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A roleplaying game about doing bad things for good reasons.

By Bill Logan
Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Espionage Roleplaying
Second Edition

Written by Procedural Art


Bill Logan by MidJourney
Editing by the community, with a special thanks to
Pierre Savoie , Dale C. Blessing, and Timothy Wooten.
Also a special thanks to James “The Name Giver” Spahn!

Copyright 2023 DwD Studios. White Lies and the White


Lies logo are trademarks of DwD Studios and Bill
Logan. This game is published CC-BY-SA license. This
allows users to redistribute, remix, adapt, and build
upon the material in any medium or format, so long as
attribution is given to DwD Studios and Bill Logan.
Commercial use is permitted, without permission. If
you remix, adapt, or build upon the material, you must
license your material under identical terms. Create.
And be a muse to others.

1
01 Intro ............................................... 3 05 Admin Section .............................. 75
Starting the Game ....................... 4 Action Checks ............................. 75
Rule Number One........................ 4 Awarding Players ....................... 76
The Dice ......................................... 4 Agent Improvement .................. 78
Abilities .......................................... 5 Time .............................................. 79
Divisions ........................................ 6 Movement ................................... 79
Action Checks ............................... 7 Encumbrance .............................. 80
Skills ............................................... 9 Defense ........................................ 80
Stamina .......................................... 9 Languages ................................... 81
Merit & Rank ................................. 9 Combat ........................................ 82
Agent Recruitment ................... 10 Investigations ............................. 86
Example of Play .......................... 87
02 Divisions ....................................... 11 Enemy Organizations ................ 90
Confiscation Division ................ 12 Master Villains ............................ 97
Elimination Division .................. 14 Missions .................................... 109
Engineering Division ................. 16 Campaign Setting ................... 121
Infiltration Division ................... 18 Security Systems ..................... 127
Investigation Division ............... 20 Computer Security ................. 132
Recon Division ............................ 22
Transport Division ..................... 24 06 Enemies ...................................... 133
Division Skills .............................. 26 Common Citizens .................... 133
Criminals ................................... 134
03 Outfitting .................................... 27 Guards ....................................... 136
Equipment Tables ..................... 28 Law Enforcement.................... 137
Equipment Descriptions .......... 32 Military ...................................... 138
Weapons ............................... 32 Rebels ........................................ 139
Equipment Kits .................... 36 Spies .......................................... 140
Body Armor .......................... 38 Martial Artists .......................... 141
Vehicles ................................. 39 Animals ..................................... 142
Gadgets ................................. 42 Aliens ......................................... 146
Agency Uniform ................... 44 Supernatural ............................ 154
Agency Attaché ................... 48
Agency Wristwatch ............. 50 07 Bureau 19 .................................. 157
The Bureau ............................... 158
04 Advanced Training ..................... 53 Agents ....................................... 160
Martial Program......................... 54 Missions .................................... 161
Division Styles ...................... 56 Enemies..................................... 162
Basic Techniques ................. 57 Echo Team ................................ 162
Advanced Techniques ........ 59
Master Techniques .............. 61 08 Operation Wounded Wolf ....... 173
Leadership Program ................. 62 01: Briefing ............................... 173
Basic Techniques ................. 64 02: The Bus Station................. 174
Advanced Techniques ........ 67 03: Andrei’s Restaurant ......... 175
Master Techniques .............. 70 04: The Assassination ............. 177
Wrapping Things Up ............... 178
Reference Sheets.................... 179
Player Maps .............................. 180
Admin Maps ............................. 182
Agent Deering ......................... 184

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Section 01:
Intro
There is a war going on every day, a war of ideologies. Its soldiers
don’t march in lines or report to a large pentagonal building. It is a
shadow war where information and bullets hold equal weight, cutting-
edge technology changes the nature of crime and espionage, 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 identities won’t turn up on any database. It is about
mercenaries and spies. It is about secrets, seduction, stealth, deception,
assassination, bribery, infiltration, action, and adventure. But here’s the
rub; you don’t see the war happening. The dark and dangerous things
that men and women do to protect their countrymen go unsung, the
truth concealed by the government and media with little white lies to
keep you going to work and buying things in malls… to keep you sane.
Welcome to White Lies™, a modern role-playing game of espionage
and paramilitary action adventure. This game makes use of a light and
simple set of fairly familiar mechanics designed to be fast and loose, like
the cinematic espionage genre this game attempts to embrace. This is a
toolbox to design your own thrilling tales of modern spy adventure!
For those of you who enjoy the Covert Ops™ roleplaying game,
White Lies is a bit different. The mechanics do not resemble that game,
though the theme and concepts remain similar. Although there exists no
direct method of converting characters between the two, if you have a
favorite archetype from Covert Ops you should have little trouble
finding a way to envision that same agent in White Lies.
If you’ve never played a role-playing game before and want to give
this game a try, we at DwD Studios strongly suggest you visit your
friendly local brick and mortar game store and join a game to learn the
basics. Role-playing is a social game and in our opinion is best learned in
a social environment rather than from a book.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Starting the Game


The first step in playing the game is to recruit (create) an agent. This
is a simple matter of rolling dice to assess toughness, intellect, discipline
and other basic characteristics, picking a division for your training,
buying some equipment, and making a brief backstory and name. But
before we tackle that, please read through this brief chapter to gain a
better understanding of the game system and its terms.
If you’re the Admin (that’s the fancy name we give for the GM, or
game master), you’ve got a bit more preparation to do than just making
an agent. But for now just focus on this first chapter. The rest will be
covered later in a section made just for you.

Rule Number One


The most important rule is that the Admin always has the right to
modify the rules. In fact, it’s encouraged! There are gaps in the rules,
holes that we did not fill on purpose because much of the fun of “old
school” light gaming is being able to make rulings up as you need them.
It’s a game of rulings, not rules.
Sometimes this means just saying something as simple as “Okay, roll
a d6 and tell me the result” to more complex home-brewed charts for
the smallest of details. Each Admin likes to run their game differently,
and that’s a good thing. We at DwD Studios wouldn’t want to live in a
world where creativity all has to be done the same way, and being a
good GM is certainly an art form.
The second most important rule is simple: don’t be a jerk. Treat
everyone with respect and have fun doing it. This is a modern role-
playing game that might deal with topics that could trigger some
people. Don’t be afraid to let people know if something affects you that
way, and don’t be offended by others who might do the same. It’s just
the human thing to do.

The Dice
White Lies uses several different kinds of dice, and we abbreviate
them according to how many sides they have. The four-sided die is called
a d4, and if we’re telling you to roll 3 of them, we say to roll 3d4. The six-
sided die is a d6, the eight-sided die is a d8, the ten-sided die is a d10, the
twelve-sided die is a d12, and the twenty-sided die is a d20.
There is no die with 100 sides (well there is, but it rolls like a golf
ball and isn’t used so much), so to roll a d100 you must roll two ten-sided
dice, treating the first roll as the tens digit and the second roll as the
ones digit of your result. So if you were to roll a 7 and then a 3 that
would mean you rolled a 73.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

This is all just standard roleplaying game nomenclature. We didn’t


make those conventions up, we inherited them from the giants of game
designers who came before us!
In nearly every situation, you’ll want to roll high. Unless you’re just
rolling on some kind of randomized table, you’ll always want to roll high
on whatever dice you’re rolling when playing this game.

Abilities
People are rated in five primary
characteristics on a scale from –5 to +5
(+0 is average). Agents are recruited
from among the more impressive
specimens of citizenry and won’t have
scores below –2.
Toughness is a measure of strength,
endurance, and physical power. Tough
agents will punch harder, lift more
weight, soak more damage, endure
more physical torture, and handle more
alcohol than their wimpier friends.
Dexterity is a measure of agility, speed,
hand-eye coordination, balance, grace,
and flexibility. Dexterous agents will
crack more safes, pick harder locks, pick
pockets better, dodge more enemy
attacks, run faster, maneuver past more
guards, and dance better than their
clumsier friends.
Intellect is a measure of knowledge,
deductive reasoning, alertness,
perception, instinct, education, and
overall intelligence. Intellectual agents can solve problems faster,
recall more obscure facts, grasp more technological tasks, learn and
apply more scholastic and scientific trades, detect more clues, and
sense more danger than their dumber friends.
Discipline is a measure of self-control, cool, sanity, reliability, sense of
self, and overall willpower. Disciplined agents will endure more mental
torture and anguish, resist higher temptations, and avoid falling prey
to more extreme seduction or coercion than their weak-willed friends.
Influence is a measure of physical appeal, charm, wit, presence,
persuasiveness, fellowship, authority, and leadership. Influential
agents will seduce more enemies, insight more rebellions in foreign
countries, pull off more cons, pass better impersonations, and turn
more people into assets than their undesirable friends.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Divisions
Agents in Bureau 19 are recruited and trained into one of the
following seven divisions. There is an eighth division for directors,
handlers, clerks, and other administrative personnel, but these are not
agents and not shown below.
Teams of agents report to a director or handler for their mission
assignments, then back to division trainers for updated training and
possible rank promotion. The most successful teams are comprised of
agents from a diverse array of divisions.

Confiscation Division agents are recruited from the ranks of thieves,


burglars, and acrobats. They are good at sneaking into a location,
bypassing security, and acquiring things that do not belong to
them.
Elimination Division agents are recruited from the ranks of soldiers,
mercenaries, assassins, enforcers, and martial artists. They are
good at killing people and breaking things. They serve the violent
role in agent teams.
Engineering Division agents can make almost anything from scattered
components. Give them bamboo, saltpeter, and a diamond and
they have a cannon in minutes. These geniuses also apply their
skills to dismantling traps. They bridge the academic and
tradesman gap in science and engineering disciplines.
Infiltration Division agents are recruited from the ranks of grifters,
con men, actors, and deep cover spies. They are good at getting
people to trust them, convincing people to believe things, and
getting secrets and information via the art of coercion, deception,
and seduction.
Investigation Division agents are recruited from the ranks of
journalists, detectives, hackers, or agents of other organizations.
They are good at finding clues, solving problems, questioning
people, discerning lies from truth, and using tech to its fullest.
Recon Division agents are recruited from the ranks of hunters,
trackers, scouts, survivalists, and Special Forces commandos. They
are the go-to agents for missions which take a team into the
wilderness. They excel in tracking, hunting, and survival in any
climate and never get lost.
Transport Division agents are recruited from the ranks of fighter
pilots, smugglers, race car drivers, and criminal wheelmen. They
are good at safely delivering cargo from one place to another,
whether that cargo sits in crates, parachutes into hostile territory,
or struggles to get out of its bindings in the trunk.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Action Checks
Not every action requires dice. Often the Admin just tells you if the
action your agent tries is successful. When success is not a simple
matter, the Admin may ask for an action check.
Action checks are a d20 roll, plus the ability score appropriate to the
situation (dexterity for trying to lift an access badge off a passing guard,
for instance). If your agent is qualified in one or more skills the Admin
agrees is relevant (pickpocket, for instance), you can add your agent’s
rank to your roll (more on rank later). If your total is equal to or higher
than a target number specified by your Admin then you succeed.
Otherwise you fail. Action checks are the most common type of roll
you’ll make.
Agent Mohamad, 2nd rank confiscation division agent with
dexterity +3, is hiding in a stairwell when a 2-man patrol passes. She
wants to dart stealthily across the hall to the door of a lab before they
get to the intersection and see the other guard she knocked out a few
minute ago. The Admin asks for a dexterity action check. Her player
rolls d20 and adds her dexterity +3. Since she’s qualified in stealth, she
also adds +2 (her rank). The Admin tells her she has to roll 15 or higher
(the guards are suspicious).

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Resistance Checks
Sometimes you’ll be asked to Critical Results
make a resistance check to reduce or
Some game systems that use a
eliminate the danger of some hazard
d20 for action checks treat a
or threat. That’s just a normal action
“natural” roll of 1 as a critical
check following the normal rules,
failure (something bad happens)
with one exception. Roll d20 and add
and a natural 20 as a critical
the ability score the Admin specifies.
success (something good
No skills apply to resistance checks.
happens). This game leaves this
Instead, each division trains agents in
decision and how to handle such
resistance techniques related to
things to the hands of individual
toughness, dexterity, intellect, and/
Admins, but generally most will
or discipline. There are no influence
apply something baneful when a
resistance checks in this game.
1 is rolled and something
For instance, if you’re a 4th rank beneficial when a 20 is rolled.
elimination division agent with
toughness +3, and are struggling to
remain conscious when hit with knock- Target Number
out gas, you’ll get to add +7 to your Every action check has a target
d20 roll because you’re qualified in number, (“TN”), which the
toughness resistance techniques. Admin decides situationally. You
will often know the TN ahead of
Which skill applies? time, but sometimes not. TN10
The Admin will specify which means you have to roll 10 or
ability to use in your action check. It’s higher. TN15 is challenging,
up to you to speak up about which while TN20 is difficult. TNs can
skills or resistance techniques you’re go higher, but you should avoid
qualified in which might help you. In those things until you’re higher
some cases, more than one skill rank.
qualification might apply if the Sometimes the Admin
Admin agrees, so speak up and use might tell you a higher or lower
those skill qualifications!
TN than you think is fair. But you
don’t know everything the
Contests Admin does, as some things
If you need to know who does might be unknown to your
something better, like an agent agent.
disarming a bomb set by an enemy,
or when your agent is struggling to
wrestle a gun out of the hand of an
enemy henchman, both make an Cooperation
action check total. There is no target Agents can work together on
number in this context, but the something, but describing how
Admin might assign a bonus or to handle every possible way
penalty to either or both of you players might try is beyond this
based on the situation. The winner is light product. Admins will
whoever has the highest total. In case arbitrate such things their own
of a tie, the Admin decides how to way, but always consider
resolve it situationally. working as a team!

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Skills
Any time you’re attempting an action check, if you think one of your
listed skill qualifications apply, check with your Admin. If it’s agreed it
applies, add your rank to the roll. If the Admin thinks it only partially
helps, you might be allowed to add half your rank (rounded up).
For example, Agent Orion is a 5th rank member of the transport
division and is not qualified in military ordnance. The enemy is getting
away in a helicopter, so she runs to a nearby mounted swivel turret.
The player asks “does my qualification in rotorcraft help me know
where to shoot for best effect?” The Admin finds that reasonable, but
doesn’t believe it fully overcomes the lack of training and allows half
her rank (+3) to apply to the roll.

Stamina
Your agent has stamina based on division, toughness, and rank.
When on a mission, keep a running total of points of damage your agent
sustains. When damage exceeds stamina, your agent falls unconscious
and might be dead.
After the encounter, your agent makes a TN15 toughness resistance
check. The Admin might modify this, but at the very least might increase
the difficulty by the amount your damage exceeds your stamina score.
Success means one point of damage will heal per hour until you wake up,
in a lot of pain. Failure means, well… hold a brief moment of silence,
please. Don’t fret, though. The agency is not going to leave your team
without backup; roll up another agent and the Admin will explain how
you were diverted to join the team and assist in the rest of their mission.

Healing
Over time your running damage total will heal naturally at a rate of
1 point per day per rank. Thus, a 3rd rank agent heals 3 damage per day.
Additionally, a medical kit used with an intellect action check can heal
1d6 damage to a person once per day. When your mission is over and
you get back to Bureau 19 for debriefing, you’ll get patched up to full
health. They have the best doctors, and a really good cable television
package with all the latest shows to let you catch up after a long mission.

Merit & Rank


You’ll begin play at 1st rank with 0 merit. Merit is a running sum of
reward points accumulated on missions. As merit increases, your division
promotes you to the next rank. Higher ranked agents receive intense
training, making them more formidable. The Admin has details on how
much merit to dole out based on the threat level and scope of your
missions (and whether you succeed, of course).

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Agent Recruitment
Grab dice, a blank agent dossier, and a pencil. Let’s recruit an agent!

1: Ability Assessment
Ask the Admin which method you should use:
Rolled: Roll five d20s and arrange as desired
1d20 Score
among your five abilities. Then use the 1 -2
table at right to turn those rolls into 2-3 -1
scores. Don’t record your rolls, just the 4-8 +0
scores. If the total of all scores isn’t at 9-13 +1
least +2, you’re not agent material. You 14-16 +2
washed out of division training, reroll.
17-18 +3
Fixed: Allot the following scores among your 19 +4
five abilities: -1, +0, +1, +2, and +3.
20 +5

2: Division Training
Division Training: Choose one of the divisions summarized in section
2 that you qualify for. Note all division qualifications and details.
Cross-training: If your intellect is positive, select that many additional
skills from other divisions and add them to your list of
qualifications.

3: Outfitting
Begin play with the following:
- anything listed in your division description.
- semi-automatic pistol with 1 spare ammo upgrade.
- operative kit.
- one other equipment kit of choice, if desired.
- 3d6 x $100 (to buy additional gear now, see section 3)

4: Final Assessment
Name your agent and then:
Rank & Merit: All agents begin at 1st rank with 0 merit.
Stamina: Determined by division. Add toughness to the result.
Defense: Equal to 10, plus dexterity. If wearing body armor, add its
defense modifier.
Movement: 30 ft per round. If you’re carrying more than 50 lbs of
gear your movement rate is reduced (see page 80).
Initiative: Equal to your dexterity score.
Languages: Fluent in English and 1 language of choice. If influence is
positive, gain fluency in that many more languages.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Section 02:
Divisions
Agents are recruited and trained by one of seven divisions of Bureau
19. Each operates somewhat independently, training agents in
specialized aspects of spy craft. Within the bureau, these divisions
compete in sporting events, compare mission successes, and generally
brag about their exploits. But when they’re together on a mission, all
that competitiveness is replaced by camaraderie and highly successful
teams are formed.

Requirements
Your agent has to meet the listed requirement to be recruited and
trained by the division. For instance, if you don’t have at least +1 in
toughness, you can’t be an elimination division agent. This is in addition
to having a background appropriate to the division. For instance, there’s
an implied requirement for the confiscation division that you need to
have a willingness to steal.

Stamina
This is the amount of physical development that occurs during the
training within this division. Some agents are given intensive physical
regiments, while others ignore bodily development in favor of academic
or other pursuits. Don’t forget that each rank you must also add your
toughness to the stamina you roll, but you’ll always get a minimum of 1
stamina per rank even if you roll low and have a negative toughness.
Note that each division provides a fixed number of stamina points at 1st
rank, a testament to the rigors of their basic division training.

Qualifications
Every agent will be qualified in one or two resistance techniques and
ten skills. Confiscation division agents are given a choice from a broad
array of illicit activities, but other divisions have a fixed list. In addition,
all agents with an intellect of +1 or higher will benefit from some level
of cross-training with another division, as described in step 2 of agent
generation.
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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Confiscation Division
Requirements: Minimum dexterity +1.
Stamina: 6+toughness at 1st rank. Each rank thereafter, gain an
additional 1d6+toughness.
Qualifications: You are qualified in Dexterity Resistance techniques and
can choose any 10 of the following:
Acrobatics Athletics Computers
Deception Disguise Firearms
Forgery Lockpicking Melee Weapons
Perception Pickpocket Projectile Weapons
Safecracking Security Systems Stealth
Streetwise Thieves’ Cant Thrown Weapons

Outfitting: Begin play with a custom tight-fitted stealth suit (an agency
uniform with no automatic upgrades) and a burglar kit. Even if lost,
your division provides you replacements.
Hard Target: Add rank to defense when not wearing any armor. This
bonus has no effect when armored. The department’s stealth suit
doesn’t count as armor (see page 44), so add its +2 defense bonus!
Backstab: When attacking from a position of stealth, enemies who fail a
TN15 intellect resistance check will take maximum damage from
whatever weapon type you used, plus your rank on the first attack.
Thereafter your stealth is spoiled.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Rank & Promotion


Upon rank promotion roll 1d20 on the Rank Merit
following table. All effects are additive. 1st 0
1 Endurance. Gain 1d6 more stamina, in 2nd 150
addition to that already gained. 3rd 300
2-3 Linguistics. Gain fluency in a language. 4th 600
4 Resistance. Gain another ability 5th 1,200
resistance technique. 6th 2,400
5 Personal Training. Add +1 to the lowest 7th 4,800
of your five ability scores. 8th 9,600
6-7 Swiftness. Movement +5 ft per round. 9th 19,200
10th 38,400
8 Defense. Add +1 to defense score,
whether you are armored or unarmored.
9-10 Alertness. Add +1 to all initiative rolls.
11-12 Basics. Gain qualification in a new skill. You may select skills you
aren’t qualified for from this division or any other.
13-14 Specialist. Select one of your skills you are qualified in and note
you’re a “specialist” (you can be an expert and a specialist in the
same skill). Whenever it is used, roll an extra d20 and use highest
as your action check result.
15 Hold-out. Designate one small item no larger than a knife and
note that it is "nowhere." It cannot be detected by any means
short of a strip search or x-ray. You can draw it normally, and
when no longer needed, you can put it back nowhere.
16 Discreet Weapons Contract. All weapons you get from the
agency automatically come with one of the following at no cost:
ceramic polymer, concealed spring holster, or silencer/
suppresser.
17 Assassination. When backstabbing, victims now receive a –4
penalty to their intellect resistance check and the damage you
cause is +1d6.
18 Underworld Connections. Work with Admin to define a
powerful criminal contact/informant. It should be someone your
agent has dealt with in the past, even confrontationally.
19 Expertise. Choose one of the following and note that you’re an
“expert” (you can be an expert and a specialist in the same skill):
deception, forgery, disguise, pickpocket, or stealth. Opponents
have a penalty equal to your rank when making perception-based
action checks to detect your expert illicit skill.
20 Favor. Someone powerful owes you a huge no-questions-asked
favor. It should be someone from a previous mission, even if your
relationship with them was confrontational. Work with your
Admin to come up with the backstory behind this: something you
did for them, blackmail you’re holding over them, etc. Of course,
once you call in your favor, it’s gone and can’t be used again.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Elimination Division
Requirements: Minimum toughness +1.
Stamina: 8+toughness at 1st rank. Each rank thereafter, gain an
additional 1d8+toughness.
Qualifications: You are qualified in Toughness Resistance techniques
and all of the following:
Athletics Demolitions
Drive Firearms
Melee Weapons Military Ordnance
Thrown Weapons Projectile Weapons
Strategy & Tactics Unarmed Combat

Outfitting: During agent generation, select either a submachine gun or


automatic rifle, and you’ll get 2 spare ammo upgrades for whichever
one you select.
Multiple Attacks: May make 2 attack actions per round starting at 1st
rank. At 5th rank this improves to 3 attack actions per round. At 10th
rank, 4 attack actions. Remember that if a weapon has a ROF of 2,
that’s two attack rolls per attack action.
Tough as nails: Whenever making a toughness-based action check or
resistance check (including melee and unarmed combat), you get to
roll an extra d20 and choose the higher result as your roll.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Rank & Promotion


Upon rank promotion roll 1d20 on the Rank Merit
following table. All effects are additive. 1st 0
1-2 Endurance. Gain 1d6 more stamina, in 2nd 200
addition to that already gained. 3rd 400
3 Linguistics. Gain fluency in a language. 4th 800
4-5 Resistance. Gain another ability 5th 1,600
resistance technique. 6th 3,200
6-7 Personal Training. Add +1 to toughness. 7th 6,400
If toughness is already +5, instead add 8th 12,800
+1 to the lowest of your other four 9th 25,600
ability scores. 10th 51,200
8 Swiftness. Movement +5 ft per round.
9-10 Defense. Add +1 to defense score, whether you are armored or
unarmored.
11-12 Alertness. Add +1 to all initiative rolls.
13 Basics. Gain qualification in a new skill from any division.
14 Specialist. Select one of your skills you are qualified in and note
you’re a “specialist.” Whenever it is used, roll an extra d20 and
use highest as your action check result.
15 Bull Rush. Normally, if you move more than your movement rate
you cannot also make an attack (you’re running). You, however,
may move up to twice your movement rate during your turn and
still make one attack.
16 Double-Tap. You can fire both shots from a ROF 2 firearm (such
as a semi-automatic pistol) rapidly at the same target with
excellent grouping. Roll twice to hit and if either shot hits,
consider both to have hit. If you roll this a second time, select
one weapon of any type which has a ROF of 1 and, in your hands,
it is now considered to have a ROF 2.
17 Munitions Contract. All firearms you get from the agency come
with 2 spare ammo upgrade, free of charge.
18 Armor Expertise. Select light, medium, or heavy body armor.
When you wear it, increase your defense score by an additional
+2, and ignore half its weight.
19 Weapon Expertise. Designate a weapon type. In your hands that
type uses the next higher damage die size (unarmed combat
would cause 1d6, or a semi-automatic pistol would cause 2d8).
20 Quick Draw. Choose a weapon type. You can ready that type of
weapon (assuming you have one) as a free action, as if it had a
concealed spring holster. It does not consume an attack for your
turn. You may also use this ability to reload that same kind of
weapon as a free action, as if all your ammunition was one
continuous stream despite being in separate magazines or clips.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Engineering Division
Requirements: Minimum intellect +1.
Stamina: 6+toughness at 1st rank. Each rank thereafter, gain an
additional 1d6+toughness.
Qualifications: You are qualified in Intellect Resistance techniques and
all of the following:
Computers Cryptography
Demolitions Electronics
Firearms Mechanics
Perception Scholar
Scientist Security Systems

Outfitting: Each mission your division provides you a plausible gadget of


the Admin’s specification. Remind your admin you’ll need outfitted
with a useful gadget for each mission.
Gadget Rigging: Create existing or plausible temporary gadgets on-the-fly
from components on hand. At 8th rank implausible gadgets can be
created with Admin permission. All gadgets made using this ability last
only until the end of the current mission.
Uncanny Luck: With a proper techno-babble explanation of why, once per
mission roll two d20s for an action check and use whichever is higher
as your roll. At 5th rank this can be done twice per mission. At 10th
rank three times.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Rank & Promotion


Upon rank promotion roll 1d20 on the Rank Merit
following table. All effects are additive. 1st 0
1 Endurance. Gain 1d6 more stamina, in 2nd 135
addition to that already gained. 3rd 270
2-3 Linguistics. Gain fluency in a language. 4th 540
4 Resistance. Gain another ability 5th 1,080
resistance technique. 6th 2,160
5-6 Personal Training. Add +1 to intellect. If 7th 4,320
intellect is already +5, instead add +1 to 8th 8,640
the lowest of your ability scores. 9th 17,280
7 Swiftness. Movement +5 ft per round. 10th 35,560
8 Defense. Add +1 to defense score,
whether you are armored or unarmored.
9-10 Alertness. Add +1 to all initiative rolls.
11-12 Basics. Gain qualification in a new skill from any division.
13-14 Specialist. Select one of your skills you are qualified in and note
you’re a “specialist” (you can be an expert and a specialist in the
same skill). Whenever it is used, roll an extra d20 and use highest
as your action check result.
15 Creative Defense. You add your intellect to your dexterity when
determining your defense score or any time you are making a
dexterity resistance check. It is your instinct and creative genius
that saves you rather than your dexterity.
16 Easily Overlooked. If with at least one combatant ally, you will
be overlooked as a threat. In the first round of any combat you
don't roll initiative. You decide when you wish to act, at any
point, even interrupting what someone is planning (though once
dice are rolled you have to wait for them to be resolved).
17 Tech Contract. Select one: agency wristwatch, attaché, uniform,
vehicles, or weapons. When you get one from the agency, it
comes with two upgrades of your choice for free.
18 Demolitions Expert. Plastic explosives, in your hands, cause
+1d6 per charge. The explosion still loses one die of damage per
5 ft space from detonation, so your yield radius is large.
19 Know a guy. Ever the resourceful one, once per mission you can
announce you "know a guy" who can provide assistance you
need. You provide an impromptu explanation of your "guy" (or
girl!) who you know and why you think they can help. It's up to
the Admin to approve. There is no need to keep track of your
"guy" as they only exist for this current mission!
20 Agency Super-smart phone. You’ve modified the agency smart
phones of your entire team. You can add one agency wristwatch
upgrade to each. Yours is more modified, and is considered a
hacker's kit and a computer. It’s amazing what you can do with it.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Infiltration Division
Requirements: Minimum influence +1 and discipline +0.
Stamina: 8+toughness at 1st rank. Each rank thereafter, gain an
additional 1d4+toughness.
Qualifications: You are qualified in Discipline Resistance techniques and
all of the following:
Cleaner Connoisseur
Deception Disguise
Firearms Impersonation
Perception Persuasion
Scholar Streetwise

Without a Trace: You work diligently to eliminate skin flakes, fingerprints,


and bodily hair. Unless you stay several days in a location, you’ll leave
no physical evidence of your presence there.
Cross-Training: You are considered semi-qualified (add half their rank,
rounded up) in any action checks they lack qualification for. This is
necessary in order to take on any convincing role.
Cover Identities: Every odd rank (1st, 3rd, etc.) describe a new cover
identity (name, profession, and a sentence about that identity’s life).
These are masterwork covers approved and maintained by division
personnel and will pass any and every level of scrutiny.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Rank & Promotion


Upon rank promotion roll 1d20 on the Rank Merit
following table. All effects are additive. 1st 0
1 Endurance. Gain 1d6 more stamina, in 2nd 150
addition to that already gained. 3rd 300
2-4 Linguistics. Gain fluency in 2 additional 4th 600
languages. 5th 1,200
5-6 Resistance. Gain another ability 6th 2,400
resistance technique. 7th 4,800
7 Personal Training. Add +1 to influence. 8th 9,600
If influence is already +5, instead add +1 9th 19,200
to the lowest of your other ability 10th 38,400
scores.
8 Swiftness. Movement +5 ft per round.
9 Defense. Add +1 to defense score, whether you are armored or
unarmored.
10-11 Alertness. Add +1 to all initiative rolls.
12-13 Basics. Gain qualification in a new skill from any division.
14 Specialist. Select one of your skills you are qualified in and note
you’re a “specialist” (you can be an expert and a specialist in the
same skill). Whenever it is used, roll an extra d20 and use highest
as your action check result.
15 Easy Access. Once per mission, you can arrange access to a
sporting event, posh party, concert, backstage pass, etc. No
action check required, not traceable to you.
16 Winning Smile. Once per mission you can enthrall someone to
regard you as someone they care about. The charm will end in a
minute or two, so use it while it lasts. If you ask them to do
something against their normal morals, they get a discipline
resistance check. You can’t use this against another infiltration
division agent of equal or higher rank.
17 Agency Double. The agency has recruited or surgically created a
physical and behavioral double of you. It is so good it can fool A.I.
vision system algorithms. You can literally be in two places at
once to help sell your stories and covers, and have an encoded
channel to communicate with your double across any distance
using your comlink or agency smart phone.
18 Expertise. Choose one of the following and note that you’re an
“expert” at it: cleaner, deception, disguise, or impersonation.
Opponents have a penalty equal to your rank when making
perception-based action checks to detect your expert illicit skill.
19-20 Integrated Training. Roll 1d20 again and then look over the rank
promotion tables for all other divisions and decide which table to
use your roll on.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Investigation Division
Requirements: Minimum intellect +1.
Stamina: 6+toughness at 1st rank. Each rank thereafter, gain an
additional 1d6+toughness.
Qualifications: You are qualified in both Intellect and Discipline
Resistance techniques and all of the following:
Computers Cryptography
Drive Firearms
Perception Persuasion
Scholar Security Systems
Streetwise Unarmed Combat

Situational Awareness: When making an action check involving the


perception skill, roll an extra d20 and choose the highest result to use.
Also, it is always assumed your agent is actively searching for clues and
the Admin will permit perception checks, even if you don’t specifically
state you’re actively searching. It takes a pretty compelling diversion
to inhibit your situational awareness.
Network of Informants: At each rank, define an informant who helps the
agent on matters related to their field. Where possible, choose an NPC
from a recent mission as the new informant. The amount of
information or assistance an informant is willing to provide depends
on the Admin, the way the player has treated the informant, and the
general situation.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Rank & Promotion


Upon rank promotion roll 1d20 on the Rank Merit
following table. All effects are additive. 1st 0
1 Endurance. Gain 1d6 more stamina, in 2nd 125
addition to that already gained. 3rd 250
2-3 Linguistics. Gain fluency in a language. 4th 500
4 Resistance. Gain another ability 5th 1,000
resistance technique. 6th 2,000
5 Personal Training. Add +1 to the lowest 7th 4,000
of your five ability scores. 8th 8,000
6 Swiftness. Movement +5 ft per round. 9th 16,000
10th 32,000
7-8 Defense. Add +1 to defense score,
whether you are armored or unarmored.
9-10 Alertness. Add +1 to all initiative rolls.
11-12 Basics. Gain qualification in a new skill from any division.
13-14 Specialist. Select one of your skills you are qualified in and note
you’re a “specialist” (you can be an expert and a specialist in the
same skill). Whenever it is used, roll an extra d20 and use highest
as your action check result.
15 Crime Expert. Opponents have a penalty equal to your rank
when making intellect action checks to detect or prove your
involvement in any illicit activity you engaged in.
16 Smart Defense. You add intellect to your dexterity when
calculating defense or when making dexterity-based resistance
checks. It is your awareness and analytical genius that saves you
rather than your dexterity.
17 Interrogator. When questioning someone, you read body
language, sense shifts in demeanor, etc. You get to add both
intellect and influence to all action checks when interrogating.
18 Profiler. Each mission, designate one person you're profiling.
You gain such an understanding of that person you are allowed
to roll an extra d20 on any action check related to them,
choosing the highest as your roll.
19 Smart Offense. You may select one weapon type you’re
qualified to use. You may add intellect to toughness or dexterity
when making attack rolls using that weapon type.
20 Instincts. At the beginning of the mission, roll 1d6 and place it
on your agent dossier. During the mission, when making any
intellect, or discipline based action check, you may remove the
die to add its value to your d20 roll when determining success
(the die is then gone, unusable, for the remainder of the
mission). It can modify the die roll above 20. If you get this again
on a subsequent rank promotion, it can provide an additional 1d6
to form a pool of good instincts, but you may still only use one
instinct die per action check.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Recon Division
Requirements: Minimum toughness +1
Stamina: 6+toughness at 1st rank. Each rank thereafter, gain an
additional 1d6+toughness.
Qualifications: You are qualified in Toughness and Dexterity Resistance
techniques and all of the following:
Athletics Firearms
Medic Melee Weapons
Perception Projectile Weapons
Survival Thrown Weapons
Tracking Stealth

Outfitting: All recon division agents have a concealed survival blade. This
is a knife with the concealed spring holster, calibrated sights, and
heavier caliber firearm upgrades built-in, making it +1 to hit and +2 to
damage and able to be instantly readied.
Ambush: When unencumbered and alone, you may add your rank to the
initiative roll in the first round of combat only. It’s hard to get the drop
on a recon division agent.
Swiftness: When unencumbered and outdoors, you may ignore any
penalties associated with movement based on type of terrain. You
also add 5 ft per odd numbered rank (1st, 3rd, 5th, etc.) to your
movement rate.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Rank & Promotion


Upon rank promotion roll 1d20 on the Rank Merit
following table. All effects are additive. 1st 0
1-2 Endurance. Gain 1d6 more stamina, in 2nd 200
addition to that already gained. 3rd 400
3 Linguistics. Gain fluency in a language. 4th 800
4 Resistance. Gain another ability 5th 1,600
resistance technique. 6th 3,200
5 Personal Training. Add +1 to the lowest 7th 6,400
of your five ability scores. 8th 12,800
6-7 Swiftness. Movement +5 ft per round. 9th 25,600
10th 51,200
8-9 Defense. Add +1 to defense score.
10-11 Alertness. Add +1 to all initiative rolls.
12 Basics. Gain qualification in a new skill from any division.
13 Specialist. Select one of your skills you are qualified in and note
you’re a “specialist.” Whenever it is used, roll an extra d20 and
use highest as your action check result.
14 Prowess. Select one combat skill you’re qualified in. When
wielding weapons of that type you get 2 attack actions per turn.
15 Long Shot. You’re really good at making long ranged attacks
with all weapons. Double the range of all weapons you wield.
16 Bodyguard. Designate one person within 10 feet as under your
protection. Any hit that would have killed the protected target
will instead damage your stamina. You can stop guarding one
person and switch to another on your turn (free action).
17 Animal Kinship. You have a kinship with animals. They will leave
you alone, sensing neither predator nor prey. If hostile, you can
calm it with a TN15 influence action check. You can break and
train animals, ride them, and with time can integrate to a pack,
pride, etc. Although you can't control or speak with animals,
most would say you come as close as humanly possible.
18 Stalker. You can enter stalker mode in any round of combat. This
is all you can do that turn, but you can do it even when in plain
sight, as long as nobody is within melee range. In the blink of an
eye you disappear. While in stalker mode, you are automatically
assumed hidden and silent unless you move. If you move,
opponents receive a penalty to their intellect checks equal to
your rank to sense you. Attacking will reveal your location.
19 Natural Healer. You can designate one person whose wounds
you're tending. The target will heal at twice normal rate that day.
20 Wilderness Provider. You can provide food, water, shelter,
supplies, etc. for a number of people equal to your rank in a
single terrain type: mountains, plains, forests, jungles, hills,
swamps, tundra, etc. You can survive indefinitely in this way.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Transport Division
Requirements: Minimum dexterity +1.
Stamina: 6+toughness at 1st rank. Each rank thereafter, gain an
additional 1d6+toughness.
Qualifications: You are qualified in All Resistance techniques when in
control of a vehicle, and none when doing anything else. You are also
qualified in all of the following:
Aircraft Drive
Electronics Firearms
Mechanics Perception
Rotorcraft Streetwise
Underwater Ops Watercraft

Outfitting: Begin play with one vehicle worth $50,000 or less, rebuilt
personally. At 2nd and each subsequent rank, add any vehicle upgrade
of choice (see page 30) at no cost. Requires time spent in a garage, but
the cost is covered.
Insane Stunts: When operating a vehicle of any sort, if the difficulty of an
action check is TN15 or higher, you may roll an extra d20 and use the
highest for the action check.
Been Everywhere: You gain fluency in a new language each odd numbered
rank (1st, 3rd, 5th, etc.), and must describe someone you know from
somewhere that language is spoken. They may not be influential and
powerful but they have a place you can lie low if needed.
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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Rank & Promotion


Upon rank promotion roll 1d20 on the Rank Merit
following table. All effects are additive. 1st 0
1 Endurance. Gain 1d6 more stamina, in 2nd 150
addition to that already gained. 3rd 300
2 Linguistics. Gain fluency in a language. 4th 600
3-4 Resistance. Gain another ability 5th 1,200
resistance technique. 6th 2,400
5-6 Personal Training. Add +1 to the lowest 7th 4,800
of your five ability scores. 8th 9,600
7 Swiftness. Movement +5 ft per round. 9th 19,200
10th 38,400
8 Defense. Add +1 to defense score.
9-10 Alertness. Add +1 to all initiative rolls.
11-12 Basics. Gain qualification in a new skill from any division.
13-14 Specialist. Select one of your skills you are qualified in and note
you’re a “specialist.” Whenever it is used, roll an extra d20 and
use highest as your action check result.
15 Smuggler. You have ways to hide a human-sized package in any
vehicle. Anyone searching the vehicle can only find the smuggled
package with an intellect action check, TN15 plus your rank.
16 Fast-Talk. You’re trained in fast-talk, to subvert surface-level
questioning from customs, police, guards, etc. Tell the Admin you
wish to fast-talk your way out of the questioning. The questioner
makes a discipline resistance check TN15 plus your rank. If
successful, they kept on point. Otherwise, they let you pass
without verifying a thing.
17-18 Evade Pursuit. You have tricks up your sleeve to shake pursuers:
land your aircraft in an odd place, pull your car into a parking lot
with dozens of the same identical model, or hide your speedboat
in a hidden cove known to very few. You can evade pursuit once
per mission. You cannot use evade pursuit to get away from
someone with this same ability who is of equal or higher rank.
Unless you have rolled this on multiple rank promotions, then
you’re just that much better!
19 Observant Learner. You always study those you transport. Once
you gain this ability, all subsequent rank promotions (instead of
rolling on this table) you may choose to mimic a promotion
ability rolled by any other agent on your team.
20 Trust Me. You can state a vow and add the words “trust me” (or
similar). The Admin will work into the story how your statement
comes true. Example: I’ll get free from this cell and trust me, I will
kill you. You may only have one “trust me” active at a time, and
cannot start a new “trust me” on the same mission that the
previous one came true. The Admin may request a rewording if
your vow would ruin the campaign or mission.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Division Skills
Below are all the skills from all division gathered for your convenience:
Acrobatics: tumbling, parkour, flips, rolls, gymnastics, etc.
Aircraft: piloting jets and propeller craft in high risk situations.
Athletics: running, jumping, climbing, sports, etc.
Cleaner: remove evidence of a crime or the presence of your team.
Computers: do anything you or a hacker could do on a computer.
Connoisseur: using proper etiquette, appreciation of culture, etc.
Cryptography: create/crack codes, encrypt/decrypt files/signals.
Deception: intimidate, bribe, interrogate, con, extort, seduce, etc.
Demolitions: set or defuse explosive charges.
Disguise: appear as someone other than you (specific or general).
Drive: control a ground vehicle in high-risk situations.
Electronics: repair, modify, or disable electronic devices.
Firearms: anything related to guns, including aiming and shooting.
Forgery: falsify documents, access badges, or counterfeit money.
Impersonation: behave, speak, and move as a specific other person.
Lockpicking: unlock a door, chest, padlock, etc. (without the key)
Mechanics: repair, modify, or disable mechanical devices.
Medic: treat injuries, diseases, toxins, wounds (1d6 once per day).
Melee Weapons: anything related to swords, clubs, knives, etc.
Military Ordnance: operating mounted and heavy weapons.
Perception: accurate use of your five senses or gut instincts.
Persuasion: convince someone to do, reveal, or believe something.
Projectile Weapons: using bows, crossbows, blowguns, etc.
Rotorcraft: pilot helicopters/rotary-lift craft in high risk situations.
Safecracking: open safes without the code.
Scholar: all types of academic knowledge-based pursuits.
Scientist: all types of scientific applications and pursuits.
Security Systems: detect, bypass, disarm security system.
Survival: use wilderness survival skills to live off the land.
Thieves’ Cant: a secret language usable within other languages.
Thrown Weapons: accurately hurl knives, spears, grenades, etc.
Tracking: identify tracks and gather detailed info from them.
Pickpocket: steal things, palm objects, and general sleight-of-hand.
Stealth: sneaking, hiding, stalking, shadowing, trailing, etc.
Strategy & Tactics: create plans or identify flaws in other’s plans.
Streetwise: gather intel and underworld activity from city streets.
Unarmed Combat: punch, kick, wrestle, box, street fight, etc.
Underwater Ops: SCUBA, swimming, diving, breath control, etc.
Watercraft: operation of surface and submersible watercraft.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Section 03:
Outfitting
Expense Account
While on a mission, agents can pay for meals, hotels, and
transportation without having to pay out of pocket. This is because they
have an expense account. All other purchases should be managed from
their personal funds. Additionally, players who want to hide activity from
their agency might use personal funds. Agents live a traveler’s lifestyle.
When agents reach 5th rank, expense accounts broaden. They can
stay in luxury hotels, rent expensive sports cars, afford designer clothes,
book private charter flights, etc. They live an extravagant lifestyle.
Admins shouldn’t bother with forcing players to pay their living
expenses outside of missions. Their living expenses are covered in
accordance with the above described lifestyles.

Mission Payment
When a mission is over and the agents have reported back to Bureau
19 for debriefing, they will be awarded a mission payment appropriate
to the activity which took place on their mission. The mission payment is
calculated when your Admin also sums up your merit award. Saving the
world might seem to come with a surprisingly small mission payment.
But remember they’re also paying all your living expenses and giving you
a pretty good lifestyle. Also, it’s a thankless world.

Mission Outfitting
Agents should normally be permitted some time to outfit for a
mission. This allows them to spend their money on things which will help
them be successful, once the mission’s objectives have been provided.
On their first mission they probably won’t have much money, but money
will come as they accomplish missions and acquire equipment. Clever
players will find other ways to accumulate wealth. Take out a group of
arms dealers during a deal and walk away with a briefcase full of cash.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Weapons
Firearms Damage ROF Range Ammo Weight Cost
Revolver 2d6 1 40 ft 6 2 500
Semi-Auto Pistol 2d6 2 30 ft 10 3 600
Submachine Gun B 2d8 2 50 ft 20 4 900
Semi-Auto Rifle 2d8 2 80 ft 10 5 800
Shotgun 2d8 1 40 ft 5 6 500
Automatic Rifle B 2d8 2 90 ft 30 7 2,000
Sniper Rifle 2d10 1 120 ft 15 10 3,000
Flamethrower F 3d6+ 1 30 ft 10 13 400
Rocket Launcher E 10d6 1/2 150 ft 1 15 500

Projectile Weapons Damage ROF Range Ammo Weight Cost


Bow 1d8 1 40 ft 20 5 250
Crossbow 1d10 1 40 ft 20 15 400
Pepper Spray Stun S 1 — 3 1 20
Taser F Stun S 1 5 ft 3 2 300

Melee Weapons Damage ROF Range Ammo Weight Cost


Axe T 1d8 1 10 ft — 6 50
Brass Knuckles U 1d6 1 — — 1 10
Club U 1d6 1 — — 3 10
Knife T 1d4 1 10 ft — 1 50
Nightstick 1d6 1 — — 3 25
Spear T 1d6 1 20 ft — 5 75
Staff 1d6 1 — — 5 30
Stun Gun Stun S 1 — 10 1 35
Sword 1d8 1 — — 3 150
Unarmed Attack U 1d4 1 — — — —

Grenades/Explosives Damage ROF Range Ammo Weight Cost


Fragmentation E 4d6 1 10 ft — 1 50
Flash-bang E Stun S 1 10 ft — 1 25
Smoke Smoke 1 10 ft — 1 25
Incendiary E+F 3d6 1 10 ft — 1 40
Plastic Explosives E 1d6/charge 1 — 10 1 200

Military Ordnance Damage ROF Range Ammo Weight Cost


Cannon/Artillery 10d10 1 180 ft 5 n/a 8k
Machine Gun B 2d12 2 110 ft 100 n/a 5k
Rocket E 10d6 1 150 ft 4 n/a 8k
Missile E 10d10 2 300 ft 2 n/a 10k
Bomb E 10d10 1 Drop 5 n/a 8k

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Weapon Upgrades
Weapon Upgrade Weight Cost
Bayonet 1 50
Calibrated Sights — 250
Ceramic Polymer — Cost
Concealed 1 250
Spring Holster
Extended Magazine 1 100
Flashlight 1 50
Gyrojet 1 Cost B
Can fire a 5-bullet burst as one
Heavier Caliber 1 Cost attack, +2 to hit, +2 extra
Improved Sights — 300 damage dice of whatever type.
Laser Targeting — 500 E
Explosive damage affects all in
Recognition Grip — 500 a 5 ft square and 1 die less to
Self-Destruct — 200 adjacent 5 ft squares too, and
Silencer/Suppressor 1 250 so on until there are no more
Spare Ammo 1 50 damage dice left. Half damage
Toxic Darts — Cost with TN15 dexterity resistance
Under-Barrel 2 600 check.
Launcher F
Catches targets on fire
(dexterity resistance check
avoids) for 1d6 damage per
Equipment Kits S
turn until it is put out.
Stuns (immobilizes and confus-
Equipment Kit Weight Cost es) targets who fail a TN10
Burglar Kit 12 750 (modified by situation) tough-
Cleaner Kit 8 800 ness resistance check for 1d4
Cold Weather Kit 10 500 rounds.
T
Cover Identity Kit — 1,000 Can be thrown or wielded in
Demolitions Kit 8 900 melee.
U
Disguise Kit 9 800 Qualification in unarmed
Forensics Kit 11 800 combat can be used when
Forgery Kit 8 750 wielding this weapon.
Hacker’s Kit 8 2,500
HALO Kit 15 750 All costs in dollars ($).
Medical Kit 4 500 All weight in pounds (lbs).
Operative Kit 2 800
Researcher Kit 8 800
Science Kit 10 1,200 Body Armor
SCUBA Kit 12 500 Armor Defense Weight Cost
Surveillance Kit 10 600 Light +2 5 100
Survivalist Kit 12 400 Medium +4 20 500
Technician Kit 10 500 Heavy +6 50 2,500

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Vehicles Vehicle Upgrades


Ground Vehicles Control Cost Upgrades Cost
Dirt Bike +1 2k Amphibious Cost
Motorcycle +2 4k Auto Tire Repair 5k/tire
Subcompact +1 10k Communications Suite 10k
Compact Car +1 13k Eject Seat 3k
Midsize Car +0 20k Gliderwings Cost
Muscle Car +2 50k Hardened Cost
Sports Car +3 100k Heavy Armor Twice
Luxury Car +0 50k Identity Change Half
Jeep +0 25k Light Armor Half
SUV +0 30k Medium Armor Cost
Humvee +0 35k Offroad Conversion Half
Minivan -1 30k Oil Slick 500
Full-sized Van -1 35k Performance Boost Half
Passenger Van -2 38k Remote Control 9k
Small Pickup +0 20k Security Suite 2k
Pickup Truck -1 28k Self-Destruct 10k
Monster Truck -2 200k Sensor Suite 12k
Delivery Truck -2 40k Smoke Screen 500
Semi-Truck -3 150k Speedster Half
Bus -4 60k Spikestrip 500
Stealth Technology Cost
Air Vehicles Control Cost Weapon System 10k
Helicopter +0 250k
Cargo Helicopter -1 10M
Propeller Plane +0 200k
Corporate Jet +1 10M
Cargo Jet -1 20M
Fighter Jet +3 50M

Water Vehicles Control Cost


Jet Ski +1 10k
Sailboat -1 20k
Speedboat +0 30k
Yacht -1 100k
Personal -1 250k
Submersible
Team -2 2M
Submersible

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Gadgets
Custom Gadget Reliability Cost
Existing 2+ 200-1.2k
Plausible Gadget 3+ 2k-12k
Improbable Gadget 4+ 20k-120k
Super-Science Gadget 5+ 200k-1.2M
Agency Uniform Weight Cost
Agency Uniform 5 500
Ballistic Mesh +5 500
Belt Garrote +0 100
Boot Knife +0 100
Concealed Equipment Kit K +0 250
Concealed Parachute +3 300
Defensive Bracers +1 250
Faraday Weave +1 500
Gecko Pads +0 250
Grapple Zip Line +2 250
Health Monitor +0 500
Identity Change +0 100
Tracker +0 200
Shaped Explosive Charge +1 300
Silence and Shadows +0 300
Thermal Dampener +1 500
White Noise Emitter +1 250
Agency Attaché Weight Cost
Agency Attaché 3 500
Bulletproof +3 500
Concealed Equipment Kit K +0 150
Concealed Firearm +0 150
Electric Discharge +1 500
Glider Wings +1 750
Grapple Zip Line +2 250
Identity Change +0 150
Keyed Alarm +0 200
Knife Dispenser +0 150
Proximity Alarm +0 250
Recognition Lock +0 250
Satellite Link +1 500
Selective Interior +1 150
Self-Destruct +1 400
Tracker +0 500
White Noise Emitter +1 300
K
Concealed equipment kits don’t include the weight or cost of the actual
kit, which is purchased separately.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Agency Wristwatch Weight Cost


Agency Wristwatch — 500
Acid Spray — 500
Audio/Video Recorder — 150
Comlink — 200
Electro-Supermagnet — 750
Explosives & Detonator — 400
Flash-Bang — 200
Garrote — 250
Geiger Counter — 300
GPS-Navigation — 100
Miniature Saw Blade — 350
Safe Cracker — 750
Taser — 300
Toxic Dart — 400
Tracker — 500
Ultrasonic Shatterblast — 300
USB Jump Drive — 200

Weapons
This game abstracts weapons for streamlined play. Weapons are
issued with a cleaning/sharpening kit, holster/sheath, and a full payload
of ammunition where applicable.
Damage: When you hit an enemy, this is the damage caused. If it’s a melee
or thrown weapon, add your toughness to the damage. You don’t
normally get to add anything to the damage caused by aimed weapons
like guns. But guns do enough damage on their own.
ROF: Describes how many times you may use the weapon as one attack
action on your turn. ROF of 2 means as one attack you can try to hit
with it twice. Elimination division agents make more than one attack
action per turn. Such an agent firing a ROF 2 pistol with 3 attack
actions per turn can rapid fire 6 shots at enemies in one turn. Yes,
bullets are scary, and this is the reason they replaced slings and bows.
Range: The range (in feet) at which the weapon can be used without
penalty. At up to 2x this range you have a –2 to hit. At up to 4x this
range you have a –4 to hit. At up to 8x at –8, etc.
Ammo: This is one full payload of ammunition for the weapon. If you run
out of bullets and have no spare ammo upgrade, search the henchman
you just killed and check for ammo. Or if the Admin decides those
bullets are incompatible, take their gun.

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Weapon Upgrades
These are purchased in addition to a base firearm and enhance/
modify its functionality. You may not purchase the same upgrade more
than once for the same weapon (except the spare ammo upgrade), but
more than one may be applied to the same weapon. Note: when an
upgrade’s cost is listed as “COST” then it costs the same amount as the
base weapon to which it is applied.
With the Admin’s approval you can use these as upgrades to other
weapons. Heavier caliber can refer to a machete forged with cutting-
edge techniques to justify the added damage. Calibrated sights can be
applied to a knife to provide a bonus to hit due to superior balance.
Bayonet: This is a special knife fitted to the end of a rifle barrel. It
effectively turns it into a melee weapon (treat a rifle as a spear).
For twice the cost it can be concealed and activated with a switch.
Calibrated Sights: This weapon has received expert calibration and
the firer has spent a lot of time practicing with the sights in the
current configuration. This affords a +1 to hit at any range.
Ceramic Polymer: Although it’s neither ceramic nor a polymer, the
firearm is made of a cutting-edge classified material that won’t set
off metal detectors or show up on x-ray devices. This upgrade is
popular with spies who travel, and face it... all spies travel.
Concealed spring holster: This is only used for a pistol-sized weapon.
It conceals the weapon from casual searches. The weapon is
ejected neatly into the wielder’s hand as a free action, so the
agent need not spend an attack action drawing their weapon.
Extended magazine: A firearm with this upgrade has an extra 50%
ammunition payload, which also applies to any spare ammo
upgrades also purchased.
Flashlight: This weapon has an attachment (concealed or obvious)
which can shed light from a tight array of powerful LEDs.
Gyrojet: Rather than firing bullets, this weapon fires self-propelled
mini rockets. The magazine is reduced to half capacity. Increase
damage caused by the weapon by +2 but the rockets are not
highly accurate (-1 to hit). Purchase with an extended magazine
and calibrated sights to offset these inherent penalties.
Heavier caliber: The weapon is bored for a larger specialty bullet and
unique ammunition must be purchased and used. This increases
the damage caused by the bullet by +2.
Improved sights: These electronic sights are far more accurate,
improving the firer’s chances of hitting foes at long range.
Increase effective range 50%.

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Laser targeting: Places a red laser dot on a target, approximately


where the firearm will deliver its bullet. This gives a bonus of +1 to
hit a target up to 20 feet away.
Recognition grip: Electronics in the grip recognize the shooter’s prints
and will only fire for the owner (don’t wear gloves or you can’t
shoot your gun).
Self-Destruct: This weapon can be set to explode. Treat as a
fragmentation grenade. Obviously only usable once.
Silencer/suppressor: Attaches to the barrel of a firearm and reduces
sound and muzzle flash considerably. In real life these are not
completely silent, but it’s a cinematic spy game. Pretend they are
nearly so.
Spare ammo: This allows an agent to have a full spare magazine for
one firearm. Unlike other upgrades, this one may be purchased
multiple times for multiple spare payloads of ammo.
Toxic darts: Fires bullet-shaped hypodermic needles delivering a
paralyzing neurotoxin. Target makes a TN15 toughness resistance
check or is stunned for about an hour. Sometimes a low body
count is an important mission objective.
Under-Barrel Launcher: Adds a small grenade launcher with a 1-shell
capacity under a rifle-sized weapon. Treat the ammo as any type
of grenade, sold separately.

Grenades/Explosives
Grenades are simple enough for anyone. The thrown weapons skill
qualifies you to add your rank to the hit roll. Be careful where you throw
your grenades. They have to bounce somewhere!
Fragmentation grenades cause 4d6 damage to
everything in the 5 ft square they land in (dark
blue), 3d6 to everything in squares touching that
(gray), 2d6 damage to everything in all squares
touching those (white), and 1d6 for squares
touching those (light blue). Dexterity resistance
check lets you dive for cover for half damage.
Incendiary grenades only cause 3d6 damage when they detonate, so will
cause 3d6 in the dark blue region of the above diagram and 2d6 in the
gray, 1d6 in the white (none in the light blue). But will catch targets on
fire, which causes an additional 1d6 damage per round until they stop-
drop-and roll.
Smoke grenades create a tactical area of low visibility and is narrated by
the Admin how it affects battlefield action.

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Flash-bang grenades stun everyone


within 3 spaces/squares/hexes Breaking Things
of the spot they hit unless a All this talk of explosives and
TN15 toughness resistance military ordnance needs a brief
check succeeds. The admin discussion on breaking things.
should modify the TN of the General guidelines:
resistance check based on the
situation. For instance, tossing Windows: Typical windows can be
three flash-bangs into a tiny shattered with only a few
guard shack and closing the points of damage, though
door is likely going to be TN20 tempered glass might need 15
for the two guards sitting there or more to get through.
staring at camera feeds. When
stunned, a target is half Doors: Interior doors need 15
movement, blinded, deaf, and points of damage to get
confused for 1d4 rounds. through. Exterior doors 25.
Typically enough time to disarm Walls: Interior walls generally
them and zip tie their hands.
need 50 points of damage to
You pretty much don’t have to
get through. Exterior walls
worry about them.
need more like 75.
Plastic Explosives are the most Vehicles: Civilian vehicles are
versatile solution to blowing
disabled by 30 points of
things up. It comes in a 10-
damage. Heavy Industrial/
charge block. You can use one or
Military Vehicles need 50 or
more charges together, with a
even 75. A vehicle would need
demolitions kit and an action
to take twice that to explode.
check, to set all manner of
Unless the Admin is using
creative types of explosions.
cinematic license.
You can shape the explosion,
use tripwires, timers, dead-man
switches, remote detonators,
etc. Each charge causes 1d6 damage. Each space away from the space
of detonation is 1d6 less damage (in the same way fragmentation
grenades function). So if you use all 10 charges, make sure you’re at
least 11 spaces away from the point of detonation!

Military Ordnance
This is meant to be a squad-level spy game and although militant
and violent at times, it is not a war game. The listed military ordnances in
the equipment tables are just generalizations. There is no single type of
canon or missile. But for game purposes, this should suffice.
These weapons are always mounted to vehicles, ships, structures,
aircraft, or other heavy turrets. They are not things to carry around. They
create a lot of collateral damage and Admins should describe them that
way, especially if fired by agents not qualified in their use. Note that
these weapons can receive upgrades, too.

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Equipment Kits
Rather than deal in individual pieces of gear, the following
represent standardized equipment kits available to spies from Bureau
19’s outfitting division. In addition, any item you wish can be purchased
individually. Just use the internet or common sense to find a fair price.
Burglar kits contain all a professional burglar might need to pull off
a small heist (backpack, 30 feet of nylon rope, rappelling gear,
crowbar, climbing pads, grapples, black stealth suit with gloves
and mask, glass cutters, lock picks, etc.)
Cleaner kits contain everything needed to wipe a place clean of all
potential DNA, fingerprints, and other condemning evidence. A
perfectly cleaned site is impossible to investigate, but of course
that requires an action check with a TN based on the severity of
the mess.
Cold Weather kits contain all a survivalist needs to endure the bitter
cold of the arctic (sun goggles, skis, snowshoes, gloves, hat,
hooded parka, hand heaters, wool socks, etc.)
Cover Identity Kits include all the documentation, references, work
history, background and registrations for one cover identity. It will
pass a civilian-level verification. If you need more, see masterwork
kits in the sidebar.
Demolitions kits come with everything a demolitions expert needs to
set or defuse explosive charges (blasting caps, coils of wire,
timers, various types of sensors, wire cutters, etc.) Plastic
explosives sold separately.
Disguise kits include all one
needs to perform acts of Masterwork Kits
convincing impersonation, If 10x the cost is spent on a
mimicry, and create kit, it can be a masterwork kit.
convincing disguises (make- That just means it’s a LOT
up, latex molds, false facial better. Where appropriate, it
hair, wigs, etc.). Some traits will provide +2 to action
are impossible to hide. A checks related to it, or a –2 to
toughness +5 agent can’t be any resistance check against
made to appear scrawny. its use. It can make a cover
Forensics kits contain all one identity stand up to all levels
of scrutiny, or a disguise fool
might need for in-field
someone’s mother. The Admin
forensic investigations, such
will decide the exact way in
as fingerprinting brushes,
which the masterwork kit
magnification lenses, plastic
helps any task, but it should
baggies, field microscope,
be worth the money.
tongs for picking up clues,
etc.

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Forgery kits contain various electronic and mechanical replication


devices, an array of pens and stencils, and all an agent needs to
forge documents, access badges, or even counterfeit cash.
Hacker’s kits contain all a hacker might need to interface with and
overcome security on a computer system, transfer files, download
data, even the basic electronic tools needed to connect into
foreign networks through access to routers, wires, etc. Includes a
powerful laptop with a lot of custom software.
HALO kits include all someone needs to parachute stealthily from
high altitudes (portable altimeter, breathing gear for low
pressure, stealth parachute, etc.)
Medical kits contain all a field medic needs to work his medical
miracles (canteen, flares, surgical instruments and tools,
bandages, hypodermic needles, several doses of common
pharmaceuticals, defibrillator, etc.)
Operative kits are given to all
agents. They include a
standard issue durable
wristwatch, earpiece comlink
(1 mile radius), an ID card
concealing rank and code
number, biorhythmic data on a
magnetic strip, and an
encrypted smart phone with a
reader which validates agency
ID cards.
Researcher kits contain all a
journalist or scientist might
need to conduct research,
write white papers, or
document travels (portable
computer or tablet, digital
camera, briefcase, organizer,
papers, pens, calendar, contact
book, etc.)
Science kits contain all a scientist
needs to conduct scientific
classifications and experiments
(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.)

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SCUBA kits contain all an agent needs to conduct deep sea missions
(wetsuit, oxygen tank, gloves, utility knife, mask, flippers, depth
meter, wrist-mount diving light, etc.)
Surveillance kits include electronic bugs, phone taps, laser sound
amplifier, range-finding binoculars, radio receiver (works with
bugs and taps), digital camera, night vision goggles, etc. Many
missions for low rank agents involve planting surveillance.
Survivalist kits contain all an agent needs to survive up to a week in
the wild (backpack, boot knife, machete, 10 days of military-style
rations, compass, collapsible tent, compact sleeping bag, GPS
system, mess kit, flares, etc.)
Technician kits include all agents should need to perform repairs to
electronic or mechanical objects (diagnostic tools, digital
oscilloscope, multi-meter, wire, tools, electrical tape, soldering
iron, various socket wrenches, screwdrivers, etc.)

Body Armor
Body armor comes in three categories.
Heavier ordnance disposal armor exists, but Masterwork Armor
is treated more as cover than armor.
Pay 10x the cost for a
Light: Not technically armor, but common fitted, cutting edge
leathers, full length dusters, industrial suit of impressive
protection used in factories, etc. armor. Defense gets
an extra +2, the
Medium: Security-grade tactical outfit or weight is halved, and
police-grade bulletproof vest, you get to describe
concealable with effort. what it looks like, with
the Admin’s approval,
Heavy: Heavy duty military-grade tactical of course.
body armor impossible to hide and
extremely protective.

Light Medium Heavy


Body Armor Body Armor Body Armor
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Vehicles
There are as many civilian vehicles as you can imagine. The outfitting
tables list the more common classes. No effort is made in these rules to
explain every vehicle. It is assumed players know the difference between
a jeep and a pickup truck.
You don’t have to waste money on a vehicle; renting cars and
booking flights can be done with your expense account. But when you
want a vehicle with upgrades and gadgets, that’s when you purchase a
vehicle and start applying upgrades.

Vehicle Upgrades
Vehicles, like weapons, can be given specific spy gadget upgrades to
make them more effective on missions. The cost of each upgrade is
either a fixed price or is equal to the original cost of the vehicle being
upgraded (or half or twice the cost).
More than one upgrade can affect one vehicle, but the same
upgrade normally cannot be purchased multiple times for the same
vehicle (except where noted).
Amphibious: Allows ground vehicles to transport along the water’s
surface or a surface watercraft to operate submersed. And vice
versa.
Auto Tire Repair: A liquid foam patch deploys and the tire inflates
itself within one round. No activation is required, this is
automated based on sensors in the wheel. Works once per tire.
Communications Suite: Radio transmission and reception up to 20
miles, plus digital satellite uplink.
Eject Seat: Get rid of unwanted guests. Can control direction and
range. Aim them into a garbage dumpster if you can, it’s fun.
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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Gliderwings: Deploy wings from your vehicle to allow it to glide to a


safe landing, assuming the only place to glide to isn’t a volcano.
Hardened: The vehicle ignores the first 8 points of damage from
every hit it receives. It is effectively “bulletproof” against small
caliber weapons. Reduce the control rating by -1. This can be
purchased with other armor upgrades.
Heavy Armor: Provides defense +6 but -2 to action checks to control
the vehicle. A vehicle cannot have multiple armor upgrades.
Identity Change: Activate to instantly change the appearance to a
vehicle’s body, color, license plate, etc.
Light Armor: Provides defense of +2. A vehicle cannot have multiple
armor upgrades.
Medium Armor: Provides defense +4 but -1 to action checks to control
the vehicle. A vehicle cannot have multiple armor upgrades.
Offroad Conversion: Removes any offroad penalty the Admin might
assess for driving a vehicle offroad. Some vehicles are specifically
designed for this and if you add this conversion to those vehicles
(such as a dirt bike or jeep) then it provides +1 to control the
vehicle while offroad.
Oil Slick: One use, pursuers must make an action check or lose
control. Can be purchased up to 3 times to have up to 3 uses.
Performance Boost: Buy up to 3 times. Increases action checks to
control vehicle by +1.
Remote Control: Allows agent’s encrypted cell phone to control the
vehicle using a custom made and highly secure application. Action
checks are at –2 due to the lack of proper visibility and tactile
feedback, but full control of all other upgrades is given.
Security Suite: Removable top-mounted emergency lights, an audible
siren, amplified horn, search lights, and a secure back-seat. Yes, an
overly verbose way to say it turns the car into a police squad car.
Self-Destruct: 10D explosive damage after a settable timeout. Half
damage with dexterity resistance check. Unless you’re inside. No
way to dodge anything in there.
Sensor suite: Includes a whole host of types of sensors, such as radar,
ladar, RF, IR, UV, and more. Range 500 feet.
Smoke Screen: One use. Pursuers must make an action check or lose
control. Buy up to 3 times for multiple uses.
Speedster: 10 nitro-boosts increasing action checks to control the
vehicle by +1 for 1 round each, or dump it all at once for +10!

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Spikestrip: One use. Pursuers must make action checks to control


their vehicles or tires/axles become entangled and the vehicle is
halted.
Stealth Technology: Vehicle runs very quietly and is painted with light
and radar absorbing paint. Its contours are also designed to
subvert other forms of detection. Use of such technology is
handled narratively.
Weapon system: Although this is not a military game, spy vehicles are
known for their hidden weapons. The vehicle has a retractable
weapon turret system, aimed from within the vehicle using the
military ordnance skill (regardless of the type of weapon). Use the
tables provided below. For instance, an SUV can have a “Medium”
weapon system or smaller for its retractable turret, whose
statistics could be identical to a shotgun, automatic rifle, or sniper
rifle. Weapon purchased separately.

Vehicle Sizes
Tiny Dirt bike, Motorcycle, Subcompact
Small Compact, Midsized, Muscle, Sports, Luxury, Jeep
Medium SUV, Humvee, Minivan, Full-sized Van
Large Passenger Van, Small Pickup, Pickup, Helicopter,
Propeller Plane, Corporate Jet
Huge Monster Truck, Delivery Truck, Semi-Truck, Bus,
Cargo Helicopter, Cargo Jet, Fighter Jet

Weapon System Sizes


Tiny Revolver, Semi-Auto Pistol
Small Submachine Gun, Semi-Auto Rifle, Flamethrower
Medium Shotgun, Automatic Rifle, Sniper Rifle
Large Rocket Launcher, Machine Gun
Huge Cannon/Artillery, Rocket, Missile, Bomb

Vehicle Upgrade Example


A team purchases a black SUV (base cost $30,000). They upgrade
it with medium armor, auto tire repair, an oil slick, and a smoke screen.
Medium armor price is “cost” so we add $30,000. It now has defense of
+4 but its control modifier -1. Auto tire repair costs $5,000 per tire, so
that adds $20,000. Oil slick and smoke screen costs $500 each. The
total cost is $86,000.
Since the control modifier was affected by the armor, the team
offsets that with a performance boost, which has a cost of “half.” That
adds $15,000 to get the control modifier back to +0. Good enough.
Total cost $101,000.

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Gadgets
Gadgets can be as important to your game as the Admin permits. In
some spy media, they are the things that give spies a huge edge, those
high tech gizmos that save the day when all hope is lost. In other spy
media, gadgets have very little place.
Describe the gadget you want to your Admin. In accordance with
experience, knowledge, and sense of fairness, the Admin then assesses
how plausible the gadget is. This determines the gadget’s reliability and
cost. It is assumed you work for an agency with a vast technical
department who can develop these marvels for you, so the cost ranges
might not necessarily reflect how expensive these gadgets would really
be in the real world. Admins can feel free to adjust these costs however
necessary. The weight of the gadget is determined by the Admin.
Existing Gadget: If you can prove to the Admin that the gadget you’re
describing actually already exists in the real world, then it will be
assessed as “existing.” This gives it a reliability rating of 2+, and a
price in the range of $200 to $1,200. The Admin can decide the price
or roll 2d6 and multiply by $100. The internet is a fantastic resource
for finding cool existing gadgets.
Plausible Gadget: The gadget description will be assessed as plausible if
the Admin believes the technology exists in the real world to build
it, or might exist with an extremely small stretch of the imagination
(or a lot of R&D money dumped into it). It will have a reliability
rating of 3+ and should fall in the price range of $2,000 to $12,000
(or roll 2d6 x $1,000).

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Improbable Gadget: If the Admin


believes your gadget is not Gadget Reliability
plausible but isn’t quite in Prototype custom gadgets have
the realm of “super-science” a reliability score, and always
it might be deemed require some kind of action
“improbable.” That means it check to use. If the unmodified
will have a reliability score of d20 roll is greater than or equal
4+ and should cost in the to the reliability, the gadget
range of $20K to $120K (or works fine. If the unmodified
2d6 x $10,000). Improbable roll is below the reliability, it
gadgets probably take a lot doesn’t work and breaks.
of time to develop and test, Sparks. Smoke.
and the gadget may require a The Admin determines situa-
session or two before its tionally whether it may be
construction is complete. repaired in the field. If brought
Super-science Gadget: If the back to the outfitting division at
described gadget is assessed Bureau 19, the engineers there
as “super-science” then the will fix it in time for your next
Admin is saying the gadget is mission, at no cost.
never going to be possible,
but that it’s allowed in this
campaign. Thank your Admin, and get frustrated over its poor
reliability rating of 5+. That’s right – it’s only going to work if you roll
a 5 or higher on your action checks, a straight 20% chance it will
fail—possibly dangerously so. At least the Admin allowed it! The
cost between $200K and $1.2M (or roll 2d6 x $100,000).

Example of Gadget Creation


Agent Maxwell Creed, an infiltration division agent, wants to have
a pocket-sized device which he can mount to the side of a computer
chassis for an upcoming mission. It will interface with the computer
and provide encrypted wireless access to it from up to a mile away so
his hacker teammate can do her job without having to come onsite.
The Admin doesn’t feel like arbitrating costs personally and since all
the random ranges require a 2d6 roll, he lets the player roll for the
cost… he gets a 5.
The Admin doesn’t believe this gadget already exists, but allows
the players spend a few minutes on their phones and tablets looking
online but to no avail. It’s not an “existing” gadget.
Despite not existing in the real world, the Admin decides this is a
far fetched but somewhat plausible gadget and that gives it a cost of
$5,000 (the 2d6 the player rolled times $1,000). The Admin and player
work out the limits of the gadget and give it the plausible reliability
score of 3+. If the computer has a security system, that will still have
to be dealt with normally by his teammate, but she’ll be up to a mile
away and is good at what she does!

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

If the player would have wanted the device to automatically


bypass all security on the computer to which it is attached to let his
teammate dig right into the files and data she needs, the Admin might
say that’s an improbable effect and make it cost $50,000 instead, with
a reliability value of 4+.
Finally, if the gadget also provided an artificial intelligence to the
computer it is attached to (complete with a personality loyal to the
agent) to actually replace the need for his teammate altogether…
well… that sounds like super-science and might cost $500,000 and
have a reliability value of 5+, if the Admin allowed it at all. Besides, his
hacker teammate wouldn’t like being automated out of a job when
she invested heavily in a skillset she thought would never be
automated.

Agency Uniform
When an agent is given or purchases an agency uniform, the player
must describe its appearance. Any type of clothing is permitted, but
most people choose sensible if fashionable business attire. But it could
be a trench coat worn over normal clothes, combat dress fatigues, or
even a black tactical cat suit worn under normal clothes.
Agency uniforms are as protective as light armor and therefore
provide a defense modifier of +2. Confiscation division agents who
purchase an agency uniform enjoy the defense modifier even though it
technically doesn’t count as wearing armor (and therefore allowing them
to take advantage of their special division ability).
These uniforms also contain a concealed pocket in the lining which is
difficult to find (-2 for anyone to search and find it) to keep passports,
money, and other documents. Most importantly, agents can further
customize their agency uniforms with upgrades.

Agency Uniform Upgrades


Unless the description says otherwise, you cannot put the same
upgrade multiple times on the same agency uniform.
Ballistic Mesh: The uniform protects as well as a bullet-proof vest or
security-grade tactical armor. The defense modifier for this
agency uniform is +4 instead of the typical +2, but it counts as
armor and therefor invalidates a confiscation division agent’s
special ability.
Belt Garrote: A thin but strong wire is sewn into a cuff or belt which
can be pulled out and used to strangle someone into
unconsciousness or to death. It is treated as a melee weapon that
causes stun damage. If you keep strangling for an additional 3
rounds, the victim is choked to death.

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Boot Knife: When activated, a sharp blade extends from the toe of
the agent’s boot. Unarmed damage is improved by +2. The blade
can be retracted when desired. The blade is constructed of a
cutting edge ceramic polymer.
Concealed Equipment Kit: Special pockets and recesses built into its
linings can conceal one standard equipment kit of choice. The kit
is purchased separately, and the uniform is tailored specifically for
that kit. The kit is completely concealed from all but the most
intense and thorough searches. It’s also shielded from metal
detectors, X-rays or other types of electronic searches. Purchase
this upgrade multiple times to have multiple equipment kits
concealed into the uniform.
Concealed Parachute: A micro-fiber silk parachute is sewn into the
back of the uniform and can be activated (once!) when the agent
needs, allowing the agent to fall long distances and land safely.
Once landed, the agent can release the parachute to discard it. It
can be reset only between missions at Bureau 19. This is not a
concealed HALO equipment kit and cannot accomplish such high
altitude jumps, but it’s great for accidental falls from skyscrapers,
leaps from exploding helicopters, etc.
Defensive Bracers: The strong material in the forearms of this agency
uniform act as a defensive shield, improving defense by +1. It does
not count as armor and doesn’t invalidate a confiscation division
agent’s special ability.

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Faraday Weave: A conductive thread


woven into the fabric and grounded
through the shoes offers total
immunity to electrical attacks such
as those caused by Tasers or stun
guns.
Gecko Pads: The uniform has pads on
the knees, elbows, and hands
containing tiny ridges covered in
setae, like a gecko. This provides a
bonus of +2 to any action checks to
climb surfaces, and allows an agent
to cling in place to surfaces which
may seem impossible, such as
crouching up in a ceiling corner
where nobody would be expected
to hide.
Grapple zip line: The uniform’s forearm,
belt, or some other component can
launch a thin zip line up to 50 ft
away. It will stick in most masonry,
cement, or wooden surfaces easily.
The agent can then use the zip line
to get to the other side by use of
gravity and their own personal
athletics. The Admin may call for an
action check to aim the zip line or to
land if the space is limited on the
other side. The zip line can hold 200
lbs, but for each 50 lbs above this
there is a 1 in 6 chance it will snap.
The zip line cannot be reloaded in
the field. Up to two of these can be
installed in any given uniform.
Health Monitor: A suite of biometric
sensors capable of identifying the
physical health of the agent lines
this uniform. If it detects the agent has been knocked
unconscious, it stimulates the agent through probes. In game
terms, an agent with this upgrade who has been stunned in a fight
may make a toughness resistance check every round they’re
unconscious to see if the stimulation electronics are able to get
the agent back up and into the fight. Additionally, the agent’s
general health can be scanned by any agent on his team using
their encrypted agency phone, which will display sufficient
diagnostic information to give that ally a +2 on any medic action
checks to help the agent.

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Identity Change: The uniform is designed to allow an agent who is


being followed to duck into an alley and rapidly alter their
appearance to help them escape or blend in. It might have
reversible components or may be high-tech and include color-
changing micro circuitry woven into its threading. This upgrade
can be purchased multiple times to allow additional quick guises.
Keep in mind this is not a disguise, just a quick appearance change
to blend into a crowd and help you escape.
Tracker: The uniform has active tracking electronics built into it in a
concealed manner. This allows agents to use their encrypted cell
phones to track its position on a map overlay using a special app
designed by Bureau 19 engineers. It uses cell phone satellites and
repeaters to coordinate the signal, so it cannot track the uniform
if it is outside of coverage area. All teammates will receive this
app when one or more has tracking upgrades in their tech.
Conspiracy theorists believe all agents have these in their agency
issued encrypted smart phones but that is not so. It’s probably in
their operative kit, or maybe their issued semi-automatic pistol.
Shaped Explosive Charge: This upgrade can be activated, which causes
shaped explosive charges to detonate in all directions around the
agent’s uniform. The uniform is reduced to shreds (better be
wearing undergarments!) and sharp bits and fragments fly
everywhere to create an explosion similar to a fragmentation
grenade. The agent takes 1d4 concussion damage (no way to
avoid this) but treat the explosion as a fragmentation grenade in
all other aspects. Can only be used once.
Silence and Shadows: The uniform and shoes are covered in sound-
dampening cloth which absorbs rather than reflects light and
sound. Such an upgraded stealth uniform is black or dark gray, and
covers the entirety of the agent’s body (with removable gloves
and mask). It improves any stealth based action check by +2. It’s
either an obvious tight-fitting black outfit or a loose-fitting
colorless one that resembles drab street clothes.
Thermal Dampener: The suit has pull-out hood and removable gloves.
It has active thermal compensation running through its lining. It
matches the outward appearance of the body’s temperature with
the ambient environment to immunize its wearer from infra-red
cameras, goggles, and motion sensors.
White Noise Emitter: Active electronic circuitry built into the cufflinks,
buttons, or even earrings can emit a multi-frequency noise which
foils electronic surveillance equipment and allows the agent to
speak freely and without concern for eavesdroppers for up to a
minute before its power fails. It probably won’t stop video
surveillance, but audio pickups will be foiled.

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Agency Attaché
When an agent purchases an agency attaché, the player must
describe its appearance. Examples include a briefcase, a piece of
luggage, a golf bag, a camera case or even woman’s clutch or purse. The
appearance could even be something specific to a disguise if being
purchased for a specific mission, such as a tool belt for a utility worker
uniform.
They all come with a concealed compartment for passports,
photographs, and documents. These compartments are sewn into the
lining or crafted into the casing in such a way that they are very difficult
to find (-4 to any check to search). Various upgrades can be added to the
attaché as described below.

Agency Attaché Upgrades


Unless stated otherwise, you cannot put the same upgrade multiple
times on the same agency attaché.
Bulletproof: Nearly bullet proof, the case can be used as a shield
(defense +2). It is considered to have a hardened structure and
can protect things/objects even from very powerful explosions.
Concealed Equipment Kit: This works like the agency uniform upgrade
of the same name, see page 45.
Concealed Firearm: The agent’s semi-automatic pistol (standard issue
for all agents) is able to be disassembled and placed within the
attaché in various compartments. At casual examination, there
appears to be no way a gun could possibly be in the case. Even
very invasive examinations carry a -4 to any chance to find it.
Assembling the gun cannot be done during combat; it takes too
long to remove from the case and properly reassemble. The
firearm will not be identifiable in an x-ray or other electronic
search system. Purchase this upgrade a second time to conceal a
second pistol or a single rifle-sized weapon.
Electric Discharge: The handle (or strap, depending on the type of
case) is wired and ready to discharge a powerful electric shock to
the holder/wearer. The case can be configured to trigger by
remote signal (using the agent’s encrypted smart phone or a
button combination an car key fob) or by its proximity being more
than 30 feet away from the agent (using the same device). In
addition to this basic use, the configuration of the electric
discharge can be adjusted (with the flick of a switch on the
handle) to be used by the holder/wearer to shock someone else
touched by the attaché. The power system allows for 10 electric
discharges and is in all respects treated as a stun gun.

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Glider Wings: The attaché has no room


inside it for objects. When activated,
a network of reeds and cables snap
into place, connected to parachute
material. The agent can hold onto
the handle or straps of the attaché
and leap from a building top,
helicopter, etc. The agent glides
safely to the ground.
Grapple Zip Line: This works exactly like
the agency uniform upgrade of the
same name. See page 46.
Identity Change: The attaché has two
different appearances. By default it
appears one way (however the agent
wishes), but when the identity
change is activated the outer layer is
discharged and falls away, burning up
like flash paper before it even hits
the ground. Only a small amount of
ash remains. The case then looks very
different. The identity change can
modify the color, texture, and even
the basic shape. This is helpful when
enacting an impromptu-disguise, and
coupled with the identity change
upgrade of an agency uniform will
help an agent disappear.
Keyed Alarm: This attaché has a remote
key fob the agent must keep within
30 feet of the case at all times. If the
key fob is separated from the case by
more than this distance, the case
emits a 90 decibel piercing alarm.
This is useful for alerting the agent
of theft, but can also function like a
flashbang grenade centered on the
location of the case. Agents should
be careful not to lose their key fob!
Knife Dispenser: A concealed spring-
loaded slot ejects a combat knife
into the agent’s hand. The spring
isn’t powerful enough to shoot the
knife like a bullet. Purchase more
than once for more than one knife.
Knives purchased separately.

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Proximity Alarm: Infrared cameras are concealed into monograms,


buckles, or other features. Sophisticated software calibrates to
the agent when purchased. The alarm can be activated by a key
combination or pressure-sensitive button sewn into the lining and
will sound a loud alarm if any motion is detected within 30 feet of
its position. Built-in software ignores the motion of the agent to
which it has been calibrated.
Recognition Lock: This is biometrically calibrated to open only for the
hand of the owning agent, who can field-calibrate it for up to 3
additional people.
Satellite Link: The case can be opened and faced towards a window
facing the equator. It establishes a secure line of communication
and data transmission with another agent using the same type of
technology, to a vehicle with the communications suite upgrade,
or to Bureau 19 headquarters. Distance is not a factor.
Selective Interior: Depending on whether the agent is holding the lid
with the left or right hand, a different interior is exposed. This
allows the agent to have a case which opens to reveal one thing to
one person, and another thing to another person. The contents
are shifted to false compartments during the opening process.
Self-Destruct: The attaché can be set to self-destruct. Treat this as a
fragmentation grenade. The case and contents are destroyed in
the explosion (unless the bulletproof upgrade is also installed).
The destruction can be initiated by a combination of pressure
sensors on the case, or a signal from an encrypted smart phone.
Tracker: This works exactly like the agency uniform upgrade of the
same name. See page 47.
White Noise Emitter: This is a more powerful version of the upgrade
available to agency uniforms. All digital and analog electronics
within 100 feet stop working. All wireless signals are blocked.
Even the signal of the agent’s encrypted smart phone and
comlink. The white noise will emit for 30 total minutes and can be
switched on and off several times until depleted. Because of its
range it can be useful to eliminate well-trained enemies using
comlinks to coordinate assaults.

Agency Wristwatch
When purchasing one of these devices, the agent must describe its
appearance. Normally it is an actual wristwatch, but could instead be a
smart phone or personal digital assistant or even a small notebook
computer or scientific calculator. Whatever form it takes, it will function
as a high-end version of that item, plus it can accept upgrades!

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Agency Wristwatch Upgrades


Unless stated otherwise, you cannot put the same upgrade multiple
times on the same agency watch. Weights are ignored for these
extremely small devices!
Acid Spray: This contains a small chemical spray which can be used
only once. It is a severe acid capable of eating through most
materials. Although intended to be a means of escape from cells
and cuffs, the acid is also effective when sprayed at close range:
3d6 damage, leaving permanent scarring!
Audio/Video Recorder: This is able to take video and audio recordings
or still pictures. This is helpful when wanting to later analyze
evidence found at a scene without interfering with it, but can
also be used to capture images of people to later identify using
software at headquarters.
Comlink: Although all agents have a comlink as part of their basic
agent pack, those can be taken by enemies who know aobut
them. This can be used as a backup, or tuned to a different
frequency to allow the agent to communicate individually to two
different parties, even at the same time.
Electro-supermagnet: This creates a powerful magnetic field for a
small amount of time. It is powerful enough to draw small metal
objects such as keys towards the agent’s watch. It can also be
used to scramble electronics in hopes of rendering them useless
and has saved the lives of agents lacking demolitions training.
Explosives & Detonator: The wristwatch has an extended back plate
that can be removed to reveal a small but powerful explosive
charge and a long coiled detonator wire. A button detonates the
explosive at a safe distance. Treat as two charges of plastic
explosive, causing 2d6 explosion damage, with no skill check
required. Cannot be reloaded for additional use in the field.
Flash-bang: The wristwatch contains a small but powerful flashbang
grenade, usable only once. It is tiny and pulled from a slot and
therefore doesn’t destroy the wristwatch.
Garrote: This works exactly like the “belt garrote” agency uniform
upgrade. See page 44.
Geiger Counter: This provides the ability to measure levels of
radiation. Makes the characteristic clicking/chirping noise whose
frequency denotes the level of radiation detected in the area,
thing, or person being scanned. Unless disabled, it will
automatically vibrate against the agent’s wrist to silently let the
agent know of dangerous levels, even when not actively
scanning.

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GPS-Navigation: This is equipped with a GPS tracking system and


navigational software allowing an agent to specify a destination
through voice recognition and have it point the way like a GPS in
a vehicle or smart phone.
Miniature Saw Blade: A very small spinning saw blade can be
activated to extend outward and allow an agent to cut through
non-metallic bindings to secure an escape. It won’t cut through
metal. The blade is insufficient for use as a weapon.
Safe Cracker: Extendable wires and sophisticated electronics and
software allow this wristwatch to help an agent crack a safe. The
player may choose gain +4 to the action check to crack the safe,
or can ignore the bonus and instead try to do it in a single round
of combat. Once used, its components cannot be reset/reloaded.
Taser: This is a single-shot Taser that fires from the wristwatch and
delivers an electrical charge to stun an enemy. Treated in all
respects like a regular Taser except the payload is only one shot,
which cannot be reset in the field (must be jettisoned after use).
Toxic Dart: The wristwatch has a single tiny dart coated with a
powerful neurotoxin. It can only shoot at a very short range (10
ft). Any amount of armor will stop the dart. Anyone hit by the
dart must make a TN15 toughness resistance check or be
rendered unconscious for 3d6 minutes. If a lethal toxin is
installed instead, the victim must make a resistance check or die,
though such an upgrade is often met with disapproval by Bureau
19 except for specific missions sanctioning such activity.
Tracker: This works exactly like the agency uniform upgrade of the
same name. See page 47.
Ultrasonic Shatterblast: The wristwatch has two small wires which
can be removed and will adhere to glass. It then sources current
at a specific frequency through the electrodes and shatters the
glass into a million tiny shards. It all occurs at an ultrasonic
frequency, and the shards are so small that the noise is fairly
contained. The wristwatch can use the shatterblast only once
before its charge must be replaced in a lab at headquarters
between missions.
USB Jump Drive: The wristwatch has a small USB cable which can be
pulled out of its housing and inserted into a computer. The USB
then acts as if it were a 1 terabyte solid state drive, able to hold a
vast amount of information digitally. If the wristwatch also has
the comlink upgrade, it can connect wirelessly to a computer
rather than use its USB cable.

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Section 04:
Advanced Training
Any agent from any division may enroll in one, both, or none of
these advanced training programs when recruited. Check with your
Admin before making this decision, though, because some Admins won’t
want to add these to their games.

Qualifying
Advanced training programs are intensive. Both require your agent
to have a discipline of at least +1. To qualify for the advanced unarmed
combat program, you have to have at least +1 in either toughness or
dexterity. To qualify for the advanced leadership program, you have to
have at least +1 in either intellect or influence.

Enrolling
Entering into one of these two training Rank Merit Cost
programs is an important choice, and you 1st 0
should make it early in your career. If you 2nd -50
regret not entering it, you can enroll later, 3rd -150
though. Your agent would have to lose an 4th -350
amount of merit based on the table shown at
5th -750
right, for each program you’re late-entering.
6th -1,550
Don’t worry, you won’t lose rank for doing 7th -3,150
this, you’ll just have a bit more work to do to 8th n/a
get promoted to the next rank. You can’t
9th n/a
enroll in either program past 7th rank.
10th n/a

High Expectations
These programs increase the amount of merit which is required in
order to advance in rank. The agency simply expects more out of agents
they sink so much money and time into. This is summarized in the
descriptions of each training program.

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Advanced Martial Program


This program trains the agent in advanced martial arts techniques. If
the agent isn’t currently qualified in the unarmed combat skill, they can
become qualified at the expense of dropping one of their other skill
qualifications. All agents in this program are referred to as martial
agents. The benefits are described in the table below.

———— Martial Techniques ————


Rank Merit Resistance Basic Advanced Master
1st 0 — — — —
2nd +50 -1 1/day — —
3rd +100 -1 2/day — —
4th +200 -2 2/day 1/day —
5th +400 -2 2/day 2/day —
6th +800 -3 3/day 2/day 1/day
7th +1,600 -3 3/day 2/day 2/day
8th +3,200 -4 3/day 3/day 2/day
9th +6,400 -4 4/day 3/day 2/day
10th +12,800 -5 4/day 3/day 3/day

For example, if an investigation division agent enrolled in the


advanced martial program at 1st rank, the agent would need 175
merit to become 2nd rank (125 from the division, +50 from the training
program). Once reaching 2nd rank, the agent would be permitted to
use one of the basic martial techniques per day and any resistance
checks against that technique (if one is required or permitted) would
be made with a –1.

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Learning Techniques
Upon reaching 2nd rank, the martial
agent may select 2 basic techniques from
Basic Techniques
their division style (page 56). Each rank Disarm Strike
after 2nd, the agent learns one new Enhanced Senses
technique of any type the agent has access Nerve Strike
to from their division style. For instance, Power Strike
when reaching 5th rank the player may Protected Senses
choose any one basic or advanced Second Wind
technique from their division style list to Stance: Active
add to the list of those the agent knows. Stance: Aggressive
Admins might also allow NPCs to teach Stance: Defensive
martial agents additional techniques Stance: Immobile
between missions, but training is never free Swiftness
and agents will find themselves owing the Take-Down Strike
NPC money or favors or both. It might be Wind-Up Strike
the reward for a side mission for an NPC to
learn the secrets of a new technique.
No agent may ever know a greater Advanced Techniques
number of martial techniques than 15 plus
Controlled Fall
their discipline score. Once an agent
Hard Target
reaches this, they have reached the plateau
Human Shield
of their martial capability.
Push Strike
Interruption Strike
Performing Techniques Rapid Strike
Techniques do not require any kind of Slip Away
memorization or preparation, nor do they Whirlwind Strike
require any kind of action check to activate.
An agent may perform the same technique
multiple times per day, but is limited in the
total number of basic, advanced, and
Master Techniques
master techniques they may use per day as Apprehend Target
shown in the table. Death Strike
Many martial techniques are Elusive
performed in place of an unarmed attack Master Stance
the agent would otherwise have been Running Strikes
entitled to perform, but some can just be Violent Burst
used as a free action. This is described
within the text of each technique.

Recovering Techniques
After an agent performs a proper full
night long rest, the number of available
techniques refresh. It doesn’t matter if it’s
in a bed, sleeping bag, hotel, or long
international airline flight.

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Division Styles
When promoted to a new rank and selecting a new technique to
learn, you must select one that is offered by your division martial arts
style described below. Also, as a reflection of the differences in your
specific style, a different ability score is used for your unarmed combat
attack and damage rolls.

Confiscation Division
Ability: attack rolls are modified by dexterity, damage is 1d4+dexterity
Basic: Enhanced Senses, Stance: Active, Swiftness, Take-Down Strike
Advanced: Controlled Fall, Interruption Strike, Slip Away
Master: Elusive, Running Strikes

Elimination Division
Ability: attack rolls are modified by toughness, damage is 1d4+toughness
Basic: Disarm Strike, Nerve Strike, Power Strike, Wind-Up Strike
Advanced: Push Strike, Rapid Strike, Whirlwind Strike
Master: Death Strike, Violent Burst

Engineering Division
Ability: attack rolls are modified by intellect, damage is 1d4+intellect
Basic: Power Strike, Second Wind, Stance: Aggressive, Stance: Defensive
Advanced: Hard Target, Human Shield, Slip Away
Master: Elusive, Master Stance

Infiltration Division
Ability: attack rolls are modified by discipline, damage is 1d4+discipline
Basic: Disarm Strike, Nerve Strike, Swiftness, Wind-up Strike
Advanced: Human Shield, Push Strike, Slip Away
Master: Death Strike, Elusive

Investigation Division
Ability: attack rolls are modified by intellect, damage is 1d4+intellect
Basic: Enhanced Senses, Protected Senses, Stance: Immobile, Swiftness
Advanced: Hard Target, Push Strike, Rapid Strike
Master: Apprehend Target, Violent Burst

Recon Division
Ability: attack rolls are modified by toughness, damage is 1d4+toughness
Basic: Power Strike, Protected Senses, Stance: Active, Wind-Up Strike
Advanced: Controlled Fall, Rapid Strike, Whirlwind Strike
Master: Death Strike, Running Strikes

Transport Division
Ability: attack rolls are modified by dexterity, damage is 1d4+dexterity
Basic: Disarm Strike, Enhanced Senses, Second Wind, Stance: Aggressive
Advanced: Hard Target, Push Strike, Interruption Strike
Master: Running Strikes, Violent Burst

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Basic Martial Techniques


Techniques of this level are available to martial agents of any
division of 2nd rank or higher.

Disarm Strike
Select one target within melee range, who must make a TN15
dexterity resistance check or drop something they were holding in their
hand(s) such as a weapon or a detonator. If the item is held in two hands
the resistance check becomes TN10 instead. Roll 1d6:
1d6 Result
1-2 Item is flung 1d4x5 feet away
3-4 Item drops by the target’s feet
5-6 Item now in the martial agent’s hands

Enhanced Senses
For the next 30 minutes, the agent may roll an extra d20 when
performing action checks related to perception, and use the highest die
for the roll.

Nerve Strike
The agent strikes (no attack roll required) one foe at a nexus in their
nerves. The target becomes paralyzed for 1d4 rounds unless they make a
TN15 toughness resistance check. During this time they are fully aware
of their surroundings, but cannot speak or move anything except their
eyes.

Power Strike
The agent strikes (no attack roll required) at a foe and hits hard for
2d6 points of damage. The target gets no resistance check against this
powerful blow. As with any unarmed attack, the agent may add
toughness to the damage caused.

Technique is performed in place of an unarmed attack the agent


would have otherwise been entitled to perform.

Technique is performed as a free action at any time, even


outside of combat.

Technique is performed as a free action and may be used at the


beginning of any round when rolling initiative.

Technique is performed as a free action when rolling initiative.


Once performed, this remains in effect during any fight until the
end of the day, or until performing another “stance” technique.

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Protected Senses
The agent practices protective techniques for avoiding the blinding
and deafening effects from a flash-bang grenade or similar concussive
deafening or blinding effects. For the next 30 minutes, the agent will be
immune to such effects.

Second Wind
The agent shakes off fatigue and concentrates through pain to
immediately recover 1d6 points of damage.

Stance: Active
The agent uses a highly mobile stance and always keeps on the
move. This allows maximum reaction speed. While the stance is active,
initiative rolls receive a +2 bonus.

Stance: Aggressive
The agent uses an aggressive stance designed to maximize body
torque and impact damage caused by attacks. Attack rolls in melee
combat receive a +2 bonus.

Stance: Defensive
The agent uses a stance designed to defend expertly against
incoming attacks. While this stance is in use, the agent receives a +2
bonus to defense.

Stance: Immobile
The agent uses a stance designed to hold ground against
aggressors. While in effect, no attack can cause the agent to move back
or be knocked down. This is helpful for fighting on ledges or rooftops of
trains or skyscrapers.

Swiftness
For one round per rank, the agent's movement rate is increased by 5
ft per rank. For example, a 3rd rank agent with a movement rate of 30 ft
has a movement rating of 45 ft as long as the technique lasts.
Additionally, while this technique lasts the agent may make one extra
unarmed attack per round. With Admin approval, the swiftness
technique might be usable with a martial arts melee weapon such as a
sword, knife, or staff, in addition to unarmed attacks.

Take-Down Strike
The agent strikes (no attack roll required) at one target within
melee range who is then knocked prone to the ground unless they make
a successful TN15 dexterity resistance check. The victim is knocked
down up to 5 ft from where they started. As normal, no roll is required
to perform this technique. If the opponent is currently in an immobile

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stance, then they are not knocked down but if the resistance check fails
then the stance is foiled and ends.

Wind-Up Strike
The agent spins in place to build up kinetic power, or winds back
haymaker-style, and the next unarmed attack receives a bonus of +2 to
hit and +1d6 to damage, assuming it hits. If the Admin approves, this can
be done with a martial arts weapon such as a knife, sword, or staff, in
addition to unarmed attacks. In fact, if the agent has learned one and
has enough basic technique slots available for the day, the unarmed
attack could be replaced by another technique with the word “strike” in
its name.

Advanced Martial Techniques


Techniques of this level are available to martial agents of any
division of 4th rank or higher.

Controlled fall
As long as there is a somewhat plausible excuse, nearby objects can
be used to help the falling agent break their fall (a building, awning,
garbage dumpster filled with garbage bags, etc.). The agent will sustain
only 1d6 hit points of damage from a fall of any height. This won’t help if
the agent falls from a helicopter or jet without a parachute onto a
tarmac, of course, as there is nothing plausible to use to break the fall.

Hard Target
The agent becomes really difficult to target for one round per rank.
The agent's defense improves by +2. This stacks with armor, dexterity,
and other techniques or abilities which provide defense bonuses.

Human Shield
This technique lasts for one round per rank. Any time the agent is
attacked successfully during that duration while within melee range of
another enemy (not the enemy who just made the attack), the agent can
maneuver in such a way as to make the nearby enemy take the hit. This
requires a TN15 dexterity resistance check for each hit.
If the agent has a toughness score of at least +2, then a dead or
unconscious body could be lifted and used as a shield in this manner, not
requiring the agent to be stationary and fighting someone.
For instance, Agent Lancer is fighting a henchman and is being
shot at by two mafia thugs. While the henchman and she exchange
punches and kicks, one of the mafia thugs lands a hit on her with his
submachine gun. She succeeds in her TN15 dexterity resistance check
and the henchman takes the bullets.

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Push Strike
The agent strikes an opponent (no attack roll needed), sending
them flying back 1d6 x 5 feet in the direction of the martial agent’s
choice. The target must pass a TN15 dexterity resistance check
(modified situationally by the Admin, of course), or will be knocked
prone on the ground.

Interruption Strike
In a clever spinning maneuver that catches all foes off guard and
forces them to step back in uncertainty, all enemies in melee range who
are enjoying the benefits of one of any “stance” techniques will lose
those benefits immediately as their stance is interrupted and nullified.
There is no resistance check permitted, it just happens as a result of this
off-putting wild strike.

Rapid Strike
The agent engages in five rapid unarmed strikes in a fury of blows,
placing and timing them to feint and strike in ways that will guarantee
success. There is no attack roll. The opponent will sustain 3d6 damage,
plus the toughness score of the attacker. Using this into a wind-up strike
attack can make a truly devastating attack.

Slip Away
Despite being in plain sight, the agent is able to perform a strikingly
surprising maneuver that allows them to dart into shadows and
concealment. Onlookers will blink and then the agent is gone. The agent
can even slip away from someone with which they are currently engaged
in melee. Once in shadows, the agent makes an action check total using
dexterity (stealth skill qualification will really help here), and this
becomes the TN for others to search for the agent.

Whirlwind Strike
The agent spins around in a furious whirlwind motion, striking all
opponents in melee range once for twice normal unarmed damage. No
attack roll is required and no resistance check is permitted. If used with a
wind-up strike technique, this can help make a devastating massive
attack against a large group of opponents.

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Master Martial Techniques


Techniques of this level are available to martial agents of any
division of 6th rank or higher.

Apprehend Target
You use any materials available, such as rope or zip ties from one of
many equipment kits, and binds a target’s arms and legs to capture one
target. The opponent may make a TN20 dexterity resistance check to
avoid this, but otherwise is pacified. If you have the swiftness technique
active, two foes can be captured. If you have the master stance
technique active too, then three foes can be apprehended.

Death Strike
You strike an opponent quite violently, focusing on a lethal pressure
point. Target will be affected as follows: 2d6 damage immediately; each
round thereafter, target takes another 1d6 and must make a TN20
toughness resistance check. If the resistance check succeeds then the
technique’s effect ends. This lethal technique will keep causing 1d6 per
round until either the victim dies or finally passes the resistance check.

Elusive
This technique lasts 1 round per rank and improves your defense
score by +4. This stacks with all other defense bonuses from armor,
dexterity, other techniques, etc. During this time you also ignore the
first 2 points of damage from every unarmed attack that strikes you, due
to your ability to roll with the impact of every blow.

Master Stance
You enter into an exotic martial stance that merges the benefits and
strengths of multiple techniques you know. It is too unique and custom
to have a weaknesses, so cannot be disrupted by an interruption strike
technique. Additionally, it adds an extra unarmed attack action per
round, regardless of the stances chosen for the effect.

Running Strikes
For one round, every 5 ft space you enter allows you to cause
normal unarmed combat damage to one foe, no attack roll required, and
they don’t count against your number of attack actions per round. No
foe may be damaged twice in the same round by this technique.

Violent Burst
You cause 5d6 damage to one melee opponent. All enemies within 5
ft of that target will take 3d6 damage. Everyone within 5 ft of those
opponents will be hit for 2d6 damage. Opponents may attempt a TN20
toughness resistance check for half damage, but will fall prone doing so.

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Advanced Leadership Program


Some agents do more than take orders, they give them. They
develop a plan and take control of a tactical situation. Some agents excel
in this and Bureau 19 offers an advanced leadership training program to
cultivate this talent. Admins who want this added level of teamwork
(and complexity) can opt to allow one or more agents on the team to
enroll in this program to learn advanced techniques in detection,
interrogation, planning, and masterful manipulation.
Note that agents can enroll in both the advanced martial and
leadership programs. Although the added cost of merit per rank will be
high, the agent won’t fall too far behind the rest of their team and will
be very formidable for having done it!

———— Command Techniques ————


Rank Merit Resistance Basic Advanced Master
1st 0 — — — —
2nd +50 -1 1/mission — —
3rd +100 -1 2/mission — —
4th +200 -2 2/mission 1/mission —
5th +400 -2 2/mission 2/mission —
6th +800 -3 3/mission 2/mission 1/mission
7th +1,600 -3 3/mission 2/mission 2/mission
8th +3,200 -4 3/mission 3/mission 2/mission
9th +6,400 -4 4/mission 3/mission 2/mission
10th +12,800 -5 4/mission 3/mission 3/mission

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Learning Techniques
Upon reaching 2nd rank, the Basic Techniques
commanding agent may select 3 basic Aggressive Plan
techniques from among those shown Build Trust
at right. Each rank after 2nd, the agent Cautious Plan
learns one new technique of any type Command of Assistance
they have access to. Additionally, if Command of Resistance
your team does amazing things for the Command of True Strike
career of their handler/director, Deceptive Plan
additional command techniques could Detect Disguise
be shared with a commanding agent as Detect Secret Door/
gratitude! Compartment
No agent may ever know a greater Detect Weapon
number of command techniques than Intimidate
15 plus their influence score. Silent Command
Swift Plan

Performing Techniques
Except where otherwise noted,
most command techniques are full-
round actions. Many take place outside Advanced Techniques
of combat encounters and may take a
few rounds of role playing. Arrange Transport
Call Backup
Normally, no roll is required to Control Crowd
perform a command technique. The Foil Plan
commanding agent simply announces Hard Cover
they’re doing it and as long as the Misdirection
Admin permits it then it occurs. Some New Identity
techniques might allow greater Subtle Suggestion
functionality if the commanding agent
opts to invoke a greater amount of
manipulation or authority (see
individual technique descriptions).
Master Techniques
Recovering Techniques Criminal Pardon
Command techniques represent Data Grid Manipulation
the entire pool of tricks a commanding Jurisdiction Warning
agent has up their sleeve for any given Master Plan
assignment/mission. Only when Media Outage
receiving a briefing for a new mission No-Fly Zone
do they refresh. Quarantine
Satellite Access
Sometimes, during the mission,
the objectives change when something
new is uncovered. Although multiple
briefings in the same game session are
possible, they’re rare. When it does
occur, commanding agents will indeed
refresh their technique slots!

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Basic Command Techniques


Techniques of this level are available to commanding agents of any
division of 2nd rank or higher.

Aggressive Plan
The agent formulates a plan for the current mission involving
offensive measures, direct assault, coordinated offensives, and extreme
aggressiveness. All plans are risky, of course, but while this plan is in
effect all members of the team will receive a bonus of +2 to attack rolls
in all types of combat. Once enacted, this plan is in effect for the
remainder of the mission or until the agent performs another technique
with the word “plan” in its name, or the plan is “foiled” by a enemy
commanding agent.

Build Trust
The agent speaks with and learns how to gain the trust of one
target person. The target will regard the commanding agent as a trusted
friend and ally: the target is considered charmed or turned. The target
can make a TN15 discipline resistance check to resist the effect and see
through the agent's techniques. If a target is currently being threatened
or attacked by the commanding agent or their team, his resistance check
is TN10. A charmed/turned person doesn't lose free will, but will simply
treat the commanding agent as a trusted friend and react in a favorable
way, even protecting them if the situation warrants and they are the
type of person willing to protect a friend.

Cautious Plan
The agent formulates a plan for the current mission involving
defensive measures, indirect combat, careful consideration, and extreme
caution. While this plan is in effect all members of his team will receive a
bonus of +2 to their defense scores. Once enacted, this plan is in effect
for the remainder of the mission or until the agent performs another
technique with the word “plan” in its name, or the plan is “foiled” by a
enemy commanding agent.

Command of Assistance
The commanding agent offers helpful and/or morale-boosting
informative assistance to one target, who gets +2 on the assisted non-
combat action check. This can be performed instantly when a team
member is about to perform a roll, but could also be coached assistance
in advance of the action check needed later, such as coaching someone
through defusing a bomb, once she finds it. But such pre-activity
coaching is specific to one task and no commanding agent can have
more than one such command of assistance pre-arranged in advance at
the same time.

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Command of Resistance
The agent is able to call out to the team the nature of one type of
threat against them, such as yelling "duck!" or "hold your breath!" and all
allies who can hear will receive a +2 bonus on resistance checks against
the threat. This is a reactive command technique and can be performed
instantaneously whenever a threat is presented. The player must role-
play this to the team.

Command of True Strike


The agent offers timing assistance to help (as a well-trained spotter)
guide the timing and accuracy of another agent’s attack. The agent must
be able to issue a command to the target ally (though comlink or
directly) and must be able to see the situation well enough (personally
or through cameras). The commanding agent is able to give the ally an
impressive +4 on one attack roll by use of this technique.

Deceptive Plan
The agent formulates a plan for the current mission involving
clandestine actions, misdirection, deceit, and extreme stealth. While this
plan is in effect all members of his team will receive a bonus of +2 to any
action checks related to stealth, deception, disguise, etc. Once enacted,
this plan is in effect for the remainder of the mission or until the agent
performs another technique with the word “plan” in its name, or the plan
is “foiled” by a enemy commanding agent.

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Detect Disguise
For one minute per rank, the commanding agent gains the ability to
sense the presence of any and all disguises viewed, even casually. No roll
is needed, except against masterwork disguises. Detecting the presence
of a disguise only requires casual observation, but if the commanding
agent spends a full minute studying the disguised person (conversing
with and watching carefully) then they can ascertain the target's true
appearance.

Detect Secret Door/Compartment


For one minute per rank, the commanding agent detects the
presence of all secret doors, compartments, caches, and so forth within
60 ft. The amount of information revealed by the technique depends on
how long the secret is studied. At a glance, the agent detects the
presence of a concealed door or compartment. If analyzed a full minute,
the nature of the method of triggering or opening the door or
compartment becomes known, without having to do so experimentally.

Detect Weapon
For one minute per rank, the commanding agent detects all
weapons. This allows them to know who in a room is concealing firearms,
knives, grenades, etc. but not the exact type of weapon the targets
carry. If used in a parking lot, the commanding agent will know which
vehicles have firearms concealed in their glove boxes, trunks, or stuffed
between their seats. If a person known to be carrying a firearm is
analyzed for a full minute, the exact type of firearm and the nature of
how its owner accesses it will be identified. No resistance check
permitted.
If the agent is qualified in military ordnance as well, then this
command technique will reveal the presence of (but not type of)
weapons in concealed or retracted turrets in a vehicle or structure. After
analyzing for a full minute, the exact type of ordnance and how it is
operated will be identified.

Intimidate
The commanding agent uses the team and their keen awareness of a
target's weaknesses to invoke such an extreme level of fear in the target
that they must make a TN15 discipline resistance check or suffer a -2
penalty to all attack rolls, action checks, damage rolls, initiative...
everything. Every resistance check will be at -2 due to the shaken nerves.
The fear will last for only 1d4 rounds (in combat) or minutes (outside of
combat) and then the effects of the intimidation will fade.
Intimidate can also be used to interrogate someone with intense
application of fear-based psychological torture. This takes many hours
and requires a place where loud noise isn’t going to attract attention.
The victim is entitled to a TN15 discipline resistance check. Success

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means being affected as described above, but failure results in breaking


down and revealing whatever specific answer the interrogator sought,
and likely years of required therapy.

Silent Command
The commanding agent works out a method of silent
communication with another agent. This might be through lip reading,
coach signals, semaphore, or even something custom. The end result is
that for the duration of the effect all techniques with the word
“command” in their name work silently with the target, as long as the
target can see the commanding agent (even if it's over a security camera
feed). This is highly useful in stealth missions or when the commanding
agent is gagged or tied up.

Swift Plan
The agent formulates a plan for the current mission involving fast
movements, quick responses, and decisive action. Such a plan, even
when coordinated properly, is risky, but the commanding agent is
trained in such techniques and helps reduce the risk by providing a +2
bonus to all Initiative rolls and +10 ft to all movement rates for all
members of the team while this plan is in place. Once enacted, this plan
is in effect for the remainder of the mission or until the agent performs
another technique with the word “plan” in its name.

Advanced Command Techniques


Techniques of this level are available to commanding agents of any
division of 4th rank or higher.

Arrange Transport
The agent gets on their encrypted phone and somehow arranges
transportation for the agent and the team from wherever they are to
wherever they need to be. The nature of the transport will vary by the
current “plan” in effect (if any), or situation. The transportation arrives in
1d6 hours and will take the team to one destination, then depart.

Call Backup
The commanding agent gets on their encrypted phone and
somehow manages to arrange for a group of armed men to come and
serve as backup. The NPCs will arrive via vehicle or parachute, and will be
prepared to take orders from the commanding agent. It may take 1d6
hours for the backup to arrive, but when they do treat them as enforcers
(see page 134). They will perform one operational objective of a
reasonable nature (helping raid a building, create a diversion, etc.) and
then they will depart.

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Control Crowd
The agent is able to intuitively and authoritatively speak to a crowd
of people in a manner that sways them to see the agent’s line of
reasoning. It is like a group hypnotic manipulation. Spies for decades
have used this ability to whip up rebellions in nations already at a boiling
point. As long as the agent continues to persuade the crowd their
actions will be in accordance with an intended line of reasoning. Once
ceasing active control of the crowd, they will begin to question their
choices two rounds later, and may or may not like what they’ve done or
agreed with.
The commanding agent rolls 2d4 plus rank to determine how many
ranks of people will be affected. In a mixed crowd, the targets with the
lowest ranks will be affected first. Targets are permitted a TN15
intellect resistance check only if they’re being controlled to do
something against their morals, but if the agent is clever in role playing
and can convince them that an action is reasonable to their own intent,
the resistance check be TN20 instead. There should always be room for
good roleplaying to affect outcomes.
It is necessary for the commanding agent to be able to speak to and
be understandable by the crowd of people being commanded. If a
common language does not exist, or if direct communication is not
possible (due to distance or faulty tech) then this command technique
will not work.

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Foil Plan
The commanding agent is able to identify the command technique
of enemies who have enacted a “plan” technique. This technique allows
the agent to do something clever which immediately foils the enemy
leader’s plan, eliminating its ongoing effect. If more than one enemy
leader is involved in the fight, all enemy leader’s plans on one “team” are
foiled, as arbitrated by the Admin. Cannot affect a “master plan” unless
the foiler is of higher rank.

Hard Cover
The commanding agent is tactically trained to find the most
protective cover possible, avoiding flank maneuvers of the enemy and
reducing the risk of indirect fire threats. Much of this training involves
keeping a team safe. For one round per rank, all agents on the team who
do not move are able to be guaranteed they cannot be harmed by
enemy attacks. They can hunker down and be safe, at least for that
duration. By the time that duration ends, enemies will have figured out a
way around the commanding agent’s clever impromptu fortress. While
this won’t help to save agents who are helplessly outgunned or
outnumbered, it will provide sufficient time for coming up with another
plan of escape, or perhaps give a teammate enough time to disarm a
bomb or pick a complex lock.

Misdirection
The ability of the commanding agent’s detection of secret doors,
compartments, disguises, weapons, etc. is well known (see the basic
Techniques with the word “detect” in their names). Such training,
however, also gives the commanding agent the ability to avoid such
detection. Any one concealed/secret/hidden/deceptive thing can be
affected by use of this technique. No “detect” technique will function
against the misdirected deception unless the rank of the person using
the technique is higher than the commanding agent’s rank. When this
technique is used on any hidden or concealed item, it cannot be found by
conventional (non-command-technique) means.

New Identity
The commanding agent pulls strings with various agencies of various
governments to give someone a new identity, using resources normally
reserved for relocating witnesses or falsifying deaths of agents. This
new identity will include a place to live, a modest income with a cover for
its source, and armed/protective transportation to relocate to the
destination. If continued protection is required, this new identity
includes a way the relocated individual can contact the commanding
agent’s team for assistance in the future. Agents can use this technique
to help people out of difficult situations or in exchange for world-saving
aid. However, it is a high level favor, and might involve a monetary cost
or some kind of owed debt if the person being re-identified is well-
known to powerful people.

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Subtle Suggestion
A commanding agent is trained to understand the strengths and
weaknesses of a team, but truly clever agents are able to figure these
things out about anyone. Through conversation and application of neuro
linguistic programming methods, the commanding agent issues a
suggestion into the target’s subconscious. The target, unless succeeding
in a TN20 discipline resistance check, will feel compelled and inspired to
perform the suggested activity.
The suggestion must be limited to a sentence or two and must be
worded in such a manner to make the desired course of action seem
reasonable. The target will not, for instance, leap to their death off an
obvious cliff unless the target was obviously suicidal to begin with. If the
target doesn’t finish the activity within one hour per commanding
agent’s rank, they will snap out of it and may even realize they were
being manipulated.
Agents can also use this ability to describe the suggestion with a
trigger which will cause it to occur, but the trigger and the action must
all be completed within one hour per commanding agent’s rank or the
action simply won’t be performed.

Master Command Techniques


Techniques of this extraordinary level are available to commanding
agents of any division of 6th rank or higher. Many of these require
activities that exceed a simple phone call, and Admins will require you to
do something to help accomplish the objective. You might have to
intimidate a judge, get blackmail material on a senator, or help divert a
shipment of guns to help an agency in one of their ongoing operations.

Criminal Pardon
The commanding agent calls the agency and pulls strings, calls in
favors, or uses other means (blackmail? extortion?) to convince someone
higher up the chain of command in Bureau 19 or some other government
structure to completely pardon the criminal activity of one person or
organization. The effect is permanent. It cannot be later undone.
The pardon is complete and thorough and beyond legal
contestation. Such amnesty is beyond the ability of a player, their
handler or director, and is usually only able to be done by elected
individuals with a lot of power, and a need for money to fill their
campaign war chest. Therefore, abuse of this power is sure to cause the
elected powerful individual to ask for favors in return some day. It costs
political capital to do things like this.
This technique cannot be used on the same person more than once.
It is politically complicated to get someone to do this once for someone,
a second time will be met with outright refusal.

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Data Grid Manipulation


Everything is on the grid nowadays: credit, identities, serial
numbers, social security numbers, internet search histories, medical
records, property records, tax records… nearly everything. The
commanding agent puts their phone to their ear, dials a number
entrusted to them, and requests such data be manipulated in some
specific way about some specific person or business, and the classified
individual on the other end of the line makes it happen.
The agent can affect anything they can reasonably describe to the
Admin, including changing passwords, falsifying birth records or
citizenship details, creating false search histories, create memberships
to questionable or criminal sites, freeze bank holdings, affect credit
scores and retirement funds, move money around in someone’s name,
virtually anything.
The grid is full of routine audits,
redundancies, paid white hat overseers, Duration TN
and anti-hacking protections. The
1d6 hours Default
effect will last only 1d6 hours before
the manipulation gets red flagged and 1d6 days TN10
someone repairs it. However, the agent 1d6 weeks TN15
can attempt to make the duration 1d6 months TN20
longer with an influence action check, 1d6 years TN25
suggested TNs are shown in the table Permanent TN30
at right. The Admin decides
situationally which skills might qualify.
Asking for such extra duration is risky, though. If the action check
fails, the aggressive nature of the attempt is more easily caught by
algorithms and so the manipulation will be caught within 1 hour.

Jurisdiction Warning
Sometimes the agents will run afoul of the law. It happens; spies are
basically sanctioned criminals with a lot of training and discretion to
make choices in the field, and sometimes those choices come with
unintended consequences from law enforcement. If the Admin plays it
correctly, this can cause a lot of trouble for the agents as detectives
interfere with their investigation, and find ways to impede their illicit
efforts. Sure, spies are allowed to behave this way, but usually they’re
trained in avoiding this kind of unwanted attention.
The commanding agent makes a phone call, pulls strings, and within
1d6 minutes the investigator or law enforcement officer will get a phone
call from someone who holds authority over the directions of their
investigations and behavior. They will immediately be told to hand over
all intel and evidence they have to the agents and leave them alone,
allowing the team to act with impunity. Most detectives will comply, but
won’t like it and will continue to engage in passive aggressive treatment
of the agents. They’re only human.

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Master Plan
The commanding agent formulates a master plan for the current
mission involving fast movements, violent aggression, cautious action,
discreet operations, and decisive action. Such a plan has so many moving
parts that only a great commander could have concocted such a thing.
There are layers of contingencies and counter operations in preparation.
The following benefits are considered in effect for all members of
the team, assuming the commanding agent also has learned each of
these basic “plan” command techniques:
Swift: +2 initiative, +10 ft to movement rates.
Aggressive: +1 on attack rolls in all types of combat.
Cautious: +2 to defense.
Deceptive: +2 on checks for stealth, deception, disguise, etc.
Once enacted, this plan is in effect for the remainder of the mission
or until the agent performs another technique with the word “plan” in its
name. This plan cannot be “foiled” by the foil plan technique except by a
rival commander of higher rank.
If something dramatically changes in the current mission, such as
the primary objective changing mid-mission, or it becomes unable to be
accomplished due to events which unfold, the commanding agent must
make a TN20 intellect resistance check to adapt the master plan, or else
it ends.

Media Outage
This command technique disables all radio broadcasts, internet
connectivity, landline and cellular phone coverage, cable television,
satellite coverage, even short wave radio. The area will be coms-dark,
including the agent’s own earpiece comlinks. The area of the outage will
be about the size of a large industrial building and it will last 1d6 hours
until diagnostic hardware or various organizations remedy it.
The commanding agent can
request a longer duration or larger Area TN
area of affect (or both) with a Industrial building n/a
persuasive influence action check.
Village TN10
The target number is determined by
the Admin. Suggestions are shown in Town TN15
the tables provided at right. It’s risky City TN20
to try such aggressive impedance to
private industry, however. If the
Duration TN
check fails, the overtness of the 1d6 hours n/a
implementation will surely be 1d6 days +5
noticed by algorithms and 1d6 weeks +10
responsible parties and the effect 1d6 months +15
will only lasts 1 hour.

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No-Fly Zone
The commanding agent arranges all air space in a specified area to
become free and clear. No plane may receive clearance to take off from
any runway. Any planes found in the air are ordered to land at the first
available location able to handle its size. One or two aircraft can be
specifically excluded from this if necessary (the plane the agents are on,
for instance). This interferes with the lives of people and private
industries, and attracts media attention and unwanted investigations,
and can be politically costly to those who implement it. The effect can be
enacted for one metropolitan-sized area for 1d6 hours. This isn’t
something which algorithms catch or red flag… it’s not something that
gets implemented quietly… it’s arranged and planned and the
commanding agent will therefore know in advance exactly how long it
will last and the size of the population affected.
The commanding agent can try to increase the area of effect and
duration with a persuasive influence action check with a target number
decided by the Admin. Suggestions provided in the table below. If the
check fails, it will still affect the original metropolis-sized region but will
only last 1 hour.

Condition TN
Affects an entire U.S. State TN10
Affects a large region, like U.S. Eastern Seaboard TN15
Affects one entire large nation or geopolitical region TN20
Affects a nation other than the team’s home nation +5
Duration extended to 1d6 days +5

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Quarantine
This technique quarantines a location by orders from the Center for
Disease Control, World Health Organization, etc. It will carry the full
weight of enforcement by local and state authorities or even the
National Guard if a large enough population center. Nobody can come in
or out of the quarantined area, and everyone within is subject to
inspection for whatever outbreak the commanding agent specifies.
This can be disruptive to everyday life – affecting industry and
commerce and will interest investigators and reporters. The duration
and area of effect is limited to 1d6 hours in a single industrial-sized
building or apartment complex.
If the commanding agent wishes to make the duration or area
longer, this can be attempted with a persuasive influence action check.
Use the tables from the media outage technique to determine the
target number.

Satellite Access
Spy agencies have a lot of information, some of it legal and some…
probably not so much. Some of it is obtained through careful control of a
myriad array of satellites. More comes from unmanned drones capable
of photographing and video recording with various types of optics. The
commanding agent is able to gain access to this satellite and drone
network through some type of leverage or friend in the Central
Intelligence Agency, Department of Homeland Security, Bureau 19, or
some other agency (perhaps even outside of the United States).
The commanding agent is somehow able to coerce a satellite or
drone in a position of choice within 1d6 hours and have imagery
streamed to a computer or the agent’s encrypted smartphone. The
commanding agent cannot control the movements of the satellite; it will
basically remain in place and continue to stream footage to his
designated device.
If the commanding agent needs archived data rather than current
live feeds, this footage can be sent instead, but the satellites aren’t
necessarily able to see everything all the time and so the Admin should
assign a likeliness and roll a die.
For example: “I don’t think it’s probable any spy agencies were
watching this alley, so I’ll only give it a 1 in 6 chance,” or “Several agencies
are keeping tabs on this mafia group so I’ll assume a solid 5 in 6 chance
someone has the footage you’re asking.”

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Section 05:
Admin’s Section
This section is for the Admin’s eyes only. Players who read it will be
subject to an omega class sanction.
This section gives Admins all they need to start running a game. It
doesn’t teach what a game master is or how to narrate things, it assumes
a basic level of understanding relating to roleplaying games.

Action Checks
Players are going to be players. That means they’re going to try
crazy things and it’s up to you to figure out how to handle it. Don’t
worry, this isn’t a statement of judgment and admonishment; it’s praise,
and it’s true. Most of the time, you can just narrate what happens based
on what they say and how their actions might interact with the story. But
when aiming for cinematic moments, when bullets fly and sweat drips,
you should call for action and resistance checks.
It’s pretty easy to choose an appropriate ability for the check, since
abilities are pretty well classified into categorical and iconic purposes.
But how do you set the target number? Here is a pretty simple rule-of-
thumb:

Target
Complexity of action Number
Easy anyone and everyone should be able to it. TN5
Standard a professional should be able to do it. TN10
Challenging a specialist should be able to do it. TN15
Hard an elite individual should be able to do it. TN20
Very Hard few in the world would be able to do it. TN25
Cinematic only possible in the movies. TN30
Um… wow. the agent can try, but good luck. TN35

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Awarding Players
Agents are awarded merit for defeating enemies and accomplishing
missions. Enemies (animals and enemy agents) have a set merit value,
and mission payment is equal to one merit per $100 earned. It may seem
odd to award merit for accumulated mission payments, but keep in mind
every dollar of mission payment is an index of accomplishments of the
agent on that mission. Awarding merit only for defeating enemies fails
to reward a team of spies that successfully accomplish a mission by
cunning, stealth, persuasion, trickery and misdirection, all of which are
hallmarks of being a spy.

Mission Payment
Mission payment is calculated using the following tables. First
decide the scope of the mission (personal, local, national, or
international) to determine the mission payment multiplier. Then sum
up the activities the team accomplished and multiply times this
multiplier. This should be awarded to each player.
Remember that players earn 1 merit per $100 earned in this manner,
though money acquired in other ways (illicit or otherwise) doesn’t
constitute mission payment and won’t earn the players any merit.
Interacting with criminal underworlds and world powers will invariably
result in opportunities for agents to accumulate wealth, however. It’s a
side effect of dealing with the rich and influential.

Scope
Scope of Mission’s Threat Multiplier
Personal-scope x1
Local-scope x2
National-scope x4
International-scope x8

Mission Accomplishments Mission Payment


Primary Objective Completed $ 1,000 x Scope
Secondary Objectives Completed $ 500 x Scope
Discretion & Secrecy Bonus $ 250 x Scope
Loyalty & Teamwork Bonus $ 250 x Scope
Discovery Bonus $ 250 x Scope
Innovation & Cunning Bonus $ 250 x Scope
Active Duty Pay $ 250 x Scope
(per day spent on assignment)
Each agent is awarded Mission Payment x Scope Multiplier,
and earns 1 merit per $100 (round up) awarded in this way.

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Defeating Enemies
All enemies have a rank associated with
them, similar to agent’s rank numbers. This Rank Merit
helps provide a relative power/threat level of 1st 2
the individual enemy. Unlike agent ranks,
2nd 3
enemies can have ranks higher than 10.
Nobody ever said it was a fair world. 3rd 6
4th 12
Enemies are worth an amount of merit
5th 24
determined by their rank. Yes, this means
defeating a 1st rank agent would net you only 6th 40
2 merit. As you defeat more powerful 7th 60
enemies, the merit award increases. Like the 8th 80
mission payment, this should be awarded to 9th 110
all the players who participated in the 10th 140
mission. It’s a team game. Unlike mission 11th 170
payment, do not apply the scope multiplier to
12th 200
these figures.
13th 230
Note that “defeating” doesn’t necessarily 14th 260
mean killing, and the Admin can interpret it in
15th 290
any way. If the team successfully sneaks past a
room full of distracted guards, did they defeat 16th 320
them? If those same agents tricked the room 17th 350
full of guards into chasing them into a non- 18th 380
lethal trap they prepared, did they defeat 19th 410
them? If they managed to get a henchman 20th 440
arrested by local authorities… did they defeat
them? This is all up to you. But remember the
goal of Bureau 19 isn’t to arrest or kill individuals. That’s just a symptom
of the problem. They wage a war against principles and ideologies, and
that is why the bulk of their merit award is for mission accomplishments.

Example of Mission Awards


The team is sent on a mission to investigate the disappearance of
an agent (primary objective) and rescue her (secondary objective).
During the mission the team uncovers a terrorist group operating in a
remote training camp on U.S. soil, sneaks into the place, rescues their
fellow agent, defeats several enemies quietly, discovers the plans of
the terrorists by taking a lot of photographs of their mission planning
room, and gets away by stealing one of their vehicles after
sabotaging the rest to prevent pursuit. Sure, there were some wounds
and collateral damage in the process, but all in all a very successful
mission.
The scope of the mission could be “personal” since it involved
recovering a single fellow agent, but the terrorist group was a threat
to “national” security so the Admin decides to use the x2 multiplier,
which falls between the two (individual Admins would handle this
differently).

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The team accomplished their primary ($1,000) and secondary


($500) objectives, and since this all occurred without local law
enforcement or media getting in the way, they are awarded the
discretion & secrecy bonus ($250). Based on their performance, the
Admin also awards the loyalty & teamwork ($250) since there were
moments in the mission where the players showed excellent
coordination and teamwork. The discovery bonus ($250) is also
added, since the team discovered the terrorist cell that wasn’t even
on the radar of the bureau at the moment. They were on their
mission for 2 days ($500). Their total mission payment is $2,750 times
the scope multiplier of x2, so each player earned $5,500 and 55 merit.
The Admin further notes that the agents defeated six 2nd rank
sentries and two 3rd rank attack dogs in combat. This totals an
additional (6x2 + 2x3) = 12 merit. Although the agents looted the
dead sentries and took some weapons, gear, and cash, none of this
counts as earned merit. Each player receives 67 merit this session!

Agent Improvement
Agents engage in intense training between missions. They never get
to rank-up in the field. When you have accumulated enough merit to be
promoted to the next rank, do the following:
1. Stamina. Roll another stamina die as described in your division
description (don’t forget to add toughness) and add it to your
stamina score. For example, investigation division agents get to roll
1d6 plus their toughness score and add that to their stamina total.
2. Division Abilities. Take a look at the special abilities of your division
description (pages 12-24). They might describe another ability you
gain, or another modifier to note. For example, players of
investigation division agents get to describe a new informant to add
to their network.
3. Supplemental Training. Roll 1d20 on the rank promotion table
provided in your division description (pages 12-24). Each division’s
list is unique, though some results appear in more than one
division’s tables.
4. Martial Technique. If you are a martial agent, you may choose one
martial technique to add to the list of those your agent knows.
These must come from those taught by your division (see page 56).
If you already know all of those, you can select any martial
technique you wish.
5. Command Technique. If you are a commanding agent, you may
choose a command technique to add to the list of those your agent
knows. You may select from the entire list (see page 63), there is no
division-specific list of command techniques.

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Time
Sometimes the Admin will rule that “an hour passes,” or even, “a
month passes,” in the life of our intrepid spies. There is no reason to go
into any further detail typically. You don’t usually need to track the
passage of time with any amount of precision. Time simply moves at the
speed of plot necessity. However, when an encounter occurs we track
“turns” and “rounds.”
A turn represents a few moments of time, perhaps what could be
depicted in panel or two in a comic book, or a beat or two of action-filled
music in the midst of an action adventure flick. During a fight, everyone
involved in the battle will get a turn. A round, however, represents
whatever amount of time it takes for every battle participant to take
their turn.
Thus, for any given agent, a turn and a round are nearly the same
amount of time and those terms are almost interchangeable. But
looking at the fight from a higher level reveals that a round lasts a bit
longer, encompassing all the time between the agent’s turn and their
next turn. If Admins absolutely must keep track of actual passage of
time, they can assume around 6 seconds per round.

Movement
When agents travel around the globe, they take commercial flights
or vehicles they rent or own. The actual transport time should be
abstracted in a sentence or two, except when something important to
the story takes place. Normally the Admin will just say something like
“after a long six hour flight, you find yourself stepping out of the airport
and heading towards your rental car at JFK International Airport.”
Base movement rate for all agents is 30 feet per turn. Agents can
move carefully at half their listed movement rate, or can run at double
their rate (if they don’t attack anyone along the way). Admins must
arbitrate movement, the effects of terrain, and how it affects or is
affected by combat.
As a simple rule of thumb, a 5 ft square grid space on a battle mat
can be said to be an obstacle (no movement possible, like a wall), rough
terrain (counts double to move through, like rocks or sand), or clear.
When agents are moved on the battle mat, just count each square
moved through as 5 (clear) or 10 (rough) feet of their movement rate.
Agents can leap one 5 ft space without a running start, or three 5 ft
spaces with one. With a successful athletics-based toughness check, they
may increase this by +1 additional 5 ft space. Agents can climb vertically
if situation and equipment allow, but all vertical movement is considered
rough terrain (that is, the movement counts double).

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Encumbrance
Tracking encumbrance is optional.
Admins can just apply common sense to Encumbrance MOVE
encumbrance and movement. If wanting Up to 50 lbs 30
structure, consider the rules summarized 51-75 lbs 25
here, though this requires players to keep
76-150 lbs 20
track of the weight of all gear carried/worn.
151+ lbs 15
For each +1 toughness, add 5 lbs to
each row on the encumbrance table. For
instance, toughness +3 agents can carry up
to 65 lbs and still move 30 ft per turn.

Defense
Agents, and other things you’ll fight have a defense score. This is the
target number attackers must use when attacking, and represents
training, talent, and protective body armor. Defense is equal to 10 plus
dexterity. If wearing body armor then the protective bonus from the
armor improves it further.
For example, Agent Gnash is an elimination division agent with
dexterity +2. Therefore his base defense score is 12. Knowing he’s going to
be getting into all manner of combat in the coming mission, he purchases
some heavy body armor, which adds +6 to defense but looks like an obvious
suit of body armor (he isn’t going to get away with wearing it the whole
mission) so he packs it in a duffel bag and brings it along. When he knows
the bullets are going to fly, he’ll suit up and have a defense of 18. Until
then, 12 will do.

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Languages
Below is a table of the 20 most common languages spoken in the
world, along with locations where they’re spoken.
1 Mandarin Chinese – China, Malaysia and Taiwan.
2 English – South Africa, Antigua and Barbuda, Australia, Bahamas, Barbados,
Belize, Botswana, Brunei, Cameroon, Canada (except Quebec), Dominica,
United States, Gambia, Ghana, Grenada, Guyana, Hong Kong, Fiji Islands,
Marshall Islands, Solomon Islands, Jamaica, Kiribati, Lesotho, Liberia,
Malaysia, Malawi, Malta, Mauritius, Micronesia, Namibia, Nigeria, New
Zealand, Palau, Papua New Guinea, Kenya, United Kingdom, Rwanda,
Samoa, St. Lucia, Saint Kitts and Nevis, Saint Vincent and the Grenadines,
Seychelles, Sierra Leon, Somalia, Sri Lanka, Swaziland, Tanzania, Tonga,
Trinidad and Tobago, Tuvalu, Uganda, Vanuatu, Zambia and Zimbabwe.
3 Spanish – Argentina, Bolivia, Canary Islands, Ceuta, Chile, Colombia, Costa
Rica, Cuba, Dominica, El Salvador, Ecuador, Guatemala, Guinea, Honduras,
Melilla, Mexico, Nicaragua, Panama, Paraguay, Peru, Puerto Rico, Uruguay
and Venezuela.
4 Hindi – India – North, Central and West of this country.
5 Portuguese – Angola, Brazil, Cape Verde, Damão, Diu and Goa (India),
Galicia (Spain), Guine-Bissau, Macau (China), Mozambique, Portugal, Sao
Tome and Principe and East Timor.
6 Russian – Abecasis (Georgia), Armenia, Azerbaijan, Belarus, Kazakhstan,
Estonia, Latvia, Lithuania, Moldova (Transnistria and Gagauzia) Kyrgyzstan,
Russia, Tajikistan, Transnistria (Moldova), Turkmenistan, Ukraine and
Uzbekistan.
7 French – Belgium (Brussels and Wallonia), Benin, Burkina Faso, Burundi,
Cameroon, Canada, Central Republic African, Chad, Comoros, Congo
(Brazzaville), Ivory Coast, Côte d’Ivoire, Djibouti, Guadeloupe, Equatorial
Guinea, France, Polynesia France, Gabon, Guinea, Equatorial Guinea, Haiti,
India (Karikal, Punducherry), Italy (Valle d’Aosta), Lebanon, Luxembourg,
Madagascar, Mali, Martinique, Mauritius, Monaco, New Caledonia, Nigeria,
Central African Republic, Rwanda, Senegal, Seychelles, Switzerland (Berne,
Canton of Freiburg, Canton of Geneva, Jura, Neuchâtel, Valais, Vaud), Togo.
8 Bengali – Bangladesh, India - Tripura, West Bengal and Assam.
9 Malay/Indonesian – Indonesia, Malaysia.
10 German – Germany, Austria, Belgium (East Canton), France (Alsace and
Lorraine region), Italy (South Tyrol of Namibia and South), Liechtenstein,
Luxembourg, Poland (Oppeln), Switzerland (Aarfau, Appensell Exterior,
Appenzell Interior, Basel-Countryside, Basel-City, Bern, Freiburg, Glarus,
Lucerne, St. Gall, Schaffhausen, Schwyz, Solothurn, Zug, Zurich, Graubbden,
Nidwald, Obwalden, Thurgau, Uri and Valais).
11 Japanese – Japan, Palau (Angaur), Guam.
12 Italian – Croatia (Istrian County), Slovenia, Italy, San Marino, Switzerland
(Graubbden, Ticino).
13 Persian – Afghanistan, Iran and Tajikistan.
14 Panjabi – India (Panjab) and Pakistan.
15 Urdu – India (Kashmir, New Delhi, Jammu and Uttar Pradesh), Pakistan and
Afghanistan.
16 Marathi – India (Maharashtra, Daman and Diu, Goa).
17 Turkish – Bulgaria (Kurdzhali Province and areas of South and West),
Cyprus and Turkey.
18 Telugu – India (Andhra Pradesh, district of Yanam).
19 Egyptian Arabic – Egypt, Iraq, Israel, Jordan, Kuwait, Libya, Saudi Arabia,
United Arab Emirates and Yemen.
20 Javanese – Indonesia, Java and Bali.

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Combat
Inevitably agents will get themselves into situations only bullets,
blades, and knuckles will resolve. That’s okay. This is all part of the fun of
a cinematic action adventure story!
Combat takes place in rounds. One round of every participant taking
a turn performing some kind of action (such as attacking someone) and
perhaps move around the battlefield. But to determine the order those
turns are taken, we roll initiative.
Combat is an organized but heavily moderated process. The Admin
narrates the situation, plays the role of all combatants not controlled by
players, and adjudicates how to handle things not covered in these rules.
Since agents tend to get themselves into all manner of mayhem and
unusual situations, the Admin has their work cut out for them!

Initiative
Initiative is a dexterity action contest and every combatant is
participating. Thus everyone rolls d20 and adds their dexterity. No skill
qualifies an agent to add their rank to this total. Only special abilities
that say they increase initiative will help. Everyone tells the Admin their
total, and the Admin rolls for NPC combatants. Now everyone gets to
take a turn in order from highest to lowest initiative total. The Admin
can resolve ties any way desired.

Turns
On their turn, an agent may move up to their movement rate
(typically 30 ft) and may attempt one attack action (exception:
elimination division agents make more than one attack action per
round). Or, they can move up to twice their movement rate but make no
attack actions.
But that is not the only thing a combatant may do. They can perform
anything designated as a “free” or “extra” or “bonus” (all synonyms
common to the RPG industry) action, as these don’t count as the move or
attack actions. Agents may speak, or might try to perform other
activities (like picking a lock or disarming an explosive, run through the a
brief procedure to start up a helicopter, etc.). The Admin must resolve
any such activities using action checks, and not everything can be
accomplished with just one check in one turn.

Attack
To make an attack, the player makes an action check. Melee and
unarmed attacks use toughness, while thrown weapons and aimed
projectiles and firearms use dexterity. There are several skills which
qualify an agent to add their rank. If wielding the proper type of weapon
with the correct skill qualification, the agent can be very effective.

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The target number for an attack roll is normally equal to the


defender’s defense score. If the action check total equals or exceeds it,
then the weapon hits and damage will be rolled. But it’s not always that
simple; sometimes things modify the attack roll. Admins are the final
arbiter of such thigs.

Damage
If the combatant succeeds in the action check to hit an enemy, the
player rolls the damage code shown in the equipment tables. Targets
record the damage in a running sum until that sum equals or exceeds the
combatant’s stamina and the combatant drops to the ground, dropping
anything that was being carried/held.

Rounds
When all combatants have taken a turn, the round is over and
initiative is rolled again, for the next round. This continues until one side
or the other is defeated or somehow manages to escape the fight or
calm the violence.

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Other Attack Considerations


It is impossible to describe every situation, so here are some
considerations Admins can use to help adjudicate unusual things the
players’ agents might try.
Attacking unqualified: If a combatant is not qualified in the weapon they
wield, they can actually still use it. They just don’t get to add their rank
to the chance to hit, simple as that. However, especially with explosive
or automatic weapons, the Admin should describe a lot of collateral
damage from such attacks.
Automatic weapons: Some weapons can fire bursts of bullets. To do so, a
combatant makes an action check to hit with a +2 bonus. If successful,
the combatant spent 5 bullets and the target takes two extra dice of
damage (whatever type of die the weapon uses). If the weapon has a
ROF of 2, you can fire 2 single bullets or 2 bursts, depending on how
much ammunition and collateral damage you’re aiming for. Against
bursts, targets may make a dexterity resistance check for half damage.
Cover: If a combatant is fully behind hard cover, attackers will have a –4
penalty to hit them and damage will always be halved. Cover is good.
Find some if you can. Soft cover is different. Soft cover conceals actual
position but does not stop the damage of the weapon being used. Soft
cover still provides the –4 to attackers, but doesn’t reduce damage by
half. Cover only helps until attackers find a way around it, blow it up,
or chuck a grenade over it.
Drawing/Readying: It counts as an attack action to draw, ready, or swap a
weapon. Consider drawing your weapon when you suspect danger,
before initiative is rolled in the first round, or buy a concealed spring
holster for your favorite weapon.
Explosions: Explosive attacks will cause the listed damage to everything
within the 5 ft space of the explosion’s point of origin. It then spreads
outward. For each additional 5 ft space, the damage is reduced by one
die (-1d6 if the weapon’s damage is in d6s) until there are no more
damage dice. A very large explosion can therefore affect a huge area.
See page 34 for a diagram of the explosion effect of a fragmentation
grenade. Against explosions, agents who make a dexterity resistance
check sustain only half damage.
Melee attacks: A melee attack is one with hand-held weapons such as a
sword, spear, or knife. Attacking is a toughness action check. The
melee combat skill qualifies the combatant to add their rank to the
action check total. Damage varies by weapon type, but always add
toughness to the roll unless some special ability says otherwise.
Military Ordnance: When using such heavy mounted military weapons,
attacking is a dexterity action check. The military ordnance skill will
qualify a combatant to add rank to the action check total. Damage
varies by weapon type, and is usually very lethal, often explosive.

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Range can affect the chance to hit, and rate-of-fire (“ROF”) might allow
a combatant to shoot more than once as one attack action. Military
ordnance causes a tremendous amount of damage to the area targeted
by the attack. Especially in unqualified hands.
Range: There is no penalty if an attack is within the weapon’s listed range,
but will be –2 if within 2x the listed range. Beyond that, each doubling
of the range total doubles the penalty. Thus, –4 to hit if within 4x the
weapon’s range, –8 to hit if within 8x the weapon’s range, etc.
Rate of Fire: If ROF is higher than 1, the agent can attack more than once
with that weapon and it only counts as one attack action. Each is
treated as a separate action check, and they occur in the agent’s
initiative order. Weapons capable of burst fire can fire a single bullet or
a 5-bullet burst as each attack. ROF 1/2 means it can be fired only once
every other round.
Reloading: It counts as your attack action to reload a firearm. It’s wise to
duck down behind some cover while doing so. If planning for extended
firefights, prepare in advance with several spare ammo upgrades.
Shooting Firearms: Attacking is a dexterity action check. The firearms skill
will qualify a combatant to add rank to the action check total. Damage
varies by weapon type, and no ability modifies the roll. Range can affect
the chance to hit, and rate-of-fire (ROF) might allow a combatant to
shoot more than once as one attack action.
Stun: Some damage effects refer to stunning a victim. When an agent is
stunned they may take no actions whatsoever. Unless otherwise
specified, stun lasts only 1-4 turns. Being stunned on the battlefield is
potentially life threatening.
Survival Instinct: Don’t assume all combatants will fight until they kill or
are killed. Many have an interest in survival and depending on the
discipline and experience of any given combatant, they might surrender
or flee if faced with what they believe to be certain death. Of course,
some combatants are more stubborn, or fear retribution of their boss
more than death if it becomes known they fled or surrendered.
Thrown Weapons: Attacking is a dexterity action check. The thrown
weapons skill will qualify a combatant to add rank to the action check
total. Damage varies by weapon type, and toughness adds to the roll.
Range can affect the chance to hit.
Unarmed Attacks: Attacking is a toughness action check. The unarmed
combat skill qualifies you to add rank to the action check total. Damage
is 1d4+toughness (unless specified otherwise). If the final blow that
downs an opponent is an unarmed attack (or, with the Admin’s
permission, any bludgeon weapon), you can decide if it was potentially
lethal or just a knock-out blow. If a knock-out blow, the victim will
automatically succeed in their toughness check to survive (see page 9).

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Investigations
Some parts of a mission will center on searching for clues. That’s an
important part of the genre. Keep in mind that it’s frustrating to players
when they don’t know what to do next, and players can grow bored if
the Admin is not paying attention to their needs.
Prepare a list of facts/clues you intend the agents to learn. Then, as
each agent tries things you think should uncover one of those prepared
facts, you should give it to them. As long as players try things, you keep
feeding them facts. Of course, if some facts are difficult to find you
should require action checks, but don’t make each of your facts rely on
one specific thing they need to do to uncover it. Players might not think
of that one thing and they’ll grow frustrated if investigation is reduced
to a guessing game.
If players don’t know what to do consider giving them some
suggestions: questioning witnesses, walking the scene, getting footage
from nearby security cameras, calling informants who may know
something, even calling in to agency headquarters for additional ideas.
Any and all of these should help produce discoveries. But don’t just tell
them to try these things. Instead ask for an intellect action check and let
them know they notice the security cameras in the region, or that their
agent remembers one of their informants might have some information
that might help.

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Example of Play
Agent Zoe Smith is a 3rd rank investigation division agent. Her
player is playing alone with the Admin and Zoe was sent on a mission
with a team of agents to plant surveillance in an office building. Her
team is comprised of NPCs being controlled by the Admin. She was told
to keep watch for security guards, but decided to do some investigating
outside the building while being look-out. She is caught snooping around
by three security guards in the dark alley behind the building.

Admin: “Suddenly you see three male security guards come around the
corner. They look low-rent, but don’t hesitate long. One of them barks
‘Hey, what are you doing there?’ as he starts reaching for a weapon.”
Zoe’s player: “I pull my suit jacket aside to let them see my pistol in its
holster and say ‘I have a SWAT task force in position to strike, and I
know you’re just hired guns… just move along and pretend you never
saw me.’ – I try to look serious.”
Admin: “Okay, give me an influence action check.” (decides TN15)
Zoe’s player: (rolls d20, adds her influence) “I rolled a 7... Influence is +1
so 8. I’m qualified in persuasion, can I add my rank?”
Admin: “This is actually deception, not persuasion. Qualified?”
Zoe’s player: “No. Then my total is 8. Is that enough?”
Admin: “Um, no. They’re not buying it. You’re covered in filth from that
dumpster you jumped in to escape the henchman, Mr. Tall, and that
makes them assess you with doubt. Maybe if you had a badge to flash
or something I might give you another crack at it. Are you going to call
to the rest of the team with your comlink?”
Zoe’s player: (checks her agent dossier and scowls) “I’m so going to get
a fake badge before next mission. No I’m not going to call to them
unless I can’t handle this.”
Admin: “Roll Initiative.” (rolls a d20 for each guard and gets results of 16,
13, 9)
Zoe’s player: (rolls d20, adds dexterity) “I total 7.”
Admin: “Seems all the guards act first. They’re all about 20 feet from
you. One pulls his Taser and readies it as his action, the other two
close the distance between you drawing nightsticks from their belts.”
Zoe’s player: “They don’t attack?”
Admin: “Nope. You using your concealed spring holster to snap your gun
into your hand?”
Zoe’s player: “No not yet, I don’t have a silencer on it and I’m hoping not
to end my investigation just yet. Can I just punch one as they come at
me?”

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Admin: “Yes. They approached to surround and apprehend, they aren’t


swinging at you just yet.”
Zoe’s player: “I’ll punch at one of them.” (rolls a d20) “13... Adding my
toughness and rank gives me a total of 17! Is that enough to hit him?”
Admin: (notes that these common guards have a defense of 10) “That’s a
hit, roll damage.”
Zoe’s player: (unarmed combat damage is 1d4) “3 points, but I’ve got a
+1 damage bonus from toughness, so that’s 4.”
Admin: (sees that common guards have only 4 stamina) “Okay, as he is
moving forward, he walks right into the full force of your fist,
dropping him instantly to the pavement. His nightstick scatters near
your feet. The other two still seem confident, especially since the one
in back is about to use his Taser on you, but they do look a little more
nervous now.”
Zoe’s player: “I smile and raise an eyebrow.”
Admin: “Roll Initiative for the next round.” (rolls for each guard and gets
a 12 for the one with the Taser and a 4 for the one in melee range).
Zoe’s player: (rolls a d6) “I got a 15, beat that, Taser boy.”
Admin: “You’re first.”
Zoe’s player: (rolls d20) “I’m punching the second nightstick guy. Hm… I
rolled a 9, plus my bonuses makes 13… hit?”
Admin: “Yes, these guards aren’t highly skilled. roll damage.”
Zoe’s player: (rolls 1d4 and adds toughness bonus) “3!”
Admin: (the guard has 4 stamina, like the others) “You land your punch
square in his face, but the guard doesn’t fall unconscious, he’s dazed a
little and backs up a step.”
Zoe’s player: “Eek! I was hoping to knock him out and grab his body as a
shield against the Taser.”
Admin: “Sorry. It’s the guard with the Taser’s turn. He levels his taser at
you and fires.” (rolls d20, adds the guard’s attack modifier, but
subtracts –4 from the roll because 20 ft is 4x the listed range of the
Taser) “Does 11 beat your defense?”
Zoe’s player: (she wears a bulletproof vest) “Defense is 15, nope!”
Admin: “One of the Taser darts embeds in the folds of your jacket, the
other connects to your bullet proof vest. No conduction.
Zoe’s player: “Initiative?”
Admin: “No, the guard you punched shakes off his daze and swings his
nightstick at you.” (rolls d20 and adds the guard’s attack modifier).
“17, that’s a hit.” (rolls 1d6 damage for the night stick) “You take 5
points of damage.”

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Zoe’s player: (she has taken 4 points


of damage already this mission, so
this brings her damage total up to 9
when her stamina score is only 11,
only 2 points left) “Ouch. Um… this
is bad.”
Admin: “Initiative time” (rolls dice for
the two guards) “Taser boy has an 8
and Dazed Nightstick has a 14.”
Zoe’s player: (rolls dice) “18 total.”
Admin: “You’re first, you going to call
your team now?”
Zoe’s player: “Nope, I got
this.” (makes attack roll) “14. Hit?”
Admin: “Who were you attacking?
Dazed Nightstick? Taser boy is not
in melee range, he’s 20 feet away.”
Zoe’s player: “Yep, dazed nightstick
guy.”
Admin: “Hit. Damage?” (the Admin
knows the guard can take only 1
more point of damage, but likes to
keep the player guessing).
Zoe’s player: (rolls 1d4 plus toughness) “2.”
Admin: “He falls to the ground unconscious. Taser boy drops his Taser to
the ground and draws a revolver as his action.”
Zoe’s player: “Crap.”
Admin: “Initiative.” (rolls d20) “The guard has a 14.”
Zoe’s player: (rolls initiative) “14 also. I’m using my concealed spring
holster to snap my concealed pistol into my hand as a free action.”
Admin: “Okay this resolves simultaneously. He levels his gun at you and
draws down the sights to see you suddenly armed and doing the same
at him.”
Zoe’s player: “Okay—I just took out two of his colleagues and this has to
end. I say really calmly ‘Offer still stands. Walk away and you never saw
me.’ and I’ll wait to see what he does.”

Zoe’s player is taking a big risk. She is heavily damaged. Still, the
Admin notes that she did take out two of the guards already. He decides
the guard swallows hard, lowers his gun and slowly walks away into the
night, visibly shaking. Zoe’s agent activates her comlink and informs her
team “Had a run-in with some guards. Handled it. But be aware there
could be company heading your way.”

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Enemy Organizations
A series of stories can be interconnected by use of a massive enemy
organization. Of course, this is not necessary in order to enjoy White
Lies, but it is a reliable trope in espionage stories. If you decide to create
one, not all missions have to center around this organization. Some will
be in unrelated locations dealing with unrelated plots. However, it may
be the case that agents face off against several different villains who
they later find all work for the same organization and uncover the
existence of a massive conspiracy plot.
Also consider the possibility of a campaign centered on more than
one villainous organization. It would be fun to see how their plots would
intertwine; would they align at times, creating a perfect storm of
danger? Would they be just as much at odds with one another as they
are with the player’s agency? Or more interestingly, would players
sometimes find themselves aligning with one of these enemy agencies in
order to accomplish a mission?

1: Organization Size
Just how large is this organization? Is it a far-reaching and deep-
pocketed organization with its tentacles digging into every business and
every political leader’s affairs, or is it a small organization dealing with
one very specific agenda targeting a single foe?
Roll or choose a result from the table, below. An organization might
have a centralized leadership in some location, or might have leadership
decentralized all over the globe. This will determine the number of
leaders (created using the master villain creation process starting on
page 97) and the number of locations these leaders control. You don’t
have to create all of the organization locations and master villains at
once.

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1d8 Leadership # Master Villains # Locations


1 Unary, Centralized 1 1
2 Small, Centralized 2 1
3 Medium, Centralized 3 1
4 Large, Centralized 6 2
5 Small, Decentralized 3 3
6 Medium, Decentralized 5 5
7 Large Decentralized 8 8
8 Huge, Decentralized 12 12

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 three tables spread over the next
couple of pages (purpose, location, and descriptor).
Location Purpose: What is the primary purpose of this organization’s
location? Each location likely has its own primary purpose, and
should be chosen or rolled from the following table:

1d12 Location Purpose


1 Scientific or technological research
2 Propaganda or public representation
3 Outfitting or warehousing
4 Prison, torture, or death camp
5 Training center
6 Financial center
7 Manufacturing facility
8 Digital nerve center (computers, servers, etc.)
9 Central planning/administrative
10 Weapon of mass destruction site
11 Military complex
12 Roll twice

Location of Site: You can use the following location table to determine
where each of the enemy organization’s headquarters is located.
This is an alphabetical table of the 100 most populated countries in
the world. However, the organization’s presence at this location
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 hidden behind a

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façade of business fronts. Spend time doing some game prep on this
one… a good villainous organization needs to be significant. Search
on the internet about the country rolled. What do the people look
like? What language do they speak? How do people live? What
political and religious forces at work? Find images of open markets
or sites of prominent history, art, or culture.

D100 Location of Site


01 Afghanistan 34 Germany 67 Philippines
02 Algeria 35 Ghana 68 Poland
03 Angola 36 Greece 69 Portugal
04 Argentina 37 Guatemala 70 Romania
05 Australia 38 Guinea 71 Russia
06 Austria 39 Haiti 72 Rwanda
07 Azerbaijan 40 Honduras 73 Saudi Arabia
08 Bangladesh 41 Hong Kong 74 Senegal
09 Belarus 42 Hungary 75 Serbia
10 Belgium 43 India 76 Somalia
11 Benin 44 Indonesia 77 South Africa
12 Bolivia 45 Iran 78 South Korea
13 Brazil 46 Iraq 79 Spain
14 Bulgaria 47 Israel 80 Sri Lanka
15 Burkina Faso 48 Italy 81 Sudan
16 Burma 49 Ivory Coast 82 Sweden
17 Burundi 50 Japan 83 Switzerland
18 Cambodia 51 Kazakhstan 84 Syria
19 Cameroon 52 Kenya 85 Taiwan
20 Canada 53 Madagascar 86 Tajikistan
21 Chad 54 Malawi 87 Tanzania
22 Chile 55 Malaysia 88 Thailand
23 China 56 Mali 89 Tunisia
24 Colombia 57 Mexico 90 Turkey
25 Congo 58 Morocco 91 Uganda
26 Cuba 59 Mozambique 92 Ukraine
27 Czech 60 Nepal 93 United
Republic Kingdom
28 Dominican 61 Netherlands 94 United
Republic States
29 Ecuador 62 Niger 95 Uzbekistan
30 Egypt 63 Nigeria 96 Venezuela
31 El Salvador 64 North Korea 97 Vietnam
32 Ethiopia 65 Pakistan 98 Yemen
33 France 66 Peru 99 Zambia
00 Zimbabwe

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Location Descriptors: Each location should also have a descriptor, which


ties it to the environment or its people, or defines how it stands out
compared to other headquarters for this organization. The Admin
should use the descriptor when creating missions involving the plots
of the villain and henchmen of this particular headquarters for the
enemy organization.

D100 Location Descriptors


01-02 Associated with terrorist groups
03-04 Controls a huge crime syndicate
05-06 Controls a huge smuggling ring
07-08 Controls a rogue military group
09-10 Deep financial reserves, money is no object
11-12 Employs freelance mercenaries or operatives
13-14 Experiments on people
15-16 Generates its own power from a nearby underground river
17-18 Has a large pile of looted Nazi gold
19-20 Has a local intelligence agency unknowingly under its careful
manipulation
21-22 Has a location which is disguised as a hospital, museum, etc.
23-24 Has an artificially intelligent computerized operating system
25-26 Has an extensive pool of vehicles
27-28 Has constructed a dam and ransoms water to the population of
the nearby settlements
29-30 Has enslaved the local population
31-32 Has genetically engineered super soldiers
33-34 Has genetically or cybernetically manipulated guard animals
35-36 Has infiltrated public media
37-38 Has local government in its pocket
39-40 Has many custom military and spy vehicles
41-42 Has many trained and dangerous guard animals (dogs, etc.)
43-44 Has very high tech surveillance and security
45-46 Henchmen use an experimental drug that boosts all five of their
ability scores but is taking years off their lives
47-48 Is a mobile base, located out at sea on a re-purposed carrier (or
zeppelin?)
49-50 Is excavating and expanding deep underground

Continued on next page...

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Location Descriptors ...continued from previous page.


51-52 Is heavily militarized (soldiers and turrets in plain view)
53-54 Is in a difficult to reach location
55-56 Is in a far removed locale (distant canyons, arctic north, etc.)
57-58 Is located in a volcano, deep jungle, within a cavernous moun-
tain, or other hazardous place
59-60 Is located undersea or underground
61-62 Is riddled with expensive art from all over the world
63-64 Is surprisingly easy to get into and out of
65-66 Is wired with a self-destruct system
67-68 Its bases are elusive, keep moving around
69-70 Located beneath a public building or national monument
71-72 Located on an island
73-74 Location can lock down – totally trapping all within
75-76 Location is a castle, with medieval themed henchmen
77-78 Location is an obvious headquarters, broadly displaying its
name with a logo and slogan
79-80 Manages a global black market
81-82 Members have cyanide capsules implanted in teeth
83-84 Owns most businesses within 100 miles, all serving as a network
of informants and money launderers
85-86 Sells arms to any warlord who can afford it
87-88 Site has a business front, such as a casino or resort or hotel
89-90 The approach to the base is riddled with booby traps
91-92 The guards/minions here all have uniforms or markings
93-94 There are many levels of ancient ruins beneath the site
95-96 Uses animatronic birds or rodents as surveillance and even de-
fense
97-98 Uses super-science weapons or defenses

99-00 Roll Twice

3: Organization Agenda
All enemy organizations have an agenda. This is the organization’s
primary goal, what they are trying to accomplish in the world, why they
exist, and what motivates them to be the villainous powerhouse they’ve
become. All plots and missions Admins prepare involving this
organization should be involving this agenda, even if indirectly. All

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leaders of this organization will


share this agenda, though they
all may have individual 1d12 Organization Agenda
motivations as well. Roll or 1 Ascension
choose from the agenda table to 2 Destruction of wealth
determine the primary goal of 3 Domination
this organization. This is not to
4 End of technology
mean that the organization’s
5 Entertainment
ambitions don’t include other
agendas, just that this is the 6 Leveling the playing field
primary one. 7 Opposition
8 Recognition
Ascension: The organization
9 Revealing the truth
seeks an ascension or
10 Revolution
elevation of mind and spirit of
humanity. It seeks a new level 11 Terror
of enlightenment 12 Universal Revolution
unattainable by the current
limits of authority. This
organization may be difficult to distinguish from a cult, but it is one
where the leadership actually believes what it is preaching, not just
using ascension promises to manipulate followers.
Destruction of Wealth: The organization believes that wealth is the center
of all power and evil and opposes its existence. It strives to eliminate,
devalue, or distribute it. It believes that through removal of wealth
shall grow a new world order. Ironically, it costs money to run a villain
organization.
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. But it believes that all organizations of man
should be controlled by this one single organization in order to
facilitate true social/economic success.
End of Technology: The organization seeks to bring an end to all forms of
scientific and technological advancement. It believes that science and
technology are the antithesis of progress of the human condition. Its
henchmen will sabotage laboratories, blow up research and
development centers, and even go so far as to destroy the mines
which feed the cogs of industry.
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 insanity. This type of organization can
be the most dangerous and unpredictable because nobody will be able
to fathom what crazy thing they will do next. Whether or not all this
organization’s villains subscribe to this insanity or are using it as a
platform for their own agendas remains to be seen.

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Leveling the Playing Field: The organization seeks to bring down those of
power and authority to equal that of the common man. It has the
altruistic goal of bringing about a time where all people are seen as
equals, but the methods it employs are far from laudable. It seeks a
shared system of power and wealth brough about through death and
destruction of those who have the wealth and power. And once the
playing field is leveled, what then? Does the organization go away?
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. The
world is caught in the throws of a syndicate war between powerful
secret organizations. Perhaps the rivalry has gone on for millennia.
Recognition: The organization wants to be recognized as its own nation or
governing body, independent of all others. It seeks the validity of
being recognized in some official capacity. It may have once been a
nation whose validity was questioned and now they are seen as
terrorists when all they want is what they once had.
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. Or they
might.
Revolution: The organization wants to overturn a government and install
one of its own. Revolutions are usually led by villains who were
wronged by the current regime, or are manipulating rebels with
propaganda related to such injustice!
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.
Universal Revolution: The organization wants no government anywhere.
They believe that all governments are all corrupt and need
overturned, to be replaced by… something else. In a case like this, the
organization isn’t devoted to leading a new world order; it’s devoted
to no world order. If it can topple all the ruling class, new rulers more
worthy of dominion might rise up to take its place.

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 get to work generating one or more of the
organization’s master villains and his henchmen!

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Master Villains
Every good spy movie has a super-villain. It’s the one who has set
things into motion, resulting in the agents’ need to get involved. The
villain has plans which are larger than life, seemingly impossible, and
certainly cinematic. He or she probably has lots of money, henchmen and
minions. And they likely build things that can only be called super-
science, and feels unstoppable until the agents put all the clues together
and figure out a way to disable them. Sure, every mission has some kind
of main bad guy, but just how bad are they? But this section isn’t about
those lowly thugs. This is about the master villain… the one behind
everything that mission objectives set back but never seem to destroy.
What motivates them? How much influence do they have? This section
helps you create fun villains.

1: Villain Type
Roll on (or choose from) the master villain type table below to
determine a basic archetypical type of villain. Keep in mind there many
more possible paths to master villainy, these are just some ideas. 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? Or maybe a visionary engineer with the perfect technology
to bring about the world order he knows will fix everything?

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1d8 Master Villain Type Notes


1 Celebrity/Dilettante Fame and wealth can be a
dangerous thing when protected
by the embrace of fame.
2 Criminal/Terrorist Mafia kingpin, drug lord, arms
dealer, terrorist cell leader,
cheating gambler, etc.
3 Cult Leader Religious, social, or economic
leader figure.
4 Operative/Spy Assassin, burglar, hacker, rogue
agent, etc.
5 Politician/General Ambassador, military commander,
warlord, dictator, etc.
6 Scholar/Visionary Faith and fanaticism, misguided
brilliance.
7 Scientist/Technologist Genius ahead of the science/
technology curve.
8 Serial Killer Assassin, murderer, killer, etc.

2: Villain’s Motivation
Roll on (or choose from) the master villain motivation table below 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.
Acceptance: The villain is motivated by the simple desire to be accepted
or loved. Perhaps he comes from a far off place, or was exiled or cast
out from a group or culture. Maybe he has failed at love or has lost his
family because he believes they no longer accept him. His villainous
efforts are an attempt to prove himself to someone but these efforts
seem to push that person farther and farther away.
Bigotry: The villain hates a specific race, group, or belief. He is motivated
to take action against that specific group of people, and seeks to
enslave, discredit, or murder them at all costs.
Chaos: The villain seeks a world in a state of anarchy and chaos. Not to
rule it, but for anarchy’s sake alone. The world would be a better place
without the artificial constructs of society and culture infecting the
process of natural selection.
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. This type
of villain typically doesn’t even trust his henchmen to do the right
things on his behalf, and keeps in constant communication with them,
and may even have technology to remotely watch, communicate, and
discipline them.

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Curiosity: The truth is out there and this


villain seeks it. His search to understand 1d20 Motivation
the unknown is so high that he doesn’t 1 Acceptance
care who he hurts to obtain it. He is 2 Bigotry
dangerous because of his apathy for
3 Chaos
everything, not because he seeks to
4 Control
destroy it.
5 Curiosity
Desperation: A dangerous man is one who 6 Desperation
believes he has nothing to lose. This 7 Equality
villain has lost everything, and it doesn’t 8 Evil
matter who he hurts or who hurts him,
9 Evolution
but he’s going to do what he thinks is
right before the world takes him away 10 Fanaticism
too. This type of villain hates his own lot 11 Gloom
in life, and thinks himself a hero because 12 Greed
he’s tired of the status quo… it took 13 Immortality
away everything he ever cared about, so 14 Insanity
what’s the point in caring anymore? 15 Mischief
Equality: This villain seeks to level the 16 Peace
playing field because he believes 17 Power
someone or some group has an unequal 18 Renewal
advantage. He may once have been in 19 Revenge
that advantaged group and lost his 20 Superiority
position. Or he was never in such a group
and is full of some kind of amped-up
jealousy. Whatever the cause, he is
motivated to bring down those in this
advantaged group, or bring up the
disadvantaged one, in order to level the
playing field.
Evil: Murder, hate, rage, lust, etc. are tools of this villain’s choice. Evil is
real to this villain, and he or she serves it with an open heart. Maybe
there is some dark ideology involved, or perhaps outright devil
worship. Maybe they pursue dark arts and believe they can attain real
power. Maybe they even will, but not if Bureau 19 has anything to say
about it. This is a particularly scary motivation, because there isn’t
anything anyone can do to negotiate with the villain.
Evolution: Humans are weak and inferior and must be improved through
cybernetic, psychic, and genetic manipulation. Maybe this villain has a
disability and blames society for stunting human evolution which
resulted in his condition. Perhaps he believes humans are on the cusp
of an evolutionary breakthrough and he is the one to help carry them
across that threshold. This villain probably dabbles in chemical,
genetic, and cybernetic augmentation, and certainly experiments on
his henchmen and minions.

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Fanaticism: This villain is convinced with a level of fanaticism that what he


is doing is divinely correct and cannot fail. Not only is he convinced,
but he likely has his henchmen convinced as well. His minions could
even be a cult. Whatever his reasons, he sees every success as
mandated by a higher power, and every failure as divinely appointed in
order for him to learn something to fulfil a larger plan. He believes his
role to play is but as a pawn, and his followers believe they are a part
of that plan too.
Gloom: This villain suffers from a type of depression. Nobody
understands his darkness, so they must be made to understand it. His
despair is greater than anyone’s, his situation is worse than anyone’s,
and he is motivated by making sure everyone feels his depth of
despair.
Greed: This villain is plagued by a passionate need for money (or some
other thing). He or she has a hole in them that they keep trying to fill
and nothing fits right. They steal for the sake of possessing it, and may
also suffer from some level of megalomania. Whether they use that
wealth to buy things, invest, or swim in piles of it Scrooge McDuck
style is up to the Admin.
Immortality: This villain wants his or
her name to live on through the
Villain vs. Organization
ages. Or perhaps they are Master Villains are normally
deluded enough that they seek built after designing an enemy
actual physical eternal life. They organization in the previous
may be motivated to leave their section. When determining
mark on humanity because they the villain’s motivations, try to
believe that is of itself a form of keep in mind the overall agen-
immortality. History shows that
da of the organization being
many have sought this goal, but
run. The villain probably won’t
nobody really believes it’s
have motivations diametrically
possible anymore, do they?
opposed to the organization.
Insanity: This villain is totally insane, Right?
suffering from any number of
psychological maladies which On the other hand, a villain
might drive one to acts of villainy. who is just one of many vil-
Madness is hard to understand, lains in the same organization
predict, and reason with. The might disagree on many
villain might raise an army to points but work together out
seize a military base that controls of agreement on one key
a top secret satellite, then might point. Having opposing moti-
use it to ransom uncanny
vations might make for an
demands… or maybe just to aim
interesting enemy, and an
its lasers to carve googly eyes on
organization whose next
the White House dome.
move is difficult to predict.

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Mischief: This unusual villain just has a sense of dark humor. He is


primarily motivated by a simple desire to cause trouble. He does
things because it’s fun to him. He probably has an unusual personality,
laughs strangely at odd things, and pauses to watch his plans come to
fruition. In the end, it’s the trouble he revels in, not his personal gain
or the destruction his fun seems to create.
Peace: History has proven to this villain that peace is unattainable
because it leads to conditions which are merely future catalysts for
more war. He seeks peace for the world, even if he has to kill, maim,
and destroy things in order to achieve it. The ends always somehow
justifies the means. Of course, his motivation is contradictory, and so
this villain’s behavior can be unpredictable.
Power: He or she doesn’t care if they rule because they are respected or
because they are feared. The world must bow down to their rule, and
there’s no personal cost too high to pay for this power. Maybe it’s
because they think they’re superior, or maybe because they think
they’re divinely appointed, or perhaps it’s just out of a belief that
everyone just needs someone to lead them and why not them? But
rather than any of those things being the motivation, for this villain it’s
the acquisition of the actual power itself which they are obsessed
with. Power is both their weakness and their strength.
Renewal: This villain believes that the social, political, and economical
world is flawed horribly and must be recreated anew, no matter the
cost. Their goal is a restart, a reboot, a complete cancellation of
everything and a brand new world from the ashes of the
organizational structures which defined it. They don’t even really care
if they’re part of that new world, because they’re more committed to
it than they are their own survival. Of course, they’re not stupid; they’ll
flee when they must, especially if their death wouldn’t result in the
renewal they seek.
Revenge: Something happened in the past. Maybe the villain is a burned
agent of Bureau 19? Maybe they were abandoned or disavowed by
some other organization? Maybe they believe they were unfairly
exiled from some community, country, or organization based on lies or
the treachery of the powerful people who run it. Whatever the reason,
it is retribution and vengeance which motivates this villain, not
righting the wrong. They want someone to be punished.
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, and wants to make sure everyone else around him is witness to
it. This is the very type of villain to give lengthy monologues to
captured agents in order to make sure they appreciate the genius of
their enemy.

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3: Power Base
Roll on (or choose from) the table shown to determine what makes
this villain powerful. All villains have a certain amount of all of these
sources of power, but this represents this villain’s primary source of
power.
Economic wealth: The villain possesses 1d10 Power Base
amazing reserves of money. Whether 1 Economic
this is from backers, victims, tax revenue, wealth
or corporate success, the primary base of 2 Faithful
power is money. Whoever said money followers
can’t buy happiness didn’t have this 3 Military
villain’s wealth. His money reserves run support
so deep that players can’t really hurt him 4 Political
by attacking his funding without amazing power
effort. 5 Legal
Power
Faithful followers: This villain’s primary 6 Power of
form of power is that those who work the press
for him are zealots. They will die for him 7 Technical
(but would rather kill). Players can’t Superiority
reason with or bribe this villain’s minions 8 Secrets
or henchmen, and it seems there is an 9 Layers of
endless supply of more minions and plots and plans
henchmen ready to believe in this 10 Personal
villain’s schemes. ability and skill

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Military support: This villain has an army. They have power because they
can take it and hold it. A legion of soldiers and a million tons of
mechanized firepower can help any villain achieve their motivations,
and this villain has that in spades.
Political power: A villain with this type of power might be in charge of an
entire nation, or might be a powerful politician or dignitary,
ambassador, or some other representative. It is said that the pen is
mightier than the sword, but this villain’s power base proves that the
flag can be far mightier than the pen.
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. Going “over his head” and trying
to get him in trouble won’t work. His control over the legal system
makes him beyond reproach. He answers to nobody.
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. His
control of the press is able to sway politicians and legal enforcement
leaders to his will. If someone won’t do what he needs, he destroys
them.
Technical superiority: This villain has all the technological toys you can
imagine. Super-science gadgets will be in use by their henchmen, and
maybe even by their minions. Of course, when the agents get their
hands on the technology it self-destructs, was damaged in the fight, or
for whatever reason is unable to work for them.
Secrets: This villain is dangerous because of what he or she knows. Their
power base is built upon layers of secrets, blackmail, subterfuge, and
information. In the deadly world of spies and intrigue, information is a
currency to the powerful.
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 agents think they’re in
control of the situation they soon discover they’ve been playing right
into the villain’s plans all along.
Personal ability and skill: This villain’s power base is built by their own
two hands. Even if they have minions, this villain knows that if they
want something done right then they better take care of it
themselves. If the villain gets involved in direct confrontation, he or
she will likely beat the agents, and the agents should know this fact.
Defeating the villain will require planning and care.

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4: Henchmen
All master villains have henchmen. Roll on the following table to
determine the number 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) that help
constitute early encounters in a story.
Admins should try to make henchmen get away as much as
realistically 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).

1d10 # Henchmen Henchmen Rank


1 No henchmen n/a
2-3 # Player Agents –2 Highest player agent rank +1
4-5 # Player Agents –1 Highest player agent rank
6-7 # Player Agents Average player agent rank
8-9 # Player Agents +1 Lowest player agent rank
10 # Player Agents +2 Lowest player agent rank –1

Building Henchmen: Henchmen can be built using the standard


player agent recruitment rules (page 10). Or, you can use one of the
enemies listed in Section 5: Enemies. When building the henchmen, try
to make them larger-than-life. This can be done by making them very
one-dimensional. He’s a bruiser brute, a nerdy hacker, an over-the-top
cool assassin, a deadly honeypot, etc.

5: Minions
Roll on the minion table below to determine who works for this evil
mastermind. What master villain would be complete without an army of
mooks and goons? The result of this table becomes the primary type of
encounter within missions dealing with this villain.
This table will let you know how well equipped the minion is and
how many comprise a standard encounter. Each henchman normally has
a standard encounter’s worth of minions while on an operation for the
master villain. The master villain will often have a double-dose of
standard encounters. A villain’s base is typically equipped with 3-5 of
these standard encounters as patrols and security guards.
If this sounds like a lot – remember that the players aren’t
necessarily supposed to stalk around and kill them all (though knowing
how many players play, they’ll try). They’re normally spread out all over
an enemy base performing a variety of specific tasks related to a mission
they’ve been given from the master villain.

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Roll 1d10 and add the average rank of the player’s agents to
determine how tough to make the master villain’s minions. More
experienced agents are sent to deal with more dangerous threats.

1d10 Standard
+Rank Encounter Minion Type
2-3 3d6 Rebels: Rabble
4-5 3d6 Criminal: Thugs
6-7 2d6+2 Guards: Common Guards
8-9 2d6+2 Criminal: Enforcers
10-11 2d6+1 Guards: Corporate Security or
Martial Artist: Street Fighter
12-13 2d6+1 Rebels: Insurgents
14-15 2d6 Soldiers: Typical Soldier
16-17 2d6 Guards: Extreme Security or
Martial Artist: Professional Fighter
18-19 1d6+2 Spies: Spy
20-21 1d6+2 Soldiers: Experienced Soldiers
22-23 1d6+1 Criminal: Hit Men
24-25 1d6+1 Rebels: Revolutionaries
26-27 1d6 Spies: Elite Spy
28-29 1d6 Soldiers: Special Forces
30 1d4 Spies: Master Spies or
Martial Artist: Ninjas

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6: Master Villain Statistics


Generate the master villain using the same rules as player agents.
He should be one rank higher than the highest rank player agent in the
team, limited to 10th rank. Don’t worry too much about following the
rules, just build him however you wish with whatever abilities you wish.
Equip him with whatever you want (don’t worry about money). Feel free
to give him some special ability you’d like him to have. Maybe he has a
deadly glare that unsettles people, or some interesting super-science
gadget.
Quirk: All the greatest master villains from literature and cinema
have some kind of memorable quirk. Something larger than life. Maybe
it’s the way the villain speaks, or the way he looks, or some strange code
of honor he maintains. Try to think up something memorable for your
villain. After all, he may be around for several sessions if you’re careful
with him. If you’re stumped for a quirk, roll on the following table, it
should get your creativity flowing!
1. Absent minded.
2. Acts benevolent, helps the community.
3. Albino or other physical deficiency.
4. Always dresses in an expensive suit.
5. Always has a different beautiful woman on his arm, marked with the
same scar.
6. Always has a deck of cards.
7. Always has a sucker.
8. Always has an escape plan.
9. Always doing something with his hands, rolls coin, etc.
10. Always has to rhyme.
11. Always waits 5 seconds to carefully consider his words before
responding, raises a finger if you don’t let him respond.
12. Always wearing body armor.
13. Always wears a certain color.
14. Always wears riding boots, carries a riding crop, but doesn't have a
horse.
15. Always wears sun glasses.
16. Believes he’s an ancient villain reincarnated.
17. Believes in aliens. Might even think he’s working for them.
18. Cannot speak, uses a computer-aided voice.
19. Claims credit for other people's good ideas.
20. Collects unusual things.
21. Demands you address him as "Lord."
22. Disfigured Face.
23. Does a little dance when he's successful.
24. Doesn't let people see his face, and kills those who see it.
25. Doesn’t plan, poor strategist, good tactician.
26. Drug addict, doesn't care who sees.
27. Enjoys arson, both watching and causing it.
28. Extra sneaky, appears out of nowhere.
29. Extraordinarily tall and thin.

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30. Fond of art and poetry.


31. Fond of duels.
32. Gentleman demeanor hides a
corrupt decadent nature.
33. Hands-on, likes to get involved
personally.
34. Has starkly alarming eyes.
35. Has a dungeon. An actual dungeon,
complete with torture equipment,
etc.
36. Has favored minion they treat like
an only son or daughter.
37. Has a god complex.
38. Has a lot of hair and runs hand
through it when frustrated.
39. Has a pet cat, dog, bunny, or
something else oddly cute.
40. Has a pet snake, lizard, spider, or
something else repulsive.
41. Has a soft spot for sports cars.
42. Has a special weapon made just
for him.
43. Has ADHD.
44. Has an extreme phobia.
45. Has an offensive smell and doesn't
do a thing about it.
46. Has been responsible for many
wars.
47. Has had so many identities he
forgets which is real.
48. Has to clear decisions with
"mother." Though nobody knows
who “mother” is.
49. He is not what he appears to be.
50. His depths of melodrama are a bit
over the top.
51. Impulsive man of action.
52. Is a celebrity who faked his death.
53. Is a twin… yes, there are two of
him.
54. Is always eating something.
55. Is always strapped into an
explosive vest, and will arm it if
he’s in danger.
56. Is morbidly obese.
57. Is very old but surprisingly spry.
58. Leaves behind signature symbol or
item.

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59. Humiliates enemies before crushing them psychologically.


60. Likes to monologue, revealing plans.
61. Waves dismissively at things he finds unimportant, including the
player agents, of course.
62. Lives in a castle.
63. Lover of games of strategy or chance.
64. Makes important decisions with a toss of a coin.
65. Master of disguise, difficult to detect.
66. Might be a clone.
67. Missing an eye/hand, has many types of prosthetics for it.
68. Nobody meets him in person, ever.
69. Obsessed with appearance, especially hair.
70. Obsesses over cleanliness, afraid of germs.
71. Overconfident and boastful.
72. Partial prosthetic body part.
73. Partially cybernetic.
74. Physical handicap (wheelchair-bound, one armed man, etc.)
75. Prefers to hang people.
76. Propaganda expert, always comes off clean.
77. Refuses to carry weapons, relies on minions.
78. Refuses to harm the elderly.
79. Relies on a psychic advisor, tarot reader, etc.
80. Strange ability to deduce all from basic clues.
81. Social chameleon.
82. Speaks slowly and deliberately, repeating self for emphasis.
83. Speaks with a very heavy foreign accent.
84. Strongly religious, despite villainous ways.
85. Studies cartoons, they define the human condition.
86. Treats enemies like honored guests.
87. Treats his minions like family.
88. Has an unusual laugh, used at inappropriate times.
89. Uses a sword, and is good with it. Might even be an Olympic-level
fencer. If fighting a player agent, will give them a sword.
90. Uses guns that are way overkill, or arms henchmen with such
weapons. Smiles a lot when people explode.
91. Uses innocent bystanders as shields.
92. Uses jargon specific to profession.
93. Very superstitious.
94. Was a child celebrity.
95. Was exiled from home country, and harbors great hatred or sadness
over it.
96. Claims he was made, not born. Even lacks a belly button, which he
believes proves it without question.
97. Wears a uniform of an army that no longer exists.
98. Wears glasses, always pushing them up on his nose.
99. Wears shirts with clever humorous phrases.
100. Won't harm children.

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Missions
There is no perfect way to prepare for running this or any other
game. You need to do it your way. All we can do is give you some various
tools and hopefully it will be enough to get your mind going with ideas.
What follows is a system for developing memorable missions, but
these are just the nuts and bolts. The most important step is an exercise
in creativity, the juice that makes you a good Admin: you must weave the
tale that links this all together, and sprinkle it with all the things the
players will enjoy.

1: Mission Scope
Roll on this table to determine the number of areas in which the
mission will take place. Areas are like acts in a play, scenes in a movie,
episodes of a television program, or sections in a story. Although your
mission might take place in more locations than this, this is the number
of locations where actual action and story is likely to take place.

1d8 # Areas Notes


1-2 2 areas A short assignment
3-5 3 areas A typical mission
6-7 4 areas A large assignment
8 5 areas An epic-scope assignment

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2: Mission Areas
Mission areas are like scenes or
acts in a play or movie. They set a D100 Area
stage for your story and should be
01-06 Base
thought out and developed. For each
area, roll on the area table shown 07-13 Decadence
here. 14-20 En Route
21-28 Entertainment
When you roll an area, begin to
29-35 Event
ask yourself questions, such as “what
kind of lab?” or “how did the agents 36-42 Facility
get here?” or “what event can I place 43-49 Industrial
in this area that makes sense 50-56 Public
culturally?” 57-63 Remote
Base: This area of the mission takes 64-70 Residence
place in a military base. It might 71-78 Station
belong to an actual military, or 79-85 Underground
might belong to another 86-93 Urban
intelligence agency or a terrorist 94-00 Wilderness
camp. It could be a criminal
organization, or even a base of
operations belonging to the players
or some allies. Encounters in this
area will surely include a large
amount of firepower.

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Decadence: This part of the mission takes place in some sort of mansion,
party center or rentable hall, or even an actual castle. There is likely to
be tuxedos present, fancy evening gowns, and a very expensive
banquet. In most scenes of decadence, players will find armed security
guards and might – if they’re lucky – get a chance to dance, dine, and
role-play. Consider the environment from the perspective of the
director of an action movie; imagine large columns, impossible
dioramas, expensive paintings, and the highest of society… then
imagine what happens when it gets shot up with hundreds of bullets!
En Route: This part of the mission takes place on a train or on an airplane.
Maybe it takes place on a ship or submarine. It may even take place on
an open highway. This part of the mission occurs while traveling from
one place to another, and includes scenes of great action and larger
than life adventure. It is easiest to assume this will be some kind of
chase scene, but might just be the backdrop for the agents as they
role-play with people on a train or discover some ancient secret in a
foreign land hidden from view by rolling dunes.
Entertainment: This part of the mission takes place at a casino or a posh
dance club. Maybe it’s in a restaurant or pub where the agents first
meet the master villain and share a meal while exchanging double-
talk. Maybe it takes place in a museum or hotel, where the agents have
to perform some extravagant heist. Whatever the location, it is a place
of entertainment. Many people will be present, going about their daily
business, and getting in the way of the action. The agents will have to
work carefully to avoid innocent fatalities and police involvement.
Event: This part of the mission takes place at some kind of event. It might
be a funeral or an ongoing carnival or even a science exposition where
innovations are being paraded. It could be a rock concert. Whatever it
is, it’s some scheduled event that draws a lot of like-minded people for
some specific reason. The mission might have something to do with
the event or it might just be a ruse for what’s really going on.
Facility: This part of the mission takes place in some kind of large multi-
level facility. This is larger than a base; it’s a skyscraper, prison,
detention center, city hospital, etc. There is certain to be collateral
damage if the agents cause too much damage, and might be difficult
to escape from if they must do so in a hurry. There is likely a large
amount of security as well.
Industrial: This part of the mission takes place in a large factory complex
or series of science labs. It might be a network of interconnected
warehouses. Whatever it is, it’s originally intended for industrial
purposes. Whether the mission’s villains are making use of the
industrial facility or it’s just background to the mission is up to the
Admin. The agents might have to work around large lasers or
industrial robots, or will have to secure access cards from employees
to gain entrance to the offices. Or will they plan to enter in the off-

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shift, at night, where they’ll likely


only be dealing with inexpensive
security guards?
Public: This area of the mission takes
place at a public building or
monument of some sort. It might be
the capitol building, a foreign
embassy, a public park or even a large
sports arena. It could be the zoo.
Whatever it is, it is considered a place
for the public, and agents could
damage not only innocent people but
also pieces of art that are
irreplaceable, if that matters to them.
Remote: This part of the mission takes
place on a remote island or at some
sort of facility located deep in some
desert, jungle, or in the Arctic Circle.
It is difficult to get to and agents will
have a hard time gaining access in a
way that enemies won’t see them
coming. The remoteness of the area
is relevant to the story and the Admin
should build it into the mission. Do
the agents have to HALO jump into
the region? What is the extraction
strategy?
Residence: This part of the mission takes
place at someone’s home. It might be
an apartment, a safe house, or some
kind of condo or suburban home. It
could be a farm or a flat located
above a pub. Whatever it is, it is the
primary residence of someone. Could
it be the residence of one of the
agents?
Station: This part of the mission takes
place at some kind of interchange or
station. It could be an airport or train
station, or could be a bus station. It
could be a series of docks where
people are loading cargo. It probably
has a lot of innocent people and
vehicles, as well as security forces of
its own capable of detaining agents
who cross legal lines.

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Underground: This part of the mission takes


place in a network of underground
caves, sewers, or mines (abandoned or
active). It may take place in the
catacombs beneath a monastery or old
city, or could take place in the sunken
aspects of a forgotten culture. It might
even take place under the sea. It is out
of public view, and collapsing the place
is a real concern. Many fantasy games
take place in underground “dungeons”
where players explore from room to
room dealing with encounters and
whatever comes their way. This could be
no different; just substitute the
dungeon rooms with repair workshops,
mess halls, offices, labs, etc. and give
the agents something to look for and
something to avoid/defeat.
Urban: This part of the mission takes place
along rooftops or in the subways of a
city. It might take place in the city
streets themselves or in back alleys
where dirty deals take place. It could
even take place within the buildings of
private businesses. The cities hold just
as much mystery and opportunity for
exciting adventure as any place else in
the world, and are easy for Admins to
research for maps and culture and
events. When preparing for this area,
the Admin should seek answers to such
questions as “what is going on in this
city?” and “who are the power players?”
Wilderness: This part of the mission takes
place in the jungle or grasslands, or in
the frozen north or in the arid deserts or
fetid swamps of the world. It might be
in the mountains where the air is thin
and monk songs fill the air. It takes
place in wildernesses which are not
hospitable, and special care must be
taken to avoid dehydration, starvation,
or exposure to the elements. The
wilderness setting allows players with
the proper skill qualifications and
survivalist kits a chance to shine.

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3: Mission Area Descriptors


Area descriptors help make each area unique and help drive your
imagination to a place you might not have considered. Roll an area
descriptor for each area (see facing page). Of course, this is just to give
you ideas. If you roll something but see something that fits better or
gives you new wild ideas, just choose whatever you want. This is just a
toolkit, not a set of rules.

4: Mission Area Objective


Each area will have an objective that the players are trying to
accomplish in pursuit of the mission’s overall primary or secondary
objectives. Roll once for each area. Then use your imagination to ask
yourself the obvious questions, such as “why do the agents need to
activate or deactivate something?” or “who stands to gain the most if
the agents 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?”
Activation: The agents must activate or
deactivate something: computer,
bomb, machine, doomsday device, D100 Objective
defense system, etc. 01-04 Activation
05-10 Cessation
Cessation: The agents must stop
something that either is about to 11-15 Collection
happen, or is in process now. Examples 16-21 Communication
include wars, revolutions, political 22-26 Confiscation
coups, etc. 27-32 Creation
Collection: The agents must collect 33-37 Desertion
several needed items, animals, or 38-43 Destination
people. Maybe there are parts that can 44-48 Destruction
be scavenged from the pieces of a 49-53 Elimination
wrecked aircraft. Maybe they are 54-58 Exploration
looking for survivors of a crash. Try not 59-63 Information
to make this feel too much like a video
64-68 Liberation
game quest though.
69-73 Protection
Communication: The agents must establish 74-79 Relation
communication with another person or 80-86 Salvation
group. This may require interrogation, 87-93 Sanction
seduction, persuasion, or deception.
94-00 Survival
Confiscation: The agents have to take
something that is in the possession of
someone else. Perhaps this is the
classic concept of trading briefcases, or
might be a complex heist or burglary of
some kind.

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D100 Area Descriptor


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

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Creation: The agents must build or assemble something with materials on


hand. Examples include communication or defensive arrays, etc.
Random events might be necessary to create dramatic tension.
Desertion: The agents simply must flee from this area. They might have to
sneak, sprint, coerce, or fight their way out. You just have to figure out
why they’re there in the first place and set up why the main objective
is to get away. Good opportunity for a cinematic chase scene!
Destination: The agents must cross through an area. In a twist, there
might be multiple destinations without knowing which path is correct.
Maybe it’s about getting to an exfil location before some time runs
out and they lose their chance to get to safety.
Destruction: Something must be broken, blown-up, or caught on fire, etc.
The agents get to use explosives.
Elimination: The agents must defeat someone. Elimination doesn’t
necessarily mean assassination, though it might, depending on the
twisted morality you think Bureau 19 might place on it. It may mean
you must capture, bind, arrest, or disarm them to eliminate them from
an overarching equation.
Exploration: The agents have to explore 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.
Information: The agents must learn some fact(s): evidence to solve a
mystery, the secret plans of the master villain, document someone’s
appearance, find someone, etc.
Liberation: The agents must liberate a person or group by force or
stealth… or help to edify a person or group to perform their own self-
liberation.
Protection: The agents must protect someone or something. They might
be charged to deliver something valuable, or protect a person or
group from invasion, etc.
Relation: The agents must settle (or create) a dispute, deliver a treaty/
threat, or affect the political climate of a region. Roleplaying and
espionage opportunities abound.
Salvation: The agents must rescue someone who has been captured or is
in some way difficult to reach and hard to save.
Sanction: The agents are the law. Rules have been violated, the agents
get to act as judge and jury… and executioner?
Survival: The agents must survive against adversity to achieve success in
this area. Survival should be very difficult, against all odds. Might be an
opportunity for the recon division agent to shine.

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5: Mission Area Obstacle


Obstacles stand in the way of the objective of an area. 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, such as security systems, innocent bystanders, and the
story’s main enemies… but this is just to get you started.
Against the Clock: The agents must
accomplish the objective in a D100 Obstacle
short amount of time, requiring 01-04 Against the Clock
creative thinking on the part of
05-10 Captured
the players. The Admin might
even keep track of the time in 11-15 Easy Mistake
real time, to force urgency on 16-21 Endangered Innocents
the part of the players. 22-26 Enemy Character(s)
27-32 Enemy Animals(s)
Captured: One or more agents are
captured and must escape while 33-37 Limitation
still trying to meet their 38-43 Have to Go Around
objective. If this is the first area 44-48 Outgunned
of the story, maybe they start 49-53 Hostile Environment
the mission already captured at 54-58 Infection
the tail end of the last mission, 59-63 Lost
before their briefing for the
64-68 Middle of Things
mission of this session!
69-73 Mistaken Identity
Easy Mistake: The Admin will 74-79 Morale Problems
present a situation where the 80-86 Death Trap
obvious choice isn’t the correct
87-93 Persuade Other
one. It would be easy for agents
to make the wrong choice, side 94-00 Unnatural Disaster
with the wrong combatant, help
a bad guy, etc.
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.
Enemy Characters: There will usually be enemy minions and henchmen
working against the agents. But in this case the opposition is severe
and is the primary obstacle.
Enemy Animals: Animals are everywhere - or perhaps agents are being
stalked by one animal or a small pack. This can be really scary if played
well. Maybe you can saddle one of the agents with a permanent fear
of snakes or scorpions after this.
Limitation: The agent’s gear is limited or lacking; they must improvise or
obtain what they need. Budget cutbacks?

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Have to Go Around: The path through this area to achieve the objective has
a major physical obstacle preventing passage. The agents have to
figure out an alternative way to do whatever it is they’re sent to do.

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
agents handle such impossible odds?
Hostile Environment: The environment itself is lethal with deadly plants,
toxic air, pitfalls, loose footing, quick sand, lava, etc.
Infection: Avoid being afflicted with an effect or disease while trying to
accomplish the objective… or agents seek vaccination!
Lost: Navigate a labyrinthine area which slows the agents down while
trying to accomplish their objective.
Middle of Things: Something big takes place in the area, all around the
agents. It gets in the way of their objective. Examples: war, revolution,
competition, celebration, etc.

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Mistaken Identity: The agents are mistaken for someone else or another
group. Maybe they are mistaken for a group of criminals expected in
the region, or maybe a child mistakenly considers them guardians. This
mistaken identity shouldn’t just be background material; it should
significantly interfere with achieving the objective.
Morale Problems: Because of a past problem or one they just endured,
the agents begin suffering from low morale. Members of the team
might start bickering, holding grudges, insulting one another, blaming
each other for the failures of the past or present, etc. Party combat is
a real possible.
Death Trap: The master villain traps the agents in such a way that he or
she believes ensures certain impending death for the team. But then,
of course, leaves to go enact their plan. As is always the case, this
before leaving the villain will engage in a lengthy monologue where
the entirety of the plan is revealed in a gloating fashion, since they
believe the death trap is inescapable.
Persuade Other: The agents must persuade an NPC vital to the area’s
objective to help them or perform some action they cannot perform
themselves. This should seem insurmountable. This is an opportunity
for extreme roleplaying. It shouldn’t be accomplished with a single
skill check.

Unnatural Disaster: This is like a natural disaster, but is caused by


someone using a force that has enormous repercussions. This could be
caused by a doomsday device by some larger-than-life villain which
might be dealt with in a subsequent mission area. Or perhaps some
kind of weapons testing by a world government has had side effects
that were unforeseen.

6: Mission Code Name


All missions should be known by a code name. Sometimes for
military operations designed to be discussed in the media, this code
name is descriptive of the type of mission, such as Operation Desert
Shield. For secret missions never designed to be discussed by anyone,
especially media, missions are given more obscure code names, often
having nothing at all to do with the mission objectives or parameters.
This is completely optional, but a lot of fun. Roll on the tables on the
following page to generate a mission codename. Read the result in the
form of “Operation” followed by the rolled result, or mix & match with
the second word coming before the first word.
The 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
shocked: some of them will surprise you with their silliness.

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D100 Code Word 1 Code Word 2


01 Accordion 51 Medley 01 Accord 51 Leader
02 Acorn 52 Medusa 02 Alpha 52 Light
03 Advance 53 Native 03 Alto 53 Lightning
04 Arcane 54 Needled 04 Angel 54 Link
05 Archer 55 Neon 05 Bandit 55 Lion
06 Arctic 56 New 06 Bank 56 Lockup
07 Atlas 57 Noble 07 Bravo 57 Longbow
08 Austere 58 North 08 Breeze 58 Master
09 Balikatan 59 Northern 09 Bulldog 59 Moon
10 Beverly 60 Nythus 10 Buzzard 60 Nerve
11 Blue 61 Origami 11 Calvin 61 Nest
12 Bridge 62 Outlaw 12 Central 62 North
13 Coastal 63 Pacific 13 Challenge 63 Octave
14 Cobra 64 Petree 14 Charlie 64 Octavius
15 Convergence 65 Phoenix 15 Charter 65 Ogre
16 Cooperate 66 Phony 16 Chevron 66 Omega
17 Copper 67 Pixacato 17 Citadel 67 Point
18 Diligent 68 Pluto 18 Cluster 68 Prime
19 Divergent 69 Pontiff 19 Curtain 69 Reach
20 Eager 70 Post 20 Danger 70 Red
21 Eagle 71 Power 21 Drop 71 Relic
22 Eastern 72 Presenter 22 Eagle 72 Ride
23 Echo 73 Ravenwing 23 East 73 Rider
24 Electric 74 Red 24 Edge 74 Right
25 Ellipse 75 Resting 25 Eel 75 Sandbox
26 Fallen 76 Roadbed 26 Ender 76 Seizure
27 Gaiden 77 Saber 27 Express 77 Sentinel
28 Gallant 78 Saharan 28 Fire 78 Shadow
29 Garuda 79 Sapient 29 Fist 79 Shield
30 Ghost 80 Sea 30 Flag 80 Six
31 Global 81 Sensor 31 Flame 81 South
32 Gnome 82 Septim 32 Flash 82 Sphinx
33 Goddard 83 Silent 33 Force 83 Stallion
34 Gold 84 Silver 34 Fury 84 Star
35 Golden 85 Skywriter 35 Garrison 85 Station
36 Gomex 86 South 36 Gateway 86 Sword
37 Grift 87 Southern 37 Gator 87 Talon
38 Gypsy 88 Spent 38 Gazelle 88 Thunder
39 Hercules 89 Steadfast 39 Green 89 Valkyrie
40 Inspired 90 Steel 40 Grizzly 90 Venture
41 Internal 91 Temptress 41 Guard 91 Victor
42 Jollyroger 92 Tiger 42 Guardian 92 Viking
43 Juniper 93 Trojan 43 Guile 93 Viper
44 Jupiters 94 Turbo 44 Gypsy 94 Vixen
45 Keesee 95 Unitas 45 Hammer 95 Vizier
46 Keris 96 Vector 46 Harvest 96 Warrior
47 Kingfish 97 Vigilant 47 Hijack 97 Wasteland
48 Kriss 98 Viral 48 Lackey 98 Wealth
49 Layman 99 White 49 Lamb 99 West
50 Liquidfire 00 Zeta 50 Lancer 00 Wolf

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7: Put it all together


Now that you know the locations the adventure’s action and
adventure will take place, it’s now time to do the hard part. You must try
to weave a cohesive adventure out of this madness. What specifically are
the agents trying to accomplish as a primary objective? What are the
agent’s secondary objectives, if any? Is there some special piece of
gadgetry absolutely required for mission success? If so you’ll have to stat
it out and give it to the players, with the expectation that the agents will
have to return it to the agency after the mission’s conclusion.
When you design a mission for a specific group of agents, you’ll
likely cater to their approximate rank. But if you want to share the
adventure with others, consider ways the mission can be scaled to cater
to the needs of other Admins running agents of different experience.
Sure, it’s an easy concept to adjust TN’s and scale up or down the
adversaries they’ll face, but for larger adjustments think about scope.
Higher and lower rank agents tend to be assigned to higher and lower
scope assignments.
Throw in some extra information on ways the mission might be
changed depending on the choices the agents might make. Players are a
crafty lot, and they often think outside the box. Even though this
process creates linear missions, creative players might skip entire
sections just because they think of something you didn’t. That’s okay and
should be encouraged and rewarded.

Campaign Settings
It’s great to make missions, and if all you’re doing is running one-off
games at conventions or to introduce the game to some new people,
that’s honestly all you need to think about. But if you’re considering
running White Lies as a regular game for a group of interested players,
you’ll want to think long-term. A series of connected missions can tell a
larger tale, an over-arching story. But what focus should that story have?
What will be its prominent themes and struggles? How good are the
good guys? When setting up your campaign, here are some additional
things to consider:

Scope
Is the player’s agency a single small office building with a handful of
agents, maybe only the players and nobody else for support? Is the
agency a powerful multinational organization with headquarters and
safe houses in every country, large or small? Somewhere in between?
The scope of your story is probably the first place to start, as it defines
and limits the types of stories that can be told. Exotic locations and
international intrigue is a large part of the spy genre, but not the only
part. Many stories can be told about an agency that deals only with the
threats and struggles of a single city, province, country, etc. The scope
can be as large or small as you see fit.

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Funding
How is the player’s agency
funded? Is it privately funded
by interested parties all with
their own agendas? Is it a
function of the United Nations,
separate from any nation’s
finances? Is it funded by the
government of the country in
which the story takes place,
and if so is that public
knowledge? Or is it funded by
altruistic rich people who don’t
know how else to help the
world with their money?

Agenda
What is the player
agency’s agenda and mandate?
Is it there to fight terrorism, to
keep the world safe from
tyranny? Or does it have one
nation’s best interests in mind?
Does it exist as an opposing
force against a single specific
enemy organization or does it
deal with all threats globally? Is
it loyal to one nation or one
corporation or is it for hire?

The Law
What behavior is expected from the agents in regards to the law?
Are they above-the-law, do they skirt it, or do they have to keep their
operations from being detected? Can they enlist the help of other
agencies, local law enforcement, and corporations under the banner of
their organization, or do they operate with discretion? If they get caught
by the law, are they disavowed, are they rescued, or does the arresting
officer get a phone call in the middle of the interrogation and become
white-face-scared, apologize, and let the agents go?

Missions
Who gives the players their missions and how? Do they report to a
fancy briefing room full of large monitors while a director or handler
gives them the details of their operation? Or do they walk into a VCR
repair shop and ask if they have a copy of Coogan’s Bluff on laserdisc,
only to be shown to a private room where their mission briefing is given?

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Enemies
A campaign is just a series of serial adventures unless there is a
common thread weaving throughout the story. As important as the
other things are, an enemy is probably the most important thing you
have to consider regarding creation of a White Lies campaign. After all,
it’s one of the most important reasons the agents are doing what they’re
doing. Is there one single all-powerful enemy who has entrenched
themselves into all workings of society, pulling strings and arranging
events to some unknowable secret goal? Or are there several? A lot of
tools exist in this book for creation of a large organization, and you
should consider making a few for your campaign, then see how things
unfold with the things the agents accomplish.

Inspiration
Look no further than television, books, and cinema. There is so much
spy-related goodness in media to lean on for conceptual support. There
are websites devoted to listing the plotlines of each movie or episode of
each show that there is nearly unlimited inspiration available for mission
ideas. Here’s a sampling of some campaign ideas direct from such
sources, in no particular order:
Impossible Missions: The players are elite agents working for a discreet
wing of some government, given missions that are absolutely
impossible to perform (if they choose to accept them). The agents are
given all the resources they need to pull off any ruse they can think of.
They can build entire courtrooms, manufacture hotel facades in
warehouses, kidnap people in their sleep to have them wake up in an
exact replica of the room they fell asleep in, and manipulate people
with the mastery of an impossible agent. The task force isn’t just
trained in deception, they often get involved in high-speed chases,
gunfights, and over-the-top fighting. Focus on deception, persuasion,
high tech disguises, security systems and impersonations. Confiscation
and Infiltration division agents shine in this type of campaign.
Operation Reborn: The players are assets to a government group known as
the Program who have escaped. They don't know the depth of what
was done to them and don't know who to blame. They fight for
survival in a world they aren't wired for while being hunted - initially
for retrieval but eventually for extinction as the program asserts
damage control. In this campaign, the agents aren’t given missions
normally. They go about life doing things for people who need their
help while being hounded by the Program and its directors.
Brainwashing has given them skills to deal with things with brutality
and instinct, but who do they trust and how long can they run? Focus
on survival and paranoia, discovery and revenge. The attempts to
apprehend become ever so violent until they’ve become kill orders,
and the intensity needs to keep ramping up. Elimination and
investigation division agents work well in such a brutal investigative
stories.

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Actual American Hero: The players are part of a paramilitary group


assembled to deal with the machinations of a single and powerful
villainous military enemy located all around the world. They go on
missions to thwart the plans of their foe while helping make the world
safe. Their members are comprised of larger-than-life people with
unique skills and abilities, all of a military (or perhaps ninja) nature.
Focus on military action, outdoor reconnaissance, crazy military
vehicles, villains with metal faces and snake-themed names, and a lot
of gunplay with a surprising lack of casualties. Elimination, recon, and
transport division agents shine in this type of setting, but there’s
always a side story for whoever is the team’s leader.
Rich Man, Poor Man, Beggar Man, Thief: The Cold War is raging. Moles,
traitors, double agents, spymasters on all sides. Scheming, trusting,
lying, shadowing, blackmailing and wiretapping are the orders of the
day; getting into a firefight or a high-speed chase means you've
already messed up badly, a long time ago. Focus on the planning and
execution of those plans, contingencies on top of contingencies. If the
bullets start flying, the agents are doing something wrong!
The Go-To Team: The players represent a team of agents who did
clandestine operations for the military but were burned and left for
dead. When they showed up alive and well (thanks to their ingenuity –
a trait which made them good at their job) the government declared
them AWOL, deserters, criminals, or even outright traitors. To make
matters worse, there’s a reporter hounding them who smells a story
and wants to make a name for herself. Although they may have some
contacts with individuals of the military, in general they have to keep
on the run from such forces. Focus on plans to outwit and take down
difficult people, helping good old Americans keep their farms, and
field-engineering that can turn any old piece of junk vehicle into a
temporary battle tank, while pitying fools.
Retired but Still Dangerous: The players are retired agents whose low-tech
old-school brand of intelligence and espionage were born in the Cold
War. Today they’re retired but their experience makes them
impossible for the government to let go. They’re asked, coerced, or
even outright forced to take missions by the people they used to work
for, or sometimes jolted out of retirement by the enemies they once
faced who now hold a grudge. Focus on old-school methods winning
out over new high tech concepts, larger-than-life reputations and
living up to those expectations, and perhaps toting around a young
side character who idealizes the lifestyle but lacks the skills, and is
learning them as she goes (perhaps comically). Retired but extremely
dangerous spies make for a fun roleplaying opportunity and a chance
to show how a lifetime of work experience beats out an education and
a laptop any day.

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Licensed to Kill: The players are agents working for MI-6, the CIA, or
Mossad, etc. They are licensed to kill and carry with them great
authorization and authority to use their own discretion to accomplish
their missions. They are sent on assignments against larger-than-life
villains with larger-than-life bases in remote locations and try to
thwart larger-than-life plans. They face villains with seemingly
impossible skills or gear, while relying on the highest tech gadgets
from their tech department. Focus on crazy cinematic sequences,
tuxedos and silencers, and vodka martinis made in a custom manner.
File-X: The players work for the FBI investigating and closing cases that
have a possible supernatural element. They are treated as cast-offs,
sent to a dead end job. As they work to solve cases having to do with
people who control bees or possessing telekinesis or telepathy, they
must struggle with an element within the government that may in fact
be run by aliens. The truth is out there, and it’s being covered up by
the very people sending you out to solve them. Focus on supernatural
bad guys and layers of conspiracy. To get you started there are some
aliens described, starting on page 146.
Cover Identity: The players play agents who take on various identities and
roles to perform missions for an organization they thought was the
CIA. But they realize they are actually working for something else,
something dark and dangerous, masquerading as the CIA. They are
contacted by or contact the real CIA and are now double agents,
maintaining a life of deception and fear. They perform missions for
their agency while reporting to and given alternative objectives from
the real CIA, while trying to uncover more and more of the
organization. How far will they go, what are they willing to do, to
uncover this shadow organization? Focus on duplicitous assignments
with varying agendas, juggling lies, and wearing purple wigs and black
outfits to look cool.
Victim or Perp: There exists a powerful computer plugged into all digital
networks and devices in the country, using complex algorithms to
identify threats against the nation and feed them to a government
agency. The threats it finds which do not fit that bill are discarded
daily. At least they were. Mr. Sparrow, the Computer’s creator, is a
millionaire in poor health who has realized the mistake of his decision
but no longer has proper access to change the Computer. The players
work as agents of Mr. Sparrow, who gets the identity of specific
individuals through a back door he’s created into the system. Due to
the nature of the back door, he doesn’t know if these individuals are
potential victims or perpetrators, but they are involved in some type
of dangerous situation. The players investigate and help these
individuals for their own reasons, while learning more about the
Computer, the nature of its growing artificial intelligence, and the
existence of other A.I.s with conflicting goals. Focus on helping
people, skirting the law, the morality of big data, and redemption.

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Fast and Frenzied: The players play


agents who do jobs for someone
who used to hunt them down in
their days of high-speed chases
and vehicle crime. Now they're
agents sent where their unique
skill and willingness to try insane
stunts gives them an edge over
nefarious villains of the world.
Focus on cheesy backstory about
the solidarity of family and
brotherhood, insane scenes of
high octane action and
adventure, and at least one car
race per play session.
Missed it by This Much: The players
play slapstick spies working for
an agency designed to oppose a
villainous spy organization
dedicated to the spread of
chaos. They have comedic
gadgets and situations but in the
end manage to be highly
effective agents, despite the
comedy. Focus on humor,
gadgets, and shtick.
Agent Kids: The players are young men and women not yet of age,
members of an elite department within a larger organization recruited
from the ranks of children of senior operatives. Oft underestimated by
those who would do the world harm, they are called forth to deal with
great dangers. Their highest ranking members have security clearance
that lets them order the president around. They’re loved by their
agency (warts and all) but unknown by the rest of the world. Focus on
family, bringing out the good in people, and not knowing your parents
were cool enough to be spies.
Man from BROTHER: The players used to be thieves and criminals wanted
internationally and were finally caught. Rather than waste all that skill,
they recruited you and have given you an allotment of time to serve
your sentence in service to the government. The fact that they tend to
continue their criminal activities is tolerated, for now, because it helps
them sell their cover stories of still being what they were. And they
profit from it. Win - win! Focus on committing crimes while
accomplishing missions and somehow always coming out on top with
personal gain. You used to be the best criminals – now that you’re
spies you strive to be the best spies you can while working off your
sentence. It’s a matter of pride, and profit.

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Security Systems
When someone wants to keep unwanted agents from discovering
their best-laid plans, protect information, etc., they employ a myriad
array of security systems. Confiscation division agents are masters of
detecting and disarming security systems (though any agent can try).
Security systems are designed to keep intruders from gaining
unauthorized access, examining contents, interfacing consoles and
modifying programs. They might prevent these things from happening
by detaining (or harming) intruders, or might simply alert authorities or
human guards. Lethal security systems are generally illegal in the private
sector, but villains and third world governments may not have the same
rules.

Terms
To understand how security systems work in this game, 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 1st rank security system is an appropriate challenge to a
team of 1st rank agents, etc. Defeating a security system is worth
merit just like defeating an enemy, using the same table presented on
page 77.
Notice: This is the assumed TN for action checks to passively notice a
security system. If “none” then it cannot be perceived. To find one
when searching actively, consider the TN to be 5 less.
Avoid: This is the assumed TN for the resistance check to bypass or slip
past the security system altogether. Avoiding is just bypassing… it
neither disarms nor triggers. If “none” then it cannot be avoided, it
must be disarmed (or triggered).
Disarm: A base TN to action checks to disarm or disable the security
system. If “none” then the trap cannot be disarmed, only avoided (or
triggered).

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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 sensor on a door determines that it’s open
when the identification system detects an unauthorized intruder.
Identification: All security systems are designed to allow certain
authorized personnel to gain access. This defines how this security
system identifies such authorized personnel. Authorized personnel do
not need to disarm or avoid a security system to avoid triggering the
effect. It just knows (is programmed) not to affect them. A hacker
might be able to figure this out and provide a means by which the
team can be identified as safe for passage.
Effect: This lists the effect of the trap or security system, once it is
triggered. The effect varies by the security system’s rank, and might
just be an alarm or could be something far more deadly, depending on
the nature of the security system.

Creating a Security System


To create a security system, you can follow these steps. All of this is
optional and designed to inspire you to create your own memorable
security systems to help tell a story, not to box you in. Feel free to
ignore the dice, ignore these tables, and just come up with something all
your own! If you do, don’t be afraid to share your creations online.
Remember this game is published under creative commons and creative
Admins are not only allowed but encouraged to create content!

1: Security System Rank


Rank determines a security system’s general complexity and danger
to agents. Security systems with ranks above 10 are theoretical but no
spy has come across one to date.
Don’t be too bound by this table. Some types of security systems,
for instance, are intentionally out in the open. Sometimes there are signs
posted, alerting people of them, as a deterrent. Sometimes the way to
avoid/bypass the security system doesn’t require any type of action
check, just the right key fob or access badge. Use common sense as you
develop your security system components.

Rank Description Notice Avoid Disarm


1 Domestic-grade TN10 TN12 TN15
2-3 Corporate-grade TN12 TN15 TN18
4-5 Military-grade TN15 TN20 TN20
6-7 Government-grade TN18 TN25 TN23
8-9 Espionage Agency-grade TN20 TN30 TN25
10 World’s Leading System TN25 none TN30

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2: Security System Trigger


There may be others, but here are some ideas to help get your
imagination flowing. This describe ways in which the security system
triggers its effects (unless you manage to avoid it with an appropriate
resistance check). The more sophisticated the security system, the more
Admins should assume that contingency triggers exist!

D100 Trigger Description


01-08 Manual By pulling a lever or turning a crank, pushing a
button, opening a door, etc.
09-15 Trip wire Detects people walking past a certain point.
16-23 Pressure Detects someone stepping in a specific location, or
sensor an object resting on (or not resting on) a pressure
plate.
24-31 Concealed Effect isn't triggered; it already exists but cannot
be easily spotted because of its placement or
obstacles.
32-38 Camera Cameras generally survey an area and can swivel in
system place or are fixed in position. Some have
recognition software detecting people or patterns
or the absence of them.
39-46 Electrical Triggered when the current is interrupted. Typically
sensors placed on windows and doors. Can be keyed
electro-magnetic sensors.
47-54 Heat Detects heat or the lack thereof.
sensor
55-62 Motion Sensing moving people or objects through
sensor ultrasonic (or other wavelengths) signal reflection.
63-69 Light Often infrared and invisible to the eye, beams can
beams cover an area or placed across walkways.
70-77 Light Comprised of visible light or infrared, these
curtain curtains cover entire floors, hallways, etc. These
sensors are tripped when the light is broken.
78-85 Sound Detection of sounds, lack thereof or specific types
sensor of sounds.
86-92 Logging Designed to detect all access, even authorized.
Access is granted, however it generates a log entry
that may be scrutinized.
93-00 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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3: Security System Identification


It is unreasonable to assume that once a security system exists, it is
there forever and nobody can get past it without triggering it. Most
facilities have security systems of various sorts all over the place,
detecting and alarming or just identifying illicit activity. So how do
people who are permitted to be there avoid triggering the security
system? This table defines how authorized people avoid triggering the
effect. These are suggestions, other methods may exist:

1d12 Identification Description


1 DNA The authorized person must place his finger into
a reader, which pricks him and takes a sample of
his blood, to identify him by DNA or other
factors.
2 Facial Cameras with sophisticated software to
Recognition recognize specific identities.
3 Finger- A scanner which detects and identifies
printing fingerprints.
4 ID Card An identity card is worn by authorized personnel.
There may be a magnetic strip or RFID tag that
must be scanned.
5 Mechanical A mechanical key must be inserted into a
Key keyhole to deactivate/activate security system.
6 PIN/Key There is a touch panel or keypad which has
Code numbers and/or letters, and authorized
personnel have personal identification
passwords which only they know.
7 Private/Public Authorization is granted when a corresponding
Key private key matches the public key.
8 Retina/Iris A device which identifies people by the unique
Scan pattern of their retina.
9 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.
10 Security Small device typically presented with a PIN to
Token authorize access.
11 Voice An authorized person must speak a password (or
Recognition their name, etc.) to be identified. Software
confirms the person’s identity through pattern
matching.
12 Multiple Roll twice more, representing a complex
authorization system.

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4: Security System Effects


Security is to prevent access (lock) or alert authorities (alarm). In
other cases, especially in security systems designed by villains to secure
their bases from agents, they have effects which capture (detain) or
even try to kill (harm) unauthorized personnel.

d100 Effect Description


01-19 Lock Prevents unauthorized entry/access.
20-24 Alarm Audible alarm summoning number of guards equal
to the security system’s rank.
25-29 Alarm Audible alarm summoning number of guard dogs
equal to security system’s rank.
30-34 Alarm Silent alarm summons security or police service,
number of respondees equal to security system’s
rank. Agents won’t know they’re coming.
35-39 Alarm Audible alarm. Summoning one expert security
guard whose rank equals the security system’s.
40-44 Alarm Audible alarm. Agents may be oblivious to its
intentions. No other effect, designed to deter.
45-49 Detain Lockdown, all exits sealed. Captures a number of
intruders equal to security system’s rank.
50-54 Detain Knockout gas fills room. TN15 toughness resistance
check to resist, penalty equal to -1 per rank of
security system.
55-59 Detain Electric shock stunning intruders a number of
rounds equal to security system’s rank. Resistance
check TN equals “avoid” from step 1.
60-64 Detain Mechanical trap contains/captures unauthorized
person. Resistance check TN equals “avoid” from
step 1.
65-69 Detain Pit, slide or shifting floor drops agents into a secure
room. Trap captures a number of intruders equal to
security system’s rank.
70-74 Harm Shock causes 2d6 damage plus the security system’s
rank, and stuns for 1-3 rounds unless they make a
TN15 resistance check.
75-79 Harm Laser slices through room causing 1d6 damage per
security system’s rank.
80-84 Harm One turret per rank of security system drops out of
ceiling; treat each as a submachine gun. Each shoots
once per turn at unauthorized intruders. Attack
bonus is equal to security system’s rank.
85-89 Harm Explosion causes 1d6 damage per rank of security
system, centered on whoever triggered it.
90-94 Harm Poison darts. Resistance check TN15 or die.
95-00 Roll Twice Roll twice more.

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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. Keep the following aspects in mind
when dealing with hacking computer security:
Noticing, avoiding (bypassing) and
disarming (disabling) works the same way.
Avoiding doesn’t disable the computer
security, it just lets the hacker slip past it to
get to one file or piece of data beneath.
Disarming gets rid of it entirely, giving full
access to all data and files. Of course, the
hacker first has to notice the security so they
don’t trigger it.
A hacker kit is required for best chances
of success. Lacking that, gaining access to a
computer already on the network works too.
Lastly, if no other option exists, standard
commercial computers will do the trick but
Admins will likely impose a penalty since it
lacks the proper hacking software.
Most computer systems in installations are connected to networks.
That network may or may not provide complete access to the computer
files needed. Networks are used by Admins as a plot tool. If the
computer is not connected to a network, or if the files are somehow
firewalled from the network, then the agents must either get inside the
facility or get to the specific computer. Computer networks are complex,
and Admins shouldn’t worry about being technically accurate here. If you
decide the agents need to get into the building to access the network –
then they have to. If you say they can access it from their hotel using a
modem – then they can do that.
When an agent gains access to a secure computer system, files
might be encrypted. If so, they must then decrypt the information to
view it. If they do not have the decryption key, brute force attempts can
be made, but take time. This is just a plot tool to pace an adventure. You
should determine how long it will take to decrypt and even whether or
not it can be done in the field.
When files are accessed on a secure computer, there is a trace of
that activity logged in various ways. When an agent is done then they
may wish to conceal their tracks. This is a separate action check, using
the “avoid” TN of the security system. Of course, sometimes the agent
wants to leave a trace, especially if the credentials being used are those
of someone they’re trying to set-up.

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Section 06:
Enemies
There are many types of enemies the players can come into contact
with. The most important enemies (villains and henchmen) are built
using the same rules as player agents. But the bulk of humanity is
much… less impressive.
What follows is a list of common foes, from lowly street thugs to
skilled criminals and agents in service to the story’s master villain or rival
agency. Feel free to use these as-is or modify them to suit your needs.
The enemies listed in this section only have enough information for
Admins to use them in combat. Admins must arbitrate what other com-
mon-sense gear these individuals carry. If other statistics are needed,
the Admin must decide on-the-fly. All enemies have a rank. This helps
determine how threatening they are to player agents.

Common Citizen
Typical Person
Not technically enemies, these are wage slaves that make
world economies function. They follow most laws and are
generally oblivious to the shadowy criminal and espio-
nage world around them.
Initiative: -2 Unarmed:
Defense: 10 +0, 1d4-2
Stamina: 3
Resist: +0
Move: 25
Rank/Merit: 1/—
Non-Combatant: Agents never gain merit for defeating common
citizens of any quantity in any context.

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Criminals
Thug
Thugs carry knives and cheap revolvers and are more
eager to snatch a purse or stand around looking threat-
ening than actually fight.
Initiative: +0 Knife:
Defense: 10 +0, 1d4, 10 ft
Stamina: 3 Cheap Revolver:
Resist: +1 +0, 2d6-2, 40 ft, ammo 6, ROF 1
Move: 25
Rank/Merit: 1/2

Enforcer
Usually associated with organized crime, or leaders of
criminal groups of thugs. They usually have a better
gun, but still hold it sideways when they shoot.
Initiative: +0 Knife:
Defense: 12 +2, 1d4+2, 10 ft
Stamina: 10 Semi-automatic Pistol:
Resist: +2 +2, 2d6, 30 ft, ammo 10, ROF 2
Move: 25
Rank/Merit: 2/3

Cat Burglar
A skilled criminal who prefers to work alone. Often (not
always) more interested in escape, survival, and theft
than murder.
Initiative: +2 Knife:
Defense: 14 +3, 1d4+1, 10 ft
Stamina: 10 Taser:
Resist: +3 +3, Stun, 5 ft, ammo 3, ROF 1
Move: 30
Rank/Merit: 3/6

Stealth: +3 on stealth, lock picking, or security systems.


Ambush: +3 damage in first attack if attacking from stealth.
Alertness: +3 to sense guards or security systems.

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Criminals (continued)

Hit Man
An efficient killer. Wields two silenced semi-automatic
pistols and is smart enough to wear nominal armor. They
work alone and are paid well.
Initiative: +3 Silenced Semi-auto Pistol #1:
Defense: 15 +3, 2d6, 30 ft, ammo 10, ROF 2
Stamina: 20 Silenced Semi-auto Pistol #2:
Resist: +5 +3, 2d6, 30 ft, ammo 10, ROF 2
Move: 30
Rank/Merit: 5/24

Stealth: +5 on any action check to stealth.


Ambush: +5 damage in first attack if attacking from stealth.
Dual-wield: Can fire one shot from each pistol as one attack.

International Assassin
A killer of the highest order. Masters of stealth and
infiltration, able to deal with nearly any obstacles.
Probably has a scary title with a long story behind it.
Initiative: +5 Semi-auto Pistol:
Defense: 20 +10, 2d6+2, 30 ft, ammo 15, ROF 2
Stamina: 40 Silenced, Heavier Caliber,
Resist: +8 Extended Magazine
Move: 35 Grenades: 2x flashbang, 2x smoke
Rank/Merit: 8/80

Stealth: +10 on stealth, lock picking, or security systems.


Alert: +10 on any action check relating to perception.
Ambush: +10 damage in first attack if attacking from stealth.
Multi-Attacks: Can make 2 attacks per round.

variations
Don’t feel boxed in by these light combat-only descriptions of
enemies. You can and should adapt them for different uses, even on-
the-fly. Need a rough-and-tumble journalist? Use the stats for a
detective/sheriff and ignore the shotgun and pistol and just give her a
set of brass knuckles in her jacket pocket and a stun gun in her purse.

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Guards
Common Guard
Cheap low-salaried rent-a-cops securing department
stores, museums, rock concerts, pubs, and shopping
malls. Some of them even have real guns!
Initiative: +0 Night Stick:
Defense: 10 +0, 1d6
Stamina: 4 Taser:
Resist: +0 +0, Stun, 5 ft, ammo 3, ROF 1
Move: 25 Revolver (20% chance):
Rank/Merit: 1/2 +0, 2d6, 40 ft, ammo 6, ROF 1

Corporate Security
Corporations tend to hire security firms rather than
individual guards. They receive training and equipping
and pose more a threat to intrepid agents.
Initiative: +1 Night Stick:
Defense: 12 +3, 1d6
Stamina: 10 Taser:
Resist: +2 +3, Stun, 5 ft, ammo 3, ROF 1
Move: 25 Semi-Auto Pistol:
Rank/Merit: 3/6 +3, 2d6, 30 ft, ammo 10, ROF 2

Call Backup: As their attack: 2d4 more arrive in 1-3 rounds.

Extreme Security
Large corporations with government contracts or expen-
sive intellectual property will hire private domestic armies
as their security force.
Initiative: +2 Stun Gun:
Defense: 15 +5, Stun, ammo 10
Stamina: 20 Taser:
Resist: +4 +5, Stun, 5 ft, ammo 3, ROF 1
Move: 30 Submachine Gun:
Rank/Merit: 5/24 +5, 2d8, 50 ft, ammo 20, ROF 2

Thorough: +5 to sense lies and impersonations/disguises.


Call Backup: As their attack. 2d4 more arrive in 1-3 rounds.

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Law Enforcement
Police
They ride 1 or 2 per squad car. They wear bulletproof
vests and are trained in the weapons they carry. If
pushed, they can pose a real threat to agents.
Initiative: +1 Night Stick:
Defense: 14 +2, 1d6
Stamina: 8 Taser:
Resist: +2 +2, Stun, 5 ft, ammo 3, ROF 1
Move: 30 Semi-automatic Pistol:
Rank/Merit: 2/3 +2, 2d6, 30 ft, ammo 10, ROF 2
Call Backup: As attack. 1d4 squad cars arrive 1-3 min.

Detective / Sheriff
Use these statistics for experienced police who have seen
a lot of action, or well trained detectives, etc.
Initiative: +2 Semi-Auto Pistol:
Defense: 14 +4, 2d6, 30 ft, ammo 10, ROF 2
Stamina: 16 Shotgun:
Resist: +4 +4, 2d8, 40 ft, ammo 5, ROF 1
Move: 30
Rank/Merit: 4/12
Call Backup: As their attack. 1d4 squad cars arrive
in 1-3 minutes.

SWAT
Law enforcers (often with military backgrounds) given
extraordinary training and equipping for dealing with
suspects believed to be heavily armed.
Initiative: +2 Automatic Rifle:
Defense: 15 +5, 2d8, 90 ft, ammo 30, ROF 2
Stamina: 25 Semi-automatic Pistol:
Resist: +5 +5, 2d6, 30 ft, ammo 10, ROF 2
Move: 30 Grenades:
Rank/Merit: 5/24 1x smoke, 1x flashbang, 1x tear gas
Tactics: in groups of 3+, +1 to initiative, defense, attacks.
Call Backup: As their attack. 2d4 more arrive in 1-3 rounds.

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Military
Soldier
Tough and well trained, they usually have specific orders
and won’t deviate without checking with their chain of
command.
Initiative: +1 Automatic Rifle:
Defense: 15 +2, 2d8, 90 ft, ammo 30, ROF 2
Stamina: 12 Knife:
Resist: +3 +2, 1d4, 10 ft
Move: 30
Rank/Merit: 3/6
Call Backup: As their attack. 2d4 more arrive 1-3 min.

Experienced Soldier
Higher ranked soldiers or battle hardened
lower rank soldiers. Calm, disciplined, and deadly.
Initiative: +2 Automatic Rifle:
Defense: 16 +4, 2d8, 90 ft, ammo 45, ROF 2
Stamina: 20 Spare Ammo, Extended Magazine
Resist: +5 Grenades:
Move: 30 1x fragmentation
Rank/Merit: 5/24
Call Backup: As their attack. 2d4 soldiers arrive 1-3 min.
Tactics: in groups of 3+, +1 initiative, defense, attacks.

Special Forces
Elite training and the best gear the military
can buy. Veteran experts in death and destruction.
Initiative: +3 Submachine Gun:
Defense: 20 +7, 2d8+2, 50 ft, ammo 30, ROF 2
Stamina: 40 Heavy Caliber, Extended Mag
Resist: +8 Combat Knife:
Move: 30 +7, 1d4+3, 10 ft
Rank/Merit: 8/80 Grenades: 2x frag
Elite Tactics: groups of 3+, +2 initiative, defense,
and attack rolls.
Multi-Attack: 3 melee or 2 ranged attacks per round.
Comlink: Entire team is in constant contact if within 1 mile.
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Rebels
Rabble
Untrained civilians angry enough to take action. Easily
riled by propaganda. Not dangerous alone, but form in
mobs of hundreds.
Initiative: -1 Various melee weapons:
Defense: 10 +0, 1d6
Stamina: 2
Resist: +0
Move: 25
Rank/Merit: 1/2

Insurgent
Zealots who believe in a cause (whatever it is) and are
willing to die for it (would rather kill for it).
They have weapons but little military training.
Initiative: +0 Machete:
Defense: 10 +2, 1d8+1
Stamina: 10 Submachine Gun:
Resist: +2 +2, 2d8, 50 ft, ammo 20, ROF 2
Move: 30 Grenades:
Rank/Merit: 3/6 1x fragmentation

Fearless: Never surrenders, passes all discipline checks.

Revolutionary
These rebels have taken their zealot beliefs to a whole new
level, believing that dying for their cause
is as useful to it as killing.
Initiative: +1 Machete or Sword:
Defense: 12 +4, 1d8+3
Stamina: 25 Automatic Rifle:
Resist: +5 +4, 2d8, 90 ft, ammo 30, ROF 2
Move: 30 Explosive Suicide Vest:
Rank/Merit: 6/40 6d6 explosive damage

Fearless: Never surrenders, passes all discipline checks.


Death Bomb: 15% chance vest explodes upon death.

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Spies
Typical Spy
Typical spy. Business attire, briefcase, secrets,
and bullets. All in a day’s work.
Initiative: +2 Semi-Auto Pistol:
Defense: 14 +3, 2d6, 30 ft, ammo 15, ROF 2
Stamina: 16 Spare Ammo, Extended Magazine
Resist: +5 Backup piece, Revolver:
Move: 30 +3, 2d6, 40 ft, ammo 6, ROF 1
Rank/Merit: 4/14 Concealed Snap Holster
Stealth: +3 on stealth, lockpicking, or security systems.
Alert: +3 on any action check relating to perception.

Elite spy
International agent, good in any social,
tactical, or illicit situation.
Initiative: +4 Semi-Auto Pistol:
Defense: 16 +6, 2d6+2, 30 ft, ammo 15, ROF 2
Stamina: 28 Spare Ammo, Extended Magazine
Resist: +8 Heavier Caliber, Ceramic Polymer
Move: 30 Agency Uniform: Gecko Pads,
Rank/Merit: 7/60 Thermal Dampener
Stealth: +6 on stealth, lock picking, or security systems.
Alert: +6 on any action check relating to perception.
Gadget: Has at least 1 gadget.

Master Spy
Fearless agency man who changes lines on maps.
Initiative: +8 Semi-Auto Pistol:
Defense: 20 +10, 2d6+2, 30 ft, ammo 15, ROF 2
Stamina: 50 Spare Ammo, Heavy Caliber,
Resist: +10 Extended Mag, Ceramic Polymer
Move: 35 Unarmed: +10, 1d4+3
Rank/Merit: 10/140
Double-tap: Can make 2 ranged attacks per round.
Stealth: +10 on stealth, lockpicking, or security systems.
Alert: +10 on any action check relating to perception.
Gadgets: Has at least 3 gadgets.

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Martial Artists
Street Fighter
Unsanctioned urban underground fighter.
Initiative: +2 Unarmed:
Defense: 12 +2, 1d4+1
Stamina: 10
Resist: +2
Move: 30
Rank/Merit: 2/3
Dirty Fighting (1/day): Stun attack (resist: toughness
check, TN15).

Professional Fighter
Disciplined warrior who takes their style seriously.
Initiative: +4 Unarmed:
Defense: 15 +4, 1d4+3
Stamina: 20
Resist: +4
Move: 35
Rank/Merit: 4/12
Multi-Attack: Makes 2 attacks per turn.
Dodge (1/day): Ignore damage from an attack.
Leap Attack (1/day): 15 ft away, +2 attack & damage.

Ninja Master
Lifetime of devotion, impossible prowess.
Initiative: +6 Sword: +10, 1d8+5
Defense: 18 Unarmed: +10, 1d4+5
Stamina: 50 Knife (x4): +10, 1d4+5, 10 ft
Resist: +10 Grenades: 3x smoke
Move: 40
Rank/Merit: 10/140
Multi-Attack: Makes 3 attacks per turn.
Acrobat: +10 to any rolls related to dexterity.
Hard Target: Ignore damage from 1 attack/round.
Stealth: +10 on stealth, lockpicking, or security systems.
Backstab: +10 damage, first attack if attacking from stealth.
Fury of Blows (1/day): All foes within 10 ft take 3d6 damage.

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Animals

Bears
Bears come in a variety of sizes and ferocity and can be found
all over the world.
Black Brown Polar
Initiative: +1 +1 +1
Defense: 13 15 15
Stamina: 19 50 68
Resist: +4 +6 +7
Move: 40 40 30, swim 30
Rank/Merit: 4/14 8/80 8/80
Claws: +6, 1d4+4 +11, 1d8+8 +13, 2d6+4
Bite: +6, 1d6+2 +6, 2d6+4 +8, 2d6+4
Keen Senses: +4 on all perception checks.
Charge: 2x movement distance, +3 to hit and damage.
Roar: 1x encounter, all foes frozen in fear 1 round
(resist: discipline TN15).

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Dogs
Agents will find themselves dealing with dogs sooner or later.
Dangerous in numbers or when well trained.
Wild / Wolf /
Domestic Guard
Initiative: +3 +2
Defense: 15 14
Stamina: 6 13
Resist: +3 +3
Move: 40 50
Rank/Merit: 1/2 2/3
Bite: +2, 1d4+1 +3, 1d6+1
Keen Senses: +2 on all perception checks.

Great Cats
Lethal and efficient predators with impressive senses and
ferocious countenance.
Cheetahs Lions Tigers
Initiative: +4 +3 +2
Defense: 15 15 14
Stamina: 19 32 45
Resist: +5 +5 +6
Move: 50 40 40
Rank/Merit: 4/12 6/40 8/80
Claws: +1, 1d4-1 +7, 1d4+5 +9, 1d8+6
Bite: +6, 1d6+3 +2, 1d8+2 +4, 2d6+3
Keen Senses: +4 on perception checks, excellent night vision.
Stealth: +4 on all stealth related action checks.
Pounce: Can make a melee attack from up to 20 ft away, at +2 to hit and
knock foe prone (resist: dexterity TN15).
Multi-Attack: Can make two claw attacks per turn, in addition to a bite
attack if at least one claw hits.
Rake: If both claws hit but bite does not, rake with claws across victim’s
body for additional 2d6 damage.

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Animals (continued)

Primates
Some are small and clever, sometimes mischievous, while
others are large, powerful and dangerous.
Monkeys baboon Apes/Gorillas
Initiative: +2 +2 +2
Defense: 14 13 14
Stamina: 4 5 29
Resist: +3 +3 +5
Move: 30 40 30
Rank/Merit: 1/2 1/2 4/12
Slam: — — +7, 1d6+5
Bite: +4, 1d4-2 +2, 1d6+3 +2, 1d6+2
Keen Senses: +2 on all perception checks.
Swing/climb: In jungle environs, can swing from tree to tree to avoid
rough terrain on the jungle floor. Move rate unhindered.
Apes/Gorillas only:
Charge: 2x movement distance, +2 to hit and damage.
Roar: 1x encounter, all foes frozen in fear 1 round
(resist: discipline TN15).

Sharks
Violent saltwater predators, the most aggressive eating ma-
chine in any sea or ocean.
Common Large Huge
Initiative: +2 +6 +6
Defense: 15 15 15
Stamina: 16 38 65
Resist: +3 +6 +9
Move: Swim 60 Swim 60 Swim 60
Rank/Merit: 2/3 4/12 8/80
Bite: +4, 1d6+1 +7, 1d8+4 +10, 2d6+7
Blood Sense: can sense prey up to a mile away.
Feed Frenzy: once blood is in the water, +2 initiative, attack, and dam-
age rolls.

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Snakes
There are many types of snakes in the world, here are a few
general classifications:
Small Large Giant
Poisonous Poisonous Constrictor
Initiative: +7 +7 +3
Defense: 17 15 15
Stamina: 1 13 63
Resist: +3 +4 +7
Move: 15 20 20
Rank/Merit: 1/2 4/12 10/140
Bite: +5, 1 pt +4, 1d4 +13, 1d8+10
Keen Senses: +4 on perception checks, excellent night vision.
Stealth: +4 on all stealth related action checks.
Venom: Small snake venom causes +1d6 damage, while large snake ven-
om causes +2d6. Half damage with toughness resistance check TN15.
Some snakes are far more deadly!
Constrict: Constricts when a bite is successful unless toughness re-
sistance check succeeds, TN20. Once constricted, victim sustains 1d6
damage per round (no attack roll needed). Once per round the victim
may make another resistance check but TN is 2 worse until the victim
frees itself or is dead.

What about all the other animals ?


Many roleplaying games include statistics for every deer, gecko,
spider, and armadillo the world has to offer, but this game tries to
keep things light.

If you need statistics for real-world animals not covered in this


section, just grab one of these other roleplaying games and compare
statistics for something roughly similarly sized and aggressive, then
make an educated guess as to how to convert the actual animal you
need. There is no formula, and there is no right or wrong answer. In
your games, your venomous spiders have your statistical
representation and that’s totally okay if another Admin’s stats vary.

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gREYS
A Grey is a short, frail looking, grey
skinned alien with a large head and large,
black eyes. From what little we understand of
these mysterious beings, they were
genetically created by the Draconians as a
slave race but revolted, and now wander the
galaxy searching for a solution to their most
pressing problem: their race is dying. They
were engineered with an inability to
reproduce on their own. To find a solution,
Ever wonder why our human technology has
made such leaps and bounds in the past
century? Greys have made agreements with
leaders of many nations and localities of Earth
to abduct and experiment with impunity in
exchange for valued technology.
Generally preferring to be scientists,
engineers, and technicians, since their
revolutions the Greys have learned they have
to serve all manner of roles, including warrior
when the need arises. Still, they don’t
generally carry their ray guns or force fields.

Normal Tall
Greys Greys
Initiative: +0 +2
Defense: 10 14
Stamina: 10 35
Resist: +4 +8
Move: 30 30
Rank/Merit: 3/6 7/60

Wait… Aliens ?!
In some campaigns, aliens are among us, manipulating the pro-
gress of our nations, guiding its history, and fighting a silent war over
ownership of our resources and very lives. Some Admins will choose to
ignore this section in favor of a more realistic type of campaign, but
others will embrace all the weird they can get!

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Grey Special Abilities


Greys have amazing technology and extraordinary mental powers,
some engineered, some a side effect of engineering:
Telepathy: To make them work more efficiently, they were engineered
with a group telepathic mind shared among other Greys within 100 ft.
They can extend this to other species.
Illusory Guise: Greys developed a mental illusion ability which causes
those who see them to see a nondistinctive and un-memorable
member of their own species.
Mental Paralysis: A Grey can cause mental paralysis once per day against
a single person which lasts as long as it concentrates. A discipline
resistance check TN20 avoids this. During the paralysis, the victim is
fully aware of all surroundings and events.
Ray Guns & Force Fields: Although they don’t use them unless they must,
their do have energy weapons that are impressive by any standard. In
addition, most Greys (certainly all Talls) wear personal force field
devices that can protect them when they’re attacked. All of these are
summarized below, and can function for a human if a Grey would ever
allow such a thing. Energy cells are powerful, but eventually do run
out after a year or so.
Tall Greys: Genetically designed to be the coordinators of the race. They
were engineered to be the interface between the Greys and the
Draconians, who would then direct the shorter Greys to complete
work assignments. This has caused them to become natural leaders of
the species post-revolution. Individual Tall Greys have their own
personalities which may be malevolent or benign, depending on their
individual agendas.
Once per hour Tall Greys can cause mental anguish in a victim within
line of sight. Meant to be a punishing technique rather than a weapon,
it causes 1d6 damage and the victim doubles over in pain, dropping
anything they are holding and falls to their knees in agony. A
toughness resistance check TN20 will resist all but the damage.

Grey Weapons Damage ROF Range Ammo Weight Cost


Energy Pistol 2d8 2 20 ft n/a 2 n/a
Energy Rifle 2d10 2 100 ft n/a 4 n/a

Grey Defenses Defense Weight Cost


Personal Force Field +6 2 n/a

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Alpha Draconians
Draconians (Alpha Draconians, as they
call themselves) are a secretive, warlike,
expansionist, reptilian species trying to annex
other worlds for resources to build their
interstellar empire. They engineered the
Greys to do their menial labor and to build
their starships and fuel their war machine.
They will attack Greys on sight to reclaim the
honor taken from them in the form of revolt.
They are in competition over ownership claims
of our Earth with the Anunnaki and will attack
them on sight as well. They wage an overt war
with the Sirians on their home world and all
throughout our galaxy and will attack them on
sight, too. They really aren’t very good at
getting along with other species.
The females are the natural dominant
leaders, being far more capable in all forms of
combat, and more durable by far. The males
do not honor and revere their matrons, but
they do show pride in how much they fear
them… and fear nothing else in the galaxy.
Females generally all work together to drive
their expanding empire, though occasionally
some will go rogue and take their males with
them. Any given strike force consists of a
transport ship with a lone female and fifty
males.
Male Female
Draconians Draconians
Initiative: +3 +6
Defense: 15 20
Stamina: 25 100
Resist: +6 +8
Move: 30 35
Rank/Merit: 7/60 15/290

Claws: +5, 1d6+2 +10, 2d6+4


Bite: +5, 1d4 +10, 1d8

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Draconian Special Abilities


In addition to the abilities below, Draconians have enslaved
conquered species into their empire, giving access to many unusual
species which can be utilized as needed.
Impossible Leap: Draconians have powerful leg muscles and can leap up to
30 feet and land safely. They can fall from heights up to 50 feet and
sustain no damage.
Regeneration: If not killed, Draconians will be fully healed in about an
hour. It leaves scars and hurts, but they endure it with pride.
Sonic Immunity: Although few other species use such technology,
Draconians are immune to the effects of all sonic weapons.
Sonic Weapons: Draconian make use of sonic pistols and rifles. If needed,
they’ll deploy a sonic cannon, military ordnance that walks on robot
legs, and anchors feet into the ground so its controller can climb into
its controls. Draconian technologies and structures are immune to
sonic weapons. Power cells for these weapons (except the sonic
grenade) regenerate using the same rules as Draconian regeneration.
Transformation: A Draconian can stare into the eyes of prey and slowly
transform their bodies into the likeness of their victim. They take on
the physical appearance and vocal characteristics of the target, though
won’t know their mannerisms without prior study. They normally kill
and devour the body after they take on its guise, lest it be found and
their ruse spoiled. This transformation is somewhat painful, as it
affects the Draconian’s body at a cellular level. For this reason they
don’t like this ability and use it sparingly (typically no more than once
per day, or once per week if they can get away with it).
Females: These twelve foot Draconian have such a ferocious countenance
that being in their presence inspires dread and despair. A TN15
discipline resistance check is required, with failure resulting losing the
will to fight, fleeing, or surrendering.

Draconian Weapons Damage ROF Range Ammo Weight Cost


Sonic Pistol 2d8 1 20 ft 20 4 n/a
Sonic Rifle 2d10 1 30 ft 20 8 n/a
Sonic Cannon 5d8 1 75 ft 50 n/a n/a
Explosive
Sonic Grenade 4d8 1 25 ft 1 n/a n/a
Explosive

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Sirians
Sirians are medium-sized, blue-tinted
humanoid aliens with large heads devoid of
hair. They can pass for a human only with a lot
of disguise effort. They are from the Sirius B
star system, and have the fastest starships in
the galaxy. They are an ancient race who has
meddled in the affairs of various civilizations
throughout their history, mostly in
benevolent ways. They value life and
independence, mental and spiritual growth
and scientific breakthroughs. They take an
almost parental role over the development of
other species.
They have been a presence on Earth for
thousands of years. They gifted ancient
Egyptians with medical and astronomical
knowledge, and helped them build pyramid
structures to communicate with them across
the stars. They influenced Mayans and took
part in their disappearance to save them from
a deadly disease, relocating them to a jungle
moon of their home world, where they
prosper today. They are responsible for
anachronistic artifacts like crystal skulls and
ancient batteries.
Sometimes their involvement results in unintended consequences.
They once gifted a noble island kingdom with a device to manipulate
weather to save them from hurricanes and floods, but it was misused
and poisoned the planet. The damage would have been globally
catastrophic, but the Sirians took responsibility, using their technology
to cut away the island cancer from the planet. Though they don’t like to
speak of this ancient stain on their work, they do admit regret over
whatever they had to do with the poor Atlanteans.
Despite their amazing technology, they never developed militarily.
They are no utopian society; crime exists and violence is an issue in some
aspects of their societies. But they have a spiritual reverence for
technology they themselves create, and would not use it for violence.
Outsiders wouldn’t understand. They now work with any species,
humans included, exchanging high technology for weapons. They have
learned that, for survival of their people, they must finally learn to make
use of technology developed by the hands of others. They detest
technological weapons, but need them to repel a militant invasion
currently underway from the Alpha Draconians on their own home
world.

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Sirian
Sirians Mayans
Initiative: +0 +1
Defense: 10 12
Stamina: 15 8
Resist: +3 +2
Move: 30 30
Rank/Merit: 3/6 2/3

Sirian Special Abilities


The following technology is also used by Sirian Mayans, whose
scientists were co-developers of much of the technology.
Healing Gauntlet: On their left forearm is a thick bracelet made of a
strange metal, housing a strange technology that accelerates healing
on one target by directing its radiant beam towards an injury. It can
heal up to 20 points per day, then must recharge.
Levitation Belt: Sirians all wear a belt which can be activated to lift them
up off the ground. They move about without walking, a mere couple of
inches away from the ground. They have a spiritual detestation of
marring the planet with thier feet. The power cell last about a decade.
Mayan Spear: Although Sirians developed no military tech, the rescued
and befriended Mayans have developed a force spear. It can hit foes
up to 10 ft away, causes 1d10 damage, and can be thrown with a range
value of 50 ft. They use these to help their Sirians friends repel
Draconians, but have so far been unsuccessful in facing down their
tyrannical might.
Protective Shield: On their right forearms is another thick bracelet with a
short flexible decorative cable connecting to a ring. This device will
provide a defense score of 20 and their resist score of +10 as long as it
is activated. It can only be on for 1d6 rounds when activated, and then
needs an hour or so to regenerate.

Sirian Weapons Damage ROF Range Ammo Weight Cost


Force Spear 1d10 1 50 ft n/a 2 n/a

Sirian Defenses Defense Resistance Weight Cost


Shield Gauntlet (1d6 rounds) =20 =+10 2 n/a

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Anunnaki
Anunnaki are a race of powerful
humanoid beings living on Nibiru, a planet
in an elliptical orbit around our Sun. Nibiru
is currently further away than Pluto, but
passes close to Earth once every 3,000
years. The Anunnaki appear almost eagle-
like with wings unable to support the low-
born caste in flight (they can glide). High-
born caste have wings which actually work.
When seen on Earth, they wear long coats
and hoods; they have no ability to conceal
themselves.
It is claimed that this species visited
Earth in the past and uplifted the genus
Homo to sapiens quality through genetic
manipulation to plant the seeds of a slave
race, which they will harvest during a future
pass of our worlds. They seek gold and
other rare metals to fuel the technology
behind their starships and engineered
humans to be the workers to mine it, the
genetic reason we value gold so much.
The Anunnaki are in conflict with Draconians over ownership of
Earth, and neither wants humans to achieve interstellar status before
this conflict is resolved. With that window of opportunity narrowing,
their conflict has escalated to direct violence actions.

Anunnaki Anunnaki
Low-Born High-Born
Initiative: +2 +4
Defense: 14 14
Stamina: 20 28
Resist: +3 +6
Move: 30 30, fly 50
Rank/Merit: 3/14 7/60

Bite: +3, 1d6+1 +6, 1d8+1

Anunnaki Special Abilities


If the Anunnaki have special abilities, they haven’t been revealed.
They use weapons similar to humans. Other than their starships, their
technology level is fairly low compared to other alien species. They have
been known to be brutal, but also strangely protective of humans, as
they see them as theirs to enslave, nobody else’s to interfere with.

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Nordics
Nordics are a benevolent species of
blond, blue-eyed beings resembling
perfect specimens of humanity, though
this may not be their native form. They
are watchful over humans and other
species in the galaxy and seem concerned
over the planet, its resources, and the
people who call it home.
Despite their genuine concern, they
do not interfere because of a directive
their culture observes with vehemence.
Though they do not behave in a warlike
manner, if they wanted to they could
dominate the galaxy. The other species,
even the deadly Draconians, give
deference and respect to the Nordics, and
would never attack one even in defense.
Instead, their lot in life seems to be
watching. Observing the story of the
galaxy and learning its songs, to one day
share with their gods when they ascend.
Nordic
Initiative: +2
Defense: 12
Stamina: 60
Resist: +10
Move: 40
Rank/Merit: 12/200

Nordic Special Abilities


With technology that resembles magic, it is difficult to know if
abilities are devices or powers.
Quantum Disguise: Can change their shape at will, most people perceive
them slightly differently. The more they concentrate the more
everyone sees the same thing.
Invulnerability: All damage deflected for 10 rounds per hour.
Phasing: Pass through any material but lead, 1 round per hour.
Sidestep: Once daily, instantly blink out of existence and appear within
range of sight, even if seeing a place through some video feed. They
can sidestep to their starship if in orbit.

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Supernatural Enemies
Monsters don’t exist. If they did, you’d see credible news about
vampires sucking the blood out from victims and leaving them by the
docks in the warehouse district. You’d hear about slayings in the
campgrounds by wolves whose tracks show they walked on hind legs.
You’d hear about the dead climbing out of their graves and having to be
put down by the caretaker, whose job is far more interesting than any-
one realized. You’d question if magic is real, because clearly it’s not,
right? In White Lies, any type of truth could be hidden for the sake of
the sanity of the people. If you want to add supernatural elements to
the game, consider the following.

Vampire
Creatures of the night who live among us and
manipulate our wills to feed their vile dietary
needs.
Initiative: +6 Slam: +5, 1d6+4
Defense: 15
Stamina: 80
Resist: +4
Move: 30
Rank/Merit: 8/80
Feed: Vampires die if they don’t feed for 7 days,
but are otherwise immortal. Victims are
paralyzed and take 1d4 damage per round
(resist: toughness TN15). Once begun, feed
must continue for one round per day unfed.
Those killed by feeding will arise a vampire, no
longer played by the player.
Dominion: Requires eye contact. Target follows any one word
command, like “sleep,” “kneel,” or “submit” (Resist: discipline TN15).
Night-Master: +8 on stealth, can see even in complete darkness.
Regenerate: If its heart is not staked, it will be fully healed next time it
is encountered, even if it’s only been minutes since last encounter.
Wall-walking: Can walk, crawl, and run on walls and ceilings as if gravity
had no effect on the creature.

Supernatural Weaknesses
Vampires cannot enter a privately owned home without being invited,
as if a physical but invisible barrier prevents it. They take 1d8 damage
per round of contact with sunlight (adjust upward for lack of cloud
cover). They are averted by garlic and by places and symbols of purity
and holiness.

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Werewolf
Powerful lone drifters who can transform their
bodies, eat humans, and revel in chaos and
destruction.

Human Wolf Hybrid


Initiative: +4 +6 +6

Defense: 12 16 16
Stamina: 30 30 30
Resist: +4 +5 +5
Move: 30 50 30
Rank/Merit: ————— 6/60 —————
Claws: — — +4, 1d4+2
Bite: — +5, 1d6+3 +0, 1d6+1

Cursed Blood: Those damaged by a werewolf’s bite or claw must make a


TN15 toughness resistance check or will be infected, turning next full
moon, no longer played by the player.
Keen Senses: In all three forms, +4 to all action checks involving
perception. Can track by scent. Can shift vision to see in the infra-red
spectrum if desired.
Regeneration: If not killed, will be fully healed (all forms) next time it is
encountered, even if only a few minutes later.
Shapeshifting: Can transform between the three forms listed above.
Each has a pool of stamina tracked separately. During a full moon the
transformation takes only 1 round. Otherwise it takes 1 minute.
Cannot enter the same form twice in one 24 hour period.
Wolf-Kin: Can communicate with wolves. In wolf or wolf-man form, can
summon a pack of 2d4 wolves once per day of a full moon. They will
arrive in minutes and will follow orders.

Supernatural Weaknesses
Werewolves ignore the first 10 points of damage from every damage
roll made against them, unless that damage is caused by a silver
weapon. This makes them almost invincible against most weapons
other than explosives and military ordnance! This extends to a general
allergic reaction to physical contact with silver. Silver bullets can be
quite deadly to them, and they react with animalistic fight-or-flight
instincts when they come in contact with silver.

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Supernatural Enemies (continued)

Mage
Secretive covens of spellcasting sorcerers who
run secret societies and expand their power.
Initiative: +4 Attack: by weapon type
Defense: 14
Stamina: 30
Resist: +9
Move: 30
Rank/Merit: 12/200
Mana: 24 mana. Casting a spell is the attack
action for the turn. Costs 1- 3 mana
(regenerate 1 per hour). Spells:
Eldritch Blast: Cast eldritch beam at one
target within 60 ft, causing [mana]d6
damage (resist: dexterity TN15 for half
damage). Choose fire, frost, lightning, etc.
Eldritch Shield: Erect an eldritch force field
around self. Absorbs [mana]d6 from every
attack against the mage. Lasts 1d6 rounds.
Entangle: Roots, tentacles, vines, etc. entangle all things in area [mana]
x5 ft radius, centered in a space up to 60 ft away. Anyone in area
makes toughness TN15 check to pass each 5 ft space. 1d6 rounds.
Control: Affects up to [mana] targets within 30 ft. Targets will follow
one suggestion whose action must be able to be completed within 1
minute (resist: discipline TN20, or TN15 if the suggestion would
obviously lead to the target’s death).
Illusion: Can [mana:1] create an illusory disguise, [mana:2] create a 5-
senses illusion affecting 1 target, or [mana:3] create audio/visual
illusion affecting everyone who can see/hear. Victims believe illusion
unless they succeed in an intellect reaction check with TN15 (TN20 if
it’s very plausible). Lasts 1d6 rounds.
Levitation: Can [mana:1] walk on air for normal movement rate, or
[mana:3] fly at a rate of 120 ft per round. Duration 1d6 rounds.
Rituals: With time, ingredients, and a ritual to follow, can enact powers
researched by mages of old, found in tomes and scrolls.
Telekinesis: Gain ability to move and manipulate objects up to [mana]
x50 lbs at a range of up to 30 ft away. Lasts 1d6 rounds.
Teleport: Costs 3 mana, once per day, anywhere mage has been,
otherwise only a place the mage can see.
Supernatural Weaknesses
Inspires fear or ferocity in animals. Nearby flames burn green.
Highest tech in area becomes buggy if mage stays in region too long.
Can be trapped (no mana) if enclosed in a wrought iron cage.

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Section 07:
Bureau 19
As was presented in section 5, there is no limit to the types of
campaigns which are possible with this game. It’s beyond the scope of
this product to give each the detail it deserves. Instead, this optional
section is provided to serve as a default setting you might use in which
to tell your agent’s stories.
Bureau 19 is a spy agency that exists in the United States of
America, and although its missions generally deal with threats to its own
nation, those threats come from abroad and so the agents spend much
of their time handling issues at their source. They operate at the highest
level of discretion and are clouded in layers of secrecy. The bureau is
best introduced by the sage words of Director Connor Black, during his
speech to the most recent group of raw recruits:
Sometimes people tell lies for good reasons. Ask any parent
who has lied to his child about the loss of a loved one. Ask any
man who was ever asked if everything was going to be okay
when he knew it would not. Sometimes the truth is too ugly for
people to hear. Sometimes if the truth were known it would
change everything. It’s these little white lies that people tell
their children, men tell their families, and governments tell their
people that keep us safe.
Have you ever wondered why the federal government’s
budget lists billions of dollars that seem impossible to believe?
$438 million for decommissioned warplanes that won’t ever be
used. $379 million for a single website. $321 million for
redundant IT systems that were already made redundant in the
past six budgets. $300 million on a gigantic blimp? Yes, you can
find all this in the federal budget, and more. While some might
see this as a government body which is careless or in need of
oversight, don’t be fooled, these are more white lies.
The Constitution lists eighteen specific enumerated powers
of congress, though in truth there are more cited throughout

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the document. One is omitted from public view though. The


ones you’ve seen are what are shown to you and the rest of the
world but nothing is as transparent as that. Even the founding
fathers had spy networks, without which their revolution would
have failed in its earliest days. There is indeed a nineteenth
power in Article I Section 8. It’s very specific and highly secretive
and involves the security of this nation, outside the scope of its
military, navy, militia, or even the highly known FBI or CIA.
To execute this power, a bureau within the government
exists, layered in secrecy and discreetly funded. In our recent
past the validity of the bureau was questioned, its power
limited, and many lives were lost. Since then, Bureau 19 has
been restored and its resolve strengthened. New agents have
been recruited and are about to be trained, and they stand
beside you today.
I give you one last chance to voluntarily leave, before you
learn things that cannot be unlearned. The questions you must
now ask yourselves: Are you willing to do bad things for good
reasons? Are you willing leave the comfort of ignorance behind,
and to take action on the truths you learn? Are you willing to
live a life of white lies?

The Bureau
There exists, from the founding of the United States of America, a
highly classified nineteenth enumerated power of Article I Section 8 of
the U.S. Constitution, which has been redacted and removed from all
official publicly viewable documentation and is maintained only in safe in
an undisclosed location. It is shown to each new President and other
members of the line of succession as he or she is elected and sworn-in.
Its language reads something like this:

TO SECRETLY GATHER INFORMATION ABOUT THREATS TO THE


NATION AND ITS INTERESTS BOTH DOMESTIC AND ABROAD, TO
UNCOVER CONSPIRACIES WITHIN AND WITHOUT THE NATION, AND
TO DEAL WITH THESE THREATS AND CONSPIRACIES IN FINALITY,
WITH NEITHER THE KNOWLEDGE OF NOR ACCOUNTABILITY TO ANY
OTHER AUTHORITY. TO STRICTLY ENFORCE THE SECRECY OF THIS
CONGRESSIONAL POWER AND KEEP KNOWLEDGE OF IT LIMITED TO
THE PRESIDENT AND THE DIRECT SUCCESSORS, WHO MUST SHOW
DILIGENCE IN THEIR OVERSIGHT OF THE EXECUTION OF THESE
POWERS AND RESPONSIBILIITES, PUNISHABLE BY EXECUTION.

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History
Bureau 19 was established in Agent Code Names
1942 in tandem with the formation
of the Office of Strategic Services Upon being promoted to 2nd
(OSS), a predecessor to the CIA. rank, agents receive their
President Roosevelt thought that code name. Until this time
our nation was in need of better they are addressed by
intelligence gathering services, and “agent” followed by their last
believed the OSS was only one piece name. After receiving their
of that puzzle. In order to adhere to code name, they will never
the as-yet unused authority granted again be addressed by name
him through the secret enumerated by the agency, neither
power, he established a second professionally nor
agency to work independently. He colloquially. It is as if their
simply called it “B19” as a own identity disappears and
codename, but later it became this new persona emerges.
known as Bureau 19.
Players don’t choose their
own code names, the rest of
Location their team, or their Handler,
Bureau 19 is headquartered in does based on the events
the command center in the which occurred on his or her
underground complex connected via path to achieving this rank.
tunnels between the White House Code names within the
and the Pentagon in Washington bureau are earned, never
D.C., but it has regional field offices chosen.
in New York City and San Diego as
well. Internationally there are
clandestine field offices in Beijing,
Brussels, Tokyo, New Delhi, Sydney,
Sao Paulo, Istanbul, Moscow, and Cairo. None of these locations exist
with permission or knowledge of regional or national authorities.
There are only seven people within the United States federal
government authorized to know of Bureau 19’s locations, namely the
President and all offices of succession down to the Secretary of Defense.
To everyone else in the world, the bureau is a shadow, like the agents
who report to these locations.

Funding
The bureau is funded by federal taxes. It’s in the budget, disguised
as well as it can be, hidden by layers of exaggerated and continuously
renewed expenses. Since the invention of the internet, so many more
eyes are on the budget and so many more people with transparency
agendas, that it is becoming harder to fund it without appearing
incompetent, so to save their careers congress has been lax in approving
a budget, automatically repeating the costs of previous years with
automated increases. Eventually they have to do something about that,
and the Administrator of Bureau 19 fears what will happen when the

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funding stops. Until then, agents have wide authorization to use their
expense accounts for reasonable travel expenses (experienced agents
still enjoy the luxury of an extravagant lifestyle).

Agenda
The bureau is empowered to investigate all manner of threats
against the people of the United States. The interpretation of the
classified enumerated power has been very loosely applied by its
Directors and its Administrator over the years. It recruits and trains
agents and sends them on missions all around the world, securing and
protecting the country’s interests. It takes a pro-active role in pursuit of
this agenda, sabotaging the efforts of others whose national progress
might possibly lead to posing a threat to the U.S.A. and its place in the
world.
This agenda is mysterious and hard to understand, as agents are
often given only what they need to know and nothing more,
compartmentalizing their role in more strategic larger plans. Of course,
the agents are to rest assured that the President and the council of six
successors are there to make sure the Administrator and division
Directors don’t exceed the authority they’ve been entrusted with.

Agents
Agents are recruited by Directors, whose jobs include seeking talent
to build their own effective teams. Once recruited, their identities and
records are wiped clean. Anyone looking into them will find no trace of
their existence on any computer or file anywhere. This is done at great
expense and effort. Agents are then trained in one of the agency’s
divisions and equipped, then placed into a team.
Teams are the skillful hand of a Director, and each has only one.
Agents report to their field office, which is always hidden and accessed
by secret and secure entrances, to be given missions briefings and outfit
for their assignments.

Specific Agent Mandates


Agents have only a few rules governing their conduct in the field:

• Agents may not speak of Bureau 19, even to one another. The
people they work for are simply referred to as “the office.”
• They may not contact the bureau through any method other than
their encrypted smart phones, or by use of means deemed secure
in advance by the bureau.
• Once in the field on their mission, they are to observe local and
federal laws as much as possible, unless doing so will prevent the
agent from completing the mission.

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Law
Bureau 19 doesn’t officially Agent Recruitment
exist, and one might think its Agents of Bureau 19 are created
agents are on their own when using the normal recruitment
dealing with legal matters. But the procedure (page 10). Since
nineteenth congressional power agents are assembled as a team,
specifically mandates that the players should make their
execution of that authority be agents as a team. This way they
excluded from accountability by can discuss roles they believe
any authority. That means the need filled and negotiate to help
agents are allowed to ignore make sure their team doesn’t
federal, state, and local laws in have any huge gaping holes in
pursuit of their primary objectives. their function and expertise.
They may violate civil liberties. Players can even be allowed to
Unlike the agents of the FBI and pool their starting money and
CIA, agents of Bureau 19 are above make starting equipment
the law. purchases as a group.
That doesn’t mean they won’t
Rookie Assignments: Assume
get arrested or detained. Although each agent already had a rookie
none of the Directors have the assignment before joining this
authority to order an agent team. Encourage players to pair
released from custody, the up with one another and
President and six successors do. It brainstorm on shared rookie
frustrates them to have to do it,
assignment experiences their
and the agent will certainly be agents survived together. It
chastised for it, but an agent who is builds bonds and backstory into
arrested just has to wait for the the team dynamic, and gives
phone call. It’s going to come reasons for trust and friendship.
eventually (1-6 hours). For these It also gives roleplaying
reasons it’s best if agents obey
opportunities, “Let’s do this like
local and federal law, except where
we did in Budapest, only this
doing so would prevent them from time I’ll do the talking.”
mission success.

Missions
Agents are given their missions from their Director, who is given
them by a council comprised of the President and the six successors.
Their missions can take them anywhere in the world, and may involve
other intelligence agencies, terrorists, criminals, villainous organizations,
other governments, and more. They might be gathering intelligence,
recovering something or someone, destroying someone or something,
or just about any objective which can be imagined. Admins have a broad
canvas to paint any kind of picture they’re willing. The primary objective
is always classified, and it’s up to the discretion of the agent who to
share it with.

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Compartmentalized Knowledge
Sometimes the agents won’t even know why they’re doing things…
they might simply be told to go to a site in some country, plant
explosives, and deliver the remote detonator to some person who
operates a bakery in the next town. Compartmentalization is key.

Enemies
Agents of Bureau 19 have dealt with terrorists both domestic and
abroad. They’ve started and stopped revolutions. They’ve manipulated,
propped up, or destroyed criminal organizations. They’ve saved and
damaged the plans of other agencies of both their own and other
nations. They’ve changed where lines are drawn on maps.
Bureau 19 has made a lot of enemies while protecting the interests
of the nation, but their clandestine nature keeps their agents from
accumulating too many personal foes. They deal with lowly criminals
whose skills keep them a step away from law enforcement and federal
investigative ability. They deal with terrorists both domestic and abroad.
By far, however, their greatest threat is the Cabal.

The Cabal
The Cabal is a consortium of powerful
individuals who are firmly entrenched in the
government, corporations, and criminal groups
of the world. They’ve existed since the
founding of the nation under different names
and different leaderships, but their mysterious
agenda and masterful presence have remained.
The existence of the Cabal is as secretive as that of Bureau 19, their
locations hidden in plain sight behind a veil of deceit and technology.
They manipulate the history of the world and have done so as long as
there have been governments. They seem to know about the bureau and
even the identity of some of its agents, which makes Directors fear they
have even infiltrated the limited group that comprises the bureau’s
leadership.

Echo Team
These are actual player agents, made for use with the Bureau 19
setting and built with the same procedure players use. The bonuses in
the outfitting blocks represent all bonuses (ability, level if qualified,
upgrades, etc.) so you don’t have to do any extra work in-game. We
recommend you have the players do this too! Whatever you choose to
use them for, Echo Team is a good example of a well-rounded team of
Bureau 19 agents players and Admins can refer to for inspiration.

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Amelia Jackson
Background
Sometimes a politician or criminal needs
help getting out of a bind. When things got
really bad, they would call Amelia Jackson, a
fixer working for the highest bidder with no
set of her own morals. At least that’s what
she thought. But one day she was hired to fix
a problem: a prominent politician was in-
volved in human trafficking and needed help
hiding evidence that would have ended his
career.
Amelia saw the captive women being forced into drug addiction and
eventually various forms of slavery. She saw the things they were mak-
ing them do. She couldn’t do nothing and live with herself.
So Amelia Jackson infiltrated the organization by posing as an
innocent traveler, attracted the attention of two cartel point men who
grabbed her and threw her in their van. During the drive, she manipulat-
ed the two into killing one another, and walked away with what she
hoped would be a clean conscience. It wasn’t enough.
For the next year, Amelia waged a one-woman war against this
cartel and eventually took down the politician who originally hired her.
The impressive thing was that she did all this without having to do the
shooting herself, and without getting caught.
This attracted the attention of Bureau 19, who saw potential in her
ability to run a con, infiltrate, and leave no trace. They recruited her and
trained her in the use of weapons, but she only uses them when all other
options fail. She considers shooting at someone “a vulgar and desperate
act of the unimaginative.”

Roleplaying Amelia
Although she tries to be flippant and overconfident, Amelia is actu-
ally compensating for a deep-rooted sense of low self-worth. This is
surprising considering her obvious gifts, but is a result of some trauma
from her youth.
When she gets triggered, though, watch out. Suddenly she believes
her bravado and overconfidence façade, and will stop at nothing to do
whatever she feels is the right thing to do.

163
Identity Amelia Jackson

Division Infiltration Rank 1 Merit 0

Toughness +0 Stamina 8

Dexterity +0
Damage

Intellect +1 Initiative +0

Discipline +1 Defense 10

Influence +2 Movement 30 ft

Languages
English, Russian, German, Spanish

Qualifications Outfitting
Cleaner Strategy & Semi-auto pistol, +2, 2d6,
Connoisseur Tactics ammo 10, 30 ft, ROF 2.
Deception Concealed Spring Holster,
Disguise Discipline Calibrated Sights, Spare
Firearms Resistance Ammo.
Impersonation Techniques
Perception Stun Gun: +1, Stun, ammo 10,
Persuasion ROF 1.
Scholar
Unarmed: +1, 1d4
Streetwise
Kits:
- Operative
- Surveillance
Division Details - Cleaner

Without a Trace: unless spend several Money: $65


days in a place, leave no physical
evidence of my presence.
Cross-training: considered semi-
qualified in all skills (add half rank
to such action checks, round up).
Masterwork Cover Identities:
- Amelia Jericho, internationally
recognized art critic, published in
several periodicals.

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Grant Vahn
Background
Sergeant Vahn was a well-trained soldier
working for the Special Forces of an
undisclosed United States military service. His
skills were impressive, but not worthy of
particular note while in the presence of such
amazing and highly trained Special Forces
soldiers. It wasn’t his soldering that got him
noticed by Bureau 19. It was his something
else.
A CIA stealth helicopter went down in
the jungles of South Africa and Vahn planned a rescue op for its pilot,
who was captured by a rogue warlord with reasons to hate the CIA. The
op went smoothly and the pilot was under his unit’s protection, no team
casualties and only minimal presence detected. That’s when the second
stealth helicopter showed up, eager to make the situation disappear.
They blew up the warlord’s camp and wrecked helicopter, no love lost
there. But then they turned their crosshairs on Vahn and his team,
including the now disavowed pilot. Vahn tried to radio for assistance but
only static responded. Even his exfil was gone. He and his unit had been
burned.
Rather than accept this fate, Vahn sought out and rescued the
warlord, negotiated a temporary alliance, and fought for survival. He
armed the warlord and his men then turned them against the tactical
cleaner unit sent to cover everything up. In the chaos, Vahn and his unit,
along with the rescued pilot, boarded and captured the second stealth
helicopter, dumped its crew, took out the warlord and his men, and
made off into the night.
This unit and the rescued pilot all went their separate ways after the
escape, but Vahn was sought out and recruited by Bureau 19 for his
cunning and innovation in the field, his ability to turn certain death into a
fighting chance to survive, and his uncanny sense of brotherhood and
loyalty to his team. To date, Vahn has never said what he did with the
helicopter.

Roleplaying Grant
He speaks concisely and doesn’t “jibber-jabber,” just gets to the
point. He doesn’t brag, he states fact. His terse attitude isn’t subtle,
either. He speaks his mind even when nobody asks his opinion. Grant
knows he has a particular set of skills to back up whatever happens as a
result of this straightforward attitude.

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Identity Grant Vahn

Division Elimination (+Martial) Rank 1 Merit 0

Toughness +2 Stamina 10

Dexterity +1
Damage

Intellect +0 Initiative +1

Discipline +0 Defense 15

Influence -1 Movement 30 ft

Languages
English, Spanish

Qualifications Outfitting
Athletics Toughness Semi-auto pistol, +2, 2d6,
Demolitions Resistance ammo 10, 30 ft, ROF 2.
Drive Techniques Spare Ammo
Firearms
Melee Weapons Submachine Gun: +2, 2d8,
Military Ordnance ammo 20, 50 ft, ROF 2.
Thrown Weapons 5 bullet burst: +2, +2d8.
Projectile Weapons 2x Spare Ammo.
Strategy & Tactics
Unarmed: +3, 1d4+2.
Unarmed Combat
Brass Knuckles: +3, 1d6+2.
Agency Uniform: Looks like a
well-fitting business suit.
Division Details Ballistic Mesh, Grapple Zip
Multiple Attacks: 2 attack actions Line.
per round. At 5th rank 3 attack Kits:
actions, at 10th rank 4 attack Operative
actions. Survival Kit
Tough as nails: Roll an extra d20 for Money: $50
any toughness based action check.
Outfitting: During agent recruitment,
select either a submachine gun or
automatic rifle, and 2 spare ammo
upgrades for whichever you select.

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Cherry Belle
Background
Cherry started off her life of crime as a
car thief. She didn’t care about cars, but her
boyfriend at the time did. Then her boyfriend
got pinched and sent off to serve time and
she got bored.
She started running with a group of
burglars who did small time stuff. They stole
from the rich but they weren’t Robin Hood,
just greedy criminals. Then they got pinched
and sent off to serve time and once again she
got bored.
Cherry decided she needed to stop working with other people and
started planning heists of her own. She stole diamonds, paintings, cash,
and soon became one of Interpol’s most wanted.
She was lying low for a while when they caught up with her. Her car
thief ex-boyfriend hooked up with the burglars in prison and they spoke
about Cherry. They recognized her talent and knew she’d be doing well
for herself. When released they managed to track her down and break
into her place. They beat her up and stabbed her a few times. That
sucked. They took everything she was sitting on: diamonds and
paintings. They left her bleeding out on the floor of her kitchen. She
hated those tiles.
This could have been a tale of violent vengeance, but Cherry doesn’t
work that way. She dragged herself to the hospital and got fixed up. She
planned a few successful jobs and made a large deal of cash. She used
the money to hire forgers, commissioned counterfeits of every painting
and diamond that was stolen from her. She tracked down her old
“friends” and broke into their places just to swap out the counterfeits
for the real stuff. Then she tracked down a fence and offloaded the stuff
for pennies on the dollar (it’s wasn’t about the money), informing him of
counterfeits on the market. The fence, who had been following Cherry’s
exploits for some time now, was actually a recruiter for Bureau 19 who
happily offered her a job.
Cherry’s not bored anymore.

Roleplaying Cherry
Nothing phases Cherry. She’s a force of nature. She plays big games
and expects big prizes. Nothing can keep her down, she has a quip for
everything. Everyone loves Cherry, even those who hate her.

167
Identity Cherry Belle

Division Confiscation Rank 1 Merit 0

Toughness +0 Stamina 6

Dexterity +2
Damage

Intellect +2 Initiative +2

Discipline +0 Defense 15

Influence +1 Movement 30 ft

Languages
English, Italian, Mandarin

Qualifications Outfitting
Acrobatics Computers Semi-auto pistol, +4, 2d6,
Deception Streetwise ammo 15, 30 ft, ROF 2.
Firearms Extended Magazine, Silencer,
Forgery Dexterity Calibrated Sights, Spare
Lockpicking Resistance Ammo.
Safecracking Techniques
Security Systems Grenades:
Pickpocket 2 flash-bang, 2 stun
Stealth 2 smoke
Drive
Unarmed: +0, 1d4
Cat Suit (agency uniform)
Kits:
Division Details - Operative
Hard Target: +Rank to defense when - Hacker’s
unarmored (already added above). - Burglar
Backstab: +Rank to damage on first Money: $200
attack from position of stealth.
Outfitting: Begin play with a custom
fitted agency uniform (defense
bonus already added above) and a
burglar kit, provided by division.

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Thomas Reinhardt
Background
Thomas is a mystery. He seems qualified
to pilot, drive, and operate any type of
vehicle, but has no memory of ever having
been trained at any of it. He can disassemble
an engine and put it back together, and can
field strip pistols of just about any make. He
can speak Arabic and Mandarin. But he
doesn’t know where he learned those skills.
His first memory is as a grown man living
on the streets of a city, dirty and covered in
tattered clothes. But freshly shaven and with a military haircut. His life
was confusing, but it got more confusing when he was arrested for
vagrancy.
He was fingerprinted and he saw his name show up on the computer
screen with the words “CLASSIFIED” flashing in red. It’s like alarm bells
went off. They put him in a room and after an hour of waiting, the
precinct went dark and a tactical unit raided the place, shooting innocent
policemen and seeking Thomas. In the chaos, Thomas reacted. With
instinct and brutality he escaped, leaving the tactical unit searching an
empty precinct.
Thomas was eventually sought out by Bureau 19. They don’t know
who trained him, but believe he holds the key to finding out who they
are and what they did to Thomas. After two years of caution (and plastic
surgery to change his appearance), the bureau has finally allowed Agent
Reinhardt to join an ops team where his uncanny and unexplainable skills
are of extreme usefulness. The bureau keeps a close eye on him, and
even his team is instructed to report on any unusual activity he engages
in. This should bother Thomas, but he’s used to it. He’s just as eager to
discover the secrets of his past as is the bureau, and worries his presence
can endanger a team, despite the extreme measures taken to conceal
him.

Roleplaying Thomas
Thomas is always distracted by his search for answers to his past. He
knows he must have had some kind of lethal training in the past, because
most of what he knows he knew coming into Bureau 19’s transport
division for training. What if… he wasn’t a good guy in that life? What if
there are forces at work that want him here at Bureau 19? These are the
moral questions that keep him internalizing this struggle, and probably
always will.

169
Identity Thomas Reinhardt

Division Transport (+Martial) Rank 1 Merit 0

Toughness +1 Stamina 7

Dexterity +1
Damage

Intellect +0 Initiative +1

Discipline +1 Defense 13

Influence +1 Movement 30 ft

Languages
English, Arabic, Mandarin

Qualifications Outfitting
Aircraft Semi-auto pistol, +2, 2d6,
Drive All Resistance ammo 10, 30 ft, ROF 2.
Electronics Techniques if Spare Ammo.
Firearms controlling a Black SUV: control +2:
Mechanics vehicle. Oil Slick
Perception
Rotorcraft Unarmed: +2, 1d4+1
Streetwise
Agency Uniform: Looks like
Unarmed Combat
common streetwear with a
Watercraft
leather jacket.
Kits:
- Operative
Division Details - Technician
- Medical
Insane Stunts: If an action check to
control a vehicle is TN15 or higher, Money: $100
roll twice, select highest result.
Been Everywhere: Each odd rank
gain a language and backstory
describing someone you know from
a place that speaks it.
Outfitting: Begin play with any one
vehicle worth $50,000 or less. Each
additional rank, add any one vehicle
upgrade at no cost.

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Ian Dane
Background
Detective Dane was good at what he did.
He closed more cases than most other
detectives. He possessed an amazing ability
to draw facts from seemingly few clues. He
trusted his gut and those instincts often paid
off. He could get the truth out of a
perpetrator even when listening to his lies
and his silence. He was good.
But his problem was that he liked to
gamble. The sacred geometry of chance. He
did well in the casinos, and soon attracted the attention of a criminal
organization firmly entrenched in the city’s gambling businesses.
They banned him from the tables, claiming his winning streak could
only be explained by cheating. Then they told him he had to pay back
every penny he “stole” from them. And when he couldn’t come up with
the money on a city detective’s salary, they tried to break his wife’s legs.
She later died from an undetected blood clot that went to her heart, but
before she died she made Dane promise he wouldn’t do anything stupid,
and that he’d do the right thing no matter the cost. It was that promise
that kept him from doing what he really wanted to do. Instead, he did his
job.
He tried to get help from other cops on the force, but found that
many were corrupt. He went to the District Attorney and discovered she
too was on the take. Despite all the corruption, Detective Dane won the
day. He quit the police force and conducted an almost obsessed-level of
surveillance. He gathered indisputable evidence of the mob’s criminal
activity that would hold up in any court. He took it all to the FBI and
within months the mob and the network of corruption in the police force
and DA’s office was exposed and justice was enforced. Dane was sought
out and recruited by Bureau 19 and now lives his life dedicated to the
promise he made to his dying wife.

Roleplaying Ian
He leads Echo Team well. He views all decisions through the lens of
his wife’s words: don’t do anything stupid, and only do the right thing.
He approaches problems critically, listens to the advice of his team, and
sometimes takes his promise too strictly. I mean… come on… why can’t
they cuss on comms?

171
Identity Ian Dane

Division Investigation (+Leadership) Rank 1 Merit 0

Toughness -1 Stamina 5

Dexterity +0
Damage

Intellect +2 Initiative +0

Discipline +2 Defense 14

Influence +1 Movement 30 ft

Languages
English, Korean, Japanese

Qualifications Outfitting
Computers Demolitions Semi-auto pistol, +1, 2d6,
Cryptography Unarmed ammo 10, 30 ft, ROF 2.
Drive Combat Spare Ammo.
Firearms
Perception Intellect and Shotgun, +1, 2d8, ammo 5,
Persuasion Discipline 40 ft, ROF 1.
Scholar Resistance Spare Ammo.
Security Systems Techniques Plastic Explosives: 10 charges
Streetwise
Lockpicking Medium Armor
Unarmed: -1, 1d4-1
Kits:
Division Details - Operative
- Forensics
Situational Awareness: Roll twice, - Surveillance
choose highest on perception-based - Demolitions
action checks. Always
actively searching. Money: $0

Network of Informants: Each rank,


define an informant.
- Sara Slade, ex-FBI partner, still
friends, help each other on cases.

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Section 08:
Operation: Wounded Wolf
This mission is for a team of 1st rank agents. It takes place in a large
city, and begins with a simple enough mission which raw trainees might
be sent on: a dead-drop pickup at a bus station. But it escalates from
there and culminates in a rescue operation for a captured agent before
she can be framed for the assassination of a State Senator! Although it
assumes the agents work for Bureau 19, Admins can adjust the mission
to suit the needs of their campaigns.

01: Briefing
This is good starter mission which can be run directly after having
the players roll up their agents. Give them a chance to introduce
themselves to one another (unless they know one or more other agents
from their rookie assignments, see sidebar on page 161). When they’re
ready to play, read or paraphrase the following introduction:

Director White sits across a table from you in the briefing room
of the secret headquarters of Bureau 19. She shuffles some papers,
removes her glasses, and then pushes across the table a brown
leather briefcase and a photograph of a woman in her 30’s.
“You’re looking at Agent Deering, an operative under Director
Green, who is on a deep cover assignment in the region. She dead-
drops a briefcase like this one to receiving agents every week at the
bus terminal on 8th Avenue. She’s due for a drop today, and the rest
of Director Green’s team is on assignment, so we’re going to help him
out. Your mission is simple: Go to the station at six o’clock, identify
your mark, and discreetly exchange briefcases. Any questions?”

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If asked questions, Director White will respond in the following


ways. If other questions are asked, do your best to maintain the role of
Director White:
Where in the terminal can we find agent Deering:
“Main lobby, she’s normally reading a fashion magazine
to appear occupied.”
What’s in the briefcase:
“This is need-to-know, you are not to look in the
briefcase unless instructed otherwise by me.”
What should we say to Deering:
“Do not communicate or appear to have communicated
with Agent Deering in any way, just swap the briefcases.”
What is Deering’s cover and current assignment:
“This is need-to-know, I cannot divulge the nature of
Deering’s current assignment at this time.”
What if the exchange is witnessed:
“Don’t be witnessed. If you are, use discretion in dealing
with the situation.”

02: The Bus Station


This section is an investigation scene. When six o’clock rolls around
and Deering doesn’t show, it’s up to them to figure out what to do. No
matter what they do (call Director White, question station employees,
acquire video surveillance footage, snoop around, contact informants,
etc.) they should learn what happened, one item at a time. It’s up to you
to determine who learns what, based on the players’ efforts. But as long
as they try things, they’ll learn things. Feel free to call for various action
checks to mechanize the process.

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The Investigation
In their investigation, the agents should learn as much of the
following as their efforts earn them and you’re willing to divulge.

• Deering contacted Director Green with a cryptic message that she


had uncovered something big and blew her cover getting
evidence. She was dropping the intel then going into hiding.
• Agent Deering was posing as Alexis Volk, a Russian assassin, and
was infiltrating the mafia here in the city.
• Deering came to the station a couple of hours before the agents.
Two Russian enforcers caught up to her, knifed her, grabbed the
briefcase, and dragged her bleeding body into an awaiting sedan.
• The sedan’s license plate is registered to Vlad Noskov, a
suspected Russian mafia enforcer and listed employee of an
upscale restaurant called Andrei’s.

A New Mission Objective


If the agents contact Director White, she’ll give them a new
objective. If they don’t contact her, they will likely decide to take on this
objective of their own volition. The primary objective is to recover Agent
Deering (“Alexis Volk”). If they cannot do that, to at least retrieve the
briefcase or its contents. As a secondary objective, because Bureau 19
takes care of its own, the agents should see to it that those responsible
(Vlad Noskov and his assistant) are properly dealt with.

03: Andrei’s
Andrei’s is an upscale restaurant well known in the city, popular
among those with the money to spare. One of the player’s agents may
have been there before. To the local police and criminal underbelly of
the city, it is a place where the Russian mafia conducts business. There is
valet parking in the front, and normal parking in the back. This section
could go a number of ways, depending on what the players decide to do.
Here are some background details to get you prepared to react to their
actions:

• Noskov’s sedan is parked in the back and is currently empty. If


searched, the players will find Deering’s blood in the back seat
covered from casual view by a black blanket. In the trunk is a
loaded shotgun.
• Noskov and his colleague, Kreskin, are in the restaurant enjoying a
steak and some vodka. In addition, the place currently has 4
additional criminals of one type or another loyal to the Russians
(treat them all as enforcers), and an equal number of innocent
bystanders (typical person), enjoying a meal. See the map of
Andrei’s, p.180 & 182.

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Interrogation
No matter how the players go about it, whether they beat this
information out of the enforcers, bribe, coerce, or trick them… the
agents should learn the following pieces of information. Encourage the
players to play up to their agent’s strengths here. If they’re not prepared
for a large battle, they should try to keep the peace. This many bullet-
wielding enemies could end the careers of a group of 1st rank agents.
They agents need to talk to Noskov and his assistant Kreskin to find
what happened to Deering… nowhere in that statement is worded a
need to destroy a restaurant or put local citizens in jeopardy. Still,
players will be players, so prepare for the possibility of a fight in this
scene. Here’s what they’ll need to learn as a result of the interrogation:

• Noskov and Kreskin work for


Boris Petrov, the head of the Who is Boris Petrov ?
local branch of the Russian
mafia and do what they’re The name of their boss is a
told. This wasn’t personal. red herring in this context, as
the agents won’t be meeting
• They were told Volk him in this mission. It’s a seed,
(Deering) was a fed or planted for your use in future
something and they had to missions – a new enemy for
nab her from the station and another day, perhaps?
bring her back here, along
with her briefcase.
• Petrov was with someone they never saw before, a tall creepy guy
with honest-to-god stitches on his mouth. They went into the
back room with Volk (Deering).

The Big Find


The back room is empty, but a blood-stained chair and some ropes
on the floor prove they were questioning Volk (Deering). Gauze and
other discarded bloody materials show they patched her knife wounds
up, so at least she should still be alive. The briefcase sits open on the
table in the room. At first search it appears to be filled with fashion
magazines. A secret compartment reveals the real evidence (it’s
normally a TN20 intellect-based action check to find it, but if the agents
contacted Director White, they will have been given the means to find
the secret compartment with no action check).
Inside can be found the evidence. Boris Petrov is planning the
assassination of Senator Bob Krandal, whose anti-mob stance has been
causing trouble for the Russians. Petrov hired Volk (Deering) for the hit,
and a backup hit man was brought in from Russia to seal the deal. The
plans reveal the exact location and time of the hit: at a night christening
of a new museum in the city one hour from now, where he is to cut the
ribbon and give a short speech about the importance of art, music and
theater. To stop the assassination, they have to get there immediately.

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04: The Assassination


The agents arrive to see a huge
scene around the entrance of the
new museum. There are chairs Section 3.5:
spread out in a wide arc and a stage Chase to the Museum
built up with a microphone and
podium. A large ribbon stretches If players have their own
across the stage from poles. Senator vehicle, especially if they
Krandal is seated on the podium next have a transport division
to his wife (a known patron of the agent, consider developing
arts) while the middle-aged director the high-speed drive to the
of the museum is introducing him on museum as a chase scene.
a live microphone. Adapting a mission to the
needs of the agent team is an
There is a large office building important job for Admins.
over 1,000 feet from the event, and a
perceptive agent will see a single Witnesses from Andrei’s
open window on the 7th floor from somehow leaked the agent’s
which a figure looms (it’s too far activities and investigation to
away to see any details about the Petrov, their kingpin, who
figure). If the agents interfere with ordered that these meddlers
the event and usher the Senator to need to be dealt with, and
safety, the sniper will start trying to put a price on their heads. He
take shots at him in the chaos. sent 4 thugs on motorcycles
to handle the situation.
At the base of the office building
are 4 thugs, just common street
The motorcycles give chase
rabble not affiliated with the mafia in
through the city, each trying
any way but given a hundred dollars
to get close enough to take
apiece to keep anyone from
shots at the agents inside or
entering. They’re easily bypassed or
at the tires to force a loss of
defeated. Inside the office building
control. Narrate the scene
can be found four security guards
wildly, cause some collateral
who won’t be going home to their
damage. Let the players have
families, stashed behind a wide
a fun time.
reception desk. The directory on the
wall states that the entire 7th floor
The agents should be able to
belongs to Stafford Law Offices. An
deal with four thugs on
elevator and stairwell both lead up
motorcycles with cheap
to that destination.
handguns. Don’t let the
When the agents get to the 7th agents get too hurt, especial-
floor, show them the Stafford Law ly if they’re already wounded
Offices map (see pages 181 and 183). from any fight they got into
They’ll come in either by the at Andrei’s. They need to
elevators or the stairs (or, if they have enough stamina and
came up with some crazy plan, maybe bullets to handle the hit man
a window?). They’ll be met by the at the law offices!

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Russian hit man and a number of thugs equal to one


fewer than the number of players. Volk (Deering)
lies near the window in the file room, bleeding out
(they only patched her up to interrogate her). The
sniper rifle is on the floor near her. The agents arrive
as the hit team is packing up to flee and leave an
unconscious Agent Deering as patsy.
The hit man is mute and has actual stitches
across his lips – a testimony to how he manages his
hits with discretion. He has no identification and
won’t show up on any database. If the thugs refer to
him by name, they call him Stitch. He will fight to the death, which
inspires his thugs to do the same. In his jacket pocket is $10,000 in large
bills, what’s left of the down payment for the hit.

Wrapping Things Up
The agents should be encouraged to avoid the police, who surely are
on their way if bullets were fired at the senator or within the office
building. If caught, they’ll be detained for several hours and questioned
until the arresting detective gets a phone call that makes them
reluctantly let the agents leave. Back at headquarters, they’ll be
debriefed and patched up with medical treatment.

Mission Payment
Normally, as Admin, you’ll handle mission payment and Merit award
yourself based on the scope of the mission and the activities of the
agents. However, as this is likely your first session, let’s walk through the
process.
The Admin should use the “Local” multiplier of x2 since this mission
took place within the confines of one city and involved a local mafia
family and state senator. Therefore, if they accomplished the primary
objective (recovered Agent Deering and/or her briefcase) each agent is
given $2,000.
If the agents also properly dealt with Noskov (however you and the
team are interpreting that… humiliating, defeating, getting him
arrested, or setting him up for something that will get him killed by his
boss), that secondary objective nets each agent $1,000 more.
Since the mission took only one day to complete, albeit a long and
dangerous day, they should each receive $500 for their Active Duty pay.
Admins must then decide if the agents deserve the $500 bonuses for
Discretion & Secrecy (did they keep knowledge of their existence a
secret, or were they overt in their activities?), Loyalty & Teamwork (did
they behave as a team, or a bunch of individuals?), Innovation & Cunning
(did they think through their obstacles, or run head-first into them and
rely on luck or toughness to survive?), and Discovery (have them express

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

to you what they think their agents learned about the setting) to help
award them for uncovering and stopping the plot to kill the senator.

Merit Award
Remember agents earn 1 merit for every $100 earned as mission
payment, in addition to all merit awards for all enemies defeated.
Depending on the agent’s approach at Andrei’s and whether or not you
included a chase scene in Section 3.5, this could be a lot of enemies or
might be only the hit man and his thugs from the final encounter in the
office building. The agents will receive no merit award for any other
monies they obtained on the mission (such as the $10k they find if they
thought to search Stitch).

Other Awards
If he survives, the players will earn the respect and thanks of
Senator Bob Krandal, who won’t question the agency the players work
for in any way. He doesn’t know about the player’s bureau, but has dealt
with clandestine operatives in the past and knows not to ask questions.
Also, if a player character is an investigation division agent, they might
choose Senator Krandal as an informant upon reaching 2nd rank.

New Enemies
Russian mafia kingpin Boris Petrov can be a recurring pain in the
agent’s backsides if the Admin wants. He may not know who the agents
work for, but some of his men have seen them, and that might start him
reaching out to his connections to former KGB agents with a lot of
experience in the shadowy world of spies and lies. He wasn’t anywhere
to be found when the bullets started flying, and Deering’s intel on
Petrov’s location will already be outdated now that Petrov knows this
operation was jeopardized. This might lead to additional missions
involving this criminal organization and its leadership.

New Friends
If Alexis Deering is rescued, she will certainly be grateful for the
rescue operation and will say she owes the team a favor in the future.
Clever players will note this on their agent dossier for future reference.
A mid-ranked agent in the infiltration division likely has access to a lot of
intel and resources.

Reference Sheets
On the next few pages are reference sheets for this adventure. No
statistics are provided for the thugs, enforcers, and hit man since all of
these are provided in section 6. Agent Deering’s dossier can be found on
page 184, even though she won’t take an active role in the action of this
mission.

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

Andrei’s
Restaurant
1 square = 5 ft

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

182
Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission

183
Identity Agent Deering (Caitlyn Briggs)

Division Infiltration Rank 3 Merit 300

Toughness +0 Stamina 14

Dexterity +0
Damage

Intellect +2 Initiative +1

Discipline +1 Defense 16

Influence +3 Movement 30 ft

Languages
English, Spanish, Russian, French

Qualifications Outfitting
Cleaner Drive Semi-auto pistol, +3, 2d6,
Connoisseur Mechanics ammo 10, 30 ft, ROF 2.
Deception Ceramic Polymer, Concealed
Disguise Discipline Spring Holster, Silencer, Spare
Firearms Resistance Ammo
Impersonation Techniques
Perception Kits (* = Masterwork):
Persuasion - Operative - Disguise*
Scholar - Cleaner* - Surveillance
Streetwise - Technician*
Medium Armor (Masterwork)
Motorcycle: control +2.
Division Details Stealth Technology, Speedster,
Self-Destruct
Without a Trace: unless spend several
days in a place, leave no physical Money: $2,130
evidence of my presence.
Cross-training: considered semi-qualified
in all skills (add half rank to such action
checks, round up).
Masterwork Cover Identities:
- Vega Perez, street racer and criminal
with tactical training.
- Alexis Volk, Russian assassin of high
repute with mafia affiliations.

184
Sometimes people tell lies for good reasons. Ask any parent
who has lied to his child about the loss of a loved one. Ask any
man who was ever asked if everything was going to be okay when
he knew it would not. Sometimes the truth is too ugly for people
to hear. Sometimes if the truth were known it would change
everything. It’s these little white lies that people tell their
children, men tell their families, and governments tell their
people that keep us safe.
The Constitution lists eighteen specific enumerated powers of
congress. One is omitted from public view, though. The ones
you’ve seen are what are shown to the rest of the world but
nothing is as transparent as that. Even the founding fathers had
spy networks, without which their revolution would have failed in
its earliest days. There is indeed a nineteenth power in Article I
Section 8. It’s very specific and highly secretive and involves the
security of this nation, outside the scope of its military, navy,
militia, or even the highly known FBI or CIA.
To execute this power, a bureau within the government exists,
layered in secrecy and discreetly funded. Bureau 19. New agents
have been recruited and are about to be trained, and they stand
beside you today.
I give you one last chance to voluntarily leave, before you
learn things that cannot be unlearned. The questions you must
now ask yourselves: Are you willing to do bad things for good
reasons? Are you willing to leave the comfort of ignorance behind,
and to take action on the truths you learn? Are you willing to live a
life of white lies?

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