 handcuffs ........................ 25, 62 hardened ....... 29, 31, 34, 49, 57 hazards.................................. 53 heal ....................................... 47 heavy armor .......................... 31 heavy weapons ............... 19, 31 heist ...................................... 23 henchman ................. 68, 73, 77 historian .............. see academic history ................. see academic hockey player .......... see athlete holster ............................. 26, 27 hotel .......................... 21, 90, 95 hunter .. 14, 25, see thrill-seeker hypnosis ................................ 59

I identification ................... 63, 66 immobilized .......................... 59 impersonate .......................... 17 improvised explosives ........... 15 infection ................................ 12 infiltration ............................... 1 infra-red ................................ 30 Ingush ................................... 96 INIT ....................... see initiative initiative 3, 7, 10, 33, 35, 39, 48,

50, 53, 59, 68 inspire ................................... 10 intelligence ................. see logic intelligence agencies 73, 85, 88,

89, 93 intelligence community......... 88 internal affairs ....................... 88 interpreter ........... see diplomat interrogation ........................... 9 intimidation ............................ 2

J Japan ..................................... 89 journalist .... 24, see investigator jumping ................................... 2

K karate .................................... 11 KGB ....................................... 96 knowledge .................. see logic Kremlin.................................. 96

L ladar ...................................... 30 land vehicles ......................... 13 language . 3, 4, 8, 39, 61, 70, 88,

95 law ....................... see academic leader....................... 3, 7, 10, 73 lie ................................... 17, 77 lifestyle ........................... 18, 20 lifting..................... see strength light armor ............................ 31 line .............................32, 52, 59 linguist .................................... 8 literature .............. see academic lock picks .............................. 23 LOG ............................. see logic logic 2, 6, 7, 8, 9, 10, 12, 14, 16,

28, 33, 34, 35, 37, 45, 58, 61, 63, 66

luck ............................. see bone

M mafia ...................... see criminal major NPCs ....................... 3, 68 manager......... see businessman martial artist ... 3, 11, 27, 33, 34,

35, 36, 37 martial maneuvers .......... 3, 4, 11, 13, 33, 34, 68

acrobat............................. 34 all-around sight ................ 34 blind fighting .................... 34 body density .................... 34 deadly attack ................... 34 disarm .............................. 34 hard block ........................ 34 hard target ....................... 35 hold .................................. 35 improved landing ............. 35 insanely cool moves ......... 35 instant awareness ............ 35 instant stand .................... 35 leap attack ....................... 35 meditation ....................... 35 move-by ........................... 35 multiple attacks ............... 36 multiple defenses ............ 36 nerve strike ...................... 36 power attack .................... 36 power defense ................. 36 reverse hold ..................... 36 riposte .............................. 36 roll with the impact.......... 36

stun attack ....................... 37 surprise action ................. 37 suspension ....................... 37 swiftness .......................... 37 take down ........................ 37 throw ............................... 37 vivacity ............................. 37 whirlwind attack .............. 37

master villains .............. 3, 69, 73, 74, 75, 77 mayor ............... see bureaucrat mechanics .......................... 1, 16 medic ........... 3, 7, 12, 23, 37, 47 medic pack ...................... 12, 47 medicine ............................... 12 melee.. 2, 10, 11, 26, 27, 33, 34,

36, 53, 58, 59 mercenary .... 1, 89, see military

veteran MERK .................................... 89 Merovingian ......................... 89 Merovingian Kingdom .......... 89 Mexico .................................. 94 military humvee ................... 31 military rank ......................... 97 minions ............................ 73, 77 minister ..................... see clergy minor NPC ............................ 62 mission allowance ................ 79 mission code name ............... 83 missions .. 3, 1, 9, 21, 22, 24, 40,

73, 77, 79, 89, 92, 93, 94, 97 MIT ....................................... 95 money ............................. 20, 24 Mongolia ......................... 88, 89 moral code .................... 3, 5, 32 Moscow ................................ 96 motorcycle....................... 13, 52 MOV .............. 6, see movement movement .. 3, 7, 33, 35, 37, 48,

53, 59, 60, 68 MSS ...................................... 88 multi-action .. 33, 35, 36, 46, 49,

52, 59, 62, 63 multiple actions .................... 46 muscles .................. see strength musician ........... see entertainer

N National Intelligence

Organization .................... 95 NATO ............................... 85, 88 navigation ............................. 14 Nepal .................................... 89 New Delhi ............................. 89

Page 105: Covert Ops - Core Rulebook

INDEX CH 06

SECTOR OPERATIVES PG 101

New York ......................... 90, 91 newscaster ....... see entertainer night vision goggles ............... 24 nitro ...................................... 30 non-player character .... see NPC notice .............................. 63, 66 NPC . 3, 7, 22, 23, 32, 41, 47, 48,

62, 68, 75, 77 nuclear weapons ................... 85

O objective ............................... 81 obstacles ............................... 82 offroad ............................ 19, 30 operative creation ................... 4 operative development ..... 3, 38 operative pack......................... 5 origin ................... 4, 6, 7, 40, 45

artist ................................... 6 athlete ................................ 6 blue collar........................... 6 bureaucrat .......................... 6 businessman ...................... 6 clergy .................................. 6 criminal .............................. 6 diplomat ............................. 6 driver .................................. 6 entertainer ......................... 7 investigator ........................ 7 law enforcer ....................... 7 medic ................................. 7 military veteran .................. 7 scholar ................................ 7 student ............................... 7 technician ........................... 7 thrill-seeker ........................ 7 wealthy .............................. 7

out of control ............ 51, 52, 59 outfitting3, 5, 18, 20, 25, 31, 42,

88, 97 outnumbered ........................ 58

P painter........................ see artist Pakistan ................................. 89 paralyzed ............................... 59 partial cover .......................... 58 pastor ........................ see clergy penetrating ......... 19, 29, 49, 57 pentagon ................................. 1 pepper spray ......................... 28 perception ................... see logic performance 19, 29, 30, 31, 50,

51, 53, 57

persuasion .............................. 2 philosophy ...........see academic phone taps ............................ 24 physician ................... see medic pick locks ............................... 17 pick pockets .......................... 17 pilot . 3, 6, 13, 22, 23, 29, 30, 39,

50, 51, 53, 57, 59, 97 pistol .... 5, 15, 22, 27, 45, 49, 55 plastic explosives .................. 28 playboy .................. see wealthy poetry ..................see academic poison ........ 2, 45, 58, 59, 60, 66 police ......... 7, 9, 66, 92, see law

enforcer politics .................see academic preacher.................... see clergy presence ............. see willpower priest ......................... see clergy primary skill .... 4, 11, 38, 42, 68,

72, 73, 75, 81 prisoners ................................. 9 private eye ....... see investigator private investigator ................. 9 professor ................. see scholar programmer . 16, see technician prone ............. 10, 33, 35, 37, 59 psychiatrist................ see medic psychology ............................ 12

R radar ............................... 30, 31 rallying cry............................. 10 ramming................................ 51 range ... 3, 2, 19, 24, 27, 28, 29, 48,

52, 53, 59, 66 rank ........................................... 7, 22, 23, 39, 40, 41, 63, 64,

66, 68, 75, 77, 79, 97 Rank ............... 39, 40, 63, 64, 66 rappelling gear ...................... 23 RAW ...................................... 89 recon ..................................... 14 recruit ................................... 10 regaining control ................... 51 religion .................see academic reload .............................. 15, 49 reloading ............................... 49 repairing ......................... 16, 24 reporter ........... see investigator Republic of India ................... 89 Research and Analysis Wing . 89 researcher ......8, 24, see scholar

resistance checks .. 3, 10, 11, 28, 30, 33, 34, 35, 36, 37, 45, 46, 49, 51, 58, 59, 60, 66

rifle ....................................... 15 Rio de Janeiro ....................... 95 robotics ................................. 16 rope ...................................... 23 Russia.................................... 96

S safe houses ........................... 85 salesman ........ see businessman San Diego .............................. 94 Sao Paulo .............................. 95 satellite uplink ...................... 29 Saudi Arabia .......................... 89 scholar .................................... 8 scientist ................. 8, 23, 24, 73 scout ................ 3, 14, 62, 63, 67 sculptor ....................... see artist sea vehicles ........................... 13 secondary skill .................. 4, 11 secret agent ........................ 1, 9 SECTOR 3, 85, 88, 89, 90, 91, 92,

93, 94, 95, 96, 97 SECTOR headquarters ........... 85 security systems ... 3, 16, 17, 26,

57, 59, 62, 63, 64, 65, 66, 67, 77, 85, 88, 89, 91, 92, 94, 97

security system examples ..... 66 seduction ................................ 1 semtex .................................. 28 shadowing and trailing ........... 9 shields ................................... 58 shooting .................................. 2 simple cover identity ............ 21 singer ................ see entertainer skills .......................................... 2, 3, 4, 6, 7, 8, 9, 10, 11, 12,

13, 14, 15, 16, 17, 20, 24, 26, 30, 33, 34, 35, 36, 37, 38, 39, 40, 41, 45, 46, 47, 49, 50, 51, 53, 57, 62, 63, 64, 67, 68, 77, 92

sleight of hand ...................... 17 slowed ............................ 59, 60 socialite ................. see wealthy soldier . 1, 2, 3, 7, 15, 22, 23, 31,

49, 97 space vehicles ....................... 13 spaces ....................................... 28, 30, 31, 33, 35, 37, 41, 42,

48, 59 spare ammo ...................... 5, 26

Page 106: Covert Ops - Core Rulebook

CH 06 INDEX

PG 102 SECTOR OPERATIVES

special forces ...... 1, see military veteran

specialization ....4, 8, 13, 14, 16, 39, 68

speedboat ............................. 13 sports car .............................. 13 sprinting .................................. 2 spy...... 1, 17, 22, 23, 25, 73, see

investigator stamina ................. see strength standard equipment pack 21, 23

cold weather pack ............ 23 demolitions pack .............. 23 disguise pack .................... 23 forensics pack .................. 23 infiltration pack ................ 23 medic pack ....................... 23 operative pack ................. 23 researcher pack ................ 24 science pack ..................... 24 SCUBA Pack ...................... 24 surveillance pack .............. 24 survivalist pack ................. 24 technician pack ................ 24

standard equipment pack ..... 25 standard minion encounter .. 77 stealth ......................... 1, 17, 31 sticks & stones ...................... 46 STR ........................ see strength strategy ................................. 10 street fighting ....................... 11 strength 2, 6, 11, 28, 33, 34, 36,

37, 39, 45, 47, 58, 60, 66 stun gun ................................ 28 stunned ................................. 59 submarines ........................... 90 success modifiers .............. 3, 55 super-science .................. 26, 73 surgeon ..................... see medic surgery .................................. 12 surprised ............................... 59 survival ............................ 14, 23 survivalist pack ...................... 14 Sydney .................................. 90

T tactical strike ......................... 10 tactics .................................... 10 taking cover .......................... 58 tank ....................................... 31 taser ................................ 28, 62 taxi ........................................ 21 teacher .................... see scholar technician 3, 6, 7, 16, 17, 22, 23,

24

technician pack ..................... 16 terrorist .....................88, 89, 90 thief ............. 3, 6, 17, 32, 53, 63 Tokyo .................................... 89 tomb-raider ..... see thrill-seeker tongs ............................... 23, 88 torture .................................... 2 tracking ................................. 14 trailblazing ............................ 14 train ...........................14, 21, 91 traps ... 3, 14, 17, 28, 59, 62, 63,

66, see security systems travel ................................ 3, 62 traveler’s lifestyle ......... 6, 7, 21 triad ...................................... 88 trigger ........................63, 64, 66 Turkey ................................... 95

U U.S.S.R. ................................. 96 ultra-violet ............................ 30 unarmed combat .................. 11 unaware .......................... 58, 59 unconscious ...............33, 47, 59 United Nations ................ 85, 96 unsanctioned ...... 20, 24, 38, 89 unskilled ...... 3, 8, 10, 12, 13, 16 usage .........................28, 60, 66

V vehicle upgrades

amphibious ...................... 29 auto Tire Repair ............... 29 communications .............. 29 eject seat ......................... 29 gliderwings ....................... 29 hardened ......................... 29 heavy armor ..................... 29 identity change ................ 29 light armor ....................... 29 medium armor ................. 29 offroad conversion ........... 30 oil slick ............................. 30 performance boost .......... 30 remote control ................. 30 security ............................ 30 self-destruct ..................... 30 sensor suite ...................... 30 smoke screen ................... 30 speedster ......................... 30 spikestrip ......................... 30 stealth technology ........... 31

vehicles 3, 6, 13, 15, 19, 20, 29, 30,

31, 40, 42, 49, 50, 51, 52, 53, 57, 59, 62, 92, 97

Vice President of Finance ..... 92 Vice President of Human

Resources ........................ 93 Vice President of Logistics .... 93 Vice President of Marketing . 93 Vice President of Operations 92 Vice President of Quality

Control ............................. 92 villain ....... 68, 72, 73, 74, 75, 77 virus ...................................... 12

W weakened ............................. 59 weapon combat .................... 11 weapons ................................... 2, 7, 11, 15, 20, 25, 26, 27,

29, 31, 33, 34, 36, 49, 59, 85, 92, 97

Western Europe ................... 89 WIL ..................... see willpower willpower ... 2, 6, 7, 9, 10, 32, 58 wit ...................... see willpower wrestler ................... see athlete wrestling ............................... 11

writer .......................... see artist

Page 107: Covert Ops - Core Rulebook

NPC SHEETS CH 06

SECTOR OPERATIVES PG 103

N P C S H E E T S

DEX

LOG

WIL

STR

BP

MOV

INIT

DR

P/S LEVEL SCORE

ACADEMIC DETECTIVE LEADER MARTIAL ARTIST MEDIC PILOT SCOUT SOLDIER TECHNICIAN THIEF

DP

BONES

EQUIP

RANK

EQUIPMENT

NOTES

DEX

LOG

WIL

STR

BP

MOV

INIT

DR

P/S LEVEL SCORE

ACADEMIC DETECTIVE LEADER MARTIAL ARTIST MEDIC PILOT SCOUT SOLDIER TECHNICIAN THIEF

DP

BONES

EQUIP

RANK

EQUIPMENT

NOTES

Page 108: Covert Ops - Core Rulebook

CH 06 OPERATIVE DOSSIER

PG 104 SECTOR OPERATIVES

O P E R A T I V E D O S S I E R

LEVEL PS SCORE

ACADEMIC LOG Researcher, Scholar, Scientist, Linguist

DETECTIVE LOG Detect Clues, Interrogation, Shadowing & Trailing, Connections

LEADER WIL [Skilled Use Only] Strategy, Tactics, Bodyguard, Recruit

MARTIAL ART STR Unarmed Combat, Weapon Combat, Dodging Expertise

MEDIC LOG [Skilled Use Only] Diagnose, Treat, Field Medic, Surgery

PILOT DEX Land, Air, Sea, Space

SCOUT LOG Animal Handling, Navigation, Survival, Tracking

SOLDIER DEX Pistols, Rifles, Gunnery, Demolitions

TECHNICIAN LOG [Skilled Use Only] Engineering, Repairing, Programming, Set Security

THIEF DEX Deception, Bypass Security, Sleight of Hand, Stealth

DEX

LOG

WIL

STR

NAME

LANGUAGES

APPEARANCE

DESCRIPTORS

WEAPON SCORE DAMAGE RANGE AMMO Semi-Auto Pistol M 10,10 spare ammo

Unarmed Combat -- --

BP

MOV

INIT

DR

DP

BONES

EQUIP

RANK

Operative Pack (commlink, digital watch, encrypted phone, ID & validator)

EQUIPMENT

So

me

Ve

ry

Tota

l

Kind/Cruel

Focused/Unfocused

Selfless/Selfish `

Honorable/Deceitful

Brave/Cowardly

MORAL CODE

COVERT OPS – OPERATIVE DOSSIER

Page 109: Covert Ops - Core Rulebook

OPERATIVE DOSSIER CH 06

SECTOR OPERATIVES PG 105

Page 110: Covert Ops - Core Rulebook

CH 06 OPERATIVE DOSSIER

PG 106 SECTOR OPERATIVES

There is a war going on every day. Its soldiers don’t march in lines or

report to a large obvious pentagonal building. It is a shadow war where information and bullets hold equal weight, and enemies don’t always wear

uniforms. This game is about clandestine Special Forces parachuting behind enemy lines to carry out missions that no government will claim ever happened. It is about

special agents receiving their missions from men and women whose names and identities won’t turn up on any database. It is about mercenaries. It is about spies. It is about secrets, seduction, stealth, deception, assassination, bribery, infiltration and more. Welcome to Covert Ops

TM, a barebones roleplaying game of espionage and

paramilitary adventure.

This book may be small but the game is not. Within these pages you’ll find all you need to create, play, and develop an operative:

20 origins, each with several options, to help define what your character did before becoming an operative. 10 skills representing archetypical modern character abilities. Robust system for equipping your operative for a mission, complete with weapons, defenses, gadgets, vehicles, simplified equipment packs, and more. 32 martial arts maneuvers to fully define the fighting style of your operative. System to create and maintain a base of operations for your team. “Bones” (luck or hero points) integrated into this incarnation of the d00 lite system to add cinematic flair to your action scenes. Rules for vehicles in combat and chase sequences. A broad brush-stroke setting: SECTOR, a counter- intelligence and paramilitary organization devoted to fighting tyranny and other foes across the globe. Systems to help the GM prepare for a session or an entire campaign: random master villain generator, enemy organization generator, henchmen generator, minions, security systems, and even entire random mission generation to get your creativity flowing.