Académique Documents
Professionnel Documents
Culture Documents
INTRODUCTION ..................................................... 1
WELCOME ..........................................................1
DICE ................................................................. 2
ABILITIES.......................................................... 2
SKILLS............................................................. 3
BONES............................................................. 3
ACTION CHECKS ............................................... 3 CREDITS
THE GOLDEN RULE ............................................ 3
Design Bill Logan
OPERATIVES ........................................................ 4 Co-Design Larry Moore
OPERATIVE CREATION ....................................... 4 Editing Jim White
ORIGIN ............................................................ 6 Cover Art Eric Quigley
SKILLS............................................................. 8 Illustrations Khairul Hisham
OUTFITTING .................................................... 18
MORAL CODE ................................................. 32
PLAY-TESTERS
MARTIAL MANEUVERS..................................... 33 Stephanie Logan, Hunter Logan, Noah Logan, Jayce
OPERATIVE DEVELOPMENT.............................. 38 Gaines, Stacy Pleat, Collin Griffin, Anthony Hunter,
BASE OF OPERATIONS ...................................... 41 Mark Hassman, Chris Sigmund, Clash Bowley, Tim
Kirk, Franck Michaux, Mitch A. William, The LSU
GAME GUIDELINES............................................. 45 Wargaming and Roleplaying Society, Harrison Ripps,
ACTIONS .........................................................45 Tom Carr, Ryan Betts, Tom Custodio, Todd Dibble,
BONES........................................................... 46 Sarah Schlesinger, Michael Ramsey, Douglas Kilmer
GETTING HURT ................................................ 47 and son, Jeremy Whalen, Matthew McCauley, Janeal
GETTING HEALED ............................................. 47 McCauley, Cree Nielsen-Sewell, Caleb Thibodeaux,
TIME ............................................................... 47 Michael Mallett, Darlene Veillon, Rick Hull, Sarah
INITIATIVE ...................................................... 48 Eisen, Jennifer Bechanko, Michael Barker, Mike
MOVEMENT AND RANGE .................................. 48 Blaszkowski, Dennis Littrell, David Underwood, John
COMBAT ........................................................ 49 King, Conrad Murkit, Ken Chambers, Becky Rose.
VEHICLES IN COMBAT ..................................... 50 A great deal of thanks goes out to all the testers and
CHASE SCENES ...............................................52 supporters in the Google+ community. Additional
GM GUIDELINES ................................................. 55 special gratitude to Anthony Hunter and Ben
SUCCESS MODIFIERS ..................................... 55 Gorman for their special level of expertise, your
GETTING HURT ............................................... 55 knowledge and experience with the subject matter
BREAKING THINGS.......................................... 56 proved very helpful. Last (but NOT least) thanks to
RESISTANCE CHECKS ..................................... 58 my wife Stephanie, who continues to allow me to be
CONDITIONS .................................................. 59 the dork I am!
EFFECTS ........................................................ 59 LICENSING
DESCRIPTORS ................................................ 61 Covert Ops role-playing game™ is copyright 2013 and is
LANGUAGES .................................................... 61 a trademark of DwD Studios, used under the Creative
MINOR NPC .................................................... 62 Commons License (Attribution Noncommercial
TRAVEL.......................................................... 62 ShareAlike 3.0 Unported License, CC BY-NC-SA 3.0);
SECURITY AND TRAPS .................................... 62 Some Rights Reserved. To view this license, visit:
ANIMALS......................................................... 67 http://creativecommons.org/licenses/by-nc-sa/3.0
CREATING MAJOR NPCS ................................. 68 Or send a letter to:
CREATING ENEMY ORGANIZATIONS.................. 69
Creative Commons,
CREATING MASTER VILLAINS............................ 73 444 Castro Street, Suite 900,
CREATING MISSIONS ....................................... 79 Mountain View, CA 9404.
SECTOR ............................................................. 85 For specific details, appropriate credits, and updates to
BRIEF HISTORY .............................................. 85 this license, please see:
SECTOR HEADQUARTERS ................................ 85 http://dwdstudios.com/barebones/license
SECTOR OPERATIVES ...................................... 97
INTRODUCTION CH 01
INTRODUCTION
01
WELCOME
There is a war going on every day. Its soldiers don’t march in lines or report to a
large obvious pentagonal building. It is a shadow war where information and
bullets hold equal weight, and enemies don’t always wear uniforms. This game is
about clandestine Special Forces parachuting behind enemy lines to carry out
missions that no government will claim ever happened. It is about special agents
receiving their missions from men and women whose names and identities won’t
turn up on any database. It is about mercenaries. It is about spies. It is about
secrets, seduction, stealth, deception, assassination, bribery, infiltration, action, and
TM
adventure. Welcome to Covert Ops , a barebones roleplaying game of espionage
TM
and paramilitary operations. This game takes advantage of the d00Lite system, a
fast and simple set of game mechanics created by DwD Studios.
Those of you who play and enjoy BareBones Fantasy roleplaying game will find the
rules for this game very familiar. Very little has been changed of the core
mechanics except where necessary to adopt the genre presented in this book. Like
that game, you’ll not find sections in this book explaining how to play roleplaying
games in general. You won’t find exhaustive lists of things that must be looked up
during a game to slow down the fun. What you’ll find is a familiar and fast set of
rules designed to give a framework to the storytelling and nothing more. We’ve
kept the game light through application of categorical thinking and by making
assumptions about the experience of the player. If you’ve never played a
roleplaying game before and want to give this game a try, we at DwD Studios
strongly suggest you visit your local brick and mortar game store and join a game to
learn the basics; roleplaying is a social game and, in our opinion, is best learned in a
social environment rather than from a book.
PLAYERS
All you really need to know for now is contained on the following two pages and in
the Operatives chapter. If you want to stop there, go ahead! You’ll learn the rest
during game play. If you want to know more about the game system before you
begin play, go ahead and read the Game Guidelines chapter as well. The rest of the
book is for the GM (Game Master) only.
WELCOME PG 1
CH 01 INTRODUCTION
DICE
Two ten-sided dice are used in this game and are abbreviated “D”
within the rules. There are three types of uses for this versatile die:
If you are instructed to roll 2D, then you roll two dice and
add them together. If instructed to roll 6D, you’ll roll six dice and add them
all up. If your die is numbered 0 through 9, a “0” is 10, not zero.
If the “D” is followed by “/2” then it means you divide the roll in half
(round up). For instance, if you are instructed to roll 1D/2, then you roll
one ten-sided die and divide in half. The range for a 1D/2 roll is 1-5 (1/2
rounded up is 1, while 9/2 is 5).
If you are asked to roll D00 (percentile dice), roll two different colored
dice. The darker die is the tens digit, the lighter die is the ones digit. For
instance, roll a 4 on the darker-die and a 2 on the lighter-die, you’ve rolled
42%. Important: a roll of two zeros is a roll of 0%, not 100% as in some
game systems. Therefore, D00 is a random roll between 00 and 99.
ABILITIES
Operatives are rated by four abilities, each having its own percentile score. The
score is determined during operative creation, but it can be raised using
development points (even over 100). To succeed at an ability check, you must roll
less than or equal to your operative’s ability score using D00. Ability checks are
used for activities for which there exists no specific skill.
PG 2 DICE
INTRODUCTION CH 01
SKILLS
A skill is a category of knowledge and training. It is rated with a level from 1 to 6.
There are ten skills: academic, leader, detective, martial artist, medic, pilot, scout,
soldier, technician, and thief. Skills are defined on pages 8-17. Players can do things
with their skills which are not listed in the skill’s description as well, as their
imagination and GM allows.
Skilled & Unskilled: Having levels in a skill indicates your operative is
skilled - otherwise your operative is unskilled. Operatives can attempt
actions associated with most skills unskilled (though their chances of
success will be limited). However, actions associated with certain aspects
of academic, leader, medic, pilot, and technician skills cannot be attempted
unskilled; you must have at least one level.
Skill Score: In addition to a level, each skill has a score. The score is
calculated based on an ability score and the skill’s level, specific to each
skill’s description. In order to make a skill check, players need to roll less
than or equal to their skill on D00. More on skills later.
BONES
Players in this game receive a number of bones (tokens, cards, poker chips,
whatever) at the beginning of a game session. These represent the amount of
heroic luck the operative possesses, giving the player some control of the story.
Players may cash in these bones to do some really cool things, like reroll a bad roll,
succeed automatically in a resistance check, or increase the damage caused to an
enemy. Bones may be spent during operative creation, though doing so will result
in fewer bones to spend in-game each session. You’ll learn more about bones in
the Game Guidelines chapter (see page 46).
ACTION CHECKS
There are many types of rolls you may be asked to perform in the game: ability
checks, skill checks, etc. These are all covered in more detail in the Game Guidelines
chapter. For now, understand that all of these checks follow the same basic rule:
you must roll less than or equal to a score on your character sheet using D00. That’s
it! Now get your dice and a blank character sheet (operative dossier) and turn the
next page… it’s time to make an operative!
SKILLS PG 3
CH 02 OPERATIVES
02
Operatives
OPERATIVES
ASSETS, SPIES, AGENTS, OPERATIVES… SOLDIERS WHO VALUE SECRETS
AND INFORMATION AS HIGHLY AS BULLETS AND ARMAMENTS
OPERATIVE CREATION
Grab 3 bones, some dice, a pencil, and an operative dossier.
PRE-ROLLED SCORES
65 60 55 50
1. ORIGIN
Roll on the origin table to determine your operative’s
background. You may spend a bone to choose a result if you
ROLL ORIGIN don’t like your roll. Refer to Origins (page 6) and pick one of
00-04 Artist the options listed for that origin.
05-09 Athlete
10-14 Blue Collar 2. ABILITIES
15-19 Bureaucrat You may use the pre-rolled scores shown at left or roll
20-24 Businessmen 5D+30 four times. Arrange the scores as desired among your
25-29 Clergy four abilities. You may spend a bone to reroll a score you
30-34 Criminal don’t like, assuring a better score.
35-39 Diplomat
40-44 Driver 3. SKILLS
45-49 Entertainer Select or roll a skill representing your operative’s
50-54 Investigator primary talent and note “+20” in the PS column.
55-59 Law Enforcer Select or roll a different skill representing secondary
60-64 Medic talent and note “+10” in the PS column.
65-69 Military Veteran Place a “--” in the PS column for all other skills.
70-74 Scholar Select or roll one skill and place a “1” in its level.
75-79 Student If your origin didn’t give you one, you may cash in a
80-84 Technician bone to select or roll a second level 1 skill.
85-89 Thrill-Seeker Read the skill sections, pages 8-17, and note any
90-94 Wealthy focuses, specializations, maneuvers, connections,
95-99 Roll twice
bonus languages, etc.
Choose/reroll duplicates; no skill may begin above
ROLL SKILL level 1.
00-09 Academic
10-19 Detective 4. DESCRIPTORS
20-29 Leader Specify two descriptors, typically one which is beneficial
30-39 Martial Artist (easily makes friends, beautiful, calm under pressure, etc.)
40-49 Medic and one which is baneful (afraid of heights, hates
50-59 Pilot bureaucrats, gambling addiction, etc.). These help define
60-69 Scout your operative and make him more memorable. If you do a
70-79 Soldier good job roleplaying these they can net you some bonus
80-89 Technician development points (DP) at the end of a session!
90-99 Thief
PG 4 OPERATIVE CREATION
OPERATIVES CH 02
DEDICATIONOPTIONS
5. MORAL CODE Kind or Cruel
Specify moral code by choosing moral options Somewhat, Focused or Unfocused
and specifying levels of dedication as Very, or Selfless or Selfish
summarized in the table at right (see page 32). Totally Honorable or Deceitful
Brave or Cowardly
6. OUTFITTING
Begin with an operative pack (page 23), a semi-automatic pistol (with a spare ammo
upgrade), and an equipment allowance of 6 to select gear. You may spend a bone to
add +6 to equipment allowance. See Outfitting (page 18).
7. FINAL DETAILS
Describe your operative’s appearance and background and give him a name, then
go through the following instructions:
ORIGIN
Origins are backgrounds or professions for BUSINESSMAN
your operative. They represent what he did Entrepreneurs, accountants, bankers,
for a living before working for Command. managers, salesmen, etc. Select one of the
Don’t feel bound by the name of your following:
origin, just look at the options it provides Negotiator: +5 WIL.
and work one into something you desire. A Business Sense: +10 to LOG checks
diplomat result, for instance, could be a relating to business or economics.
seductress or just a very likeable person. Well-to-do: +3 equipment allowance
and automatically have a traveler’s
ARTIST lifestyle. May purchase an extravagant
Sculptors, writers, painters, composers, etc. lifestyle for 3 less.
Choose one of the following:
Creative Mind: +5 to LOG. CLERGY
Eye for Detail: +10 to LOG-based Pastors, priests, ministers, preachers, etc.
checks to spot something hidden. Select one of the following:
Artistic Hands: +10 to DEX-based Conviction: +5 WIL.
checks where fine hand-eye Well-read: Level 1 academic skill.
coordination is required. Protector: +10 to any rolls while
protecting the life of someone else.
ATHLETE
Acrobats, wrestlers, hockey players, football CRIMINAL
players, etc. Choose one of the following: Burglars, ex-cons, mafia thugs, confidence
Quick on Your Feet: +1 to MOV. men, etc. Select one of the following:
Athletic: +5 to DEX. Criminal Past: +10 to thief checks
Physical Development: +5 BP. against those untrained in thief.
Street Smarts: Research (like the
BLUE COLLAR academic aspect) by spending an hour
Factory workers, cooks, farmers, carpenters, on the streets of any city.
drivers, etc. Choose one of the following: Tough as Nails: +5 STR.
Know-how: +10 to technician skill
check to repair broken machinery. DIPLOMAT
Perseverance: +5 WIL. Ambassadors, public representatives,
Hard Knocks: Any skill at Level 1. interpreters, etc. Choose one of the
following:
Higher Education: academic level 1.
BUREAUCRAT
People Skills: +5 WIL.
Mayors, aids, congressmen, governors, board
Eloquent: +10 to WIL checks to
members, etc. Select one of the following:
persuade others through diplomacy.
Connected: +10 to checks to affect
public opinion or bypass red tape.
Well-Educated: academic level 1.
DRIVER
Ace pilots, race car drivers, etc. Choose one
Well-to-do: +3 equipment allowance
of the following:
and automatically have a traveler’s
Wheelman: Level 1 pilot skill.
lifestyle. May purchase an extravagant
Trusted: +6 equipment allowance, only
lifestyle for 3 less.
for vehicles and upgrades.
Born to Drive: If you have pilot skill,
you are considered to have all 3
focuses.
PG 6 ORIGIN
OPERATIVES CH 02
ENTERTAINER SCHOLAR
Actors, singers, newscasters, talk show hosts, Professors, researchers, historians, teachers,
musicians, etc. Choose one of the following: etc. Choose one of the following:
Chutzpah: +5 to LOG or WIL. Higher Education: Level 1 academic.
Fame: +10 to WIL checks when trying Savant: If you have academic skill, you
to get celebrity treatment. are considered to have all 3 focuses.
Well-to-do: +3 equipment allowance Well-to-do: +3 equipment allowance
and automatically have a traveler’s and automatically have a traveler’s
lifestyle. May purchase an extravagant lifestyle. May purchase an extravagant
lifestyle for 3 less. lifestyle for 3 less.
INVESTIGATOR STUDENT
Journalists, private eyes, reporters, police Students, trainees, assistants of any other
inspectors, spies, etc. Choose one of the origin (reroll to find out which). Choose one
following: of the following:
Pursuit of Truth: +10 to LOG checks in Youthful Energy: +5 DEX.
pursuit of the truth. University Access: Level 1 academic.
Investigator: Level 1 detective skill. Partial Training: Pick one of the options
Clue Seeker: +5 LOG. from the rolled origin.
ORIGIN PG 7
CH 02 OPERATIVES
SKILLS
ACADEMIC
This skill represents the pursuit of knowledge gained through a weighty education.
Score: LOG /2+10 per academic level. Focuses cannot be attempted unskilled, though
the researcher aspect is available to all operatives, skilled or otherwise.
Researcher – Spend time in a library or on a computer and ask the GM one yes/no
question your operative couldn’t possibly know the answer to and he must answer
honestly. Could provide clues to help succeed in a mission or to uncover important
campaign related secrets. Research time required is determined by GM by topic.
Focus: When this skill is first selected, you MUST select a focus: scholar, scientist, or
linguist. You are considered unskilled at areas outside your focus. Any time you raise a
level, you MAY buy another focus for 3DP. Academic skill has only one score which
applies to all focuses (and the researcher aspect).
Scholar Focus – Represents knowledge of history, literature, law, politics, religion,
philosophy, poetry, etc. May require a computer or library access.
Scientist Focus – Represents knowledge of scientific methods and principles,
theories and practical applications, including but not limited to genetics,
archaeology, chemistry, biology, astrophysics, etc.
Linguist Focus – Fluent in one extra language when focus is first selected and
another each academic level thereafter. No skill check required.
Specializing: Many academics specialize in one field of scholarly or scientific study. If
you specialize, you receive a +10 bonus where your area of specialty is concerned. In
other areas of scholarly or scientific aptitude you have a -10 penalty. You don’t have to
specialize, but if you do it must be in a field selected as a focus (see above). You may
only specialize at the time a focus is first selected, and may only change your
specialization by spending 3DP if your story and the GM permit. Examples of
specialization: history, law, politics, physics, chemistry, archaeology, etc.
PG 8 SKILLS
OPERATIVES CH 02
DETECTIVE
This skill represents training and experience looking for answers, spotting clues,
interrogating prisoners, and making arrests. It is a common skill for secret agents,
private investigators, and police detectives.
Score: LOG/2 +10 per detective level.
Detect Clues – Used to spot obscure clues, gather information from available
details, or work out complex puzzles from facts provided.
Interrogation – Used to question captives through various techniques, to get
truthful answers to questions asked. Usually results in a contest against the
WIL of the target.
Shadowing and Trailing – This is used to follow or watch people in a manner
that doesn’t call attention to the detective. Shadowing someone is similar to
stealth except no real hiding is taking place. This is the art of blending in, of
knowing how to avoid being obvious.
Connections – The detective knows how to make contacts. An accomplished
detective is only as good as his information sources, and an operative may
have a number of contacts equal to his detective level. The player and GM
work out the details of the contacts. They may be informants, snitches,
friends, family, or allies of any sort. They may exist in high or low places, and
may or may not be able to offer assistance or information when sought. The
detective can drop a contact to replace him/her with another if the story and
GM permit. This is helpful when missions take place far enough away that
certain informants become less useful to the detective.
SKILLS PG 9
CH 02 OPERATIVES
LEADER
This skill represents experience and training on the battlefield of any scale.
Strategy – May pick one of the following before initiative, lasts until turn
ends, requires skill check, but doesn’t count as action:
Command: +1 INIT for all allies able to be communicated with.
Assault: find weakness (effect determined by GM based on situation).
Inspire: +5 to hit and damage to all adjacent allies.
Tactics – May pick one of the following, lasts until turn ends, requires skill
check, counts as an action:
Rallying Cry: +10 to hit and damage to you and chosen allies if they
give up -20 to resistance checks.
Courageous Word: +20 to a specified LOG or WIL resistance check.
Tactical Strike: You or ally may make 2 attacks against a foe you
outnumber 2:1 in melee. Choose which roll to keep. Foe knocked
prone in addition to normal damage.
Bodyguard – Take damage for an adjacent ally, requires a skill check,
counts as an action.
Recruit – Recruit allies from within Command to help with a mission. This
reduces the cost of backup personnel (page 22) by an amount equal to
leader skill level (minimum cost 1).
PG 10 SKILLS
OPERATIVES CH 02
MARTIAL ARTIST
This skill represents the combat expertise of someone trained in boxing, wrestling,
karate, fencing, street fighting, etc.
Unarmed Combat – Use martial artist score for chance to hit. Damage
equals 1D/2, plus STR bonus if appropriate.
Weapon Combat – Use martial artist score for chance to hit with melee or
thrown weapons. Damage is by weapon, plus STR bonus if appropriate.
Dodging Expertise – Add +5 per martial artist level to any DEX-based
resistance checks when not at a disadvantage.
Maneuvers – Select 2 martial maneuvers per martial artist level if this is
your primary skill or 1 maneuver per martial artist level if this is your
secondary skill. If neither primary nor secondary, select one maneuver at
levels 2, 4, and 6. Martial maneuvers can be found on page 33. Players
may select or roll, as the GM permits.
SKILLS PG 11
CH 02 OPERATIVES
MEDIC
This skill represents education and experience in surgery, medicine, psychology, etc.
PG 12 SKILLS
OPERATIVES CH 02
PILOT
SKILLS PG 13
CH 02 OPERATIVES
SCOUT
PG 14 SKILLS
OPERATIVES CH 02
SOLDIER
This skill represents training and experience with firearms (and other aimed
weapons) and explosives. It is the art of killing people and blowing things up.
SKILLS PG 15
CH 02 OPERATIVES
TECHNICIAN
PG 16 SKILLS
OPERATIVES CH 02
THIEF
This skill represents a lifestyle of hacking, theft, and deception. It is the skill of a
burglar or spy.
SKILLS PG 17
CH 02 OPERATIVES
OUTFITTING
LIFESTYLE COST STD EQUIPMENT PACK COST PERSONAL GEAR COST
Traveler’s 3 Cold Weather Pack 3 Briefcase Full of Money 6
Extravagant 6 Demolitions Pack 3 Common Items 3
Disguise Pack 3 Expensive Item 3
COVER IDENTITY COST Forensics Pack 3 Very Expensive Item 6
Simple 3 Infiltration Pack 3
Complex 6 Medic Pack 3 GADGETS COST
Operative Pack 3 Plausible 3
BACKUP PERSONNEL COST Researcher Pack 3 Improbable 6
Basic 3 Science Pack 3 Super-science 12
Basic Group 6 SCUBA Pack 3
Skilled 6 DEX-BASED
Surveillance Pack 3
Commandos 12 DEFENSES DR CHECKS COST
Survivalist Pack 3
Expert 12 Technician Pack 3 Leather Jacket 1 -- 1
Ballistic Clothes 2 -- 2
OTHER WEAPONS DAMAGE RANGE AMMO COST Bullet Proof Vest 5 -- 3
Axe 1D+3 S -- 1 Impact Suit 8 -10 6
Bow or Crossbow 2D+2 L 20 2 Body Armor 10 -20 9
Brass Knuckles 1D -- -- 1
Club 1D -- -- 1 FIREARM UPGRADES COST
Knife 1D S -- 1 Bayonet +1
Nightstick 1D+2 S -- 1 Ceramic Polymer +1
Nunchucks 1D+3 -- -- 1 Concealed Spring Holster +1
Pepper Spray Stun* S 3 1 Extended Magazine +1
Spear 2D+2 M -- 2 Heavier Caliber +1
Staff 1D+1 -- -- 1 Improved Sights +1
Stun Gun Paralyze* -- 10 2 Laser Targeting System +1
Sword 2D+1 -- -- 2 Recognition Grip +1
Taser Paralyze** S 3 3 Silencer/Suppressor +1
Whip 1D S -- 1 Spare Ammo +1
* STR-20 Resistance check resists effect.
** Weakened even if succeed STR-20 resist check.
FIREARMS DAMAGE RANGE AMMO NOTES COST
Revolver 2D+3 M 6 -- 2
Semi-Automatic Pistol 2D+2 M 10 -- 3
Submachine Gun 2D+2 M 20 Fires bursts, See page 49. 6
Semi-Automatic Rifle 2D+3 L 10 -- 5
Shotgun 2D+4 M 5 +5 hit/+2 dmg Close, +10/+1 Short, +10/-2 Medium 5
Assault Rifle 2D+3 L 30 Fires bursts, See page 49. 7
Sniper Rifle 3D VL 15 +10 hit/+1D dmg per turn spent aiming, max +30/+3D 9
Flamethrower 4D S 10 Ignites flammable materials 8
Rocket Launcher 8D L 1 1-space radius. DEX resistance check for half. 10
PG 18 OUTFITTING
OPERATIVES CH 02
OUTFITTING PG 19
CH 02 OPERATIVES
EQUIPMENT ALLOWANCE
Operatives have an equipment allowance representing the amount of weapons,
defenses, gadgets, vehicles, and other types of gear Command entrusts to them.
When sent on a mission, operatives can report to the outfitting department if they
need to change up or spend unspent equipment allowance on gear. They don’t
have to do this; they may trust what they already have or hope to accumulate gear
while on their mission.
UNSANCTIONED GEAR
Once your operative is set loose on a mission, his equipment allowance becomes a
little less clear. After all, what’s stopping him from picking up every item he sees
laying around and using it to help complete his mission? Operatives should be
encouraged to show creativity in the field, and that often results in a bit of extra
unsanctioned equipment. All such equipment is expected to be turned in to
Command upon mission completion. Being caught with unsanctioned gear can get
your operative in trouble (see Operative Development, page 38).
LIFESTYLE
Players need not keep track of cash
on hand, credit ratings, or pay their
bills (what kind of fun would that
be?). All operatives are assumed to
live in a small apartment or on
PG 20 OUTFITTING
OPERATIVES CH 02
Traveler’s lifestyle – Operatives with this lifestyle can afford nice hotels,
can eat out at decent restaurants, can afford tickets for ball games or
museums, and can rent cars in town and cities they visit. They can call a
travel agent and can book a flight to a foreign destination. They can wear
nice clothes and afford an occasional night out at a casino or theater.
Extravagant lifestyle – This operative lives well. He rents penthouses and
executive furnished apartments. He has a limousine pick him up from his
first class flight at the airport. He eats at the fanciest of restaurants, gets
invitations to posh events, and wears designer clothes direct from the
runway. He doesn’t buy a ticket for a museum; he has it closed in order to
get a private tour by its owner. He doesn’t rent a car; he rents an exotic
Italian sports car designed for the autobahn. Someone with this lifestyle
can cover one other operative’s expenses as if he had a traveler’s lifestyle.
Lifestyle can be used as the means to buy things in game. If your operative walks
up to a bar and buys a drink, nobody has to erase 3 dollars off their operative
dossier. It’s assumed he can afford such things appropriate to his lifestyle, limited
by the arbitration of the GM. This can lead to some confusion, where players want
to procure things that normally would cost equipment allowance (such as going to a
specialty store and buying the equivalent to a standard equipment pack). There is
nothing wrong with this… and is the reason most operatives buy up their lifestyle
early on, to make sure they have necessary resources to be innovative in the field.
COVER IDENTITY
Many missions will require the operative to have a false identity. This identity, if
humble enough, is very little problem to create by Command. Higher profile covers,
however, are more intricate and difficult to create believably. If required for a
mission, cover identities can be purchased with equipment allowance.
OUTFITTING PG 21
CH 02 OPERATIVES
BACKUP PERSONNEL
Some missions will require more
firepower or might call for
distractions to be made by small
teams other than the players.
Backup personnel can be purchased
with equipment allowance. They
come with commlink ear pieces and
are controlled by the operative
responsible for them. They can
come along with the operative on
his mission or can be kept in reserve
and can be assumed to remain
nearby, ready to come in at a
moment’s notice. Have a team of 5-
6 operatives each bring along basic
group backup to have a sizeable
strike force for a raid on an enemy
base!
Basic backup – You are assigned one minor NPC to assist on your mission. For
example: armed gunman 50 (semiautomatic pistol or rifle). Add +5 to the
minor NPC’s score per rank of the purchasing operative.
Basic group backup – You are assigned a group of 3 minor NPCs (see Basic
Backup, above). This is a typical way to have guards in a base of operations
or to protect and secure an exit location or perform extractions. Still, they’re
only minor NPCs and limited.
Skilled backup – You are assigned one rank 1 operative as backup. This
backup might be a trained spy, pilot, technician, soldier or something else
entirely. The GM creates the skilled operative or uses a pre-generated
archetype. This is a great way to have a car and driver for fast getaways and
extractions for missions which require it.
Commando backup – You are assigned 5 commandos. These are minor
NPCs: commando 55 (automatic rifle, semi-automatic pistol, bullet proof
vest, fragmentation grenade). Add +5 to the commando’s score per rank of
the purchasing operative. Purchase this option multiple times to have a large
and well-equipped armed force at your disposal.
PG 22 OUTFITTING
OPERATIVES CH 02
Expert backup – You are assigned a rank 3 spy, pilot, technician, soldier, etc.
The GM creates the NPC. Operatives who are less than rank 3 who purchase
expert backup are getting help from someone more skilled. This is not a
minor NPC; the backup operative should have a name, a story, and his own
beliefs. He may not follow foolish orders blindly, and might report any
misguided intentions to Command.
PERSONAL GEAR
Rather than present exhaustive lists of equipment,
Command has divided equipment into specialized packs
used to prepare an operative for a specific task.
Cold Weather Pack – Contains all a survivalist needs to endure the bitter
cold of the arctic. This pack includes such things as sun goggles, skis,
snowshoes, gloves, hat, hooded parka, hand heaters, wool socks, etc.
Used to avoid environmental exposure, couple this with a survival pack for
longer stays in the arctic.
Demolitions Pack – This pack comes with everything a demolitions expert
needs to set various types of explosive charges (or to diffuse charges set by
others). It includes such things as blasting caps, coils of wire, timers,
various types of sensors, wire cutters, etc. Does not come with explosives.
Disguise Pack – This pack includes all one needs to perform acts of
convincing forgery and to create convincing disguises (including creation of
latex molds, false facial hair, wigs, etc.).
Forensics Pack – Contains all that a detective or field forensic scientist
might need for in-field investigations. This includes such things as
fingerprinting brushes, magnification lenses, plastic baggies, field
microscope, tongs for picking up clues, detective’s credentials, etc.
Infiltration Pack – Contains all a professional burglar might need to pull off
a small heist. This black bag contains such things as a backpack, 30 feet of
nylon rope, rappelling gear, crowbar, climbing pads, grapples, black stealth
suit with gloves and mask, glass cutters, lock picks, etc.
Medic Pack – Contains all a field medic needs to work his medical miracles.
This pack includes such things as a canteen, flares, surgical instruments
and tools, bandages, hypodermic needles, several doses of common
pharmaceuticals, defibrillator, appropriate professional credentials, etc.
Operative Pack – All operatives start with this. It consists of standard issue
equipment such a wristwatch, earpiece commlink (1 mile radius),
encrypted cell phone (to call other operatives or back to Command), a
special ID card, and an ID reader which validates the ID cards.
OUTFITTING PG 23
CH 02 OPERATIVES
PG 24 OUTFITTING
OPERATIVES CH 02
COMMON ITEMS
Although the standard equipment packs cover a great number
of common items, there may be specific equipment the player wants his operative
to have which isn’t covered above. The player may pay for a large number of
professionally-themed items, similar to a standard equipment pack. Such packs
cannot contain weapons (other than those used in a utility fashion, such as a
machete or woodcutting axe). The GM must assess the validity of your requested
pack of common items.
Example: A player wants to be a bounty hunter and wants his operative to have
handcuffs, utility belt, tactical vest, sunglasses, bounty hunter credentials, etc. The
GM decides these are all related and commonly available and approves as a
common items purchase. The player writes “Bounty Hunter Items” at a cost of 3.
EXPENSIVE ITEMS
Some items are either too expensive or too rare for Command to give out in a
standard pack of gear. If a player asks for something not found in the equipment
list but the GM determines it is too valuable to be considered a small part of a
standard equipment pack, he should specify a cost 3 for that item.
Example: A player wants his operative to have the world’s most powerful portable
computer. He doesn’t want some commercial-grade notebook; he wants something
that might be built by an accomplished hacker if he had unlimited money to spend.
The GM decides that sounds very expensive and assigns a cost of 6.
GADGETS
What’s a spy without a few gadgets to get him out of trouble? A gadget is a piece
of technology which doesn’t exist by today’s standards but which could (or might)
with new cutting edge technology not yet in use by the general public. To create a
gadget, the player simply explains what he wants to Command when he reports to
outfitting. If the device is approved by the GM, the operative is permitted to
OUTFITTING PG 25
CH 02 OPERATIVES
purchase the item. All gadgets are experimental and some are even
temperamental... the GM and player work out the details. It is purely the role of
the GM to assess the cost and whether or not the gadget is permitted:
Plausible gadgets – If the player describes an item which the GM believes
sounds plausible by today’s technology, the cost should be 3.
Improbable gadgets – If the item the player describes sounds pretty far-
fetched but the GM will accept it as at least possible by some cutting edge
technology, the cost should be 6.
Super-science gadgets – If the device is impossible by the GM’s reckoning but
he’s willing to allow it in the game, the cost should be 12 or more.
Examples: A player wants to have a device which can be mounted to the side of a
computer chassis, will interface with it and provide encrypted wireless access to that
computer from up to a mile away. The GM decides this is a plausible gadget and
gives it a cost of 3. The GM and player work out the details for the gadget and what
skills would be used to operate it, how reliable it is, etc. If the player would have
wanted the device to automatically bypass all security on the computer to which it is
attached (for instance), the GM might say that’s improbable and make it cost 6. If
the gadget also provided an artificial intelligence to the computer it is attached to
with a personality loyal to Command, that sounds like super-science and might cost
12 if the GM allowed it at all.
FIREARMS
This game uses abstraction to define weapons.
While not completely realistic, it represents a
quick style of play where specific models and calibers
of weapons are less important to the overall story.
Weapons vary in make and model and it would be
impossible to list them all. All weapons are assumed to
come with a cleaning kit, holster, and one full payload of bullets.
AMMUNITION
This game doesn’t get into caliber and length of bullet, nor does it specify what
bullets are interchangeable and which are not. It is assumed each operative has
one magazine full of bullets in any firearm he has been issued from Command.
When he runs out of bullets… well… he is out of bullets. It is up to the GM to
determine what ammunition obtained from fallen enemies is compatible with the
operative’s firearms. Note that the semi-automatic pistols operatives begin play
with come with a spare ammo upgrade (see below).
FIREARM UPGRADES
These are purchased in addition to a base firearm and enhance or modify its
functionality in some way.
Bayonet – A bayonet is a special knife able to be equipped to the end of a rifle
barrel. Although fighting with it is not good for the rifle, it effectively turns it
into a melee weapon (treat as a spear for all practical purposes).
PG 26 OUTFITTING
OPERATIVES CH 02
OTHER WEAPONS
Although a bit less common, these other weapons can be used by operatives. Most
of them are pretty obvious (pointy end goes in the other man) but a few require
some explanation:
Bow or Crossbow – Less effective than modern weapons, a bow can still kill
an enemy. Soldier or martial artist (whichever is higher) is used to aim.
OUTFITTING PG 27
CH 02 OPERATIVES
PG 28 OUTFITTING
OPERATIVES CH 02
Mine – this refers to any type of mine, even a claymore. Although different
types of mines work differently, for game purposes assume they all work as
follows. The damage is 6D (penetrating) and applies to everything in the same
space. It can be set to trigger from a remote, a trip-wire, or a pressure switch,
and is often buried shallowly or concealed with leaves or debris. Mines are
deadly (and handy, since not everyone is skilled with demolitions).
VEHICLES
There are as many civilian vehicles as you can imagine. The tables list the more
common ones in a categorical fashion. Civilian vehicles have no armor or DR values.
They do, however, have a Performance rating (page 50) and Body Points (page 56).
VEHICLE UPGRADES
Like weapons, vehicles can be given special upgrades to make them more effective,
more militant, or more covert. The costs listed in the tables are adders, increasing
the cost of the vehicle to which they’re installed.
Amphibious – This upgrade allows a vehicle to transport along the water’s
surface. This upgrade is for air or ground vehicles. If purchased for a water
vehicle, it allows it to drive on land or to go underwater like a submersible
vehicle.
Auto Tire Repair – This upgrade allows the operator to press a button in the
vehicle to deploy quick-drying expanding foam into a tire, which plugs just
about any leak. It then re-inflates the tire to standard pressure (or the vehicle
has solid rubber tires which cannot go flat).
Communications – Radio transmissions are possible with this vehicle to a
range of 20 miles. Satellite uplink allows worldwide internet access. The
vehicle includes integrated ports for phones, computers, and tablets.
Eject Seat – This allows the operative to eject the passenger seat to get rid of
an unwanted guest. The operative is trained on the direction and range of the
ejection so that he can direct the ejected passenger as desired.
Gliderwings – The operative can deploy wing-shaped metal struts which allow
the vehicle to glide in a controlled fashion to a stable landing from just about
any height. A pilot check (with an air vehicles focus) is necessary to initially
gain control, and another to land effectively. Once on the ground, the wing
struts are discarded and the vehicle can continue its journey.
Hardened – The vehicle is considered hardened (thus, all weapons not
designated as penetrating will do only half damage before any DR might be
applied). Vehicle has -10 to Performance.
Heavy Armor – Vehicle has DR30, but -20 to Performance.
Identity Change – The operative can activate this feature from within the
vehicle. The outer body is false; it is ejected and discarded, revealing a
completely different-looking paint job beneath. The license plate swivels
around to reveal a second plate. Entire identity change takes one turn.
Light Armor – Vehicle has DR10, but -5 to Performance.
Medium Armor – Vehicle has DR20, but -10 to Performance.
OUTFITTING PG 29
CH 02 OPERATIVES
PG 30 OUTFITTING
OPERATIVES CH 02
Stealth Technology – The engine of this vehicle is quieter, the body is specially
coated with radar-dampening paint. Additionally, white noise broadcasters
emit on many wavelengths, causing infrared, ultraviolet, and other alternative
detection equipment from seeing the vehicle. From all but conventional sight,
the vehicle will be undetectable. While active, mobile phones cannot be used
from within the vehicle or within 3 spaces of the vehicle.
HEAVY WEAPONS
Heavy weapons must be mounted on a vehicle or fixed in-place on a building or
wall. They are not generally easily portable. The cost shown is added to the cost of
a base of operations or a vehicle. Portable versions of many of these classifications
of heavy weapons may exist (GM’s choice), but their statistics will differ (1D less
damage and costs will be +3).
MILITARY VEHICLES
To create a more militarized vehicle, start with one of the civilian vehicles listed in
the outfitting tables. Then apply any of the vehicle upgrades and heavy weapons
desired. This increases the cost and also the capability of the vehicle.
Example: A team needs an off-road vehicle for an upcoming mission. Sat-data
reports hostiles in the area so the team decides to pool some equipment allowance
on a jeep for 6, add DR10 for a cost of +3 and then adds Hardened for +9 bringing
the total to 18. They might even add a front mounted machine gun for another +6.
EXAMPLE MILITARY VEHICLES
Here are a few sample militarized vehicles for your use. These may be built in any
number of ways in order to properly represent specific models.
Military Humvee (Cost 16) – Start with a Hum-vee (Performance +0), add the
following: Light Armor DR10 (Performance -5), Two levels of Performance
Boost (Performance +10). Total Performance +5
Tank (Cost 54) – Unlikely to be given to an operative due to its cost, a Tank
might be built using a Semi Truck (Performance -25) as a starting template
(tanks are HUGE), then adding Hardened (Performance -10), Heavy Armor
DR30 (Performance -20), a Cannon, a Machine Gun, and three levels of
Performance Boost (Performance +15), total Performance -40.
Amphibious APC (Cost 28) – An armored personnel carrier designed to be
released offshore and deploy soldiers once the vehicle reaches land. The APC
can drive on land as well, to reach a waypoint before deploying soldiers. Start
with a delivery truck (Performance -15), add Hardened (Performance -10),
Amphibious, and two levels of Performance Boost (Performance +10).
Performance -15.
Fighter Jet (Cost 53) – Start with a corporate jet (Performance +5), add Light
Armor DR10 (Performance -5), three levels of Performance Boost
(Performance +15), then arm up with a Machine Gun and 6 Missiles.
Performance +15.
OUTFITTING PG 31
CH 02 OPERATIVES
MORAL CODE
This alignment system is provided to give
players a compass to guide their operative's DEDICATION ASPECT
moral choices. During operative creation, Kind or Cruel
you’ll need to define your operative’s moral Somewhat, Focused or Unfocused
code. Simply pick one of the words from Very, or Selfless or Selfish
Totally Honorable or Deceitful
the dedication column of the following
Brave or Cowardly
table and match it to each row of the
aspect column. Record each aspect along
with your chosen dedication on your operative dossier (for instance: very kind,
totally focused, somewhat selfish, very honorable, etc.).
WIL CHECKS
This system isn’t designed to force players to behave themselves. It is designed to
help provide a consistency to the behavior of an operative. Normally, players can
play their operatives how they wish. However, sometimes you may want (or need)
to violate your operative’s moral code.
If players act contrary to their operative’s defined moral code GM's should feel free
to ask them to make a WIL check to continue their action. Modifiers to this WIL
check may exist based on the situation (GM decides). If a player acts often against
his operative’s moral code, the GM should determine an appropriate response
(shift towards another level of dedication, such as very to somewhat selfless).
People have self-will and their actions and choices lead them down a path that can
be good, evil or somewhere in-between. Because of this self-will, an operative is
neither fully good nor completely evil. The concepts of good and evil are not
generally the conflicts depicted in this game.
Although good guys and bad guys exist,
operatives often walk a delicate line between.
Operatives might be called upon to perform
mission objectives with which they disagree.
This should be handled through role-playing
and WIL checks as needed. NPCs who
switch over to the enemy might not be fully
lost... careful role-playing might get them back.
PG 32 MORAL CODE
OPERATIVES CH 02
MARTIAL MANEUVERS
Operatives with levels in the martial artist skill can do amazing things. In addition
to the benefits provided by the skill, each level the operative might be able to select
or roll (GM choice) martial maneuver(s). GMs must approve your selection, since
some of them represent a cinematic style of play which he may not permit.
MARTIAL MANEUVERS PG 33
CH 02 OPERATIVES
PG 34 MARTIAL MANEUVERS
OPERATIVES CH 02
Note: Martial Maneuvers, unless they specify otherwise, are only usable when unarmed.
Some maneuvers, such as those which improve defenses, can be used at any time, even
while armed. The GM is the final arbiter of which maneuvers are available to your operative.
MARTIAL MANEUVERS PG 35
CH 02 OPERATIVES
MULTIPLE ATTACKS
Operatives who take this special
maneuver get an extra attack per
turn that may only be used with
the martial artist skill. This
attack is truly extra – free and
clear of multi-action penalties.
This maneuver may not be
selected more than once.
MULTIPLE DEFENSES
Operatives who have this
maneuver get one additional
dodge (DEX-based resistance
check) per turn with no multi-action
penalty. This is in addition to whatever
else the operative might do in the turn. This
maneuver is always in effect, even if not
unarmed. REVERSE HOLD
If an operative with this maneuver is held
NERVE STRIKE (even if by use of an enemy using the hold
The operative with this maneuver attacks an maneuver) he may make a simple unarmed
opponent as normal but instead of applying attack roll and reverse the hold, placing his
damage has managed to apply pressure to a opponent in a hold similar to the one in
nerve. His knowledge of nerves allows him which he was just held. This can go on for
to paralyze any one limb. With a critical some time when two very skilled
success, the paralysis can be total. The combatants try to place one another in
paralysis can be shrugged off with a simple holds and reverses in many sequential
STR check in a subsequent turn. rounds. Also, don’t underestimate the
power of having reverse hold along with the
POWER ATTACK throw maneuver.
The operative can increase his damage by
decreasing his accuracy. For each penalty of RIPOSTE
10% to hit he accepts to hit his target, he Whenever an operative who knows the
can increase his damage he causes by +2 if riposte maneuver makes a successful DEX-
that attack hits. based resistance check against (or is missed
by) an opponent in unarmed or melee
POWER DEFENSE combat, he may immediately make an
The operative has practiced well enough unarmed attack against the attacker. This is
with martial arts techniques against armed free and doesn’t count as an action (and
opponents that he is able to perform therefore has no multi-action penalty
unarmed dodges (DEX-based resistance associated with it).
checks) against clubs, maces, staves, even
swords and knives, as effectively as against ROLL WITH THE IMPACT
unarmed attacks. He gets his full DEX score The operative with this maneuver subtracts
(he is not at a disadvantage) to dodge an his martial artist level from any damage he
attack from an opponent armed with a receives from an unarmed attacker, as if he
melee weapon. This maneuver is always in had a DR score equal to his martial artist
effect. level. If he is hit by melee weapons his DR is
PG 36 MARTIAL MANEUVERS
OPERATIVES CH 02
considered to be half his martial artist level. Additionally, they may add their martial
He must move one space away from his artist skill level to their MOV score. This is
enemy when he does this, in a direction of always in effect.
his enemy’s choosing.
TAKE DOWN
STUN ATTACK Successful use of this maneuver knocks
Operatives using this technique can take opponents to the ground directly in front of
their victims out of the action almost your operative instead of causing normal
immediately. A successful attack roll does no damage. The operative must make an attack
damage but causes the victim to make a STR roll and if successful, no damage is caused
check. If the STR check succeeds, the target but opponent is knocked prone.
is dazed. If it fails, he is stunned. Both
effects last only one turn, but that might be THROW
enough for a coup de grace. A critical An operative with this maneuver can hurl a
success on the operative’s hit roll or a foe a fair distance. A successful attack roll
critical failure on the target’s STR resistance against a held enemy allows the operative
check results in immediate unconsciousness to hurl the victim up to 1D/2 spaces in any
for the target. direction. Unless the victim falls onto
something soft, he or she suffers normal
SURPRISE ACTION unarmed damage and ends the turn lying
Operatives with this maneuver can act so prone. A combatant with the hold maneuver
quickly or make such a distracting noise (or and the throw maneuver can make their
both) that all foes within 1 space are taken attack roll to gain a hold, apply their damage
by surprise, even in the middle of a fight! for the hold, then make their attack roll to
The operative uses this maneuver in place of perform the throw, followed by normal
a normal attack. He makes a skill check. If unarmed damage for the throw, all in one
successful, all within 1 space must make action.
LOG checks or be surprised.
VIVACITY
SUSPENSION An operative with this maneuver can use his
This cinematic ability allows the martial DEX score for calculating his martial artist
artist to enter a state of suspended skill rather than his STR score. This newly
animation. His body remains in place and calculated score replaces his old one, and is
his heart rate, breathing, and all biological used for all aspects of the martial artist skill.
activity slows to the point of seeming to This represents a different style of fighting,
halt. The martial artist states the duration relying on speed and grace rather than
of time he wishes to remain in suspension. brutality.
The duration must be short enough that the
operative doesn’t starve or dehydrate, WHIRLWIND ATTACK
unless he has someone to care for his body. An operative spins around to build up
When the duration ends, the operative velocity to strike out at foes. The operative
awakens as if from a deep sleep. A medic makes a single attack roll and if successful
cannot detect the false death-like state hits all foes in all adjacent spaces for his
without a very thorough examination. normal unarmed combat damage.
SWIFTNESS
Operatives with this maneuver can
substitute their martial artist score for their
DEX when making checks for sprinting, if
their martial artist score is higher.
MARTIAL MANEUVERS PG 37
CH 02 OPERATIVES
OPERATIVE DEVELOPMENT
DEVELOPMENT POINTS (DP)
Players earn development points (DP) for their operative as they play the game.
Between sessions, they spend DP to improve their operatives. Players may keep
their earned DP from session to session, or can spend them right away.
EARN DP
At the end of each game session, the GM must go through the following checklist.
Each player earns 1DP for each that applies.
Survivor – your operative survived a session in which
he engaged in combat and lived to tell the tale.
Abilities & Skills – you made an ability and/or skill
check (successful or otherwise).
Role-playing – you were able to demonstrate one or
more of your descriptors or engaged in impressive
role-playing during the session.
Innovation – your operative faced non-combat
obstacles that required you to take an innovative role
in overcoming.
Discovery – you can state one previously unknown
thing that your operative learned about the setting, its
secrets, or its people.
Personal Stake – your operative had a personal stake
in the mission (it centered on family members, friends,
contacts, etc.)
Mission Accomplished – the operatives successfully
accomplished the mission’s primary objective.
Loyalty – your operative behaved in accordance with
the rules defined by his team and Command. Unless
your setting differs: he returned all mission-issued
equipment intact, didn’t unnecessarily risk innocent
lives, followed local and provincial laws unless failure to do so would result in
failure of the mission, and retained no unsanctioned equipment.
PLAYER-AWARDED DP
Next, the players (not the GM) vote on who they believe should earn 1DP for each
of the following. No player may vote for his own operative, and the GM breaks ties:
Style – for the operative who had the coolest, most memorable moment(s)
during the session.
Brotherhood – for whoever demonstrated the most faith, brotherhood and
sacrifice for the team.
Players will typically earn 4-6 DP per session, with a maximum of 10 DP for a truly
epic session where all of the above items applied to his operative.
PG 38 OPERATIVE DEVELOPMENT
OPERATIVES CH 02
SPEND DP SKILL DP
LEVEL COST
Players spend DP to increase abilities and skills.
1 3DP
Abilities – to increase your operative’s ability scores, 2 6DP
spend DP on a 1:1 basis. For instance, if your STR score is 3 9DP
55 and you spend 3DP, your STR score becomes 58. Re- 4 12DP
calculate BP, INIT, damage bonuses, skill success rates, 5 15DP
etc. Extremely high scores are more expensive. Scores 6 18DP
at 75 or higher cost 2DP per point and scores at 100 or
higher cost 4DP per point.
Skills – to buy levels in skills, it costs a number of DP shown above. You must
buy level 1 before level 2, must buy level 2 before 3, etc. You may not skip
levels, even if you have enough DP to raise it to two levels. The highest skill
level permitted is 6.
Add a Focus – when you raise the academic or pilot skill by one level and wish
to spend an additional 3DP, you can specify another focus.
Change Specialization – when you raise a level in a skill in which you have
specialization, you may change your specialization to different field by
spending 3DP if the story and GM permit.
Languages – to learn a new language, spend 1DP. To learn it well enough to
sound like a native, spend an additional 2DP (total of 3DP). Acquiring a level
in the academic skill while having the linguist focus gives a native-level
language at no DP cost.
RANK BENEFITS
1 --
2 Equipment Allowance +6, Bones +1, Team Assignment
3 Equipment Allowance +6, Codename
4 Equipment Allowance +6, Base of Operations
5 Equipment Allowance +6, Bones +1
6 Equipment Allowance +6, Bones +1
OPERATIVE DEVELOPMENT PG 39
CH 02 OPERATIVES
BASE OF OPERATIONS
As the team of operatives advances they may desire a base from which to launch
their missions. When the team reaches rank 4, they may pool some or all of their
equipment allowances to build their own base of operations. They can also spend
those pooled units on team vehicles and even their own guards. All of it effectively
belongs to Command (they’re the ones paying for it) but the operatives have
earned it and are in control of it. Refer to the Base of Operations section below.
BONES +1
Operatives who gain ranks are increasing their skill, honing their talents, and
spreading their legend. At ranks 2, 5, and 6 increase an operative’s bones score by
+1. This allows a higher rank operative to perform more epic actions and take
greater risks than raw recruits - and look good doing it. Unlike the bones granted
when creating operatives, these bones cannot be sacrificed for any reason.
CODENAME
Operatives of rank 1 are considered raw recruits. They are often referred to as
“Recruit Jackson” or “Recruit Stallings,” etc. Rank 2 operatives are often called
“Operative” as a title, as in “Operative Jackson.” But at rank 3, operatives gain a
codename. Codenames are then used in all communications with Command and
other operatives except where the operative shares his real identity intentionally.
Codenames are usually one or two syllables and describe the specialty of the
operative or one or more of his descriptors or origin. The codename is often
chosen by the other players, giving credence to the saying that “you don’t choose
your codename, your codename chooses you.”
EQUIPMENT ALLOWANCE +6
All operatives begin with an equipment allowance of 6 unless modified by an origin
or spending a bone during operative creation. Every time your operative increases
his rank he receives +6 to his equipment allowance. If you spent a bone to get an
extra +6 during operative creation, you don’t get the bone back when you gain
rank; you just have more equipment allowance than your rank would imply.
TEAM ASSIGNMENT
Once all the operatives reach rank 2, they gain a permanent assignment to a
strategic response team. The operatives become founding members of that team
and get to name it. This helps build fellowship, trust, and brotherhood, and is a
cornerstone of the organization of Command. The team can write their own rules
on who qualifies for membership and what process they have to endure to prove
themselves worthy. Creating a team should be a fun process, and should be totally
left up to the imagination of the players (with some GM arbitration).
PG 40 OPERATIVE DEVELOPMENT
OPERATIVES CH 02
BASE OF OPERATIONS
A team of operatives who reach rank 4 has a fun opportunity to have Command
fund a headquarters just for them. This is the natural evolution of an accomplished
team, but is totally optional. Operatives not wanting to create their own base of
operations can continue living however they were. Follow these simple steps to
create a new base of operations for a team of operatives.
BASE OF OPERATIONS PG 41
CH 02 OPERATIVES
3. ADD FEATURES
Features are just rooms you build into your base of operations. Features normally
carry no extra cost. Each is assumed to take up 4 spaces and support 1 or 2 people
performing whatever functions are necessary for the feature to function. Refer to
the feature table for a suggested list of features and notes on how they might
benefit operatives. If you have ideas for different features, work these out with
your GM. This is a very open and free-form process designed to give you ideas, not
limit you.
4. ADD UPGRADES
An upgrade is similar to a firearm or vehicle upgrade. It adds some level of
additional functionality to your base. There are several new upgrades specifically
designed for bases of operations. Additionally, operatives can defend their base by
applying heavy weapon and defense upgrades from the vehicle upgrade list in the
outfitting section, page 29. Refer to the tables on the following page to add these
to your base.
5. MAP IT OUT
Assume that each space is one square on a piece of graph paper and draw your
base of operations so that the GM can get a feel for what you have in mind. In the
event that future action takes place in this location, the GM is going to have to
know how it is laid out.
You can add corridors and courtyard space with GM approval; the space defined by
your building size should be the size taken up by the features installed, not the
complete land area. You can be creative with this; a generator feature could be
separated into two 2-space generator rooms rather than one 4-space generator
room, representing a primary and backup system. Multiple barrack areas could be
joined together to house more men, etc. If you want your grounds to be too large,
the GM may assess a higher cost.
PG 42 BASE OF OPERATIONS
OPERATIVES CH 02
BASE OF OPERATIONS PG 43
CH 02 OPERATIVES
PG 44 BASE OF OPERATIONS
GAME GUIDELINES CH 03
03
Game Guidelines
GAME GUIDELINES
EVEN AMONG THIEVES AND SPIES THERE ARE RULES, THOUGH
MANY OF THEM ARE THERE AS MERE GUIDELINES, REALLY…
ACTIONS
When your operative performs an action for which a chance of failure exists (such
as sweet-talking a receptionist, climbing a slippery wall, etc.), roll D00 and compare
the results to your ability or skill (exactly which ability or skill is determined by GM)
and any other modifiers (based on the situation, your origin, or equipment). If you
roll equal to or lower than the number, you have succeeded. It’s that simple!
AUTOMATIC SUCCESS/FAILURE
Regardless of the chance of success, any reasonable action succeeds on a roll of 00-
05. Similarly, any action with a reasonable risk of failure will fail on any roll 95-99.
CRITICAL SUCCESS/FAILURE
Any time you roll doubles and succeed in your roll, you have succeeded critically. In
combat you can double the damage, ignore defenses, disarm your opponent, or
some other beneficial thing happens decided by the GM. With non-combat rolls
something helpful happens determined by the GM. However, any time you roll
doubles and fail in your roll, you have failed critically and something bad happens.
In combat this could mean your weapon breaks or becomes less effective, armor
ablates, or something situationally terrible occurs. With critically failed non-combat
rolls something very baneful happens to your operative or the story as determined
by the GM. Critical successes and failures are great plot points in a mission if used
creatively by GMs.
CONTESTED ACTIONS
Some actions may be contested, determined by the GM. For instance, trying to pick
a pocket might be detected if your opponent makes a successful LOG check. Trying
to wrestle a pistol out of someone’s grasp might be handled by contested STR
checks. In such cases, there must be a clear winner (so if you both pass your check,
the contest continues the next turn until someone fails). If less cinematically
dramatic situations, the GM may decide to resolve contested actions with one roll
for both contestants (whoever succeeds and rolls highest wins; reroll if both fail).
RESISTANCE CHECKS
These are made in reaction to some threat to your operative. The threat may come
in the form of a physical attack, falling rocks, grenade blast, flying bullets, poison,
etc. A resistance check is simply an ability check; if successful it negates or reduces
ACTIONS PG 45
CH 03 GAME GUIDELINES
the otherwise successful threat. Resistance checks are actions, and carry a multi-
action penalty if they are not the only actions attempted in a turn. Your GM will let
you know if there is a bonus or penalty and which ability to use.
MULTIPLE ACTIONS
Each action taken after the first (in the same turn) results in a cumulative -20 to skill
and ability checks. For instance: if you attack, you have no penalty. If you attack and
defend, you have -20 to whichever comes second. If you attack, defend, run and
jump you have a -20 to the second action, -40 on the third, and -60 on the fourth.
Very experienced operatives can accomplish a lot more in a turn than an
inexperienced operative, and that’s what makes them epic!
BONES
Bones help create epic action and gameplay. They represent the ability to shrug off
damage, perform extremely cinematic acts, and escape certain death. During
operative creation, players receive 3 bones (tokens, coins, poker chips, etc.). These
bones can be spent to help build a better operative or to control some of the
randomness of operative creation. As operatives advance, their bones score
increases. At the start of every session of play, each player receives a number of
bones equal to his operative’s bones score. A player may cash in a bone at any time
during that session for any of the following effects (for use with his or any operative
in the team):
Bone-up: Reroll a crappy roll you just made, to pretend you don't suck.
Bone of Contention: Force another player (or the GM) to reroll something.
Sticks & Stones: Assumes you roll a successful resistance check without
having to actually roll or take an action.
Cuts to the Bone: Add 1D to damage against a foe you just hit.
Bad to the Bone: your moves are so cool anyone who witnesses them tells
the tale far and wide. Even if you get a beating, you look cool taking it.
Bone Crazy: Guarantee that for one round, no action you take or that is
taken against you will result in your death. You can try something crazy
and be sure to live long enough to hear the cheers or jeers.
During game play, the GM can throw you a bone if you do something particularly
cool that he didn't expect or that he thought would never work. This is extra, for
use during that session only, and doesn’t affect your bones score.
GM BONES
To balance stuff out a bit, the GM should also be given bones to use, one bone per
player. He won't get extra bones to spend during the session (nobody is going to
throw him a bone) but the bones he has could be used in the same ways described
above. Of course, a spending war could ensue... where the GM and player(s) keep
spending bones to do/undo each other for something important. In most games,
the players have more bones than the GM.
PG 46 BONES
GAME GUIDELINES CH 03
GETTING HURT
Body points (BP) represent how much damage your operative can sustain before
falling down. Each time you take damage, subtract the damage rolled from your
body point total. When animals and minor NPCs reach 0 they are dead. When
operatives reach 0 they are unconscious for the rest of the battle. After the
encounter anyone with 0 BP must make a STR check. If it succeeds, that operative
wakes up with 1 body point and a nasty headache. If it fails, that operative is dead.
Note: an attending medic with a medic pack can substitute his medic skill score for
the fallen operative’s STR score if it is higher.
GETTING HEALED
After a fight, if an operative can be treated, up to 5BP of damage which was
recently sustained may be immediately recovered. Anyone may apply this first aid
treatment if common-sense materials are available (a medic pack will do), even
without medical training. It represents mitigating bleeding and preventing
infection. Operatives heal naturally 2BP each day. If your operative needs more
healing than this, consult a medic (and see the medic skill).
TIME
Normally time isn’t tracked by the GM (if he says it’s night, it’s night. If he says its
dinner time, start looking for a meal). However, once the operatives get into
trouble the GM starts referring to time in turns. A turn is an abstract unit of time,
possibly what you see pictured in a single frame of a comic book.
GETTING HURT PG 47
CH 03 GAME GUIDELINES
INITIATIVE
When the GM starts tracking turns he will ask for a roll to determine who gets to
act first in a situation. This is called initiative (INIT). Roll your operative’s initiative
dice and pick the highest die rolled. For instance, if you have an INIT score of 2, you
roll 2 ten-sided dice and pick whichever number is higher. Actions are resolved in
order of highest to lowest, although an operative could hold his action if desired.
Ties are resolved however the GM wishes. Initiative is rolled at the beginning of
each turn in combat. Minor NPCs don’t roll initiative and are always assumed to roll
a 5. So if your GM rolls initiative for an enemy… he’s probably not a common thug!
PG 48 INITIATIVE
GAME GUIDELINES CH 03
COMBAT
On your turn tell the GM what your operative is doing. Some suggested actions are
sprint (see above), punch, shoot, reload a pistol, or perform any other action you
can think of. Try more than one action by enduring a multi-action penalty.
Attacking – to attack, you roll D00 and must roll less than or equal to your
listed chance to hit (which is explained in operative creation).
Dodging – making a DEX-based resistance check against an attack is
sometimes referred to as dodging.
Damaging – If you hit, roll the damage for the weapon used (as determined in
operative creation). This damage total is subtracted from your opponent’s BP.
If you reduce him to zero, you don’t have to worry about him anymore.
Damage Reduction (DR) – If your opponent has DR, he may subtract his DR
from the damage he would have sustained. Sometimes armor is tough
enough to absorb all damage!
Hardened – If you are targeting a vehicle or building protected by the
defense called hardened then you have to cut your rolled damage in half
(before applying any DR) unless your weapon is listed as penetrating.
Penetrating– rolled damage is not halved against hardened targets.
RELOADING WEAPONS
Normally reloading a weapon takes a full turn. If you’re smart, you’ll hunker down
behind some cover while you do this. With a soldier skill check you can reload in a
single action, allowing you to stay in the action!
AUTOMATIC WEAPONS
Simulating the reality of burst-firing weapons can be complicated, and beyond the
scope of these fast-moving rules. For simplicity, assume an operative firing such a
weapon has all of the following options available to him, as ammunition and
opportunity permit. GMs wanting a fast play style can assume all bursts are short.
If firing at an individual target, make an attack roll (with listed hit bonus) and if
successful the victim takes the listed damage, but may make a DEX-based resistance
check (at a disadvantage) to dive for cover and avoid it. If spraying an area, make
one attack roll (no hit bonus) and if successful everyone in the targeted space(s)
takes the listed damage (DEX-based resistance check for half damage).
COMBAT PG 49
CH 03 GAME GUIDELINES
VEHICLES IN COMBAT
Combat while in a vehicle works pretty much like any other combat. On your
initiative, you may take actions such as shooting out of a moving vehicle, dropping
grenades at pursuing thugs, etc.
PERFORMANCE
This is a modifier for the pilot of the vehicle when performing any action with that
vehicle. It is applied to every pilot roll he must make with that vehicle.
BODY POINTS
All vehicles have body points (see Breaking Things, page 56). Assume all vehicles
have 100 BP unless otherwise noted. This represents how much abuse the vehicle
can sustain before it’s unable to be piloted. Players need to keep track of their
vehicle’s damage.
PILOT SPEED
SPEED SPEED MODIFIER MODIFIER
A vehicle travels at one of five speeds. At each
Stopped n/a n/a
speed there is a modifier which is applied to all pilot Slow +20 -20
skill checks. Going slow keeps you in control, but Cruise +0 +0
won’t win races. A pilot can change speed by one Fast -10 +10
step per turn, no skill check needed. Speeds are Full Speed -20 +20
PG 50 VEHICLES IN COMBAT
GAME GUIDELINES CH 03
relative; a vehicle with performance +20 is going faster than one with performance
-10, even when both are going full speed. That’s where the speed modifier comes
into play, see the chase rules, below.
OUT OF CONTROL
When a vehicle’s pilot loses control of a vehicle, the GM decides the effect based on
the terrain, environment, and proximity to other obstacles. For instance, losing
control while driving on a wet highway might result in a spinning vehicle; losing
control on a city street might result in driving on the sidewalk and knocking down
fruit stands and awning posts. The GM decides this based on what is best for the
action of the story.
REGAINING CONTROL
When a pilot is out of control, he is in danger of crashing unless he can regain
control. Each turn while out of control, the pilot may perform no action other than
to try to regain control (he may try once per turn; not multiple attempts per turn)
with a pilot skill check. When control is regained, his speed is reduced one step.
BUMPING
When a pilot of one vehicle wants to try to nudge or bump another vehicle to try to
get him to turn or stop, this is called bumping. The bumping pilot makes a skill
check and the bumped vehicle pilot makes a skill check. This is a contested action,
so there must be a clear victor or else nothing happens but some light cosmetic
damage as the two vehicles nudge one another. If the bumping pilot wins, the
bumped pilot must perform the action the bumping pilot desired: stop, turn, bump
another vehicle, etc. If the bumped pilot wins, he prevents the bump from
succeeding. Any bump, successful or otherwise, causes 1D damage to both
vehicles. GMs may impose modifiers to either or both pilot’s skill check or to
bumping damage received based on the relative sizes of the vehicles and various
speed or hazard conditions.
RAMMING
Ramming is similar to bumping in that one vehicle is trying to nudge another,
except in this case the desired effect is to smash hard into another vehicle or
structure. The ramming vehicle’s pilot must make a skill check. If he’s ramming
another vehicle, that pilot may attempt a skill check to get out of the way (similar to
VEHICLES IN COMBAT PG 51
CH 03 GAME GUIDELINES
bumping, above). The ramming pilot decides if he’s performing a 3D ram, a 6D ram,
or a 12D ram. His own vehicle will sustain this damage, as will the recipient vehicle
or structure, using the normal rules for breaking things (see GM Guidelines).
Remember, taking damage results in an immediate pilot skill check, and the
ramming pilot will already be at a multi-action penalty. It might be cinematic to
ram through the iron gates to gain access to an enemy base, but you just might find
your vehicle out of control on the other side.
CHASE SCENES
Chase scenes involve two or more participants divided into basically two teams: one
team is trying to get away from a pursuing team, or both teams are trying to reach a
destination before the other. Chase scenes might occur across rooftops in some
foreign country or in city streets with cars, motorcycles, etc. They are handled by
bringing together all other rules in this chapter.
PG 52 CHASE SCENES
GAME GUIDELINES CH 03
medium range from the destination”). In a chase situation, the distance is the
range between the two teams (“The pursuing sedan is at very long range.”).
Each Turn: On the second and subsequent turns, the GM interprets the
relative distances based on speed (see below). For vehicles, take the
vehicle’s performance score and add the speed modifier as shown in the
speed table. For foot chases, simply compare the current speeds of the
participants. Based on comparing these, the GM decides if range has
increased one step, stayed the same, or decreased one step. When range
reaches close then vehicles can bump or ram, or melee can take place in
foot chases.
If the chase is taking place on foot, there is no speed category and instead speeds
are determined by MOV scores. The faster character is able to move faster, period.
Of course, just as a pilot may attempt a skill check to change his speed dramatically,
so too can a runner make a DEX check to sprint (see movement rules). In the end,
the players announce the current speed they’re going. For instance, if you have a
MOV score of 9 and make your DEX check to sprint, you’re going 18 this turn.
HAZARDS
Chases would be boring if all people did was change speeds and the GM determined
distances turn after turn. Various hazards will be thrown at the players by the GM,
such as difficult leaps, road blocks, narrow bridges, and little old homeless ladies
pushing their shopping cards across the road. These types of situations require
pilot skill checks (or DEX checks if chasing by foot) to overcome. Additionally,
players should be creative and try to create situations that require their pursuers to
make pilot checks in hopes they fail (such as intentionally taking out a news stand in
hopes that the chaos of a hundred flying newspapers obscures visibility of their
pursuers).
CHASE SCENES PG 53
CH 03 GAME GUIDELINES
PG 54 CHASE SCENES
GM GUIDELINES CH 04
04
GM Guidelines
GM GUIDELINES
THE BURDEN OF LEADERSHIP IS THAT EVERYTHING IS YOUR FAULT,
EXCEPT THE PRAISE, WHICH BELONGS TO YOUR TEAM.
SUCCESS MODIFIERS
Actions that are fairly easy should be given a positive
DIFFICULTY MODIFIER
modifier while harder actions should be penalized.
Refer to the difficulty modifier table at right. This Easy +10
Routine +5
process requires GM interpretation, who must assess a
Normal --
situation and decide the difficulty based on his own Challenging -5
instincts and sense of fairness. Hard -10
Very Hard -20
For instance, shooting a pistol through a window the Improbable -40
GM might say: “Make your attack at -10.” The player Yeah, Right -60
would subtract 10 from his operative's chance to hit.
GETTING HURT
Anyone can get hurt by bullets or knives but there are other ways an operative can
get hurt. Note that DR does not protect against these types of damage.
Acid – Assume one of three damage grades: mild (1D), moderate (2D), or
severe (3D). Damage is sustained each turn of exposure. In the turn after
exposure ends, receive half damage.
Dehydration – An operative can go without water for 3 days. At the end of
the third day and each day thereafter he takes 1D dehydration damage
and is fatigued. Each day spent with ample water restores 5 BP of
dehydration damage.
Environmental/Radiation Exposure – Assume one of three damage
grades: mild (1D/hour), moderate (1D/minute), or severe (1D/turn). While
exposed, an operative is considered fatigued. This includes exposure to
extreme heat, cold, or other environmental effects determined by the GM.
Falling – For each 10 feet above the ground, an operative suffers 1D
damage when he hits the ground.
SUCCESS MODIFIERS PG 55
CH 04 GM GUIDELINES
Fire – Assume one of three damage grades: mild (1D), moderate (2D), or
severe (3D). Damage is sustained each turn of exposure. Flammable
objects have a 50% chance to catch on fire and continue to cause 1D
damage each turn until fire is put out. Factors such as water, dry wood, or
dousing in oil may modify the roll as the GM permits.
Holding Breath – An operative can hold his breath (to avoid drowning,
breathing in toxic gas, etc.) for 10 turns, half that if engaged in combat or
other strenuous activities. Each turn thereafter he takes 1D damage (from
suffocation, water intake, etc.).
Starvation – An operative can go without food for 3 weeks. Each day
thereafter the character takes 1D starvation damage. Any operative who
has gone without food for more than 3 days is considered fatigued as well.
Each day spent with ample food restores 5 BP of starvation damage.
BREAKING THINGS
Items and structures have body points (BP) too. When reduced to 0 BP, an item
becomes nonfunctional. For instance: a window or door has a hole large enough
for a person to squeeze through, an airplane stops keeping people in the air, etc.
Excessive damage beyond 0 BP might cause an explosion, electrical fire, or the total
collapse of a structure.
PG 56 BREAKING THINGS
GM GUIDELINES CH 04
WINDOWS
Typical Simple window on a home or business. 3 0
Durable Solar panels, car windshields, safety glass. 8 0
Reinforced Architectural glass on large buildings 16 5
DOORS
Interior Light wooden construction 25 0
Exterior Heavy duty commercial-grade construction 50 5
Reinforced Security door, blast door, safety door 75 10
WALLS
Interior Typical sheetrock and wood 50 0
Exterior Hard wood or light brick construction 100 5
Reinforced Steel security walls 200 10
PORTABLE DEVICES
Fragile Hand-held electronic device 5 0
Rugged Hand-held rugged device 8 5
Heavy-duty Very heavy-duty device such as firearms. 10 10
DEVICES
Fragile Computers, terminals, light machines. 12 0
Rugged Designed for field work, industrial machinery. 25 5
Heavy-duty Steel reinforced shell, military-reinforced 50 10
VEHICLES
3
1
Damage which does not reduce an item to 0 BP may reduce its functionality in
some way determined by the GM.
2
Damage which does not get through DR causes cosmetic damage only.
3
Any time a vehicle takes damage its performance score is reduced by -5 and its
pilot must make a skill check to maintain control.
All of these values represent the material strength of unarmored objects, based on
materials used and the fragility of the item in question. GMs may add armor (DR10,
20, or 30) or may make a device hardened against non-penetrating damage as he
sees fit. Vehicles and building walls belonging to player operatives can be armored
or hardened using the vehicle and base of operation construction/upgrade systems.
When destroying things, consider using plastic explosives. You can combine
charges into one large charge and apply it against DR only once. Using multiple
fragmentation grenades might have similar results but will require more grenades
since each is applied against DR separately. Ten charges of plastic explosives
combined will destroy nearly every entry in the above table, so operatives who
enjoy causing chaos will probably want to use twenty.
BREAKING THINGS PG 57
CH 04 GM GUIDELINES
RESISTANCE CHECKS
The ability used for any given resistance check is usually defined in the rules. Allow
a player to attempt a resistance check if he chooses unless a rule says otherwise.
PG 58 RESISTANCE CHECKS
GM GUIDELINES CH 04
CONDITIONS
A character can have one or more conditions applied to him due to getting hurt,
security systems and traps, creature abilities and other effects. All conditions stack
with one another. For instance, an operative who is dazed and later fatigued and
later slowed has his MOV halved and -30 to all actions.
Dazed – The character has a -10 to all actions.
Fatigue – When a character is exhausted (from lack of sleep, being
encumbered, starving, environmental exposure, etc.) he suffers a -20 to all
actions until he eliminates whatever factor has fatigued him.
Immobilized – The character cannot move but is aware and can continue to
perform other actions. Could be from fear, toxins, etc.
Paralyzed – The character is unable to move or take any actions whatsoever
but is conscious and may be aware of his surroundings.
Prone – The character is on the ground, is at a disadvantage in DEX-based
resistance checks, and suffers a -20 to attacks with melee or thrown weapons.
Slowed – The character moves at half his normal MOV rate.
Stunned – The character can take only a single action each turn (no multi-
actions).
Surprised – The character is assumed to roll a 1 for initiative and suffers a -10
penalty to any action that turn.
Unconscious – The character falls prone, is unaware of his surroundings, and
cannot take any actions for the remaining duration of the encounter.
Weakened – All damage the character deals in melee or unarmed combat is
halved.
Also, an additional condition applies to a pilot’s control of vehicles:
Out of Control – This condition applies to a vehicle pilot. The vehicle is
spinning, skidding, etc. The pilot can try to retain control by making a pilot
check on the next turn. The effects of out of control are determined by the
GM and may have factors such as terrain, speed, altitude, depth, etc.
EFFECTS
Effects are standardized definitions of how operatives can be affected by things
(animal abilities, security and traps, etc.). After the effect’s name (poisoned stinger,
hypnosis, etc.) is the chance to hit or affect an opponent (if any), followed by range,
usage, duration, resistance, and effect (a list of conditions, damage values, special
rules, etc.). Don’t worry; it all makes sense when you see it in use.
% – Chance to hit or affect an opponent or activate effect. If omitted,
assume no roll is needed.
Range – Defines how far away the effect can be used. If “0” then the effect
is centered on the user. A burst or line affects an area. For instance: “range
10 (burst 3)” affects an area up to 10 spaces away and all within 3 spaces
CONDITIONS PG 59
CH 04 GM GUIDELINES
PG 60 EFFECTS
GM GUIDELINES CH 04
DESCRIPTORS
Players are encouraged to demonstrate their descriptors during a gaming session.
Doing so grants extra DP as shown on page 38. It is your job not only to keep track
of operative descriptors but to weave them into the story and help adapt them as
stories unfold.
For example: An operative has the descriptor “Charles Blackjaw, mortal enemy.”
During the operative’s adventures Blackjaw surfaces and hinders the operatives one
way or another until eventually Blackjaw is defeated. The player likes the idea of a
mortal enemy and works with his GM to define a new descriptor, “James Blackjaw,
cousin of Charles, mortal enemy.”
LANGUAGES
For purposes of simplicity you can assume everyone you want the players to be able
to communicate with speaks English, or whatever native tongue you are using in
your setting. Language is a plot tool and when used effectively, can allow for fun
roleplaying encounters.
DESCRIPTORS PG 61
CH 04 GM GUIDELINES
MINOR NPC
Typically major NPCs have a full stat block due to their importance to the story.
Most NPCs are not as important and use these basic guidelines.
Examples:
Street Thug 55 (revolver M 2D+3, knife 1D)
Guard 60 (submachine gun M 2D+2, knife 1D, bullet proof vest DR5)
Dirty Cop 65 (bullet proof vest DR5, revolver M 2D+3, nightstick, flashlight,
handcuffs)
TRAVEL
Operatives can cover around 3 miles each hour of walking (twice that if they work
themselves hard enough to be considered fatigued until they rest), but they will
seldom travel that way. Most operatives cover much more ground in vehicles, at a
rate of about a mile per minute on highways and about half that in cities. GMs may
adjust for terrain and obstacles.
PG 62 MINOR NPC
GM GUIDELINES CH 04
TERMS
To understand how security systems work in Covert Ops, some understanding of
terms used in their definition is necessary:
Rank – All security systems have a rank, which helps determine some basic
things about the system, and sets the relative danger level of any effects
triggered by unauthorized access to the information or area. In general, a
rank 1 security system is an appropriate challenge to a team of rank 1
operatives, etc.
Notice – a modifier to a scout (natural) or thief (mechanical or electrical)
skill check to notice a security system. In some cases there is a potential to
be noticed by anyone (LOG, for instance). If “none” then it cannot be
perceived.
Avoid – A listed ability or skill (sometimes a modifier) to completely avoid
the security system. If “none” then it cannot be avoided. Remember, in
order to avoid, the operative must be aware of it. In some cases GM’s will
want to explain how to avoid the security system if it’s not obvious.
Remember that failure to avoid a security system will trigger it and the
character will have a multi-action penalty if he tries to resists its effects.
Disarm – A modifier to a scout (natural) or thief (mechanical or electrical)
skill to disarm or disable traps. If “none” then the trap cannot be disarmed.
Trigger – Most security systems have a trigger. This defines what causes
the effect to occur. In some cases, it’s simply mechanical or electrical in
nature… an electronic switch on a door senses that it’s open when the
authorization system says you’re unauthorized.
Identification – All security systems are designed to allow certain
authorized personnel to gain access. This defines how this security system
identifies authorized personnel. Authorized personnel do not need to
avoid or disarm a security system to avoid triggering the effect.
Effect – Like effects described elsewhere in this chapter, many security
systems have a standardized effect. In some cases, the effect is simply to
prevent access. Effects are often more dangerous with higher rank
security systems.
The table on the following page lists several possible effects, but this list is far from
exhaustive. GMs are encouraged to come up with clever security systems to make
heists, intrusion, and infiltration more difficult and memorable to the players.
COMPUTER SECURITY
Treat computer security like any other security system. Sometimes computer files,
emails, databases, etc. are encrypted to insure their safety, even to authorized
personnel. When an operative gains access to a computer system, if files are
encrypted he must then decrypt the information to view. If he does not have the
decryption key, brute force attempts can be made, however they take time. This is
a plot tool, the GM will determine how long, type of skill check, equipment, etc.
ANIMALS
Animals can be used as plot devices, obstacles or something with which the team
needs to directly interact. Animals can be used as-is or modified fairly easily, using
the following process. Don’t forget the animal handling aspect of the scout skill; it
could come in useful in these situations.
STEP 1: Describe the animal in a sentence or paragraph.
STEP 2: Select an animal from the animal templates or sample animals table.
STEP 3: Optionally, adjust the animal to provide special attacks or defenses.
ANIMAL TEMPLATES
The following templates and sample animals are provided as a guide to GMs.
ANIMALS PG 67
CH 04 GM GUIDELINES
Abilities – The major NPC role table suggest which ability should be
highest. Allot the listed ability scores in any order you wish among the
four abilities. Calculate MOV, INIT, and BP normally.
Skills – The major NPC role table suggests which skill should be primary
and secondary. Assign skill levels as shown in the rank table. Calculate skill
scores normally, and don’t forget about martial maneuvers, focuses,
specializations, contacts, etc. They can turn a really lame henchman into a
fun encounter.
Equipment – The rank table shows the equipment allowance for the NPC.
The lifestyle has already been paid for.
Descriptors – Give the NPC a couple of descriptors to help breathe life into
him, and to give you a consistent way to play the role of the character in
game.
ENEMY ORGANIZATIONS
A series of good espionage stories can be interconnected by use of a massive
enemy organization. This is not to say all stories have to center around this
organization. In fact, it may be the case that the operatives face off against several
different master villains who all work for the same organization, and the operatives
never know until later when they uncover how all these past plots were connected.
To create an enemy organization, use the following system.
1. ORGANIZATION SIZE
Roll on (or choose a result from) the organization size table, below. An organization
might have a centralized leadership in some specific location, or might have its
leadership more decentralized and spread all over the globe. This will determine
the number of leaders (master villains, each created using the tables starting on
page 73) as well as the number of locations these leaders control.
2. ORGANIZATION LOCATIONS
Now that you know how many master villains comprise the leadership of your
organization, it’s time to see where they are based. For each location, roll on the
following tables (once each for purpose, location, and descriptor):
ENEMY ORGANIZATIONS PG 69
CH 04 GM GUIDELINES
You can use this table to determine where each of the enemy organization’s
headquarters is located. Then head over to the handy internet and do some small
amount of research on the country rolled. What do the people there look like, and
what language do they speak? How do people live there, and what political forces
are at work? Find a way to fit the enemy organization into the locale.
Note that the above table is an alphabetized list of the 100 most populated
countries. However, the organization’s headquarters need not be in the center of
these population areas; consider the less developed and more exotic locations in
each country you roll, possibly unreachable except by securable routes, or perhaps
hidden behind the façade of a business front.
PG 70 ENEMY ORGANIZATIONS
GM GUIDELINES CH 04
ENEMY ORGANIZATIONS PG 71
CH 04 GM GUIDELINES
3. ORGANIZATION AGENDA
All enemy organizations have an agenda. This is their goal, what they are trying to
accomplish. This is similar to a master villain’s motivation. All leaders of this
organization will share this agenda, though they all may have individual motivations
as well. Roll on the agenda table to determine the primary goal of this organization.
ORGANIZATION
ROLL AGENDA COMMENTS
00-07 Ascension The organization seeks an ascension or elevation of mind and
spirit of humanity. It seeks a new level of enlightenment
unattainable by the current limits of authority.
08-16 Destruction of The organization believes that wealth is the center of all power
Wealth and evil and opposes its existence. It strives to eliminate it,
devalue it, or distribute it. It believes that through removal of
wealth power centers grows a new world order.
17-24 Domination This organization is so deluded that it believes it can conquer all
other organizations and governments. It might accomplish this
through infiltration, direct conflict, assassination, or through
some technological means.
25-32 End of The organization seeks to bring an end to technological
Technology advancement. It opposes all scientific development.
33-41 Entertainment The organization doesn’t have a specific agenda other than its
own amusement. Perhaps its leaders are wealthy and bored, or
suffering from some kind of shared insanity.
42-49 Leveling the The organization seeks to bring down those of power and
Playing Field authority to equal that of the common man. It is not anarchy it
seeks, but a shared system of power and wealth.
50-57 Opposition The organization opposes the existence of a specific other
organization or government. It acts against it, trying to limit or
control it. It will act militarily, financially, and through secret
operations.
58-66 Recognition The organization wants to be recognized as its own nation or
governing body, independent of all others.
67-74 Revealing the This organization is the caretaker of a great secret which other
Truth organizations refuse to allow it to share. It seeks to spread this
information and reveal its secret to the world. The secret may
not be truth – it may be a great propagandized lie, and the
organization’s leaders might not even believe it themselves.
75-82 Revolution The organization wants to overturn a government and install one
of its choosing.
83-91 Terror The organization seeks to rule out of fear. Simple and absolute,
might makes right. This might result in revolution, anarchy, or
war… but these are only side effects of the terror this group
wishes to spread.
92-99 Universal The organization wants no government anywhere. They’re all
Revolution corrupt and need overturned, to be replaced by… something else.
PG 72 ENEMY ORGANIZATIONS
GM GUIDELINES CH 04
4. WRAPPING THINGS UP
After you’ve taken the three steps of generating an enemy organization, you’ll have
to give it a name. Be creative and come up with some kind of acronym. All the best
villainous organizations have acronym names! Then take a trip to the internet to
read up on the locations, their counter-intelligence agencies, primary imports and
exports, and build a grand picture of your enemy bases. Wrapping up the
organization is your job – no table can do it for you.
MASTER VILLAINS
Every good spy movie has a super-villain. He’s the guy who has set things into
motion, resulting in the operatives’ need to get involved. He has plans which are
larger than life, seemingly impossible, and certainly cinematic. He probably has lots
of money, has henchmen and many minions, builds things that can only be called
super-science, and seems unstoppable. Every mission has a main bad guy, but just
how bad is he? What motivates him? How much influence does he have? This
section helps you create the villain for your missions.
Creating a villain can be as detailed or loose as you wish. A good villain can be used
across many game sessions, consecutive or stretched out across a campaign. It can
be incredibly rewarding when a recurring master villain is finally caught or killed.
1. VILLAIN TYPE
Roll on the master villain type table to determine a basic archetypical type of villain.
Keep in mind there are only so many paths to master villainy. This should help
complement your later choices, not determine them. If your villain is to be
memorable then he should have some depth, and this first die roll is designed to
help give him that depth. Is he an artistic dreamer who envisions a world of his
design? A mad scientist? A world leader? Maybe a former spy with an axe to grind
against an organization that burned him?
MASTER VILLAINS PG 73
CH 04 GM GUIDELINES
2. MOTIVATION
Roll on the master villain motivation table to determine what motivates the villain
to be, well, villainous. All master villains suffer from all of these motivations to
some degree or another, but the result of this roll represents the most prominent
motivating force behind the villain’s plans.
PG 74 MASTER VILLAINS
GM GUIDELINES CH 04
3. POWER BASE
Roll on the master villain power base table to determine what makes this villain
powerful. All master villains possess a certain amount of all of these sources of
power, but this table represents this villain’s primary source of power.
4. STATISTICS
Master villains have statistics, just like operatives. They’re built following the same
rules as an operative, even down to the selection of equipment. Normally the
master villain is one rank higher than the highest-rank operative in the group (up to
rank 6), to keep things simple. Use the guidelines found elsewhere in this chapter
for Major NPC Generation (see page 68). When it’s time to select descriptors,
consider rolling twice on the following table to help get your creativity flowing.
MASTER VILLAINS PG 75
CH 04 GM GUIDELINES
PG 76 MASTER VILLAINS
GM GUIDELINES CH 04
5. HENCHMEN
All master villains have henchmen. Roll on the following table to determine the
number of and rank of the villain’s henchmen.
Henchmen are different than minions. They are often sent to perform specific
objectives (usually given a group of minions as lackeys, see below) that help
constitute early encounters in a story. GMs should try to make them get away and
survive as much as possible, in order to make them be part of a mission’s final
encounter (or perhaps to return at a later date as henchmen to some other villain).
6. MINIONS
Roll on the minion table to determine who works for this evil mastermind. What
master villain would be complete without his army of mooks and goons? The result
of this table often becomes the primary type of encounter within missions dealing
with this villain.
This table will provide you with the value to be used for the minion’s minor NPC
score. Additionally, it will let you know how well equipped the minion is and how
many comprise a standard minion encounter. Each henchman normally has a
standard minion encounter worth of minions. The master villain himself often has a
double-dose of standard minion encounters. A villain’s base is normally equipped
with three of these standard minion encounters as patrols and security guards. You
should build your minor NPC stat block now, when rolling on this table.
MASTER VILLAINS PG 77
CH 04 GM GUIDELINES
STANDARD
MINOR NPC MINION
ROLL SCORE ENCOUNTER EQUIP EXAMPLES
00-09 35% 6D 2 Vagrants, incompetents, drug addicts, etc.
10-29 45% 3D 3 Street thugs, vagrants, a circus troupe, minor
criminals, etc.
30-49 55% 2D 6 Gunmen, guards, police, martial arts students,
etc.
50-69 65% 1D 9 Soldiers, security force, mercenaries, SWAT
team, etc.
70-79 75% 1D/2 12 Veteran soldiers, special forces, minor
operatives, elite bodyguards, etc.
80-89 85% 1 12 Nearly operative-level minor NPC squad leader
of minions. Roll again to determine his squad.
90-97 Rank 1 1 15 Operative-level rank 1 NPC squad leader of
minions. Roll again to determine squad.
98-99 Special -- -- Highly trained or genetically modified animals,
super-science automatons, dolphins with frickin’
lasers on their heads, etc. Decided by GM. Roll
again for more.
PG 78 MASTER VILLAINS
GM GUIDELINES CH 04
CREATING MISSIONS
What follows is a system for developing memorable missions, but these are just the
nuts & bolts. The most important step is an exercise in creativity, the juice that
makes you a good GM: you must weave the tale that links this all together.
Mission Allowance: The team may be given additional equipment allowance to help
prepare. Assume 3 times the number of areas plus 2 times the average rank of the
operatives; in a 3-area mission for a team of rank 1 operatives, for instance, the
team gets 11 equipment allowance. Adjust this figure however you wish for the
complexity of the mission.
2. SPECIFIC AREAS
For each area, roll on the specific area table to determine where the mission will
focus. The areas rolled are the places where the action and story should take place.
When you roll an area, begin to ask yourself questions, such as “what kind of lab?”
or “how did the operatives get here?” or “what event can I place in this area?”
CREATING MISSIONS PG 79
CH 04 GM GUIDELINES
PG 80 CREATING MISSIONS
GM GUIDELINES CH 04
CREATING MISSIONS PG 81
CH 04 GM GUIDELINES
PG 82 CREATING MISSIONS
GM GUIDELINES CH 04
This table can result in names such as Operation Pacific Green, Operation Zeta
Shield, or Operation Phoenix Flag. Some of these results might seem a bit silly
(Operation Gnome Light, Operation Southern North), but check out real-life mission
codenames online and you’ll be very surprised. Some of them will surprise you with
their silliness.
05
SECTOR
SECTOR
A MYSTERIOUS INTERNATIONAL PARAMILITARY AND COUNTER-
ESPIONAGE ORGANIZATION. NOW RECRUITING.
BRIEF HISTORY
The end of WWII brought us many dangerous people without a nation to call home.
Many of these, looking for a way to continue spreading discordance throughout the
world, joined forces. Others splintered off into smaller groups. History has taught us
that nations can be defeated, defenses can be shattered, but ideas… those are hard to
destroy. This gave rise to large secret organizations devoted to world domination, a
new shadow war of organization against organization, instead of nation against nation.
A decade later a visionary named Dr. Magato held talks at the United Nations, calling for
a new militant world government to quash the uprising criminal organizations, rogue
states, and countries proliferating nuclear weapons (and worse). His call was rejected.
Frustrated and knowing someone needed to take responsibility for the protection of
humanity, he and several other founding members with like interests and deep pockets
started SECTOR, a shadow organization devoted to doing what the governments of the
world would not.
Initially the location of SECTOR was kept secret, the UN, NATO and other global
peacekeeping organizations would not condone an organization arming itself to combat
terrorists and solve the world’s problems. But times have changed, and modern
terrorism has gained powerful footholds in large nations and shadow organizations, and
the world has started to look to SECTOR for help.
Today SECTOR can be found in publicly known locations throughout the world with
subordinate bases and safe houses in numerous locations, some in extremely remote
areas. They regularly work with local and international intelligence agencies, often
lending their support, expertise and operatives. How SECTOR is currently funded, to
whom they report, and exactly who is in absolute charge is a mystery to those without
clearance, though these secrets might be shared with the highest members of many
world governments. Their operatives are well trained and dedicated to protection of
the free world.
SECTOR HEADQUARTERS
There were once 13 command headquarters, at some point in the past SECTOR 13
(which was located in Cairo, the only presence on the African continent) went rogue and
disbanded. Or so it is believed; recent activities of operatives who once called SECTOR
13 their home have been seen operating within enemy ranks. This concerns SECTOR
Command, who worry about the security of the other headquarters.
BRIEF HISTORY PG 85
CH 05 SECTOR
SECTOR 2
BRUSSELS
SECTOR 6
NEW YORK
SECTOR 7
SAN DIEGO
SECTOR 8
SAO PAULO
PG 86 SECTOR HEADQUARTERS
SECTOR CH 05
SECTOR 10
MOSCOW
SECTOR 1
BEIJING
SECTOR 9
ISTANBUL
SECTOR 3
TOKYO
SECTOR 4
NEW DELHI
SECTOR 5
SYDNEY
SECTOR HEADQUARTERS PG 87
CH 05 SECTOR
Today there are 10 SECTOR command headquarters known to all operatives (and to
anyone in the intelligence community). SECTOR 11 is mobile, its operatives referred
to as nomads and their agenda unknown (though they seldom conflict with agendas
of other SECTOR headquarters). There is also a SECTOR 12 which handles internal
affairs and investigations, though its location and mission objective are not
currently common knowledge. The ten SECTOR branch headquarters known to all
operatives are as follows:
SECTOR 1: BEIJING
Located in a prominent eight-floor building a few hours outside of downtown
Beijing, this headquarters has a rooftop that looks like an aircraft carrier, complete
with helicopters, jets and a control tower. Each of the eight floors contains a
different bureau within this branch’s organization, the eighth floor being off limits
to recruits. SECTOR 1 works closely with the MSS (Chinese Ministry of State
Security) and helps deal with local triad societies, criminally influenced tongs,
various Chinese gangs, and the occasional rise of terrorist cells in China and the
surrounding nations.
Recently, the criminal organization CITADEL has been influencing local triads and
tongs, bringing one by one under its influence. Operatives of SECTOR 1 have been
actively engaged in the search for a CITADEL base among the steppes of Mongolia,
where dust storms help conceal its clandestine location. If they don’t get this
region secure soon, the criminal organizations of the regions
protected by SECTOR 1 will become coordinated and
uncontainable.
SECTOR 2: BRUSSELS
Sharing space in downtown Brussels within the offices of
NATO, SECTOR 2 is one of the most active in the
European Union and some might say the world. This
site has the largest number of operatives trained for
field work, though it often has them on loan to
various intelligence agencies all throughout
Europe. Every one of its members is bilingual,
some being able to speak half a dozen languages
fluently. SECTOR 2 suffers from budget
shortcomings while it tries to support the needs
of all of its field operatives. Operatives leaning
on SECTOR 2 for unplanned outfitting or backup
need to make a pretty convincing case to
SECTOR 2 Command.
PG 88 SECTOR HEADQUARTERS
SECTOR CH 05
DGSE, Spanish CNI, and Belgian SV/SE) is the Merovingian Kingdom, or MERK. This
militant terrorist group-for-hire has a particular hatred for the powers of Western
Europe, and sells its guns to the highest bidder. MERK has secret bases spread all
throughout the region and seems to have deeper pockets than anyone realizes. It
does the dirty work for many nefarious organizations, including CITADEL who finds
MERK a useful tool in its schemes. If MERK has an agenda of its own it has never
been brought to light, though all of its contracted operations seem centered on the
th th
region once held by the Merovingian dynasty in the 5 through 8 centuries.
SECTOR 3: TOKYO
The labs of SECTOR 3 are arguably the most advanced of all other command
headquarters, if not the world. Other SECTOR locations send samples to the Tokyo
headquarters for more detailed analysis than they can perform in their own
facilities. Additionally, many (though not all) of the gadgets used by field operatives
all over the world are developed and tested here.
In recent times, with the political and military turmoil in many eastern nations, the
New Delhi office has fallen on hard financial times. A recent controversy over
mishandling of security during the visit of a foreign ambassador has caused the
Director’s seat to become vacant. As the Beijing office (geographically the closest)
is overburdened with the search for a CITADEL base in Mongolia, SECTOR 4 has
accepted outside assistance from RAW (Research and Analysis Wing, the Republic
of India’s external intelligence department), and some say they are now under full
control of this bureau. The local SECTOR Assistant Director has also been removed
from office, and an interim Director (the recently appointed Joint Secretary R D
Malik) is running local operations remotely from the RAW headquarters.
SECTOR HEADQUARTERS PG 89
CH 05 SECTOR
SECTOR 5: SYDNEY
This very small SECTOR Command center houses the fewest number of field
operatives, and has perhaps the lowest profile of all known locations. Located on a
beach front fifty miles away from Australia’s capital, this location is also the most
heavily concealed. Its offices, labs, tech, training, and medical facilities are located
deep underground in a cave network, with egress for submarines and small ocean
vessels. Above-ground sits a luxury hotel called Hallow Pointe, where operatives
and VIP reside on a temporary or permanent nature. Operatives visiting this
location often come and go by sea, though many come by commercial airline to
Sydney then rent cabs to the hotel. Outsiders seeking to stay at the hotel find it
fully booked up at all times. The Australian Secret Intelligence Service has been
kept in the dark about the existence of this location.
The Sydney offices also house an annual intelligence gathering of SECTOR Directors.
The schedule for this varies, and most people aren’t aware it even occurs. All
directors are expected to come or to send an assistant director in their stead.
SECTOR coordinates and aligns its global strategic initiatives during this meeting.
PG 90 SECTOR HEADQUARTERS
SECTOR CH 05
various parts of the city, some of them under the river. These tunnels make use of
the subway system and are in need of repair. Today, Croft Mercantile Company
remains as a front, but it is common knowledge among the intelligence
communities what the site really is. Most of it is abandoned and is hidden from
prying eyes, however a local tycoon is in the process of bringing litigation against
Croft. She wants to purchase the land and has the city’s approval. SECTOR
Command believes she is a CITADEL plant, but no evidence can yet be brought
against her to substantiate that belief.
During these years, SECTOR slowly became more trusted and eventually made agreements
and alliances of various sorts with world governments throughout the globe. In some
locations, these alliances were difficult and dangerous, though in others they were strong
and well-respected by all parties. SECTOR became a world power.
With the outrage over September 11 waning and giving way to solemn memorials and
lessons learned, SECTOR’s agreements with various world governments have never been so
delicate. The shadow nature of the war they fight means that others don’t know how
instrumental SECTOR is to world peace and prosperity. It was time for that to change, and
that is why SECTOR now holds public command headquarters (proudly displaying its name, in
some locations) and maintains a public relations department, and is why operatives who
behave in a manner which causes SECTOR embarrassment is dealt with swiftly and quietly by
SECTOR command.
SECTOR HEADQUARTERS PG 91
CH 05 SECTOR
The Vice President of Finance manages the money for SECTOR 6. The role currently
belongs to Jules Vaughn, whose money laundering skills are unmatched. This
department also takes care of procurement of gadgets, vehicles, weapons and
defenses for field operatives and finds ways to clean the money and merchandise
operatives bring back from missions. And they pay the electric bill. There are only a
few dozen members of this department, who mostly occupy desks or work in tech
labs.
PG 92 SECTOR HEADQUARTERS
SECTOR CH 05
and sanctions against those same operatives they protect when behavioral missteps
are particularly egregious.
SECTOR HEADQUARTERS PG 93
CH 05 SECTOR
The actual field office in San Diego exists in an office building complex on Scranton
Road, where all businesses are actually fronts for this espionage agency’s various
bureaus. Its operatives are mostly attractive, tan, and speak Spanish and English
natively. They are often criticized as being soft by other operatives, since many of
their missions involve body guarding touring dignitaries and royalty from other
countries. Of course, these allegations are inaccurate; SECTOR 7 operatives often
deal with drug lords, human traffickers, organized crime, and plots by foreign
nationals entering the country through Mexico.
PG 94 SECTOR HEADQUARTERS
SECTOR CH 05
Due to the cultural melting pot of this region, operatives of SECTOR 8 are all trained
in many languages and cultural etiquettes. They work closely with ABIN (Brazilian
Intelligence Agency), however no ABIN agent has ever set foot on SECTOR soil. To
this day the directors of SECTOR 8 and ABIN are good friends after cooperatively
taking down the corruption of SNI (the organization which preceded ABIN) many
years ago. The replacement of this older and corrupt organization resulted in the
disbanding of several hundred trained espionage agents. These agents embedded
themselves in the military and various criminal organizations of the region and have
been a thorn in the sides of ABIN and SECTOR 8 ever since.
SECTOR 9: ISTANBUL
Centrally located near the Black and Mediterranean Seas, operatives
of SECTOR 9 track the movements of CITADEL, who tend to use
the surrounding area’s instability as a cover for their
operations. Many suspected CITADEL
operation centers are known but none have
been confirmed. SECTOR 9 operatives are
very violent individuals, well trained in
killing and warfare. This is necessary,
because this region has the most direct
hostile conflicts with CITADEL agents and
their associated organizations than any
other SECTOR Command center.
Due to the location there is an equal amount of air, land and sea craft available to
field operatives. In addition, the SECTOR headquarters is an amazing undersea
facility that is connected to the mainland by an undersea tube large enough to drive
a semi-truck through. Carved into the side of rift at the bottom of the Black Sea, this
base of operations is aptly called Atlantis.
SECTOR HEADQUARTERS PG 95
CH 05 SECTOR
SECTOR 10 exists in a large warehouse near the airport on the outskirts of Moscow.
Like many headquarters, much more of it exists beneath the ground than above it.
Its operatives are highly trained in counter-espionage, and specifically aligned
against the machinations of the new privately funded KGB. This is because they
know the truth: the KGB is now a CITADEL organization, and it is only SECTOR 10
which keeps it in check. Whether chasing down enemy agents in the streets of
Moscow, infiltrating rebel organizations funded by them, or dealing with their
subversive plots to extend influence over the Western cultures, SECTOR 10 is there:
an unceasing presence in the shadows of government opulence and the trenches of
violent civilian squalor. Moscow field operatives are dedicated and tireless in their
cause and not afraid to do what it takes. Although often criticized as lacking moral
judgment in pursuit of justice, Moscow operatives believe in the “end justifies the
means” as a modus operandi.
Surprisingly, this is the only SECTOR Command headquarters that was unplanned.
Due to the growing threat of ex-KGB operations and freedom fighting groups in
countries once held together by the U.S.S.R. (as well as the growing existence of
several legitimate private paramilitary and intelligence companies of the region),
the United Nations asked SECTOR to build its headquarters in the region and
provided partial funding. The entire construction process was rapid, because
SECTOR already had a clandestine presence in the area that it kept secret from the
United Nations. The government of Russia conceded to the U.N. request in an
effort to show transparency, and provided additional funding. The catalyst was a
botched military response to a school hostage situation in 2004 that resulted in the
deaths of hundreds (many were children). The Ingush and Chechen separatists
allegedly responsible for the massacre can also be seen as responsible for the
consolidation of power in the Kremlin, the strengthening of the military and
political capabilities of the President of Russia, and for the establishment of SECTOR
10.
PG 96 SECTOR HEADQUARTERS
SECTOR CH 05
SECTOR OPERATIVES
Operatives for SECTOR are recruited from among members of modern society.
They are trained and equipped and given missions from mission directors of their
Command headquarters. Early recruits are often given easiest missions, while
experienced operatives are given missions that threaten the free world itself.
ATTIRE
Recruits and junior operatives not on missions are often uniformed like soldiers,
security guards, or military personnel. All other ranks choose their own attire and
command a certain level of authority and prestige. There is no dress code in the
field, but in SECTOR command offices, uniforms (for recruits and junior operatives)
or formal business attire (for rank 3 and higher) is expected.
HOUSING
All operatives are offered on-base housing and many recruits and cadets accept
this, at least until reaching senior operative status where bases of operations
become permitted.
TRANSPORTATION
Sometimes SECTOR Command will provide transport to a remote location for a
mission, but sometimes missions will require the operative to figure out a way to
get to their objective site. Typically operatives pool equipment allowance to get a
pilot with a helicopter (see backup personnel, page 22), or perhaps purchase the
vehicle themselves. When all else fails, though, a traveler’s (or extravagant)
lifestyle can be used to get operatives where they need to go, though then they’ll
have to face the complexity of transporting their weapons commercially (or leaving
them behind and reporting to a foreign SECTOR headquarters for outfitting).
BEHAVIOR
Operatives are not above the law. They’re afforded certain levels of legal
protection, but that only goes so far. Unless doing so is vital to the success of a
mission, they generally are not permitted to break federal or local laws. Any
operative who believes any laws he may break are excused because of his security
clearance will quickly find himself standing before a SECTOR tribunal facing charges
(and potential consequences) reserved only for people with this level of trust.
SECTOR OPERATIVES PG 97
CH 06 INDEX
06
INDEX
briefcase full of money ......... 24
A B Brussels ...........................88, 90
bugs ...................................... 24
abilities......... 2, 4, 38, 39, 59, 68 backup personnel bumping ............................... 51
ABIN ...................................... 95 ..................... 10,18,22,42,97 burglar ........17, 23, see criminal
academic ................3, 6, 7, 8, 39 basic group backup .......... 22 burst ................................49, 59
accountant ..... see businessman commando backup .......... 22 bus ...................................13, 21
acrobat .................... see athlete expert backup .................. 23 bypass security ..................... 17
action check ............................ 3 skilled backup .................. 22
actions ........................ 3, 45, 46
actor..................see entertainer
basic backup .................... 22
bad to the bone .................... 46
C
adventurer ...... see thrill-seeker balance .................see dexterity C-4 ........................................ 28
Afghanistan ........................... 89 Bangladesh ........................... 89 California .............................. 94
agility ................... see dexterity banker............ see businessman car.............................. 13, 21, 52
air vehicles ............................ 13 base of operations .......3, 40, 41 carpenter ........... see blue collar
ambassador ... 89, see diplomat base of operations upgrade .. 42 charisma ............. see willpower
ammunition .............. 26, 27, 49 Bay of Bengal ........................ 89 charm ................. see willpower
amphibious ........................... 31 Beijing ............................. 88, 89 chase scenes ......................3, 52
amphibious APC .................... 31 binoculars ............................. 24 Chechen................................ 96
animal ................... 3, 14, 59, 67 biology ................. see academic chemistry ............. see academic
animal handling .................... 14 black bag ............................... 23 China .................................... 88
animal templates .................. 67 Black Sea ............................... 95 Chinese Ministry of State
Arabian Sea ........................... 89 blocking ................................ 58 Security ............................ 88
archaeology ........ see academic bluffing ................................... 2 CIA ............................. 91, 92, 94
Archive, The .......................... 94 BND....................................... 88 CITADEL ... 88, 89, 91, 94, 95, 96
arms dealers ......................... 89 body points climbing pads........................ 23
assassin ................................. 77 6, 12, 29, 39, 47, 49, 50, 55, CNI ........................................ 89
assassination ........................... 1 56, 57, 62, 68 codename............................. 40
assault ................................... 10 bodyguard .... 7, 10, see military coercion ................................ 58
astrophysics ........ see academic veteran cold war ................................ 96
Atlantis .................................. 95 bone................. 3, 4, 5, 7, 40, 46 combat ........................ 3, 49, 50
attacking ............................... 49 bone crazy ............................ 46 command ............................. 10
Australia ................................ 90 bone of contention ............... 46 commlink .........................22, 23
Australian Secret Intelligence bone-up ................................ 46 compass...........................24, 32
Service.............................. 90 bounty hunter......... 25, see law complete cover ..................... 58
automatic failure................... 45 enforcer complex cover identity ......... 21
automatic success ................. 45 bow ....................................... 27 composer.................... see artist
automatic weapons .............. 49 boxing ................................... 11 computer security ................ 67
avoid ............................... 63, 66 BP .................... see body points computers 8, 15, 16, 17, 24, 25,
Brazilian Intelligence Agency 95 26, 29, 67
breaking things ................. 3, 56 conditions .. 3, 12, 24, 51, 59, 60
bribery .................................... 1 confusion .........................21, 58
PG 98 SECTOR OPERATIVES
INDEX CH 06
congressman ..... see bureaucrat disarm ..................33, 63, 64, 66 heavier caliber ................. 27
contact ....... 4, 6, 7, 9, 38, 68, 89 disease .................................. 12 improved sights ............... 27
contested actions .................. 45 disguise ........................... 17, 23 laser targeting system...... 27
cook ................... see blue collar diving for cover ..................... 58 recognition grip ............... 27
coordination ......... see dexterity dodging ............ 2, 11, 28, 49, 58 silencer/suppressor ......... 27
corporate jet ......................... 13 dodging expertise ................. 11 spare ammo ..................... 27
courage ............... see willpower DP ....... see development points first aid.................................. 47
courageous word .................. 10 DR ..........see damage reduction flash blindness ...................... 58
cover ............... see taking cover driver ................. see blue collar focus ... 4, 6, 7, 8, 13, 29, 34, 39,
cover identity .................. 18, 21 duration .................... 28, 60, 66 68, 79
crack safes ............................. 17 football player .........see athlete
critical failure ........................ 45
critical success .... 12, 33, 34, 36,
E forgery ............................ 17, 23
SECTOR OPERATIVES PG 99
CH 06 INDEX
H L
stun attack ....................... 37
surprise action ................. 37
suspension ....................... 37
hacking .................................. 17 ladar...................................... 30
swiftness .......................... 37
Hallow Pointe ........................ 90 land vehicles ......................... 13
take down ........................ 37
handcuffs ........................ 25, 62 language . 3, 4, 8, 39, 61, 70, 88,
throw ............................... 37
hardened .......29, 31, 34, 49, 57 95
vivacity............................. 37
hazards.................................. 53 law ....................... see academic
whirlwind attack .............. 37
heal ....................................... 47 leader....................... 3, 7, 10, 73
master villains
heavy armor .......................... 31 lie ................................... 17, 77
.............. 3, 69, 73, 74, 75, 77
heavy weapons ............... 19, 31 lifestyle ........................... 18, 20
mayor ............... see bureaucrat
heist ...................................... 23 lifting..................... see strength
mechanics..........................1, 16
henchman ................. 68, 73, 77 light armor ............................ 31
medic ........... 3, 7, 12, 23, 37, 47
historian .............. see academic line .............................32, 52, 59
medic pack ......................12, 47
history ................. see academic linguist .................................... 8
medicine ............................... 12
hockey player .......... see athlete literature .............. see academic
melee.. 2, 10, 11, 26, 27, 33, 34,
holster ............................. 26, 27 lock picks .............................. 23
36, 53, 58, 59
hotel.......................... 21, 90, 95 LOG ............................. see logic
mercenary .... 1, 89, see military
hunter .. 14, 25, see thrill-seeker logic 2, 6, 7, 8, 9, 10, 12, 14, 16,
veteran
hypnosis ................................ 59 28, 33, 34, 35, 37, 45, 58, 61,
MERK .................................... 89
63, 66
I
Merovingian ......................... 89
luck ............................. see bone
Merovingian Kingdom .......... 89
M
Mexico .................................. 94
identification ................... 63, 66
military humvee ................... 31
immobilized .......................... 59
military rank ......................... 97
impersonate .......................... 17 mafia...................... see criminal
minions ............................73, 77
improvised explosives ........... 15 major NPCs ....................... 3, 68
minister .....................see clergy
infection ................................ 12 manager......... see businessman
minor NPC ............................ 62
infiltration ............................... 1 martial artist ... 3, 11, 27, 33, 34,
mission allowance ................ 79
infra-red ................................ 30 35, 36, 37
mission code name ............... 83
Ingush ................................... 96 martial maneuvers
missions .. 3, 1, 9, 21, 22, 24, 40,
INIT ....................... see initiative .......... 3, 4, 11, 13, 33, 34, 68
73, 77, 79, 89, 92, 93, 94, 97
initiative 3, 7, 10, 33, 35, 39, 48, acrobat............................. 34
MIT ....................................... 95
50, 53, 59, 68 all-around sight ................ 34
money .............................20, 24
inspire ................................... 10 blind fighting .................... 34
Mongolia .........................88, 89
intelligence ................. see logic body density .................... 34
moral code .................... 3, 5, 32
intelligence agencies 73, 85, 88, deadly attack ................... 34
Moscow ................................ 96
89, 93 disarm .............................. 34
motorcycle.......................13, 52
intelligence community......... 88 hard block ........................ 34
MOV .............. 6, see movement
internal affairs ....................... 88 hard target ....................... 35
movement .. 3, 7, 33, 35, 37, 48,
interpreter ........... see diplomat hold .................................. 35
53, 59, 60, 68
interrogation ........................... 9 improved landing ............. 35
MSS ...................................... 88
intimidation ............................ 2 insanely cool moves ......... 35
multi-action .. 33, 35, 36, 46, 49,
instant awareness ............ 35
52, 59, 62, 63
J instant stand .................... 35
leap attack ....................... 35
multiple actions .................... 46
muscles.................. see strength
Japan ..................................... 89 meditation ....................... 35
musician ........... see entertainer
journalist .... 24, see investigator move-by ........................... 35
multiple attacks ............... 36
N
jumping ................................... 2
multiple defenses ............ 36
K nerve strike ...................... 36
power attack .................... 36
National Intelligence
Organization .................... 95
karate .................................... 11 power defense ................. 36
NATO ...............................85, 88
KGB ....................................... 96 reverse hold ..................... 36
navigation ............................. 14
knowledge .................. see logic riposte.............................. 36
Nepal .................................... 89
Kremlin.................................. 96 roll with the impact.......... 36
New Delhi ............................. 89
New York ......................... 90, 91 persuasion .............................. 2 resistance checks .. 3, 10, 11, 28,
newscaster ....... see entertainer philosophy ...........see academic 30, 33, 34, 35, 36, 37, 45, 46,
night vision goggles ............... 24 phone taps ............................ 24 49, 51, 58, 59, 60, 66
nitro ...................................... 30 physician ................... see medic rifle ....................................... 15
non-player character .... see NPC pick locks............................... 17 Rio de Janeiro ....................... 95
notice .............................. 63, 66 pick pockets .......................... 17 robotics ................................. 16
NPC . 3, 7, 22, 23, 32, 41, 47, 48, pilot. 3, 6, 13, 22, 23, 29, 30, 39, rope ...................................... 23
62, 68, 75, 77 50, 51, 53, 57, 59, 97 Russia.................................... 96
nuclear weapons ................... 85 pistol .... 5, 15, 22, 27, 45, 49, 55
plastic explosives .................. 28
S
O playboy .................. see wealthy
poetry ..................see academic safe houses ........................... 85
objective ............................... 81 poison ........ 2, 45, 58, 59, 60, 66 salesman ........ see businessman
obstacles ............................... 82 police ......... 7, 9, 66, 92, see law San Diego .............................. 94
offroad ............................ 19, 30 enforcer Sao Paulo .............................. 95
operative creation ................... 4 politics .................see academic satellite uplink ...................... 29
operative development ..... 3, 38 preacher.................... see clergy Saudi Arabia .......................... 89
operative pack......................... 5 presence ............. see willpower scholar .................................... 8
origin ................... 4, 6, 7, 40, 45 priest ......................... see clergy scientist ................. 8, 23, 24, 73
artist ................................... 6 primary skill ....4, 11, 38, 42, 68, scout ................ 3, 14, 62, 63, 67
athlete ................................ 6 72, 73, 75, 81 sculptor .......................see artist
blue collar........................... 6 prisoners ................................. 9 sea vehicles ........................... 13
bureaucrat.......................... 6 private eye ....... see investigator secondary skill .................. 4, 11
businessman ...................... 6 private investigator ................. 9 secret agent ........................ 1, 9
clergy .................................. 6 professor ................. see scholar SECTOR 3, 85, 88, 89, 90, 91, 92,
criminal .............................. 6 programmer. 16, see technician 93, 94, 95, 96, 97
diplomat ............................. 6 prone ............. 10, 33, 35, 37, 59 SECTOR headquarters ........... 85
driver .................................. 6 psychiatrist................ see medic security systems ... 3, 16, 17, 26,
entertainer ......................... 7 psychology ............................ 12 57, 59, 62, 63, 64, 65, 66, 67,
investigator ........................ 7 77, 85, 88, 89, 91, 92, 94, 97
law enforcer ....................... 7
medic ................................. 7
R security system examples ..... 66
seduction ................................ 1
military veteran .................. 7 radar ............................... 30, 31 semtex .................................. 28
scholar ................................ 7 rallying cry............................. 10 shadowing and trailing ........... 9
student ............................... 7 ramming................................ 51 shields ................................... 58
technician ........................... 7 range shooting .................................. 2
thrill-seeker ........................ 7 ... 3, 2, 19, 24, 27, 28, 29, 48, simple cover identity ............ 21
wealthy .............................. 7 52, 53, 59, 66 singer ................ see entertainer
out of control ............ 51, 52, 59 rank ........................................... skills ..........................................
outfitting3, 5, 18, 20, 25, 31, 42, 7, 22, 23, 39, 40, 41, 63, 64, 2, 3, 4, 6, 7, 8, 9, 10, 11, 12,
88, 97 66, 68, 75, 77, 79, 97 13, 14, 15, 16, 17, 20, 24, 26,
outnumbered ........................ 58 Rank ............... 39, 40, 63, 64, 66 30, 33, 34, 35, 36, 37, 38, 39,
rappelling gear ...................... 23 40, 41, 45, 46, 47, 49, 50, 51,
P RAW ...................................... 89
recon ..................................... 14
53, 57, 62, 63, 64, 67, 68, 77,
92
painter........................ see artist recruit ................................... 10 sleight of hand ...................... 17
Pakistan ................................. 89 regaining control ................... 51 slowed ............................ 59, 60
paralyzed ............................... 59 religion .................see academic socialite ................. see wealthy
partial cover .......................... 58 reload.............................. 15, 49 soldier . 1, 2, 3, 7, 15, 22, 23, 31,
pastor ........................ see clergy reloading ............................... 49 49, 97
penetrating ......... 19, 29, 49, 57 repairing ......................... 16, 24 space vehicles ....................... 13
pentagon ................................. 1 reporter ........... see investigator spaces .......................................
pepper spray ......................... 28 Republic of India ................... 89 28, 30, 31, 33, 35, 37, 41, 42,
perception ................... see logic Research and Analysis Wing . 89 48, 59
performance 19, 29, 30, 31, 50, researcher ......8, 24, see scholar spare ammo ...................... 5, 26
51, 53, 57
EQUIPMENT NOTES
EQUIPMENT NOTES
MEDIC LOG [Skilled Use Only] Diagnose, Treat, Field Medic, Surgery
TECHNICIAN LOG [Skilled Use Only] Engineering, Repairing, Programming, Set Security EQUIP
THIEF DEX Deception, Bypass Security, Sleight of Hand, Stealth
Unarmed Combat -- --
EQUIPMENT
Some
Total
Very
MORAL CODE Operative Pack (commlink, digital watch, encrypted phone, ID & validator)
Kind/Cruel
Focused/Unfocused
Selfless/Selfish `
Honorable/Deceitful
Brave/Cowardly
There is a war going on every day. Its soldiers don’t march in lines or
report to a large obvious pentagonal building. It is a shadow war where
information and bullets hold equal weight, and enemies don’t always wear
uniforms. This game is about clandestine Special Forces parachuting behind enemy
lines to carry out missions that no government will claim ever happened. It is about
special agents receiving their missions from men and women whose names and
identities won’t turn up on any database. It is about mercenaries. It is about spies. It
is about secrets, seduction, stealth, deception, assassination, bribery, infiltration and
TM
more. Welcome to Covert Ops , a barebones roleplaying game of espionage and
paramilitary adventure.
This book may be small but the game is not. Within these pages you’ll find all you
need to create, play, and develop an operative:
20 origins, each with several options, to help define what your character did before
becoming an operative.
10 skills representing archetypical modern character abilities.
Robust system for equipping your operative for a mission, complete with weapons,
defenses, gadgets, vehicles, simplified equipment packs, and more.
32 martial arts maneuvers to fully define the fighting style of your operative.
System to create and maintain a base of operations for your team.
“Bones” (luck or hero points) integrated into this incarnation of
the d00 lite system to add cinematic flair to your action scenes.
Rules for vehicles in combat and chase sequences.
A broad brush-stroke setting: SECTOR, a counter-
intelligence and paramilitary organization devoted to
fighting tyranny and other foes across the globe.
Systems to help the GM prepare for a
session or an entire campaign: random master
villain generator, enemy organization
generator, henchmen generator, minions,
security systems, and even entire random
mission generation to get your
creativity flowing.