Spycraft Boot Camp I - v1 - Crafty Games
Spycraft Boot Camp I - v1 - Crafty Games
Spycraft Boot Camp I - v1 - Crafty Games
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d20 System Espionage Role-Playing Game<br />
<strong>Spycraft</strong> <strong>Boot</strong> <strong>Camp</strong> I<br />
TM
<strong>Spycraft</strong>, Shadowforce Archer and all related marks are and © 2002<br />
Alderac Entertainment Group, Inc. All rights reserved.<br />
All characters, names, places, and text herein is copyrighted by AEG.<br />
Reproduction without AEG's written permission is expressly forbidden,<br />
except for the purpose of reviews and when permission to photocopy is<br />
clearly stated. Vitality points, wounds, Defense, and other rules from the Star<br />
Wars roleplaying game and other items not covered by the Open Gaming<br />
License used with permission from Wizards of the Coast. Star Wars is a trademark<br />
of Lucasfilm, Ltd. The mention of or reference to any company or product<br />
in this book is not a challenge to the trademark or copyright concerned.<br />
This book uses governments, intelligence agencies, and political figures as<br />
settings, characters, and themes. All such uses are intended for entertainment<br />
purposes only.<br />
The Open Game Content<br />
This release of the <strong>Spycraft</strong> <strong>Boot</strong> <strong>Camp</strong> I document is done under version 1.0a of the Open Game<br />
License and the draft version of the d20 System Trademark License, d20 System Trademark Logo<br />
Guide and System Reference Document by permission of Wizards of the Coast. Subsequent<br />
releases of this work will incorporate final versions of the license, guide and document.<br />
AEG’s intention is to open up as much of the <strong>Boot</strong> <strong>Camp</strong> I document as possible to be used as<br />
Open Game Content (OGC), while maintaining Product Identity (PI) to all aspects of the <strong>Spycraft</strong><br />
intellectual property. Publishers who wish to use the OGC materials from this work are encouraged<br />
to contact JZinser@alderac.com if they have any questions or concerns about reproducing<br />
material from the <strong>Boot</strong> <strong>Camp</strong> I document in other OGL works. AEG would appreciate anyone using<br />
OGC material from <strong>Spycraft</strong> in other OGL works to kindly reference <strong>Spycraft</strong> as the source of that<br />
material within the text of their work. Open Game Content may only be used under and in accordance<br />
with the terms of the OGL as fully set forth below.<br />
DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product<br />
Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all<br />
<strong>Spycraft</strong> logos and identifying marks and trade dress, including all <strong>Spycraft</strong> product and product<br />
line names including but not limited to The <strong>Spycraft</strong> Espionage Handbook, <strong>Spycraft</strong> Lite, Control<br />
Screen, Modern Arms Guide, Faceman/Snoop Class Guide, Fixer/Pointman Class Guide,<br />
Soldier/Wheelman Class Guide, Season Book #1: Gentlemen’s Agreement and subsequent Season<br />
books, and all <strong>Spycraft</strong> logos; any elements of the <strong>Spycraft</strong> or Shadowforce Archer settings,<br />
including but not limited to capitalized names, department names, section names, threat names,<br />
characters, gadgets (including but not limited to the usual refinements and other gadgets), historic<br />
events, and organizations; any and all stories, storylines, plots, thematic elements, documents<br />
within the game world, quotes from characters or documents, and dialogue; and all artwork,<br />
symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, Agency<br />
or department logos, symbols, or graphic designs, except such elements that already appear in the<br />
d20 System Reference Document and are already OGC by virtue of appearing there. The above<br />
Product Identity is not open Game Content.<br />
DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above, no portions<br />
of the <strong>Boot</strong> <strong>Camp</strong> I document are designated as Open Game Content.<br />
USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of Alderac<br />
Entertainment Group to add all classes, skills, feats, equipment, prestige classes, and threat and<br />
NPC statistics (henceforth “goodies”) contained in this work to the canon of Open Game Content<br />
for free use pursuant to the Open Game License by future Open Game publishers.<br />
Some of the portions of this booklet which are delineated OGC originate from the System<br />
Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC<br />
portions of this book are hereby added to Open Game Content and if so used, should bear the<br />
COPYRIGHT NOTICE: “<strong>Spycraft</strong> Copyright 2001, Alderac Entertainment Group.”<br />
The mention of or reference to any company or product in these pages is not a<br />
challenge to the trademark or copyright concerned.<br />
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are<br />
used according to the terms of the d20 System License version 1.0a. A copy of this License can be<br />
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Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the<br />
Coast, and are used with permission.<br />
All contents of this work, regardless of designation, are copyrighted year 2002 by Alderac<br />
Entertainment Group. All rights reserved. Reproduction or use without the written permission of<br />
the publisher is expressly forbidden, except for the purposes of review or use consistent with the<br />
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The Open Game License<br />
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000<br />
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.<br />
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and graphic, photographic and other visual or audio representations; names and<br />
Credits<br />
Credits<br />
<strong>Boot</strong> <strong>Camp</strong> Recruits: Ken Colman, Bruce Graw, Jason Olsan, Steve Peterson,<br />
Charles Rice, Aaron Rosenberg, Jon Szeto,<br />
Brian Underhill, Sam Witt<br />
Art Director: jim pinto<br />
Graphic Designer: Patrick Kapera<br />
Cover Artist: Veronica V. Jones<br />
Line Developer: Patrick Kapera<br />
Production Manager: Mary Valles<br />
2<br />
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shall be reformed only to the extent necessary to make it enforceable.<br />
15. COPYRIGHT NOTICE: Open Game License <strong>v1</strong>.0a Copyright 2000, Wizards of the Coast, Inc.<br />
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan<br />
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave<br />
Arneson. Star Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm<br />
Ltd.; Authors Andy Collins, Bill Slavicsek, JD Wiker. <strong>Spycraft</strong> Espionage Handbook Copyright<br />
2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.<br />
Shadowforce Archer Worldbook Copyright 2002, Alderac Entertainment Group; Authors<br />
Patrick Kapera and Kevin Wilson.
Table Of Contents<br />
The <strong>Spycraft</strong> <strong>Boot</strong> <strong>Camp</strong> . . . . . . . . . . . . . . . . . . . . . . . . 03<br />
Want In On The Action? . . . . . . . . . . . . . . . . . . . . . 03<br />
Bundles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03<br />
Gadgets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 07<br />
Standard-Issue Gear . . . . . . . . . . . . . . . . . . . . . . . . 08<br />
Weapons and Ammunition . . . . . . . . . . . . . . . . . . . 10<br />
Angelique Nicolette (Threat) . . . . . . . . . . . . . . . . . . . . . 10<br />
The Children of Set (Threat) . . . . . . . . . . . . . . . . . . . . . 12<br />
The Church of the Apocalypse (Threat) . . . . . . . . . . . . . 14<br />
Dallas Redux (Threat) . . . . . . . . . . . . . . . . . . . . . . . . . . . 17<br />
Hifazaat (Threat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20<br />
The Man in the Iron Lung (Threat) . . . . . . . . . . . . . . . . 24<br />
Shale (Threat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26<br />
The Sodality (Threat) . . . . . . . . . . . . . . . . . . . . . . . . . . . 28<br />
THE SPYCRAFT<br />
BOOT CAMP<br />
The <strong>Spycraft</strong> RPG is a great labor of love by a great many<br />
people. Periodically, the Design Team trolls for fresh blood to<br />
supplement its ranks, inspired creators with a mind for innovative<br />
mechanics and the will to succeed in the gaming industry.<br />
We subject these hapless fools to a laborious torture sessi— er,<br />
training ground we call the <strong>Spycraft</strong> <strong>Boot</strong> <strong>Camp</strong>.<br />
As part of this program, participants are asked to generate<br />
rules and rules-oriented material — sometimes on the fly, and<br />
often with little warning and few directions outside "do it like we<br />
do it already" (we figure that if it’s commonplace for the pros who<br />
already have schedules, it should apply to new recruits as well).<br />
Many of the results are well worth a read, and might work well in<br />
home games, so we asked the participants if we could post them<br />
here, for your use as unofficial <strong>Spycraft</strong> material.<br />
Special Note: This material has never been edited — it is raw<br />
text intended to offer a glimpse behind the scenes, and for GCs<br />
and players who want to adapt it to their games. It is unofficial<br />
and may contain rules and grammar errors.<br />
Special Note: None of this material is permitted in the Living<br />
<strong>Spycraft</strong> campaign.<br />
Want In On The Action?<br />
Our first <strong>Boot</strong> <strong>Camp</strong> was a wild success, generating many<br />
stellar writers you can find on our credit pages in current<br />
releases. Would you like to join their ranks? Do you think you have<br />
what it takes to work on the most challenging d20 product on the<br />
market? If so, contact Patrick Kapera at pkapera@alderac.com<br />
for details about joining the next <strong>Spycraft</strong> <strong>Boot</strong> <strong>Camp</strong>.<br />
Bundles<br />
3<br />
BUNDLES<br />
The Agency provides standard packages to help agents dive<br />
into missions quickly. These packages offer a significant discount<br />
to the starting agent, but their contents are fixed and non-transferable.<br />
Each bundle costs 25 of the agent’s budget points.<br />
Air Assault Bundle<br />
by Steve Peterson<br />
Fanny pack and parachute pack (to carry and store bundle)<br />
1 set fatigues<br />
Parachute<br />
Climbing kit<br />
Night vision goggles<br />
Headset radio, encrypted<br />
Suction shoes<br />
Thermite lockpick<br />
10 glowsticks<br />
2 packs of chewing gum<br />
Arboreal Bundle<br />
by Aaron Rosenberg<br />
Backpack (to carry and store bundle)<br />
Waterproof poncho<br />
Camouflage net<br />
Climbing spikes<br />
Climbing hammer<br />
Rope<br />
Stool, folding<br />
Night vision goggles<br />
Leatherman<br />
Trail mix<br />
Thermos<br />
Bolt-action rifle, .22 LR<br />
Rifle silencer<br />
Soft point bullets, 20 shots<br />
Headset radio<br />
Athlete Bundle<br />
by Ken Colman<br />
Large suitcase and large "hockey bag"<br />
(to carry and store bundle)<br />
2 sets trendy clothes<br />
Designer sunglasses<br />
Cell phone<br />
Text messenger<br />
First aid kit<br />
Standard issue shoes (housed in athletic shoes)<br />
Liquid skin patch<br />
Leatherman<br />
Portable MP3 player<br />
$5,000 cash<br />
Several pieces of expensive and garish jewelry ("bling bling")<br />
Sports equipment appropriate for their sport<br />
Various promotional items<br />
5 Black permanent markers
Athletic Bundle<br />
by Jon Szeto<br />
Large sports bag (to carry and store bundle)<br />
Average clothes (exercise clothes or athletic uniform)<br />
Baseball bat<br />
Disguise kit<br />
Knockout gas (disguised as can of aerosol spray)<br />
Poisoned contact deodorant stick (operates as a poisoned lipstick<br />
gadget — see the <strong>Spycraft</strong> Espionage Handbook, page 137)<br />
Weakening contact toxin (disguised as foot powder)<br />
A dozen baseballs, golf balls, hockey pucks, or other appropriate<br />
hard ball<br />
Scented aerosol deodorant<br />
Lots of extra-long shoelaces<br />
Towel<br />
Automotive Enhancement<br />
by Aaron Rosenberg<br />
Duffle bag (to carry and store bundle)<br />
Leather racing gloves<br />
Spike dropper<br />
Police scanner<br />
Adhesive window tinting<br />
"Op art" license plate<br />
Mechanics kit<br />
UV headlights, pair<br />
UV goggles<br />
Auto Theft Bundle<br />
by Jason Olsan<br />
Black duffle bag (to carry and store bundle)<br />
2 extra license plates and supporting documents<br />
(intervention favor check, DC 5)<br />
Electronics kit<br />
Mechanics kit<br />
Lockpick gun<br />
Police scanner<br />
Business card with a car fence’s number<br />
(black market favor check, DC 14)<br />
Crowbar<br />
Electronics lockpick<br />
Gloves<br />
Handful of favorite CDs<br />
Bush Fighter Bundle<br />
by Charles Rice<br />
Lightweight pack (to carry and store bundle)<br />
Fatigues<br />
Headset radio, encrypted<br />
Shotgun, 12 gauge pump action<br />
with 50 shots<br />
Flashlight<br />
MRE (3 days)<br />
4 Glowsticks<br />
Mosquito net<br />
Insect repellent<br />
Bundles<br />
4<br />
Cat Burglar Bundle<br />
by Bruce Graw<br />
Shoulder bag (to carry and store bundle)<br />
Nightsuit<br />
Utility belt<br />
Headset radio<br />
Parachute<br />
Climbing kit<br />
Suction grips<br />
Lockpick kit<br />
Flashlight (pen light)<br />
Night vision goggles<br />
Glass cutter<br />
Climbing harness<br />
Soft-soled boots<br />
Snoop spray<br />
Counter-Surveillance<br />
Bundle by Aaron Rosenberg<br />
Aluminum briefcase (to carry and store bundle)<br />
Bug detector, handheld<br />
White noise generator, handheld<br />
6 infrared baffles<br />
Electromagnetic pulse generator<br />
Current detector<br />
4 motion detectors<br />
Microcassette recorder<br />
with 20 minutes of meaningless chatter pre-recorded<br />
"Out of Order" door sign<br />
Wind-up "bomb" plastic toy<br />
Data Crasher Bundle<br />
by Sam Witt<br />
Oversized Handbag or Messenger Bag<br />
(to carry and store bundle)<br />
Trendy Clothing<br />
Cell Phone<br />
Small ball peen hammer<br />
3 oz. tube of ethyl cyanoacrylate (Krazy Glue)<br />
Cigarette Lighter, Windproof<br />
Laptop (+1 power rating)<br />
with virus software, infinite loop<br />
Demolitions Kit<br />
Mechanics Kit<br />
Degausser, Handheld<br />
Cigarette, Welder<br />
Leatherman<br />
Desert Operations Bundle<br />
by Brian Underhill<br />
Military duffle (to carry and store bundle)<br />
1 set of desert fatigues or native desert clothing<br />
Sunglasses or tinted goggles<br />
Scarf or protective dust mask<br />
.38 Special service revolver<br />
with 50 rounds birdshot ammunition<br />
with 50 rounds standard ammunition<br />
GPS receiver<br />
Snakebite Kit<br />
Survival kit<br />
Survival knife<br />
7 days survival rations<br />
Portable evaporation still<br />
Flashlight<br />
Binoculars
Digging/entrenching tool<br />
2 extra canteens (one liter each, filled with water)<br />
Simplified phrase book<br />
(Arabic, Farsi, or other regional language or dialect)<br />
Tube of SPF-30 sunscreen and lip balm<br />
Small bottle of 20 salt and electrolyte replacement tablets<br />
Field Spotter Bundle<br />
by Jon Szeto<br />
Large rucksack (to carry and store bundle)<br />
Fatigues (camouflage)<br />
Binoculars<br />
GPS receiver<br />
Leatherman<br />
MREs (3 days)<br />
Satellite communications terminal<br />
Survival kit<br />
Field mirror<br />
Footlong spool of communications wire, 500 ft.<br />
Hi-Roller Bundle<br />
by Steve Peterson<br />
Clothes carrier and fat wallet (to carry and store bundle)<br />
1 set designer clothes<br />
Cell phone<br />
1 night’s stay in a 5 star hotel room<br />
1 gourmet meal at a restaurant<br />
Cold eye drops<br />
$6,000 in casino chips<br />
2 martinis (shaken)<br />
Long Range Recon Bundle<br />
by Charles Rice<br />
Web-Vest and Pack (to carry and store bundle)<br />
Fatigues<br />
Headset Radio, Encrypted<br />
GPS Receiver<br />
Climbing Kit<br />
Survival Kit<br />
Night vision goggles<br />
Smoke Grenade<br />
Survival Knife<br />
MRE (1 day)<br />
Chewing gum<br />
2 Candy bars<br />
Mariachi Bundle<br />
by Jason Olsan<br />
Guitar case (to carry and store bundle)<br />
with submachinegun option<br />
1 set of trendy clothes (gig outfit)<br />
Cell phone<br />
Extra guitar strings (may operate as garrote when necessary)<br />
$1,000 in local currency<br />
Incriminating pictures of local law enforcer<br />
(assistance favor check, DC 15)<br />
Acoustic guitar<br />
Bundles<br />
5<br />
Monkeywrench Bundle<br />
by Jon Szeto<br />
Metal toolbox (to carry and store bundle)<br />
Poor clothing (grease-spotted mechanic’s coveralls)<br />
Black Bar<br />
Digging/entrenching tool<br />
Electronics kit<br />
Incendiary grenade<br />
Leatherman<br />
Lockpicking kit<br />
Mechanics kit<br />
Pack of bubblegum<br />
Ziploc bag full of sand<br />
WD-40 industrial solvent<br />
Bottle of maple syrup<br />
Musical Performer Bundle<br />
by Ken Colman<br />
Large suitcase and clothes carrier<br />
or large suitcase and instrument case<br />
(to carry and store bundle)<br />
2 sets of trendy clothes<br />
Average clothes<br />
Cell phone<br />
Headset radio<br />
Microphone (hollow item)<br />
External bug detector (housed in a guitar pick or drumstick)<br />
Disguised miniature camera<br />
(hidden in microphone or guitar tuner)<br />
with one roll of commercial grade film<br />
Speed grooming kit<br />
$5,000 in cash and traveller’s cheques (in up to 2 currencies)<br />
20 CDs of their music<br />
5 Black permanent markers<br />
Vial of illegal drugs<br />
Overnight Mountain Biking<br />
Bundle by Bruce Graw<br />
Backpack (to carry and store some items, the remainder going<br />
on the bike)<br />
Cycling clothes (Gore-tex suit)<br />
Cycling gloves<br />
Rain gear (jacket, pants, shoe slipcovers)<br />
Sunglasses<br />
Cell phone<br />
GPS receiver<br />
First aid kit<br />
Survival kit<br />
Pannier bags (to carry survival gear)<br />
Bicycle headlamp<br />
Digital camera<br />
Energy bars, 1 package<br />
PDA<br />
Cycling helmet<br />
Tire patch kit<br />
Swiss army knife<br />
Water bottle and bottle cage
Paramedic Kidnap and<br />
Interrogation Bundle<br />
by Sam Witt<br />
Paramedic's duffle (to carry and store bundle)<br />
Paramedic uniform<br />
Latex gloves<br />
Surgical mask<br />
Safety goggles<br />
Valved CPR mask<br />
Kit, First Aid<br />
Headset radio<br />
1 dose contact poison<br />
1 dose lethal poison I<br />
1 dose knock out drug<br />
1 dose sodium pentothal<br />
Police scanner<br />
Handcuffs (3 pair)<br />
Video camera, standard<br />
with 2 professional grade video cassettes<br />
Flashlight<br />
Police Bundle<br />
by Bruce Graw<br />
Duffel bag (to carry and store bundle)<br />
Police uniform<br />
Utility belt<br />
.38 Special service revolver<br />
Box of 50 standard bullets<br />
Tactical holster<br />
Cell phone<br />
Pepper spray (standard sprayer)<br />
Evidence kit<br />
Handcuffs<br />
Sunglasses<br />
Baton<br />
Portable ram<br />
Professional Athlete<br />
Bundle by Jason Olsan<br />
Duffle bag (to carry and store bundle)<br />
2 sets of trendy clothes (sports uniform and travel suit)<br />
Cell phone<br />
Stimulant shot<br />
First aid kit<br />
Baseball bat (or equivalent sports equipment)<br />
$5,000 in local currency<br />
Sports manual<br />
Mirrored sunglasses<br />
Cover identity (power rating +1 — semi-professional sports<br />
club identification)<br />
Team game schedule<br />
Bundles<br />
6<br />
Professional Gamer Bundle<br />
by Ken Colman<br />
Large suitcase and foam lined shipping cases or large suitcase<br />
and laptop case (if laptop option is chosen)<br />
(to carry and store bundle)<br />
3 sets average clothes<br />
Desktop computer (power rating +2)<br />
or laptop computer (power rating +2)<br />
with expanded hard drive<br />
with high speed modem<br />
with entertainment suite<br />
with DSL connection<br />
with network hub<br />
with black box or refrigerated case (desktop only)<br />
PDA<br />
Digital camera<br />
Computer kit<br />
Equipment manual<br />
Various game CD-ROMs<br />
Various gaming t-shirts<br />
Various highly caffinated soft drinks or energy drinks<br />
Public Utilities Infiltration<br />
Bundle by Sam Witt<br />
Construction satchel (to carry and store bundle)<br />
Workman’s coveralls<br />
Standard, liner<br />
Hard hat<br />
Powder-free latex gloves<br />
Assorted maps of public spaces<br />
(malls, subway tunnels, maintenance passages, etc.)<br />
Can of black spray paint<br />
Kit, Mechanics<br />
Kit, Lockpicking<br />
Flashlight<br />
Glass cutter<br />
Bugs (any 4)<br />
Headset radio<br />
Micro-tape recorder<br />
Entrenching tool<br />
Disposable camera<br />
Relic Hunter Bundle<br />
by Brian Underhill<br />
Extra-large backpack (to carry and store bundle)<br />
Permission to enter a foreign country for archaeological<br />
research (as government intervention favor check, DC 10). Note<br />
that this will only get the character into the county; getting out<br />
with a relic is not included!<br />
1 set of fatigues or similar rugged outdoor wear<br />
Climbing kit<br />
Metal detector<br />
Magnetic compass<br />
2 sticks of dynamite<br />
Digging / entrenching tool<br />
3 days survival rations<br />
Flashlight<br />
Binoculars<br />
Small shoulder satchel<br />
6 glowsticks<br />
Extra 100' of climbing rope<br />
Chemical analysis kit (to determine mineral content)
Rescue, Recovery, and<br />
Extraction Bundle<br />
by Brian Underhill<br />
Load-bearing tactical vest and military butt pack<br />
(to carry and store bundle)<br />
1 set of camouflage fatigues<br />
9×19mm service pistol<br />
with 50 rounds standard or JPH ammo<br />
Insertion or extraction via helicopter<br />
(transportation favor check, DC 15)<br />
Survival knife<br />
First aid kit<br />
5 days survival rations<br />
Flashlight<br />
Binoculars<br />
Magnetic compass<br />
6 glowsticks<br />
Weatherproof map of target region<br />
Retribution Bundle<br />
by Jason Olsan<br />
Attaché case (to carry and store bundle)<br />
1 set of trendy clothes (sleek black business suit)<br />
Sig Sauer P-220 .45 ACP<br />
with 100 bullets<br />
Tagged bullets – drop all police/FBI investigations<br />
(intervention favor check, DC 20)<br />
Mirrored sunglasses<br />
Irrefutable proof of someone that ruined your life<br />
Sewer Rat Bundle<br />
by Steve Peterson<br />
Waterproof duffle bag — dispose after use<br />
(to carry and store bundle)<br />
1 set average work clothes<br />
1 pair rubber boots<br />
1 NBC suit<br />
X-ray lenses<br />
Cell phone<br />
Flashlight with 2 sets of spare batteries<br />
2 thermite lockpicks<br />
Geiger counter<br />
Jar of Vapo-rub (dab under nose)<br />
Maps of sewer system<br />
Sledgehammer<br />
Sniper Bundle<br />
by Charles Rice<br />
Rifle sling and fanny pack (to carry and store bundle)<br />
Ghillie Suit<br />
5.56×45mm Sniper Rifle<br />
with 20 bullets full-metal jacket<br />
with flash suppressor<br />
MRE (2 days)<br />
Flashlight (penlight)<br />
2 Glowsticks<br />
Satellite Map (1 BP)<br />
Magnetic Compass<br />
Small metal probe (for detecting/disarming booby traps)<br />
Telescoping metal probe (to check for mines)<br />
Gadgets<br />
7<br />
Thespian Bundle<br />
by Ken Colman<br />
Large suitcase and clothes carrier (to carry and store bundle)<br />
Trendy clothes<br />
Designer clothes<br />
Designer sunglasses<br />
Speed grooming kit<br />
Disguise kit<br />
Cell phone<br />
Body wire transmitter<br />
3 doses of knockout drug (disguised as prescription drugs)<br />
$7,500 in cash and traveller’s cheques (in up to 2 currencies)<br />
50 8×10 black and white headshot photos<br />
5 Black or gold permanent markers<br />
Undercover Student Bundle<br />
by Jason Olsan<br />
Backpack (to carry and store bundle)<br />
Cell phone<br />
Cover identity (power rating +1 — student identification)<br />
Laptop (+1 power rating)<br />
Micro-personal recorder<br />
Radio burst, digital stereo audio bug<br />
Data line burst data tap<br />
Audio surveillance receiver<br />
Pens<br />
Trapper keeper with paper<br />
Online email account<br />
(destination of data tapping information)<br />
Wingwalking Bundle<br />
by Aaron Rosenberg<br />
Backpack (to carry and store bundle)<br />
Lightweight jumpsuit<br />
White silk aviator’s scarf<br />
Suction shoes<br />
2 magnetic clamps, handheld<br />
Mini-parachute<br />
Inertial compass<br />
Rope<br />
Chapstick<br />
Facial moisturizing cream<br />
Gadgets<br />
By Jason Olsan, Aaron Rosenberg, and Sam Witt<br />
Degausser, Handheld: This battery-operated device emits a<br />
gaus flux field that erases magnetic media. As a full action, an<br />
agent can use the degausser to completely erase all data stored on<br />
a standard video cassette, audio tape, floppy disk, or similar magnetic<br />
media by touching the degausser to the media. This device<br />
generates significant heat and is equipped with a thermal fuse<br />
that shuts the device down for one minute after every use to<br />
avoid damage from overheating. The battery allows 10 uses before<br />
it must be recharged for 4 hours.<br />
If the agent is interrupted while using the degausser, the data<br />
on the magnetic media is considered corrupted, but is not erased.<br />
It can be recovered with a successful Computers skill check against<br />
the DCs shown on the table below:<br />
Media Type DC Time Required<br />
Floppy Disk 15 1 day<br />
Audio 20 3 days<br />
Video 25 1 week
Standard-Issue Gear<br />
Guitar Case, Standard: The guitar case may contain many<br />
options. You may take the standard guitar case option on its own,<br />
or take the standard option and then take more options from<br />
those listed for attaché cases within the <strong>Spycraft</strong> Espionage<br />
Handbook at the additional costs listed (e.g. taking a standard guitar<br />
case equipped with a booby-trap costs a total of 2 gadget<br />
points). You may have a maximum of three options (including the<br />
standard option) in any single guitar case. When more than one<br />
option offers the same benefit (such as increased hardness), only<br />
the highest benefit is applied.<br />
The guitar case has a hardness of 5 and 50 wound points. It<br />
can be used as a shield, adding +1 to the user’s Defense. Search<br />
checks to find anything inside the case add +5 to their DC, and the<br />
DC of any Open Lock check to open the guitar case is 20.<br />
This gadget (or another standard attaché case gadget) must be<br />
requisitioned as a housing first before you can add any of the<br />
options listed in the <strong>Spycraft</strong> Espionage Handbook.<br />
Gadget Point Cost: 1 each Weight: 5 lb.<br />
Spot DC: 30<br />
Infrared Baffles: These thin quilted pads have a metallic<br />
sheen and adhesive backing to one side. When stuck to a window,<br />
these baffles block infrared beams, preventing laser-guided listening<br />
devices.<br />
Gadget Point Cost: 1 per 6 Weight: 1/2 lb. each<br />
Spot DC: 30<br />
Standard-Issue Gear<br />
By Bruce Graw, Jason Olsan, Aaron Rosenberg, and Brian<br />
Underhill<br />
Adhesive Window Tinting: These adhesive-backed sheets of<br />
acetate adhere to vehicle windows, giving them a tinted effect<br />
(–15 on Spot and Search checks for anyone looking inside).<br />
Budget Point Cost: 5 Weight: 0 lb.<br />
Actual Cost: $150<br />
Bicycle Headlamp: This special flashlight clamps onto the<br />
handlebars of any bicycle. The internal battery is recharged automatically<br />
as the front wheel rotates, so as long as the headlamp is<br />
used with the bike, it will never run out of power. Attaching or<br />
removing the light takes one round; hooking up the lightweight<br />
generator takes 5 minutes.<br />
Budget Point Cost: 1 Weight: 1/2 lb.<br />
Actual Cost: $50<br />
Bug detector, handheld: This cell phone-sized device registers<br />
the presence of any electronic bugs in a 20 foot-radius area.<br />
Note that some high-end bugs might escape detection.<br />
Budget Point Cost: 6 Weight: 1 lb.<br />
Actual Cost: $150<br />
Climbing spikes: These spikes affix to the sole of a boot or<br />
shoe by means of the adhesive on the back and the adjustable<br />
straps for toes and ankles. Use of these spikes adds +4 to Climb<br />
checks on wood or soft rock.<br />
Budget Point Cost: 2 Weight: 1 lb.<br />
Actual Cost: $25<br />
Current Detector: This small handheld device, the size of a<br />
cell phone, detects active electrical current within a five footradius.<br />
Budget Point Cost: 4 Weight: 1 lb.<br />
Actual Cost: $100<br />
Cycling Gloves: This pair of specially padded gloves allows the<br />
wearer to travel for long periods of time without undue stress on<br />
sensitive nerves in his palms. In addition, the hands are kept warm,<br />
and the treated surfaces maintain their grip on handlebars better<br />
8<br />
than bare flesh. When making a Balance check because of difficult<br />
terrain or high-speed descents while using a personal vehicle<br />
such as a bicycle, the character receives a +1 bonus.<br />
Budget Point Cost: 1 Weight: 0 lb.<br />
Actual Cost: $10<br />
Cycling Helmet: A much lighter version of the motorcycle<br />
helmet, this affords no defense bonus protection against bullets or<br />
other high-velocity weapons, but functions adequately against<br />
any other attack form. Cycling helmets are legally required in<br />
some areas. DB +1 except as noted above, DR —, MDB —, ACP –1,<br />
Speed Same.<br />
Budget Point Cost: 4 Weight: 1/2 lb.<br />
Actual Cost: $50<br />
Electromagnetic pulse generator: This small box, the size of<br />
a personal CD player, generates a brief (one second) electromagnetic<br />
pulse in a 20 foot-square area. The pulse disrupts any electronics<br />
within that radius, unless they have specific shielding.<br />
Budget Point Cost: 8 Weight: 1 lb.<br />
Actual Cost: $400<br />
Energy Bars: This package contains six energy bars, which<br />
should be consumed at a rate of approximately one for every two<br />
hours of constant exercise, like long-distance running or bicycling.<br />
If this is done, the character receives a +2 bonus on any<br />
endurance-related skill or ability check during that period. This<br />
benefit stacks with the Endurance feat.<br />
Budget Point Cost: 1 per 6 Weight: 1/2 lb.<br />
Actual Cost: $50<br />
Goggles: These strap-on lenses help protect the wearer's eyes<br />
from dust, sand, and other particulates, and are especially useful<br />
in desert or arctic environments. They are usually tinted, but do<br />
not provide protection against flash-bangs or other blinding<br />
attacks.<br />
Budget Point Cost: 1 Weight: 1/2 lb.<br />
Actual Cost: $100<br />
Lightweight jumpsuit: This jumpsuit is made of thin but insulated<br />
material and is loose enough to fit over normal clothing.<br />
A single zipper runs down the front, and snaps to the collar.<br />
Adjustable straps at the wrist, ankles, waist, and neck provide a<br />
snug fit, and keep the jumpsuit from bunching or flapping.<br />
The jumpsuit comes with a pair of thin, insulated gloves and a pair<br />
of tinted goggles.<br />
Budget Point Cost: 5 Weight: 1 lb.<br />
Actual Cost: $50<br />
Magnetic clamps, handheld: These clamps are the size of a<br />
small free weight, circular and flat, and have a grip on the back.<br />
When switched on, they become powerful electromagnets, capable<br />
of holding two hundred pounds each.<br />
Budget Point Cost: 10 Weight: 2 lb.<br />
Actual Cost: $125<br />
Mini-parachute: This parachute packs down into a small<br />
satchel, roughly the size of a lunchbox, but opens into a standardsize<br />
parachute.<br />
Budget Point Cost: 5 Weight: 10 lb.<br />
Actual Cost: $200<br />
Motion detectors: These small boxes can be placed on a flat<br />
surface, or affixed to a wall or ceiling by means of their adhesive<br />
backs. Once switched on, these devices either sound an alarm,<br />
flash a warning, or both when they detect movement within five<br />
feet of their sensors. Motion detectors are packaged as a set of<br />
four.<br />
Budget Point Cost: 4 each Weight: 1/4 lb. each<br />
Actual Cost: $200
Standard-Issue Gear<br />
Nightsuit: Similar in purpose to the ghillie suit, this solid<br />
black, skintight outfit makes the wearer extremely difficult to see<br />
in dark conditions. If the character does not move and remains in<br />
shadow, opponents have a –4 penalty to Spot and Surveillance<br />
checks. However, in well-lit conditions, the nightsuit stands out,<br />
giving others a +2 bonus to these same checks. Since the outfit is<br />
so form-fitting, very little of the body’s curves or bulges are<br />
concealed from any viewer; agents increase their Charisma bonus<br />
by 50% when using the Bluff skill to seduce someone while<br />
wearing one of these outfits. However, any Charisma penalties are<br />
doubled!<br />
Budget Point Cost: 5 Weight: 2 lb.<br />
Actual Cost: $250<br />
"Op art" license plate: This license plate has a special coating<br />
to produce an iridescent sheen. The numbers and letters on the<br />
plate are deliberately blurred, making it almost impossible (-20 to<br />
Spot checks) to read clearly.<br />
Budget Point Cost: 6 Weight: 1/2 lb.<br />
Actual Cost: $200<br />
Pannier Bags: This set of two bags can be fitted to any bicycle<br />
or motorcycle, allowing the agent to carry up to 30 lbs. on the<br />
vehicle without counting against his own carrying capacity.<br />
If used on a bicycle, each 10 lbs. in the panniers results in a –1<br />
penalty to Driver skill checks. Panniers fit on opposite sides of the<br />
vehicle and must be balanced in weight distribution, or penalties<br />
accrue for every 5 lbs. instead of every 10 lbs. Removing or attaching<br />
a single pannier takes one round.<br />
Budget Point Cost: 2 Weight: 1 lb.<br />
Actual Cost: $50<br />
Portable Evaporation Still: This device consists of two yards<br />
of plastic sheeting and a plastic collection container. The user digs<br />
a hole, places the collection container inside, and covers the area<br />
with the sheeting. Moisture condenses on the underside of the<br />
sheeting and collects in the container. Provides one liter of water<br />
per day in most deserts; twice that in an non-arid region.<br />
Seawater stills are available as one-piece self-contained units.<br />
Budget Point Cost: 1 Weight: 3 lb.<br />
Actual Cost: $50<br />
Portable Ram: A heavily weighted device that fits to the<br />
user’s body with a special stock, the portable ram is used to smash<br />
through locked or barricaded doors in a minimum of time. Police<br />
often use such devices to surprise unsuspecting felons in rundown<br />
tenements. When employing a ram to burst open a door<br />
(but not a wall or other solidly constructed barrier), the character<br />
treats his base Strength as doubled for this purpose only. All<br />
Strength points added by this feature are a circumstance bonus.<br />
The ram is too bulky and unwieldy to be used as a weapon.<br />
Budget Point Cost: 2 Weight: 10 lb.<br />
Actual Cost: $250<br />
Snakebite Kit: A snakebite kit gives a bonus to First Aid<br />
checks against bites or stings from venomous creatures (e.g.<br />
snakes, scorpions, spiders, bees, poisonous fish). The kit is most<br />
effective when used immediately after the bite (+2 to First Aid if<br />
used within 2 minutes). If 2-10 minutes elapse, the bonus drops to<br />
+1; beyond ten minutes, the kit has no game effect. For a typical<br />
poisonous bite, use the Contact Poison stats found in the <strong>Spycraft</strong><br />
Espionage Handbook, page 238.<br />
Budget Point Cost: 1 Weight: 1/4 lb.<br />
Actual Cost: $12<br />
Soft-Soled <strong>Boot</strong>s: Designed for use with a nightsuit, these<br />
solid black, dull leather boots have thick, padded soles specially<br />
treated to spread the wearer’s weight as broadly as possible.<br />
As long as the character moves at half normal speed or less, they<br />
9<br />
receive a +1 gear bonus to Move Silently checks when walking<br />
(there would be no bonus if climbing, hanging from the ceiling,<br />
and so forth).<br />
Budget Point Cost: 2 Weight: 2 lb.<br />
Actual Cost: $150<br />
Stool, folding: This stool folds for easy storage and transportation.<br />
When opened, its adjustable legs can be shifted to fit<br />
easily over branches or small rocks, making the stool ideal for use<br />
on mountains or in trees. The seat is made of camouflage webbing.<br />
Budget Point Cost: 2 Weight: 1 lb.<br />
Actual Cost: $30<br />
Suction Grips: These very large suction cups strap to a<br />
climber’s forearms and knees, allowing them to climb up glass surfaces<br />
(like skyscraper windows) silently and without a rope.<br />
Climbing speed is the same as with rock climbing, but the character<br />
suffers no penalties to Move Silently checks while doing so.<br />
However, these items will not permit climbing over any surface<br />
that is not perfectly smooth and flat, such as glass or metal.<br />
Excessive dirt or grime can force penalties to Climb checks at the<br />
GC’s option, but rain is not a hindrance.<br />
Budget Point Cost: 3 Weight: 4 lb.<br />
Actual Cost: $200<br />
Tire Patch Kit: This boxed set allows the character to repair<br />
flat tires on bicycles. The kit includes patches, rubber cement,<br />
tire levers, and compressed air pumps capable of inflating a completely<br />
empty inner tube in seconds. Making repairs requires<br />
15 minutes and a successful Hobby (bicycling), Mechanics,<br />
or Sport (bicycle racing) check at DC 12. If the check fails by 5 or<br />
more, the patch appears to hold, but fails within an hour. A patch<br />
kit can repair up to 8 flats.<br />
Budget Point Cost: 1 Weight: 1/2 lb.<br />
Actual Cost: $10<br />
Utility Belt: This web belt includes numerous hooks for small<br />
items that the wearer needs to have close at hand, such as a cell<br />
phone, flashlight, pepper spray dispensers, handcuffs, and the like.<br />
These items can be carried without special pockets or a backpack<br />
and may be retrieved or replaced as a full action (or a half action<br />
if the character has the Quick Draw feat). Items larger than Fine<br />
size are, however, visible to anyone who can see the character.<br />
Budget Point Cost: 1 Weight: 1 lb.<br />
Actual Cost: $100<br />
UV headlights: These headlights have three settings: off,<br />
normal, and UV (in place of high-beam). The UV beams are<br />
invisible to normal sight but, when combined with UV goggles,<br />
allow the driver to drive as if using normal high-beams. The headlights<br />
are packaged in pairs.<br />
Budget Point Cost: 6 Weight: 1/4 lb.<br />
Actual Cost: $150<br />
White noise generator, handheld: This remote-control-sized<br />
device creates a low-level white noise within a twenty foot-radius.<br />
All listening and recording equipment trained upon or used within<br />
that area are at –20 on their Listen checks . 6. 1 lb. $150.<br />
Budget Point Cost: 6 Weight: 1 lb.<br />
Actual Cost: $150
Weapons and Ammunition<br />
Weapons and Ammunition<br />
By Brian Underhill<br />
Birdshot: Birdshot ammunition resembles "buckshot" commonly<br />
used in shotguns (see <strong>Spycraft</strong> Espionage Handbook, page<br />
116), but on a much smaller scale. It consists of extremely small<br />
projectiles loaded into pistol rounds (easily recognizable due to<br />
their crimped ends) and is generally used against birds, snakes,<br />
rats, and other pests. Because it scatters when it is fired, birdshot<br />
ammunition gives a +2 bonus to hit any target, but damage is<br />
reduced by -2 for each range increment (including the first).<br />
Unlike shotgun ammo, birdshot can only be used against a single<br />
target.<br />
Budget Point Cost: 1per 50 shots<br />
Actual Cost: $15 per 50 shots<br />
Effect: +2 to hit, –2 to damage (plus an additional –2 damage<br />
per additional range increment the shot travels).<br />
ANGELIQUE<br />
NICOLETTE<br />
By Jon Szeto<br />
Starting Threat Code: Yellow<br />
This short season (3-serial) threat is appropriate for a team<br />
of 4th level agents.<br />
The goal of a united Europe has been the dream of many<br />
European idealists ever since the founding of the European<br />
Common Market in 1958, and many thought that the creation of<br />
the European Union in 1992 would bring that dream into a reality.<br />
However, the dream seemed to have stalled, as the Union,<br />
encumbered by the weight of its own bureaucracy, was frequently<br />
undercut by the individual agendas of its member states.<br />
However, one woman, Angelique Nicolette, seeks to change all<br />
that, in the hopes of transforming the EU from a collection of<br />
petty squabbling states into a legitimate world superpower. And<br />
she’s found inspiration from an unlikely source in an unlikely manner:<br />
the terrorist attack of September 11, 2001. Believing that the<br />
people of Europe would come together in the same way as the<br />
people of the United States rallied in the aftermath of that<br />
tragedy, Angelique has begun engineering her own campaign of<br />
terror, that she plans to use to rally the people of Europe around<br />
her banner and forge a true European Union, an authentic superpower<br />
rivaling the might of America, Russia, and others.<br />
MP Cost: 275<br />
Wealth: 5 (Above Average)<br />
Technology: 9 (9 GP per serial)<br />
Loyalty: 3 (+3 to loyalty checks)<br />
Influence: 5 (favor check notice 1-5, 5 influence effects per<br />
serial)<br />
Scope: 5 (international threat)<br />
Agenda: Control<br />
10<br />
Serial 3:<br />
Angelique Nicolette<br />
The bar has been raised in this serial by +1. Award an extra 5%<br />
XP for completing this serial.<br />
As chairwoman of the board of directors of Vertiogne SA, a<br />
European multinational conglomerate with interests in many<br />
fields. As such, she’s a prominent figure, not only in Europe’s business<br />
circles, but also political circles as well. Her father was one of<br />
the undersecretaries for the French government who helped draft<br />
the original charter for the European Common Market. Angelique<br />
shared her father’s dream in seeing a united Europe leading the<br />
civilized world.<br />
Angelique ascended to the ranks of Vertiogne’s executive elite<br />
in 1992, the same time that the Treaty of Maastricht transformed<br />
the EEC into the more centralized EU. She hoped that the transformation<br />
would boost Europe to the next level, but Nicolette<br />
soon became quickly frustrated at the obstruction of many<br />
Eurosceptic opponents, who used the EU’s cumbersome bureaucracy<br />
to slow progress. It was time, Angelique decided, for more<br />
forceful action. Armed with a vast network of political contacts<br />
through her father’s connections, as well as Vertiogne’s multinational<br />
resources, Nicolette began sketching out a plan.<br />
Nicolette’s carefully-laid plans were almost derailed when the<br />
attacks on the World Trade Towers struck on September 11, 2001.<br />
But she subsequently observed how the attacks seemed to trigger<br />
a wave of patriotism and unity amongst Americans in the aftermath<br />
of the attack. Angelique concluded then that what Europe<br />
needed was its own 9/11 to come together, the fire of adversity to<br />
forge the blade of a united Europe.<br />
Nicolette’s plan takes a two-pronged approach at accomplishing<br />
this goal. First, she needed to recruit some terrorist and insurgent<br />
groups, preferably from the throngs of refugees and immigrants<br />
coming into Europe from North Africa, the Middle East, and<br />
the Balkans. To that end, she recruited Jacob Mustassen, a Turkish-<br />
American ex-commando, to recruit and organize resistance cells,<br />
to be dispersed amongst Europe’s immigrant populace.<br />
Interspersed amongst the throngs of Europe, these cells will conduct<br />
sporadic attacks to shake public confidence and increase fear<br />
of terrorism.<br />
The second prong of Nicolette’s attack is directed against the<br />
heart of resistance: the Eurosceptic politicians who opposed a<br />
stronger union. However, given their high-profile nature, direct<br />
violence was out of the question; instead, Nicolette has opted for<br />
character assassination: smear campaigns that undermine public<br />
support for the Eurosceptics and diminish their influence in politics.<br />
To that end, she’s called upon Steffen Kanndar, the head of<br />
EuMeKo, a European multimedia giant that Vertiogne owns.<br />
Meanwhile, Nicolette has been massing her own private army,<br />
the Janissaries, on a remote Mediterranean island. When the time<br />
is right, Nicolette will order Mustassen’s terror cells unleash a<br />
massive wave of terror attacks, to time with one of the regular<br />
conferences of the European heads of state; one of the targets of<br />
this attack will be the conference, with the express aim of taking<br />
out as many leaders at once. In the midst of the chaos, Nicolette’s<br />
Janissaries will intervene to defeat the terrorists and restore order.<br />
Hailed as a public heroine, Nicolette will use the tragedy as the<br />
opportunity to restructure the European Union according to her<br />
own vision.<br />
Although she’s well into her mid-forties, Angelique can still<br />
turn heads with her looks. Her attire somehow manages to strike<br />
an impossible balance between the conservative restraint of business<br />
sense, and the wild elegance of tres chic fashion.
Angelique Nicolette<br />
Angelique Nicolette, 5th level faceman/3rd level pointman<br />
(mastermind – 40 MP): CR 8; SZ M; v/wp 48/10; Init +6 (+5 class,<br />
+1 Dex); Spd 30 ft; Def 15 (+4 class, +1 Dex); Atk: Beretta Model<br />
21 Bobcat Pocket Pistol +6 (dmg 1d6+1, error 1-4, threat 20,<br />
range 10 ft.); Face 1 square; Reach 1 square; SA None; SQ adaptable,<br />
assistance (1/2 time), backup 1/session, cold read 1, lead<br />
1/session, linguist (English, French, German, Russian), quick<br />
change 2/session, versatility (Appraise, Computers, Concentration,<br />
Listen, Perform, Read Lips, Spot); SV Fort +5, Ref +4, Will +9; Str<br />
10, Dex 12, Con 10, Int 14, Wis 16, Cha 16; Skills: Appraise +8,<br />
Bluff +11, Bureaucracy +9, Computers +4, Cultures +11,<br />
Diplomacy +11, Forgery +10, Gather Information +11, Innuendo<br />
+11, Knowledge (European Politics) +10, Profession (Business) +9,<br />
Sense Motive +9, Spot +9; Feats: Armor Group Proficiency (Light,<br />
Medium), Charmer, Political Favors, Undermine, Weapon Group<br />
Proficiency (Hurled, Melee, Handgun, Rifle). Gear: Designer<br />
Clothing, PDA, 71 BPs. Gadgets and Vehicles: Micro-grenade<br />
Earrings, Poison Lipstick.<br />
Threat Resources/Action Sites: Satellite Network (headquarters<br />
– Vertiogne field testing facility, on an unnamed island in the<br />
Mediterranean – hierarchy 5, secrecy 5, personnel 2, security 3).<br />
Janissaries: The Janissaries are the crème de la crème of the<br />
recruits that pass through Jacob Mustassen’s training camps and<br />
are selected for advanced training. They are seconded to Nicolette<br />
to act as her Praetorian guard, and she often uses them to take<br />
care of any opposition to her unity agenda. They often have access<br />
to Vertiogne’s advanced gadgets and vehicles.<br />
Janissaries, 5th level minions (squads of 4 – 28 MP): CR 4;<br />
SZ M; v/wp 31/12; Init +6 (+4 class, +2 Dex); Spd 30 ft; Def 14 (+2<br />
class, +2 Dex); Atk: Bayonet +5/+7 (dmg 1d6, error 1, threat 20),<br />
Beretta 93 +7 (dmg 1d10, error 1, threat 19-20, range 50 ft.); Face<br />
1 square; Reach 1 square; SA None; SQ None; SV Fort +5, Ref +5,<br />
Will +1; Str 12, Dex 12, Con 12, Int 12, Wis 10, Cha 10; Skills: Climb<br />
+7, Demolitions +9, Driver +7, Intimidate +8/+8, Spot +6, Swim<br />
+7; Feats: Armor Proficiency (Light, Medium, Heavy), Weapon<br />
Group Proficiency (Melee, Handgun, Rifle, Tactical). Gear: 8 BPs.<br />
Gadgets and Vehicles: None.<br />
Serial 2: Steffen Kanndar<br />
Steffen Kanndar is the head of the European Media<br />
Communications Group, or EuMeKo for short. Under Kanndar’s<br />
leadership, EuMeKo has been gaining notice for making significant<br />
gains in Europe’s media industry, at a time when Europe’s<br />
other media companies have been struggling. Leading the way has<br />
been EuMeKo’s news division, which seems to have an uncanny<br />
knack of getting the early scoop on breaking events before the<br />
rest of Europe does.<br />
Part of the reason behind EuMeKo’s success is that Steffen<br />
sometimes scripts the news to EuMeKo’s advantage. As any broadcaster<br />
knows, bad news is good business, so it’s in Steffen’s best<br />
interest to portray Europe in a bad light. If there isn’t a public<br />
scandal, Steffen creates one. If there’s one already going on,<br />
Steffen’s spin doctors make it even worse.<br />
Since Vertiogne SA owns EuMeKo (through several layers of<br />
holding companies, to throw off the paper trail), Angelique<br />
Nicolette is more than aware of Kanndar’s ability to make things<br />
up as they go along. In fact, she brought Steffen on board at<br />
EuMeKo for just that reason. Nicolette directed Kanndar to use his<br />
creative fabrication talents to smear and discredit politicians who<br />
would be opposed to a stronger union. Furthermore, it diverts<br />
public attention away from Vertiogne, until Nicolette is ready for<br />
her moment of glory. (At which time all eyes will be on her, of<br />
course.)<br />
11<br />
EuMeKo also serves another purpose for Nicolette: propaganda<br />
indoctrination. Mass media is more than just the news; it’s also<br />
about entertainment. If Angelique wants to build a stronger<br />
union, she will have to build a base of popular support. EuMeKo<br />
accomplishes this not only through its entertainment programs,<br />
which are definitely cast in a pro-Union bias, but also through<br />
subliminal messages inserted in its programs and advertising.<br />
Steffen Kanndar, 5th level snoop/1st level faceman<br />
(henchman – 23 MP): CR 6; SZ M; v/wp 37/12; Init +5 (+4 class,<br />
+1 Dex); Spd 30 ft; Def 16 (+5 class, +1 Dex); Atk: Beretta Model<br />
80 Cheetah Backup Pistol +3 (dmg 1d10, error 1, threat 20, range<br />
15 ft.); Face 1 square; Reach 1 square; SA None; SQ astute, back<br />
door, flawless search, intuition 1/session, jury rig +3, linguist<br />
(English, German, French); SV Fort +3, Ref +4, Will +6; Str 10, Dex<br />
12, Con 12, Int 16, Wis 14, Cha 13; Skills: Bluff +5, Bureaucracy<br />
+7, Computers +9, Craft (Recording) +9, Craft (Video) +10,<br />
Cryptography +9, Cultures +8, Diplomacy +7, Forgery +7, Gather<br />
Information +7, Innuendo +6, Listen +8, Profession (Journalism)<br />
+8, Search +7, Spot +8, Surveillance +8; Feats: Alertness, Armor<br />
Proficiency (Light, Medium), Master Fence, Sidestep, Weapon<br />
Group Proficiency (Hurled, Melee, Handgun, Rifle). Gear: Trendy<br />
Clothing, Laptop +3, Image Processing Software, A/V Suite, 13 BPs.<br />
Gadgets and Vehicles: Explosive Pen, Eyeglasses with Iris, LCD, and<br />
Hypnosis lenses.<br />
Threat Resources/Action Sites: Propaganda (headquarters –<br />
EuMeKo media center and corporate headquarters, Frankfurt,<br />
Germany – hierarchy 4, secrecy 0, personnel 1, security 2).<br />
The Newsmakers: Whenever Steffen needs to "rewrite" the<br />
news to suit his needs, he calls upon a groups of covert operatives<br />
whom he calls his "Newsmakers." Whether it’s planting false evidence,<br />
tampering with existing evidence, or making an inopportune<br />
witness "disappear," the Newsmakers are the ones that<br />
Steffen counts on to make sure the story runs as scripted.<br />
Newsmakers, 4th level minions (squads of 4 – 22 MP): CR<br />
3; SZ M; v/wp 16/10; Init +3 (+3 class, +0 Dex); Spd 30 ft; Def 12<br />
(+2 class, +0 Dex); Atk: 9x19 mm Service Pistol +4 (dmg 1d10,<br />
error 1, threat 20, range 20 ft.); Face 1 square; Reach 1 square; SA<br />
None; SQ None; SV Fort +4, Ref +2, Will +2; Str 10, Dex 10, Con<br />
10, Int 13, Wis 12, Cha 14; Skills: Craft (Photography) +5, Craft<br />
(Recording) +5, Craft (Video) +7, Driver +4, Intimidate +7/+9,<br />
Profession (Journalism) +7, Spot +5; Feats: Armor Proficiency<br />
(Light, Medium), Weapon Group Proficiency (Melee, Handgun).<br />
Gear: Artisan Kit, Radio Headset, Knockout Drug (2 uses), 5 BPs.<br />
Gadgets and Vehicles: None.<br />
Serial 1: Jacob Mustassen<br />
Jacob Mustassen is a second-generation Turkish-American,<br />
born in the United States to Turkish Cypriot immigrants.<br />
Mustassen joined the US Army and served as a military intelligence<br />
officer. He was later assigned as a foreign area officer to the<br />
US Embassy in Turkey during the mid-90s; there his Turkish heritage<br />
proved to be a real plus, as he was able to win the trust of<br />
locals and thus gain a better picture of Turkey’s intelligence situation.<br />
It was during his tour in Europe that Mustassen first met<br />
Angelique Nicolette at a European air show, where Vertiogne was<br />
showing off its new Spectre fighter prototype.<br />
Last year, Major Mustassen became embroiled in a sexual<br />
harassment scandal involving a female junior officer. Although he<br />
was eventually cleared of charges, the scandal cost Mustassen his<br />
security clearance and caused him to be passed over for promotion.<br />
Both events effectively ended his military career, forcing<br />
Mustassen to resign his commission in disgrace.
Children of Set<br />
Now unemployed, Mustassen looked up Vertiogne again in<br />
search of a new job. With his intelligence credentials and Turkish<br />
heritage, Nicolette quickly realized that Mustassen would be the<br />
perfect fit for her unification plan. Now Mustassen runs a network<br />
of terror cells for Nicolette. Although Mustassen occasionally<br />
recruits several native Europeans into his terror cells, most of his<br />
recruits come from the immigrant workers and refugees coming<br />
from Eastern Europe, the Middle East, North Africa, and the<br />
Balkans.<br />
Whenever Mustassen’s cells locates potential new recruits, he<br />
arranges to have them sent to a terrorist training camp that he<br />
maintains in Tunisia, nestled in the highlands west of Tunis. In<br />
addition to the rigorous combat regimen Mustassen puts them<br />
through, these recruits also receive training on advanced technology<br />
supplied indirectly from Vertiogne, including a few high-tech<br />
gadgets. Once they’ve completed their training, the newly-christened<br />
terrorists return to their homes in Europe, awaiting orders<br />
to unleash a campaign of terror.<br />
Jacob Mustassen, 5th level soldier (henchman – 34 MP):<br />
CR 5; SZ M; v/wp 48/15; Init +7 (+4 class, +3 Dex); Spd 30 ft; Def<br />
15 (+2 class, +3 Dex); Atk: Glock 17 Service Pistol (dmg 1d10, error<br />
1, threat 20, range 20 ft.), M16A2 Assault Rifle +8 (dmg 2d8+1,<br />
error 1-2, threat 19-20, range 100 ft.), Martial Arts +7 (dmg 1d6,<br />
subdual, error 1, threat 20), Survival Knife + 7/+8 (dmg 1d6, error<br />
1, threat 20, range 5 ft.); Face 1 square; Reach 1 square; SA None;<br />
SQ accurate, damage reduction 1, armor use 1; SV Fort +6, Ref +6,<br />
Will +2; Str 14, Dex 16, Con 15, Int 10, Wis 12, Cha 10; Skills: Climb<br />
+4, Demolitions +4, Driver +7, Intimidate +10/+8, Profession<br />
(Military) +5, Spot +5, Survival +5, Swim +4; Feats: Armor<br />
Proficiency (Light, Medium, Heavy), Expertise, Hard Core, Martial<br />
Arts, Rapid Shot, Speed Trigger, Weapon Group Proficiency<br />
(Hurled, Melee, Handgun, Rifle, Tactical). Gear: Desert Camouflage<br />
Fatigues, 1 BPs. Gadgets and Vehicles: GPS watch.<br />
Threat Resources/Action Sites: None (headquarters – terrorist<br />
training camp, Tunisia – secrecy 5, personnel 2, security 1).<br />
Terrorists, 3rd level minions (squads of 4 – 15 MP): CR 2;<br />
SZ M; v/wp 16/12; Init +4 (+3 class, +1 Dex); Spd 30 ft; Def 12 (+1<br />
class, +1 Dex); Atk: Knife +4/+4 (dmg 1d4+1, error 1, threat 20,<br />
range 5 ft.), .40 S&W Service Pistol (dmg 1d12, error 1, threat 20,<br />
range 20 ft.); Face 1 square; Reach 1 square; SA None; SQ None;<br />
SV Fort +4, Ref +3, Will +0; Str 12, Dex 12, Con 12, Int 9, Wis 9,<br />
Cha 10; Skills: Demolitions +4, Intimidate +6/+5, Driver +6, Spot<br />
+4; Feats: Armor Proficiency (Light, Medium), Weapon Group<br />
Proficiency (Melee, Handgun, Rifle). Gear: 13 BPs. Gadgets and<br />
Vehicles: None.<br />
Plot Hook #1<br />
Recently the Agency conducted a sting against a possible al-<br />
Qaeda cell in Marseilles and captured a number of Algerian immigrants.<br />
During the raid, the Agency also captured a number of<br />
sophisticated tactical weapons, as well as electronic and chemical<br />
components that R&D could only surmise as the parts for an<br />
advanced technological gadget. Additional information also<br />
reveals that the detainees trained at a terrorist camp in Tunisia,<br />
which is not a known locus for al-Qaeda activity. Unsure whether<br />
this is a new group or whether this is a separate cell with a separate<br />
agenda, the Agency assigns a team to investigate.<br />
12<br />
Possibilities:<br />
1. The Algerians are, in fact, one of Mustassen’s cells, acting as<br />
part of the opening wave of Nicolette’s terror campaign. They<br />
were actually en route to Nice, where they would hijack an<br />
incoming tanker carrying a full load of liquefied natural gas.<br />
Once they had control of the tanker, they would steer it<br />
directly onto Nice’s crowded beach resorts and blow it up.<br />
Although the Agency had captured many of the cell members,<br />
several members got away, including the cell leader. Also,<br />
Mustassen had a backup plan in place, as a contingency for<br />
possible setbacks like this.<br />
2. The beach resort the Algerians’ plan to attack is hosting a conference<br />
for the French Front National party, a right-wing<br />
political party known for its anti-immigrant and Eurosceptic<br />
stance. Since FN is one of the major opponents to a stronger<br />
European Union, the terror attack actually kills two birds with<br />
one stone for Nicolette: create mass terror and also eliminate<br />
one of the more vocal opponents to a strong union.<br />
3. The Algerians were, in fact, al-Qaeda operatives, as the Agency<br />
first suspected. They had learned of Mustassen’s plot and<br />
ambushed one of the cells involved in the attack. However,<br />
shortly after they had taken over the cell’s equipment, they in<br />
turn were raided by the Agency. So now the Agency has to<br />
stop two groups from hijacking the tanker: Mustassen’s backup<br />
cell, and al-Qaeda, who now knows of the plan and wants<br />
to use the hijacking to attack a US warship group passing in<br />
the vicinity.<br />
THE CHILDREN<br />
OF SET<br />
By Ken Colman<br />
Starting Threat Code: Yellow (with a possible shift to Red if<br />
the situation warrants the increase)<br />
This short-season (3 serial) threat is appropriate for a team<br />
of 4th level agents.<br />
Over the years, Egypt shifted from a polytheistic society to a<br />
monotheistic society, whether their belief be in Judaism, Islam or<br />
Christianity. There have been people, however, who still believe in<br />
the Egyptian pantheon. The Children of Set quietly formed shortly<br />
after the Roman incursions into Egypt, and has seen several<br />
iterations over the centuries. The latest incarnation, with access to<br />
current weapons and technology, could conceivably become a<br />
serious concern. In their eyes, the "corruption brought by the<br />
Western world" must be cleansed by whatever means possible. This<br />
version of the Children was formed only four years ago, but their<br />
actions have started to grow more frequent and progressively<br />
more violent. The Children of Set tends to pick those who are disenfranchised<br />
with the current state of affairs of Egypt, as well as<br />
the descendants of former iterations of the Children (because of<br />
their tacit indoctrination from their parents). Normally, a group as<br />
small as this would not draw much attention, but recent events<br />
have warranted at least some small investigation to determine<br />
their true threat.
Children of Set<br />
MP Cost: 275<br />
Wealth: 3 (63 BP for mastermind, 42 BP for each henchman,<br />
27 BP for each minion)<br />
Technology: 2 (2 GP per serial)<br />
Loyalty: 8 (+ 8 to loyalty checks)<br />
Influence: 1<br />
Scope: 3 (national threat)<br />
Agenda: Control<br />
Serial 3:<br />
Dr. Jaffar el Habir<br />
Jaffar el Habir spent his whole life hating his homeland, due<br />
to his father’s influence in a former iteration of the Children of<br />
Set. When he was eight years old, his father was arrested for terrorist<br />
acts against the state and was taken to an Egyptian prison,<br />
where he died several years later. An intelligent child, he studied<br />
at some of the best medical schools in England and specialized in<br />
genetics, easily praised as one of the world’s best in the field.<br />
Working at a British university, he performed illegal experiments<br />
and instead of being placed in jail he was deported back to Egypt<br />
and his medical license stripped from him. He always remembered<br />
his father’s teachings, and decided to follow in his father’s footsteps<br />
and truly bring the glory of Set to the corrupted world. He<br />
decided that he could use his knowledge of genetics to possibly<br />
fulfill a prophecy about the snake-god being resurrected and rule<br />
over Egypt. Contacting some of the former members of the<br />
Children of Set when his father led the group, he reformed the<br />
Children of Set under his "guidance", using the followers to obtain<br />
items he needs for his experiments and lead Egypt to a new age,<br />
under his rule and that of Set. He knows that he will not last long<br />
if confronted with violence, so he lets his Elite Guard protect him<br />
so that he can create a diversion to slip away.<br />
Dr. Jaffar el Habir , 7th level Scientist (mastermind — 35<br />
MP): CR 7, SZ M; v/wp 35/11; Init +3 (+0 Dex, +3 Class); Spd 30<br />
ft.; Def 16 (+0 Dex, +6 class); Atk: H&K USP .45 ACP +3 (1d12,<br />
recoil 23, error 1, threat 19-20, range 25 ft., qualities and mods:<br />
DP, TD, Standard laser sight — 10 shots); Face 1 square; Reach 1<br />
square; SA None, SQ None; SV Fort +2, Ref +2, Will +6; Str 12, Dex<br />
10, Con 11, Int 19, Wis13, Cha 13; Skills: Computers +14,<br />
Concentration +10 (threat 18-20), Cryptography +15, Cultures +7,<br />
Diplomacy +9, Driver +5, Electronics +14, First Aid +11, Knowledge<br />
(Genetics) +28 (threat 18-20), Mechanics +13, Profession (physician)<br />
+11, Search +13, Sense Motive +10, Spot +11. Feats: Armor<br />
Group Proficiency (Light), Advanced Skill Mastery (Scholarly feat<br />
from Learned), Brilliant, Charmer, Improvise (+4), Learned, PhD<br />
(Knowledge: Genetics) Political Favors, Professor, Weapon Group<br />
Proficiency (Melee, Handgun). Gear: Weapon, 40 extra shots<br />
.45ACP military ball ammo, Agent Bundle A (see the <strong>Spycraft</strong><br />
Espionage Handbook, page 106), Desktop computer (+3 Power),<br />
Electronics kit, Computer Kit. Vehicles and Gadgets: Standard belt<br />
(grappling hook), 2 exploding pens, iris lenses, quick mine.<br />
Threat resources: Fanatics, Martyrs<br />
Headquarters: Ruined Temple of Set/secret genetics lab (hierarchy<br />
3, secrecy 2, personnel 2, security 2)<br />
Elite Guard: These are Jaffar’s personal bodyguards, protecting<br />
him from harm, and are loyal to the Children’s cause. They<br />
were handpicked by Hamid Farooq (see Serial Two, next column)<br />
to perform in this capacity. They will protect Jaffar to the bitter<br />
end if they need to, even against insurmountable odds.<br />
13<br />
Elite Guard, 5th level Mercenaries (minions, squads of 4 –<br />
48 MP): CR 4, SZ M; v/wp 37/13; Init +4 (+2 Dex, +2 class), Spd<br />
30 ft; Def 15 (+2 Dex, +3 class), Atk: Sword +6 (1d8, error 1, threat<br />
18-20), H&K USP .45ACP +7 (1d12, recoil 23, error 1, threat 19-<br />
20, range 25 ft., qualities and mods: DP, TD, Standard laser sight —<br />
10 shots); Face 1 square; Reach 1 square; SA None, SQ None; SV<br />
Fort +5, Ref +3, Will +4; Str 13, Dex 14, Con 13, Int 11, Wis 12, Cha<br />
11; Skills: Demolitions +3, Diplomacy +3, Driver +5, Intimidate<br />
+4/+3, Listen +3, Sense Motive +4, Spot +4, Survival +4. Feats:<br />
Armor Group Proficiency (Light, Medium, Heavy), Damage<br />
Reduction –1/-, Heavily Armed (+10 BP for weapons), Point Blank<br />
Shot, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical).<br />
Gear: Weapons, 40 shots .45ACP military ball ammo, tactical radio.<br />
Vehicles and gadgets: Luxury sedan (car, luxury – SZ L, Occ 1/ 4,<br />
Hnd +1, Spd 550 ft., MPH 55/110, Def 10, WP 110, Hrd 7; qualities<br />
and mods: HOT, bulletproof glass)<br />
Serial 2:<br />
Hamid Muhammad Farooq<br />
Hamid Muhammad Farooq was one of the former lieutenants<br />
of the Children of Set when Jaffar el Habir’s father Ammad el<br />
Habir was arrested. He took Jaffar under his wing and helped him<br />
get his education. He sees himself as a guardian to Jaffar, and<br />
helped guide Jaffar in the path that Ammad would have had he<br />
still been alive. He acts as an advisor to Jaffar, as well as train<br />
members in combat and guerrilla tactics due to his mercenary<br />
work during several of the region’s conflicts. He feels like a surrogate<br />
father to Jaffar, and will do anything possible to protect<br />
Jaffar, even laying down his own life<br />
Hamid Muhammad Farooq, 6th level Soldier (henchman —<br />
33 MP): CR 6, SZ M; v/wp 51/13; Init +7 (+2 Dex, +5 class), Spd<br />
30 ft; Def 14 (+2 Dex, +3 class), Atk: Survival Knife +8 (1d6, error<br />
1, threat 20, range 20 ft.), Kalashnikov AK-47 +9 (3d6, error 1,<br />
threat 19-20, range 150 ft., qualities and mods: DP, RG — 30<br />
shots); Face 1 square; Reach 1 square; SA None, SQ None; SV Fort<br />
+5, Ref +3, Will +4; Str 15, Dex 14, Con 13, Int 13, Wis 11, Cha 12;<br />
Skills: Balance +6, Climb +6, Demolitions +8, Driver +7, Intimidate<br />
+7/+6, Jump +6, Spot +7, Survival +5, Use Rope +6. Feats: accurate,<br />
Armor Group Proficiency (Light, Medium, Heavy), Armor Use,<br />
Combat Instincts, Damage Reduction –1/-, Lightning Reflexes,<br />
Point Blank Shot, Quick Draw, Weapon Focus (AK-47), Weapon<br />
Group Proficiency (Melee, Handgun, Rifle, Tactical), Weapon<br />
Specialization (AK-47). Gear: Weapons, 60 shots 7.62x39mm military<br />
ball ammo, headset radio, Demolitions kit, Survival kit, flashlight.<br />
Vehicles and gadgets: Jeep (jeep, military — SZ L, Occ 1 / 3,<br />
Hnd +3, Spd 550 ft., MPH 55/110, Def 10, WP 90, Hrd 7; qualities<br />
and mods: ORD, Increased Handling (figured into stats already),<br />
Solid tires)<br />
Threat resources: Fanatics<br />
Headquarters: Warriors of Set training camp (hierarchy 2,<br />
secrecy 2, personnel 3, security 2)<br />
Warriors of Set: These fighters have been culled from various<br />
mercenary groups as well as competent members of the Children<br />
of Set, all of them trained by Hamid to benefit the Children’s mission.
Church of the Apocalypse<br />
Warriors of Set, 4th level Mercenaries (minions, squads of<br />
4— 40 MP): CR 3, SZ M; v/wp 26/11; Init +2 (+0 Dex, +2 class),<br />
Spd 30 ft; Def 12 (+0 Dex, +2 class), Atk: Survival knife +5 (1d6,<br />
error 1, threat 20, range 20 ft.), H&K USP .45ACP +4 (1d12, recoil<br />
23, error 1, threat 19-20, range 25 ft., qualities and mods: DP, TD,<br />
Standard laser sight — 10 shots); Face 1 square; Reach 1 square;<br />
SA None, SQ None; SV Fort +4, Ref +1, Will +2; Str 12, Dex 11, Con<br />
11, Int 10, Wis 11, Cha 10; Skills: Demolitions +2, Diplomacy +2,<br />
Driver +2, Intimidate +3/+2, Listen +2, Sense Motive +2, Spot +2,<br />
Survival +2. Feats: Armor Group Proficiency (Light, Medium,<br />
Heavy), Damage Reduction –1/-, Heavily Armed (+10 BP for<br />
weapons), Point Blank Shot, Weapon Group Proficiency (Melee,<br />
Handgun, Rifle, Tactical). Gear: Weapons, 40 extra shots .45ACP<br />
military ball ammo, tactical radio, binoculars, flashlight. Vehicles<br />
and gadgets: Jeep (jeep, military — SZ L, Occ 1 / 3, Hnd +3, Spd<br />
550 ft., MPH 55/110, Def 10, WP 90, Hrd 7; qualities and mods:<br />
ORD, Increased Handling (figured into stats already), Solid tires)<br />
Serial 1: Adir Salim<br />
Adir is a small time fence who believes in the cause of the<br />
Children, but believes in money almost as strongly. He is the person<br />
that is assigned to acquire any equipment that might be needed<br />
for Jaffar’s experiments, or funding the Children’s activities.<br />
Hamid tends to assign some of the younger trainees to Adir to<br />
help with his missions and provide bodyguard service to him in<br />
potential preparation to become an Elite Guard. He runs a small<br />
gambling den, which helps feed his passion for gambling.<br />
Adir Salim, 5th level Fixer (henchman—15 MP): CR 5, SZ M;<br />
v/wp 26/11; Init +4 (+2 Dex, +2 class), Spd 30 ft; Def 16 (+2 Dex,<br />
+4 class), Atk: Switchblade +3 (1d4, error 1-3, threat 18-20), H&K<br />
USP .45ACP +4 (1d12, recoil 23, error 1, threat 19-20, range 25 ft.,<br />
qualities and mods: DP, TD, Standard laser sight — 10 shots); Face<br />
1 square; Reach 1 square; SA None, SQ None; SV Fort +3, Ref +6,<br />
Will +2; Str 10, Dex 14, Con 11, Int 13, Wis 12, Cha 14; Skills:<br />
Appraise +11, Balance +8, Climb +4, Driver +6, Escape Artist +6,<br />
Forgery +8, Gather Information +7, Innuendo +7, Move Silently<br />
+8, Open Locks +6, Search +5, Spot +5, Tumble +6. Feats: Armor<br />
Group Proficiency (Light), Card Shark, dextrous, Evasion, Master<br />
Fence, Sneak Attack (+2d6), Uncanny Dodge (+2 to Def), Weapon<br />
Group Proficiency (Hurled, Melee, Handgun, Rifle). Gear: Weapons,<br />
40 extra shots .45 ACP military ball ammo, tactical radio,<br />
Lockpicking kit, trendy clothes, binoculars, flashlight, sunglasses<br />
(mirrored). Vehicles and gadgets:<br />
Threat resources: None<br />
Headquarters: The Sleeping Serpent gambling den (hierarchy<br />
1, secrecy 0, personnel 1, security 1)<br />
Warriors of Set in training: These men have been assigned<br />
to Salim to act as bodyguards, drivers, and assistants during<br />
Salim’s crimes. These men see this as a huge opportunity to prove<br />
themselves, but Salim’s vices does not sit well with them, seeing<br />
this as a major flaw that could hurt the Children.<br />
Warriors of Set in training, 3rd level Mercenaries (minions,<br />
squads of 4—32 MP): CR 2, SZ M; v/wp 26/11; Init +1 (+0 Dex,<br />
+1 class), Spd 30 ft; Def 12 (+0 Dex, +2 class), Atk: H&K USP<br />
.45ACP +3 (1d12, recoil 23, error 1, threat 19-20, range 25 ft.,<br />
qualities and mods: DP, TD, Standard laser sight — 10 shots); Face<br />
1 square; Reach 1 square; SA None, SQ None; SV Fort +3, Ref +1,<br />
Will +1; Str 11, Dex 11, Con 11, Int 10, Wis 9, Cha 9; Skills:<br />
Demolitions +2, Diplomacy +2, Driver +2, Intimidate +2/+1, Listen<br />
+1, Sense Motive +1, Spot +1, Survival +1. Feats: Armor Group<br />
Proficiency (Light, Medium, Heavy), Heavily Armed (+10 BP for<br />
weapons), Point Blank Shot, Weapon Group Proficiency (Melee,<br />
Handgun, Rifle, Tactical). Gear: Weapon, 40 shots .45ACP military<br />
14<br />
ball ammo, tactical radio, flashlight, binoculars, 1 BP. Vehicles and<br />
gadgets: Jeep (jeep, military — SZ L, Occ 1 / 3, Hnd +3, Spd 550 ft.,<br />
MPH 55/110, Def 10, WP 90, Hrd 7; qualities and mods: ORD,<br />
Increased Handling (figured into stats already), Solid tires)<br />
Plot Hook #1<br />
A series of robberies of high end medical and research equipment<br />
from several hospitals and universities in Egypt have taken<br />
place within the last month, and the agents have been sent to<br />
investigate the thefts and try to determine their significance.<br />
Possible events stemming from<br />
the thefts:<br />
1. Dr. el Habir has been stepping up thefts because of a breakthrough<br />
in increasing the potency of the venom of several<br />
types of poisonous snakes to use themas assassination tools,<br />
and plans to test out his new pets during a major peace summit<br />
that will be taking place within the week. Salim, being<br />
worked to death, has started to skim money and hold back<br />
equipment to try and "get what is due to him". One of his<br />
bodyguards, Jamal Raashid, has informed Hamid Farooq about<br />
this action, and Farooq has decided to punish Salim for his<br />
indiscretions. The agents may find Salim just as one of these<br />
altered creatures comes perilously close to him, prompting<br />
them to actually save Salim’s life Salim figures that he was<br />
hung out to dry and might spill his guts to the agents if either<br />
some sort of protection or money is offered his way.<br />
2. Similar to possibility #1, but the test will take place during<br />
one of the Children’s "services", and Salim’s sister has been<br />
"chosen" (in other words, kidnapped by Farooq’s men) to be<br />
the test subject. Salim will do everything possible to save his<br />
sister, including severing all ties with the Children, because he<br />
feels that they are "hurting his business".<br />
3. Jamal Raashid is actually one of the Agency’s moles, and is the<br />
one that contacted the agency about the thefts. He was overheard<br />
reporting in to the agency by Farooq, and informed el<br />
Habir about this, and el Habir decides to make Jamal the test<br />
subject. When the agents find Jamal, he will be dead, but evidence<br />
points them to Salim.<br />
THE CHURCH OF<br />
THE APOCALYPSE<br />
By Brian Underhill<br />
Starting Threat Code: Red.<br />
This short-season (2-serial) threat is appropriate for a team<br />
of 4th level agents.<br />
The American desert southwest is home to many deadly<br />
threats, both natural and man-made. But a new power has arisen<br />
there; one that seeks not only to change the face of society, but<br />
to destroy it.<br />
Three and a half years ago, Reverend Matthias Law, a former<br />
fire-and-brimstone televangelist, established his controversial<br />
Church of the Apocalypse in the very heart of what he calls "modern<br />
Gomorrah" – Las Vegas, Nevada. The Church of the Apocalypse<br />
teaches strict adherence to select portions of the bible, but disregards<br />
others as apocryphal, metaphorical, or simply irrelevant.<br />
Reverend Law demands absolute loyalty from his followers, doling<br />
out promises of eternal life with one hand while threatening eternal<br />
damnation with the other.
Church of the Apocalypse<br />
Despite Law’s hotly debated interpretations of scripture, the<br />
Church has developed a reputation for doing good. An outreach<br />
program has reformed scores of young criminals; his revivals draw<br />
crowds of believing showgirls, gamblers, bikers, business owners,<br />
paid killers, and politicians; a recently established mission feeds<br />
and shelters hundreds of homeless transients and a second such<br />
mission is being built. The Church of the Apocalypse has grown<br />
from an obscure Las Vegas curiosity to a powerful political and<br />
societal organization, and it seems to be changing the face of Las<br />
Vegas for the better.<br />
But under this benevolent – if controversial – facade lurks a<br />
deadly menace. What the public does not know is that Reverend<br />
Matthias Law is not just a fanatical conservative. He is a delusional<br />
madman looking to bring his own version of Armageddon to Sin<br />
City.<br />
Law’s outreach and mission programs have allowed him to<br />
recruit and indoctrinate a small force of fiercely loyal, highly militant<br />
acolytes. With their help, Law recently located a nuclear missile<br />
silo that contained an old W56 Minuteman ICBM scheduled to<br />
be dismantled. Using his influence, charisma, and not a few bribes,<br />
Law induced a silo employee to release the security codes for the<br />
site. At Law’s bidding, a local bike gang – loyal to his cause –<br />
descended on the site and stole the aging, but dangerously effective,<br />
1.2-megaton warhead.<br />
Law has spent three and a half years in Las Vegas, but he<br />
believes the time for repentance is over. He will soon detonate the<br />
nuke from deep within his church, bringing a holy rain of nuclear<br />
fire to the city and ushering in the end of the world…<br />
MP Cost: 185<br />
Wealth: Poor (15 MP)<br />
Technology: 2 (2 GP per serial) (8 MP)<br />
Loyalty: 5 (+5 to all loyalty checks) (20 MP)<br />
Influence: Unknown<br />
Scope: Unknown<br />
Agenda: Unknown<br />
Serial 2:<br />
Reverend Matthias Law<br />
Matthias Law is a tall, vital man who looks younger than his<br />
62 years. He is an intense, charismatic leader, with a piercing stare<br />
that is difficult to avoid. He is relentless in his proselytizing, and<br />
will continue to try to convert the agents even as he orders his<br />
men to kill them. He is not much of a physical threat; he suffered<br />
from polio as a child, leaving him with a limp even today. He walks<br />
with an ornate cane topped by a silver crucifix; the cane conceals<br />
a 3-shot .40 caliber pistol.<br />
Raised a Southern Baptist, Law bounced from one fundamentalist<br />
religion to another, eventually culling together his own version<br />
of Judeo-Christian theology – one that suited him. Today he<br />
preaches a combination of strict conservatism (prohibiting fornication,<br />
drunkenness, gambling) but embraces scriptures highlighting<br />
God’s lack of patience with sinners, His promises of vengeance,<br />
and the coming end of the world. Law believes he is "God’s<br />
authority that bears the sword." He promises everlasting life to<br />
those that listen to him and eternal destruction for those that do<br />
not. And he truly believes he has been chosen by God to hand out<br />
both rewards.<br />
Law is ready to give his life for his beliefs. He has created a<br />
special holy sanctuary for the nuke – a room he calls the Sanctum<br />
– in a secure basement of his church. It is constantly guarded by<br />
four of his elite acolytes but Law plans on detonating the device<br />
himself. The Sanctum is a small, but elaborate room, replete with<br />
ceremonial basins of holy water, candles, and an ornate altar. A<br />
15<br />
timer has been built into the warhead that will cause it to detonate<br />
it ten minutes after Law activates the device (Law wants time<br />
to devote his last few minutes on earth to prayer and meditation).<br />
Defusing the bomb requires a contest of skills as per <strong>Spycraft</strong><br />
Espionage Handbook, page 49; the detonator is homemade and<br />
was built by an acolyte with a demolitions skill of +5; it includes<br />
both electronic and computer components. If the bomb goes off,<br />
the firestorm will engulf a hundred square miles; within three<br />
hours, the fallout will kill anything without shelter for 50 miles in<br />
every direction.<br />
GCs may wish to have a bible handy during this serial and to<br />
use it during the agents’ interactions with Reverend Law. He<br />
quotes many scriptures from memory and reads others from the<br />
worn, but ever-present bible he himself always carries.<br />
Reverend Matthias Law, 7th-level faceman (mastermind —<br />
35 MP): CR 7. SZ M; v/wp: 43/11; Init +6 (class); Spd 30 ft.; Def<br />
14 (+4 class); Atk: cane gun +5 (dmg 1d6, error 1, threat 20 if<br />
swung); Face 1 square; Reach 1 square; SA none; SQ adaptable,<br />
backup 1/session, cold read 1/session, fake it 1/session, linguist +3,<br />
quick change 3/session; SV Fort +4, Ref +2, Will +5; Str 10, Dex 10,<br />
Con 11, Int 12, Wis 12, Cha 17; Skills: Bluff +9, Cultures +5,<br />
Diplomacy +11, Disguise +4, Forgery +3, Gather Information +8,<br />
Innuendo +6, Intimidate +1/+4, Knowledge (Judeo-Christian<br />
Theology) +10, Languages +3, Perform +13, Profession (Evangelist)<br />
+11, Search +3, Sense Motive +12, Spot +3. Feats: Charmer,<br />
Persuasive, Advanced Skill Mastery (Persuasive). Gear: Standard<br />
clothing (liner, disguised as religious garb), cell phone, worn<br />
leather bible, 50 rounds of .40 caliber military ball ammunition, 30<br />
BPs; Gadgets and Vehicles: cane gun (operates like an umbrella<br />
gun — dmg 1d12, error 1, threat 20, range 20 ft., spot DC 25 — 3<br />
shots).<br />
Threat Resources: None.<br />
Headquarters: The Church of the Apocalypse, Las Vegas,<br />
Nevada, USA — hierarchy unknown, secrecy 0, personnel 4, security<br />
2.<br />
The Arm of the Lord: The Reverend’s outreach programs and<br />
homeless shelters have netted him many devoted followers. He has<br />
selected some of the most skilled, fanatical militants from among<br />
them, calling them the Arm of the Lord. These men act as Law’s<br />
bodyguards, security teams, and enforcers; most have military<br />
training, gang experience, or a prison record. They are a surly,<br />
ruthless lot, but fanatically loyal to Reverend Law and to the Lord.<br />
Law keeps at least four of them with the nuke at all times, calling<br />
these specially chosen guards "Keepers of the Holy Flame."<br />
The Arm of the Lord, 5th-level militant zealots (minions,<br />
squads of 4 — 42 MP): CR 4. SZ M; v/wp: 35/16; Init +7 (+3 Dex,<br />
+4 class); Spd 30 ft.; Def 15 (+3 Dex, +2 class); Atk: H&K MP5A5SD<br />
submachine gun with integral flash suppressor and silencer +5<br />
(dmg 1d10, error 1, threat 19-20, range 50 ft. — 30 shots); Face 1<br />
square; Reach 1 square; SA None; SQ None; SV Fort +7, Ref +6,<br />
Will +2; Str 16, Dex 16, Con 16, Int 12, Wis 11, Cha 10; Skills:<br />
Balance +4, Climb +5, Demolitions +2, Driver +7, First Aid +3,<br />
Intimidate +8/+5, Jump +4, Knowledge (Judeo-Christian<br />
Theology) +3, Knowledge (Street, Military, or Prison) +3, Move<br />
Silently +4, Spot +5, Survival +1, Tumble +7, Use Rope +6. Feats:<br />
Armor Group Proficiency (Light, Medium), Punching Basics,<br />
Weapon Group Proficiency (Melee, Handgun, Rifle). Gear: Weapon,<br />
extra magazine of 30 rounds JHP ammunition, extra magazine of<br />
30 rounds military ball ammunition, 6 BPs. Vehicles and Gadgets:<br />
none.
Church of the Apocalypse<br />
Serial 1: Deacon Crowe<br />
Deacon Crowe is the self-appointed leader of a group of bikers<br />
that have been terrorizing the desert southwest for several<br />
months. Crowe was once an anarchist and rebel, and lived to<br />
wreak havoc whenever and wherever he pleased. He has since<br />
taken up the mantle of faith and become a loyal supporter of the<br />
Church of the Apocalypse, calling his bike gang the Riders of the<br />
Apocalypse – a name that suits him but irks Reverend Law.<br />
Deacon is a wild, undisciplined man. Born in Colorado, he<br />
moved to Nevada at age 15 and became involved in petty crimes.<br />
After four years in prison for armed robbery, Crowe returned to<br />
the streets and has slowly accrued a band of former prison friends<br />
and other loyal comrades-in-arms. When Deacon "found religion"<br />
two years ago, he insisted his fellow bikers join in his crusade.<br />
Although Deacon himself is now a faithful follower of Reverend<br />
Law’s Church, most of the gang pays only lip service to the tenets<br />
of the faith.<br />
When Law located the soon-to-be-decommissioned nuke, he<br />
enlisted Deacon’s help in procuring it. Deacon and his men did so,<br />
though at no small cost to the Reverend. Deacon Crowe is the only<br />
one that knows of the Reverend’s plans to annihilate Las Vegas,<br />
and while he agrees with the plan in theory, he does not intend on<br />
giving up his life in the process.<br />
Reverend Law, however, has something else in mind. He views<br />
the Deacon and the Riders with disdain. He considers them a useful<br />
tool in his grand scheme, but their undisciplined ways and blatant<br />
disregard for morality leaves him with little choice. He plans<br />
on inviting them to Las Vegas for a "farewell party" – replete with<br />
cheap booze and cheap women – and then detonating the nuke<br />
before they leave.<br />
Deacon Crowe, 5th-level wheelman (henchman — 10 MP):<br />
CR 5. SZ M; v/wp: 53/16; Init +7 (+3 class, +4 Dex); Spd 30 ft.; Def<br />
17 (+3 class, +4 Dex); Atk: Remington 870 12-gauge pump shotgun<br />
+5 (dmg 4d4, error 1-2, threat 19-20, range 25 ft. — 8 shots),<br />
Glock 26 backup pistol +5 (dmg 1d10, error 1, threat 20, range 10<br />
ft. — 8 shots), machete (dmg 1d8, error 1-2, threat 20); Face 1<br />
square; Reach 1 square; SA +1 with attacks made within 1 range<br />
increment; SQ custom ride, daredevil, familiarity +1 (with custom<br />
Harley), kick start, lucky; SV Fort +4, Ref +8, Will +2; Str 14, Dex<br />
18, Con 16, Int 10, Wis 13, Cha 12; Skills: Balance +5, Demolitions<br />
+4, Driver +12, Escape Artist +9, Intimidate +10/+9, Jump +2,<br />
Knowledge (General Theology) +1, Mechanics +6, Open Lock +7,<br />
Spot +5, Surveillance +3, Survival +4, Swim +3. Feats: Drive By,<br />
Point Blank Shot, Precise Shot, Ride Shotgun. Gear: Weapons,<br />
leather jacket, 50 rounds 9x19mm military ball ammunition, 20<br />
rounds 12-gauge shot shell ammunition, 7 BPs. Gadgets and<br />
Vehicles: Customized Harley-Davidson (chopper – SZ L, Hnd +6,<br />
Spd 400 ft., MPH 40/80, Def 15, WP 50, Hrd 2, qualities and mods:<br />
concealed machine gun (dmg 3d8, accuracy -4, error 1-3, threat<br />
19-20, range 120 ft. — shots 125).<br />
Threat Resources: None.<br />
Headquarters: Ghost-town biker camp at Garnet, Nevada,<br />
USA — hierarchy unknown, secrecy 0, personnel 3, security 0.<br />
The Riders of the Apocalypse: The Riders are a rough-andtumble<br />
bike gang, suspicious of outsiders (they begin encounters<br />
with an Unfriendly disposition). They are currently encamped in<br />
the crumbling ruins of Garnet, Nevada, an old ghost town that<br />
flourished from about 1880 to 1940. The "town" itself has only<br />
four buildings left intact, but the entire region is littered with<br />
crumbling ruins. The hills behind the ruins are honeycombed with<br />
abandoned mine tunnels that make excellent places for cat-andmouse<br />
games pitting agents against gun-toting bikers.<br />
16<br />
The gang frequents the Church during revivals, "raising a<br />
ruckus for the Lord," as Deacon calls it. Most of the men are loyal<br />
to Deacon, but their loyalty to the Reverend and his radical religious<br />
tenets is questionable. Most of the men know nothing about<br />
the Reverend’s plan; they assume the theft of the nuke was for the<br />
gang’s financial gain only.<br />
The Riders of the Apocalypse, 3rd-level bikers (minions,<br />
squads of 3 — 28 MP): CR 2. SZ M; v/wp: 19/14; Init +5 (+3 class,<br />
+2 Dex); Spd 30 ft.; Def 13 (+2 Dex, +1 class); Atk: .357 magnum<br />
service revolver +3 (dmg 2d4+1, error 1-2, threat 19-20, range 20<br />
ft. — 5 shots) and any one of: baseball bat (dmg 1d10, error 1,<br />
threat 20), broken bottle (dmg 1d4, error 1-3, threat 20), chain<br />
(dmg 2d4, error 1-3, threat 20), knife (dmg 1d4, error 1, threat 20,<br />
range 5 ft.), lead pipe (dmg 1d6+1, error 1-2, threat 20, range 10<br />
ft.) or machete (dmg 1d8, error 1-2, threat 20); Face 1 Square;<br />
Reach 1 square; SA None; SQ None; SV Fort +5, Ref +4, Will +1;<br />
Str 14, Dex 14, Con 14, Int 11, Wis 10, Cha 9; Skills: Balance +3,<br />
Demolitions +2, Driver +7, Fist Aid +1, Intimidate +4/+1,<br />
Mechanics +3, Spot +3, Survival +3, Tumble +3. Feats: Armor<br />
Group Proficiency (Light, Medium, Heavy), Ride Shotgun, Weapon<br />
Group Proficiency (Handgun, Melee, Rifle, Tactical). Gear:<br />
Weapons, leather jacket, 50 rounds .357 magnum military ball<br />
ammunition, 4 BP. Vehicles and Gadgets: Battered, but serviceable<br />
hog (chopper – SZ L, Hnd +6, Spd 400 ft., MPH 40/80, Def 15, WP<br />
50, Hrd 2).<br />
Foil (Serial 1):<br />
Stephanie Cross<br />
Catholic-born Estefania Esmerelda Concepción de la Cruz –<br />
who works under the much simpler name, Stephanie Cross –<br />
dropped out of high school at 16 and has found herself in one bad<br />
situation after another (research will reveal she has a criminal<br />
record, mostly for petty crimes). She’s recently fallen in with<br />
Deacon Crowe, but disdains the dirty, nomadic lifestyle of the<br />
Riders of the Apocalypse. This fiery 24-year-old Latina is looking<br />
to make a name for herself as Vegas showgirl, but all she has managed<br />
thus far is two-bit, low-end clubs and part-time cocktail<br />
waitressing.<br />
She is currently holding down two jobs. One is a day job as a<br />
cocktail waitress at the Stratosphere Casino (with its revolving<br />
1,149 foot tower). She works nights as a dancer at a seedy 24hour<br />
club, the Rendezvous Room on the northern edge of town.<br />
Deacon and his gang frequent the Rendezvous Room, but are<br />
rarely seen at the Stratosphere. She recently overheard the Riders<br />
discussing the heist of the nuke, but dismissed it as a lot of hot air<br />
and testosterone-induced blather. Once she learns of their success,<br />
her actions will depend largely on the results of her loyalty check.<br />
If she becomes loyal to the agents, she will lead them to the<br />
Riders’ hideout in Garnet; if she remains loyal to Deacon, she will<br />
quit her job and join the Riders for good. On a neutral loyalty<br />
check, she will attempt to pack up and head to Mexico.<br />
Stephanie is hot-tempered and opinionated, but compassionate<br />
and kindhearted to those in need. She is brazen and flirtatious<br />
– traits that do not sit well with Deacon Crowe. She remains<br />
unbothered by his jealousy (she is, in fact, tiring of it) and refuses<br />
to be cowed by him or his men.<br />
She does, however, enjoy the protection they offer and is hoping<br />
they may someday "convince" a casino owner to give her a<br />
shot at Vegas showgirl stardom.
Stephanie Cross, 4th-level fixer (henchman — 7 MP):<br />
Loyalty 3. CR 4. SZ M; v/wp: 21/11; Init +4 (+2 class, +2 Dex); Spd<br />
30 ft.; Def 15 (+3 class, +2 Dex); Atk: Sig-Sauer P232 .380 backup<br />
pistol +3 (dmg 1d8, error 1-2, threat 20, range 10 ft. — 8 shots);<br />
Face 1 square; Reach 1 square; SA sneak attack +1d6; SQ dexterous,<br />
evasion (no damage with successful Ref save), procure,<br />
uncanny dodge (Dex bonus to Def); SV Fort +2, Ref +6, Will +3;<br />
Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 16; Skills: Appraise +3,<br />
Balance +4, Bluff +10, Climb +1, Driver +4, Escape Artist +3,<br />
Forgery +3, Gather Information +7, Hide +4, Innuendo +3, Jump<br />
+1, Knowledge (Catholic Theology) +3, Languages +2, Listen +4,<br />
Move Silently +5, Open Lock +3, Perform +9, Search +4, Sense<br />
Motive +7, Sleight of Hand +3, Spot +7, Tumble +7. Feats:<br />
Acrobatic, Charmer. Gear: Weapon, lockpicking kit, 28 BPs.<br />
Gadgets and Vehicles: None.<br />
Threat Resources: None.<br />
Headquarters: None.<br />
Plot Hook #1<br />
The adventure begins with the theft of a nuclear warhead<br />
from an aging missile silo. The agents will have a little less than<br />
seven days to track down the missing nuke and neutralize it,<br />
bringing Reverend Matthias Law’s horrific scheme safely to an<br />
end. The Riders will initially bring the warhead to Garnet, but will<br />
transport the nuke to Law’s Church headquarters very shortly<br />
thereafter, where Law performs a cleansing ceremony and declares<br />
the weapon "holy."<br />
The agents may be assigned to investigate the theft through<br />
various means. Each of the following options leads the agents to<br />
one of the three primary NPCs of the adventure. The GC may mix<br />
and match the options to suit his needs:<br />
Possibilities:<br />
1. While finishing up another mission in Las Vegas, or perhaps<br />
simply on vacation there, one or more of the agents meets<br />
Stephanie Cross (either in her daytime cocktail waitress role,<br />
or as a stripper in the seedy Rendezvous Room). During a lull<br />
in the action, a breaking news story announces an attack on a<br />
military base in the deserts of Nevada. News footage makes it<br />
obvious the "military base" is a missile silo, but the newscasters<br />
make no mention of the theft of the warhead. When<br />
Stephanie hears the news, she stops in her tracks and the color<br />
drains from her face. "Madre de Dios," she whispers, "no pensaba<br />
que el lo hiciera" – Mother of God, I didn’t think he could<br />
do it. She immediately walks away, a look of panic on her face.<br />
Whether the agents pursue her or not, their Agency pagers go<br />
off soon thereafter, summoning them to a briefing where they<br />
learn the awful truth about the incident.<br />
2. If the agents are elsewhere when the theft occurs, they may<br />
be sent to Nevada to infiltrate the bike gang for clues to the<br />
theft (travel time may down the number of days they actually<br />
have to find the nuke, at the GC’s discretion). Surveillance<br />
cameras at the missile silo captured a blurry picture of one of<br />
the thieves wearing a ragged denim vest with the Four<br />
Horsemen of the Apocalypse emblazoned on the back. The<br />
agents are sent to infiltrate the group – by stealth or by guile<br />
– and determine the whereabouts of the weapon.<br />
3. An insider at the missile silo has disappeared. Investigations<br />
reveal a payment of $250,000 to a private offshore account<br />
the missing soldier opened only 30 days ago. The payment has<br />
trickled through a labyrinth of fronts and false corporations,<br />
but the Agency has managed to track the paper trail back to<br />
Reverend Matthias Law of the Church of the Apocalypse. The<br />
Dallas Redux<br />
17<br />
agents are ordered to investigate the mysterious payoff, and<br />
arrive in Las Vegas not long before the silo is attacked. At the<br />
GC’s discretion, this may mean they’ve investigated the silo<br />
only hours before the Riders initiate their attack, virtually<br />
stealing the warhead out from under the agents’ noses!<br />
DALLAS REDUX<br />
By Bruce Graw<br />
Starting Threat Code: Yellow.<br />
This short (2-serial) threat is appropriate for a team of 4thlevel<br />
agents.<br />
Not all masterminds have foolproof plans to conquer the<br />
world or destroy entire nations. Some are motivated by little more<br />
than greed, and their desire for money drives them to attempt<br />
bold plans with little chance of success. The Agency generally<br />
ignores these when they can, allowing these would-be tyrants to<br />
burn themselves out when they step too close to the fire. Every<br />
now and then, one lights a flame too big to control, endangering<br />
far more than just himself and his own interests. This threat represents<br />
one such case.<br />
MP Cost: 275<br />
Wealth: 7 (62 BP for mastermind, 42 BP for each henchman<br />
and foil, 27 BP for each minion, 17 BP for each specialist; minions<br />
gain 1 piece of personal ordinance or 1 heavy, ground, or water<br />
vehicle up to 10 GP, or personal vehicles up to 4 GP)<br />
Technology: 5 (5 GP per serial)<br />
Loyalty: 4 (+4 to loyalty checks)<br />
Influence: 1 (favor check notice = 1, 1 influence effect per<br />
serial)<br />
Scope: 5 (international threat)*<br />
Agenda: Greed<br />
* All serials involving Sheffield Petroleum yield +5% XP (in<br />
addition to all other XP bonuses).<br />
Serial 2:<br />
Dallas Sheffield<br />
The wealthy oil mogul Edwin Sheffield earned his fortune during<br />
the gas "shortages" in the 1970s, using the time-honored<br />
mantra of capitalists everywhere—take advantage of supply and<br />
demand. His oil company, Sheffield Petroleum Associates (SPA),<br />
was a small but growing exporter of gasoline and other petroleum<br />
products that switched to domestic sales when the mythical<br />
shortage hit. With cars lined up for miles at every gas station,<br />
Sheffield jumped on the opportunity of a lifetime, and after the<br />
oil drought passed, he was able to retire in comfort, willing his<br />
entire fortune to his son, Dallas.<br />
Young Dallas took over the reins of the company when it<br />
became fashionable to be an oilman again—that is to say, in the<br />
1980s, when the "Dallas" television show ruled the evening ratings.<br />
Dallas Sheffield began to pattern himself after J.R. Ewing,<br />
wearing cowboy hats and specially tailored suits while learning to<br />
speak just like the soap opera character. All similarities to the fictional<br />
businessman aside, Dallas was a poor investor and managed<br />
to fritter away much of his family’s fortune. Desperate to keep his<br />
struggling business afloat, he turned to shady deals, storing earnings<br />
in offshore accounts and swallowing up smaller, more successful<br />
companies through aggressive corporate raiding tactics.<br />
When a potentially profitable "partner" refused to cave in, he
turned to more forceful methods, and when those failed, he<br />
arranged for "accidents" on company grounds. Those CEOs who<br />
refused to deal with him found themselves wishing they had—<br />
assuming they survived.<br />
Success in these low-level endeavors has bolstered Dallas’<br />
confidence to lofty heights. He has since come to believe he cannot<br />
fail. With the same sort of twisted, opportunistic genius that<br />
led his father to claim his own fortune in the seventies, Dallas now<br />
intends to outshine his sire by expanding his aggressive policy of<br />
buyouts and mergers. Through the same network of shell corporations<br />
and laundered assets that have served so well in the past, he<br />
has started to slowly buy up stock in the world’s major petroleum<br />
companies. Though he has no hope of actually purchasing controlling<br />
interest on his own without being noticed, he has what he<br />
believes is a foolproof plan to crash the oil market, lower prices to<br />
affordable levels, and emerge as the world’s sole controller of the<br />
gasoline industry.<br />
To carry out this plan, Dallas has used his family’s phenomenal<br />
wealth to purchase a little-known chemical research corporation,<br />
Aztec Industries. Aztec is known best for the development of<br />
certain fuel additives found in premium gasoline pumps across<br />
North America, but the company’s researchers are also hard at<br />
work on several alternative automobile power sources including<br />
fuel cells and flywheel technology. Since the purchase of this<br />
company, Dallas has replaced certain key members of Aztec<br />
Industries with his own unique henchmen, who have overseen the<br />
"development" of a major breakthrough in fuel cell technology.<br />
Fuel cells, for the uninitiated, employ ordinary hydrogen—the<br />
most plentiful element in the Universe—to produce power, with<br />
water the sole byproduct. The major problem has always been the<br />
explosive nature of hydrogen, which will always be associated in<br />
the minds of the people with the fiery crash of the Hindenburg<br />
zeppelin in 1937. Building hydrogen fuel pumps across the United<br />
States would also involve a tremendous investment in infrastructure.<br />
Dallas’ "breakthrough," such as it is, promises to do things<br />
differently. Instead of using hydrogen for fuel, ordinary water<br />
would be separated into its component molecules on the fly. The<br />
resulting hydrogen would be burned immediately for fuel,<br />
expelling the oxygen harmlessly into the air, with almost no pollution.<br />
Dallas imagines that the announcement of his new procedure<br />
will shake the oil companies to their core. By promising an immediate<br />
end to the need for gasoline-powered vehicles, he expects<br />
the stock values of the larger companies, such as Texaco and<br />
Exxon, to drop precipitously as investors hastily trade their shares<br />
for those of Aztec Industries. He then expects to not only make a<br />
killing dumping Aztec stock, but also buying up enough available<br />
"Big Oil" shares (through his other interests) to own a majority.<br />
Before anyone realizes what’s going on, he will end up quietly in<br />
control of the world’s oil companies.<br />
Although anyone with a passing knowledge of the stock market<br />
will see that Dallas’ plan is destined to fail—and will land him<br />
in prison for a variety of trading violations—his ego is too swollen<br />
to recognize his own faults. His plot will work on at least one level,<br />
though—the stock market will indeed be affected. Shares will not<br />
only fall in the oil industry, but across the board, crashing on<br />
potentially a worldwide level. Dallas Sheffield’s foolish plan could<br />
be disastrous for the economy of not only the United States, but<br />
the entire globe.<br />
Dallas is a thin, wiry man who pads out his ever-present white<br />
"J.R." suit to make himself look more physically impressive. He can<br />
be surprisingly agile in combat and is an excellent shot. He is,<br />
however, prone to panicking, and if severely challenged will make<br />
a run for it in his high-powered sports car, using his minions to<br />
cover his escape.<br />
Dallas Redux<br />
18<br />
Dallas Sheffield, 8th-level fixer (mastermind — 40 MP): CR<br />
8. SZ M; v/wp: 52/14; Init +6 (+3 Dex, +3 class); Spd 40 ft.; Def 19<br />
(+3 Dex, +6 class); Atk: .40 S&W backup pistol +9 (dmg 1d12, error<br />
1, threat 20, range 15 ft. — 8 shots); Face 1 square; Reach 1<br />
square; SA None; SQ dexterous, procure, evasion (no damage with<br />
successful Ref save), sneak attack +3d6, uncanny dodge (does not<br />
lose Dex bonus if caught flat-footed, enemies must be 12th level<br />
to flank), fast movement +10; SV Fort +6, Ref +9, Will +0; Str 13,<br />
Dex 17, Con 14, Int 15, Wis 7, Cha 15; Skills: Appraise +10, Balance<br />
+12, Bluff +10, Climb +9, Driver +11, Escape Artist +11, Forgery<br />
+8, Hobby (stock trading) +3, Innuendo +6, Knowledge (industry)<br />
+10, Profession (oil baron) +8, Search +10, Spot +6, Tumble +11.<br />
Feats: Armor Group Proficiency (Light), Lane Dancer, Mobility,<br />
Sidestep, Weapon Group Proficiency (Hurled, Melee, Handgun,<br />
Rifle). Gear: Weapon, white cowboy hat and "J.R. Ewing" suit, cell<br />
phone, PDA, five-star hotel room. Vehicles and Gadgets: heavy<br />
briefcase (equivalent to Agency briefcase), company car (sports<br />
car — SZ L, Occ 1/2, Hnd +5, Spd 800 ft., MPH 80/160, Def 14, WP<br />
70, Hrd 3, qualities and mods: none).<br />
Threat Resources: Filthy Stinking Rich (HQ), Armory (docks).<br />
Headquarters: Oil company offices just inside the Houston<br />
city limits – hierarchy 2, personnel 3, security 3, secrecy 1.<br />
Other Action Site: Oil tanker w/helipad at city docks – hierarchy<br />
2, personnel 2, security 0, secrecy 3).<br />
Dallas’ Cowboys: Dallas owns several ranches and spends a<br />
great deal of his free time riding horses and otherwise playing at<br />
being a "cowpoke." His minions are ranch hands, rodeo riders, and<br />
other cowboy types who have impressed him with their abilities<br />
and loyalty.<br />
Cowboy Guards, 4th level soldiers (minions, squads of 7-8<br />
— 32 MP): CR 3. SZ M; v/wp: 22/14; Init +7 (+4 Dex, +3 class);<br />
Spd 30 ft.; Def 16 (+4 Dex, +2 class); Atk: knife +6 (dmg 1d4+2,<br />
error 1, threat 20), .44 Magnum hunting revolver with 18 bullets<br />
+8 (dmg 2d6+2, error 1, threat 19–20, range 25 ft.); Face 1 square;<br />
Reach 1 square; SA None; SQ accurate, DR 1, +1 defense in armor,<br />
-1 armor check penalty; SV Fort +6, Ref +6, Will -1; Str 14, Dex<br />
18, Con 14, Int 8, Wis 6, Cha 6; Skills: Balance +9, Driver +5,<br />
Intimidate +4, Sport (rodeo) +8, Tumble +8, Use Rope +11. Feats:<br />
Acrobatic, Armor Proficiency (Light, Medium, Heavy), Moving<br />
Target (+2 dodge bonus when fighting defensively), Weapon<br />
Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical). Gear:<br />
Weapons, coil of rope, cowboy hat, spurs. Vehicles and Gadgets:<br />
Muscle cars (SZ L, Occ 1/8, Hnd -1, Spd 650 ft., MPH 65/130, Def<br />
8, WP 110, Hrd 7, qualities and mods: none).<br />
Serial 1: Bubba and<br />
Billy Bob Carlton<br />
The Carlton Brothers are the sons of Edwin Sheffield’s business<br />
partner Jeb Carlton, who now lives on his own private Caribbean<br />
island. Bubba and Billy Bob are independently wealthy, but each<br />
dreams of being CEO of his own huge oil company. Since they lack<br />
the business sense necessary to achieve this goal on their own,<br />
they have signed up with Dallas Sheffield, who has promised to<br />
give them the reins of whichever corporation they choose once his<br />
plot has succeeded.<br />
Neither brother has the intelligence or experience necessary<br />
to spot the flaws in Sheffield’s plan. What they do have is a powerful<br />
physique and the willingness to do anything to achieve their<br />
ends. Both have been involved in numerous petty schemes and<br />
crimes over the years, each time using their father’s lingering<br />
influence to escape justice. They have no qualms against committing<br />
murder or any other offense if it gets them what they want.<br />
In general, the brothers cooperate towards mutual goals, but<br />
when both are after the same thing, they are fiercely competitive.
Both the Carlton brothers are huge football fans, but each has<br />
their own favorites. Billy Bob, for example, prefers the Texas<br />
Longhorns, while Bubba roots for the Oklahoma Sooners. This<br />
leads to the inevitable betting and taunting each year prior to the<br />
annual meeting of those two teams during the Texas State Fair.<br />
The loser of their bet generally has to do something embarrassing,<br />
so each does everything in their power to influence the result of<br />
the game. Both have been known to bribe officials, pay off players,<br />
an even threaten coaches with violence. Over the years, they<br />
have also made a good number of friends among their favorite<br />
football teams, many of whom were hired on as minions after<br />
"graduation."<br />
Bubba is the pointman of the pair, while Billy Bob is the<br />
wheelman. When they go on a mission for Dallas Sheffield, Billy<br />
Bob drives his limousine and lets Bubba handle the dirty work<br />
(such as planting explosives). At other times, they work on separate<br />
floors in the Ft. Worth office of Sheffield Petroleum, although<br />
they rarely do any actual labor. Most of the time they watch old<br />
football games or cook up schemes to help their favorite team win<br />
the next contest. If challenged together, they can be a difficult<br />
combination to beat, but if separated from each other, they can<br />
be dealt with more easily.<br />
Bubba Carlton, 5th-level pointman (henchman — 24 MP):<br />
CR 4. SZ M; v/wp: 38/15; Init +3 (+1 Dex, +2 class); Spd 30 ft.; Def<br />
13 (+1 Dex, +2 class); Atk: .357 Magnum service revolver +4 (dmg<br />
2d4+1, error 1-2, threat 19-20, range 20 ft. — 6 shots); Face 1<br />
square; Reach 1 square; SA None; SQ generous, versatility (7 skills:<br />
Balance, Demolitions, Forgery, Gather Information, Handle Animal,<br />
Mechanics, Search), assistance (1/2 time), lead (2/session), tactics<br />
(1/session); SV Fort +5, Ref +4, Will +4; Str 16, Dex 13, Con 15, Int<br />
10, Wis 11, Cha 14; Skills: Balance +3, Bluff +8, Demolitions +7,<br />
Diplomacy +8, Driver +6, Forgery +4, Gather Information +3,<br />
Handle Animal +5, Mechanics +2, Search +2, Sense Motive +4,<br />
Sport (football) +9. Feats: Armor Group Proficiency (Light,<br />
Medium), Weapon Group Proficiency (Melee, Handgun, Rifle).<br />
Gear: Weapon, Oklahoma Sooners jersey, game ball from last year’s<br />
OU-Texas game, cell phone, motorcycle helmet. Vehicles and<br />
Gadgets: personal vehicle (motorcycle — SZ M, Occ 1/1, Hnd +8,<br />
Spd 500 ft., MPH 50/100, Def 18, WP 35, Hrd 1, qualities and<br />
mods: none).<br />
Threat Resources: Filthy Stinking Rich.<br />
Headquarters: Ft. Worth offices of Sheffield Industries, a<br />
small office building on the outskirts of town (3rd floor) – hierarchy<br />
2, personnel 1, security 3, secrecy 0.<br />
Football Guards: Bubba employs several burly ex-Oklahoma<br />
Sooners football players as personal guards. These do not wear<br />
pads or helmets most of the time, but keep a set handy for pickup<br />
games played on the roof after hours. If they are given time to<br />
prepare for combat, they will definitely put on their helmets for<br />
extra protection in a fight. When Bubba goes off on his own, they<br />
accompany him in their own motorcycles.<br />
Oklahoma Football Guards, 2nd level soldiers (minions,<br />
squads of 5-6 — 24 MP): CR 2. SZ M; v/wp: 11/14; Init +5 (+2<br />
Dex, +3 class); Spd 30 ft.; Def 13 (+2 Dex, +1 class); Atk: .44<br />
Magnum hunting revolver with 12 bullets +4 (dmg 2d6+2, error 1,<br />
threat 19–20, range 25 ft.); Face 1 square; Reach 1 square; SA<br />
None; SQ accurate, DR 1; SV Fort +5, Ref +4, Will -1; Str 16, Dex<br />
14, Con 14, Int 8, Wis 8, Cha 10; Skills (15): Balance +4, Driver +4,<br />
Intimidate +5, Jump +6, Sport (football) +7, Tumble +4. Feats:<br />
Armor Proficiency (Light, Medium, Heavy), Weapon Group<br />
Proficiency (Hurled, Melee, Handgun, Rifle, Tactical). Gear:<br />
Dallas Redux<br />
19<br />
Weapon, football helmet and pads (not normally worn), jersey.<br />
Vehicles and Gadgets: Bikes (motorcycles — SZ M, Occ 1/1, Hnd +8,<br />
Spd 500 ft., MPH 50/100, Def 18, WP 35, Hrd 1, qualities and<br />
mods: none).<br />
Billy Bob Carlton, 5th-level wheelman (henchman — 24<br />
MP): CR 4. SZ M; v/wp: 38/13; Init +7 (+4 Dex, +3 class); Spd 30<br />
ft.; Def 17 (+4 Dex, +3 class); Atk: .45 ACP submachinegun +9<br />
(dmg 1d10+2, error 1-2, threat 19-20, range 50 ft. — 30 shots);<br />
Face 1 square; Reach 1 square; SA None; SQ custom ride (5 GP),<br />
daredevil, lucky, kick start (1/session), familiarity +1; SV Fort +2,<br />
Ref +8, Will +1; Str 14, Dex 18, Con 13, Int 10, Wis 10, Cha 14;<br />
Skills (40): Balance +10, Boating +10, Driver +14, Escape Artist<br />
+10, Intimidate +10, Jump +6, Open Lock +8, Pilot +10, Sport<br />
(football) +8. Feats: Armor Group Proficiency (Light, Medium),<br />
Defensive Driving, Lane Dancer, Offensive Driving, Speed Demon,<br />
Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical). Gear:<br />
Weapon, Texas Longhorns jersey, library of football game videotapes,<br />
driving gloves (constantly worn), cell phone. Vehicles and<br />
Gadgets: personal vehicle (luxury car with immense longhorn<br />
hood ornament — SZ L, Occ 1/8, Hnd -2, Spd 550 ft., MPH 55/110,<br />
Def 7, WP 110, Hrd 7, qualities and mods: none).<br />
Threat Resources: Filthy Stinking Rich.<br />
Headquarters: Ft. Worth offices of Sheffield Industries, a<br />
small office building on the outskirts of town (4rd floor) – hierarchy<br />
2, personnel 1, security 3, secrecy 0.<br />
Football Guards: Like his brother, Billy Bob employs several<br />
burly ex-football players as personal guards, although these are<br />
always former Texas Longhorns. The two groups of guards frequently<br />
insult and deride each other, and they often settle bets<br />
with football games up on the roof. When Billy Bob travels, they<br />
accompany him in his beige-colored, customized Rolls Royce.<br />
Texas Football Guards, 2nd level soldiers (minions, squads<br />
of 5-6 — 24 MP): CR 2. SZ M; v/wp: 11/14; Init +5 (+2 Dex, +3<br />
class); Spd 30 ft.; Def 13 (+2 Dex, +1 class); Atk: .44 Magnum<br />
hunting revolver with 12 bullets +4 (dmg 2d6+2, error 1, threat<br />
19–20, range 25 ft.); Face 1 square; Reach 1 square; SA None; SQ<br />
accurate, DR 1; SV Fort +5, Ref +5, Will -1; Str 14, Dex 16, Con 14,<br />
Int 8, Wis 8, Cha 10; Skills: Balance +5, Driver +5, Intimidate +4,<br />
Jump +4, Sport (football) +7, Tumble +5. Feats: Armor Proficiency<br />
(Light, Medium, Heavy), Weapon Group Proficiency (Hurled, Melee,<br />
Handgun, Rifle, Tactical). Gear: Weapon, football helmet and pads<br />
(not normally worn), jersey. Vehicles and Gadgets: None.<br />
Plot Hook #1<br />
A large oil refinery in central Texas explodes in a catastrophic<br />
conflagration that wrecks half the small town and sends up a<br />
black cloud that can be seen for miles. The CEO of the small petroleum<br />
company operating the refinery (Amalgamated Oil & Gas)<br />
was visiting the facility on an inspection tour. The Agency suspects<br />
terrorism is at work and fears additional attacks elsewhere in the<br />
country. Even if terrorists are not the cause, the explosion was<br />
almost certainly a deliberate act of sabotage by person or persons<br />
unknown.<br />
Possible Results of the<br />
Investigation:<br />
1. The limousine that brought the CEO of Amalgamated Oil &<br />
Gas, one Dylan Edgars, to the site turns up missing. The driver’s<br />
body is found in the wreckage of the refinery, but there is no<br />
sign of Dylan. The agents eventually trace the vehicle back to
the company’s headquarters in Ft. Worth, where Dylan is discovered<br />
hiding in his office. Once the agents assure him they<br />
mean him no harm, he reveals that representatives of<br />
Sheffield Petroleum offered to buy out his company, but he<br />
refused. A quick check of public records reveals several other<br />
"accidents" have happened to small oil companies before their<br />
purchase by Sheffield. The investigation now turns to<br />
Sheffield Petroleum’s office in Ft. Worth, where the Carltons<br />
await.<br />
2. A search of the burned-out refinery shows recognizable bomb<br />
fragments. After tests are run on the casing, it is learned that<br />
the bomb was installed within a new coolant unit delivered<br />
the previous day. Following this trail, the agents learn that the<br />
company that built the refrigeration system, North Texas<br />
Cooling, is a front for one of Sheffield’s money-laundering<br />
operations, and that Sheffield recently attempted a hostile<br />
takeover of Amalgamated Oil & Gas. Phone records show several<br />
calls were made between Sheffield’s Ft. Worth office and<br />
the coolant company just before the bomb was delivered.<br />
Putting two and two together, the agents proceed to the company’s<br />
nearby office to confront the Carltons.<br />
3. Dallas Sheffield knows that through a security leak, elements<br />
of a radical survivalist group gained information about his<br />
plot. To eliminate them, he plants evidence indicating they<br />
were responsible for the destruction of the refinery.<br />
Immediately after the bombing, evidence surfaces pointing a<br />
finger directly at Free Energy for All Mankind (FEAM), a fringe<br />
group located in the wilderness northeast of Amarillo. A visit<br />
to their web site shows this group is made up of believers in<br />
the conspiracy theory that alternative fuel sources do exist,<br />
but the government covers them up because the politicians<br />
are in the pocket of Big Oil. The police and FBI naturally want<br />
to storm the site, but the group denies responsibility and barricades<br />
themselves inside their concrete bunker. During the<br />
standoff, the agents can examine the evidence (a torn and<br />
charred fatigue jacket with FEAM’s custom-made patch<br />
design) and discover it has been forged. If the agents<br />
approach FEAM amiably, telling them they are aware of the<br />
frame-up, FEAM points them in the direction of Sheffield<br />
Industries, leading to the confrontation with the Carlton<br />
Brothers.<br />
Plot Hook #2<br />
Aztec Industries sets up a press conference, scheduled for the<br />
next morning, that has insiders buzzing. Control has learned that<br />
the company intends to announce the development of an alternative<br />
fuel source that has national, if not global, ramifications.<br />
Stock market investors are worried, threatening the country with<br />
economic instability. Further investigation shows that Aztec is<br />
owned by the Sheffield Industries, the same company that<br />
destroyed the Amalgamated Oil & Gas refinery. An agent team is<br />
sent in to uncover the connection.<br />
Possible Outcomes:<br />
1. The agents visit the Aztec Industries building and break in,<br />
where they discover the "alternative fuel source" is not real.<br />
When they attempt to confront Dallas Sheffield, he panics and<br />
runs, driving his prized sports car through Houston at high<br />
speeds, aiming for the docks. One of his oil tankers has a helipad,<br />
and if he can reach the ‘copter, he can escape. The chase<br />
terminates with a high-speed race onto the supertanker itself!<br />
Hifazaat<br />
20<br />
2. Aztec makes its announcement, but stocks only barely fluctuate.<br />
Sheffield’s agents in his dummy corporations make their<br />
move to purchase Big Oil shares, but can’t afford the transactions.<br />
In frustration, Dallas Sheffield sends his minions to plant<br />
bombs in refineries across Texas and Oklahoma, and then<br />
threatens to blow up the facilities if Big Oil doesn’t pony up<br />
their stocks. The agents must confront him in his Houston<br />
headquarters (which could lead to the escape and chase as<br />
defined in option #1 above).<br />
3. Aztec’s announcement causes the stock market to plummet.<br />
The government steps in and freezes stock prices, putting an<br />
end to trading until things cool down. From some of the<br />
moves made by Sheffield’s dummy corporations, something<br />
was definitely going on, but there is no evidence directly<br />
pointing his way. The agents are sent in to check Sheffield’s<br />
computers, but when the team is discovered, Dallas panics and<br />
flees, leading to the inevitable chase scene.<br />
HIFAZAAT<br />
(PROTECTION)<br />
By Sam Witt<br />
Starting Threat Code: Yellow<br />
This short-season (3-serial) threat is appropriate for a team<br />
of 4th-level agents.<br />
In the early 1300s, Moslem invaders pushed the native Hindus<br />
out of the region we now know as Afghanistan and into the steep<br />
mountainous region that would become the Hindu Kush. While<br />
most of these displaced Hindus were slaughtered in the following<br />
centuries, a handful escaped to found a Vedic monastery in the<br />
mountainous region near the Khyber Pass. For generations, they<br />
studied the ancient sciences of their ancestors in the hopes of discovering<br />
some tool or weapon they could to use to reclaim their<br />
homeland and fight back against those who would oppress them.<br />
When the United States deployed massive firepower to oust<br />
the Taliban and their terrorist allies from Afghanistan, they<br />
unknowingly inflicted massive casualties on the residents of this<br />
ancient Vedic monastery, as well. A thermobaric weapon incinerated<br />
nearly all of the monks, along with their research and the few<br />
Vedic artifacts they had reclaimed from sacred sites in the region.<br />
A handful of monks previously dispatched to seek out additional<br />
holy sites and relics returned in time to see the last of their<br />
brethren die, but were unable to lend aid. With their monastery<br />
reduced to smoldering ashes, most of these survivors submitted to<br />
the inevitable and allowed themselves to freeze in the high mountain<br />
passes.<br />
Ravana, however, was not one to lie down and die. He made<br />
his way down into Afghanistan and lent the United States soldiers<br />
he found there his expertise and knowledge of the mountains –<br />
with his aid, they were able to quickly locate and rout a number<br />
of Taliban hold-outs and target some of their better-hidden hideouts<br />
with flaming death. In exchange, Ravana received a sizeable<br />
reward, funneled into a Bangalore bank by the CIA. Ravana felt<br />
good about his work because he was paying back the Moslems for<br />
their destruction of the Hindus in Afghanistan so long ago and<br />
taking money from the Americans at the same time. But as the<br />
bombing continued and his wealth grew, Ravana found his hatred<br />
swelling, as well.
The teachings of his masters, the peaceful search for weapons<br />
that would allow them to negotiate for their homeland from a<br />
position of strength, were transformed in Ravana’s mind into a<br />
message of hate. He would use his wealth to seek out Vedic scientific<br />
texts, but also to strike fear into the hearts of Moslems and<br />
Americans throughout the world.<br />
He fled Afghanistan and made his way to India, where he set<br />
up a base of operations in technologically advanced Bangalore.<br />
His ill-gotten gains enabled Ravana to quickly establish himself<br />
amongst the local underworld and recruit a handful of thugs to<br />
his cause. While hiring mercenaries, he came into contact with<br />
Gena Petrinko, a Russian expatriate with a taste for violence and<br />
little use for morals of any kind. Ravana hired her to lead his minions<br />
and to train troops as they were recruited.<br />
It was not long before Ravana’s search for additional knowledge<br />
and antiquities brought him to the attention of the Indian<br />
authorities. An agent of the Karnataka Public Service Commission<br />
contacted Ravana to see if she could extort a bribe from him to<br />
secure the building contracts he needed, but instead found herself<br />
fascinated by the former monk. Within hours of their meeting the<br />
two became lovers, and Reepa Puryat left the Commission to work<br />
for Ravana. And so was Hifazaat born – dedicated to reclaiming<br />
ancient technologies and striking fear into the hearts of the enemies<br />
of Hindus everywhere.<br />
Special Note: Vedic science is a McGuffin for this threat – it is<br />
meant to represent a nebulous threat of massive destruction if it<br />
is ever fully understood. If Ravana finds the ancient scripts he is<br />
searching for then, and only then, will Vedic science enter the picture<br />
as a cosmic doomsday device the agents will be forced to<br />
stop.<br />
MP Cost: 275<br />
Wealth: 4 (64 BP for mastermind, 44 BP for each henchman<br />
and foil, 29 BP for each minion, 19 BP for each specialist; minions<br />
gain 1 ground or water vehicle up to 5 GP, or personal vehicles up<br />
to 2 GP)<br />
Technology: 4<br />
Influence: 0<br />
Scope: 3 (regional threat)<br />
Agenda: Revenge<br />
Serial 3: Ravana Misharpa<br />
Ravana was once a monk studying Vedic sciences in the<br />
mountains of Afghanistan and has retained much of his calm<br />
composure and quiet self-assurance. But he has also developed a<br />
burning hatred for Americans and Moslems that is leading to horrific<br />
acts within India and Afghanistan. Though no one would suspect<br />
it from his appearance, Ravana has led numerous terrorist<br />
actions against his enemies in the region, all the while searching<br />
for ancient artifacts that will help him wreak even greater havoc.<br />
Ravana is patient, but he needs a constant sense of action to<br />
maintain his composure. This leads him to organize small-scale<br />
terrorist attacks during any month in which he has no luck in<br />
locating new resources for his research. His scholarship was entirely<br />
the result of his time with the monks, but his military and espionage<br />
training are a direct result of frequent sessions with Gena<br />
and Reepa.<br />
Unlike many terrorists, Ravana has no interest in proclaiming<br />
his power or goading his targets by claiming credit for the deaths.<br />
He believes the fact that only Moslems and Americans inside India<br />
or Afghanistan are being targeted speaks loudly enough and is<br />
content to remain in the background until he has put together<br />
weapons powerful enough to destroy his enemies. While Reepa<br />
encourages his quiet approach to terrorism, Gena is quite adamant<br />
that the best way to be heard is to kill as many people as possible,<br />
Hifazaat<br />
21<br />
then crow about the action to every news outlet willing to listen.<br />
This divide between Reepa and Gena is encouraged by Ravana,<br />
who hopes that the competition between the women will keep<br />
them both sharp and eager to please him.<br />
During this season, Ravana is content to perform his research<br />
behind the scenes while dispatching Gena and her soldiers on various<br />
terrorist missions. If he becomes aware of agents poking<br />
around at the edges of his organization, he will change his<br />
approach dramatically and will do his utmost to either turn the<br />
agents (if any happen to be Hindus), kill them, or capture, torture<br />
and humiliate them (if any happen to be Moslems or Americans).<br />
When confronted with Moslem or American agents, Ravana loses<br />
his composure and becomes a ravening, almost bestial personality,<br />
constantly screaming and shouting about the predations upon<br />
his people. To others, Ravana remains calm and collected, though<br />
those who betray him discover the true horror of his fury and their<br />
remains are often displayed to others to reinforce loyalty.<br />
Ravana is no fool. If he feels threatened or is concerned that<br />
he is on the verge of being uncovered, he will abandon both Gena<br />
and Reepa and leave his minions behind to deter pursuit. Knowing<br />
that his minions are utterly loyal to him, Ravana is utterly unconcerned<br />
about leaving these men and women to certain death if it<br />
will protect him and allow him to continue his work from another<br />
location.<br />
Ravana Misharpa 8th-level faceman – 40MP): CR 8. SZ M;<br />
v/wp 44/10; Init +7 (+1 Dex, +6 class); Spd; 30 ft.; Def +16 (+1<br />
Dex, +5 class); Atk: Sword Cane +6 (dmg 1d6+1, error 1-2, threat<br />
19-20), .45 ACP Service Pistol (dmg 1d10+2, error 1, threat 19-20,<br />
Range 20 ft.); Face 1 square; Reach 1 square; SA - ; SQ adaptable,<br />
linguist +4, cold read, quick change (3/session), Backup (2/session),<br />
Fake It (1/session); SV Fort +4, Ref +2, Will +4; Str 12, Dex 12, Con<br />
10, Int 14, Wis 16, Cha 18; Skills: Bluff +19, Craft +9, Cultures +14,<br />
Diplomacy +19, Gather Information +15, Intimidate +11,<br />
Knowledge (Hindu History) +15, Languages +18, Profession<br />
(Researcher) +14, Sense Motive +14. Feats: Armor Group<br />
Proficiency (Light, Medium) Weapon Group Proficiency (Hurled,<br />
Melee, Handgun, Rifle), Traceless, Persuasive, Scholarly, Zen Focus.<br />
Gear: Weapons, 40 extra shots Jacketed Hollow Point .45 ACP<br />
ammunition, Micro-Tape Recorder, Silencer, Professional Camera,<br />
Professional Film (5 rolls), Laptop, Sodium Pentothal (2 doses).<br />
Threat Resources/Action Sites: Worse Than Death – Minions<br />
may take 20 to resist interrogation (headquarters – Office Suite,<br />
Bangalore, India (Hierarchy 3, Secrecy 3, Personnel 3, Security 5)<br />
The Qaatil: These fanatically loyal thugs are totally devoted<br />
to Ravana and are willing to lay down their lives for him without<br />
a second thought. The core of the group consists of other monks<br />
who survived the attack in Afghanistan – their numbers are now<br />
supplemented by many angry and disaffected Hindu youths who<br />
rallied to Ravana’s militant rhetoric and powerful personality.<br />
Though they are not terribly effective soldiers, their fanatical loyalty<br />
and willingness to martyr themselves make the Qaatil (murderers)<br />
a force to be reckoned with.<br />
Most Qaatil lack any real personality – they are ready to talk<br />
about Ravana to anyone they trust, but they have little use for<br />
small talk and are rarely seen outside the headquarters. Most<br />
agents will only encounter them while fighting, which leaves little<br />
room for small talk.
The Qaatil, 6th-level bodyguards (minions, squads of 3 —<br />
44 MP). CR 6. SZ M; v/wp: 27/16; Init +8 (+3 Dex, +5 class); Spd<br />
30 ft.; Def 15 (+3 Dex, +2 class); Atk: .Axe+9 (dmg 1d8+3, error 1-<br />
3, threat 19-20); Face 1 square; Reach 1 square; SA: - ; SQ None;<br />
SV Fort +8, Ref +6, Will +2; Str 16, Dex 16, Con 16, Int 10, Wis 12,<br />
Cha 10; Skills: Demolitions +6, Driver +9, Intimidate +9, Spot +7,<br />
Survival +7, Tumble +9; Feats: Weapon Group Proficiency (Melee);<br />
Gear: Weapon, flash bang grenade, tactical radio, 6 BP. Vehicles<br />
and Gadgets: Mahindra Scorpio (Mid-Size - SZ L, Occ 1/4, Hnd -0,<br />
Spd 550 ft., MPH 55/110, Def 9, WP 90, Hrd 5)<br />
Serial 2: Gena Terinko<br />
Gena was born shortly after the fall of the Soviet Union and<br />
has been an ardent student of the rampant, corrupt capitalism<br />
that has plagued Russia ever since. Raised by a father who served<br />
in the Spetsnaz and an American mother who ran a successful<br />
prostitution and drug-trafficking ring, Gena learned early on to<br />
use all of her abilities and natural gifts to get what she wanted.<br />
While her mother encouraged her to engage in the softer side of<br />
larceny, Gena eventually chose to travel the route taken by her<br />
father and spent her late teens undergoing extensive military<br />
training. A natural, Gena quickly became renowned as a successful<br />
and vicious fighter, as well as a tactical thinker and capable<br />
leader.<br />
Gena was no fool – she knew well that even the once-vaunted<br />
Spetsnaz units of the Russian Federation were riddled with corruption.<br />
With her training complete, she brokered an expansive<br />
network of deals with other soldiers in her group, convincing them<br />
to join her in a mercenary unit. Unfortunately, Gena’s first real job<br />
for her group was in Afghanistan as a hunter-killer team in search<br />
of Al-Qaeda operatives. Though successful in the opening days of<br />
the conflict, Gena’s unit suffered unexpected casualties when a<br />
flurry of American ordnance fell short of the target and shredded<br />
half her men.<br />
Disgruntled, Gena and the rest of her men eventually made<br />
their way back to the American lines where they expressed their<br />
displeasure in no uncertain terms. Ravana happened to be visiting<br />
at the time and made note of the strong, violent woman standing<br />
up to the Americans. He contacted her a few months later and<br />
made her an offer she found very attractive.<br />
Gena sees Ravana as a kindred spirit –someone who was<br />
screwed over by forces more powerful than himself. She shares his<br />
hatred of America and its armed forces, though she cares very little<br />
one way or the other about Moslems. Working for Ravana gives<br />
her a chance to train and field her own troops for a significant pay<br />
boost, however, so she is willing to overlook the goal of the<br />
assignments she completes.<br />
Unlike the minions of Hifazaat, Gena has no illusions about<br />
Ravana’s infallibility or his agendas. She does believe that the<br />
publicity is good for Hifazaat, but for purely selfish reasons. Gena<br />
would like to see Hifazaat become a terrorist-for-hire, offering its<br />
services to any ideological or political agenda that can afford<br />
them. To this end, she encourages Ravana to take credit for the<br />
actions of Gena’s soldiers, but he is so far very reluctant to take<br />
such actions.<br />
The source of this reluctance is Reepa (see the next column),<br />
who opposes Gena at virtually every turn. Gena would willingly do<br />
away with the little Fixer, but has so far been afraid to move<br />
against Reepa for fear of alienating Ravana. Should Reepa find<br />
herself under attack, however, Gena is likely to come up with some<br />
plausible stalling tactic to avoid committing her own resources in<br />
the protection of her rival. With Reepa out of the way, Gena<br />
believes she will be able to increase the wealth and status of<br />
Hifazaat drastically, in a very short period of time.<br />
Hifazaat<br />
22<br />
Gena is slowly working her way into the trust of other terrorist<br />
groups, hoping to be ready to offer them the advanced services<br />
of Hifazaat once Reepa is out of the way.<br />
Gena Terinko 6th-level soldier – 35 MP): CR 6. SZ M; v/wp<br />
51/14; Init +9 (+3 Dex, +6 class); Spd; 30 ft.; Def +9 (+3 Dex, +1<br />
class, +2 armor, +1 Armor Use); Atk: 10 gauge shotgun +11 (dmg<br />
5d4+2, error 1-2, threat 19-20, Range 25 ft), punch dagger +10<br />
(dmg 1d3+1, error 1-2, threat 19-20); Face 1 square; Reach 1<br />
square; SA - ; SQ accurate, Damage Reduction 1/-, Weapon<br />
Specialization (shotgun); SV Fort +8, Ref +7, Will +4; Str 14, Dex<br />
17, Con 14, Int 12, Wis 14, Cha 12; Skills: Balance +8, Climb +5,<br />
Driver +8, First Aid +8, Intimidate +7, Jump +5, Spot +9, Survival<br />
+7, Swim +3, Tumble +9. Feats: Armor Group Proficiency (All)<br />
Weapon Group Proficiency (All), Combat Instincts, Mobility, Quick<br />
Reload, Rapid Shot, Snap Shot, Speed Trigger. Gear: Weapons, 32<br />
extra shots shotgun flechette ammunition, military helmet, van,<br />
Threat Resources/Action Sites: Fanatics – Minions suffer<br />
one-half normal negative morale effects – Converted Warehouse,<br />
Bangalore, India (Hierarchy 2, Secrecy 2, Personnel 1, Security 4)<br />
The Sapahi: These soldiers have an Urdu name, but they come<br />
from around the world and are of many different ethnicities. Most<br />
of the Sapahi are loyal to Gena and view her as the real brains<br />
behind the operation. If given a choice, they would certainly go<br />
against Ravana if Gena gave the order. Gena knows this and does<br />
her best to insulate Ravana from these men and women.<br />
Unlike the Qaatil, the Sapahi travel often, either with Gena or<br />
on missions under their own recognizance. They keep a low profile<br />
when traveling and prefer to leave their gear behind and pick<br />
up new kits in the field. Their missions tend to be straightforward<br />
and do not often involve direct violence, which is what allows<br />
them to operate so lightly.<br />
The exception to this rule are the assassinations that Gena is<br />
so fond of. These missions do not always have Ravana’s sanction<br />
and are one of the sources of disagreement between Gena and<br />
Reepa. Gena therefore talks little about these missions and tends<br />
to plan and execute them very rapidly. On these missions, the<br />
Sapahi are outfitted as shown below and will shoot first and ask<br />
questions later.<br />
The Sapahi, 4th-level mercenaries (minions, squads of 4 —<br />
34 MP). CR 4. SZ M; v/wp: 18/14; Init +5 (+2 Dex, +3 class); Spd<br />
30 ft.; Def 12 (+2 class); Atk: .45 ACP Submachine Gun +7 (dmg<br />
1d8, error 1-2, threat 19-20, range 20 ft.); Face 1 square; Reach 1<br />
square; SA: - ; SQ None; SV Fort +6, Ref +4, Will +1; Str 14, Dex<br />
14, Con 14, Int 10, Wis 10, Cha 10; Skills: Demolitions +5, Driver<br />
+7, Intimidate +7, Profession (Mercenary) +5, Spot +5, Survival<br />
+5, Feats: Weapon Group Proficiency (Rifle); Gear: Weapon, tactical<br />
radio, 4 BP. Vehicles and Gadgets: Subaru Forester (SUV - SZ L,<br />
Occ 1/5, Hnd -4, Spd 500 ft., MPH 50/100, Def 5, WP 140, Hrd 7)<br />
Serial 1: Reepa Puryat<br />
This young Indian woman carved a niche for herself in the<br />
local Bangalore government long before she ever met Ravana.<br />
With a taste for blackmail and a ruthless desire to succeed at any<br />
cost, Reepa was a bureaucratic terror who used every tool at her<br />
disposal. She slept with council members, and then used it against<br />
them; she hired private investigators to uncover dirt on her allies<br />
and used that to keep them in line. Within a few short years she<br />
had risen to a coveted Inspector position, which allowed her to<br />
increase her graft and blackmail operations very rapidly.<br />
In Bangalore, nothing is done without a permit, and Reepa<br />
held the power over many types of permit, from construction to<br />
medical practice. She used it to her advantage and amassed a considerable<br />
fortune in a very short period of time.
When Ravana relocated his operations from Afghanistan to<br />
India, he needed to make some alterations to the office building<br />
he purchased in Bangalore, for which he needed a permit. This<br />
resulted in a meeting between Ravana and Reepa, which ended<br />
favorably for both sides and sent Reepa down a path she would<br />
never have predicted. His charisma and zeal were very attractive,<br />
and Reepa found herself falling for him. Over the course of the<br />
next few weeks, Ravana recruited her to his cause and Reepa left<br />
the government to pursue extra-legal work for Ravana.<br />
She now spends most of her time gathering information<br />
about local construction and using her infiltration skills to gain<br />
access to restricted information about power grids, military operations,<br />
and anything else Ravana might find useful. Because<br />
Ravana prefers to attack the infrastructure of a region, rather<br />
than its population, Reepa has become adept at recovering structural<br />
plans, electrical network diagrams, and telephone company<br />
schematics, which are turned over to Gena for demolition.<br />
Reepa’s own minions are relatively unskilled teams who provide<br />
cover for her in the event of a botched infiltration and who<br />
are often charged with simple salvage operations. Hifazaat is not<br />
wealthy and the needs of the organization must be met, so<br />
Reepa’s people often resort to thuggery and theft to keep things<br />
running. While Reepa would like some more skilled workers, she<br />
takes the cast-offs from Gena’s organization because it is simply<br />
easier and cheaper than recruiting and training her own. Reepa<br />
does steep her minions in her own Ravana worship, making them<br />
perfectly willing to die for the cause if she gives the order.<br />
For Reepa, the gravest injustice of her position is the presence<br />
of Gena Petrinko. The Russian is a glory hound with delusions of<br />
becoming a one-stop-shop for terrorists, or so Reepa believes.<br />
Reepa fears that Gena will pervert Ravana’s mission, turning a<br />
noble cause into a deadly inferno of destruction and depravity.<br />
Reepa spends as much of her time as possible battling Gena’s plans<br />
and offering plans of her own. So far, Ravana is content to listen<br />
to Reepa, who advocates disruption of infrastructures with directed<br />
attacks rather than the wholesale slaughters proposed by the<br />
soldiers. She is happy, as well, that Ravana is not out bringing<br />
down the wrath of the United States on Hifazaat by claiming<br />
credit for what they are doing. To her, it is more important that<br />
revenge be taken than it is for her to get credit for exacting that<br />
vengeance.<br />
Reepa is also willing to work with other organizations and has,<br />
in fact, sent many terrorist cells around the world information she<br />
originally gathered for Ravana. In this way, she teaches even amateurs<br />
the best way to strike at power grids, telecommunication<br />
facilities, and other infrastructures vital to the western way of life.<br />
Reepa Puryat 6th-level fixer – 35 MP): CR 6. SZ M; v/wp<br />
27/10; Init +5 (+3 Dex, +2 class); Spd; 30 ft.; Def +18 (+5 Dex, +3<br />
class); Atk: kama +7 (dmg 1d8+1, error 1, threat 20), throwing<br />
knife +7 (dmg 1d4+1, error 1-2, threat 20, range 20 ft.), crossbow<br />
+7 (dmg 1d8, error 1-2, threat 20, range 80 ft); Face 1 square;<br />
Reach 1 square; SA Sneak Attack +2d6 ; SQ dextrous, Procure,<br />
Evasion, Uncanny Dodge, Master Thief; SV Fort +3, Ref +6, Will +2;<br />
Str 12, Dex 16, Con 10, Int 16, Wis 12, Cha 14; Skills: Appraise +12,<br />
Bluff +11, Bureaucracy +6, Climb +3, Demolitions +5, Driver +4,<br />
Electronics +7, Escape Artist +7, Forgery +12, Hide +5, Innuendo<br />
+7, Knowledge (Indian Government) +10, Listen +5, Move Silently<br />
+5, Open Lock +7, Profession (Bureaucrat) +7, Search +7, Sleight<br />
of Hand +7, Spot +9, Tumble +6. Feats: Armor Proficiency (Light),<br />
Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle),<br />
Nimble Fingers, Weapon Finesse (kama), Jump Up; Gear: Weapons,<br />
Lockpick Kit, Electronics Kit, Audio Bugs x3, Night Vision Goggles,<br />
Knockout Drug<br />
Hifazaat<br />
23<br />
Threat Resources/Action Sites: Martyrs – Minions are<br />
immune to all negative morale effects – Private Internet Service<br />
Provider Office, Bangalore, India (Hierarchy 2, Secrecy 2, Personnel<br />
1, Security 2)<br />
Talash: Also known as the Seekers, this group of minions is<br />
viewed with much disdain by the rest of the organization. Reepa<br />
uses them to scavenge useful materials and as throw-away thugs,<br />
but even she has little respect for their feeble abilities. Still, their<br />
ability to die for the cause makes them useful in many ways, so<br />
the Seekers have become the disposable heroes of Hifazaat.<br />
The Talash, 3rd-level martyrs-in-waiting (minions, squads<br />
of 5 — 13 MP). CR 3. SZ M; v/wp: 7/8; Init +3 (+3 class); Spd 30<br />
ft.; Def 11 (+1 class); Atk: Club +2 (dmg 1d6-1, error 1, threat 20);<br />
Face 1 square; Reach 1 square; SA: - ; SQ None; SV Fort +2, Ref<br />
+2, Will +2; Str 8, Dex 10, Con 8, Int 12, Wis 12, Cha 10; Skills:<br />
Demolitions +6, Driver +6, Electronics +4, First Aid +6, Intimidate<br />
+5, Knowledge (Bangalore Streets) +4, Profession (Beggar) +6,<br />
Spot +7, Survival +7, Gear: Weapon, 29 BP. Vehicles and Gadgets:<br />
Beat up Royal Enfield Bullet 350 (motorcycle - SZ M, Occ 1, Hnd<br />
+8, Spd 500 ft., MPH 50/100, Def 18, WP 35, Hrd 1)<br />
Plot Hook #1<br />
Rolling blackouts are having dire effects on the east coast of<br />
the United States and most of the Middle East. In each case, the<br />
blackouts are traced back to critical lines that have been cut and<br />
back-up resources that have been incapacitated. While the incidents<br />
are non-violent, the number of deaths and the effect on<br />
industry are both drawing attention from the intelligence agencies<br />
in the affected countries. So far no one has claimed credit for<br />
the attacks, while Moslems blame the west and American blames<br />
any number of Middle Eastern terror groups for the disruptions.<br />
Tempers are flaring and intelligence sources want the culprits<br />
found before the situation bursts into an armed confrontation.<br />
Possible Truths<br />
Behind the Blackouts:<br />
1. Information Reepa gave to a terrorist cell was not used by the<br />
cell – it was posted to various internet sites and is now in the<br />
hands of dozens of terrorists who lack technical sophistication<br />
but are more than willing to cut a power line or two to facilitate<br />
other terrorist activities.<br />
2. A criminal syndicate approached Reepa some time ago, posing<br />
as a terrorist outfit with designs on staging ‘awareness raising<br />
events’ throughout America. Reepa gave them the information<br />
they needed to disrupt electrical and communication services,<br />
which they now use to cover up a spate of sophisticated<br />
burglaries and industrial espionage actions.<br />
3. Gena has accelerated Ravana’s plans. She has taken her agents<br />
off the reservation and is now hitting as many of the targets<br />
identified by Reepa as she can, as fast as she can. Though still<br />
loyal to Ravana, Gena wants to force him to adopt her plan of<br />
mercenary terrorism by upping the stakes for his operation.<br />
She also plans to begin crediting the attacks to other terrorist<br />
cells to put the pressure of investigation on them – once they<br />
realize they are under such intense scrutiny they may be willing<br />
to entertain her offer of agents and expertise to help them<br />
carry out their plans at a distance.
4. Ravana has discovered a number of Vedic texts scattered<br />
around the world and is using the blackouts to cover Gena’s<br />
operations. Gena has been dispatched to retrieve the texts and<br />
kill anyone who had contact with them to prevent the spread<br />
of the sacred science. The blackouts will soon expand in scope,<br />
taking in much of Europe and Asia as each text Gena finds<br />
also offers clues to where others might be found.<br />
THE MAN IN THE<br />
IRON LUNG<br />
By Steve Peterson<br />
Man in The Iron Lung<br />
Starting Threat Code: Yellow (upgrades to Red after subversion<br />
of Bolivian HQ is discovered)<br />
This short season (3-serial) threat is appropriate for a team<br />
of 4th level agents.<br />
Arthur Vance made a fortune dealing in high technology; he<br />
tripled that fortune by dealing in high technology with terrorists<br />
and governments hostile to the United States. The Agency shut<br />
him down after following a lead regarding missile guidance systems.<br />
The Agency did this by turning some of Arthur’s own missile<br />
technology against him. The Agency thought he died in the explosion<br />
but Arthur survived, barely. Arthur is now confined to an iron<br />
lung and wants, more than anything, revenge against the organization<br />
that put him in it.<br />
MP Cost: 275<br />
Wealth: 7 (minions gain 1 piece of personal ordinance or 1<br />
heavy, ground, or water vehicle up to 10 GP, or personal vehicles<br />
up to 4 GP)<br />
Technology: 5 (5 GP per serial)<br />
Loyalty: 2 (+2 to loyalty checks)<br />
Influence: 2 (favor check notice = 1–2, 2 influence effects per<br />
serial)<br />
Scope: 3 (national threat)<br />
Agenda: Revenge<br />
Serial 3: Amanda Norton<br />
Amanda is a former cosmetics model who aged too much to<br />
sustain her career. In an attempt to retain her marketability she<br />
submitted herself to an experimental form of plastic surgery, a<br />
skin relaxing process meant to remove wrinkles. The wrinkles went<br />
away but so did all the expression in her face. While this destroyed<br />
her career in modeling it made her face plastic enough for easy<br />
reshaping—an asset in operations that require a disguise.<br />
Amanda Norton, 5th-level faceman (henchman — 10 MP):<br />
CR 5. SZ M; v/wp 36/12; Init +6 (+2 Dex, +4 class); Spd 30 ft.; Def<br />
15 (+2 Dex, +3 class); Atk: .22 LR pocket pistol +5 (1d6+1,error 1-<br />
4, threat 20, range 10 ft., 6 shots), 7.62x54mm sniper rifle +5<br />
(5d4,error 1, threat 18-20, range 175 ft., 5 shots); Face 1 square;<br />
Reach 1 square; SA None; SQ adaptable, linguist +3, Cold read<br />
1/session, Quick change 2/session, Backup 1/session; SV Fort +4,<br />
Ref +3, Will +5; Str 12, Dex 14, Con 12, Int 14, Wis 14, Cha 17;<br />
Skills: Bluff +11, Cultures +10, Diplomacy +11, Disguise +11,<br />
Forgery +5, Gather Information +11, Innuendo +10, Languages<br />
(Croatian, English, French, Japanese, Serbian, Spanish) +4, Perform<br />
(modeling) +4, Search +4, Sense Motive +10. Feats: Armor Group<br />
Proficiency (Light, Medium), Handler, Undermine, Weapon Group<br />
Proficiency (Hurled, Melee, Handgun, Rifle). Gear (63 BP): Sniper<br />
24<br />
rifle w/ telescopic sight (35), 10 extra shots of 7.62x54mm military<br />
ball ammunition, pocket pistol (6), 12 extra shots of .22 LR ammunition,<br />
trendy clothes (5), cell phone, disguise kit (4), laptop computer<br />
(7), 2 doses of sodium pentothal (6). Vehicles and Gadgets (7<br />
GP): 9 doses Otherman drops (3), voice modulator larynx implant<br />
(4).<br />
Threat Resources/Action Sites: Manipulators (headquarters,<br />
14 MP — Agency safe house, La Paz, Bolivia — hierarchy 1, secrecy<br />
1, personnel 1, security 2).<br />
Silver Way Insurgents: The Silver Way is an insurgency movement<br />
that, once possessed of principles and ideals, has become<br />
nothing more than a gang of hoodlums making money off drug<br />
trafficking and extortion. They’d like to reduce the Agency’s pressure<br />
on them so they’ve hooked up with Amanda.<br />
Silver Way Insurgents, 2nd-level (minions, squads of 5 —<br />
19 MP): CR 1. SZ M; v/wp 2d6 (9)/12; Init +3 (+1 Dex, +2 class);<br />
Spd 30 ft.; Def 12 (+1 Dex, +1 class); Atk: .7.62x39mm assault rifle<br />
+3 (dmg 2d8, error 1, threat 20, range 90 ft., 30 shots), smoke<br />
grenade +3 (error 1-4, range 10 ft., 1 shot); Face 1 square; Reach<br />
1 square; SA None; SQ None; SV Fort +4, Ref +3, Will +0; Str 11,<br />
Dex 12, Con 12, Int 10, Wis 10, Cha 10; Skills: Climb +6, Driver +6,<br />
Spot +5, Survival +5. Feats (1): Point Blank Shot. Gear (33 BP):<br />
7.62x39mm assault rifle (25), 40 shots 7.62x39mm armor piercing<br />
(6*), 40 shots 7.62x39mm tracer (4*), smoke grenade (6), entrenching<br />
tool (1), magnetic compass (1). Vehicles and Gadgets: 1<br />
Humvee per squad (8 GP, SZ L, Hnd -5, Spd 500 ft., MPH 50/100.<br />
Def 4, WP 170, Hrd 10).<br />
* this ammunition is supplied by Free Throw’s armory.<br />
Serial 2: Mitar "Free<br />
Throw" Damjanovic<br />
Mitar Damjanovic hails from Serbia and got to the United<br />
States with his basketball skills. At 7 feet tall and with a wicked<br />
elbow he could dominate the center of the key. He played for<br />
keeps and it was throwing an elbow into an opponent’s neck—<br />
crushing the windpipe—that got him banned from professional<br />
sports. Since leaving the league he has used his connections and<br />
personal wealth to build a network of smugglers and arms dealers.<br />
In the past he has occasionally beat people to death with a special,<br />
extra-heavy basketball. He now operates primarily in and<br />
around Serbia. He bases his headquarters, however, in nearby<br />
Montenegro since Kotor has port access.<br />
Mitar "Free Throw" Damjanovic, 6th-level soldier (henchman<br />
— 12 MP): CR 6. SZ M; v/wp 62/16; Init +8 (+3 Dex, +5<br />
class); Spd 40 ft.; Def 17 (+3 Dex, +2 class, +2 armor, DR 2); Atk:<br />
unarmed +8 (1d6+4, threat 20), heavy basketball +9 (1d4+2, error<br />
1, threat 20, range 15 ft.), .45 ACP target pistol +10 (1d10+2,error<br />
1, threat 19-20, range 30 ft., 10 shots), fragmentation grenade +9<br />
(2d10, error 1-4, range 10 ft.); Face 1 square; Reach 1 square; SA<br />
None; SQ accurate, damage reduction 1/-, armor use +1; SV Fort<br />
+8, Ref +6, Will +3; Str 14, Dex 16, Con 16, Int 12, Wis 12, Cha 12;<br />
Skills: Balance +12, Demolitions +4, Driver +6, Jump +11,<br />
Intimidate +8, Sport (Basketball) +12, Spot +4, Survival +4. Feats:<br />
Armor Group Proficiency (Light, Medium, Heavy), Increased Speed,<br />
Kicking Basics, Martial Arts, Run, Sidestep, Weapon Group<br />
Proficiency (Hurled, Melee, Handgun, Rifle, Tactical, Exotic—heavy<br />
basketball), Weapon Specialization (unarmed). Gear (62 BP): heavy<br />
basketball (10), .45 ACP pistol (25), 20 extra shots of .45 ACP<br />
Teflon tipped ammunition (2), 1 fragmentation grenade (15), 2<br />
sets of trendy clothes (5), cell phone. Vehicles and Gadgets (8 GP):<br />
Standard clothing liner (1 GP), Luxury car (7 GP, SZ L, Hnd +0, Spd<br />
550 ft., MPH 55/110. Def 7, WP 110, Hrd 12, qualities and mods:<br />
extra armor, improved handling, revolving license plate).
Man in The Iron Lung<br />
Threat Resources/Action Sites: Armory (headquarters, 16 MP<br />
— Damjanovic Shipping warehouse, Kotor, Montenegro — hierarchy<br />
2, secrecy 2, personnel 2, security 1).<br />
The Heavy Basketball: Treat this as an exotic, hurled weapon<br />
of Medium-size. 10 BP, damage 1d4, error 1-3, threat 20, range 15<br />
ft., weight 5 lbs., actual cost $500.<br />
The heavy basketball has a hardened covering and weights<br />
placed inside it so as to cause more damage when bounced off an<br />
opponent’s face. It’s not a terribly efficient weapon but, if the user<br />
is proficient with it, then he can rebound the ball off an opponent.<br />
To do this the opponent must be within the first range increment<br />
(15 ft.) and the use must score 5 higher than the target’s Defense<br />
score on the attack check. If all this works, the ball bounces back<br />
into the user’s hands.<br />
The Bench: Mitar keeps a few squads of basketball hoods<br />
around to use for things besides pick-up games. When he asks for<br />
the ball they pass it to him.<br />
The Bench, 4th-level (minions, squads of 4 — 28 MP): CR<br />
3. SZ M; v/wp 4d6 (18)/13; Init +5 (+2 Dex, +3 class); Spd 30 ft.;<br />
Def 14 (+2 Dex, +2 class); Atk: 9x19mm service pistol +6 (dmg<br />
1d10, error 1, threat 20, range 20 ft., 10 shots), 9x19mm SMG +6<br />
(1d10, error 1, threat 19-20, range 50 ft., 30 shots); Face 1 square;<br />
Reach 1 square; SA None; SQ None; SV Fort +5, Ref +4, Will +1;<br />
Str 12, Dex 14, Con 13, Int 10, Wis 10, Cha 10; Skills: Balance +5,<br />
Driver +9, Intimidate +5, Jump +8, Sport (Basketball) +9. Feats (2):<br />
Lay Down Fire, Point Blank Shot. Gear (35 BP): 9x19mm service<br />
pistol (13), 9x19mm SMG (18), 50 shots 9x19mm military ball (1),<br />
50 shots 9x19mm jacketed hollow point (1), 100 shots 9x19mm<br />
Teflon tipped (10*), cell phone. Vehicles and Gadgets: 1 Sports Car<br />
per minion (4 GP, SZ L, Hnd +5, Spd 800 ft., MPH 80/160. Def 14,<br />
WP 70, Hrd 3).<br />
* this ammunition is supplied by Free Throw’s armory.<br />
Serial 1: Arthur Vance<br />
Arthur lives in an iron lung. He controls it via a voice activated<br />
computer. A bank of LCD monitors hangs over his head;<br />
through them he can watch the news, video-conference with his<br />
minions, and see what’s happening around him. He can also use a<br />
mouth-operated joystick and monitor slaved to the gun camera to<br />
aim the weapon built into a turret on top of the iron lung.<br />
Arthur Vance, 8th-level Fixer (mastermind — 40 MP): CR<br />
8. SZ M; v/wp 31/8; Init +2 (-1 Dex, +3 class); Spd 0 ft.; Def 15 (-<br />
1 Dex, +6 class); Atk: 7.62x51mm GPMG +1/+3 with tracer (4d6,<br />
error 1–2, threat 20, range 110 ft., 125 shots); Face 2 squares;<br />
Reach 0 squares; SA None; SQ dextrous, procure, Evasion, Sneak<br />
attack +3d6, Uncanny dodge (can’t be flanked), Skill mastery (on<br />
asterisked skills); SV Fort +3, Ref +5, Will +6; Str 6, Dex 8, Con 8,<br />
Int 18, Wis 18, Cha 16; Skills: Appraise +15*, Bluff +14*,<br />
Demolitions +15*, Driver +10*, Electronics +15*, Forgery +15*,<br />
Knowledge (munitions) +15*, Knowledge (political science) +15,<br />
Languages +15, Listen +15, Search +15, Spot +15. Feats: Armor<br />
Group Proficiency (Light), Political Favors, Signature Gadget (Iron<br />
Lung), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle,<br />
Tactical). Gear (80 BP): 140 shots 7.62x51mm tracer ammunition<br />
(14), laptop computer with 3 upgrades (19), encrypted headset<br />
radio (5), GPS receiver (5), floodlight (2), thermal imager (built into<br />
monitor camera, 15), parabolic microphone (5), standard video<br />
camera with super-telephoto lens (15). Vehicles and Gadgets<br />
(13+3 GP): panic button near chin (1), Iron lung (treat as vehicle<br />
— 15 GP, SZ L, Hnd +0 (net +16, +14 when using V.A.C.S.), Spd 30<br />
ft., MPH 10/20. Def 8, WP 40, Hrd 10, qualities and mods: autopilot,<br />
roof-mounted concealed machinegun, electrified frame, extra<br />
25<br />
armor, heads up display, 3 hidden compartments, improved handling,<br />
voice activated command system).<br />
Threat Resources/Action Sites: Filthy Stinking Rich (headquarters,<br />
27 MP — Private hospital, Rocky Mountains, Idaho —<br />
hierarchy 3, secrecy 3, personnel 3, security 3).<br />
Fighting Notes for the Iron Lung: Vance enjoys good mobility<br />
in his Iron Lung, but not as convenient as walking. When in<br />
personal combat use the normal rules for moving but shift to the<br />
chase rules if the agents get on a motorcycle. The Iron Lung cannot<br />
travel up stairs or slopes greater than 45 degrees. Vance lacks<br />
the use of his arms so he cannot fight normally in melee, and has<br />
no reach. However, he can ram someone using the Lung (and activate<br />
the electrified frame); treat this as a Bull Rush as described in<br />
the PHB.<br />
The mobility granted by the iron lung lets Vance use his normal<br />
Defense in combat and make Reflex saves as usual. Since only<br />
his head and part of his chest are exposed Vance receives threequarters<br />
cover from the lung; this grants a +7 cover Defense<br />
bonus and +3 cover Reflex bonus.<br />
If tipped over, Vance becomes almost completely helpless. His<br />
effective Dexterity bonus drops to -5, he cannot move, and the<br />
machinegun only works against targets in the air above him. To do<br />
this one must "Grab your opponent" (using the Grapple rules)<br />
against the Lung, survive the electrified frame, then make a<br />
Strength Check (DC 15) in place of a "Hold your opponent" check;<br />
if the final Strength check succeeds the lung is tipped over.<br />
Nursing Staff: Arthur Vance needs a round the clock nursing<br />
staff. Being a man of taste and many enemies he makes sure that<br />
the nurses not only know how to defend themselves (and him) but<br />
are also pleasant to look at.<br />
Nursing Staff, 5th-level (minions, squads of 6 — 36 MP):<br />
CR 4. SZ M; v/wp 5d6+5 (22)/13; Init +7 (+3 Dex, +4 class); Spd 30<br />
ft.; Def 15 (+3 Dex, +2 class); Atk: unarmed +6 (1d6+1, threat 20),<br />
9x19mm SMG +8 (dmg 1d10, error 1, threat 19-20, range 50 ft.,<br />
30 shots), dart gun +8 (1d4+drug, error 1-2, range 15 ft., 1 shot);<br />
Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +5, Ref<br />
+6, Will +1; Str 12, Dex 16, Con 13, Int 8, Wis 10, Cha 13; Skills:<br />
Balance +7, Driver +7, First Aid +8, Spot +4, Swim +5. Feats: The<br />
Look (not for the nurses, for Vance), Martial Arts, Point Blank Shot.<br />
Gear (37 BP): 9x19mm SMG (18), 50 extra shots of 9x19mm military<br />
ball ammunition (1), dart gun (7), 1 dose nerve drug (5), 1<br />
dose knockout drug (3), 1 dose paralytic poison (3), cell phone.<br />
Vehicles and Gadgets: 1 Ambulance per squad (10 GP, SZ L, Hnd -<br />
1, Spd 550 ft., MPH 55/110. Def 6, WP 120, Hrd 11, qualities and<br />
mods: extra armor, hidden compartment (person), improved handling,<br />
nitrous oxide system, reinforced tires).<br />
Plot Hook #1<br />
The agents are sent to Bolivia to deal with a purported threat<br />
to assassinate the current president. The plan involves members of<br />
a local insurgent group, the Silver Way, and—whether successful<br />
or stopped by the agents—they discover that the Agency itself is<br />
implicated in the assassination! This sparks a controversy back in<br />
the States and Congressional Hearings start immediately.<br />
Amanda Norton has taken the place of Station Chief, Gloria<br />
Alvarez, and organized the assassination using Agency resources.<br />
After the assassination she disappears. Simultaneously with the<br />
assassination, Free Throw kidnaps the chair of the Senate<br />
Intelligence Committee’s daughter, Alicia Bradon. The Senate<br />
Intelligence Committee calls for an investigation into Agency<br />
practices and gets detailed files from the Agency. Senator Tom<br />
Bradon turns these files over to Free Throw who uses them to<br />
organize a strike and raid against the Agency headquarters in
Belgrade, Serbia. Free Throw plans to assault the Belgrade HQ,<br />
steal all the computer files there, and release them in the open—<br />
thereby compromising all Agency operations in Eastern Europe.<br />
Possibilities:<br />
1. Amanda Norton returns to the States and takes the place of<br />
Senator Bradon’s daughter. She does this to gain more access<br />
to him and make others less suspicious. Senator Bradon acts<br />
suspiciously; he’s under stress and shows it but it’s not obvious<br />
why. The Agency wants him, and the others, watched since<br />
they have access to such vital information.<br />
2. Senator Bradon reports the kidnapping to the Agency. He figures<br />
that the agents are his daughter’s best chance and is<br />
unwilling to risk the security of the nation. The agents need to<br />
rescue his daughter before the deadline before the information<br />
turnover arrives.<br />
3. Amanda Norton actually is Alicia Bradon. She staged her own<br />
kidnapping because she hates the Agency too, perhaps due to<br />
leftist politics or what the Agency has done to her family.<br />
SHALE<br />
by Aaron Rosenberg<br />
The modern world runs on its communications and its transportation.<br />
And for the latter, oil and gas are the most precious<br />
commodities. So when someone claims that they have found a<br />
new source of oil, the entire world sits up and takes notice. And<br />
when someone claims they have found a new way to produce oil,<br />
a way that does not require drilling and refining—well, that’s the<br />
sort of information that can change the world.<br />
Shale, Inc. is a new company no one has ever heard of before.<br />
But everyone’s talking about them now. That’s because Reggie<br />
Nylan, the head of Shale, has made a shocking announcement.<br />
According to Reggie, his company has found a way to convert<br />
shale into oil. The thin, brittle rock is known to have a high petroleum<br />
content, but no one has ever found a way to distill it from<br />
the rock without spending more money than the results were<br />
worth. Now Reggie says his company can do the job for mere pennies.<br />
Which would make the world’s shale a near-endless supply of<br />
ready oil. Everyone wants a piece of the action. But is Shale, Inc.<br />
really all it claims to be? The Agency has to find out, before the<br />
world’s oil situation changes forever—and not necessarily for the<br />
better.<br />
MP Cost: 275 (95 base + 90 each for serials two and three)<br />
Wealth: 2 (52 BP for mastermind, 42 BP for each henchman<br />
and foil, 27 BP for each minion)—30 MP<br />
Technology: 0<br />
Loyalty: 1 (+1 to loyalty checks) — 4 MP<br />
Influence: 0<br />
Scope: 5 (international threat)<br />
Agenda: Monetary Gain/Economic Control<br />
Serial 3: Hector Selpont<br />
Reggie may be the president of Shale, but he’s just a front<br />
man. The real power behind the company and its scheme is Hector<br />
Selpont, whose official title is VP and Head of R&D. Hector came<br />
up with the idea behind Shale, Inc., and bullied Reggie into participating.<br />
He gathered others he knew to form the rest of the<br />
company’s ranks, and has been orchestrating everything from the<br />
safety of his "research lab." The fact is, Hector isn’t much of a scientist.<br />
He knows just enough science to fake it, and enough to<br />
Shale<br />
26<br />
understand what the real researchers are talking about. But his<br />
true gift is disinformation. Hector can make people hear what<br />
they want to hear, and understand just as much as he wants them<br />
to comprehend. It’s this talent that has been pivotal to Shale’s<br />
success, and to their master plan.<br />
Hector has three goals, all of which he plans to achieve<br />
through Shale. The first is to make a lot of money, enough that he<br />
can live the rest of his life in complete comfort. The second goal<br />
is to throw the world into disarray, just to show how much influence<br />
he has. And the third goal is to prove wrong everyone who<br />
ever said he wouldn’t amount to much, especially his hard-working,<br />
honest, law-abiding parents.<br />
Tall, thin, and prematurely balding, Hector looks the part of a<br />
serious researcher. He speaks softly, so that those around him have<br />
to strain to catch his words, and hides his mesmerizing eyes<br />
behind a pair of wire-rim spectacles. He does not like violence, and<br />
will avoid becoming involved in any physical conflict. But Hector<br />
has no problem giving orders for violence, and will happily stand<br />
back and let his bodyguards fight for him. He works at the company’s<br />
research lab in the warehouse section of Baltimore, and has<br />
a small house on the other side of the city.<br />
Hector Selpont 5th-level spin-doctor/1st -level scientist<br />
(mastermind—30 MP): CR 6. SZ M; v/wp 43/10; Init +1 (+1 Dex);<br />
Spd 30 ft.; Def 11 (+1 Dex); Atk: pistol +2 (dmg 1d12, recoil 20,<br />
threat 19-20, range 25 ft., seven shots); Face 1 square; Reach 1<br />
square; SA none; SQ fake it 1/session; SV Fort +1, Ref +3, Will +6;<br />
Str 10, Dex 12, Con 10, Int 16, Wis 17, Cha 17; Skills: Bluff +10,<br />
Computers +4, Cultures +3, Diplomacy +1, Disguise +1, Driver +3,<br />
Forgery +5, Gather Information +7, Hide +3, Intimidate +4,<br />
Languages +6, Move Silently +5, Profession (Scientist) +4, Search<br />
+2, Sense Motive +8, Sleight of Hand +6, Spot +4. Feats: Charmer,<br />
Persuasive. Gear: Pistol, two clips of standard ammunition, lab<br />
coat. Vehicles and Gadgets: sports car (sports car – SZ L, Occ 1/2,<br />
Hnd +5, Spd 800 ft., MPH 80/160, Def 14, WP 70, Hrd 3), laser pen<br />
(dmg 1d6+1, threat 20, range 5 ft., twenty seconds of power, one<br />
hour to recharge).<br />
Headquarters: Shale research lab in Baltimore, MD, United<br />
States—hierarchy 1, secrecy 2, personnel 1, security 4.<br />
Bodyguards: As a child Hector was often the target of bullies.<br />
When he hatched his plans for Shale, Inc., he took advantage of<br />
the money from his backers and hired a group of bodyguards. Now<br />
the bullies work for him. These men are all large, powerfully built,<br />
ugly, and not very bright. They are exactly the type of men who<br />
pushed Hector around as a boy, and he takes great delight in<br />
ordering them about. Despite this, the bodyguards are loyal.<br />
Hector is a bit childish but pays them well, and they don’t have to<br />
do much more than keep an eye on the grounds and intimidate<br />
any visitors. These men all have unsavory pasts, and many of them<br />
have criminal records—this is the only job they could get, and they<br />
are determined not to lose it.<br />
Bodyguards, 3rd-level thugs (minions, squad of 4—48 MP):<br />
CR 3. SZ M; v/wp 3d8+6 (22)/17; Init +3 (+1 Dex, +2 class); Spd 30<br />
ft.; Def 13 (+1 Dex, +2 class); Atk: club +6 (1d8+3); Colt M1911A1<br />
service pistol +4 (dmg 1d12, recoil 20, threat 19-20, range 25 ft.,<br />
seven shots); Face 1 square; Reach 1 square; SA None; SQ None;<br />
SV Fort +6, Ref +3, Will +4; Str 17, Dex 12, Con 17, Int 9, Wis 11,<br />
Cha 6; Skills: Bluff +3, Driver +3, Gather Information<br />
+1,Intimidate +8, Listen +3, Profession (Bodyguard) +4, Search +4,<br />
Sense Motive +1, Spot +4, Surveillance +2. Feats: Point Blank<br />
Shot, Weapon Group Proficiency (Handgun, Melee). Gear: Pistol,<br />
two clips of standard ammunition, tactical radio, extensible metal<br />
club. Vehicles and Gadgets: motorcycles (motorcycle – SZ M, Occ<br />
1/1, Hnd +8, Spd 500 ft., MPH 50/100, Def 18, WP 35, Hrd 1).
Serial 2: Reggie Nylan<br />
Reggie is the president of Shale, Inc., and its only public member.<br />
He makes all press announcements, attends the various oil<br />
symposiums, and speaks with potential investors and clients. This<br />
is the life Reggie was born for—he has an easy-going charm that<br />
puts people at ease, plus a knack for remembering faces and<br />
names. He speaks several languages fluently and can get by in half<br />
a dozen others, and can mingle easily at events ranging from<br />
black-tie dinners to backyard barbeques.<br />
Underneath all that charm, Reggie is extremely insecure. He<br />
knows he is not the brightest man in the world, and is well aware<br />
that Hector is really the brains of the operation. Reggie is also<br />
smart enough to know that, if he gets out of line, Hector will kill<br />
him and have him replaced by someone else just as glib. So his<br />
only option is to cooperate fully, and hope it’s all over quickly.<br />
Reggie is not a bad person, really. He doesn’t have many scruples<br />
when it comes to earning money, but he isn’t interested in<br />
hurting anyone. He sees no reason not to take from the rich, however,<br />
and considers himself a modern-day Robin Hood, fleecing<br />
the wealthy for his own gain. He runs most of Shale’s day-to-day<br />
operations from their small but tastefully decorate offices in<br />
downtown Baltimore.<br />
Tall and slim, with dark hair and blue eyes, Reggie can easily<br />
pass for a former athlete or a second-string movie star. He always<br />
wears the best clothes, and dresses for the occasion. His most<br />
common outfit is a hand-tailored silk suit.<br />
Reggie Nylan 5th-level faceman (henchman—10 MP): CR<br />
5. SZ M; v/wp 41/14; Init +7 (+2 Dex, +5 class); Spd 30 ft.; Def 11<br />
(+2 Dex, +3 class); Atk: pistol +5 (dmg 1d12, recoil 20, threat 19-<br />
20, range 25 ft., seven shots); Face 1 square; Reach 1 square; SA<br />
none; SQ fake it 1/session; SV Fort +2, Ref +5, Will +3; Str 12, Dex<br />
14, Con 14, Int 13, Wis 15, Cha 17; Skills: Bluff +10, Computers +1,<br />
Cultures +6, Diplomacy +8, Disguise +1, Driver +3, Forgery +2,<br />
Gather Information +7, Hide +1, Intimidate +2, Knowledge<br />
(finance) +4, Knowledge (science) +2, Languages +8, Move<br />
Silently +4, Profession (Businessman) +6, Search +2, Sense Motive<br />
+8, Sleight of Hand +4, Spot +6. Feats: Armor Proficiency (light,<br />
heavy), Charmer, Fortunate, Weapon Group Proficiency (Hurled,<br />
Melee, Handgun, Rifle), Adaptable, Linguist, Cold Read once/session,<br />
Quick Change once/session, Backup once/session. Gear:<br />
Pistol, two clips of standard ammunition, business suit, cell phone,<br />
PDA. Vehicles and Gadgets: sports car (sports car – SZ L, Occ 1/2,<br />
Hnd +5, Spd 800 ft., MPH 80/160, Def 14, WP 70, Hrd 3).<br />
Headquarters: Shale, Inc. offices in Baltimore, MD, United<br />
States—hierarchy 1, secrecy 0, personnel 2, security 4.<br />
Security Team: Reggie recognizes the value of an efficient,<br />
loyal security team. He doesn’t like Hector’s bully boys (in part<br />
because they bully him whenever he goes to the lab), and prefers<br />
a more intelligent, more discreet employee for his own uses. He<br />
has assembled his own security team along these lines. Each member<br />
is reasonably intelligent, attractive enough to draw an approving<br />
glance but nothing more, and talented at blending into the<br />
crowd. The members of this team are extremely loyal to Reggie—<br />
he treats them well, and they respect his practical nature and his<br />
ability to fit into any social situation. They are always hovering<br />
somewhere near him, keeping an eye on the situation, and at the<br />
first sign of danger several members will move Reggie to safety<br />
while the rest deal with the problem. They prefer to handle potential<br />
problems before they reach that point, however, and excel at<br />
noticing and incapacitating dangerous individuals without anyone<br />
noticing.<br />
Shale<br />
27<br />
Security Team, 2nd-level soldier/ 1st-level ninja (minions,<br />
squad of 3—54 MP): CR 3. SZ M; v/wp 3d8+9 (25)/17; Init +10<br />
(+3 Dex, +3 class, +4 feat); Spd 30 ft.; Def 16 (+3 Dex, +3 class);<br />
Atk: stun rod + 5 (1d8+3 plus paralysis); Colt M1911A1 service pistol<br />
+6 (dmg 1d12, recoil 20, threat 19-20, range 25 ft., silenced,<br />
seven shots); Face 1 square; Reach 1 square; SA backstab; SQ<br />
None; SV Fort +6, Ref +3, Will +4; Str 15, Dex 16, Con 17, Int 12,<br />
Wis 13, Cha 13; Skills: Bluff +3, Climb +3, Diplomacy +2, Driver<br />
+2, Escape Artist +1, Gather Information +3, Hide +5, Intimidate<br />
+7, Listen +5, Move Silently +5, Profession (Bodyguard) +6, Search<br />
+6, Sense Motive +3, Spot +4, Surveillance +4. Feats: Armor<br />
Proficiency (light), Improved Initiative, Weapon Group Proficiency<br />
(Handgun, Melee), Damage Reduction. Gear: kevlar vest, pistol<br />
with silencer, two clips of standard ammunition, tactical radio,<br />
stun rod, nightvision goggles, miniature flashlight. Vehicles and<br />
Gadgets: sports car (sports car – SZ L, Occ 1/2, Hnd +5, Spd 800<br />
ft., MPH 80/160, Def 14, WP 70, Hrd 3).<br />
Serial 1:<br />
Mendelson Ettinger<br />
Mendelson Ettinger is the real head scientist of Shale, Inc.<br />
Hector is the man behind the scenes, but the whole plan hinges<br />
on Mendelson’s scientific genius. He is a first-rate scientist whose<br />
crazy theories and refusal to follow procedure has led to his being<br />
fired from several prestigious jobs. When Hector offered him the<br />
chance to be involved in Shale, Mendelson had nowhere else to<br />
go. He has since regretted accepting the offer, but knows he cannot<br />
back out now—Hector has made it very clear that he will<br />
destroy Mendelson’s career and possibly kill him if he betrays their<br />
operation.<br />
Physically, Mendelson does not look like the typical scientist.<br />
Average height and slender build, with an unruly mop of thick<br />
black curls and a permanent five o’clock shadow make him look<br />
more like a would-be musician. His preference for torn jeans and<br />
faded T-shirts completes the image, though Mendelson does wear<br />
a grubby lab coat over them while he’s at work (and often afterward,<br />
since he usually forgets to take off the coat when he leaves<br />
for home). He works at the company’s research lab in Baltimore<br />
and lives in an apartment near the university, a short drive away.<br />
Another way that he does not fit the scientist stereotype is his<br />
personality. Mendelson is very passionate about his work, and will<br />
argue loudly about his theories and plans. He does not like obeying<br />
orders, and will often debate anything he disagrees with.<br />
Hector can browbeat him into shutting up and doing as he’s told,<br />
but no one else in the organization can get Mendelson to listen to<br />
reason, or to lower his voice. At demonstrations, Mendelson often<br />
forgets himself and starts lecturing to those around him as if they<br />
were children, ridiculing them if they don’t understand something<br />
he’s said.<br />
Mendelson Ettinger 4th-level scientist (henchman—8 MP):<br />
CR 4. SZ M; v/wp 34/12; Init +2 (+2 Dex); Spd 30 ft.; Def 12 (+2<br />
Dex); Atk: none; Face 1 square; Reach 1 square; SA none; SQ fake<br />
it 1/session; SV Fort +2, Ref +3, Will +3; Str 10, Dex 14, Con 12,<br />
Int 18, Wis 10, Cha 14; Skills: Bluff +2, Computers +4,<br />
Concentration +4, Cultures +2, Driver +2, Electronics +4, Gather<br />
Information +4, Intimidate +1, Knowledge (science) +8,<br />
Knowledge (petroleum) +5, Languages +6, Mechanics +1,<br />
Profession (Scientist) +6, Search +2, Sense Motive +1, Sleight of<br />
Hand +2, Spot +4. Feats: Scholarly. Gear: lab coat, pens, clipboard,<br />
geiger counter, stopwatch. Vehicles and Gadgets: sports car (sports<br />
car – SZ L, Occ 1/2, Hnd +5, Spd 800 ft., MPH 80/160, Def 14, WP<br />
70, Hrd 3).<br />
Headquarters: Shale research lab in Baltimore, MD, United<br />
States—hierarchy 1, secrecy 2, personnel 1, security 4.
Minders: Hector doesn’t fully trust Mendelson, and Reggie<br />
has to agree. They both know the scientist is smart, but he’s arrogant<br />
and can’t keep his mouth shut. So Reggie has assigned some<br />
of his own security forces to keep an eye on their lead researcher,<br />
and to keep him out of trouble. These "minders" do their best both<br />
to stop any threats from reaching Mendelson and to prevent the<br />
scientist from doing anything rash, or anything that could get<br />
Shale in trouble.<br />
Minders, 1st-level soldier/1st-level ninja (minions, squad<br />
of 2—22 MP): CR 2. SZ M; v/wp 2d8+6 (17)/17; Init +5 (+3 Dex,<br />
+2 class); Spd 30 ft.; Def 15 (+3 Dex, +2 class); Atk: stun rod + 5<br />
(1d8+3 plus paralysis); Colt M1911A1 service pistol +6 (dmg 1d12,<br />
recoil 20, threat 19-20, range 25 ft., silenced, seven shots); Face 1<br />
square; Reach 1 square; SA backstab; SQ None; SV Fort +6, Ref +3,<br />
Will +4; Str 15, Dex 16, Con 17, Int 12, Wis 13, Cha 13; Skills: Bluff<br />
+3, Climb +3, Diplomacy +2, Driver +2, Gather Information +3,<br />
Hide +5, Intimidate +7, Listen +4, Move Silently +5, Profession<br />
(Bodyguard) +5, Search +6, Sense Motive +3, Spot +4,<br />
Surveillance +4. Feats: Armor Proficiency (light), Weapon Group<br />
Proficiency (Handgun, Melee). Gear: Kevlar vest, pistol with<br />
silencer, two clips of standard ammunition, tactical radio, stun rod,<br />
nightvision goggles, miniature flashlight. Vehicles and Gadgets:<br />
sports car (sports car – SZ L, Occ 1/2, Hnd +5, Spd 800 ft., MPH<br />
80/160, Def 14, WP 70, Hrd 3).<br />
Plot Hook #1<br />
Reggie calls a press conference and announces that his company,<br />
Shale, Inc., has found a way to convert useless pieces of<br />
shale into refined petroleum, at very little cost. This creates a stir<br />
in both financial communities and in the oil industry, since such a<br />
process could make the traditional oil fields obsolete. The Agency<br />
is concerned because the resulting chaos could destablize the<br />
world order. They dispatch the team to Shale’s headquarters in<br />
Baltimore, to attend the demonstration of this new technology.<br />
Hector is running the presentation, but appears to be simply the<br />
head of R&D. He gives no indication of being the true mastermind<br />
behind Shale, and neither do any of his co-workers.<br />
Possibilities:<br />
1. The process is a sham. What Shale has actually invented is a<br />
way to inject different chemicals into existing petroleum,<br />
changing its composition just enough that it can no longer be<br />
traced to its origin point (each oil field has a slightly different<br />
mix of chemicals, and these are like fingerprints, clearly showing<br />
where the oil came from). Reggie’s security forces have<br />
stolen oil from several fields around the world, and now<br />
Hector puts on a show that makes it look as if the process<br />
works. The plan is for Shale to get investors to give them<br />
money, and then disappear.<br />
2. The process does work, but it has a problem—the oil it produces<br />
is chemically unstable, and actually becomes explosive<br />
after a few days. Hector knows about this, and plans to use it<br />
to his advantage. He hopes to get people to invest in Shale,<br />
and then to replace all of the world’s oil with their own unstable<br />
version. Then, when oil everywhere explodes, the world will<br />
grind to a halt, and he will be responsible. It will make him one<br />
of the most powerful men in history, which is all Hector really<br />
cares about.<br />
Shale<br />
28<br />
3. The process works just fine. Mendelson really is a genius, and<br />
this technique could revolutionize the oil industry. It will also<br />
put every existing oil company out of business, and destroy<br />
several Middle East countries. Hector is very happy about all<br />
of this—he will become rich, his name will go down in history<br />
as one of the great inventors, and he will cause chaos all<br />
around the globe.<br />
Plot Hook #2<br />
Reggie contacts the Agency because his company’s new oil<br />
process has been stolen. He demands that the Agency help him<br />
find out who took it, and that they get it back for him. Without<br />
it, Shale is ruined.<br />
Possibilities:<br />
1. The formula really was stolen, either by a rival oil company or<br />
by one of the nations who survive on their oil export. Hector<br />
is furious, because without that formula he cannot get<br />
investors to give him money. Note that, for this possibility, any<br />
of the three options in Plot Hook #1 will work.<br />
2. Hector set up the "theft," and had some of his own thugs play<br />
the part of the robbers. He wants the Agency to harass the oil<br />
companies and oil-producing nations of the world, to get<br />
them upset and off-balance. That way, when he offers to sell<br />
them his process (which will be miraculously retrieved), everyone<br />
will be desperate for it and will begin bidding to win it.<br />
3. The formula was really stolen, but not by any outside agency.<br />
Mendelson finally decided that he could not sit still for<br />
Hector’s tricks any longer, and took off with the formula himself.<br />
Hector has enlisted the Agency to get it back, and hopes<br />
they’ll kill Mendelson before he can reveal the truth.<br />
Mendelson’s minders have also been tasked to find him, and<br />
kill him if they can.<br />
THE SODALITY<br />
By Jason Olsan<br />
See Mythic Dreams’ <strong>Spycraft</strong> Family release, Dark Inheritance,<br />
for a finished version of this threat.<br />
Starting Threat Code: Red<br />
This short-season (3-serial) threat is appropriate for a team<br />
of 4th-level agents.<br />
After the First Crusade, the Knights Templar were a wealthy<br />
and powerful order of monastic knights in Christendom. Their<br />
purpose was the protection of Christian pilgrims on route to<br />
Jerusalem, initially receiving alms in thanks for their duties. Over<br />
time, they amassed great power and wealth. In 1307, fearing this<br />
power, the knights were arrested by King Philip of France and their<br />
wealth was seized through the only charge that would allow it:<br />
heresy. In 1314, at the order of Pope Clement, the last Grand<br />
Master of the Knights Templar, Jacques de Molay, was burned at<br />
the stake.<br />
Retrieving the burned skull of Jacques de Molay, an unknown<br />
mystic woman swathed in black silks returned to the lands near<br />
Jerusalem and resurrected the knight. Dazed and confused by the<br />
ritual, his mind was ripe for tainting by the shrouded mystic. She<br />
told the befuddled warrior of his death and her gift of a new life<br />
to him. With her biased guidance, he grew to believe that money
and power were what destroyed his order and that the only way<br />
to save the world would be to destroy all of those who wield<br />
either.<br />
With the loss of the Order of Templar, he began a new secret<br />
order to work upon these very goals. It was named the Sodality, a<br />
term which is used to describe a charitable fellowship of the<br />
church. Quietly, Jacques began recruiting devoted followers in his<br />
travels of the known world. He searched the globe for those who<br />
would be devoted to his cause.<br />
Now, almost seven centuries later, his goal continues. Through<br />
his continuing resurrection by the ageless mystic, he has recruited<br />
hundreds of devout followers in cells worldwide. As the Knights<br />
Templar were able to do in their times, the once Grand Master has<br />
amassed a great fortune to help fund his followers and his great<br />
cause.<br />
The Sodality follows the same practices of its predecessor, the<br />
Knights Templar. Jack Molloy, the current name of Jacques de<br />
Molay, acts as Grand Master. The unnamed mystic is always seen<br />
at his side as his advisor. All members of The Soldality are known<br />
as knights, just as in the Knights Templar. Sodality knights have all<br />
been taught the true history of the Knights Templar and all know<br />
of their Grand Master’s true identity. Their loyalty is unquestioned,<br />
both to the order and to the betterment of the world. Knights of<br />
the order spend their public lives attempting to help the world<br />
through aid organizations. That is, until the Grand Master calls<br />
them into action. Each knight has a tattoo hidden upon the inner<br />
wrist depicting the seal of the Knights Templar. Underneath the<br />
seal are the Latin words Semper Recordor, "always remember."<br />
MP Cost: 275<br />
Wealth: 6 (68 BP for mastermind, 48 BP for each henchman<br />
and foil, 33 BP for each minion, 23 BP for each specialist; minions<br />
gain a piece of personal ordinance, a single heavy, ground, or<br />
water vehicle up to 10 GP, or individual personal vehicles up to 4<br />
GP)<br />
Technology: 0 (0 GP per serial)<br />
Loyalty: 10 (+10 to loyalty checks)<br />
Influence: 4 (favor check notice = 1-4, 4 influence effects per<br />
serial)<br />
Scope: 8 (international threat)*<br />
Agenda: Revenge<br />
* All serials involving the Sodality yield +20% XP (in addition<br />
to all other XP bonuses).<br />
Serial 3: Jack Molloy<br />
When Jacques de Molay was brought back, he was surprised<br />
to find that he had his youthful appearance once more. At the<br />
time he was burned at the stake, he was 70 years old. Now, he<br />
looked no more than 30. That has been the way the Grand Master<br />
has looked since. Since his initial resurrection, he has lived 14 lives.<br />
Each time he has been brought back, he has assumed a new name<br />
and identity. This time, his chosen name is Jack Molloy.<br />
Jack travels the world with his nameless mystic to ensure that<br />
his machinations are being carried out by the rest of his knights.<br />
He takes a very direct approach to leadership, which keeps his<br />
knights very loyal and devoted to him.<br />
If Jack isn’t traveling, he is at the Sodality temple compound.<br />
The compound itself rests upon Mount Moriah in Israel, which is<br />
the site of the ancient Temple of Solomon – the temple upon<br />
which the Knights Templar name themselves. The compound is<br />
very well protected by the most loyal of knights within the<br />
Sodality, the Sentinel Knights. It is from here that Jack plans and<br />
coordinates the Sodality’s great plan.<br />
Sodality<br />
29<br />
Jack is still in very fit physical condition from continuing his<br />
cadences from 700 years past to keep his mind and skills focused.<br />
When walking the compound, he typically wears his ancient<br />
greatsword slung upon his back. His words are very charismatic,<br />
although his cold and precise manner seems to offset his stirring<br />
speeches. Some quietly wonder if his quiet disposition is a result<br />
of his living so long.<br />
Due to Jack Molloy’s western upbringing and learning of the<br />
sword by his knightly order, the edgemaster’s requirement of<br />
Profession (sensei) has been replaced with Profession (knight).<br />
Though his techniques are not from the far east, his skills are as<br />
comparable.<br />
Staging Notes: Jack has retrieved the access codes to access<br />
the international banking system, which networks hundreds of the<br />
most influential banks in the world. Returning to his temple compound,<br />
he has sent his men to find the best hacker that they can.<br />
Jack’s goal is to build a backdoor that quietly drains the world of<br />
most of its capital and assets, not realizing it until it is too late.<br />
Jack Molloy, 5th-level martial artist/3rd-level edgemaster<br />
(mastermind — 40 MP): Department: Old Blood. CR 8. SZ M;<br />
v/wp 73/18*; Init +7 (+2 Dex, +5 class); Spd 30 ft.; Def 18 (+2 Dex,<br />
+6 class); Atk: Jacques do Kalashnikov AK-105 +11 (dmg 3d6+1,<br />
accuracy –, error 1-3, threat 20, range 175 ft., qualities and mods:<br />
CS, 30 shots), Molay’s Templar Greatsword +12 (dmg 1d12+4 normal,<br />
error 1-2, threat 20); Face 1 square; Reach 1 square; SA None;<br />
SQ unyielding, swordplay, parrying basics, ploy (Sidestep); SV Fort<br />
+7, Ref +8, Will +7; Str 10, Dex 14, Con 16*, Int 13, Wis 14, Cha<br />
10; Skills: Balance +9, Concentration +8, Craft (Metalwork) +5,<br />
First Aid +5, Intimidate +11/+11, Jump +4, Knowledge (Occult)<br />
+17, Languages +7, Listen +4, Profession (Knight) +13, Sense<br />
Motive +9, Spot +8, Tumble +10. Feats: Acrobatic, Armor Group<br />
Proficiency (Light), Greatsword Basics, Greatsword Mastery,<br />
Improved Weapon Focus (greatsword), Martial Arts, Toughness,<br />
Weapon Focus (greatsword), Weapon Group Proficiency (Exotic —<br />
Archaic, Exotic — Martial Arts, Handgun, Melee, Rifle), Weapon<br />
Master (greatsword). Gear: Weapon, cover identity (power rating<br />
3) (Jack Molloy), sunglasses. Vehicles and Gadgets: None, gadgets:<br />
H.U.D. lenses, hardened joints.<br />
* Jacks vitality points, wound points, and constitution are<br />
modified by his hardened joints gadget.<br />
Threat Resources/Action Sites: Fanatics, Martyrs – Adam<br />
Hutton, Knight Sentinels, Centra Bank Security, Worse Than Death<br />
– Adam Hutton, Shelene Radcliff, Knight Sentinels, Centra Bank<br />
Security, and Shelene Radcliff’s Bodyguards (headquarters –<br />
Sodality Temple Compound, Mount Moriah, Israel – hierarchy 5,<br />
secrecy 2, personnel 3, security 1).<br />
Knight Sentinels: The Sodality’s Knight Sentinels are the loyal<br />
warriors whose primary purpose is to defend the compound from<br />
those who would seek to harm the order. Comprised of the most<br />
disciplined warriors to the cause, the Knight Sentinels are simultaneously<br />
a highly envied duty among the order and a much<br />
feared enemy to those who fight them.<br />
Knight Sentinels wear dark studded vests when on their<br />
patrols of the compound with a sword sheathed at their side. They<br />
are sworn to ensure that the secret order of the Sodality must be<br />
maintained, so they will attack anyone that they see wandering<br />
too close to the compound. Their solitary lives away from most of<br />
civilization, along with the time spent near their leader, has left<br />
them very cold, ruthless, and efficient.
Knight Sentinels, 5th-level martial arts mooks (minions,<br />
squads of 5 — 20 MP): CR 4. SZ M; v/wp 20/11; Init +5 (+2 Dex,<br />
+3 class); Spd 30 ft.; Def 15 (+2 Dex, +3 class); Atk: IMI Galil SAR<br />
+5 (dmg 4d4, accuracy –, error 1-2, threat 20, range 125 ft., qualities<br />
and mods: Single shot only, 25 shots), Medieval longsword +4<br />
(dmg 1d8+1, error 1, threat 18-20), fist +4 (dmg 1d6+2, error 1,<br />
threat 20); Face 1 square; Reach 1 square; SA None; SQ None; SV<br />
Fort +3, Ref +5, Will +0; Str 13, Dex 14, Con 11, Int 8, Wis 8, Cha<br />
5; Skills: Balance +7, Climb +4, First Aid +4, Intimidate +4/+0,<br />
Jump +6, Knowledge (Martial Arts) +4, Tumble +7. Feats: Armor<br />
Group Proficiency (Light), Martial Arts, Punching Basics, Weapon<br />
Group Proficiency (Exotic — Martial Arts, Hurled, Melee), Wolf<br />
Pack Basics. Gear: Weapons, knight vest, binoculars, sunglasses.<br />
Vehicles and Gadgets: None.<br />
Serial 2: Adam Hutton<br />
Dealing with large corporations and nations, Centra Global<br />
Bank is one of the world’s top 50 money lenders. Last year, its<br />
president was listed as one of the most globally influential men<br />
and among the top 20 richest people in the world.<br />
Centra is also the financial house that runs the Temple Fund,<br />
a non-profit front organization that helps finance the Sodality.<br />
Seeing the bank as an obvious target for the Sodality, Jack spent<br />
considerable time ensuring that Adam Hutton became chief of<br />
security at Centra. Adam has grown to become one of the most<br />
trusted members of the Centra family and has recommended<br />
many people for employment within Centra and its satellite banks.<br />
Little do the bulk of employees know, but most of those recommended<br />
hires are Sodality knights within deep cover. They are quietly<br />
infiltrating the financial behemoth in order to control it and<br />
dismantle it’s financial agenda.<br />
Adam, having learned a few things from Jack, tends to look at<br />
the president as his king and the bank as his castle. No one will<br />
break his defenses within his castle. Many people have attempted<br />
to steal money from Centra over the years that he’s been the chief<br />
of security, and none have succeeded. Being particularly adept at<br />
computers as well as skilled in modern espionage techniques, the<br />
Centra chief of security has thwarted many of these assaults personally.<br />
Staging Notes: Adam has been a loyal employee of Centra for<br />
quite a few years now. However, the time is right. Jack has sent<br />
word to Adam that it is time to make the current president, Nigel<br />
Moore, disappear. One of the Sodality’s faithful undercover<br />
knights is now in position of senior vice president and ready to<br />
take over the company, should the current president disappear. In<br />
order to ensure no one considers it foul play, Adam has begun to<br />
build a digital trail of notes of anguish and thoughts of suicide.<br />
What Adam doesn’t know is that one of the low level data entry<br />
engineers is a plant from Room 39 and has started to notice the<br />
virtual paper trail.<br />
Adam Hutton, 4th-level soldier/2nd-level snoop (henchman<br />
— 12 MP): Department: D-3 Computer Espionage. CR 6. SZ<br />
M; v/wp 42/10; Init +12 (+3 Dex, +5 class, +4 improved initiative);<br />
Spd 30 ft.; Def 18 (+3 Dex, +5 class); Atk: H&K MP5A3 +7 (dmg<br />
1d10+1, accuracy -1, error 1-2, threat 20, range 30 ft., qualities<br />
and mods: DP, CS, SS, 15 shots), garotte +5 (dmg special, error 1-<br />
Sodality<br />
30<br />
2, threat –, qualities and mods: –); Face 1 square; Reach 1 square;<br />
SA None; SQ accurate, damage reduction 1/–, armor use +1, flawless<br />
search, intuition 1/session, jury-rig +2; SV Fort +5, Ref +7, Will<br />
+3; Str 10, Dex 16, Con 10, Int 16, Wis 10, Cha 10; Skills: Balance<br />
+6, Bureaucracy +2, Computers +10, Demolitions +6, Driver +7,<br />
Electronics +5, First Aid +3, Intimidate +8/+8, Listen +4,<br />
Profession (Security Guard) +8, Search +10, Spot +8, Surveillance<br />
+4, Tumble +8, Use Rope +10. Feats: Armor Group Proficiency<br />
(Light, Medium, Heavy), Extra Budget, Improved Initiative, Point<br />
Blank Shot, Rapid Shot, Snap Shot, Speed Trigger, Weapon Group<br />
Proficiency (Hurled, Handgun, Melee, Rifle, Tactical). Gear:<br />
Weapon, laptop (+2 power rating), ELINT bundle. Vehicles and<br />
Gadgets: None, gadgets: standard gadget watch with garrote and<br />
poison spike.<br />
Threat Resources: None.<br />
Headquarters: Centra Global Bank at London, England– hierarchy<br />
1, secrecy 0, personnel 3, security 3.<br />
Undercover Centra Bank Knights: Since his promotion to<br />
chief of security, Adam Hutton has been slowly placing loyal<br />
Sodality knights among key roles in every facility owned by<br />
Centra. Through this, Centra has been thoroughly infiltrated by<br />
the Sodality and has been used to secretly fund the order’s many<br />
projects while quietly draining the bank of funds and influence<br />
with bookkeeping and blame shifting.<br />
Undercover Centra Bank Knights, 2th-level<br />
financiers/2nd-level operatives (minions, squads of 4 — 11<br />
MP): Department: D-3 Computer Espionage. CR 4. SZ M; v/wp 7/0;<br />
Init +3 (+1 Dex, +2 class); Spd 30 ft.; Def 14 (+1 Dex, +3 class);<br />
Atk: Sig Sauer P-226 +2 (dmg 1d12, accuracy –, error 1, threat 19-<br />
20, range 25 ft, qualities and mods: DP, RG, TD, 15 shots), Knife +1<br />
(dmg 1d4, error 1, threat 20, qualities and mods: –); Face 1 square;<br />
Reach 1 square; SA financial expertise; SQ glass jaw; SV Fort +1,<br />
Ref +5, Will +4; Str 10, Dex 12, Con 8, Int 12, Wis 8, Cha 14; Skills:<br />
Appraise +3, Bluff +4, Bureaucracy +6, Climb +1, Computers +4,<br />
Cultures +2, Demolitions +3, Driver +2, Electronics +3, Forgery +2,<br />
Gather Information +3, Hide +2, Knowledge (Finance) +3,<br />
Knowledge (Law) +2, Move Silently +3, Profession (Accountant)<br />
+3, Search +3, Spot +2, Tumble +2. Feats: Armor Group<br />
Proficiency (Light), Extra Budget, Filthy Rich, Stealthy, Weapon<br />
Group Proficiency (Handgun, Medium, Melee, Rifle). Gear:<br />
Weapons, laptop (+2 power rating), $3,000 in negotiable bearer<br />
bonds, 10 BP. Vehicles and Gadgets: None.<br />
Serial 1: Shelene Radcliff<br />
Shelene Radcliff is a young socialite that has lived a life of<br />
luxury. Never having worked a day in her life, she had no purpose.<br />
She found herself growing bored, secretly craving a raison d’etre.<br />
She had little to do besides her pet projects of helping aid organizations.<br />
That was when she met Jack.<br />
Jack taught her about how power corrupts, how money is<br />
power, and how the world should be cleansed of such evils in<br />
order to truly be prosperous. Shelene found her reason. Enthralled<br />
by the enigmatic Jack and his words, she decided that she would<br />
give anything in order to help with his noble cause. She gave herself<br />
and pledged her substantial wealth to the cause.<br />
The ancient knight accepted the melancholy aristocrat, but<br />
left her holdings so that she may help by influencing her wealthy<br />
and socially powerful friends. And that is what she does. She holds
many galas and banquets a year, mingling with the socially elite<br />
that frequent the parties. As she talks about current fashion and<br />
popular causes, she subtly implants the order’s purpose within<br />
them. She has brought in quite a few recruits for the order and, as<br />
the chairperson of the Temple Fund, bankrolls it through unwitting<br />
donations.<br />
Shelene can be a very enticing and seductive woman when<br />
she wishes to be. She has a soft lilt to her voice that has a tendency<br />
to make a man do as she asks. With a toss of her shoulderlength<br />
blond hair, she can cast the classic come hither stare from<br />
her amethyst eyes. However, when she hits one of her tantrums,<br />
she can crush a person’s ego with a couple of slight words… and<br />
she loves it.<br />
Staging Notes: Shelene is holding a formal gala at her estate.<br />
This gala is actually a cover so that knights from many of the cells<br />
globally can pick up their groups’ "paychecks". Out of the 60 that<br />
are expected to attend, a quarter of them are cell leaders. A Room<br />
39 agent has noticed a dramatic quantity of withdrawals from the<br />
Temple Fund’s accounts and has grown suspicious, notifying the<br />
rest of the Conspiracy.<br />
Shelene Radcliff, 3rd-level faceman/2nd-level aristocrat<br />
(henchman — 10 MP): Department: D-1 The Power Brokerage. CR<br />
5. SZ M; v/wp 30/10; Init +5 (+1 Dex, +4 class); Spd 30 ft.; Def 15<br />
(+1 Dex, +4 class); Atk: Glock 22 +4 (dmg 1d8+2, accuracy –, error<br />
1, threat 20, range 25 ft., qualities and mods: AA, CP, TD, 17 shots);<br />
Face 1 square; Reach 1 square; SA None; SQ adaptable, cold read<br />
1/session, quick change 1/session; SV Fort +2, Ref +4, Will +7; Str<br />
8, Dex 12, Con 10, Int 14, Wis 14, Cha 16; Skills: Bluff +8,<br />
Bureaucracy +4, Cultures +6, Diplomacy +12, Gather Information<br />
+7, Hobby (Writing) +4, Innuendo +10, Intimidate +2/+6,<br />
Profession (Aristocrat) +9, Read Lips +4, Search +5, Sense Motive<br />
+8, Sleight of Hand +2, Spot +4. Feats: Armor Group Proficiency<br />
(Light, Medium), Charmer*, Filthy Rich, The Look**, Undermine,<br />
Weapon Group Proficiency (Hurled, Handgun, Melee, Rifle). Gear:<br />
Weapon, exclusive party bundle, 5 BP. Vehicles and Gadgets: None,<br />
gadgets: Hypnosis lenses, aphrodisiac cigarettes.<br />
* Shelene has a +1 to all Charisma-based skills vs. neutral,<br />
friendly, or helpful agents.<br />
** Shelene has a +1 bonus to all Charisma-based skills when<br />
dealing with the opposite sex.<br />
Threat Resources: None.<br />
Headquarters: Radcliff Mansion at Los Angeles California,<br />
USA – hierarchy 1, secrecy 0, personnel 1, security 0.<br />
Shelene Radcliff’s Bodyguards: Shelene doesn’t like being<br />
surrounded by the ugliness of reality. She prefers that everything<br />
that surrounds her is just as friendly as her cloistered lifestyle. As<br />
such, her bodyguards are trained professionals but are also culturally<br />
sophisticated. They always wear current designer suits with<br />
the trendiest sunglasses. Image is as much of a concern as security.<br />
Shelene’s bodyguards are not a member of the Sodality, however<br />
they are completely loyal their boss. It’s amazing how much<br />
loyalty money can buy.<br />
Shelene Radcliff’s Bodyguards, 2nd-level operatives/1stlevel<br />
aristocrats (minions, squads of 3 — 20 MP): Department:<br />
D-1 The Power Brokerage. CR 2. SZ M; v/wp 19/12; Init +3 (+2 Dex,<br />
+1 class); Spd 30 ft.; Def 14 (+2 Dex, +2 class); Atk: ACCU-TEK HC-<br />
380 +3 (dmg 1d8, accuracy –, error 1-2, threat 20, range 20 ft.,<br />
qualities and mods: –, 10 shots); Face 1 square; Reach 1 square; SA<br />
Sodality<br />
31<br />
None; SQ None; SV Fort +2, Ref +5, Will +3; Str 18, Dex 14, Con<br />
12, Int 9, Wis 9, Cha 12; Skills: Bluff +4, Bureaucracy +3, Climb +1,<br />
Demolitions +1, Diplomacy +4, Driver +3, Hide +3, Hobby (gardening)<br />
+1, Innuendo +1, Intimidate +2/+4, Move Silently +4,<br />
Profession (Aristocrat) +1, Tumble +3. Feats: Armor Group<br />
Proficiency (Light), Charmer*, Stealthy, Weapon Group Proficiency<br />
(Handgun, Medium, Melee, Rifle). Gear: Weapon, bodyguard bundle,<br />
5 BP. Vehicles and Gadgets: None.<br />
* Shelene’s bodyguards have a +1 to all Charisma-based skills<br />
vs. neutral, friendly, or helpful agents.<br />
Plot Hook #1<br />
Wealthy industrialists and celebrities have been donating<br />
extraordinary amounts of money totaling in the trillions within<br />
the last year to the Temple Fund. Finding the focused target of<br />
these donations peculiar, the Archer Conspiracy dispatches agents<br />
to investigate their source:<br />
Possible Causes<br />
for the Donations:<br />
1. Shelene’s events have been particularly successful as of late.<br />
She’s been convincing wealthy tycoons and movie stars to<br />
donate to her pet project, the Temple Fund. However, the<br />
amount of attention that the donations have brought to the<br />
Temple Fund from the media has sparked anger from Jack,<br />
who thinks that the publicity threatens the secrecy of their<br />
order and it’s goals.<br />
2. Ambitiously proving his worth, a young undercover knight at<br />
Centra has been doing some after hours fund transfers from<br />
accounts which he knows often donate to organizations for<br />
tax purposes. Hiding the transfers among epic transaction<br />
records, he’s confident that these moguls won’t be able to<br />
notice the relatively minor million dollar skims<br />
3. In a financial predicament, Jack has amassed embarrassing<br />
information about many industrialists. Using intermediaries,<br />
he has threatened to reveal these tawdry and potentially devastating<br />
expositions to the world, unless they are willing to<br />
donate to his cause: the Temple Fund.