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TABLE OF CONTENTS

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.

 Strength (STR) – This represents endurance, stamina, muscles, and the


knowledge of how to use them. It is used in any attempt to lift heavy
objects, wield melee weapons, resist poisons, determine how much
damage you can take, punch an enemy, etc. It is an extremely useful ability
for wrestlers, martial artists, boxers, and weight lifters.
 Dexterity (DEX) – This represents agility, balance, grace, and hand-eye
coordination. It is used in any attempt to jump over a hurdle, sprint across
a field, shoot a gun, hurl a knife, dodge out of harm’s way, etc. It is an
extremely useful ability for athletes, soldiers, and thieves.
 Logic (LOG) – This represents perception, logic, intelligence, and overall
knowledge. It is used to perceive threats, find clues, understand obscure
writings, break codes, research facts, etc. It is an extremely useful ability
for scientists, scholars, investigators, scouts, and linguists.
 Willpower (WIL) – This represents charisma, charm, courage, devotion,
wit, and presence. It is used to bluff a guard, finesse a rival agent, resist
torture, persuade or intimidate, etc. This is an extremely useful ability for
diplomats, journalists, public representatives, military commanders, and
any operative wanting to keep his secrets under torture.

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!

THE GOLDEN RULE


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

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:

SKILL DETAILS VALUE (PLUS PS BONUS) COMMENTS


Academic LOG/2, +10 per level Must focus in scholar, scientist, or linguist.
Linguist provides 1 language per level if it is a focus.
May specialize in one scholarly or scientific field.
Researcher may be used unskilled, focuses may not.
Detective LOG/2, +10 per level Select one contact per level.
Leader WIL/2, +10 per level Score is 0 if unskilled.
Martial Artist STR/2, +10 per level Select 2 maneuvers per level if primary, 1 per level if
secondary, otherwise select one at levels 2, 4, and 6.
Medic LOG/2, +10 per level Score is 0 if unskilled.
Pilot DEX/2, +10 per level Must focus in sea, air, or space vehicles.
May specialize in one vehicle.
Land vehicles may be used unskilled, focuses may not.
Scout LOG/2, +10 per level May specialize in one environment.
Soldier DEX/2, +10 per level --
Technician LOG/2, +10 per level May specialize in one type of technology.
Score is 0 if unskilled.
Thief DEX/2, +10 per level --
LANGUAGES VALUE (UNLESS MODIFIED BY SKILL OR ORIGIN)
Languages English. On successful LOG check, pick one more (critical success, pick two)
additional language(s). Speak all as well as a native.
RECORDED STATISTICS VALUE (UNLESS MODIFIED BY ORIGIN)
Body Points (BP) STR/2
Initiative (INIT) 1, +1 if DEX is 65 or more, +1 if LOG is 65 or more
Movement (MOV) 8, +1 if DEX is 65 or more, +1 if STR is 65 or more
Bones Record number of remaining bones.
Rank 1
Development Points (DP) 0
Damage Reduction (DR) Determined by armor
Ranged Weapons Score: use soldier score.
Damage: by weapon, + damage bonus from DEX (see below)
Melee Weapons Score: use martial artist score.
Damage: by weapon, + damage bonus from STR (see below)
STR OR DEX …59 60-64 65-69 70-74 75-79 80-84 85-89 90-94 EACH +5
Damage Bonus +0 +1 +2 +3 +4 +5 +6 +7 +1 more
OPERATIVE CREATION PG 5
CH 02 OPERATIVES

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.

LAW ENFORCER TECHNICIAN


Policemen, bounty hunters, federal agents, Electronic engineers, programmers,
etc. Choose one of the following: maintenance technicians, etc. Choose one of
 Non-Civilian: Level 1 soldier skill. the following:
 Officer: Level 1 leader skill.  Higher Education: Level 1 academic.
 Connected: loyal influential friend/  Hands-on Technology: Level 1
contact (judge, police captain, etc.). technician skill.
 Tech Toys: +6 equipment allowance,
MEDIC not for weapons or defenses.
Psychiatrists, physicians, emergency medical
techs, surgeons, etc. Choose one of the THRILL-SEEKER
following: Big game hunters, explorers, escape artists,
 Healer: Level 1 medic skill. adventurers, tomb-raiders, etc. Choose one
 Gifted Mind: +5 LOG. of the following:
 Higher Education: Level 1 academic.  Bravery: +5 WIL.
 Daredevil: +1 INIT.
MILITARY VETERAN  Rush to Action: +1 to MOV.
Military soldiers, Special Forces, bodyguards,
mercenaries, etc. Choose one of the WEALTHY
following: Dilettantes, socialites, playboys, trust fund
 Field Commander: Level 1 leader. benefactors, etc. Choose one of the
 Trained Soldier: Level 1 soldier skill. following:
 Armed: +6 equipment allowance, only  Personal Bodyguard: GM creates a rank
for weapons and defenses. 1 NPC who is loyal to your operative
and works to protect you.
ROLL TWICE  Living Large: Automatically have an
Choose one of the listed aspects from each of extravagant lifestyle at all times.
two rolled origins, then must lower your  Deep Pockets: +6 equipment
worst ability score by -5. You may not allowance.
choose this result by spending a bone.

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.

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

 Strategy – May pick one of the following before initiative, lasts until turn
ends, requires skill check, but doesn’t count as action:
Command: +1 INIT for all allies able to be communicated with.
Assault: find weakness (effect determined by GM based on situation).
Inspire: +5 to hit and damage to all adjacent allies.
 Tactics – May pick one of the following, lasts until turn ends, requires skill
check, counts as an action:
Rallying Cry: +10 to hit and damage to you and chosen allies if they
give up -20 to resistance checks.
Courageous Word: +20 to a specified LOG or WIL resistance check.
Tactical Strike: You or ally may make 2 attacks against a foe you
outnumber 2:1 in melee. Choose which roll to keep. Foe knocked
prone in addition to normal damage.
 Bodyguard – Take damage for an adjacent ally, requires a skill check,
counts as an action.
 Recruit – Recruit allies from within Command to help with a mission. This
reduces the cost of backup personnel (page 22) by an amount equal to
leader skill level (minimum cost 1).

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.

Score: STR/2 +10 per martial artist level.

 Unarmed Combat – Use martial artist score for chance to hit. Damage
equals 1D/2, plus STR bonus if appropriate.
 Weapon Combat – Use martial artist score for chance to hit with melee or
thrown weapons. Damage is by weapon, plus STR bonus if appropriate.
 Dodging Expertise – Add +5 per martial artist level to any DEX-based
resistance checks when not at a disadvantage.
 Maneuvers – Select 2 martial maneuvers per martial artist level if this is
your primary skill or 1 maneuver per martial artist level if this is your
secondary skill. If neither primary nor secondary, select one maneuver at
levels 2, 4, and 6. Martial maneuvers can be found on page 33. Players
may select or roll, as the GM permits.

SKILLS PG 11
CH 02 OPERATIVES

MEDIC

This skill represents education and experience in surgery, medicine, psychology, etc.

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

 Diagnose – Used to identify likely root causes of medical conditions. If


attempted without a medic pack or stocked medical facility, skill check is
penalized -20.
 Treat – Reduce or eliminate symptoms of a virus, disease, or injury and
give the affected individual a chance to recover. A successful skill check
cuts in half any penalty associated with an infection, disease, wound, or
condition for 1D days, hopefully long enough for an individual to recover.
Requires medic pack or a stocked medical facility. With a critical success,
the malady is immediately healed by the treatment.
 Field Medic – A successful skill check can restore 1D lost BP plus medic
level to a wounded operative. No operative may benefit from multiple
field medic attempts for the same set of injuries in the same day. Any
subsequent attempts in the same day restore no BP. Requires medic pack
or stocked medical facility.
 Surgery – A successful skill check in a properly equipped medical facility
allows the medic to restore 2D lost body points plus medic level to a
wounded operative. This takes 1D/2 hours. Surgery can also be used for
other less obvious surgical procedures.

PG 12 SKILLS
OPERATIVES CH 02

PILOT

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


Score: DEX/2 +10 per pilot level. Focuses cannot be attempted unskilled, though the
land vehicles aspect is available to all operatives, skilled or otherwise.
 Land Vehicles – Score is used for stunts or to maintain control of cars,
buses, motorcycles, etc.
Focus: When this skill is first selected, you MUST select a focus: air, sea, or space
vehicles. You are considered unskilled at areas outside your focus. Any time you
raise a level, you MAY buy another focus for 3DP. Pilot skill has only one score
which applies to all focuses and to the land vehicles aspect.
 Air Vehicles Focus – Score is used for stunts or to maintain control of
helicopters, airplanes, jets, etc.
 Sea Vehicles Focus – Score is used for stunts or to maintain control of
sailboats, speedboats, yachts, submersibles, etc.
 Space Vehicles Focus – Score is used for stunts or to maintain control of
space vehicles. Also used for tight maneuvers, docking, etc.
Specializing: Some pilots specialize in one type of vehicle (motorcycles, sports cars,
corporate jets, speedboats, etc.). Normally, your score represents your ability to
operate all vehicles in which you have focus (see above). If you specialize, you
receive a +10 bonus when piloting that specific vehicle type. In other vehicles you
have a -10 penalty. You may only specialize at the time of operative creation, and
can only change your specialization by spending 3DP if the story and GM permit.

SKILLS PG 13
CH 02 OPERATIVES

SCOUT

This skill represents the experience of a hunter, explorer, or recon operative.

Score: LOG/2 +10 per scout level.

 Animal Handling – Used to allow a scout to befriend, calm, agitate, or train


normal animals.
 Navigation – This represents direction sense, ability to find locations on
unknown maps, decipher complex directions, create maps, etc.
 Survival – This is the ability to craft objects from nature, find or build
shelter, build fires, scan or identify drinkable water and edible food,
identify and disarm natural traps/hazards. Requires a survivalist pack
(page 23).
 Tracking – Used to detect tracks, learn information from them, trailblazing
through overgrown regions, ignore penalties associated with terrain, etc.

Specializing: Many scouts specialize in one type of terrain or climate (desert,


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

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.

Score: DEX/2 +10 per soldier level.

 Pistols – Use soldier score to hit opponents with pistol-sized firearms,


unjam weapons, or reload in combat in one single action. Damage is based
on weapon type, plus DEX bonus.
 Rifles – Use soldier score to hit opponents with rifle-sized firearms, to
unjam weapons, or reload in combat in one single action. Damage is based
on weapon type, plus DEX bonus.
 Gunnery – Used to fire mounted heavy weapons, indirect fire weapons, or
computer-aided weapons systems on vehicles or installations. Damage is
based on weapon type, plus DEX bonus.
 Demolitions – Used to set or disarm explosives or use grenades. Disarming
requires a demolitions pack. Setting a charge requires a demolitions pack
and plastic explosives (page 23). An operative with this skill could also
create improvised explosives. If able to acquire some needed components,
it takes about 8 hours (minus soldier level) in a kitchen to create 1 charge
per soldier level. Treat improvised charges just like plastic explosives.

SKILLS PG 15
CH 02 OPERATIVES

TECHNICIAN

This skill represents experience with computers, electronics, robotics,


programming, mechanics, and the practical application of physical sciences. Most
uses of the technician skill require a technician pack (page 23).

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

 Engineering – Score used to modify or create technological devices:


electronic, mechanical, or computerized. Requires computer and/or
technician pack.
 Repairing – Score used to diagnose a problem and to facilitate repairs on
electronic, mechanical, or computerized devices. Requires technician pack.
 Programming – Used to write or modify programs on electronic,
mechanical, or computer devices. Requires computer and technician pack.
 Set Security – Score used to secure an electrical, mechanical, or
computerized device. Requires a computer and/or technician pack.

Specializing: Many technicians specialize in one type of technology (such as


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

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.

Score: DEX/2 +10 per thief level.

 Deception – This represents the ability to lie, forge, disguise, impersonate,


etc. An operative’s best friend. May require a disguise or infiltration pack.
 Bypass Security – Allows the thief to identify, bypass, or disarm traps or
security systems, pick locks, crack safes, hack past network security on a
computer, etc. May require infiltration or technician pack.
 Sleight of Hand – Allows a thief to pick pockets, palm objects, misdirect,
perform stage magic, etc.
 Stealth – Ability to remain unseen and unheard. If the thief attacks from
stealth add +5 per thief level to hit and damage. Yes, being hit by a high
level thief from a position of stealth can be very deadly.

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

GRENADES, ETC. DAMAGE RANGE NOTES COST


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

PG 18 OUTFITTING
OPERATIVES CH 02

LAND VEHICLES PERFORMANCE COST VEHICLE UPGRADES COST


Dirtbike* +10 1 Amphibious +6
Motorcycle +15 2 Auto Tire Repair +3
Subcompact car +5 3 Communications +3
Compact car +5 4 Eject Seat +3
Midsize car +0 5 Gliderwings +12
Muscle car +20 6 Hardened* +9
Sports car +25 7 Heavy Armor (DR30)* +12
Luxury car +5 7
Identity Change +3
Jeep* +0 6
Light Armor (DR10)* +3
SUV* -5 6
Hum-vee* +0 7 Medium Armor (DR20)* +6
Minivan -5 6 Offroad Conversion +6
Full-sized van -10 7 Oil Slick +3
Passenger van -15 9 Performance Boost +3
Small pickup +0 4 Remote Control +9
Pickup truck -10 6 Security +3
Monster truck* -20 7 Self-Destruct +6
Delivery truck -15 7 Sensor suite +3
Semi truck -25 9 Smoke Screen +3
Bus -20 9 Speedster +3
* no offroad penalty. Other vehicles have a Spikestrip +6
-20 penalty to their Performance score if Stealth Technology +6
driving offroad. * upgrade affects Performance (page 29)
AIR VEHICLES PERFORMANCE COST
Helicopter -5 8 WATER VEHICLES PERFORMANCE COST
Cargo Helicopter -10 9 Jet Ski +10 2
Propeller Plane +0 8 Sailboat -10 4
Corporate Jet +5 11 Speedboat +0 5
Cargo Jet -15 11 Yacht -10 7
Personal Submersible -5 4
HEAVY WEAPONS DAMAGE* RANGE AMMO COST Team Submersible -15 7
Cannon 10D L 5 +9
Machinegun 3D** L 100 +6
Rocket 8D VL 4 +12
Missile 10D E 3 +12
Bomb 2Dx10 -- 5 +6
* All damage is Penetrating.
** Machine guns can only fire bursts.

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).

WHY NOT JUST USE MONEY?


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

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

PG 20 OUTFITTING
OPERATIVES CH 02

base. They’re assumed to be able to afford a cheap hotel, common personal


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

 Traveler’s lifestyle – Operatives with this lifestyle can afford nice hotels,
can eat out at decent restaurants, can afford tickets for ball games or
museums, and can rent cars in town and cities they visit. They can call a
travel agent and can book a flight to a foreign destination. They can wear
nice clothes and afford an occasional night out at a casino or theater.
 Extravagant lifestyle – This operative lives well. He rents penthouses and
executive furnished apartments. He has a limousine pick him up from his
first class flight at the airport. He eats at the fanciest of restaurants, gets
invitations to posh events, and wears designer clothes direct from the
runway. He doesn’t buy a ticket for a museum; he has it closed in order to
get a private tour by its owner. He doesn’t rent a car; he rents an exotic
Italian sports car designed for the autobahn. Someone with this lifestyle
can cover one other operative’s expenses as if he had a traveler’s lifestyle.

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

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

 Simple cover identity – This fake identity stands up to a lot of scrutiny


because it is simple, not because it is thorough. You’re an everyday guy
without a lot of money, not a lot of debt, no criminal past, difficult to find
school records, a simple verifiable income history, etc.
 Complex cover identity – This cover identity is someone known by the
public or whose background is complex enough that it takes great effort to
make seem believable. It will stand up to scrutiny not because it is simple
but because great expense was taken by Command to make it thorough.
This cover has holdings, a long history of doing business in areas lived, etc.

OUTFITTING PG 21
CH 02 OPERATIVES

This cover might have a husband or


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

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

 Basic backup – You are assigned one minor NPC to assist on your mission. For
example: armed gunman 50 (semiautomatic pistol or rifle). Add +5 to the
minor NPC’s score per rank of the purchasing operative.
 Basic group backup – You are assigned a group of 3 minor NPCs (see Basic
Backup, above). This is a typical way to have guards in a base of operations
or to protect and secure an exit location or perform extractions. Still, they’re
only minor NPCs and limited.
 Skilled backup – You are assigned one rank 1 operative as backup. This
backup might be a trained spy, pilot, technician, soldier or something else
entirely. The GM creates the skilled operative or uses a pre-generated
archetype. This is a great way to have a car and driver for fast getaways and
extractions for missions which require it.
 Commando backup – You are assigned 5 commandos. These are minor
NPCs: commando 55 (automatic rifle, semi-automatic pistol, bullet proof
vest, fragmentation grenade). Add +5 to the commando’s score per rank of
the purchasing operative. Purchase this option multiple times to have a large
and well-equipped armed force at your disposal.

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.

STANDARD EQUIPMENT PACKS


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

 Cold Weather Pack – Contains all a survivalist needs to endure the bitter
cold of the arctic. This pack includes such things as sun goggles, skis,
snowshoes, gloves, hat, hooded parka, hand heaters, wool socks, etc.
Used to avoid environmental exposure, couple this with a survival pack for
longer stays in the arctic.
 Demolitions Pack – This pack comes with everything a demolitions expert
needs to set various types of explosive charges (or to diffuse charges set by
others). It includes such things as blasting caps, coils of wire, timers,
various types of sensors, wire cutters, etc. Does not come with explosives.
 Disguise Pack – This pack includes all one needs to perform acts of
convincing forgery and to create convincing disguises (including creation of
latex molds, false facial hair, wigs, etc.).
 Forensics Pack – Contains all that a detective or field forensic scientist
might need for in-field investigations. This includes such things as
fingerprinting brushes, magnification lenses, plastic baggies, field
microscope, tongs for picking up clues, detective’s credentials, etc.
 Infiltration Pack – Contains all a professional burglar might need to pull off
a small heist. This black bag contains such things as a backpack, 30 feet of
nylon rope, rappelling gear, crowbar, climbing pads, grapples, black stealth
suit with gloves and mask, glass cutters, lock picks, etc.
 Medic Pack – Contains all a field medic needs to work his medical miracles.
This pack includes such things as a canteen, flares, surgical instruments
and tools, bandages, hypodermic needles, several doses of common
pharmaceuticals, defibrillator, appropriate professional credentials, etc.
 Operative Pack – All operatives start with this. It consists of standard issue
equipment such a wristwatch, earpiece commlink (1 mile radius),
encrypted cell phone (to call other operatives or back to Command), a
special ID card, and an ID reader which validates the ID cards.

OUTFITTING PG 23
CH 02 OPERATIVES

 Researcher Pack – Contains all a journalist or scientist might need to


conduct research, write whitepapers, document travels, etc. This includes
such things as a portable computer or tablet, briefcase, organizer (with
papers, pens, calendar, contact book, etc.), appropriate professional
credentials, digital camera, etc.
 Science Pack – Contains all a scientist needs to conduct scientific
classifications and experiments. This pack includes such things as a
portable computer or tablet, various types of field lab equipment and
tools, sample containers and vials, various electronic scanners (to scan
flora, fauna, geographic, atmospheric conditions), etc.
 SCUBA Pack – Contains all an operative might need to conduct deep sea
missions. This includes items such as a wetsuit, oxygen tank, gloves, utility
knife, mask, flippers, depth meter, wrist-mount diving light, etc.
 Surveillance Pack – This includes 10 electronic bugs, 5 phone taps, laser
sound amplifier, range-finding binoculars, radio receiver (works with bugs
and taps at 100 yards), digital camera, night vision goggles, etc.
 Survivalist Pack – Contains all an operative should need to survive short
jaunts in the jungle, desert, forest, or marsh. This includes such things as a
backpack, boot knife, machete, 10 days of military-style rations, compass,
collapsible tent, compact sleeping bag, GPS system, mess kit, flares, etc.
 Technician Pack – Many
operatives need this to perform
technical tasks associated with
the technician skill. This
includes nearly everything
needed to make electrical or
mechanical repairs or diagnosis.
This pack includes such things as
a diagnostic computer, digital
oscilloscope, multi-meter, wire,
tools, electrical tape, soldering
iron, etc.

BRIEFCASE FULL OF MONEY


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

PG 24 OUTFITTING
OPERATIVES CH 02

operatives, though clever players might find a way to get


the cash back before reporting for debriefing and returning
the briefcase!

COMMON ITEMS
Although the standard equipment packs cover a great number
of common items, there may be specific equipment the player wants his operative
to have which isn’t covered above. The player may pay for a large number of
professionally-themed items, similar to a standard equipment pack. Such packs
cannot contain weapons (other than those used in a utility fashion, such as a
machete or woodcutting axe). The GM must assess the validity of your requested
pack of common items.

Example: A player wants to be a bounty hunter and wants his operative to have
handcuffs, utility belt, tactical vest, sunglasses, bounty hunter credentials, etc. The
GM decides these are all related and commonly available and approves as a
common items purchase. The player writes “Bounty Hunter Items” at a cost of 3.

EXPENSIVE ITEMS
Some items are either too expensive or too rare for Command to give out in a
standard pack of gear. If a player asks for something not found in the equipment
list but the GM determines it is too valuable to be considered a small part of a
standard equipment pack, he should specify a cost 3 for that item.

Example: A player wants his combat-heavy operative to wear a medieval suit of


chainmail armor. The GM says this is existing technology but is expensive to buy
nowadays and decides it would cost 3 and protect similar to bulletproof vest.

VERY EXPENSIVE ITEMS


Similar to expensive items above, if the GM determines a requested piece of
equipment is either unique or extraordinarily expensive, he should assess a cost of
6 (or even more) for that item.

Example: A player wants his operative to have the world’s most powerful portable
computer. He doesn’t want some commercial-grade notebook; he wants something
that might be built by an accomplished hacker if he had unlimited money to spend.
The GM decides that sounds very expensive and assigns a cost of 6.

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

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

 Ceramic Polymer – The firearm is


made of an alternative cutting-edge
material that won’t set off metal
detectors. This upgrade may be
applied to swords, knives, and other
types of melee weapons as well.
 Concealed spring holster – This is only
used for a pistol-sized weapon. It
conceals the weapon from casual
searches very effectively. When
activated, the pistol is ejected quickly
and neatly into the hand. This
upgrade may be applied to knives, and
other small melee weapons as well.
 Extended magazine – A firearm with
this upgrade has an extra 50%
ammunition payload. For instance, a
submachine gun would have 30 bullets
instead of 20.
 Heavier caliber – The weapon is bored
for a larger specialty bullet and unique
bullets must be purchased and used.
This increases the damage caused by
the bullet by +2 but makes the ammunition difficult to acquire. This upgrade
may be applied to other weapons (even melee), representing a more cutting
edge metal and edging technique.
 Improved sights – These electronic sights are far more accurate, improving
the firer’s chances of hitting foes at long range. A firearm equipped with
improved sights cut penalties for range in half.
 Laser targeting system – This is an accessory for a pistol or rifle. When
switched on, it places a red dot on a target, approximately where the firearm
will place its bullet. This gives a bonus of +10 to hit at short or close range.
 Recognition grip – Electronics in the grip recognize the shooter’s prints and
will only fire for the operative, unless he is wearing gloves.
 Silencer/suppressor – Firearms equipped with a sound suppressor make
much less sound when fired. It attaches to the barrel of a pistol or rifle and
reduces sound and muzzle flash.
 Spare ammo – This allows an operative to have a full spare magazine for one
firearm. Purchase multiple times for multiple spare magazines.

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

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

OUTFITTING PG 27
CH 02 OPERATIVES

 Pepper spray – This canister of spray incapacitates opponents but does no


lethal damage. Range S, Usage 3, Resist STR-20, Effect stunned.
 Stun gun – This weapon delivers a powerful electric shock when pressed
against a foe and activated. Range C, Usage 10, Duration Continuous, Resist
STR-20, Effect paralyzed.
 Taser – Wires shoot out at an opponent and high voltage is applied directly to
his nervous system. A Taser behaves similarly to a stun gun. Range S, Usage 3,
Duration Continuous, Resist STR-20, Effect paralyzed (but target is weakened
for duration even if he makes his resistance check).

GRENADES & OTHER EXPLOSIVES


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

 Fragmentation grenade – These explode and cause 6D damage to the target


and everything and everyone within 1 space of the target. So dangerous is
this weapon that even those who succeed in dodging (DEX-based resistance
check) still take half damage.
 Flash-bang grenade – These devices create a very bright flash of light and a
concussive blast that leaves a tremendous ringing in the ears of those who
hear it. Everyone within 2 spaces of the space where the grenade goes off
must make a LOG check or be stunned 1 turn.
 Smoke grenade – These steel cylinders pop open and unleash large amounts
of colored smoke often used to mask movement, provide basic concealment,
or to signal for air support or quick extraction. Smoke grenades are basically
non-lethal. The amount of smoke, how long it remains, and the effect it has
on visibility are all determined by the GM based on his assessment of the
environment in which it is detonated, but one canister contains enough
reagent to generally fill a 9-space area.
 Incendiary grenade – These grenades explode on impact and create a very
dangerous flash fuel fire. It causes 4D damage to all within 1 space of the
point of detonation (a DEX based resistance check allows someone in the blast
radius to dive for cover and avoid damage). On the turn directly following the
detonation, another 2D damage is sustained. On the final turn 1D damage is
caused and the flash fire burns itself out. Flammable material can catch fire,
causing secondary damage decided by the GM.
 Plastic explosives – not really a grenade, but explosive nonetheless, plastic
explosives are a pliable putty, like Semtex and C-4, used for destroying
structures and creating booby-traps. Plastic explosives are available to the
operative in small packages containing 10 charges, each of which can cause
2D damage. Packing multiple charges together will make one larger charge.
The blast loses 2D of effectiveness per space away from center of blast.
Proper use of plastic explosives requires a demolitions pack.

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

 Offroad Conversion – Removes the -20 offroad performance penalty. If taken


a second time, it boosts offroad performance +10. Can only be taken twice.
 Oil Slick – This upgrade deploys a long stream of oil behind the vehicle. Any
pursuers must make pilot checks to maintain control.
 Performance Boost – This may be purchased multiple times. Each time it is
purchased, increase Performance rating by +5 for on-road driving.
 Remote Control – The operative’s encrypted mobile phone (issued by
Command) can control his vehicle remotely. Cameras in the vehicle relay an
image to the screen of the phone so the operative can guide it as he wishes.
Every other upgrade the vehicle has can be activated through this remote link.
The pilot has a -10 to his skill checks while remotely piloting.
 Security – This adds a retractable top-mounted strobe light system and a loud
audible siren to a vehicle. Additionally, the vehicle has a search light and one-
way doors with a sealed back-seat mobile jail to detain people. The front
bumper is reinforced.
 Self-Destruct – The vehicle can be set to explode, causing a very large and
very destructive blast. Causes 9D damage to the space it hits, half that to
adjacent spaces. Anyone caught in that blast can dive for cover with a DEX-
based resistance check for half damage.
 Sensor suite – The vehicle has a host of various sensors, including radar, ladar,
radio, infra-red, ultra-violet, etc. All sensors work to 100 spaces.
 Smoke Screen – The vehicle can deploy a dense cloud of smoke in its wake.
Pursuing vehicles operators must make pilot checks to drive through and
maintain control. If used creatively near an intersection, pursuers will have no
way of knowing which direction the operative’s car went.
 Speedster – This comes with 10 nitro boosts, allowing a momentary increase
in speed (treat as a +10 performance increase for 1 turn).
 Spikestrip – The operative can deploy a spike strip behind his vehicle. Pilots
of pursuing vehicles must make a pilot check to dodge aside (if possible, based
on layout of road) or the spikestrip will entangle the wheels and/or axels of
their vehicles, bringing them to a stop.

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).

GOOD VS. EVIL


Being kind or cruel isn't about being good or evil; it's about how you treat others. A
focused or unfocused operative isn't about good or evil, it's about how you plan
your operative’s actions. Being honorable doesn't mean you're necessarily good
either (there is indeed honor among certain types of thieves). However, what thief
could survive without being able to be deceitful when necessary?

People have self-will and their actions and choices lead them down a path that can
be good, evil or somewhere in-between. Because of this self-will, an operative is
neither fully good nor completely evil. The concepts of good and evil are not
generally the conflicts depicted in this game.
Although good guys and bad guys exist,
operatives often walk a delicate line between.
Operatives might be called upon to perform
mission objectives with which they disagree.
This should be handled through role-playing
and WIL checks as needed. NPCs who
switch over to the enemy might not be fully
lost... careful role-playing might get them back.

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.

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


00-02 Acrobat +5 per level to DEX checks for acrobatic actions.
03-05 All-around sight Skill check to detect things outside of field of view.
06-08 Blind fighting No penalty when fighting hand-to-hand when blinded.
09-11 Body density Body has DR1. Take multiple times for higher DR.
12-14 Deadly attack Adds +2 to damage from unarmed attacks. Take multiple times
to cause higher amounts of damage.
15-17 Disarm Attack causes no damage but causes foe to drop something in
their hand. If critical success, both hands are affected.
18-20 Hard block Use STR instead of DEX for resistance check (not vs. firearms).
21-23 Hard target Not at disadvantage against ranged attacks.
24-26 Hold Attack causes normal unarmed damage and holds foe. Foe can
break hold with a martial artist skill contest.
27-29 Improved landing Skill check to reduce damage by half if falling or being thrown.
30-32 Insanely cool moves Skill check to look impressive for onlookers.
33-35 Instant awareness +5 per level to LOG checks for surprise. +1 to INIT score.
36-38 Instant stand Instantly get up if prone, no skill check, no multi-action penalty
39-41 Leap attack Attack foe up to half level (in spaces) away, end action adjacent.
42-44 Meditation Each 1hr meditation =2hrs sleep, operative is awake & alert.
45-47 Move-by Attack roll allows sprint (2xMOV) and an attack against a foe
along the way. Sprint and attack are all one roll/action.
48-50 Multiple attacks One extra unarmed attack per turn, no multi-action penalty.
51-53 Multiple defenses One extra resistance check per turn, no multi-action penalty.
54-56 Nerve strike Paralyze limb with attack roll. Critical success causes full body
paralysis. Foe can shrug off effect with STR check on his turn.
57-59 Power attack Each 10% sacrificed in chance to hit, increase damage by +2.
60-62 Power defense Not at disadvantage against melee weapons while unarmed.
63-65 Reverse hold May reverse Hold maneuver with a simple skill check.
66-68 Riposte Make free unarmed attack (no multi-action penalty) against foe
if successfully make DEX-based resistance check (or are missed).
69-71 Roll with the impact Skill check to reduce attack damage by level from unarmed, or
by half level from melee or ranged. Move back 1 space.
72-74 Stun attack Attack causes no damage but foe makes STR check. If he fails,
target stunned. If succeeds, he is dazed. Critical = unconscious.
75-77 Surprise action Skill check, all within 1 space make LOG checks or surprised.
78-80 Suspension Cause state of suspended animation for desired duration.
81-83 Swiftness Add level to MOV score.
84-86 Take down Successful attack causes no damage but knocks foe prone.
87-89 Throw Use on Held foe. Hurl foe 1D/2 spaces, cause normal damage.
90-92 Vivacity Use DEX instead of STR for martial artist score.
93-95 Whirlwind Attack One attack roll damages all foes in adjacent spaces.
96-99 Choose one

MARTIAL MANEUVERS PG 33
CH 02 OPERATIVES

ACROBAT armor. Note that his maneuver may be


Your fighting style focuses on athletic taken multiple times to build additional
maneuvers. With this maneuver, any time levels of damage reduction, maximum DR6.
you make a DEX check to attempt an
acrobatic maneuver, you receive +5 per DEADLY ATTACK
martial artist level. This maneuver adds +2 to the damage
caused by your operative’s unarmed attacks.
ALL-AROUND SIGHT It may be selected multiple times. The
With this maneuver, the operative is aware damage is added to any unarmed attack
of his surroundings at all times. He may against any type of target.
make martial artist skill checks to detect
someone sneaking up behind him or an DISARM
obvious clue outside of his field of view. This attack causes victims to open one hand
This is a second check he may make after and drop something they are holding. If the
failing a normal LOG or detective skill check. attack roll is successful, the attacker names
which hand on his foe is opened. With a
BLIND FIGHTING critical success, both hands are opened.
This is the ability to fight unhindered in total Anything held in a hand that has been
darkness. The operative receives no penalty opened by this attack is dropped.
when fighting hand-to-hand in the dark or in
dense smoke or fog, as long as he is still able HARD BLOCK
to hear his opponent. A martial artist trained in the hard block
maneuver is able to substitute his STR score
BODY DENSITY for his DEX score when making resistance
The martial artist with this maneuver has checks against unarmed attackers or those
hardened his body against damage by wielding melee or thrown weapons. He
building up his muscles and callousing his uses his arms to block the incoming attack
flesh. He is considered to be DR1 against rather than dodge it. Of course, this cannot
attacks. This is in addition to any DR from be used against bullets.

PG 34 MARTIAL MANEUVERS
OPERATIVES CH 02

HARD TARGET INSTANT STAND


The operative has expertise anticipating Any operative can drop prone without using
trajectories and timing of ranged attacks. an action, but the operative with this
He may make himself very difficult to hit. maneuver can stand up again instantly –
Normally, an operative who attempts a DEX- without requiring any type of action to do
based resistance check is at a disadvantage so. He springs up instantly and may still act
against ranged attacks (only allowed to use without any multi-action penalty.
half his DEX). Using this maneuver, the
martial artist is not at a disadvantage to LEAP ATTACK
resistance checks against ranged attacks (he Using this maneuver, an operative can
receives a full DEX check), including against perform a leap and make an attack at the
firearms. same time with no multi-action penalty.
The operative may be a number of spaces
HOLD away from his enemy equal to half his
Any operative can put another operative martial artist level and make an unarmed
into a hold with a contest of martial artist attack against him. He will end his action in
skills, but operatives who know this a space adjacent to his target. He may do
maneuver get the added advantage of doing this instead of or after moving normally.
their normal unarmed damage to the held
enemy each turn the hold is maintained, MEDITATION
until the victim breaks free of the hold (by Not actually helpful in combat, this
winning in a contest of martial artist skill). maneuver allows an operative to enter a
meditative trance. Each hour of meditation
IMPROVED LANDING is equal to two hours of sleep, but an
The operative can slow his fall and spin his operative is aware of his surroundings while
body to land safely. With a martial artist in this state. This maneuver is fairly
skill check he can reduce by half the damage cinematic and some GMs may forbid its use.
sustained by falling or being thrown/hurled.
Of course, this only works if the operative is MOVE-BY
conscious when he lands. The operative can perform a sprint action
and attack during it with no multi-action
INSANELY COOL MOVES penalty. He makes one attack roll. If
The operative makes a skill check and if successful, he sprints (double his MOV) and
successful all other actions performed that is able to attack one target in his path
turn are so impressive in nature that anyone without stopping. If unsuccessful, he moves
who witnesses them (successful or only 2 more spaces than his normal MOV
otherwise) and lives to tell the tale will talk and misses his intended target as he moves-
of what they just witnessed. by him. This only counts as one action
during his combat turn. If the operative’s
INSTANT AWARENESS move allows him to pass multiple
An operative with this ability is harder to opponents, he can make an attack against
surprise than others – he gets to add 5 times each he moves by, but subsequent attacks
his martial artist skill level to any LOG check after the first carry the normal multi-action
for determining surprise. Additionally, his penalty.
INIT score is +1. This awareness is always in
effect.

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 CALCULATE RANK


Rank assists GMs in determining the relative HIGHEST SKILL LEVEL
experience of an operative and is used to balance Level 2-3 +1
Level 4-5 +2
challenges. To determine your operative’s rank, use
Level 6 +3
the table shown at right. It should result in a scale
SECOND HIGHEST SKILL LEVEL
from 1 to 6. Perceptive players will notice you could Level 3-5 +1
total 7 on this table. Achieving ranks beyond 6 are Level 6 +2
not possible within these rules. HIGHEST ABILITY SCORE
50-99 +1
BENEFITS OF RANK 100+ +2
At all ranks, operatives enjoy certain specific benefits
as shown in the table below.

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.

1. POOL EQUIPMENT ALLOWANCE


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

2. SELECT A BASE SIZE


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

BASE OF OPERATIONS PG 41
CH 02 OPERATIVES

SIZE EXAMPLES BONUS* SPACES COST


Small apartments, offices, or warehouse +5 48 15
Moderate house, floor of office building, or manor +10 100 20
Large mansion, castle, multi-level building +15 500 60
Huge building complex +20 1000 110
* Bonus applies to any academics, medic, or technician checks made from within the
base if it has the lab, medic, or workshop features.

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

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

5. MAP IT OUT
Assume that each space is one square on a piece of graph paper and draw your
base of operations so that the GM can get a feel for what you have in mind. In the
event that future action takes place in this location, the GM is going to have to
know how it is laid out.

You can add corridors and courtyard space with GM approval; the space defined by
your building size should be the size taken up by the features installed, not the
complete land area. You can be creative with this; a generator feature could be
separated into two 2-space generator rooms rather than one 4-space generator
room, representing a primary and backup system. Multiple barrack areas could be
joined together to house more men, etc. If you want your grounds to be too large,
the GM may assess a higher cost.

6. ADD VEHICLES AND SUPPORT PERSONNEL


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

PG 42 BASE OF OPERATIONS
OPERATIVES CH 02

FEATURE (4 SPACES) COMMENTS


Barrack Bunks, head, lockers for backup personnel
Bedroom Personal space with bed, dresser, etc.
Comm Center Communications of various types. Secure comms with Command.
Data Center Computer room with sealed system and air filtration
Safe Room Sealed room, supports 2 people 7 days.
Conference Room Area for meetings or extra seating
Dining Room Area for taking meals
Dock* Water vehicle dock and outdoor storage.
Dojo Training and practice area for martial artists
Firing Range Training and practice area for soldiers
Garage* Land vehicle storage.
Generator Room Provides place for Generator upgrade
Greenhouse Sealed area to grow plants and food.
Hangar* Air vehicle landing area and storage.
Holding Cells Holds people securely behind bars.
Kitchen Area for preparing food.
Lab Area to perform scientific experiments or research.
Living Room Comfortable entertainment area.
Medical Treatment area for the wounded.
Security Area for monitoring the base by remote sensors or cameras.
Storage Area for storing items and gear.
Workshop Area with tools and space to work on vehicles or gear.
* More than one 4-space group is needed for larger vehicles:
Motorcycle, jet-ski, etc. ......... 4 spaces Bus, semi, small plane, etc. ..... 16 spaces
Car, jeep, etc.......................... 8 spaces Private jet, helicopter, etc. ...... 20 spaces
Truck, speedboat, etc. ........... 12 spaces Fighter jet or larger ................. 24+ spaces

UPGRADE COMMENTS COST


Long range radar Detects movement over land, sea, or air. Identifies signatures, +3
vectors, speed, etc. Requires Comm Center feature.
Satellite Access to satellite capable of spying on specific locations within +6
Surveillance a specified area. Requires Comm Center feature.
Generator Effectively generates own power, no connection to the grid. +3
Powers 250 spaces of base. Requires generator room feature.
Sealed System Provides atmospheric seal for a base which is in an unusual +9
environment (undersea, underground, in space, etc.)
Remote Location The base is located in a remote or hazardous location expensive +12
to maintain, such as a volcano, remote island, etc.
Secure Room Pick one feature and make it have all the state of the art +3
security features. Retina scan, voice recognition, motion
sensing, infra-red motion detection, etc.

MILITARIZING COMMENTS COST


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

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!

MOVEMENT AND RANGE


This game uses an abstract unit of measurement called spaces. If using miniatures,
a space could be measured in inches, grid squares, or the width of a quarter. The
GM will let you know how far you are from something. For instance, on one map
representing a chemical lab the GM might rule that each one inch square
represents one space; on another map representing larger scale situations (like the
grounds surrounding the chemical lab), he may rule that each one inch square
represents 2 spaces, etc.
 MOV – An operative can move his listed MOV (in spaces). This doesn’t
count as an action and requires no dice rolling.
 Sprinting – Operatives can double their MOV with a DEX check. If
unsuccessful he moves only +2 spaces. Can only be tried once per turn.
 Stealthy Movement – An operative moves at half his normal MOV rate.
 Swimming – An operative can swim half his listed MOV rate.
 Weapon Range – Weapons are ineffective beyond their listed Range.
 Range Penalty – There is a penalty when firing a weapon beyond short
range equal to -10 per range category. For instance, if you have a rifle and
are firing it at a target at long range, you have a -20 to hit.

RANGE MODIFIER SPACES COMMON EXAMPLES


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

FREE FORM RANGE


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

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).

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


FIRING OPTION #BULLETS HIT DAMAGE 2 SPACES 3 SPACES 4 SPACES
Single Shot 1 +0 x1 -- -- --
Short Burst 5 +5 x2 x1 -- --
Long Burst 10 +10 x3 x2 x1
Extended Burst 20 +20 x4 x3 x2 x1
x1, x2, x3, or x4: Multiply damage by this multiplier.
NOTE: For a faster style of play, GMs might assume all bursts are short bursts.

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.

PILOTING SKILL CHECKS


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

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

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

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

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

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.

ESTABLISH RELATIVE DISTANCE


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

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.”).

 Initial Distance: At the beginning of a turn (before initiative is rolled), the


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

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

ESTABLISH CURRENT SPEEDS


Each participant establishes his speed. The GM decides speeds at the beginning of
a chase scene and thereafter the pilot (on his initiative) decides if he wishes to
increase or decrease his current speed. If he changes speed by just one step (cruise
speed to fast speed, for instance), no skill check is required. If he wants to skip
steps, he must make a pilot check.

If the chase is taking place on foot, there is no speed category and instead speeds
are determined by MOV scores. The faster character is able to move faster, period.
Of course, just as a pilot may attempt a skill check to change his speed dramatically,
so too can a runner make a DEX check to sprint (see movement rules). In the end,
the players announce the current speed they’re going. For instance, if you have a
MOV score of 9 and make your DEX check to sprint, you’re going 18 this turn.

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

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.

SIMPLE AD-HOC MODIFIERS


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

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

 Acid – Assume one of three damage grades: mild (1D), moderate (2D), or
severe (3D). Damage is sustained each turn of exposure. In the turn after
exposure ends, receive half damage.
 Dehydration – An operative can go without water for 3 days. At the end of
the third day and each day thereafter he takes 1D dehydration damage
and is fatigued. Each day spent with ample water restores 5 BP of
dehydration damage.
 Environmental/Radiation Exposure – Assume one of three damage
grades: mild (1D/hour), moderate (1D/minute), or severe (1D/turn). While
exposed, an operative is considered fatigued. This includes exposure to
extreme heat, cold, or other environmental effects determined by the GM.
 Falling – For each 10 feet above the ground, an operative suffers 1D
damage when he hits the ground.

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

ITEM CATEGORY COMMENTS BP


1
DR
2

WINDOWS
Typical Simple window on a home or business. 3 0
Durable Solar panels, car windshields, safety glass. 8 0
Reinforced Architectural glass on large buildings 16 5
DOORS
Interior Light wooden construction 25 0
Exterior Heavy duty commercial-grade construction 50 5
Reinforced Security door, blast door, safety door 75 10
WALLS
Interior Typical sheetrock and wood 50 0
Exterior Hard wood or light brick construction 100 5
Reinforced Steel security walls 200 10
PORTABLE DEVICES
Fragile Hand-held electronic device 5 0
Rugged Hand-held rugged device 8 5
Heavy-duty Very heavy-duty device such as firearms. 10 10
DEVICES
Fragile Computers, terminals, light machines. 12 0
Rugged Designed for field work, industrial machinery. 25 5
Heavy-duty Steel reinforced shell, military-reinforced 50 10
VEHICLES
3

Typical Common small and mid-sized civilian vehicles 100 0


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

1
Damage which does not reduce an item to 0 BP may reduce its functionality in
some way determined by the GM.
2
Damage which does not get through DR causes cosmetic damage only.
3
Any time a vehicle takes damage its performance score is reduced by -5 and its
pilot must make a skill check to maintain control.

All of these values represent the material strength of unarmored objects, based on
materials used and the fragility of the item in question. GMs may add armor (DR10,
20, or 30) or may make a device hardened against non-penetrating damage as he
sees fit. Vehicles and building walls belonging to player operatives can be armored
or hardened using the vehicle and base of operation construction/upgrade systems.
When destroying things, consider using plastic explosives. You can combine
charges into one large charge and apply it against DR only once. Using multiple
fragmentation grenades might have similar results but will require more grenades
since each is applied against DR separately. Ten charges of plastic explosives
combined will destroy nearly every entry in the above table, so operatives who
enjoy causing chaos will probably want to use twenty.

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.

 STR – an effect that is to be endured and resisted through pure durability.


Examples: resisting poison, environmental exposure, etc.
 DEX – an effect that is to be avoided through dodging, diving for cover, etc.
Examples: parrying or blocking attacks, diving free of an explosion, etc.
 LOG – an effect that is to be resisted through dramatic intellectual insight,
keen perception, etc. Examples: resisting confusion, flash blindness, etc.
 WIL – an effect that is to be resisted through sheer force of will,
counteractive presence, etc. Examples: resist coercion, great fear, etc.

Some additional considerations apply:

 Shields – although uncommon, operatives carrying around a shield (riot


shield, etc.) receive +20 to resistance checks against attacks.
 Critical Success – only a critical success resistance check can block an
attacker who rolled a critical success on his attack roll.
 Disadvantage – An operative is considered to be at a disadvantage in his
resistance check under any of the following circumstances.
o Opponent attacks you with a melee weapon while you’re unarmed.
o Opponent attacks you with a ranged weapon (arrow, bullet, etc.).
o You are outnumbered two to one or more in melee (2:1).
o You are unaware of the threat. Some examples include: sniper fire
from a distant shadow (and you are not watching for such a
threat), taking a drink of poisoned wine (instead of just taking a
small taste first), etc.
These are examples, others may exist. When an operative is at a
disadvantage, his resistance check is halved. For instance if you are
avoiding a bullet, have a DEX of 50 and have no cover you would need to
roll a 25 or less on D00.
 Taking Cover – Bullets are dangerous, especially since people are at a
disadvantage (see above) against ranged attacks. Smart operatives know
to take cover when the bullets start flying.
o Complete cover – If you have complete cover you cannot be
targeted by a ranged attack. Blasts from rockets, grenades, etc.
may still affect you at the GM’s discretion.
o Inferior or partial cover – If you are behind partial or inferior
cover, you may make a resistance check using your full ability
score against ranged attacks (you are not at a disadvantage).

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

of designated space; “range 0 (line 3)” affects anyone in a straight line up


to 3 spaces away from user. If omitted, assume a range of 0.
 Usage – Defines how often the effect may be used. “1/encounter” means
once per encounter; “1/turn” means once per turn; “1/2 turns” means
once every other turn, etc. If omitted, the effect’s usage is unlimited.
 Duration – Defines how long the effect lasts. If “continuous” and the
operative fails his resistance check, he suffers the effect until his next turn
where he may attempt another resistance check. If omitted, effect is
immediate (like damage from a gun).
 Resistance – Defines which ability is used to avoid or negate all or a
portion of the effect. If “none” then no resistance check is permitted and
the character immediately suffers the effects. If omitted, GM determines.
 Effect – A list of conditions, damage values, special rules, etc. which apply
to a character if he fails his resistance check.

Example: An unlucky operative is hit with a scorpion’s “Sting - duration continuous,


resist STR-20 (poison), effect dazed and slowed”. The poor operative makes a STR-20
resistance check against the poison, if he fails he is dazed (-10 to all actions) and
slowed (half MOV) every turn. Each turn thereafter he may attempt a new
resistance check to cancel both effects.

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.

During operative creation, players are instructed to note English as a native


language, then to make a LOG check. If successful, they may note a second
language (or two more on a critical success). If you need some help spurring on
your imagination, here is a list of the top ten most spoken languages in the modern
world, complete with a handy 1D roll for whatever reason you might need it:

ROLL LANGUAGE SOME COUNTRIES WHERE IT IS SPOKEN


1 Mandarin Most of China
2 English New Zealand, USA, Australia, England, Zimbabwe, the
Caribbean, Hong Kong, South Africa, Canada
3 Hindustani India
4 Spanish South America, Central America, Spain, Cuba
5 Russian Russia, Belarus, Kazakhstan, Tajikistan, Kyrgyzstan
6 Arabic Much of Middle East, Saudi Arabia, Kuwait, Iraq, Syria, Jordan,
Lebanon, Egypt
7 Bengali Bangladesh
8 Portuguese Portugal, Brazil, Macau, Angola, Venezuela, Mozambique
9 Malay-Indonesian Malaysia, Indonesia
10 French Belgium, Canada, Rwanda, Cameroon, Haiti, France

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.

 One Score/Descriptor – A minor NPC has a single score and a descriptor


describing his profession. Any task associated with his descriptor has the
listed chance of success. Any task unassociated with his descriptor has half
the listed chance of success. For instance, “Patrolman 45” has a 45%
chance to spot gang activity or use his Taser on a mugger, but only a 23%
chance to attempt unrelated action checks such as research or thieving.
 Ten Body Points – Minor NPCs have 10 body points.
 Five Initiative – Assume all minor NPCs roll a 5.
 One Attack – A minor NPC can perform multi-actions, but may only attack
once each turn.
 Minimal Gear – A minor NPC only has necessary gear to perform routine
tasks of his profession. Weapons, armor, and other gear should be listed.

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

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

SECURITY AND TRAPS


When someone wants to keep unwanted operatives from
discovering their best laid plans, protect information, etc., they
employ a myriad array of security systems. Thieves are masters of
detecting and disarming security systems (though a scout skill is
required for traps in the wilderness). Security systems are designed
to keep intruders from gaining unauthorized access, examining
contents, interfacing consoles and modifying programs.

Most security is simple in nature: a key is needed to open


a door, etc. Some are more dangerous, designed to alert
authorities, detain an operative, or kill him outright.

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.

CREATING A SECURITY SYSTEM


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

1. Select the security system’s rank.


2. Record suggested notice, avoid and disarm modifiers based on security
system’s rank, adjust or omit as desired.
3. Determine the trigger, if the security system has one.
4. Determine how authorized personnel gain access.
5. Determine the effect of triggering the security system.

SECURITY AND TRAPS PG 63


CH 04 GM GUIDELINES

SECURITY SYSTEM RANK


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

RANK DESCRIPTION NOTICE* AVOID* DISARM*


1 Domestic-grade security system. +20 +10 +0
2 Corporate-grade security system. +10 +0 -10
3 Military-grade security system. +0 -10 -20
4 Government-grade security system. -10 -20 -30
5 Espionage Agency security system. -20 -30 -50
6 World’s leading security systems. -30 -40 -60
* Also list which ability/skill applies.

SECURITY SYSTEM TRIGGER


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

ROLL TRIGGER DESCRIPTION


00-07 Manual By pulling a lever or turning a crank, pushing a button,
opening a door, etc.
08-14 Trip wire Detects people walking past a certain point.
15-22 Pressure sensor Detects someone stepping in a specific location, or an object
resting on (or not resting on) a pressure plate.
23-30 Concealed Effect isn't triggered; it already exists but cannot be easily
spotted because of its placement or obstacles.
31-37 Camera system Cameras generally survey and area and can swivel in place or
are fixed in position. Some have recognition software
detecting people or patterns or the absence of them.
38-45 Electrical sensors Triggered when the current is interrupted. Typically placed on
windows and doors. Can be keyed electro-magnetic sensors.
46-53 Heat sensor Detects heat or the lack thereof.
54-61 Motion sensor Sensing moving people or objects through ultrasonic (or other
wavelengths) signal reflection.
62-68 Light beams Often infrared and invisible to the eye, beams can cover an
area or placed across walkways.
69-76 Light curtain Comprised of visible light or infrared these curtains cover
entire floors, hallways, etc. These sensors are tripped when
the light is broken.
77-84 Sound sensor Detection of sounds, lack thereof or specific types of sounds.
85-91 Logging Designed to detect all access, even authorized. Access is
granted, however it generates a log entry that may be
scrutinized.
92-99 Multiple Roll or choose twice more on this table, representing a
complex trigger. Consider having a higher avoid penalty for
systems with multiple triggers.

PG 64 SECURITY AND TRAPS


GM GUIDELINES CH 04

SECURITY SYSTEM IDENTIFICATION


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

D00 IDENTIFICATION DESCRIPTION


00-07 DNA/Blood The authorized person must place his finger into a reader,
which pricks him and takes a sample of his blood, to identify
him by pH, DNA, or other factors.
08-16 Facial Recognition Cameras with sophisticated software to recognize specific
identities.
17-24 Fingerprinting A scanner which detects and identifies fingerprints.
25-32 ID Card An identity card is worn by authorized personnel. There
may be a magnetic strip or RFID tag that must be scanned.
33-41 Mechanical Key A mechanical key must be inserted into a keyhole to
deactivate/activate security system.
42-49 PIN/Key Code There is a touch panel or keypad which has numbers and/or
letters, and authorized personnel have personal
identification passwords which only they know.
50-57 Private/Public Key Authorization is granted when a corresponding private key
matches the public key.
58-66 Retina/Iris Scan A device which identifies people by the unique pattern of
their retina.
67-74 RFID Implant Authorized personnel are implanted with passive radio
frequency identification tags. Detectors sense the presence
of authorized persons and prevent the security system from
triggering.
75-82 Security Token Small device typically presented with a PIN to authorize
access.
83-91 Voice Recognition An authorized person must speak a password (or their
name, etc.) to be identified. Software confirms the person’s
identity through pattern matching.
92-99 Multiple Roll twice more, representing a complex authorization
system.

SECURITY SYSTEM EFFECTS


Although nearly any effect can be associated with a security system, most are just
designed to prevent access (lock) or alert authorities (alarm). In other cases,
especially in security systems designed by villains to secure their bases from
operatives, they have effects which capture (detain) or even try to kill (harm)
unauthorized personnel.

The table on the following page lists several possible effects, but this list is far from
exhaustive. GMs are encouraged to come up with clever security systems to make
heists, intrusion, and infiltration more difficult and memorable to the players.

SECURITY AND TRAPS PG 65


CH 04 GM GUIDELINES

ROLL EFFECT DESCRIPTION


00-19 Lock Prevents unauthorized entry/access.
20-24 Alarm Sounds audible alarm summoning 1D/2 guards plus rank.
25-29 Alarm Sounds audible alarm summoning barking guard dogs.
30-34 Alarm Silent alarm summons guards, dogs, dogs and guards, police, etc.
35-39 Alarm Sounds audible alarm summoning 1D/2 guards plus rank, one has a
trained attack dog.
40-44 Alarm Mechanical alerting systems such as a chime or bell. PC’s may be
oblivious of its intentions. No other effect, designed to deter.
45-49 Detain Lockdown, all exits to room are sealed.
50-54 Detain Knockout gas fills room (STR resistance check to resist, penalty
equal to -5 per rank of security system).
55-59 Detain Delivers electrical shock causing unconsciousness (STR resistance
check to resist, penalty equal to -5 per rank of security system).
60-64 Detain Personal mechanical trap (bear trap, etc.) contains/captures
unauthorized person (DEX resistance check to pull away, penalty
equal to -5 per rank of security system)
65-69 Detain Pit, slide or sifting floor drops operatives into a secure room.
70-74 Harm Delivers electrical shock causing 1D/2 damage per rank.
75-79 Harm Laser slices through room causing 1D damage per rank.
80-84 Harm One gun turret per rank drops out of ceiling; contains firearm such
as a submachine gun, flamethrower, etc. Each shoots with 75%
accuracy once per turn and causes damage appropriate to weapon.
85-89 Harm Explosion causing 1D damage per rank.
90-94 Harm Arrows, darts, needles with deadly poison tips. 2D per rank (half
with STR resistance check).
95-99 Multiple Roll twice more. Consider a larger disarm penalty for security
systems with multiple effects.

SECURITY SYSTEM EXAMPLES


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

Silent Security System (Rank 1)


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

Electrical Field Deterrent (Rank 5)


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

PG 66 SECURITY AND TRAPS


GM GUIDELINES CH 04

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

ANIMALS
Animals can be used as plot devices, obstacles or something with which the team
needs to directly interact. Animals can be used as-is or modified fairly easily, using
the following process. Don’t forget the animal handling aspect of the scout skill; it
could come in useful in these situations.
STEP 1: Describe the animal in a sentence or paragraph.
STEP 2: Select an animal from the animal templates or sample animals table.
STEP 3: Optionally, adjust the animal to provide special attacks or defenses.

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

TEMPLATE STR DEX BP INIT DR MOV ATTACK


Badger-sized
Plant Eater 10 15 5 1 0 12 45% damage 1D
Meat Eater 15 25 10 1 0 12 55% damage 1D
Dog-sized
Plant Eater 20 35 15 1 0 15 45% damage 2D
Meat Eater 30 45 20 1 0 15 60% damage 2D
Horse-sized
Plant Eater 40 55 30 1 0 14 45% damage 3D
Meat Eater 50 65 40 1 0 15 65% damage 4D
Elephant-sized
Plant Eater 80 45 50 1 5 14 55% damage 4D
Meat Eater 90 55 55 1 5 14 75% damage 8D

SAMPLE ANIMAL STR DEX BP INIT DR MOV ATTACK


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

ANIMALS PG 67
CH 04 GM GUIDELINES

CREATING MAJOR NPCS


There are times when you’ll need to make up a henchman, villain, or another
operative. These are called major NPCs. Unlike minor NPCs, they have all the
normal statistics of a player’s operative. Use the following tables as a guide for
quick & dirty major NPC creation, then give the NPC a name and a descriptor or
two:
ROLL MAJOR NPC ROLE* HIGHEST ABILITY PRIMARY SECONDARY
00-08 The Brick STR Martial Artist Soldier
09-17 The Agent DEX Thief Soldier
18-26 The Thinker LOG Academic Leader
27-35 The Technowizard LOG Technician Academic
36-44 The Commando DEX Soldier Martial Artist
45-54 The Con WIL Thief Leader
55-63 The Hunter LOG Scout Soldier
64-72 The Ace DEX Pilot Technician
73-81 The Planner WIL Leader Detective
82-90 The Ninja DEX Martial Artist Thief
91-99 The Bodyguard WIL Leader Soldier
* The named role is descriptive and has no impact on game mechanics other than to help
your imagination as you build and play the major NPC.

RANK ABILITIES SKILL LEVELS LIFESTYLE EQUIPMENT


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

 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.

PG 68 CREATING MAJOR NPCS


GM GUIDELINES CH 04

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.

ROLL ORGANIZATION LEADERSHIP #MASTER VILLAINS #LOCATIONS


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

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

ROLL ORGANIZATION PURPOSE


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

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.

ROLL ORGANIZATION LOCATION


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

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

ROLL ORGANIZATION DESCRIPTOR


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

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?

ROLL MASTER VILLAIN TYPE COMMENTS


00-12 Celebrity / Dilettante Fame and wealth can be dangerous things
13-24 Criminal / Terrorist Mafia kingpin, drug lord, terrorist leader, gambler,
etc.
25-37 Cult Leader Religious, social, or economic leader figure
38-49 Operative / Spy Assassin, burglar, hacker, rogue agent, etc.
50-62 Politician / General Ambassador, military commander, warlord, dictator,
etc.
63-74 Scholar / Visionary Faith and fanaticism, misguided brilliance
75-87 Scientist / Technologist Genius ahead of the science/technology curve
88-99 Serial Killer Assassin, murderer, killer, etc.

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.

ROLL MOTIVATION COMMENTS


00-04 Bigotry The villain hates a specific race, group, or belief.
05-09 Chaos The villain seeks a world in a state of anarchy and chaos. He
doesn’t seek to rule, he seeks to be unruled.
10-14 Control People cannot be trusted to do what is right, they should never
have been given free will. Only he knows what is best for all.
15-19 Curiosity The truth is out there and this villain seeks it.
20-24 Desperation A dangerous man is one who believes he has nothing to lose.
25-29 Equality Seeks to level the playing field because he believes someone or
some group has an unequal advantage.
30-34 Evil Murder, hate, rage, lust, etc. are tools of choice. Evil is real to this
villain, and he serves it with an open heart.
35-39 Fanaticism Villain is convinced with a level of fanaticism that what he is doing
is divinely correct and cannot fail.
40-44 Evolution Humans are weak and inferior and must be improved through
cybernetic, psychic, and genetic manipulation.
45-49 Gloom Nobody understands his darkness, they must be made to
understand him and his depth of despair.
50-54 Greed Passionate need for money or some other thing. He has a hole in
him that he keeps trying to fill and nothing is enough.
55-59 Immortality Villain wants his name to live on through the ages. Or perhaps he
seeks eternal life for real.
60-64 Insanity The villain totally insane. He may suffer from any number of
psychological maladies which drive him to villainy.
65-69 Superiority The villain seeks to prove to the world that he is the most brilliant
mind of the modern era. He engages in complex plots that only
his mind can fathom, thinks of every contingency. He revels in his
genius.
70-74 Acceptance The desire to be accepted or loved.
75-79 Power He doesn’t care if he rules because he’s respected or because he’s
feared. The world must bow down to his rule.
80-84 Mischief A villain with a sense of humor. Primarily motivated by a desire to
cause trouble , he does things because it’s fun.
85-89 Renewal The social, political, and economical world is flawed and must be
recreated anew, no matter the cost.
90-94 Peace History has proven to this villain that peace is unattainable
because it leads to conditions which are catalysts for war. He
seeks peace for the world, even if he has to kill to achieve it. The
ends justify the means.
95-99 Revenge Retribution or vengeance because of something that happened in
the past.

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.

ROLL POWER BASE COMMENTS


00-09 Economic The villain possesses amazing reserves of money. Whether this is
wealth from backers, victims, tax revenue, or corporate success, the
primary base of power is money. Whoever said money can’t buy
happiness didn’t have this villain’s wealth.
10-19 Faithful This villain’s primary form of power is that those who work for him
followers are zealots. They will die for him.
20-29 Military This villain has an army. He has power because he can take it. A
support legion of soldiers and a million tons of mechanized firepower can
help any villain achieve his motivations.
30-39 Political A villain with this type of power might be in charge of a third world
power nation, or might be a powerful politician or dignitary. The pen is
mightier than the sword, and the flag is mightier than the pen.
40-49 Legal power This villain has power because he is the law. He might be a
policeman, a detective, or might have sway over some other body in
charge of making and enforcing laws.
50-59 Power of the This villain has sway over what is reported, who is blamed, and who
press is praised. Controlling public opinion is the first step towards many
forms of oppression, and this villain knows it.
60-69 Technical This villain has all the technological toys you can imagine. Super-
superiority science gadgets may be in use even by his minions.
70-79 Secrets This villain is dangerous because of what he knows. His power base
is built upon layers of secrets, blackmail, subterfuge, and
information.
80-89 Layers of This villain is powerful because he plans for it. He has built
plots and contingencies for everything, always has a plan B, and knows
plans exactly what he’s doing, even when the operatives think they’re in
control of the situation they soon discover they’ve been playing right
into the villain’s plans all along.
90-99 Personal This villain’s power base is built by his own two hands. Even if he
ability and has minions, this villain knows that if he wants something done right
skill then he better take care of it. If the villain gets involved in direct
confrontation, he will likely beat the operatives.

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

ROLL MASTER VILLAIN DESCRIPTOR ROLL MASTER VILLAIN DESCRIPTOR


00 Absent minded 50 Impulsive man of action
01 Acts benevolent, helps the community 51 Is a celebrity who faked his death
02 Albino or other physical deficiency 52 Is a twin… yes, there are two of him
03 Always dresses in an expensive suit 53 Is always eating something
04 Always has a beautiful woman on his arm, 54 Is always strapped into an explosive vest, and
marked with the same scar will arm it if he’s in danger.
05 Always has a deck of cards 55 Is morbidly obese
06 Always has a sucker 56 Is very old but surprisingly spry
07 Always has an escape plan 57 Leaves behind signature symbol or item
08 Always has to be doing something with his 58 Humiliates enemies before crushing them
hands, rolls coin, etc. psychologically.
09 Always has to rhyme. 59 Likes to monologue, revealing plans
10 Always waits 5 seconds to carefully 60 Likes to wave dismissively at things he finds
consider his words before responding unimportant, including operatives
11 Always wearing body armor 61 Lives in a castle
12 Always wears a certain color 62 Lover of games of strategy or chance
13 Always wears riding boots, carries a riding 63 Makes important decisions with a toss of a
crop, but doesn't have a horse coin
14 Always wears sun glasses 64 Master of disguise, difficult to detect
15 Believes he’s an ancient villain reincarnated 65 Might be a clone
16 Believes in aliens. Might even think he’s 66 Missing an eye/hand, has many types of
working for them. prosthetics for it
17 Cannot speak, uses a computer-aided voice 67 Nobody meets him in person, ever
18 Claims credit for other people's good ideas 68 Obsessed with appearance, especially hair
19 Collects unusual things 69 Obsesses over cleanliness, afraid of germs
20 Demands you address him as "Lord" 70 Overconfident and boastful
21 Disfigured Face 71 Partial prosthetic body part
22 Does a little dance when he's successful 72 Partially cybernetic
23 Doesn't let people see his face, and kills 73 Physical handicap (wheelchair-bound, one
those who see it armed man, etc.)
24 Doesn’t plan, poor strategist, good tactician 74 Prefers to hang people
25 Drug addict, doesn't care who sees 75 Propaganda expert, always comes off clean
26 Enjoys arson, both watching and causing it 76 Refuses to carry weapons, relies on minions
27 Extra sneaky, appears out of nowhere 77 Refuses to harm the elderly
28 Extraordinarily tall and thin 78 Relies on a psychic advisor, tarot reader, etc.
29 Fond of art and poetry 79 Strange ability to deduce all from basic clues
30 Fond of duels 80 Social chameleon
31 Gentleman demeanor hides a corrupt 81 Speaks very slowly, and very deliberately,
decadent nature often repeating himself for emphasis.
32 Hands-on, likes to get involved personally 82 Speaks with a very heavy foreign accent
33 Has starkly alarming eyes 83 Strongly religious, despite villainous ways
34 Has a dungeon. An actual dungeon, 84 Studies cartoons, they define the human
complete with torture equipment, etc. condition
35 Has favored minion he treats like son 85 Treats enemies like honored guests
36 Has a god complex 86 Treats his minions like family
37 Has a lot of hair and runs hand through it 87 Has an unusual and very memorable laugh,
when frustrated And uses it at inappropriate times
38 Has a pet cat, dog, bunny, or something 88 Uses a sword, and is good with it. Might
else oddly cute even be an Olympic-level fencer.
39 Has a pet snake, lizard, spider, or 89 Uses guns that are way overkill, or arms
something else repulsive His henchmen with heavy weapons.
40 Has a soft spot for sports cars 90 Uses innocent bystanders as shields
41 Has a special weapon made just for him 91 Uses jargon specific to profession
42 Has ADHD 92 Very superstitious
43 Has an extreme phobia 93 Was a child celebrity
44 Has an offensive smell and doesn't do a 94 Was exiled from home country, and either
thing about it harbors great hatred or sadness over it.
45 Has been responsible for many wars 95 Was made, not born
46 Has had so many identities he forgets 96 Wears a uniform of an army that no longer
which is real exists
47 Has to clear decisions with "mother," and 97 Wears glasses, always pushing them up on
nobody knows who “mother” is. his nose
48 He is not what he appears to be 98 Wears shirts with clever humorous phrases
49 His depths of melodrama are a bit over the 99 Won't harm children
top

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).

ROLL NUMBER OF HENCHMEN HENCHMEN AVERAGE RANK


00-24 No Henchmen n/a
25-49 1 Henchman Highest player operative rank +1*
50-74 2 Henchmen Average player operative rank +1*
75-84 3 Henchmen Average player operative rank
85-94 4 Henchmen Average player operative rank
95-99 5 Henchmen Average player operative rank -1*
* No henchman’s rank may be below 1 or above 6

Building Henchmen: When building henchmen, try to make them larger-than-life.


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

6. MINIONS
Roll on the minion table to determine who works for this evil mastermind. What
master villain would be complete without his army of mooks and goons? The result
of this table often becomes the primary type of encounter within missions dealing
with this villain.

This table will provide you with the value to be used for the minion’s minor NPC
score. Additionally, it will let you know how well equipped the minion is and how
many comprise a standard minion encounter. Each henchman normally has a
standard minion encounter worth of minions. The master villain himself often has a
double-dose of standard minion encounters. A villain’s base is normally equipped
with three of these standard minion encounters as patrols and security guards. You
should build your minor NPC stat block now, when rolling on this table.

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.

1. MISSION SCOPE NUMBER OF


Roll on the table at right to determine the ROLL AREAS SCOPE OF MISSION
number of areas in which the adventure will 00-09 2 areas Short assignment
take place. Areas are like acts in a play, 10-59 3 areas Typical mission
scenes in a movie, episodes of a television 60-89 4 areas Large assignment
program, or chapters in a story. 90-99 5 areas Epic-sized

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?”

ROLL SPECIFIC AREA EXAMPLES


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

3. DETERMINE AREA DESCRIPTOR


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

CREATING MISSIONS PG 79
CH 04 GM GUIDELINES

ROLL AREA DESCRIPTOR ROLL AREA DESCRIPTOR


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

PG 80 CREATING MISSIONS
GM GUIDELINES CH 04

4. DETERMINE AREA OBJECTIVE


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

ROLL AREA OBJECTIVE DESCRIPTION


00-04 Activation Activate or deactivate something: computer, bomb, machine,
some kind of doomsday device, defense system, etc.
05-10 Cessation Stop something that either is about to happen, or is in process
now. Examples include wars, revolutions, political coups, etc.
11-15 Collection One or more needed items, animals, or people must be located
and collected.
16-21 Communication Operatives must establish (or re-establish) communication with
another person or group. This may require interrogation,
seduction, persuasion, or deception.
22-26 Confiscation The characters have to take something that is in the possession
of someone (or something?) else. Perhaps this is the classic
concept of trading briefcases, or might be a heist or burglary of
some kind.
27-32 Creation Build or assemble something with materials on hand. Examples
include communication or defensive arrays, etc. Random events
might be necessary to create dramatic situations.
33-37 Desertion Flee from this area. The characters might have to sneak, sprint,
coerce, or fight their way out of the area.
38-43 Destination Cross or pass through an area. In a twist, there might be
multiple destinations without knowing which path is correct.
44-48 Destruction Something must be broken, blown-up, or caught on fire, etc.
49-53 Elimination Defeat someone. Elimination doesn’t necessarily mean kill – it
may mean you must capture, bind, arrest, or disarm them.
54-58 Exploration An area where nobody has ever been or has not been for a very
long time. This might be a path to uncovering hidden truths.
59-63 Information Learn some fact(s): evidence to solve a mystery, acquire secret
plans, record someone’s appearance, find someone, etc.
64-68 Liberation Liberate a person or group by force or stealth… or help to edify a
person or group to perform their own self-liberation.
69-73 Protection Protect someone or something, guard duty, root out an
assassin, deliver something valuable, protect from invasion, etc.
74-79 Relation Settle/create a dispute, deliver a treaty/threat, or affect the
political climate of a region.
80-86 Salvation Rescue someone who has been captured or is in some way
difficult to reach and difficult to save.
87-92 Sanction Law has been broken or a rule violated, operatives must arrest,
punish, or enforce.
93-99 Survival The operatives must survive against adversity to achieve success
in this area. Survival should be very difficult, against odds.

CREATING MISSIONS PG 81
CH 04 GM GUIDELINES

5. DETERMINE AREA OBSTACLE


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

D00 AREA OBSTACLE DESCRIPTION


00-04 Against the Accomplish objective in a short amount of time, requiring creative
Clock thinking on the part of the players.
05-10 Captured One or more operatives are captured and must escape while still
trying to meet their objective.
11-15 Easy Mistake Present a situation where the obvious choice isn’t the correct one.
It would be easy for them to make the wrong choice, side with the
wrong combatant, help a bad guy, etc.
16-21 Endangered There are innocent people that are endangered… players have a
Innocents moral choice to make: pursue the objective or save/aid the
innocent people.
22-26 Enemy Either NPC minions or fewer major characters trying actively to
Character(s) prevent operatives from their objective.
27-32 Enemy Animals are everywhere - or perhaps operatives are being stalked
Animals(s) by one animal or a small pack.
33-37 Limitation The operative’s gear is limited or lacking; they must improvise or
obtain what they need. Budget cutbacks?
38-43 Have to Go The path through this area to achieve the objective has a major
Around physical obstacle preventing passage.
44-48 Outgunned Force is not the answer, fighting would mean death, yet the NPC
force that wants them dead isn’t going to stop. How do the
operatives handle such impossible odds?
49-53 Hostile The environment itself is lethal with deadly plants, toxic air,
Environment pitfalls, loose footing, quick sand, lava beds, etc.
54-58 Infection Avoid being afflicted with an effect or disease while trying to
accomplish the objective… or operatives seek vaccination!
59-63 Lost Navigate a labyrinthine area which slows the operatives down
while trying to accomplish their objective.
64-68 Middle of Something big takes place in the area, all around the operatives. It
Things gets in the way of their objective. Examples: war, revolution,
competition, celebration, etc.
69-73 Mistaken Mistaken for someone else or another group. Could be criminals, a
Identity child considering them guardians, etc.
74-79 Morale Because of a past problem or one they just endured, begin
Problems suffering from low morale. One operative might start bickering,
holding grudges, etc. Party combat is possible.
80-86 Death Trap The master villain traps the operatives and ensures certain
impending death, but then leaves to go enact his plan. They must
survive and escape in time to stop him.
87-93 Persuade An NPC who is vital to the area’s objective in some way must be
Other persuaded to help.
94-99 Unnatural Caused by someone using a force that has enormous
Disaster repercussions. Possibly a doomsday device.

PG 82 CREATING MISSIONS
GM GUIDELINES CH 04

MISSION CODE NAME


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

D00 CODENAME D00 CODENAME D00 CODENAME


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

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.

MISSION CODE NAME PG 83


CH 04 GM GUIDELINES

PG 84 MISSION CODE NAME


SECTOR CH 05

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.

One large threat facing this region by SECTOR


(in coordination with German BND, French

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.

The Tokyo branch of SECTOR operates extremely independently. Coordination with


the government of Japan or the intelligence agencies of surrounding nations is
limited or undisclosed. This apparent level of independence and isolationism has
led others to question their alignment to the overall cause of SECTOR. Its leaders,
however, maintain that their efforts to battle terror and oppression are indeed
aligned, and insist that their operatives are just less clumsy and overt,
accomplishing their missions from the shadows.

SECTOR 4: NEW DELHI


In the exotic capital of the Republic of India is the SECTOR Command headquarters
responsible for the region of the world close to the Arabian Sea and the Bay of
Bengal (Pakistan, Afghanistan, Nepal, Bangladesh, Saudi Arabia, etc.). This is a very
large region, and its operatives are well known to be fiercely independent, often
having to work with local arms dealers, resistance groups, mercenaries, and
contacts. They are a very resourceful lot, and local SECTOR Command seems more
lenient with operative unsanctioned gear than in other locations.

In recent times, with the political and military turmoil in many eastern nations, the
New Delhi office has fallen on hard financial times. A recent controversy over
mishandling of security during the visit of a foreign ambassador has caused the
Director’s seat to become vacant. As the Beijing office (geographically the closest)
is overburdened with the search for a CITADEL base in Mongolia, SECTOR 4 has
accepted outside assistance from RAW (Research and Analysis Wing, the Republic
of India’s external intelligence department), and some say they are now under full
control of this bureau. The local SECTOR Assistant Director has also been removed
from office, and an interim Director (the recently appointed Joint Secretary R D
Malik) is running local operations remotely from the RAW headquarters.

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.

SECTOR 6: NEW YORK THE NAME OF SECTOR 6


The original SECTOR is the oldest and largest It is known that SECTOR is an
headquarters and is 2nd only to Brussels in the acronym, but that acronym is either
number of operatives trained for field work. still kept secret or has been lost
over the years. When a secret is
Operatives stationed here typically carry older kept so long, this happens. But why
technology. Some say it limits their is the first headquarters called six
rather than one?
effectiveness while the operatives of New York
say “they don’t make it like they used to.” The The existence of SECTOR had to be
truth is far less obstinate: during the years secret in its early days, and one of
following the terrorist attacks in 2001, SECTOR its secrets had to be its scope. How
many SECTOR Command HQs were
Command decided to divert all discretionary
there? If someone stumbled upon
funds to public relations and to bolster up their the existence of SECTOR 6 they
international standing, in attempts to gain would likely believe there to be at
public acceptance as an international power. least 5 more, perhaps dozens. This
Operatives of SECTOR 6 wear their under- obfuscation worked for many years,
funding as a badge of honor that they are able but today there are many SECTOR
to accomplish as much as other headquarters Command bases located all around
without nearly as many expensive toys. They the globe and their numeric
accomplish it through application of intellect, references are more or less
arbitrary.
dedication, and training.
Of course, the numeric references
The founders of SECTOR used a shipping might not be random at all; they
company as a front, Croft Mercantile may be just another layer of
SECTOR secrecy.
Company. They built their headquarters deep
underground and have tunnels connecting to

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.

This branch has the longest standing


relationship with outside enforcement
agencies. The New York Police Department,
Department of Homeland Security, and
Central Intelligence Agency employees
have been welcomed to train in the
auspicious underground training
facility on Sub-Level 6. However, the
Federal Bureau of Investigations
repeatedly attempts to claim authority
over SECTOR 6 and often tries to impose
oversight into operative’s field activities.
SECTOR Command denies such authority
exists, and so a small amount of friction exists
between the FBI and SECTOR 6.

HOW DID SECTOR GO PUBLIC?


In the months directly following the terrorist activities on September 11, 2001, the
government of the United States was desperate to find and punish those responsible. They
reached out to other nations, and also to SECTOR (which they knew existed, but never
interacted with on a friendly basis). SECTOR responded well, and was instrumental in the
years which followed in helping bring those responsible to justice.

During these years, SECTOR slowly became more trusted and eventually made agreements
and alliances of various sorts with world governments throughout the globe. In some
locations, these alliances were difficult and dangerous, though in others they were strong
and well-respected by all parties. SECTOR became a world power.

With the outrage over September 11 waning and giving way to solemn memorials and
lessons learned, SECTOR’s agreements with various world governments have never been so
delicate. The shadow nature of the war they fight means that others don’t know how
instrumental SECTOR is to world peace and prosperity. It was time for that to change, and
that is why SECTOR now holds public command headquarters (proudly displaying its name, in
some locations) and maintains a public relations department, and is why operatives who
behave in a manner which causes SECTOR embarrassment is dealt with swiftly and quietly by
SECTOR command.

SECTOR HEADQUARTERS PG 91
CH 05 SECTOR

Operatives of SECTOR 6 are allowed to live on-base beneath Croft Mercantile


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

INTERNAL STRUCTURE OF SECTOR 6


SECTOR 6 is organized similarly to a large corporation rather than an intelligence
agency. At the top is President Croft, a title more than a name. All presidents of
SECTOR 6 have their identities erased and are given the name Alexander or
Alexandria Croft. The current President Croft is a former Navy Seal and 9-year field
operative who earned his seat at the expense of losing both his legs on a mission.
Beneath him exists the Vice Presidents of Finance, Operations, Quality Control,
Human Resources, Logistics, and Marketing. These departments aren’t exactly
what one would expect from a mercantile company.

The Vice President of Finance manages the money for SECTOR 6. The role currently
belongs to Jules Vaughn, whose money laundering skills are unmatched. This
department also takes care of procurement of gadgets, vehicles, weapons and
defenses for field operatives and finds ways to clean the money and merchandise
operatives bring back from missions. And they pay the electric bill. There are only a
few dozen members of this department, who mostly occupy desks or work in tech
labs.

The Vice President of Operations is in charge of managing Handlers (the common


term for those who manage teams of operatives). This role currently belongs to
Maggie Strauss, who has no compassion for mission failure and no tolerance for
slow-witted people. Operations is by far the largest department; because of the
high mortality rate of field operatives it has to keep staffed at high levels. This role
and department set security clearance levels and compartmentalize tasks among
various Handlers’ teams to prevent anyone from being able to know things for
which they lack the proper need-to-know. Player operatives typically work for this
department, reporting to a Handler (who has the title Assistant Director) who in
turn reports to a Regional Director who reports to the Maggie herself.

The Vice President of Quality Control is actually in charge of an internal auditing


and oversight group. It was set up by President Croft to prevent corruption, theft,
and dishonesty on the part of operatives and Command. This role is currently held
by Dr. Georgia Hall, a short overweight disheveled woman whose shrewd efficiency
with everything but her appearance has earned her this position. She and her QC
Inspectors work hard to keep operatives out of jail and protected from various
enemies they’ve made while on missions for SECTOR, but also mete out judgment

PG 92 SECTOR HEADQUARTERS
SECTOR CH 05

and sanctions against those same operatives they protect when behavioral missteps
are particularly egregious.

The Vice President of Human Resources is in charge of recruiting, training, and


helping to solve domestic issues for field operatives. The role currently belongs to
Richard Southwood, a well-kept British middle-aged man who takes a direct role in
dealing with those he recruits. He used to be a field agent who specialized in
persuasion, charm, and seduction. Now he uses those talents convincing good
candidates to give up their civilian lives and come to work for SECTOR. Even though
this department is fairly small, it touches every operative personally and helps to
provide counseling and hospitalization for operatives once they’re home from
missions. Vice President Southwood and his team does an excellent job convincing
people that they matter.

The Vice President of Logistics is in charge of more than


just a transportation, shipping, and receiving group. This
is the most militant wing of the organization. They
operate out of a corporate front company called Titan
Transport Services, a subsidiary of the Croft
Mercantile Company. Under this guise, titan
teams are highly trained and able to extract or
deliver operatives to objective areas, contain
situations, and to defend the free world with
strategy, tactics, training, and courage. If an
operative from SECTOR 6 requests military
support or is outfitted with commando backup
for a mission, it is likely coming from a titan team.
The role of Vice President currently belongs to James
Goddard, an aged veteran three star general from
the U.S. Army. He and his department enjoy some
level of separation from the rest of SECTOR 6, which
suits James just fine; he hates politics.

The Vice President of Marketing is a newly held


position since 2001. It exists to make sure SECTOR isn’t
viewed negatively in the press or by other intelligence
agencies. It has a large budget, and maintains a network of spies and informants in
nearly every company devoted to newspaper, magazine, television or radio. It was
originally designed to ensure SECTOR never has to hide from other intelligence
agencies again, but has evolved into a powerful propaganda and information
gathering network nightmare for Quality Control. The current V.P. of Marketing is
Ulrich Reinhardt, though that is likely not his real name since there appears to be no
hint of German in his genetic makeup. He acts as if he is above reproach, above
oversight, and above the law, and his department’s efforts may have been the red
flag that brought the FBI into conflict with SECTOR 6.

SECTOR HEADQUARTERS PG 93
CH 05 SECTOR

SECTOR 7: SAN DIEGO


Located on an island in the Pacific Ocean, off the
coast of sunny southern California (and
immediately adjacent to the Mexican border)
stands an epic-looking domed building with
great columns, designed in a Greek
architectural style. The island was donated to
SECTOR Command by a wealthy billionaire
whose life was forever changed when he
became enfolded in a CITADEL plot, only to
be rescued by operatives of SECTOR. The
building was expensive and was to become
a central headquarters for all of SECTOR.
However, it was infiltrated and its command
structure destroyed from within by a unified
force of enemy organizations (CITADEL at the
command). SECTOR reclaimed the island and rebuilt
the building as a monument to what it was to be, but
disbanded the concept of ever having a single central
headquarters.

Most San Diego field operatives have never set foot


on the island; it is a fortified Archive. Information is
stored here, both digitally and physically, about
nearly every SECTOR investigation to date. The
United States Central Intelligence Agency, as well as Mexico’s National Security and
Investigation Center, has access to certain portions of the Archive, and in exchange
for this they provide additional armed protection of its contents. Some say that
deep beneath the surface of the domed island fortress exists a deep tunnel with a
myriad of side-chambers branching off from it, where dangerous technology and
wealth are protected, to keep them from falling into the wrong hands. Some even
whisper that the worst punishment SECTOR can impose on a rogue field operative is
solitary confinement in the oubliette – cast away in the depths of the Archive,
SECTOR’s only prison.

The actual field office in San Diego exists in an office building complex on Scranton
Road, where all businesses are actually fronts for this espionage agency’s various
bureaus. Its operatives are mostly attractive, tan, and speak Spanish and English
natively. They are often criticized as being soft by other operatives, since many of
their missions involve body guarding touring dignitaries and royalty from other
countries. Of course, these allegations are inaccurate; SECTOR 7 operatives often
deal with drug lords, human traffickers, organized crime, and plots by foreign
nationals entering the country through Mexico.

PG 94 SECTOR HEADQUARTERS
SECTOR CH 05

SECTOR 8: SAO PAULO


High level operatives and command personnel are secreted here via Rio de Janeiro,
typically as honeymooners or business travelers. The prominent hotel hosts
conferences where operatives attend only to disappear to the bowels of the hotel
where they are ushered to the SECTOR Sao Paulo facility via an underground tunnel.

Due to the cultural melting pot of this region, operatives of SECTOR 8 are all trained
in many languages and cultural etiquettes. They work closely with ABIN (Brazilian
Intelligence Agency), however no ABIN agent has ever set foot on SECTOR soil. To
this day the directors of SECTOR 8 and ABIN are good friends after cooperatively
taking down the corruption of SNI (the organization which preceded ABIN) many
years ago. The replacement of this older and corrupt organization resulted in the
disbanding of several hundred trained espionage agents. These agents embedded
themselves in the military and various criminal organizations of the region and have
been a thorn in the sides of ABIN and SECTOR 8 ever since.

SECTOR 9: ISTANBUL
Centrally located near the Black and Mediterranean Seas, operatives
of SECTOR 9 track the movements of CITADEL, who tend to use
the surrounding area’s instability as a cover for their
operations. Many suspected CITADEL
operation centers are known but none have
been confirmed. SECTOR 9 operatives are
very violent individuals, well trained in
killing and warfare. This is necessary,
because this region has the most direct
hostile conflicts with CITADEL agents and
their associated organizations than any
other SECTOR Command center.

The National Intelligence Organization of Turkey


(MIT) has historically had a very open relationship
with operatives of SECTOR 9. Recently a new head
of MIT has let his pride get in the way of cooperation
and has forbidden his agents from working with
SECTOR operatives, even going as far as denying the
sharing of information.

Due to the location there is an equal amount of air, land and sea craft available to
field operatives. In addition, the SECTOR headquarters is an amazing undersea
facility that is connected to the mainland by an undersea tube large enough to drive
a semi-truck through. Carved into the side of rift at the bottom of the Black Sea, this
base of operations is aptly called Atlantis.

SECTOR HEADQUARTERS PG 95
CH 05 SECTOR

SECTOR 10: MOSCOW


The once well-funded and insanely powerful KGB of the cold war era is today
disbanded, but its former agents and bureaucrats still exist. They continue their
opposition to Western ideals and protection of their mother country, but do so as a
private organization funded by obscure but wealthy sources. Whoever holds the
purse for the new and improved KGB pulls the strings on one of the most dangerous
collection of men and women any intelligence agency has created. This new
organization, whose name is still the same as it always has been, is often called the
“K-G-Used-To-B” by opposing forces.

SECTOR 10 exists in a large warehouse near the airport on the outskirts of Moscow.
Like many headquarters, much more of it exists beneath the ground than above it.
Its operatives are highly trained in counter-espionage, and specifically aligned
against the machinations of the new privately funded KGB. This is because they
know the truth: the KGB is now a CITADEL organization, and it is only SECTOR 10
which keeps it in check. Whether chasing down enemy agents in the streets of
Moscow, infiltrating rebel organizations funded by them, or dealing with their
subversive plots to extend influence over the Western cultures, SECTOR 10 is there:
an unceasing presence in the shadows of government opulence and the trenches of
violent civilian squalor. Moscow field operatives are dedicated and tireless in their
cause and not afraid to do what it takes. Although often criticized as lacking moral
judgment in pursuit of justice, Moscow operatives believe in the “end justifies the
means” as a modus operandi.

Surprisingly, this is the only SECTOR Command headquarters that was unplanned.
Due to the growing threat of ex-KGB operations and freedom fighting groups in
countries once held together by the U.S.S.R. (as well as the growing existence of
several legitimate private paramilitary and intelligence companies of the region),
the United Nations asked SECTOR to build its headquarters in the region and
provided partial funding. The entire construction process was rapid, because
SECTOR already had a clandestine presence in the area that it kept secret from the
United Nations. The government of Russia conceded to the U.N. request in an
effort to show transparency, and provided additional funding. The catalyst was a
botched military response to a school hostage situation in 2004 that resulted in the
deaths of hundreds (many were children). The Ingush and Chechen separatists
allegedly responsible for the massacre can also be seen as responsible for the
consolidation of power in the Kremlin, the strengthening of the military and
political capabilities of the President of Russia, and for the establishment of SECTOR
10.

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.

TITLES RANK TITLE ABBR


In order to categorize operatives, 1 Recruit RT
SECTOR Command assigns rank titles. 2 Junior Operative JO
These titles are often used like a 3 Operative OP
military rank. These ranks appear on 4 Senior Operative SO
5 Master Operative MO
the identity cards given them in their
6 Command Operative CO
operative packs.

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

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

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

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

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

37, 45, 58, 61


Croft Mercantile Company ... 90,
effects ...... 28, 59, 60, 63, 64, 66
electronics ............................ 16
G
92, 93 endurance ............. see strength gadgets .......... 20, 25, 26, 89, 92
crossbow ............................... 27 enemy organization3, 69, 70, 73 plausible gadget ............... 26
crowbar ................................. 23 engineer ....... 16, see technician improbable gadget........... 26
cuts to the bone .................... 46 entertainment....................... 21 super-science gadget ....... 26
entrepreneur . see businessman game master . 3, 1, 3, 7, 8, 9, 10,
D environmental exposure
............................. 23, 58, 59
11, 13, 14, 16, 21, 22, 23, 25,
26, 28, 31, 32, 33, 35, 38, 39,
D/2 .......................................... 2 equipment allowance 40, 42, 45, 46, 47, 48, 49, 51,
D00 .......................................... 2 5, 6, 7, 20, 21, 22, 31, 40, 41, 52, 53, 55, 56, 57, 58, 59, 60,
damage . 2, 3, 10, 17, 19, 27, 28, 68, 79, 97 61, 62, 63, 65, 67, 77, 79
29, 30, 31, 33, 34, 35, 36, 37, escape artist.... see thrill-seeker gangs .................................... 88
39, 45, 46, 47, 49, 50, 51, 52, espionage......... 1, 69, 94, 95, 96 genetics ............... see academic
55, 56, 57, 59, 60, 66 Europe ............................ 88, 89 getting healed ................... 3, 47
damage reduction .... 29, 31, 33, European Union .................... 88 getting hurt ..................3, 47, 55
34, 36, 49, 55, 57, 66 ex-con .................... see criminal acid .................................. 55
dazed................... 33, 37, 59, 60 explorer ..... 14, see thrill-seeker dehydration ..................... 55
deception .......................... 1, 17 explosives ............15, 23, 28, 57 environmental exposure .. 55
defenses ....7, 20, 33, 45, 67, 85, extravagant lifestyle...... 6, 7, 21 falling ............................... 55
92 fire ................................... 56
demolitions ..................... 15, 23
demolitions pack ............. 15, 28
F holding breath ................. 56
radiation exposure ........... 55
Department of Homeland factory worker ... see blue collar starvation ......................... 56
Security ............................ 91 false identity ......................... 21 glass cutters .......................... 23
descriptors ..3, 4, 38, 40, 61, 62, farmer ................ see blue collar GM ................. see game master
68, 69, 75, 79 fatigued................55, 56, 59, 62 golden rule.............................. 3
detect clues ............................. 9 FBI ............................. 91, 92, 93 governor ........... see bureaucrat
detective ............. 3, 7, 9, 23, 34 fear ........................... 58, 59, 77 GPS system ........................... 24
development points . 2, 4, 8, 13, features................................. 42 grace .....................see dexterity
14, 16, 38, 39, 61 federal agent...see law enforcer grapples ................................ 23
devotion .............. see willpower fencing .................................. 11 grenades
DEX ....................... see dexterity field medic ............................ 12 15, 22, 28, 45, 50, 57, 58
dexterity .. 2, 6, 7, 11, 13, 15, 17, fighter jet .............................. 31 grenades & explosives
28, 30, 33, 34, 35, 36, 37, 48, find weakness ....................... 10 flash-bang grenade .......... 28
49, 53, 58, 59, 66 fingerprinting ........................ 23 incendiary grenade .......... 28
DGSE ..................................... 89 firearms .. 15, 19, 20, 26, 27, 33, mine................................. 29
diagnose ................................ 12 35, 42, 57, 66, 89 plastic explosives ............. 28
dice ......................................... 2 firearm upgrade smoke grenade ................ 28
dilettante ............... see wealthy bayonet ............................ 26 fragmentation grenade .... 28
direction sense ...................... 14 ceramic polymer .............. 27 gunnery ................................ 15
disadvantage 11, 33, 35, 36, 49, concealed spring holster .. 27
58, 59 extended magazine .......... 27

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

PG 100 SECTOR OPERATIVES


INDEX CH 06

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

SECTOR OPERATIVES PG 101


CH 06 INDEX

special forces ...... 1, see military technician pack ..................... 16 vehicles


veteran terrorist .....................88, 89, 90 3, 6, 13, 15, 19, 20, 29, 30,
specialization ....4, 8, 13, 14, 16, thief ............. 3, 6, 17, 32, 53, 63 31, 40, 42, 49, 50, 51, 52, 53,
39, 68 Tokyo .................................... 89 57, 59, 62, 92, 97
speedboat ............................. 13 tomb-raider ..... see thrill-seeker Vice President of Finance ..... 92
sports car .............................. 13 tongs ............................... 23, 88 Vice President of Human
sprinting .................................. 2 torture .................................... 2 Resources ........................ 93
spy...... 1, 17, 22, 23, 25, 73, see tracking ................................. 14 Vice President of Logistics .... 93
investigator trailblazing ............................ 14 Vice President of Marketing . 93
stamina ................. see strength train ...........................14, 21, 91 Vice President of Operations 92
standard equipment pack 21, 23 traps ... 3, 14, 17, 28, 59, 62, 63, Vice President of Quality
cold weather pack ............ 23 66, see security systems Control ............................. 92
demolitions pack .............. 23 travel ................................ 3, 62 villain ....... 68, 72, 73, 74, 75, 77
disguise pack .................... 23 traveler’s lifestyle ......... 6, 7, 21 virus ...................................... 12
forensics pack .................. 23 triad ...................................... 88
infiltration pack ................ 23
medic pack ....................... 23
trigger ........................63, 64, 66
Turkey ................................... 95
W
operative pack ................. 23 weakened ............................. 59
researcher pack ................ 24
science pack ..................... 24
U weapon combat.................... 11
weapons ...................................
SCUBA Pack ...................... 24 U.S.S.R. ................................. 96 2, 7, 11, 15, 20, 25, 26, 27,
surveillance pack .............. 24 ultra-violet ............................ 30 29, 31, 33, 34, 36, 49, 59, 85,
survivalist pack ................. 24 unarmed combat .................. 11 92, 97
technician pack ................ 24 unaware.......................... 58, 59 Western Europe ................... 89
standard equipment pack ..... 25 unconscious ...............33, 47, 59 WIL ..................... see willpower
standard minion encounter .. 77 United Nations ................ 85, 96 willpower ... 2, 6, 7, 9, 10, 32, 58
stealth ......................... 1, 17, 31 unsanctioned ...... 20, 24, 38, 89 wit ...................... see willpower
sticks & stones ...................... 46 unskilled ...... 3, 8, 10, 12, 13, 16 wrestler ................... see athlete
STR ........................ see strength usage .........................28, 60, 66 wrestling ............................... 11
strategy ................................. 10
V
street fighting ....................... 11 writer .......................... see artist
strength 2, 6, 11, 28, 33, 34, 36,
37, 39, 45, 47, 58, 60, 66 vehicle upgrades
stun gun ................................ 28 amphibious ...................... 29
stunned ................................. 59 auto Tire Repair ............... 29
submarines ........................... 90 communications .............. 29
success modifiers .............. 3, 55 eject seat ......................... 29
super-science .................. 26, 73 gliderwings....................... 29
surgeon ..................... see medic hardened ......................... 29
surgery .................................. 12 heavy armor..................... 29
surprised ............................... 59 identity change ................ 29
survival ............................ 14, 23 light armor ....................... 29
survivalist pack ...................... 14 medium armor ................. 29
Sydney .................................. 90 offroad conversion ........... 30
oil slick ............................. 30
T performance boost .......... 30
remote control ................. 30
tactical strike ......................... 10 security ............................ 30
tactics .................................... 10 self-destruct ..................... 30
taking cover .......................... 58 sensor suite...................... 30
tank ....................................... 31 smoke screen ................... 30
taser ................................ 28, 62 speedster ......................... 30
taxi ........................................ 21 spikestrip ......................... 30
teacher .................... see scholar stealth technology ........... 31
technician 3, 6, 7, 16, 17, 22, 23,
24

PG 102 SECTOR OPERATIVES


NPC SHEETS CH 06
N P C S H E E T S

P/S LEVEL SCORE


STR ACADEMIC
DETECTIVE
LEADER RANK BP
DEX MARTIAL ARTIST
MEDIC DP DR
PILOT
LOG
SCOUT
BONES INIT
SOLDIER
TECHNICIAN
WIL EQUIP MOV
THIEF

EQUIPMENT NOTES

P/S LEVEL SCORE


STR ACADEMIC
DETECTIVE
LEADER RANK BP
DEX MARTIAL ARTIST
MEDIC DP DR
PILOT
LOG
SCOUT
BONES INIT
SOLDIER
TECHNICIAN
WIL EQUIP MOV
THIEF

EQUIPMENT NOTES

SECTOR OPERATIVES PG 103


CH 06 OPERATIVE DOSSIER COVERT OPS – OPERATIVE DOSSIER
STR NAME BP
O P E R A T I V E D O S S I E RDR
LANGUAGES
DEX
APPEARANCE
INIT
LOG
DESCRIPTORS
MOV
WIL
LEVEL PS SCORE
ACADEMIC LOG Researcher, Scholar,  Scientist,  Linguist
RANK
DETECTIVE LOG Detect Clues, Interrogation, Shadowing & Trailing, Connections

LEADER WIL [Skilled Use Only] Strategy, Tactics, Bodyguard, Recruit


DP
MARTIAL ART STR Unarmed Combat, Weapon Combat, Dodging Expertise

MEDIC LOG [Skilled Use Only] Diagnose, Treat, Field Medic, Surgery

PILOT DEX  Land,  Air,  Sea,  Space


BONES
SCOUT LOG Animal Handling, Navigation, Survival, Tracking

SOLDIER DEX Pistols, Rifles, Gunnery, Demolitions

TECHNICIAN LOG [Skilled Use Only] Engineering, Repairing, Programming, Set Security EQUIP
THIEF DEX Deception, Bypass Security, Sleight of Hand, Stealth

WEAPON SCORE DAMAGE RANGE AMMO


Semi-Auto Pistol M 10,10 spare ammo

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

PG 104 SECTOR OPERATIVES


OPERATIVE DOSSIER CH 06

SECTOR OPERATIVES PG 105


CH 06 OPERATIVE DOSSIER

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.

PG 106 SECTOR OPERATIVES

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