Professional Documents
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White Lies 2nd Edition
White Lies 2nd Edition
By Bill Logan
Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
Espionage Roleplaying
Second Edition
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
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
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.
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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.
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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
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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
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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
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
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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
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
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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
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
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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
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
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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
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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
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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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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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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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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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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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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.
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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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
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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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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.
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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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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.
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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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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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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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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.
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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.
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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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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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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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.
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 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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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.
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.
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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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
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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.
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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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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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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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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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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:
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.
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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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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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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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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).
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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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.
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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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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.
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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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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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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.
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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
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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
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
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
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
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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
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
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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.
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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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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
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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
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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
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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
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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.
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
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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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 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:
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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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.
• 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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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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.
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Identity Amelia Jackson
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
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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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
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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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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.
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Identity Cherry Belle
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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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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.
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Identity Thomas Reinhardt
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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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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?
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Identity Ian Dane
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
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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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.
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:
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Intro Divisions Outfitting Advanced Admin Enemies Bureau 19 Mission
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:
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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
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
181
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)
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?