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BASICS
Youll need pencils and paper and about 10 six-sided dice. Characters are described with Advantages and Disadvantages compared to an average, untrained person. If a task is neither trivial nor impossible, you roll a pool of a variable number of dice to see whether you succeed. The pool is made up of a number of dice equal to one die per Advantage (Adv) from an Attribute (natural talent) and a Skill (knowledge and training), minus one die per relevant Disadvantage (Dis); e.g. Calculation + Research - 2. Base Difficulty (BD) determines the difficulty of a task, which is measured in dice of Disadvantages. If anyone can have a decent try its BD 0 (probably the most common). A task that needs a professional is BD -2 (subtract 2 from your Advantages). If only the best can pull it off its BD -4. Near-impossible tasks are BD -6. The GM can give an extra Adv or Dis for special situations. If you end up with no dice its just too hard. Count each die that shows 4, 5 or 6 as one success. A single success means you just barely do it, though not very well; 3 successes is a good, solid result; 5 or more successes is truly impressive. No successes (all rolls 1, 2, 3) means failure. If theyre all 1s thats a fumble: you messed up and the GM describes the awkward consequences. Exceptional success can be handled in one of two ways. For a realistic or gritty style run the game lid-on: if all dice come up as 6s you get one extra success. For high energy, unpredictable action, run it lid-off: each die that shows 6 can be rolled again for a possible extra success, and further 6s give further re-rolls. Deniable Assets is run mostly lidon, with one exception, noted in the Skills section. Opposed rolls happen when two characters come into conflict - a physical fight, interrogation, haggling, arm-wrestling or a chess match. Both characters make appropriate rolls. The one with more successes gets their way, and the difference tells you how decisive it was. Ties usually go forward (dramatically!) to another roll.
DOSSIER:
CREATING AN AGENT
ATTRIBUTES
These describe natural talent at general kinds of things: Conditioning (Brawn) strength, toughness, stamina Coordination (Agility) agility, speed, flexibility Calculation (Brains) noticing, remembering, working things out Confidence (Will) determination, self-control, charisma Most people are rated at 2, the average point. Some are talented at 3. A few are exceptional, rated 4. Some are particularly poor, rated 1. Agents are well above average. You begin with all Attributes at 2, and then have 2 points to raise Attribute levels. Spend both on one Attribute to get a 4, or split them between two Attributes at 3. If you reduce one Attribute to 1, the Agent gets an extra point to spend on another Attribute.
Now, choose a single Area of Expertise in which to specialize. Your Agent gets several advantages in their Specialty. To begin with, they get that AoE at level 2 (Professional). Furthermore, for that AoE, and only for that AoE, all rolls are considered lid-off. Finally, each AoE has an ability associated with it that can only be activated by a Specialist (this is covered in the Mission Points section). You also have 4 levels of Skills to allocate as you wish. They can be new hobby or other specific Skills (the spy might be skilled at sleight of hand). To increase an AoE, you must pay 2 Skill points per level. When both a Skill and AoE apply, use the higher one. (For a truly over-the-top game, add them together before rolling!)
EXAMPLE SKILLS
Here are some suggestions for common skills in a modern setting to help you along for character creation. This is only a sample list; you can name your own skills, neither too broad nor too narrow: Arts (specify - e.g. a musical instrument, Painting, Sculpture) Athletics Bureaucracy Business Computer Drive/Pilot (specify - e.g. Car, Motorbike, Boat, Plane) Engineering (specify - e.g. Construction, Electronics, Mechanics) Fighting (specify - e.g. Unarmed, Sword, Knife, Staff, Gun, Bow) Hide Intimidation Language (specify - each is a separate skill, level 1 is tourist proficiency) Leadership Medicine Move Quietly Natural History Observation Occult Physical Science (specify - e.g. Biology, Chemistry, Geophysics, Physics) Research Search Social Science (specify - e.g. History, Law, Psychology, Sociology) Socializing Subterfuge Survival Tactics Theft
FINISHING OFF
Write down 1-3 Missions/Goals/Drives/Flaws Goals and Drives are things that are important to the character, which could be people, objects, organizations, principles or things they want to achieve. Goals and Drives help generate Mission Points for the character. Flaws are qualities that may often be considered disadvantages, like having only one arm, or being greedy. Flaws can be as narrow or broad as you want, since they generate Mission Points only when they have an effect. Write down your Initiative bonus: take the total of Coordination and Calculation, add the levels of your Violence or highest Fighting Skill, and finally subtract 4. (Disadvantages subtract; it can go negative.) Write down your physical and mental resistance; Tough (Conditioning) and Hardened (Confidence). Write down Mission Points, with space for it to change over time. You start with 3 points. You have ordinary items of equipment to allow you to perform your Skills - beyond that it depends on the game.
COMBAT
INITIATIVE
When it comes to high-speed action, things happen in rounds: chunks of time a few seconds long divided into 10 phases. At the start of a round everyone rolls one die and adds the result to their Initiative bonus. The GM counts down from 10 to 1, and your initiative total tells you when you can take your action (e.g. punching, throwing, shooting). After phase 1 the next round starts, until the fight is over. A total over 10 means you can act once on 10 and again on the remainder (e.g. 14 => 10, 4). A total less than 1 means youre too confused to take an action this round. You can also do one simple thing for free each round any time after youre ready for your first action (Phase 1 if you cant act) - e.g. drawing a weapon, picking something up or running a short distance. More involved actions like all-out sprinting take an action. You can delay an action till later in the round. Characters acting on the same phase go in order of Initiative bonus. You can defend against an attack at any time; one roll counts against all attacks in that phase.
DAMAGE
Add the difference between attack and defense successes to the base damage, below. Hand-to-hand attacks add Conditioning Advantages as well. Base Damage 0 1 2 3 4 6 8 Example unarmed knife, small club, claws and teeth sword, big club, axe, spear, arrow big sword, polearm, handgun, SMG rifle, shotgun machine-gun tank gun
The target rolls Physical Resistance to withstand the attack, with successes taken away from the total damage. (A fumble adds 1 to damage!) Read the result off here: Total Damage 1-2 3-4 5-6 7+ Status Hurt Injured Injured and Unconscious Injured and Dead
Note Hurts and Injuries on your character sheet: they build up and give penalties while they last.
Hurts are bruises and cuts that slow you down - each subtracts 1 from Initiative for future rounds and takes 5
minutes of rest to disappear. Injuries are serious wounds - each takes 1 off Initiative and gives a Disadvantage for all rolls except Resistance, and takes a day of rest and care to recover. . Unconscious and Dead are self-explanatory.
Someone with medical supplies can try first aid: roll Medicine + Calculation, BD 0. Each round the patient and healer do nothing else, one success can be spent to heal a Hurt. Combat details. Any Armor worn subtracts from damage: 1-3 points for archaic types, possibly up to 5 for modern types. Firearms with spray/burst firing give an Adv to hit. Shields give an Adv to defend. Surprise, e.g. if an opponent has successfully sneaked up, means no defense roll is possible. Unseen opponents turn attack and defense into Fighting + Calculation rolls, BD -2.
OPPONENTS
In general, give opponents the abilities they ought to have rather than trying to balance points.
Minions are low-level riff-raff with an Occupation and low or no Attribute and Skill bonuses. Put them all on
initiative (3 + bonus). Even one Hurt takes them out of a conflict.
Henchmen have higher stats and are taken out by an Injury or 3 Hurts. Major Villains work like PCs, with abilities as good or better, plus other advantages like henchmen or fiendish
devices. They start with Mission Points - often one point per PC - and can get more for advancing their plans. Animals, monsters, aliens, etc. can have Attributes beyond the normal range. This is most common with Conditioning, due to differences in sheer size and mass.
THREATS
Apart from combat, characters get exposed to all sorts of things that can do them physical or mental harm, like fire, poison, falling, or terrifying monsters. Theyre all handled the same way: the GM gives a damage rating from the table below, which is opposed by the appropriate Resistance and applied as above. Base Damage 1 3 5 8 10 Threat Irritating Painful/Tiring (desert) Damaging (ordinary fire, drowning) Deadly (strong electricity) Extreme (space, deep ocean)
Record mental damage separately: Hurts and Injuries add to those from physical damage, but heal independently. An "Unconscious" result from a Threat either knocks the Agent out, or gives an impairment lasting about a scene, e.g. blinded by a flash, fleeing in mindless terror. "Dead" gives a permanent condition - curing it could be a story seed.
Area of Expertise
Title
Special Ability
Description A Leader may lend Mission Points to teammates on a 1 for 1 basis. They may stipulate any conditions for doing so, which must be adhered to in order to get those points. They dont need to be conscious or involved in the scene to do this, although a cool flashback or training montage where the problem/contingencies are addressed would be appropriate. Leaders may also receive Mission Points from teammates, if freely given, allowing a team with a Leader to always apply the maximum amount of Mission Points to any situation they want. The Faceman can convince anyone of anything, at least for a little bit, by spending Mission Points equal to the higher of the targets Calculation or Confidence + any skill/AoE that seems pertinent, multiplied by their importance to the story. Mooks are x 1, Henchmen are x 2, and Major Villains will be x 3 if the GM allows this to be used on them. The Hitman is a master of killing. The Hitman can kill any target, without rolling, by simply spending Mission Points equal to the higher of the targets Coordination or Conditioning + any skill/AoE (like Violence or Stealth) that seems pertinent, multiplied by their importance to the story. Mooks are x 1 and Henchmen are x 2. In some cases, the GM may rule that Mooks cost less to kill, especially if they come in hordes (like 1 Point/kill). Spooks have mastered the art of stealth and seem to posses an uncanny sense of perception. For 3 Points, a Spook may negate the effects of Surprise. In addition, a Spook may spend Points to get clues. These are bid blind. If the clue exists, the GM will set a cost for it, and if the Spook meets it, the GM gives them the clue. If not, the Spook finds nothing. These clues can include things like whether someone is lying, or something more physical. Finally, a Spook can spend Points to remain unseen. The Spook bids a number of Points. These are used to avoid any surveillance the Spook doesnt know about or see in time. If the Spook knows someone has spotted them, they may remain unseen by spending Mission Points equal to the higher of the targets Calculation + any skill/AoE (like Stealth) that seems pertinent, multiplied by their importance to the story, or the subtlety of the surveillance. Mooks are x 1 and Henchmen are x 2. Normal security systems are 1-5 points per device/area bypassed, High tech 6-10 points per device/area bypassed. Fixers are either packrats or extremely well prepared for every contingency. By spending Mission points, the Fixer can have on their person, or quickly obtain, the right tool/device/weapon for a situation, even if they dont have it listed. This costs 3 Points for a simple, plausible item; 5 for a complex or improbable item; and 10 points for a highly improbable item. Giving the GM a cool explanation for how the Fixer has this device may be worth a Point or two rebate, or move it into a lower cost bracket.
Cost
Command
Leader
Strength in Numbers
1/1
Manipulation
Faceman
Spec.
Violence
Hitman
Spec.
Stealth
Spook
Danger Sense/Unseen
Spec.
Technology
Fixer
Always Prepared
3/5/10
WEIRD STUFF
This includes things like magic and psychic powers. If you want to add psychics and mages and the like to your game, feel free. The way those abilities work makes a big difference to the feel of a game, and that needs detail. One simple way is to set them up as Skills, rolled normally but costing a physical or mental Hurt for fatigue unless a success is spent to be good enough to avoid it. The players and GM need to agree how much or little these can do. Possibilities include Telepathy, Moving Objects, Fire Magic and Illusion. Mind-based attacks use Calculation with (Confidence 2) as base damage, or just a roll with Confidence.