Covert Ops - Core Rulebook

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TABLE OF CONTENTS

INTRODUCTION ..................................................... 1
WELCOME ..........................................................1
DICE ................................................................. 2
ABILITIES.......................................................... 2
SKILLS............................................................. 3
BONES............................................................. 3
ACTION CHECKS ............................................... 3
THE GOLDEN RULE ............................................ 3
OPERATIVES ........................................................ 4
OPERATIVE CREATION ....................................... 4
ORIGIN ............................................................ 6
SKILLS............................................................. 8
OUTFITTING .................................................... 18
MORAL CODE ................................................. 32
MARTIAL MANEUVERS..................................... 33
OPERATIVE DEVELOPMENT.............................. 38
BASE OF OPERATIONS ...................................... 41
GAME GUIDELINES............................................. 45
ACTIONS .........................................................45
BONES........................................................... 46
GETTING HURT ................................................ 47
GETTING HEALED ............................................. 47
TIME ............................................................... 47
INITIATIVE ...................................................... 48
MOVEMENT AND RANGE .................................. 48
COMBAT ........................................................ 49
VEHICLES IN COMBAT ..................................... 50
CHASE SCENES ...............................................52
GM GUIDELINES ................................................. 55
SUCCESS MODIFIERS ..................................... 55
GETTING HURT ............................................... 55
BREAKING THINGS.......................................... 56
RESISTANCE CHECKS ..................................... 58
CONDITIONS .................................................. 59
EFFECTS ........................................................ 59
DESCRIPTORS ................................................ 61
LANGUAGES .................................................... 61
MINOR NPC .................................................... 62
TRAVEL.......................................................... 62
SECURITY AND TRAPS .................................... 62
ANIMALS......................................................... 67
CREATING MAJOR NPCS ................................. 68
CREATING ENEMY ORGANIZATIONS.................. 69
CREATING MASTER VILLAINS............................ 73
CREATING MISSIONS ....................................... 79
SECTOR ............................................................. 85
BRIEF HISTORY .............................................. 85
SECTOR HEADQUARTERS ................................ 85
SECTOR OPERATIVES ...................................... 97

CREDITS
Design
Co-Design
Editing
Cover Art
Illustrations

Bill Logan
Larry Moore
Jim White
Eric Quigley
Khairul Hisham

PLAY-TESTERS
Stephanie Logan, Hunter Logan, Noah Logan, Jayce
Gaines, Stacy Pleat, Collin Griffin, Anthony Hunter,
Mark Hassman, Chris Sigmund, Clash Bowley, Tim
Kirk, Franck Michaux, Mitch A. William, The LSU
Wargaming and Roleplaying Society, Harrison Ripps,
Tom Carr, Ryan Betts, Tom Custodio, Todd Dibble,
Sarah Schlesinger, Michael Ramsey, Douglas Kilmer
and son, Jeremy Whalen, Matthew McCauley, Janeal
McCauley, Cree Nielsen-Sewell, Caleb Thibodeaux,
Michael Mallett, Darlene Veillon, Rick Hull, Sarah
Eisen, Jennifer Bechanko, Michael Barker, Mike
Blaszkowski, Dennis Littrell, David Underwood, John
King, Conrad Murkit, Ken Chambers, Becky Rose.
A great deal of thanks goes out to all the testers and
supporters in the Google+ community. Additional
special gratitude to Anthony Hunter and Ben
Gorman for their special level of expertise, your
knowledge and experience with the subject matter
proved very helpful. Last (but NOT least) thanks to
my wife Stephanie, who continues to allow me to be
the dork I am!

LICENSING
Covert Ops role-playing game is copyright 2013 and is
a trademark of DwD Studios, used under the Creative
Commons
License
(Attribution
Noncommercial
ShareAlike 3.0 Unported License, CC BY-NC-SA 3.0);
Some Rights Reserved. To view this license, visit:
http://creativecommons.org/licenses/by-nc-sa/3.0
Or send a letter to:
Creative Commons,
444 Castro Street, Suite 900,
Mountain View, CA 9404.
For specific details, appropriate credits, and updates to
this license, please see:
http://dwdstudios.com/barebones/license

INTRODUCTION

CH 01

INTRODUCTION
01

WELCOME
There is a war going on every day. Its soldiers dont 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 dont 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 wont
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, youll not find sections in this book explaining how to play roleplaying
games in general. You wont find exhaustive lists of things that must be looked up
during a game to slow down the fun. What youll find is a familiar and fast set of
rules designed to give a framework to the storytelling and nothing more. Weve
kept the game light through application of categorical thinking and by making
assumptions about the experience of the player. If youve 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! Youll 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, youll 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, youve 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 operatives 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 harms 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 skills 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 skills level, specific to each
skills 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. Youll 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. Thats
it! Now get your dice and a blank character sheet (operative dossier) and turn the
next page its 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 dont
worry; your GM isnt 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
50

65

60

ROLL
00-04
05-09
10-14
15-19
20-24
25-29
30-34
35-39
40-44
45-49
50-54
55-59
60-64
65-69
70-74
75-79
80-84
85-89
90-94
95-99

ORIGIN
Artist
Athlete
Blue Collar
Bureaucrat
Businessmen
Clergy
Criminal
Diplomat
Driver
Entertainer
Investigator
Law Enforcer
Medic
Military Veteran
Scholar
Student
Technician
Thrill-Seeker
Wealthy
Roll twice

ROLL
00-09
10-19
20-29
30-39
40-49
50-59
60-69
70-79
80-89
90-99

SKILL
Academic
Detective
Leader
Martial Artist
Medic
Pilot
Scout
Soldier
Technician
Thief

PG 4

55

1. ORIGIN
Roll on the origin table to determine your operatives
background. You may spend a bone to choose a result if you
dont like your roll. Refer to Origins (page 6) and pick one of
the options listed for that origin.

2. ABILITIES
You may use the pre-rolled scores shown at left or roll
5D+30 four times. Arrange the scores as desired among your
four abilities. You may spend a bone to reroll a score you
dont like, assuring a better score.

3. SKILLS
Select or roll a skill representing your operatives
primary talent and note +20 in the PS column.
Select or roll a different skill representing secondary
talent and note +10 in the PS column.
Place a -- in the PS column for all other skills.
Select or roll one skill and place a 1 in its level.
If your origin didnt give you one, you may cash in a
bone to select or roll a second level 1 skill.
Read the skill sections, pages 8-17, and note any
focuses, specializations, maneuvers, connections,
bonus languages, etc.
Choose/reroll duplicates; no skill may begin above
level 1.

4. DESCRIPTORS
Specify two descriptors, typically one which is beneficial
(easily makes friends, beautiful, calm under pressure, etc.)
and one which is baneful (afraid of heights, hates
bureaucrats, gambling addiction, etc.). These help define
your operative and make him more memorable. If you do a
good job roleplaying these they can net you some bonus
development points (DP) at the end of a session!

OPERATIVE CREATION

OPERATIVES

CH 02

DEDICATION

5. MORAL CODE
Specify moral code by choosing moral options
and specifying levels of dedication as
summarized in the table at right (see page 32).

6. OUTFITTING

OPTIONS
Kind or Cruel
Somewhat, Focused or Unfocused
Very, or Selfless or Selfish
Totally Honorable or Deceitful
Brave or Cowardly

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 operatives appearance and background and give him a name, then
go through the following instructions:
SKILL DETAILS
Academic

Detective
Leader
Martial Artist
Medic
Pilot
Scout
Soldier
Technician
Thief
LANGUAGES
Languages

VALUE (PLUS PS BONUS) COMMENTS


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.
LOG/2, +10 per level Select one contact per level.
WIL/2, +10 per level Score is 0 if unskilled.
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.
LOG/2, +10 per level Score is 0 if unskilled.
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.
LOG/2, +10 per level May specialize in one environment.
DEX/2, +10 per level -LOG/2, +10 per level May specialize in one type of technology.
Score is 0 if unskilled.
DEX/2, +10 per level -VALUE (UNLESS MODIFIED BY SKILL OR ORIGIN)
English. On successful LOG check, pick one more (critical success, pick two)
additional language(s). Speak all as well as a native.

RECORDED STATISTICS
Body Points (BP)
Initiative (INIT)
Movement (MOV)
Bones
Rank
Development Points (DP)
Damage Reduction (DR)
Ranged Weapons
Melee Weapons
STR OR DEX
Damage Bonus

59
+0

VALUE (UNLESS MODIFIED BY ORIGIN)


STR/2
1, +1 if DEX is 65 or more, +1 if LOG is 65 or more
8, +1 if DEX is 65 or more, +1 if STR is 65 or more
Record number of remaining bones.
1
0
Determined by armor
Score: use soldier score.
Damage: by weapon, + damage bonus from DEX (see below)
Score: use martial artist score.
Damage: by weapon, + damage bonus from STR (see below)
60-64
+1

65-69
+2

70-74
+3

75-79
+4

80-84
+5

85-89
+6

90-94
+7

OPERATIVE CREATION

EACH +5
+1 more

PG 5

CH 02

OPERATIVES

ORIGIN
Origins are backgrounds or professions for
your operative. They represent what he did
for a living before working for Command.
Dont feel bound by the name of your
origin, just look at the options it provides
and work one into something you desire. A
diplomat result, for instance, could be a
seductress or just a very likeable person.

ARTIST
Sculptors, writers, painters, composers, etc.
Choose one of the following:
Creative Mind: +5 to LOG.
Eye for Detail: +10 to LOG-based
checks to spot something hidden.
Artistic Hands: +10 to DEX-based
checks where fine hand-eye
coordination is required.

ATHLETE
Acrobats, wrestlers, hockey players, football
players, etc. Choose one of the following:
Quick on Your Feet: +1 to MOV.
Athletic: +5 to DEX.
Physical Development: +5 BP.

BLUE COLLAR
Factory workers, cooks, farmers, carpenters,
drivers, etc. Choose one of the following:
Know-how: +10 to technician skill
check to repair broken machinery.
Perseverance: +5 WIL.
Hard Knocks: Any skill at Level 1.

BUSINESSMAN
Entrepreneurs, accountants, bankers,
managers, salesmen, etc. Select one of the
following:
Negotiator: +5 WIL.
Business Sense: +10 to LOG checks
relating to business or economics.
Well-to-do: +3 equipment allowance
and automatically have a travelers
lifestyle. May purchase an extravagant
lifestyle for 3 less.

CLERGY
Pastors, priests, ministers, preachers, etc.
Select one of the following:
Conviction: +5 WIL.
Well-read: Level 1 academic skill.
Protector: +10 to any rolls while
protecting the life of someone else.

CRIMINAL
Burglars, ex-cons, mafia thugs, confidence
men, etc. Select one of the following:
Criminal Past: +10 to thief checks
against those untrained in thief.
Street Smarts: Research (like the
academic aspect) by spending an hour
on the streets of any city.
Tough as Nails: +5 STR.

DIPLOMAT

Ambassadors, public representatives,


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.
DRIVER
Well-Educated: academic level 1.
Ace pilots, race car drivers, etc. Choose one
Well-to-do: +3 equipment allowance
of the following:
and automatically have a travelers
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,


musicians, etc. Choose one of the following:
Chutzpah: +5 to LOG or WIL.
Fame: +10 to WIL checks when trying
to get celebrity treatment.
Well-to-do: +3 equipment allowance
and automatically have a travelers
lifestyle. May purchase an extravagant
lifestyle for 3 less.

Professors, researchers, historians, teachers,


etc. Choose one of the following:
Higher Education: Level 1 academic.
Savant: If you have academic skill, you
are considered to have all 3 focuses.
Well-to-do: +3 equipment allowance
and automatically have a travelers
lifestyle. May purchase an extravagant
lifestyle for 3 less.

INVESTIGATOR

STUDENT

Journalists, private eyes, reporters, police


inspectors, spies, etc. Choose one of the
following:
Pursuit of Truth: +10 to LOG checks in
pursuit of the truth.
Investigator: Level 1 detective skill.
Clue Seeker: +5 LOG.

Students, trainees, assistants of any other


origin (reroll to find out which). Choose one
of the following:
Youthful Energy: +5 DEX.
University Access: Level 1 academic.
Partial Training: Pick one of the options
from the rolled origin.

LAW ENFORCER

TECHNICIAN

Policemen, bounty hunters, federal agents,


etc. Choose one of the following:
Non-Civilian: Level 1 soldier skill.
Officer: Level 1 leader skill.
Connected: loyal influential friend/
contact (judge, police captain, etc.).

Electronic engineers, programmers,


maintenance technicians, etc. Choose one of
the following:
Higher Education: Level 1 academic.
Hands-on Technology: Level 1
technician skill.
Tech Toys: +6 equipment allowance,
not for weapons or defenses.

MEDIC
Psychiatrists, physicians, emergency medical
techs, surgeons, etc. Choose one of the
following:
Healer: Level 1 medic skill.
Gifted Mind: +5 LOG.
Higher Education: Level 1 academic.

MILITARY VETERAN
Military soldiers, Special Forces, bodyguards,
mercenaries, etc. Choose one of the
following:
Field Commander: Level 1 leader.
Trained Soldier: Level 1 soldier skill.
Armed: +6 equipment allowance, only
for weapons and defenses.

THRILL-SEEKER
Big game hunters, explorers, escape artists,
adventurers, tomb-raiders, etc. Choose one
of the following:
Bravery: +5 WIL.
Daredevil: +1 INIT.
Rush to Action: +1 to MOV.

WEALTHY

Dilettantes, socialites, playboys, trust fund


benefactors, etc. Choose one of the
following:
Personal Bodyguard: GM creates a rank
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 couldnt 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 dont 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 doesnt 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 doesnt 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 operatives 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
Travelers
Extravagant

COST
3
6

COVER IDENTITY
Simple
Complex

COST
3
6

BACKUP PERSONNEL
Basic
Basic Group
Skilled
Commandos
Expert

COST
3
6
6
12
12

OTHER WEAPONS
Axe
Bow or Crossbow
Brass Knuckles
Club
Knife
Nightstick
Nunchucks
Pepper Spray
Spear
Staff
Stun Gun
Sword
Taser
Whip

STD EQUIPMENT PACK


Cold Weather Pack
Demolitions Pack
Disguise Pack
Forensics Pack
Infiltration Pack
Medic Pack
Operative Pack
Researcher Pack
Science Pack
SCUBA Pack
Surveillance Pack
Survivalist Pack
Technician Pack

DAMAGE
1D+3
2D+2
1D
1D
1D
1D+2
1D+3
Stun*
2D+2
1D+1
Paralyze*
2D+1
Paralyze**
1D

RANGE AMMO
S
-L
20
----S
-S
---S
3
M
----10
--S
3
S
--

COST
3
3
3
3
3
3
3
3
3
3
3
3
3
COST
1
2
1
1
1
1
1
1
2
1
2
2
3
1

PERSONAL GEAR
Briefcase Full of Money
Common Items
Expensive Item
Very Expensive Item

COST
6
3
3
6

GADGETS
Plausible
Improbable
Super-science

COST
3
6
12

DEFENSES
Leather Jacket
Ballistic Clothes
Bullet Proof Vest
Impact Suit
Body Armor

DR
1
2
5
8
10

DEX-BASED
CHECKS COST
-1
-2
-3
-10
6
-20
9

FIREARM UPGRADES
Bayonet
Ceramic Polymer
Concealed Spring Holster
Extended Magazine
Heavier Caliber
Improved Sights
Laser Targeting System
Recognition Grip
Silencer/Suppressor
Spare Ammo

COST
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1

* STR-20 Resistance check resists effect.


** Weakened even if succeed STR-20 resist check.

FIREARMS
Revolver
Semi-Automatic Pistol
Submachine Gun
Semi-Automatic Rifle
Shotgun
Assault Rifle
Sniper Rifle
Flamethrower
Rocket Launcher
GRENADES, ETC.
Fragmentation
Flash-Bang
Smoke
Incendiary
Plastic Explosive
Mine

PG 18

DAMAGE RANGE AMMO NOTES


2D+3 M
6 -2D+2 M
10 -2D+2 M
20 Fires bursts, See page 49.
2D+3
L
10 -2D+4 M
5 +5 hit/+2 dmg Close, +10/+1 Short, +10/-2 Medium
2D+3
L
30 Fires bursts, See page 49.
3D
VL
15 +10 hit/+1D dmg per turn spent aiming, max +30/+3D
4D
S
10 Ignites flammable materials
8D
L
1 1-space radius. DEX resistance check for half.

DAMAGE RANGE NOTES


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

OUTFITTING

COST
2
3
6
5
5
7
9
8
10
COST
2
1
1
2
1
5

OPERATIVES
LAND VEHICLES
PERFORMANCE
COST
Dirtbike*
+10
1
Motorcycle
+15
2
Subcompact car
+5
3
Compact car
+5
4
Midsize car
+0
5
Muscle car
+20
6
Sports car
+25
7
Luxury car
+5
7
Jeep*
+0
6
SUV*
-5
6
Hum-vee*
+0
7
Minivan
-5
6
Full-sized van
-10
7
Passenger van
-15
9
Small pickup
+0
4
Pickup truck
-10
6
Monster truck*
-20
7
Delivery truck
-15
7
Semi truck
-25
9
Bus
-20
9
* no offroad penalty. Other vehicles have a
-20 penalty to their Performance score if
driving offroad.
AIR VEHICLES
Helicopter
Cargo Helicopter
Propeller Plane
Corporate Jet
Cargo Jet

PERFORMANCE
-5
-10
+0
+5
-15

COST
8
9
8
11
11

HEAVY WEAPONS DAMAGE* RANGE AMMO COST


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.

CH 02

VEHICLE UPGRADES
COST
Amphibious
+6
Auto Tire Repair
+3
Communications
+3
Eject Seat
+3
Gliderwings
+12
Hardened*
+9
Heavy Armor (DR30)*
+12
Identity Change
+3
Light Armor (DR10)*
+3
Medium Armor (DR20)*
+6
Offroad Conversion
+6
Oil Slick
+3
Performance Boost
+3
Remote Control
+9
Security
+3
Self-Destruct
+6
Sensor suite
+3
Smoke Screen
+3
Speedster
+3
Spikestrip
+6
Stealth Technology
+6
* upgrade affects Performance (page 29)
WATER VEHICLES
Jet Ski
Sailboat
Speedboat
Yacht
Personal Submersible
Team Submersible

PERFORMANCE COST
+10
2
-10
4
+0
5
-10
7
-5
4
-15
7

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 dont
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, whats 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, its
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 thats 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 wont be
complaining when its 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. Theyre 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 isnt good enough for some, and so equipment
allowance can be devoted to a higher standard of living.
Travelers 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 doesnt buy a ticket for a museum; he has it closed in order to
get a private tour by its owner. He doesnt rent a car; he rents an exotic
Italian sports car designed for the autobahn. Someone with this lifestyle
can cover one other operatives expenses as if he had a travelers 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. Its 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. Youre 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
moments notice. Have a team of 56 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 NPCs 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, theyre
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 commandos 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, detectives 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 isnt 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 worlds most powerful portable
computer. He doesnt 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
Whats a spy without a few gadgets to get him out of trouble? A gadget is a piece
of technology which doesnt exist by todays 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 todays technology, the cost should be 3.
Improbable gadgets If the item the player describes sounds pretty farfetched 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 GMs reckoning but
hes 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 thats 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 doesnt 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
operatives 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 wont 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 firers 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 shooters 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 theyre installed.
Amphibious This upgrade allows a vehicle to transport along the waters
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 operatives 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 oneway 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 DEXbased 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 operatives 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 (GMs 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
DEDICATION
ASPECT
players a compass to guide their operative's
Kind or Cruel
moral choices. During operative creation,
Focused or Unfocused
Somewhat,
youll need to define your operatives moral
Very,
or
Selfless or Selfish
code. Simply pick one of the words from
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 isnt 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 operatives moral code.
If players act contrary to their operatives 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 operatives 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 operatives 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
00-02
03-05
06-08
09-11
12-14

MANEUVER
Acrobat
All-around sight
Blind fighting
Body density
Deadly attack

DESCRIPTION (level refers to martial artist skill level)


+5 per level to DEX checks for acrobatic actions.
Skill check to detect things outside of field of view.
No penalty when fighting hand-to-hand when blinded.
Body has DR1. Take multiple times for higher DR.
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
Your fighting style focuses on athletic
maneuvers. With this maneuver, any time
you make a DEX check to attempt an
acrobatic maneuver, you receive +5 per
martial artist level.

ALL-AROUND SIGHT
With this maneuver, the operative is aware
of his surroundings at all times. He may
make martial artist skill checks to detect
someone sneaking up behind him or an
obvious clue outside of his field of view.
This is a second check he may make after
failing a normal LOG or detective skill check.

BLIND FIGHTING
This is the ability to fight unhindered in total
darkness. The operative receives no penalty
when fighting hand-to-hand in the dark or in
dense smoke or fog, as long as he is still able
to hear his opponent.

BODY DENSITY
The martial artist with this maneuver has
hardened his body against damage by
building up his muscles and callousing his
flesh. He is considered to be DR1 against
attacks. This is in addition to any DR from

PG 34

MARTIAL MANEUVERS

armor. Note that his maneuver may be


taken multiple times to build additional
levels of damage reduction, maximum DR6.

DEADLY ATTACK
This maneuver adds +2 to the damage
caused by your operatives unarmed attacks.
It may be selected multiple times. The
damage is added to any unarmed attack
against any type of target.

DISARM
This attack causes victims to open one hand
and drop something they are holding. If the
attack roll is successful, the attacker names
which hand on his foe is opened. With a
critical success, both hands are opened.
Anything held in a hand that has been
opened by this attack is dropped.

HARD BLOCK
A martial artist trained in the hard block
maneuver is able to substitute his STR score
for his DEX score when making resistance
checks against unarmed attackers or those
wielding melee or thrown weapons. He
uses his arms to block the incoming attack
rather than dodge it. Of course, this cannot
be used against bullets.

OPERATIVES

CH 02

HARD TARGET

INSTANT STAND

The operative has expertise anticipating


trajectories and timing of ranged attacks.
He may make himself very difficult to hit.
Normally, an operative who attempts a DEXbased resistance check is at a disadvantage
against ranged attacks (only allowed to use
half his DEX). Using this maneuver, the
martial artist is not at a disadvantage to
resistance checks against ranged attacks (he
receives a full DEX check), including against
firearms.

Any operative can drop prone without using


an action, but the operative with this
maneuver can stand up again instantly
without requiring any type of action to do
so. He springs up instantly and may still act
without any multi-action penalty.

HOLD
Any operative can put another operative
into a hold with a contest of martial artist
skills, but operatives who know this
maneuver get the added advantage of doing
their normal unarmed damage to the held
enemy each turn the hold is maintained,
until the victim breaks free of the hold (by
winning in a contest of martial artist skill).

IMPROVED LANDING
The operative can slow his fall and spin his
body to land safely. With a martial artist
skill check he can reduce by half the damage
sustained by falling or being thrown/hurled.
Of course, this only works if the operative is
conscious when he lands.

INSANELY COOL MOVES


The operative makes a skill check and if
successful all other actions performed that
turn are so impressive in nature that anyone
who witnesses them (successful or
otherwise) and lives to tell the tale will talk
of what they just witnessed.

INSTANT AWARENESS
An operative with this ability is harder to
surprise than others he gets to add 5 times
his martial artist skill level to any LOG check
for determining surprise. Additionally, his
INIT score is +1. This awareness is always in
effect.

LEAP ATTACK
Using this maneuver, an operative can
perform a leap and make an attack at the
same time with no multi-action penalty.
The operative may be a number of spaces
away from his enemy equal to half his
martial artist level and make an unarmed
attack against him. He will end his action in
a space adjacent to his target. He may do
this instead of or after moving normally.

MEDITATION
Not actually helpful in combat, this
maneuver allows an operative to enter a
meditative trance. Each hour of meditation
is equal to two hours of sleep, but an
operative is aware of his surroundings while
in this state.
This maneuver is fairly
cinematic and some GMs may forbid its use.

MOVE-BY
The operative can perform a sprint action
and attack during it with no multi-action
penalty. He makes one attack roll. If
successful, he sprints (double his MOV) and
is able to attack one target in his path
without stopping. If unsuccessful, he moves
only 2 more spaces than his normal MOV
and misses his intended target as he movesby him. This only counts as one action
during his combat turn. If the operatives
move allows him to pass multiple
opponents, he can make an attack against
each he moves by, but subsequent attacks
after the first carry the normal multi-action
penalty.

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.

NERVE STRIKE
The operative with this maneuver attacks an
opponent as normal but instead of applying
damage has managed to apply pressure to a
nerve. His knowledge of nerves allows him
to paralyze any one limb. With a critical
success, the paralysis can be total. The
paralysis can be shrugged off with a simple
STR check in a subsequent turn.

POWER ATTACK
The operative can increase his damage by
decreasing his accuracy. For each penalty of
10% to hit he accepts to hit his target, he
can increase his damage he causes by +2 if
that attack hits.

POWER DEFENSE
The operative has practiced well enough
with martial arts techniques against armed
opponents that he is able to perform
unarmed dodges (DEX-based resistance
checks) against clubs, maces, staves, even
swords and knives, as effectively as against
unarmed attacks. He gets his full DEX score
(he is not at a disadvantage) to dodge an
attack from an opponent armed with a
melee weapon. This maneuver is always in
effect.

PG 36

MARTIAL MANEUVERS

REVERSE HOLD
If an operative with this maneuver is held
(even if by use of an enemy using the hold
maneuver) he may make a simple unarmed
attack roll and reverse the hold, placing his
opponent in a hold similar to the one in
which he was just held. This can go on for
some time when two very skilled
combatants try to place one another in
holds and reverses in many sequential
rounds. Also, dont underestimate the
power of having reverse hold along with the
throw maneuver.

RIPOSTE
Whenever an operative who knows the
riposte maneuver makes a successful DEXbased resistance check against (or is missed
by) an opponent in unarmed or melee
combat, he may immediately make an
unarmed attack against the attacker. This is
free and doesnt count as an action (and
therefore has no multi-action penalty
associated with it).

ROLL WITH THE IMPACT


The operative with this maneuver subtracts
his martial artist level from any damage he
receives from an unarmed attacker, as if he
had a DR score equal to his martial artist
level. If he is hit by melee weapons his DR is

OPERATIVES

CH 02

considered to be half his martial artist level.


He must move one space away from his
enemy when he does this, in a direction of
his enemys choosing.

Additionally, they may add their martial


artist skill level to their MOV score. This is
always in effect.

STUN ATTACK

Successful use of this maneuver knocks


opponents to the ground directly in front of
your operative instead of causing normal
damage. The operative must make an attack
roll and if successful, no damage is caused
but opponent is knocked prone.

Operatives using this technique can take


their victims out of the action almost
immediately. A successful attack roll does no
damage but causes the victim to make a STR
check. If the STR check succeeds, the target
is dazed. If it fails, he is stunned. Both
effects last only one turn, but that might be
enough for a coup de grace. A critical
success on the operatives hit roll or a
critical failure on the targets STR resistance
check results in immediate unconsciousness
for the target.

SURPRISE ACTION
Operatives with this maneuver can act so
quickly or make such a distracting noise (or
both) that all foes within 1 space are taken
by surprise, even in the middle of a fight!
The operative uses this maneuver in place of
a normal attack. He makes a skill check. If
successful, all within 1 space must make
LOG checks or be surprised.

SUSPENSION
This cinematic ability allows the martial
artist to enter a state of suspended
animation. His body remains in place and
his heart rate, breathing, and all biological
activity slows to the point of seeming to
halt. The martial artist states the duration
of time he wishes to remain in suspension.
The duration must be short enough that the
operative doesnt starve or dehydrate,
unless he has someone to care for his body.
When the duration ends, the operative
awakens as if from a deep sleep. A medic
cannot detect the false death-like state
without a very thorough examination.

TAKE DOWN

THROW
An operative with this maneuver can hurl a
foe a fair distance. A successful attack roll
against a held enemy allows the operative
to hurl the victim up to 1D/2 spaces in any
direction. Unless the victim falls onto
something soft, he or she suffers normal
unarmed damage and ends the turn lying
prone. A combatant with the hold maneuver
and the throw maneuver can make their
attack roll to gain a hold, apply their damage
for the hold, then make their attack roll to
perform the throw, followed by normal
unarmed damage for the throw, all in one
action.

VIVACITY
An operative with this maneuver can use his
DEX score for calculating his martial artist
skill rather than his STR score. This newly
calculated score replaces his old one, and is
used for all aspects of the martial artist skill.
This represents a different style of fighting,
relying on speed and grace rather than
brutality.

WHIRLWIND ATTACK
An operative spins around to build up
velocity to strike out at foes. The operative
makes a single attack roll and if successful
hits all foes in all adjacent spaces for his
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 missions 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, didnt 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
SKILL
LEVEL
1
2
3
4
5
6

SPEND DP
Players spend DP to increase abilities and skills.

CH 02
DP
COST
3DP
6DP
9DP
12DP
15DP
18DP

Abilities to increase your operatives ability scores,


spend DP on a 1:1 basis. For instance, if your STR score is
55 and you spend 3DP, your STR score becomes 58. Recalculate BP, INIT, damage bonuses, skill success rates,
etc. Extremely high scores are more expensive. Scores
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
Rank assists GMs in determining the relative
experience of an operative and is used to balance
challenges. To determine your operatives rank, use
the table shown at right. It should result in a scale
from 1 to 6. Perceptive players will notice you could
total 7 on this table. Achieving ranks beyond 6 are
not possible within these rules.
BENEFITS OF RANK
At all ranks, operatives enjoy certain specific benefits
as shown in the table below.
RANK
1
2
3
4
5
6

CALCULATE RANK
HIGHEST SKILL LEVEL
Level 2-3
+1
Level 4-5
+2
Level 6
+3
SECOND HIGHEST SKILL LEVEL
Level 3-5
+1
Level 6
+2
HIGHEST ABILITY SCORE
50-99
+1
100+
+2

BENEFITS
-Equipment Allowance +6, Bones +1, Team Assignment
Equipment Allowance +6, Codename
Equipment Allowance +6, Base of Operations
Equipment Allowance +6, Bones +1
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 (theyre 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 operatives 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 dont 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 dont 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 doesnt 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, youre 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
Long range radar Detects movement over land, sea, or air. Identifies signatures,
vectors, speed, etc. Requires Comm Center feature.
Satellite
Access to satellite capable of spying on specific locations within
Surveillance
a specified area. Requires Comm Center feature.
Generator
Effectively generates own power, no connection to the grid.
Powers 250 spaces of base. Requires generator room feature.
Sealed System
Provides atmospheric seal for a base which is in an unusual
environment (undersea, underground, in space, etc.)
Remote Location The base is located in a remote or hazardous location expensive
to maintain, such as a volcano, remote island, etc.
Secure Room
Pick one feature and make it have all the state of the art
security features. Retina scan, voice recognition, motion
sensing, infra-red motion detection, etc.
MILITARIZING
Defenses
Weapons
Other Upgrades

COMMENTS
Any vehicle defense (page 29) that the GM permits.
Any vehicle heavy weapon (page 31) that the GM permits.
Any vehicle upgrade (page 29) that the GM permits.

BASE OF OPERATIONS

COST
+3
+6
+3
+9
+12
+3

COST
varies
varies
varies

PG 43

CH 02

OPERATIVES

PG 44

BASE OF OPERATIONS

GAME GUIDELINES
03

CH 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. Its that simple!

AUTOMATIC SUCCESS/FAILURE
Regardless of the chance of success, any reasonable action succeeds on a roll of 0005. 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 someones 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 multiaction 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 thats 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 operatives 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 doesnt 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 operatives 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 isnt tracked by the GM (if he says its night, its 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 operatives 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 dont roll initiative and are always assumed to roll
a 5. So if your GM rolls initiative for an enemy hes 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 doesnt
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
Close
Short
Medium
Long
Very Long
Extreme
Out of Range

C
S
M
L
VL
E
--

MODIFIER
---10
-20
-30
-40
n/a

SPACES
1
2-15
16-30
31-300
301-600
601-1500
1501+

COMMON EXAMPLES
Melee weapons
Hurled knives and spears
Most Pistols
Most Rifles
Sniper Rifles
Heavy Artillery
n/a

FREE FORM RANGE


Some GMs dont want to use a game map and figurines, they want to be descriptive
and let the players imaginations fill in the details. This is a common style of play.
The GM arbitrates movement through story. If he says youre short range from
your target, youre short range. It doesnt 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 opponents BP.
If you reduce him to zero, you dont 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 youre smart, youll 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).
FIRING OPTION
Single Shot
Short Burst
Long Burst
Extended Burst

#BULLETS
1
5
10
20

--SINGLE TARGET-- ---------- SPRAYING AN AREA ---------HIT DAMAGE 2 SPACES 3 SPACES 4 SPACES
+0
x1
---+5
x2
x1
--+10
x3
x2
x1
+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 its unable to be piloted. Players need to keep track of their
vehicles damage.

SPEED
A vehicle travels at one of five speeds. At each
speed there is a modifier which is applied to all pilot
skill checks. Going slow keeps you in control, but
wont win races. A pilot can change speed by one
step per turn, no skill check needed. Speeds are
PG 50

VEHICLES IN COMBAT

PILOT SPEED
SPEED
MODIFIER MODIFIER
Stopped
n/a
n/a
Slow
+20
-20
Cruise
+0
+0
Fast
-10
+10
Full Speed -20
+20

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. Thats 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 vehicles 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 pilots 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 vehicles pilot must make a skill check. If hes 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 hes 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, hes 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
vehicles 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 theyre going. For instance, if you have a
MOV score of 9 and make your DEX check to sprint, youre 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
04

CH 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
modifier while harder actions should be penalized.
Refer to the difficulty modifier table at right. This
process requires GM interpretation, who must assess a
situation and decide the difficulty based on his own
instincts and sense of fairness.
For instance, shooting a pistol through a window the
GM might say: Make your attack at -10. The player
would subtract 10 from his operative's chance to hit.

DIFFICULTY
Easy
Routine
Normal
Challenging
Hard
Very Hard
Improbable
Yeah, Right

MODIFIER
+10
+5
--5
-10
-20
-40
-60

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
ITEM CATEGORY
WINDOWS
Typical
Durable
Reinforced
DOORS
Interior
Exterior
Reinforced
WALLS
Interior
Exterior
Reinforced
PORTABLE DEVICES
Fragile
Rugged
Heavy-duty
DEVICES
Fragile
Rugged
Heavy-duty
3
VEHICLES
Typical
Heavy-duty
1

2
3

CH 04

COMMENTS

BP

DR

Simple window on a home or business.


Solar panels, car windshields, safety glass.
Architectural glass on large buildings

3
8
16

0
0
5

Light wooden construction


Heavy duty commercial-grade construction
Security door, blast door, safety door

25
50
75

0
5
10

Typical sheetrock and wood


Hard wood or light brick construction
Steel security walls

50
100
200

0
5
10

Hand-held electronic device


Hand-held rugged device
Very heavy-duty device such as firearms.

5
8
10

0
5
10

Computers, terminals, light machines.


Designed for field work, industrial machinery.
Steel reinforced shell, military-reinforced

12
25
50

0
5
10

Common small and mid-sized civilian vehicles


large, industrial, or commercial vehicles

100
200

0
5

Damage which does not reduce an item to 0 BP may reduce its functionality in
some way determined by the GM.
Damage which does not get through DR causes cosmetic damage only.
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 youre 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 GMs 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 multiactions).
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 pilots 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 effects 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.). Dont 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 effects 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 scorpions 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 operatives 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
1 Mandarin
2 English
3
4
5
6

Hindustani
Spanish
Russian
Arabic

7
8
9
10

Bengali
Portuguese
Malay-Indonesian
French

SOME COUNTRIES WHERE IT IS SPOKEN


Most of China
New Zealand, USA, Australia, England, Zimbabwe, the
Caribbean, Hong Kong, South Africa, Canada
India
South America, Central America, Spain, Cuba
Russia, Belarus, Kazakhstan, Tajikistan, Kyrgyzstan
Much of Middle East, Saudi Arabia, Kuwait, Iraq, Syria, Jordan,
Lebanon, Egypt
Bangladesh
Portugal, Brazil, Macau, Angola, Venezuela, Mozambique
Malaysia, Indonesia
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 GMs will
want to explain how to avoid the security system if its 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, its simply mechanical or electrical in
nature an electronic switch on a door senses that its open when the
authorization system says youre 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 systems rank.
2. Record suggested notice, avoid and disarm modifiers based on security
systems 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 systems general complexity and danger to operatives.
RANK
DESCRIPTION
1
Domestic-grade security system.
2
Corporate-grade security system.
3
Military-grade security system.
4
Government-grade security system.
5
Espionage Agency security system.
6
Worlds leading security systems.
* Also list which ability/skill applies.

NOTICE*
+20
+10
+0
-10
-20
-30

AVOID*
+10
+0
-10
-20
-30
-40

DISARM*
+0
-10
-20
-30
-50
-60

SECURITY SYSTEM TRIGGER


There may be others, but here are some ideas to help get your imagination flowing:
ROLL TRIGGER
00-07 Manual
08-14 Trip wire
15-22 Pressure sensor
23-30 Concealed
31-37 Camera system

38-45 Electrical sensors


46-53 Heat sensor
54-61 Motion sensor
62-68 Light beams
69-76 Light curtain

77-84 Sound sensor


85-91 Logging

92-99 Multiple

PG 64

DESCRIPTION
By pulling a lever or turning a crank, pushing a button,
opening a door, etc.
Detects people walking past a certain point.
Detects someone stepping in a specific location, or an object
resting on (or not resting on) a pressure plate.
Effect isn't triggered; it already exists but cannot be easily
spotted because of its placement or obstacles.
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.
Triggered when the current is interrupted. Typically placed on
windows and doors. Can be keyed electro-magnetic sensors.
Detects heat or the lack thereof.
Sensing moving people or objects through ultrasonic (or other
wavelengths) signal reflection.
Often infrared and invisible to the eye, beams can cover an
area or placed across walkways.
Comprised of visible light or infrared these curtains cover
entire floors, hallways, etc. These sensors are tripped when
the light is broken.
Detection of sounds, lack thereof or specific types of sounds.
Designed to detect all access, even authorized. Access is
granted, however it generates a log entry that may be
scrutinized.
Roll or choose twice more on this table, representing a
complex trigger. Consider having a higher avoid penalty for
systems with multiple triggers.

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
00-07 DNA/Blood

08-16 Facial Recognition


17-24 Fingerprinting
25-32 ID Card
33-41 Mechanical Key
42-49 PIN/Key Code

50-57 Private/Public Key


58-66 Retina/Iris Scan
67-74 RFID Implant

75-82 Security Token


83-91 Voice Recognition

92-99 Multiple

DESCRIPTION
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.
Cameras with sophisticated software to recognize specific
identities.
A scanner which detects and identifies fingerprints.
An identity card is worn by authorized personnel. There
may be a magnetic strip or RFID tag that must be scanned.
A mechanical key must be inserted into a keyhole to
deactivate/activate security system.
There is a touch panel or keypad which has numbers and/or
letters, and authorized personnel have personal
identification passwords which only they know.
Authorization is granted when a corresponding private key
matches the public key.
A device which identifies people by the unique pattern of
their retina.
Authorized personnel are implanted with passive radio
frequency identification tags. Detectors sense the presence
of authorized persons and prevent the security system from
triggering.
Small device typically presented with a PIN to authorize
access.
An authorized person must speak a password (or their
name, etc.) to be identified. Software confirms the persons
identity through pattern matching.
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
00-19
20-24
25-29
30-34
35-39

EFFECT
Lock
Alarm
Alarm
Alarm
Alarm

40-44

Alarm

45-49
50-54

Detain
Detain

55-59

Detain

60-64

Detain

65-69
70-74
75-79
80-84

Detain
Harm
Harm
Harm

85-89
90-94

Harm
Harm

95-99

Multiple

DESCRIPTION
Prevents unauthorized entry/access.
Sounds audible alarm summoning 1D/2 guards plus rank.
Sounds audible alarm summoning barking guard dogs.
Silent alarm summons guards, dogs, dogs and guards, police, etc.
Sounds audible alarm summoning 1D/2 guards plus rank, one has a
trained attack dog.
Mechanical alerting systems such as a chime or bell. PCs may be
oblivious of its intentions. No other effect, designed to deter.
Lockdown, all exits to room are sealed.
Knockout gas fills room (STR resistance check to resist, penalty
equal to -5 per rank of security system).
Delivers electrical shock causing unconsciousness (STR resistance
check to resist, penalty equal to -5 per rank of security system).
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)
Pit, slide or sifting floor drops operatives into a secure room.
Delivers electrical shock causing 1D/2 damage per rank.
Laser slices through room causing 1D damage per rank.
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.
Explosion causing 1D damage per rank.
Arrows, darts, needles with deadly poison tips. 2D per rank (half
with STR resistance check).
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. Dont 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
Badger-sized
Plant Eater
Meat Eater
Dog-sized
Plant Eater
Meat Eater
Horse-sized
Plant Eater
Meat Eater
Elephant-sized
Plant Eater
Meat Eater

STR

DEX

BP

INIT

DR

MOV

ATTACK

10
15

15
25

5
10

1
1

0
0

12
12

45% damage 1D
55% damage 1D

20
30

35
45

15
20

1
1

0
0

15
15

45% damage 2D
60% damage 2D

40
50

55
65

30
40

1
1

0
0

14
15

45% damage 3D
65% damage 4D

80
90

45
55

50
55

1
1

5
5

14
14

55% damage 4D
75% damage 8D

SAMPLE ANIMAL
Alligator
Bear
Bison
Dog
Elephant
Gorilla
Rhinoceros
Shark
Snake
Arachnids
Great Cat

STR
80
115
130
20
215
160
60
40
1
1
115

DEX
50
60
40
60
40
50
40
60
60
70
70

BP
40
80
60
10
250
75
100
60
2
1
60

INIT
2
2
1
2
1
1
1
3
1
2
3

DR
6
2
0
0
5
2
5
0
0
0
2

MOV
Swim 15
14
12
8
8
5
8
Swim 20
3
2
15

ATTACK
Bite 65% 4D
Claw 75% 3D, Bite 65% 2D
Gore 65% 3D
Bite 75% 1D, Claw 45% 1D/2
Charge 75% 2D, Crush 45% 6D
Slam 75% 2D
Gore 65% 3D, Trample 65% 2D
Bite 80% 3D
Bite 55% 1D/2 and dazed
Bite 33% and fatigued
Claw 80% 4D, Bite 70% 3D

ANIMALS

PG 67

CH 04

GM GUIDELINES

CREATING MAJOR NPCS


There are times when youll 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 players 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
00-08
09-17
18-26
27-35
36-44
45-54
55-63
64-72
73-81
82-90
91-99

MAJOR NPC ROLE*


The Brick
The Agent
The Thinker
The Technowizard
The Commando
The Con
The Hunter
The Ace
The Planner
The Ninja
The Bodyguard

HIGHEST ABILITY
STR
DEX
LOG
LOG
DEX
WIL
LOG
DEX
WIL
DEX
WIL

PRIMARY
Martial Artist
Thief
Academic
Technician
Soldier
Thief
Scout
Pilot
Leader
Martial Artist
Leader

SECONDARY
Soldier
Soldier
Leader
Academic
Martial Artist
Leader
Soldier
Technician
Detective
Thief
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
1
2
3
4
5
6

ABILITIES
65, 60, 55, 50
70, 60, 55, 50
70, 65, 55, 50
75, 65, 55, 50
80, 70, 60, 50
90, 80, 60, 50

SKILL LEVELS
1, 1
2, 1, 1
3, 3, 1, 1
4, 3, 2, 1
6, 4, 3, 2, 1
6, 6, 3, 2, 1, 1

LIFESTYLE
--Travelers
Travelers
Extravagant
Extravagant

EQUIPMENT
6
12
15
21
24
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 dont 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
00-12
13-24
25-37
38-49
50-62
63-74
75-87
88-99

ORGANIZATION LEADERSHIP
Unary, Centralized
Small, Centralized
Medium, Centralized
Large, Centralized
Small, Decentralized
Medium, Decentralized
Large, Decentralized
Huge, Decentralized

#MASTER VILLAINS
1
2
3
6
3
5
8
12+

#LOCATIONS
1
1
1
2
3
5
8
12+

2. ORGANIZATION LOCATIONS
Now that you know how many master villains comprise the leadership of your
organization, its time to see where they are based. For each location, roll on the
following tables (once each for purpose, location, and descriptor):
ROLL
00-07
08-16
17-24
25-32
33-41
42-49
50-57
58-66
67-74
75-82
83-91
92-99

ORGANIZATION PURPOSE
Scientific or Technological Research
Propaganda or Public Representation
Outfitting or Warehousing
Prison, Torture, or Death camp
Training Center
Financial Center
Manufacturing Facility
Digital Nerve Center (computers, servers, data, high tech, etc.)
Central Planning/Administrative
Weapon of Mass Destruction Site
Military Center
Roll Twice

ENEMY ORGANIZATIONS

PG 69

CH 04

GM GUIDELINES

You can use this table to determine where each of the enemy organizations
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
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32

ORGANIZATION LOCATION
Afghanistan
Algeria
Angola
Argentina
Australia
Austria
Azerbaijan
Bangladesh
Belarus
Belgium
Benin
Bolivia
Brazil
Bulgaria
Burkina Faso
Burma
Burundi
Cambodia
Cameroon
Canada
Chad
Chile
China
Colombia
Congo (Dem. Rep. of)
Cote d'Ivoire
Cuba
Czech Republic
Dominican Republic
Ecuador
Egypt
El Salvador
Ethiopia

33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65

France
Germany
Ghana
Greece
Guatemala
Guinea
Haiti
Honduras
Hong Kong S.A.R.
Hungary
India
Indonesia
Iran
Iraq
Israel
Italy
Japan
Kazakhstan
Kenya
Madagascar
Malawi
Malaysia
Mali
Mexico
Morocco
Mozambique
Nepal
Netherlands
Niger
Nigeria
North Korea
Pakistan
Peru

66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99

Philippines
Poland
Portugal
Romania
Russia
Rwanda
Saudi Arabia
Senegal
Serbia
Somalia
South Africa
South Korea
Spain
Sri Lanka
Sudan
Sweden
Switzerland
Syria
Taiwan
Tajikistan
Tanzania
Thailand
Tunisia
Turkey
Uganda
Ukraine
United Kingdom
United States
Uzbekistan
Venezuela
Vietnam
Yemen
Zambia
Zimbabwe

Note that the above table is an alphabetized list of the 100 most populated
countries. However, the organizations 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 faade of a business front.
PG 70

ENEMY ORGANIZATIONS

GM GUIDELINES
ROLL
00-01
02-03
04-05
06-07
08-09
10-11
12-13
14-15
16-17
18-19
20-21
22-23
24-25
26-27
28-29
30-31
32-33
34-35
36-37
38-39
40-41
42-43
44-45
46-47
48-49
50-51
52-53
54-55
56-57
58-59
60-61
62-63
64-65
66-67
68-69
70-71
72-73
74-75
76-77
78-79
80-81
82-83
84-85
86-87
88-89
90-91
92-93
94-95
96-97
98-99

CH 04

ORGANIZATION DESCRIPTOR
Associated with terrorist groups
Controls a huge crime syndicate
Controls a huge smuggling ring
Controls a rogue military group
Deep financial reserves, money is no object
Employs freelance mercenaries or operatives
Experiments on people
Generates its own power from a nearby underground river
Has a large pile of looted Nazi gold
Has a local counter-intelligence agency unknowingly under its control
Has a location which is disguised as a hospital, museum, etc.
Has an artificially intelligent computerized operating system
Has an extensive pool of vehicles
Has constructed a dam and ransoms water to the local population
Has enslaved the local population
Has genetically engineered super soldiers
Has genetically or cybernetically manipulated guard animals
Has infiltrated public media
Has local government in its pocket
Has many custom military and spy vehicles
Has many trained and dangerous guard animals (dogs, etc.)
Has very high tech surveillance and security
Henchmen use an experimental drug that boosts their physical abilities
Is actually a mobile base, located out at sea on a re-purposed carrier
Is excavating and expanding deep underground
Is heavily militarized (soldiers and turrets in plain view)
Is in a difficult to reach location
Is located in a far removed locale (distant canyons, arctic north, etc.)
Is located in a volcano, deep jungle, or other hazardous place
Is located undersea or underground
Is riddled with expensive art from all over the world
Is surprisingly easy to get into and out of
Is wired with a self-destruct system
Its bases are elusive, keep moving around
Located beneath a public building or national monument
Located on an island
Location can lock down totally trapping all within
Location is a castle, with medieval themed henchmen and master villains
Location is obvious headquarters, broadly displaying its name
Manages a global black market
Members have cyanide capsules implanted in teeth
Owns most businesses within 100 miles
Sells arms to any warlord who can afford it
Site has a business front, such as a casino or resort or hotel
The approach to the base is riddled with booby traps
The guards/minions here all have uniforms or markings
There are many levels of ancient ruins beneath the site
Uses artificial animatronic birds or rodents as surveillance and/or defense
Uses super-science weapons or defenses
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 villains 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
00-07 Ascension

08-16 Destruction of
Wealth

17-24 Domination

25-32 End of
Technology
33-41 Entertainment

42-49 Leveling the


Playing Field
50-57 Opposition

58-66 Recognition
67-74 Revealing the
Truth

75-82 Revolution
83-91 Terror

92-99 Universal
Revolution

PG 72

COMMENTS
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.
The organization believes that wealth is the center of all power
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.
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.
The organization seeks to bring an end to technological
advancement. It opposes all scientific development.
The organization doesnt have a specific agenda other than its
own amusement. Perhaps its leaders are wealthy and bored, or
suffering from some kind of shared insanity.
The organization seeks to bring down those of power and
authority to equal that of the common man. It is not anarchy it
seeks, but a shared system of power and wealth.
The organization opposes the existence of a specific other
organization or government. It acts against it, trying to limit or
control it. It will act militarily, financially, and through secret
operations.
The organization wants to be recognized as its own nation or
governing body, independent of all others.
This organization is the caretaker of a great secret which other
organizations refuse to allow it to share. It seeks to spread this
information and reveal its secret to the world. The secret may
not be truth it may be a great propagandized lie, and the
organizations leaders might not even believe it themselves.
The organization wants to overturn a government and install one
of its choosing.
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.
The organization wants no government anywhere. Theyre all
corrupt and need overturned, to be replaced by something else.

ENEMY ORGANIZATIONS

GM GUIDELINES

CH 04

4. WRAPPING THINGS UP
After youve taken the three steps of generating an enemy organization, youll 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. Hes 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
00-12 Celebrity / Dilettante
13-24 Criminal / Terrorist
25-37 Cult Leader
38-49 Operative / Spy
50-62 Politician / General
63-74 Scholar / Visionary
75-87 Scientist / Technologist
88-99 Serial Killer

COMMENTS
Fame and wealth can be dangerous things
Mafia kingpin, drug lord, terrorist leader, gambler,
etc.
Religious, social, or economic leader figure
Assassin, burglar, hacker, rogue agent, etc.
Ambassador, military commander, warlord, dictator,
etc.
Faith and fanaticism, misguided brilliance
Genius ahead of the science/technology curve
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 villains plans.
ROLL MOTIVATION
00-04 Bigotry
05-09 Chaos
10-14 Control
15-19 Curiosity
20-24 Desperation
25-29 Equality
30-34 Evil
35-39 Fanaticism
40-44 Evolution
45-49 Gloom
50-54 Greed
55-59 Immortality
60-64 Insanity
65-69 Superiority

70-74 Acceptance
75-79 Power
80-84 Mischief
85-89 Renewal
90-94 Peace

95-99 Revenge

PG 74

COMMENTS
The villain hates a specific race, group, or belief.
The villain seeks a world in a state of anarchy and chaos. He
doesnt seek to rule, he seeks to be unruled.
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.
The truth is out there and this villain seeks it.
A dangerous man is one who believes he has nothing to lose.
Seeks to level the playing field because he believes someone or
some group has an unequal advantage.
Murder, hate, rage, lust, etc. are tools of choice. Evil is real to this
villain, and he serves it with an open heart.
Villain is convinced with a level of fanaticism that what he is doing
is divinely correct and cannot fail.
Humans are weak and inferior and must be improved through
cybernetic, psychic, and genetic manipulation.
Nobody understands his darkness, they must be made to
understand him and his depth of despair.
Passionate need for money or some other thing. He has a hole in
him that he keeps trying to fill and nothing is enough.
Villain wants his name to live on through the ages. Or perhaps he
seeks eternal life for real.
The villain totally insane. He may suffer from any number of
psychological maladies which drive him to villainy.
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.
The desire to be accepted or loved.
He doesnt care if he rules because hes respected or because hes
feared. The world must bow down to his rule.
A villain with a sense of humor. Primarily motivated by a desire to
cause trouble , he does things because its fun.
The social, political, and economical world is flawed and must be
recreated anew, no matter the cost.
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.
Retribution or vengeance because of something that happened in
the past.

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 villains primary source of power.
ROLL POWER BASE
00-09 Economic
wealth

COMMENTS
The villain possesses amazing reserves of money. Whether this is
from backers, victims, tax revenue, or corporate success, the
primary base of power is money. Whoever said money cant buy
happiness didnt have this villains wealth.
10-19 Faithful
This villains 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. Supersuperiority 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 hes doing, even when the operatives think theyre in
control of the situation they soon discover theyve been playing right
into the villains plans all along.
90-99 Personal
This villains 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. Theyre 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 its time to select descriptors,
consider rolling twice on the following table to help get your creativity flowing.
MASTER VILLAINS

PG 75

CH 04
ROLL
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49

GM GUIDELINES

MASTER VILLAIN DESCRIPTOR


ROLL MASTER VILLAIN DESCRIPTOR
Absent minded
50 Impulsive man of action
Acts benevolent, helps the community
51 Is a celebrity who faked his death
Albino or other physical deficiency
52 Is a twin yes, there are two of him
Always dresses in an expensive suit
53 Is always eating something
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 hes in danger.
Always has a deck of cards
55 Is morbidly obese
Always has a sucker
56 Is very old but surprisingly spry
Always has an escape plan
57 Leaves behind signature symbol or item
Always has to be doing something with his
58 Humiliates enemies before crushing them
hands, rolls coin, etc.
psychologically.
Always has to rhyme.
59 Likes to monologue, revealing plans
Always waits 5 seconds to carefully
60 Likes to wave dismissively at things he finds
consider his words before responding
unimportant, including operatives
Always wearing body armor
61 Lives in a castle
Always wears a certain color
62 Lover of games of strategy or chance
Always wears riding boots, carries a riding
63 Makes important decisions with a toss of a
crop, but doesn't have a horse
coin
Always wears sun glasses
64 Master of disguise, difficult to detect
Believes hes an ancient villain reincarnated 65 Might be a clone
Believes in aliens. Might even think hes
66 Missing an eye/hand, has many types of
working for them.
prosthetics for it
Cannot speak, uses a computer-aided voice 67 Nobody meets him in person, ever
Claims credit for other people's good ideas
68 Obsessed with appearance, especially hair
Collects unusual things
69 Obsesses over cleanliness, afraid of germs
Demands you address him as "Lord"
70 Overconfident and boastful
Disfigured Face
71 Partial prosthetic body part
Does a little dance when he's successful
72 Partially cybernetic
Doesn't let people see his face, and kills
73 Physical handicap (wheelchair-bound, one
those who see it
armed man, etc.)
Doesnt plan, poor strategist, good tactician 74 Prefers to hang people
Drug addict, doesn't care who sees
75 Propaganda expert, always comes off clean
Enjoys arson, both watching and causing it
76 Refuses to carry weapons, relies on minions
Extra sneaky, appears out of nowhere
77 Refuses to harm the elderly
Extraordinarily tall and thin
78 Relies on a psychic advisor, tarot reader, etc.
Fond of art and poetry
79 Strange ability to deduce all from basic clues
Fond of duels
80 Social chameleon
Gentleman demeanor hides a corrupt
81 Speaks very slowly, and very deliberately,
decadent nature
often repeating himself for emphasis.
Hands-on, likes to get involved personally
82 Speaks with a very heavy foreign accent
Has starkly alarming eyes
83 Strongly religious, despite villainous ways
Has a dungeon. An actual dungeon,
84 Studies cartoons, they define the human
complete with torture equipment, etc.
condition
Has favored minion he treats like son
85 Treats enemies like honored guests
Has a god complex
86 Treats his minions like family
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
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.
Has a pet snake, lizard, spider, or
89 Uses guns that are way overkill, or arms
something else repulsive
His henchmen with heavy weapons.
Has a soft spot for sports cars
90 Uses innocent bystanders as shields
Has a special weapon made just for him
91 Uses jargon specific to profession
Has ADHD
92 Very superstitious
Has an extreme phobia
93 Was a child celebrity
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.
Has been responsible for many wars
95 Was made, not born
Has had so many identities he forgets
96 Wears a uniform of an army that no longer
which is real
exists
Has to clear decisions with "mother," and
97 Wears glasses, always pushing them up on
nobody knows who mother is.
his nose
He is not what he appears to be
98 Wears shirts with clever humorous phrases
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 villains 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 missions 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 henchmans 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 players 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 minions 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 villains 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
00-09
35%
6D
10-29
45%
3D
30-49

55%

2D

50-69

65%

1D

70-79

75%

1D/2

80-89

85%

90-97

Rank 1

98-99

Special

--

PG 78

MASTER VILLAINS

EQUIP EXAMPLES
2
Vagrants, incompetents, drug addicts, etc.
3
Street thugs, vagrants, a circus troupe, minor
criminals, etc.
6
Gunmen, guards, police, martial arts students,
etc.
9
Soldiers, security force, mercenaries, SWAT
team, etc.
12 Veteran soldiers, special forces, minor
operatives, elite bodyguards, etc.
12 Nearly operative-level minor NPC squad leader
of minions. Roll again to determine his squad.
15 Operative-level rank 1 NPC squad leader of
minions. Roll again to determine squad.
-Highly trained or genetically modified animals,
super-science automatons, dolphins with frickin
lasers on their heads, etc. Decided by GM. Roll
again for more.

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
Roll on the table at right to determine the
number of areas in which the adventure will
take place. Areas are like acts in a play,
scenes in a movie, episodes of a television
program, or chapters in a story.

ROLL
00-09
10-59
60-89
90-99

NUMBER OF
AREAS
2 areas
3 areas
4 areas
5 areas

SCOPE OF MISSION
Short assignment
Typical mission
Large assignment
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
00-06
07-13
14-20
21-28
29-35
36-42
43-49
50-56
57-63
64-70
71-78
79-85
86-92
93-99

SPECIFIC AREA
Base
Decadence
En Route
Entertainment
Event
Facility
Industrial
Public
Remote
Residence
Station
Underground
Urban
Wilderness

EXAMPLES
Military, Espionage, Terrorist, Criminal etc.
Mansion, Castle, Party Center/Hall, Banquette, etc.
Train, Plane, Ship, Submarine, Highway, etc.
Casino, Dance Club, Restaurant, Museum, Pub, Hotel, etc.
Funeral, Carnival, Parade, Rock Concert, etc.
Skyscraper, Prison, Detention Center, Hospital, etc.
Factory Complex, Science Lab, Tech Lab, Warehouses, etc.
Monument, Capital, Embassy, Park, Sports Arena, Zoo, etc.
Island, Settlement, Outpost, etc.
Apartment, Flat, Condo, House, etc.
Airport, Train Station, Bus Station, etc.
Caves, Sewers, Mines, Catacombs, Silos, Undersea, etc.
Alleys, Rooftops, Subway, City Streets, Private Business, etc.
Jungle, Arctic, Desert, Swamps, Mountains, etc.

3. DETERMINE AREA DESCRIPTOR


Youre 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
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49

AREA DESCRIPTOR
Abandoned/vacant/forgotten
Activated alarm
All-natural/unmodified
Always in motion/moving
Amazing view
Appended-to/built-up/added-on
Art/sculpture covered
Barren/empty/void
Blazing heat
Blindingly bright
Blood stained
Brightly lit
Busy/bustling with activity
Cheap/breakable/fragile
Chilly/cold
Choked with vegetation
Clicking sound
Cluttered/messy
Columned with arches
Constant buzzing noise
Constant machine-noise
Covered in darkness
Crystalline/sparkling
Damp and dank
Dangerous moving parts
Distant howling or growling
Divided/segmented/partitioned
Dripping sound
Dung covered
Dust covered
Easily defended/safe
Eerily silent
Electromagnetic interference
Eroded/worn-away
Everything a solid color
Extraordinarily dry/parched
Extreme winds
Flooded
Flowery scent
Foggy/misty
Fresh scent
Garbage everywhere
Glass everywhere
Gothic architecture
Greasy/grimy/filthy
Hastily-assembled/built
Heavily patrolled
High air pressure
Insect infested
Intermittent lighting

PG 80

CREATING MISSIONS

ROLL
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99

AREA DESCRIPTOR
Isolated/stand-alone
Labyrinthine/confusing/twisted
Littered with bones
Low air pressure
Luxurious/comfortable/expensive
Many colored/gaudy
Metallic scraping sound
Moldy
Mysterious/secret/hidden
Noisy
Obfuscated/covered/concealed
Old/ancient
Overbearing herb smell
Oversized/overgrown/spacious
Peeling paint
Politically divided
Powerful breeze
Pristine, clean
Recently burned
Sound of running water
Rocky/jagged
Rusted/corroded
Sacred/spiritual
Scored by laser fire
Shiny new
Slippery/slick
Small rodent-infested
Smell of baked bread
Smell of exotic spices
Smell of oil/gas
Smells like stale air
Smells of vomit
Smoothed/rounded/plush
Soot-covered
Splintered/smashed
Sticky/gooey
Stormy/rainy
Strikingly beautiful
Subterranean
Tools strewn about
Toxic/poisonous
Trapped/protected
Undersized/small/cramped
Un-owned/unclaimed/frontier/wild
Used/recently visited
Vacuum-sealed
War-torn/bombed-out
Water soaked/logged
Well-maintained
Worn out/dilapidated

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
00-04 Activation
05-10 Cessation
11-15 Collection
16-21 Communication

22-26 Confiscation

27-32 Creation

33-37 Desertion
38-43 Destination
44-48 Destruction
49-53 Elimination
54-58 Exploration
59-63 Information
64-68 Liberation
69-73 Protection
74-79 Relation
80-86 Salvation
87-92 Sanction
93-99 Survival

DESCRIPTION
Activate or deactivate something: computer, bomb, machine,
some kind of doomsday device, defense system, etc.
Stop something that either is about to happen, or is in process
now. Examples include wars, revolutions, political coups, etc.
One or more needed items, animals, or people must be located
and collected.
Operatives must establish (or re-establish) communication with
another person or group. This may require interrogation,
seduction, persuasion, or deception.
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.
Build or assemble something with materials on hand. Examples
include communication or defensive arrays, etc. Random events
might be necessary to create dramatic situations.
Flee from this area. The characters might have to sneak, sprint,
coerce, or fight their way out of the area.
Cross or pass through an area. In a twist, there might be
multiple destinations without knowing which path is correct.
Something must be broken, blown-up, or caught on fire, etc.
Defeat someone. Elimination doesnt necessarily mean kill it
may mean you must capture, bind, arrest, or disarm them.
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.
Learn some fact(s): evidence to solve a mystery, acquire secret
plans, record someones appearance, find someone, etc.
Liberate a person or group by force or stealth or help to edify a
person or group to perform their own self-liberation.
Protect someone or something, guard duty, root out an
assassin, deliver something valuable, protect from invasion, etc.
Settle/create a dispute, deliver a treaty/threat, or affect the
political climate of a region.
Rescue someone who has been captured or is in some way
difficult to reach and difficult to save.
Law has been broken or a rule violated, operatives must arrest,
punish, or enforce.
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
00-04 Against the
Clock
05-10 Captured
11-15 Easy Mistake
16-21 Endangered
Innocents
22-26 Enemy
Character(s)
27-32 Enemy
Animals(s)
33-37 Limitation
38-43 Have to Go
Around
44-48 Outgunned
49-53 Hostile
Environment
54-58 Infection
59-63 Lost
64-68 Middle of
Things
69-73 Mistaken
Identity
74-79 Morale
Problems
80-86 Death Trap
87-93 Persuade
Other
94-99 Unnatural
Disaster

PG 82

DESCRIPTION
Accomplish objective in a short amount of time, requiring creative
thinking on the part of the players.
One or more operatives are captured and must escape while still
trying to meet their objective.
Present a situation where the obvious choice isnt the correct one.
It would be easy for them to make the wrong choice, side with the
wrong combatant, help a bad guy, etc.
There are innocent people that are endangered players have a
moral choice to make: pursue the objective or save/aid the
innocent people.
Either NPC minions or fewer major characters trying actively to
prevent operatives from their objective.
Animals are everywhere - or perhaps operatives are being stalked
by one animal or a small pack.
The operatives gear is limited or lacking; they must improvise or
obtain what they need. Budget cutbacks?
The path through this area to achieve the objective has a major
physical obstacle preventing passage.
Force is not the answer, fighting would mean death, yet the NPC
force that wants them dead isnt going to stop. How do the
operatives handle such impossible odds?
The environment itself is lethal with deadly plants, toxic air,
pitfalls, loose footing, quick sand, lava beds, etc.
Avoid being afflicted with an effect or disease while trying to
accomplish the objective or operatives seek vaccination!
Navigate a labyrinthine area which slows the operatives down
while trying to accomplish their objective.
Something big takes place in the area, all around the operatives. It
gets in the way of their objective. Examples: war, revolution,
competition, celebration, etc.
Mistaken for someone else or another group. Could be criminals, a
child considering them guardians, etc.
Because of a past problem or one they just endured, begin
suffering from low morale. One operative might start bickering,
holding grudges, etc. Party combat is possible.
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.
An NPC who is vital to the areas objective in some way must be
persuaded to help.
Caused by someone using a force that has enormous
repercussions. Possibly a doomsday device.

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
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32

CODENAME
ACCORDIAN FIRE
ACORN NORTH
ADVANCE NEST
ARCANE BREEZE
ARCHER ALPHA
ARCTIC SOUTH
ATLAS FURY
AUSTERE RED
BALIKATAN BUZZARD
BEVERLY CALVIN
BLUE LEADER
BRIDGE EAGLE
COASTAL EAST
COBRA FLAG
CONVERGENCE GATOR
COOPERATIVE CENTRAL
COPPER SHIELD
DILIGENT LION
DIVERGENT WARRIOR
EAGER EAGLE
EAGLE LIGHT-SPHINX
EASTERN RED
ECHO OCTAVIUS
ELECTRIC FLAG
ELLIPSE OMEGA
FALLEN STALLION
GAIDEN FLASH
GALLANT VISION
GARUDA DROP
GHOST SHIELD
GLOBAL FLAG
GNOME GREEN
GODDARD GUARD

D00
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65

CODENAME
GOLD BULLDOG
GOLDEN LIGHT
GOMEX SENTINEL
GRIFT VENTURE
GYPSY CHARLIE
HERCULES SWORD
INSPIRED ANGEL
INTERNAL STAR
JOLLYROGER CITADEL
JUNIPER CLUSTER
JUPITERS CURTAIN
KEESEE LEADER
KERIS OCTAVE
KINGFISH SOUTH
KRISS VICTOR
LAYMAN HAMMER
LIQUIDFIRE MASTER
MEDLEY CHALLENGE
MEDUSA LIGHT
NATIVE BANDIT
NEEDLED GUARDIAN
NEON RIDE
NEW EDGE
NOBLE GUARD
NORTH FLAG
NORTHERN WEST
NYTHUS WARRIOR
ORIGAMI RED
OUTLAW BRAVO
PACIFIC LIGHT
PETREE GATOR
PHOENIX ACCORD
PHONY VIPER

D00
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99

CODENAME
PIXACATO GATOR
PLUTO LANCER
PONTIFF BANDIT
POST GUARDIAN
POWER POINT
PRESENTER EXPRESS
RAVENWING VICTOR
RED LIGHT
RESTING WARRIOR
ROADBED WOLF
SABER TALON
SAHARAN THUNDER
SAPIENT WOLF
SEA HAMMER
SENSOR ALPHA
SEPTIM OCTAVE-DELTA
SILENT VIPER
SILVER DROP
SKYWRITER STALLION
SOUTHERN CHARLIE
SOUTHERN LIGHTNING
SPENT SPHINX
STEADFAST WEST
STEEL CENTRAL
TEMPTRESS GUARD
TIGER EAST
TROJAN VISION
TURBO REACH
UNITAS RIDER
VECTOR GREEN
VIGILANT NORTH
VIRAL STATION
WHITE SHADOW
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 youll 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
05

CH 05

SECTOR
SECTOR

A MYSTERIOUS INTERNATIONAL PARAMILITARY AND COUNTERESPIONAGE 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 worlds 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 branchs 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 dont 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
Directors 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 Indias 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 Australias 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 arent 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 original SECTOR is the oldest and largest
headquarters and is 2nd only to Brussels in the
number of operatives trained for field work.
Operatives stationed here typically carry older
technology. Some say it limits their
effectiveness while the operatives of New York
say they dont make it like they used to. The
truth is far less obstinate: during the years
following the terrorist attacks in 2001, SECTOR
Command decided to divert all discretionary
funds to public relations and to bolster up their
international standing, in attempts to gain
public acceptance as an international power.
Operatives of SECTOR 6 wear their underfunding as a badge of honor that they are able
to accomplish as much as other headquarters
without nearly as many expensive toys. They
accomplish it through application of intellect,
dedication, and training.
The founders of SECTOR used a shipping
company as a front, Croft Mercantile
Company. They built their headquarters deep
underground and have tunnels connecting to
PG 90

SECTOR HEADQUARTERS

THE NAME OF SECTOR 6


It is known that SECTOR is an
acronym, but that acronym is either
still kept secret or has been lost
over the years. When a secret is
kept so long, this happens. But why
is the first headquarters called six
rather than one?
The existence of SECTOR had to be
secret in its early days, and one of
its secrets had to be its scope. How
many SECTOR Command HQs were
there? If someone stumbled upon
the existence of SECTOR 6 they
would likely believe there to be at
least 5 more, perhaps dozens. This
obfuscation worked for many years,
but today there are many SECTOR
Command bases located all around
the globe and their numeric
references are more or less
arbitrary.
Of course, the numeric references
might not be random at all; they
may be just another layer of
SECTOR secrecy.

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 citys 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 operatives 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, SECTORs agreements with various world governments have never been so
delicate. The shadow nature of the war they fight means that others dont 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.

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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 arent 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 theyve 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 theyre 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 isnt
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 departments efforts may have been the red
flag that brought the FBI into conflict with SECTOR 6.
SECTOR HEADQUARTERS

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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 Mexicos 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,
SECTORs 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 agencys 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.

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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 areas 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
In order to categorize operatives,
SECTOR Command assigns rank titles.
These titles are often used like a
military rank. These ranks appear on
the identity cards given them in their
operative packs.

RANK
1
2
3
4
5
6

TITLE
Recruit
Junior Operative
Operative
Senior Operative
Master Operative
Command Operative

ABBR
RT
JO
OP
SO
MO
CO

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 travelers (or extravagant)
lifestyle can be used to get operatives where they need to go, though then theyll
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. Theyre 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
A

abilities......... 2, 4, 38, 39, 59, 68


ABIN ...................................... 95
academic ................3, 6, 7, 8, 39
accountant ..... see businessman
acrobat .................... see athlete
action check ............................ 3
actions ........................ 3, 45, 46
actor..................see entertainer
adventurer ...... see thrill-seeker
Afghanistan ........................... 89
agility ................... see dexterity
air vehicles ............................ 13
ambassador ... 89, see diplomat
ammunition .............. 26, 27, 49
amphibious ........................... 31
amphibious APC .................... 31
animal ................... 3, 14, 59, 67
animal handling .................... 14
animal templates .................. 67
Arabian Sea ........................... 89
archaeology ........ see academic
Archive, The .......................... 94
arms dealers ......................... 89
assassin ................................. 77
assassination ........................... 1
assault ................................... 10
astrophysics ........ see academic
Atlantis .................................. 95
attacking ............................... 49
Australia ................................ 90
Australian Secret Intelligence
Service.............................. 90
automatic failure................... 45
automatic success ................. 45
automatic weapons .............. 49
avoid ............................... 63, 66

backup personnel
..................... 10,18,22,42,97
basic group backup .......... 22
commando backup .......... 22
expert backup .................. 23
skilled backup .................. 22
basic backup .................... 22
bad to the bone .................... 46
balance .................see dexterity
Bangladesh ........................... 89
banker............ see businessman
base of operations .......3, 40, 41
base of operations upgrade .. 42
Bay of Bengal ........................ 89
Beijing ............................. 88, 89
binoculars ............................. 24
biology ................. see academic
black bag ............................... 23
Black Sea ............................... 95
blocking ................................ 58
bluffing ................................... 2
BND....................................... 88
body points
6, 12, 29, 39, 47, 49, 50, 55,
56, 57, 62, 68
bodyguard .... 7, 10, see military
veteran
bone................. 3, 4, 5, 7, 40, 46
bone crazy ............................ 46
bone of contention ............... 46
bone-up ................................ 46
bounty hunter......... 25, see law
enforcer
bow ....................................... 27
boxing ................................... 11
BP .................... see body points
Brazilian Intelligence Agency 95
breaking things ................. 3, 56
bribery .................................... 1

PG 98

SECTOR OPERATIVES

briefcase full of money ......... 24


Brussels ...........................88, 90
bugs ...................................... 24
bumping ............................... 51
burglar ........17, 23, see criminal
burst ................................49, 59
bus ...................................13, 21
bypass security ..................... 17

C
C-4 ........................................ 28
California .............................. 94
car.............................. 13, 21, 52
carpenter ........... see blue collar
charisma ............. see willpower
charm ................. see willpower
chase scenes ......................3, 52
Chechen................................ 96
chemistry ............. see academic
China .................................... 88
Chinese Ministry of State
Security ............................ 88
CIA ............................. 91, 92, 94
CITADEL ... 88, 89, 91, 94, 95, 96
climbing pads........................ 23
CNI ........................................ 89
codename............................. 40
coercion ................................ 58
cold war ................................ 96
combat ........................ 3, 49, 50
command ............................. 10
commlink .........................22, 23
compass...........................24, 32
complete cover ..................... 58
complex cover identity ......... 21
composer.................... see artist
computer security ................ 67
computers 8, 15, 16, 17, 24, 25,
26, 29, 67
conditions .. 3, 12, 24, 51, 59, 60
confusion .........................21, 58

INDEX
congressman ..... see bureaucrat
contact ....... 4, 6, 7, 9, 38, 68, 89
contested actions .................. 45
cook ................... see blue collar
coordination ......... see dexterity
corporate jet ......................... 13
courage ............... see willpower
courageous word .................. 10
cover ............... see taking cover
cover identity .................. 18, 21
crack safes ............................. 17
critical failure ........................ 45
critical success .... 12, 33, 34, 36,
37, 45, 58, 61
Croft Mercantile Company ... 90,
92, 93
crossbow ............................... 27
crowbar ................................. 23
cuts to the bone .................... 46

D
D/2 .......................................... 2
D00 .......................................... 2
damage . 2, 3, 10, 17, 19, 27, 28,
29, 30, 31, 33, 34, 35, 36, 37,
39, 45, 46, 47, 49, 50, 51, 52,
55, 56, 57, 59, 60, 66
damage reduction .... 29, 31, 33,
34, 36, 49, 55, 57, 66
dazed................... 33, 37, 59, 60
deception .......................... 1, 17
defenses ....7, 20, 33, 45, 67, 85,
92
demolitions ..................... 15, 23
demolitions pack ............. 15, 28
Department of Homeland
Security ............................ 91
descriptors ..3, 4, 38, 40, 61, 62,
68, 69, 75, 79
detect clues ............................. 9
detective ............. 3, 7, 9, 23, 34
development points . 2, 4, 8, 13,
14, 16, 38, 39, 61
devotion .............. see willpower
DEX ....................... see dexterity
dexterity .. 2, 6, 7, 11, 13, 15, 17,
28, 30, 33, 34, 35, 36, 37, 48,
49, 53, 58, 59, 66
DGSE ..................................... 89
diagnose ................................ 12
dice ......................................... 2
dilettante ............... see wealthy
direction sense ...................... 14
disadvantage 11, 33, 35, 36, 49,
58, 59

disarm ..................33, 63, 64, 66


disease .................................. 12
disguise ........................... 17, 23
diving for cover ..................... 58
dodging ............ 2, 11, 28, 49, 58
dodging expertise ................. 11
DP ....... see development points
DR ..........see damage reduction
driver ................. see blue collar
duration .................... 28, 60, 66

E
effects ...... 28, 59, 60, 63, 64, 66
electronics ............................ 16
endurance ............. see strength
enemy organization3, 69, 70, 73
engineer ....... 16, see technician
entertainment....................... 21
entrepreneur . see businessman
environmental exposure
............................. 23, 58, 59
equipment allowance
5, 6, 7, 20, 21, 22, 31, 40, 41,
68, 79, 97
escape artist.... see thrill-seeker
espionage......... 1, 69, 94, 95, 96
Europe ............................ 88, 89
European Union .................... 88
ex-con .................... see criminal
explorer ..... 14, see thrill-seeker
explosives ............15, 23, 28, 57
extravagant lifestyle...... 6, 7, 21

F
factory worker ... see blue collar
false identity ......................... 21
farmer ................ see blue collar
fatigued................55, 56, 59, 62
FBI ............................. 91, 92, 93
fear ........................... 58, 59, 77
features................................. 42
federal agent...see law enforcer
fencing .................................. 11
field medic ............................ 12
fighter jet .............................. 31
find weakness ....................... 10
fingerprinting ........................ 23
firearms .. 15, 19, 20, 26, 27, 33,
35, 42, 57, 66, 89
firearm upgrade
bayonet ............................ 26
ceramic polymer .............. 27
concealed spring holster .. 27
extended magazine .......... 27

CH 06

heavier caliber ................. 27


improved sights ............... 27
laser targeting system...... 27
recognition grip ............... 27
silencer/suppressor ......... 27
spare ammo ..................... 27
first aid.................................. 47
flash blindness ...................... 58
focus ... 4, 6, 7, 8, 13, 29, 34, 39,
68, 79
football player .........see athlete
forgery ............................ 17, 23

G
gadgets .......... 20, 25, 26, 89, 92
plausible gadget ............... 26
improbable gadget........... 26
super-science gadget ....... 26
game master . 3, 1, 3, 7, 8, 9, 10,
11, 13, 14, 16, 21, 22, 23, 25,
26, 28, 31, 32, 33, 35, 38, 39,
40, 42, 45, 46, 47, 48, 49, 51,
52, 53, 55, 56, 57, 58, 59, 60,
61, 62, 63, 65, 67, 77, 79
gangs .................................... 88
genetics ............... see academic
getting healed ................... 3, 47
getting hurt ..................3, 47, 55
acid .................................. 55
dehydration ..................... 55
environmental exposure .. 55
falling ............................... 55
fire ................................... 56
holding breath ................. 56
radiation exposure ........... 55
starvation ......................... 56
glass cutters .......................... 23
GM ................. see game master
golden rule.............................. 3
governor ........... see bureaucrat
GPS system ........................... 24
grace .....................see dexterity
grapples ................................ 23
grenades
15, 22, 28, 45, 50, 57, 58
grenades & explosives
flash-bang grenade .......... 28
incendiary grenade .......... 28
mine................................. 29
plastic explosives ............. 28
smoke grenade ................ 28
fragmentation grenade .... 28
gunnery ................................ 15

SECTOR OPERATIVES

PG 99

CH 06

INDEX

hacking .................................. 17
Hallow Pointe ........................ 90
handcuffs ........................ 25, 62
hardened .......29, 31, 34, 49, 57
hazards.................................. 53
heal ....................................... 47
heavy armor .......................... 31
heavy weapons ............... 19, 31
heist ...................................... 23
henchman ................. 68, 73, 77
historian .............. see academic
history ................. see academic
hockey player .......... see athlete
holster ............................. 26, 27
hotel.......................... 21, 90, 95
hunter .. 14, 25, see thrill-seeker
hypnosis ................................ 59

ladar...................................... 30
land vehicles ......................... 13
language . 3, 4, 8, 39, 61, 70, 88,
95
law ....................... see academic
leader....................... 3, 7, 10, 73
lie ................................... 17, 77
lifestyle ........................... 18, 20
lifting..................... see strength
light armor ............................ 31
line .............................32, 52, 59
linguist .................................... 8
literature .............. see academic
lock picks .............................. 23
LOG ............................. see logic
logic 2, 6, 7, 8, 9, 10, 12, 14, 16,
28, 33, 34, 35, 37, 45, 58, 61,
63, 66
luck ............................. see bone

I
identification ................... 63, 66
immobilized .......................... 59
impersonate .......................... 17
improvised explosives ........... 15
infection ................................ 12
infiltration ............................... 1
infra-red ................................ 30
Ingush ................................... 96
INIT ....................... see initiative
initiative 3, 7, 10, 33, 35, 39, 48,
50, 53, 59, 68
inspire ................................... 10
intelligence ................. see logic
intelligence agencies 73, 85, 88,
89, 93
intelligence community......... 88
internal affairs ....................... 88
interpreter ........... see diplomat
interrogation ........................... 9
intimidation ............................ 2

J
Japan ..................................... 89
journalist .... 24, see investigator
jumping ................................... 2

K
karate .................................... 11
KGB ....................................... 96
knowledge .................. see logic
Kremlin.................................. 96

PG 100

M
mafia...................... see criminal
major NPCs ....................... 3, 68
manager......... see businessman
martial artist ... 3, 11, 27, 33, 34,
35, 36, 37
martial maneuvers
.......... 3, 4, 11, 13, 33, 34, 68
acrobat............................. 34
all-around sight ................ 34
blind fighting .................... 34
body density .................... 34
deadly attack ................... 34
disarm .............................. 34
hard block ........................ 34
hard target ....................... 35
hold .................................. 35
improved landing ............. 35
insanely cool moves ......... 35
instant awareness ............ 35
instant stand .................... 35
leap attack ....................... 35
meditation ....................... 35
move-by ........................... 35
multiple attacks ............... 36
multiple defenses ............ 36
nerve strike ...................... 36
power attack .................... 36
power defense ................. 36
reverse hold ..................... 36
riposte.............................. 36
roll with the impact.......... 36

SECTOR OPERATIVES

stun attack ....................... 37


surprise action ................. 37
suspension ....................... 37
swiftness .......................... 37
take down ........................ 37
throw ............................... 37
vivacity............................. 37
whirlwind attack .............. 37
master villains
.............. 3, 69, 73, 74, 75, 77
mayor ............... see bureaucrat
mechanics..........................1, 16
medic ........... 3, 7, 12, 23, 37, 47
medic pack ......................12, 47
medicine ............................... 12
melee.. 2, 10, 11, 26, 27, 33, 34,
36, 53, 58, 59
mercenary .... 1, 89, see military
veteran
MERK .................................... 89
Merovingian ......................... 89
Merovingian Kingdom .......... 89
Mexico .................................. 94
military humvee ................... 31
military rank ......................... 97
minions ............................73, 77
minister .....................see clergy
minor NPC ............................ 62
mission allowance ................ 79
mission code name ............... 83
missions .. 3, 1, 9, 21, 22, 24, 40,
73, 77, 79, 89, 92, 93, 94, 97
MIT ....................................... 95
money .............................20, 24
Mongolia .........................88, 89
moral code .................... 3, 5, 32
Moscow ................................ 96
motorcycle.......................13, 52
MOV .............. 6, see movement
movement .. 3, 7, 33, 35, 37, 48,
53, 59, 60, 68
MSS ...................................... 88
multi-action .. 33, 35, 36, 46, 49,
52, 59, 62, 63
multiple actions .................... 46
muscles.................. see strength
musician ........... see entertainer

N
National Intelligence
Organization .................... 95
NATO ...............................85, 88
navigation ............................. 14
Nepal .................................... 89
New Delhi ............................. 89

INDEX
New York ......................... 90, 91
newscaster ....... see entertainer
night vision goggles ............... 24
nitro ...................................... 30
non-player character .... see NPC
notice .............................. 63, 66
NPC . 3, 7, 22, 23, 32, 41, 47, 48,
62, 68, 75, 77
nuclear weapons ................... 85

O
objective ............................... 81
obstacles ............................... 82
offroad ............................ 19, 30
operative creation ................... 4
operative development ..... 3, 38
operative pack......................... 5
origin ................... 4, 6, 7, 40, 45
artist ................................... 6
athlete ................................ 6
blue collar........................... 6
bureaucrat.......................... 6
businessman ...................... 6
clergy .................................. 6
criminal .............................. 6
diplomat ............................. 6
driver .................................. 6
entertainer ......................... 7
investigator ........................ 7
law enforcer ....................... 7
medic ................................. 7
military veteran .................. 7
scholar ................................ 7
student ............................... 7
technician ........................... 7
thrill-seeker ........................ 7
wealthy .............................. 7
out of control ............ 51, 52, 59
outfitting3, 5, 18, 20, 25, 31, 42,
88, 97
outnumbered ........................ 58

P
painter........................ see artist
Pakistan ................................. 89
paralyzed ............................... 59
partial cover .......................... 58
pastor ........................ see clergy
penetrating ......... 19, 29, 49, 57
pentagon ................................. 1
pepper spray ......................... 28
perception ................... see logic
performance 19, 29, 30, 31, 50,
51, 53, 57

persuasion .............................. 2
philosophy ...........see academic
phone taps ............................ 24
physician ................... see medic
pick locks............................... 17
pick pockets .......................... 17
pilot. 3, 6, 13, 22, 23, 29, 30, 39,
50, 51, 53, 57, 59, 97
pistol .... 5, 15, 22, 27, 45, 49, 55
plastic explosives .................. 28
playboy .................. see wealthy
poetry ..................see academic
poison ........ 2, 45, 58, 59, 60, 66
police ......... 7, 9, 66, 92, see law
enforcer
politics .................see academic
preacher.................... see clergy
presence ............. see willpower
priest ......................... see clergy
primary skill ....4, 11, 38, 42, 68,
72, 73, 75, 81
prisoners ................................. 9
private eye ....... see investigator
private investigator ................. 9
professor ................. see scholar
programmer. 16, see technician
prone ............. 10, 33, 35, 37, 59
psychiatrist................ see medic
psychology ............................ 12

R
radar ............................... 30, 31
rallying cry............................. 10
ramming................................ 51
range
... 3, 2, 19, 24, 27, 28, 29, 48,
52, 53, 59, 66
rank ...........................................
7, 22, 23, 39, 40, 41, 63, 64,
66, 68, 75, 77, 79, 97
Rank ............... 39, 40, 63, 64, 66
rappelling gear ...................... 23
RAW ...................................... 89
recon ..................................... 14
recruit ................................... 10
regaining control ................... 51
religion .................see academic
reload.............................. 15, 49
reloading ............................... 49
repairing ......................... 16, 24
reporter ........... see investigator
Republic of India ................... 89
Research and Analysis Wing . 89
researcher ......8, 24, see scholar

CH 06

resistance checks .. 3, 10, 11, 28,


30, 33, 34, 35, 36, 37, 45, 46,
49, 51, 58, 59, 60, 66
rifle ....................................... 15
Rio de Janeiro ....................... 95
robotics ................................. 16
rope ...................................... 23
Russia.................................... 96

S
safe houses ........................... 85
salesman ........ see businessman
San Diego .............................. 94
Sao Paulo .............................. 95
satellite uplink ...................... 29
Saudi Arabia .......................... 89
scholar .................................... 8
scientist ................. 8, 23, 24, 73
scout ................ 3, 14, 62, 63, 67
sculptor .......................see artist
sea vehicles ........................... 13
secondary skill .................. 4, 11
secret agent ........................ 1, 9
SECTOR 3, 85, 88, 89, 90, 91, 92,
93, 94, 95, 96, 97
SECTOR headquarters ........... 85
security systems ... 3, 16, 17, 26,
57, 59, 62, 63, 64, 65, 66, 67,
77, 85, 88, 89, 91, 92, 94, 97
security system examples ..... 66
seduction ................................ 1
semtex .................................. 28
shadowing and trailing ........... 9
shields ................................... 58
shooting .................................. 2
simple cover identity ............ 21
singer ................ see entertainer
skills ..........................................
2, 3, 4, 6, 7, 8, 9, 10, 11, 12,
13, 14, 15, 16, 17, 20, 24, 26,
30, 33, 34, 35, 36, 37, 38, 39,
40, 41, 45, 46, 47, 49, 50, 51,
53, 57, 62, 63, 64, 67, 68, 77,
92
sleight of hand ...................... 17
slowed ............................ 59, 60
socialite ................. see wealthy
soldier . 1, 2, 3, 7, 15, 22, 23, 31,
49, 97
space vehicles ....................... 13
spaces .......................................
28, 30, 31, 33, 35, 37, 41, 42,
48, 59
spare ammo ...................... 5, 26

SECTOR OPERATIVES

PG 101

CH 06

INDEX

special forces ...... 1, see military


veteran
specialization ....4, 8, 13, 14, 16,
39, 68
speedboat ............................. 13
sports car .............................. 13
sprinting .................................. 2
spy...... 1, 17, 22, 23, 25, 73, see
investigator
stamina ................. see strength
standard equipment pack 21, 23
cold weather pack ............ 23
demolitions pack .............. 23
disguise pack .................... 23
forensics pack .................. 23
infiltration pack ................ 23
medic pack ....................... 23
operative pack ................. 23
researcher pack ................ 24
science pack ..................... 24
SCUBA Pack ...................... 24
surveillance pack .............. 24
survivalist pack ................. 24
technician pack ................ 24
standard equipment pack ..... 25
standard minion encounter .. 77
stealth ......................... 1, 17, 31
sticks & stones ...................... 46
STR ........................ see strength
strategy ................................. 10
street fighting ....................... 11
strength 2, 6, 11, 28, 33, 34, 36,
37, 39, 45, 47, 58, 60, 66
stun gun ................................ 28
stunned ................................. 59
submarines ........................... 90
success modifiers .............. 3, 55
super-science .................. 26, 73
surgeon ..................... see medic
surgery .................................. 12
surprised ............................... 59
survival ............................ 14, 23
survivalist pack ...................... 14
Sydney .................................. 90

T
tactical strike ......................... 10
tactics .................................... 10
taking cover .......................... 58
tank ....................................... 31
taser ................................ 28, 62
taxi ........................................ 21
teacher .................... see scholar
technician 3, 6, 7, 16, 17, 22, 23,
24

PG 102

technician pack ..................... 16


terrorist .....................88, 89, 90
thief ............. 3, 6, 17, 32, 53, 63
Tokyo .................................... 89
tomb-raider ..... see thrill-seeker
tongs ............................... 23, 88
torture .................................... 2
tracking ................................. 14
trailblazing ............................ 14
train ...........................14, 21, 91
traps ... 3, 14, 17, 28, 59, 62, 63,
66, see security systems
travel ................................ 3, 62
travelers lifestyle ......... 6, 7, 21
triad ...................................... 88
trigger ........................63, 64, 66
Turkey ................................... 95

U
U.S.S.R. ................................. 96
ultra-violet ............................ 30
unarmed combat .................. 11
unaware.......................... 58, 59
unconscious ...............33, 47, 59
United Nations ................ 85, 96
unsanctioned ...... 20, 24, 38, 89
unskilled ...... 3, 8, 10, 12, 13, 16
usage .........................28, 60, 66

V
vehicle upgrades
amphibious ...................... 29
auto Tire Repair ............... 29
communications .............. 29
eject seat ......................... 29
gliderwings....................... 29
hardened ......................... 29
heavy armor..................... 29
identity change ................ 29
light armor ....................... 29
medium armor ................. 29
offroad conversion ........... 30
oil slick ............................. 30
performance boost .......... 30
remote control ................. 30
security ............................ 30
self-destruct ..................... 30
sensor suite...................... 30
smoke screen ................... 30
speedster ......................... 30
spikestrip ......................... 30
stealth technology ........... 31

SECTOR OPERATIVES

vehicles
3, 6, 13, 15, 19, 20, 29, 30,
31, 40, 42, 49, 50, 51, 52, 53,
57, 59, 62, 92, 97
Vice President of Finance ..... 92
Vice President of Human
Resources ........................ 93
Vice President of Logistics .... 93
Vice President of Marketing . 93
Vice President of Operations 92
Vice President of Quality
Control ............................. 92
villain ....... 68, 72, 73, 74, 75, 77
virus ...................................... 12

W
weakened ............................. 59
weapon combat.................... 11
weapons ...................................
2, 7, 11, 15, 20, 25, 26, 27,
29, 31, 33, 34, 36, 49, 59, 85,
92, 97
Western Europe ................... 89
WIL ..................... see willpower
willpower ... 2, 6, 7, 9, 10, 32, 58
wit ...................... see willpower
wrestler ................... see athlete
wrestling ............................... 11
writer .......................... see artist

NPC SHEETS
N

P/S LEVEL

STR
DEX
LOG
WIL

SCORE

ACADEMIC
DETECTIVE
LEADER
MARTIAL ARTIST
MEDIC
PILOT
SCOUT
SOLDIER
TECHNICIAN
THIEF

RANK

BP

DP

DR

BONES

INIT

EQUIP

MOV

EQUIPMENT

NOTES

P/S LEVEL

STR
DEX
LOG
WIL
EQUIPMENT

CH 06

ACADEMIC
DETECTIVE
LEADER
MARTIAL ARTIST
MEDIC
PILOT
SCOUT
SOLDIER
TECHNICIAN
THIEF

SCORE

RANK

BP

DP

DR

BONES

INIT

EQUIP

MOV
NOTES

SECTOR OPERATIVES

PG 103

CH 06

STR
DEX

OPERATIVE DOSSIER

COVERT OPS OPERATIVE DOSSIER

BP

NAME

O P E R A T I V E D O S S I E RDR
LANGUAGES

APPEARANCE

INIT

LOG

DESCRIPTORS

MOV

WIL
LEVEL PS SCORE

ACADEMIC
DETECTIVE
LEADER
MARTIAL ART
MEDIC
PILOT
SCOUT
SOLDIER
TECHNICIAN
THIEF

LOG

Researcher, Scholar, Scientist, Linguist

LOG

Detect Clues, Interrogation, Shadowing & Trailing, Connections

WIL

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

STR

Unarmed Combat, Weapon Combat, Dodging Expertise

LOG

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

DEX

Land, Air, Sea, Space

LOG

Animal Handling, Navigation, Survival, Tracking

DEX

Pistols, Rifles, Gunnery, Demolitions


[Skilled Use Only] Engineering, Repairing, Programming, Set Security

DEX

Deception, Bypass Security, Sleight of Hand, Stealth

EQUIP

SCORE DAMAGE RANGE AMMO


M

Unarmed Combat

--

Some
Very
Total

Semi-Auto Pistol

MORAL CODE
Kind/Cruel
Focused/Unfocused
Selfless/Selfish
Honorable/Deceitful
Brave/Cowardly

PG 104

DP
BONES

LOG

WEAPON

RANK

SECTOR OPERATIVES

10,10 spare ammo

--

EQUIPMENT
Operative Pack (commlink, digital watch, encrypted phone, ID & validator)

OPERATIVE DOSSIER

CH 06

SECTOR OPERATIVES

PG 105

CH 06

OPERATIVE DOSSIER

There is a war going on every day. Its soldiers dont 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 dont 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 wont 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 youll 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 counterintelligence 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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