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rpg:lacuc:chapter12:resourcepoints

Table of Contents

Forming a Headquarters

CELL RESOURCES

Five properties of the cell base must be addressed: location, facilities, staff, equipment (weapons, espionage, electronics, science, gear, and vehicles), and restricted resources. Each asset requires a certain Type of Influence Quality and a number of Resource Points to acquire it for the cell.

RESOURCE POINTS (RP)

The amount of pull necessary to acquire a particular property for a cell is rated by the number of Resource Points (RP). Money alone cannot secure most of the items the cell would desire. Many such items are regulated and monitored. The Resource Point cost of an asset represents its value, the manipulation of people and organizations needed to secure it, and the time and effort required to bury any paper trail revealing where the asset was finally delivered.

Players spend these points to obtain property during the formation of the cell. Characters with access to the same type of Influence Quality may pool points together to appropriate a property they would not normally be able to afford.

During cell creation, each member may spend five RP per level of Influence Quality she possesses. Resource Points that are not spent are lost once cell creation is completed.

After character creation, agents can secure certain assets by purchasing them with cash. Often this leaves a paper trail or other evidence the agent probably does not want around if things go wrong.

To secure untraceable assets, the cell should restock or acquire new assets using RP gained through Downtime.

REQUIREMENTS

Each asset contains a description, a cost, and prerequisites. Nearly all require one or more Types of Influence Quality. Descriptions provide all of the necessary game information to use these items during the course of a campaign.

SPACES

Location resources have a certain volume of space in which to put facilities. Following the name of the location is how many available spaces of volume it has. Facility resources may be assigned to a location until it is full. Any facilities that are included in the location description need not be counted against the available spaces.

Facilities have a certain space they consume. Following the name of the facility is the number of “spaces” it uses within a location.

UNDERSTANDING EQUIPMENT

Most items include a description, game stats, an Encumbrance Value (EV), and cost (where applicable). Weapons and armor present additional features, such as damage imposed or Armor Value. Weapons stats are presented here, but details of how weapons are actually used are covered in the equipment section.

Range: These numbers are expressed in yards and reflect point-blank, short, medium, long, and extreme range (separated by slashes). The ranges listed are the limits: anything below the limit is considered to be in that range, anything beyond it goes to the next range level. Note that projectiles may continue to travel some distance after going past extreme range and may still be lethal, but the chance of hitting the designated target is nil.

Damage: The damage range normally imposed by the weapon is given.

Cap: The magazine capacity indicates how many bullets are typically contained in a fully loaded gun. This can vary widely, however.

Encumbrance Value (EV): This measures an item’s weight, plus an additional factor to represent bulk. Both interfere with movement and cost Endurance. A character may carry up to half her maximum weight allowance without penalty. Above that point, to 125% of carrying capacity, the character is lightly encumbered and suffers a –1 penalty to Speed and to all Tests or Tasks that involve movement (such as Stealth and initiative rolls). Furthermore, at that weight level, D4(2) Endurance Points are lost per ten minutes. Moderate encumbrance runs between 126% and 150% of maximum weight allowance, imposes a –2 penalty to movement, and costs D4(2) Endurance Points per five minutes. Heavy encumbrance arises between 151% and 175%, imposes a –3 penalty to movement, and costs D4(2) Endurance Points per two minutes. Extra heavy encumbrance arises at more than 175% maximum weight allowance, imposes a –5 penalty to movement, and costs D4(2) Endurance Points per minute.

Cost: This is expressed in dollars. This is provided in case the character wishes to purchase the item without using RPs.

CREATING PROPERTIES

The list in this chapter is far from exhaustive. Anything a cell could desire may be incorporated into the Headquarters Creation System. Initially, the players and GM should carefully describe the property, considering what features are “built in.” As a rough guide, each “space” the property holds or consumes is equal to 10-50 square yards. Note that this applies only to the spaces controlled by the cell. Some locations are actually five to 15 times the size of the cell base, but the cell occupies only a small, secure portion of the location. This allows the majority of the location to operate in a normal, “public” manner to enhance security. For instance, the industrial park might really be 12,000 square yards, but only 800 square yards of that is the cell base, hidden in an inconspicuous building on the edge of the park. The rest is a real industrial park with real businesses carrying on real commerce, unaware of the cell base’s presence.

The RP cost should be determined by reviewing properties similar to those given in this chapter, and any special “built in” additions. Chroniclers should also consider any economic and political difficulties faced by the cell in securing the property. These add one to four RP to the cost.

Certain locations and facilities have no space number. These properties take their space statistic from whatever else they modify, as in the case of armored facilities or a biohazard suite. Where a property has no set space volume, the designation “(varies)” follows the name.

Some locations restrict the number of large (four-space) facilities, or other properties, such as airstrips. This represents the limits of space and concealment in certain areas. A cell may wish to place a prohibited facility next to a location, however. For example, an airstrip might be located next to an estate, or a bomb shelter might be placed under a hospital. In this case, the “free-floating” facility incurs a +1 RP cost (local zoning laws may need to be changed, or bypassed, or some other influence peddling done). Also, the Chronicler must judge whether such a combination of facilities and locations is viable, or if particular features of the area serve to increase the RP cost further. For example, certain high-density residential locations on the East Coast could easily contain an estate, but the economic and political ramifications of an adjacent airstrip would be significant. A GM would be justified in charging an extra two to four RP, or simply prohibiting the airstrip.

LOCATIONS

Locations are structures that house the cell’s personnel, equipment, and operations. Cells may, and probably should, have more than one location. The cell base is considered extremely secure, as are all of its facilities and attendant personnel, so keeping investigations on base is always preferred. In addition to the facilities listed in each entry below, cell locations automatically include such security measures as are necessary to comply with Aegis security standards (locks and HERMES-link monitored alarm signals), as well as any mundane facilities such as kitchens, dining space, and restrooms.

Each location entry describes the general features of the location and any restrictions on its use or availability.

ABANDONED BUILDING

5 RP; SPACE 14

PREREQUISITE: INFLUENCE (ANY)

Whether it is an old school, business, apartment building, or even a church, these locations are large enough to function as the center of an Aegis cell’s operations. The only difficulty is in ensuring that no prying eyes are turned to the building; more than one homeless person has stumbled into areas not meant to be seen. This can be messy and unfortunate.

Restrictions: The abandoned building may not have an airstrip. It may only contain two four-space facilities, and no facility may be obvious from the outside (outdoor gunnery range, overt helipad, and the like).

ARMORED LOCATION

+5 RP; SPACE VARIES

PREREQUISITE: INFLUENCE (CRIMINAL, LAW ENFORCEMENT, OR MILITARY)

The specified location is armored to withstand outside assault for the additional cost listed. The base cost supplies AV 25, DC 75, BV 60. Subsequent expenditure (+5 RP each) modifies the values by AV +5, DC +25, BV +10 each time.

BOMB SHELTER

2 RP; SPACE 5

PREREQUISITE: INFLUENCE (ANY)

A legacy of decades of Cold War paranoia, bomb shelters exist in every town and city across the nation. Their disuse, seclusion, and security make them ideal bases for smaller cells with few resources, and excellent bolt-holes for equipment and weapon stashes for larger cells. Wise placement of bomb shelter caches ensures that a cell is never too far from supplies.

Restrictions: The major drawback to a bomb shelter is lack of space. A bomb shelter may have no four-space facilities, no airstrip, and no helipad, and the total combined maximum staff may not exceed five.

ESTATE

5 RP; SPACE 20

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR PARANORMAL)

Independently wealthy individuals have an option for the placement of the cell that is not available to other characters. A private estate provides excellent security and seclusion as well as an established suite of facilities and room to build more. The estate provides the cell with a pool, gym, four-car garage, and six bedrooms (dormitories) at no extra RP cost.

Restrictions: No more than one four-space facility (other than the pool listed above) may be incorporated into the estate, and no airstrip.

INDUSTRIAL PARK

10 RP; SPACE 16

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

Providing the cell with high security, modern utilities, ample room for four-space facilities, and considerable freedom from surveillance, access to or exclusive use of a portion of an industrial park makes an ideal cell location. Indeed, if the park is small enough, the cell may occupy the whole area. Such installations are often disguised by legitimate “front” operations to avoid suspicion. This location comes with a mainframe computer facility at no extra RP cost.

Restrictions: It is prohibitively expensive to incorporate more than two four-space facilities into an industrial park.

MARINE RESEARCH VESSEL

10 RP; SPACE 8

PREREQUISITE: INFLUENCE (SCIENCE & RESEARCH)

The marine research vessel is a massive ocean-going ship designed for extensive research projects at sea. The ship contains living quarters and supplies for several months or more. The ship’s command center is equipped with a radar array, GPS terminal, and base radio. The deck includes a helipad and room to accommodate up to two additional watercraft, such as minisubs or speedboats (must be purchased separately).

Restrictions: Only one four-space facility may be built into the boat (and no airstrip).

MILITARY BASE

15 RP; SPACE 20

PREREQUISITE: INFLUENCE (MILITARY)

One of the most desirable locations for a cell, a military base allows the members of the cell to operate with a freedom that is seldom possible with other sites. The Base Commander may be a member of the cell itself. If so, and if the base is small, the Aegis operatives may be the only personnel on base. Other cells may be hidden among numerous facilities and projects on a larger base. Security and work space are seldom problems for cells located on military bases. On the other hand, operatives must be aware that security breaches from other military personnel who are not Aegis operatives is still an issue. A surprise spot check from a curious Brigadier General can mean disaster for an unprepared cell. Military bases include barracks and a brig at no additional RP cost.

Restrictions: Only agents with the Influence (Military) Quality as part of their Profession may purchase a military base location.

OFFICE BUILDING

5 RP; SPACE 8

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, PARANORMAL, OR SCIENCE & RESEARCH)

Modern facilities, decent security, and excellent opportunities for “front” organizations make a portion of an office building a good choice for a cell that does not mind neighbors. If the space is small enough, the cell may occupy the whole building. Office suites/buildings provide, free of charge, several modern business necessities: broadband communications wiring, a computer workstation, fax machine, copier, and, most importantly, a paper shredder. Many cells contain high-ranking agents from organizations such as the CDC, FBI, or CIA. This allows the office to pose as the local branch office of that agency. A small staff from the “front” agency handles daily business and routine operations unaware of the true nature of the facility.

Restrictions: Office buildings suffer from space restrictions. Also, due to zoning ordinances, living quarters and similar facilities must be carefully camouflaged. An office building cell may not have an airstrip and can have no four-space facilities.

OFFSHORE OILRIG

15 RP; SPACE 10

PREREQUISITE: INFLUENCE (CRIMINAL AND SCIENCE & RESEARCH)

Very difficult to secure, because of the shortage of sites available, the offshore rig is popular with coastal cells. It offers both space and security, and operations out of the rig are easy to conceal. Of course, it is susceptible to hurricanes and bad storms. It comes equipped with radar array and helipad.

Restrictions: The oilrig may hold only two four-space facilities and may not have an airstrip. “Garages” are possible, but only for seagoing vessels, and must include a vehicle elevator (actually an automatic winch).

PRIVATE RESIDENCE

3 RP; SPACE 10

PREREQUISITE: INFLUENCE (ANY)

Even though it is discouraged by official Aegis policy, some cells still choose to center operations in suburban homes or private residences. The only real advantage to this is the reluctance of most illegal groups to operate freely inside soccer-mom territory. The home includes three dormitory-style rooms and a two-car garage at no extra cost.

Restrictions: The private residence may have only one four-space facility and may not be equipped with an airstrip or helipad, nor any other item that may be seen from the outside of the home.

STOREFRONT

1 RP; SPACE 4

PREREQUISITE: INFLUENCE (ANY)

Common in the early days of Aegis, these sites are poor locations for a cell’s main operations, but can be adequate for temporary ops or as safe houses. The site is a single small store, perhaps with attached garage. The cost of the site includes the essential modifications for Aegis use, such as window shutters or tinting, and a good security system. The storefront lowers the cost of any underground site by 1 RP.

Restrictions: A major lack of space prevents the storefront from having any four-space facilities, airstrips, or helipads. A single set of living quarters may be located upstairs, and only one garage and one other facility may be attached.

UNDERGROUND

15 RP; SPACE 16

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

A covertly constructed, underground base is without exception the best possible location for a cell. Security is unparalleled. Underground bases vary greatly, depending on the specific needs of the cells that create them. They range from cavernous aircraft hangars and research facilities built under mountains to secret subbasements beneath downtown skyscrapers.

Restrictions: Facilities for aircraft are understandably more difficult to build underground. Entrances for vehicles also require special consideration. Underground hangars and garages require vehicle elevators. Airstrips must be above ground and visible; to build on underground costs +5 RPs.

UNDERWATER

15 RP; SPACE 16

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

Similar to its distant cousin the underground base, this is a secret facility built entirely underwater. It is excellent for concealment purposes but does have the problem of being in a hostile environment. The base could be built into a privately owned island or reef, or located below twenty fathoms of water off the continental shelf, away from popular diving sites. The site includes the life-support facility and 10 RP of armoring for no extra cost.

Restrictions: No facilities for vehicles incapable of submerging. Entry and egress are potentially difficult. The cell will probably need a second, inland site for ease of operations.

WAREHOUSE

5 RP; SPACE 8

PREREQUISITE: INFLUENCE (ANY)

Generally, the only way to locate four-space facilities within city limits is to base the cell in a warehouse in an industrial district. The cell’s activities are also less likely to draw unwanted attention in a city’s relatively unpopulated industrial zone. At night, the area is often nearly deserted, allowing the cell to operate under cover of darkness. The primary disadvantages of a warehouse cell are the lack of amenities and added difficulty in providing adequate security.

Restrictions: Though spacious, warehouses are difficult to modify to accommodate more than a single four-space facility. Further, no airstrip is possible.

FACILITIES

Facilities are relatively large features of a location. They range from helipads to garages to labs to pools. Following the name of the facility is how many spaces of volume it takes up. There is a limit to the number of four-space facilities that may be found in certain locations.

All facility RP costs include the legal and governmental manipulations necessary to secure all official permits allowing unimpeded operations.

AIRSTRIP

8 RP; SPACE 4

PREREQUISITE: INFLUENCE (ANY)

An airstrip can be anything from a long stretch of hardpacked gravel to a mile-long paved runway for cargo planes, the major trade-off being between utility and conspicuousness. Fighter jets generally require short strips; even shorter ones can be used if a carrier-like catapult is installed. The space shuttle needs a strip approximately four miles long. The airstrip includes appropriate control tower facilities, as well as a base radio and radar array.

ARMORED FACILITIES

+1 RP; SPACE VARIES

PREREQUISITE: INFLUENCE (CRIMINAL, LAW ENFORCEMENT, OR MILITARY)

Any facility may be armored to withstand outside assault for the additional cost listed. The base cost supplies AV 25, DC 75, BV 60. Each subsequent expenditure modifies the values by AV +5, DC +25, BV +10. This is the same as Armored Location, but cheaper as the armoring applies only to a particular facility within the location; for example, only the Computer Facilities are armored to protect any collected data.

AUDITORIUM/BRIEFING ROOM

1 RP; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

This is an office-style meeting room with an audiovisual array. Ideal for running briefings of cell personnel or for meeting with outside personnel (the entrance can be assumed to be from the outside of the site in the latter case). For an additional one RP, this room can be made soundproof, bugproof, and TEMPEST-resistant.

BARRACKS

2 RP; SPACE 2

PREREQUISITE: INFLUENCE (LAW ENFORCEMENT OR MILITARY)

Minimal on-site quarters for up to 10 people. Includes five double bunks, lockers, showers, and lavatories. Two barracks constitute one four-space facility.

BIOHAZARD SUITE

5 RP; SPACE VARIES

PREREQUISITE: INFLUENCE (MILITARY OR SCIENCE & RESEARCH)

The biohazard suite is not so much a separate facility, but rather an addition or modification to a laboratory facility. Converting a lab to a biohazard suite involves making it airtight and adding an airlock and decontamination area (called the Gray Zone), an air filtration system, biohazard spacesuits, and a biochemical laboratory. These modifications make the lab a Biohazard Level 4 secure area, fully equipped for work with lethal viruses, chemical and biological agents, and extraterrestrial biological samples and life forms.

When working in a biohazard suite, researchers first enter a preparation room where they don biohazard spacesuits. They then enter the Gray Zone airlock, where they are showered with UV radiation and antiseptic chemicals. Finally, the scientists enter the suite and connect their suits to external filtered air supplies. When finished, personnel pass once again through the Gray Zone to be decontaminated before entering the real world. Biohazard suites cost a base number of RP, plus an additional amount depending on the maximum staffing level of the suite.

BRIG

2 RP; SPACE 2

PREREQUISITE: INFLUENCE (CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

A secure holding area for up to four prisoners, complete with meal slot and dual-function toilet/sink. Two brigs constitute a four-space facility.

2 RP; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

Any major use of telecommunications lines or resources falls under this category. This includes high-speed cable or fiber optic lines suitable for data, voice, or fax transmission (including Internet) and a satellite uplink.

DARKROOM

3 RP; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

Used to develop ordinary photographs, a normal darkroom is readily available to the general population. Many Aegis cells install more sophisticated darkrooms that can process not only ordinary film, but also professional quality, high-speed, infrared, military, and other exotic types of film including foreign military satellite cartridges. If the processing method for the film is known or can be found out, then the film can be developed. Otherwise, correctly determining the proper procedure is a Surveillance Task. A darkroom comes equipped with a revolving windowless door.

DIVE BAY

1 RP; SPACE 2

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

Used to access the sea from a submerged site, this facility provides room for up to four divers at a time. It also has the capacity to store and refill tanks for divers, and to store the other miscellaneous gear which divers require.

DORMITORY

1 RP; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

This is a one- or two-person room with minimal accommodations, similar to a cheap hotel room.

ENVIRONMENT CHAMBER

5 RP; SPACE 1

PREREQUISITE: INFLUENCE (SCIENCE & RESEARCH)

These chambers are designed to allow total control over a small environment. They may take a variety of forms, from large cylindrical metallic chambers to small rooms. The operator can make the atmosphere within the chamber vary in composition and pressure, from near-vacuum to 30 atmospheres of pure hydrogen. The atmosphere of the chamber can be completely recycled to ensure that less than one part in a billion of the original contents remains. Temperature and humidity are controlled through the gases injected, and sprayers throughout the chamber can flood it with any chemical that will not destroy it. Designed specifically for handling people and objects exposed to extraterrestrial environments such as the moon surface and near orbits, it is also effective for more mundane uses, for example, as a decompression chamber.

FIELD HOSPITAL

3 RP; SPACE 2

PREREQUISITE: INFLUENCE (LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

This rudimentary unit includes five beds and supplies equivalent to those found in a medic’s kit. It provides a +1 bonus to Medicine and First Aid Tasks (performed by the caregiver). Two field hospitals constitute a four-space facility.

FIRING RANGE

2 RP; SPACE 4

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

This area allows training or practice in Guns and other ranged weapon skills.

GARAGE

1 RP; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

More than simply a storage area for cars, this two-vehicle garage is also equipped for standard vehicle maintenance and simple repairs. Remove any penalties to Mechanic Tasks that may have been imposed due to lack of equipment. Major repairs or alterations require a mechanical workspace. An eight-car-sized space constitutes a four-space facility.

GYM

2 RP; SPACE 2

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

This facility allows characters to keep physically fit and to train or practice in a number of combat/weapon skills, including Acrobatics, Brawling, Climbing, Hand Weapon, Martial Arts, Running, and Sport.

HANGAR

1 RP; SPACE 4

PREREQUISITE: INFLUENCE (ANY)

The hanger contains facilities for maintaining any aircraft the cell controls, including refueling, ordinance changes, and minor repairs. Minor repairs are at no penalty to Mechanic Tasks, but major repairs and modifications suffer a –2. An aerospace workspace is required to effect major repairs or actual modifications to craft. Hangers that house a small prop airplane cost 1 RP. Larger spaces multiply that cost accordingly.

HELIPAD

5 RP; SPACE 2

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

A helipad allows helicopters and VTOL aircraft to take off and land. As with an airstrip, the helipad includes a base radio and a radar array. Unlike airstrips, helipads can be located in urban areas.

HOSPITAL

8 RP; SPACE 4

PREREQUISITE: INFLUENCE (LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

This facility supports 20 patients. It provides a +3 bonus to Medicine and First Aid Tasks (performed by the caregiver) and is equipped for full surgery.

INTENSIVE CARE UNIT

10 RP; SPACE 2

PREREQUISITE: INFLUENCE SCIENCE & RESEARCH SOI

An ICU supports only one patient but gives that patient a much better chance of recovering from traumatic wounds than normal hospitalization. It provides a +6 bonus to Medicine and First Aid Tasks (performed by the caregiver).

LIFE SUPPORT

5 RP; SPACE 1

PREREQUISITE: INFLUENCE (INTELLIGENCE OR MILITARY)

The purchase of this facility covers life-support generation and basic environment control for the entire site, as long as the site remains environmentally sealed.

MAINFRAME

5 RP; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

Mainframe computers are generally used to process large volumes of data, such as bank transactions, airline reservations, database searches, and the like. A mainframe can directly manage terabytes of data and efficiently sort and search them, but for real scientific number-crunching a supercomputer is needed. A mainframe comes with one user-interface (monitor and data entry devices) or can be accessed through a workstation, a laptop, or a HERMES link.

POOL

2 RP; SPACE 4

PREREQUISITE: INFLUENCE (ANY)

Pools permit training or practice with swimming, allowing agents to become proficient in SCUBA use or even zero-gravity training using spacesuits.

RADAR ARRAY

2 RP; SPACE 1

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, MILITARY, OR PARANORMAL)

Radar emits a narrow beam of radio signals that rotates 360 degrees. The signals bounce off objects, and the array analyzes these signals depending on Radar Signature. Small objects, such as birds, have little RS and are invisible. Flocks of birds may be seen but are usually filtered out by the radar software. Radar can distinguish between structures and vehicles, and tell how fast they are moving. It requires line of sight so cover may provide a penalty to Systems Operations Tasks from –3 to –10. A vehicle’s stealth features may apply a penalty from –2 to –6. This average-quality radar has a range of 50 miles. The unit includes monitoring equipment and viewscreens.

STORAGE VAULT

2 RP; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

Regular storage rooms do not cost anything. This is a secure (–3 to Lockpicking skill), airtight, radiation-proof, steel-walled storage facility with approximately eight cubic yards of storage space, for keeping sensitive or dangerous materials. The room has AV 15, DC 60, BV 30.

SUITE

2 RP; SPACE 2

PREREQUISITE: INFLUENCE (ANY)

A suite is a two-person group of rooms with kitchen, living area, and bedrooms. Two suites constitute a four-space facility.

SUPERCOMPUTER

10 RP; SPACE 2

PREREQUISITE: INFLUENCE (ANY)

These machines are used mainly for crunching astronomical reams of numbers. Uses include cryptography, engineering analysis, and heavy-duty scientific research. Whereas a mainframe is useful for searching reams of sorted and catalogued information, it takes a supercomputer to extract information from what appears to be random noise, such as searching for a certain person’s voiceprint on every call on a particular cellular network. A mainframe comes with one user-interface (monitor and data entry devices) or can be accessed through a workstation, a laptop, or a HERMES link. Two supercomputers constitute a four-space facility.

VEHICLE ELEVATOR

3 RP; SPACE 2

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

A vehicle elevator allows a hangar, helipad, or garage to be underground, providing greater security. It also allows the facility to be located where insufficient storage space is normally available, or where it would otherwise draw unwanted attention, such as at the top of an office building.

WORKSPACE

1 OR 2 RP; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

Whether called a laboratory, workshop, or library, this area can range from a well equipped workbench to a federal depository. When purchased, the workspace must be designated to a specific Craft, Medical, Electronics, Engineering, Humanities, or Science skill. The space is assumed to be equipped with all of the usual devices or materials necessary for one person to perform Tasks in the skill designated. Particularly capital-intensive facilities, such as aerospace workspaces, use the higher cost.

WORKSPACE ADDITION

+1 OR +2 RP PER STAFF; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

Additional space is added so more people can work in a given workspace. The cost per additional staff member depends on whether the workspace is particularly capital intensive (physics laboratories, aerospace engineering, etc.).

WORKSPACE QUALITY

VARIES; SPACE N/A

PREREQUISITE: INFLUENCE (ANY)

Workspaces are rated by the quality of their equipment.

Poor: This workspace uses assets that are out of date, substandard, and broken. All Tasks here suffer a –2 penalty. Apply a –1 RP cost per staff space, to a minimum of one.

Normal: This workspace has no special features or modifiers.

Good: This workspace has advanced assets of superior quality and workmanship. All Tasks here gain a +1 bonus. Apply a +2 RP cost per staff space in the facility.

Quality Rating Excellent: This workspace has cuttingedge, state-of-the-art, and even experimental assets not available to the general public. All Tasks here gain a +3 bonus. Apply a +5 RP cost per staff space.

Quality Rating Superb: This workspace is top of the line in capacities and workmanship. All Tasks here gain a +5 bonus. Apply a +9 RP cost per staff space.

WORKSTATION

1 RP; SPACE 1

PREREQUISITE: INFLUENCE (ANY)

This powerful desktop computer is more than adequate for most uses, including research, light data processing, and engineering. These are top-of-the-line, multiprocessor systems, an order of magnitude more powerful than a typical home or office system. They can be used as Internet servers if desired, but this raises significant security issues if sensitive data is stored on the machine.

STAFF

Some cells may wish to add personnel with particular specialties. These individuals are generally hired or recruited to fill particular needs of the cell, such as a researcher or a pilot/driver for a particular vehicle. Cell staff are considered a permanent part of the cell, although they may not know the true purpose of the group, the nature or existence of Aegis, or anything about alien visitors. The Aegis Cast Members decide whether their staff is kept in the dark or indoctrinated as full Aegis operatives. Staff members are detailed below. All Research Staff have Strength 2, Dexterity 2, Constitution 2, Perception 3, Intelligence 3, Willpower 3. Operations Staff are the reverse (threes in Physical Attributes, twos in Mental Attributes). They all have Brawling 1 and Drive 1. Specialist skills depend upon the staff member.

RESEARCH STAFF

Academic: 2 RP. Computers 2, Humanities (choose one) or Occult Knowledge 4, Research/Investigation 3.

Computer Specialist: 2 RP. Computer Programming 4, Computers 4.

Doctor: 3 RP. Medicine (choose one) 4, Research/Investigation 3, Science (choose one) 2.

Engineer: 2 RP. Computer Programming 2, Engineering (choose one) 4, Mechanic 3.

Lab Assistant: 1 RP. Computers 2, First Aid 2, Medicine (choose one) or Science (choose one) or Occult Knowledge 2.

Scientist: 2 RP. Computers 2, Research/Investigation 3, Science (choose one) 4.

Technician: 2 RP. Computers 2, Electronics 3, Engineering (choose one) 2, Mechanic 3.

OPERATIONS STAFF

Intelligence: 2 RP. Brawling 2, Guns (Hand Gun) 2, Stealth 3, Surveillance 3.

Driver/Pilot/Sailor: 2 RP. Driving (choose one) or Pilot (choose one) 4, Guns (Hand Gun) 2, Mechanic 3.

Soldier/Mercenary: 2 RP. Brawling 3, Guns (Assault Rifle) 3, Guns (Handgun) 3.

WEAPONS

Weapon damages and other statistics are collected in the Close Combat and Ranged Weapons Tables. They include improvised weapons that do not require RP expenditures to secure (staff, club, pipe, etc.). Non-weapon attacks and damages are detailed in the Martial Arts section.

All ranged weapon requisitions come with a supply of regular ammunition. Replacement ammunition in the same quantity may be purchased for one RP.

For all ranged weapons statistics, ballpark figures have been used. Players who desire more specific weapon details should feel free to pencil in more accurate ones. Note that different ammo types (such as hollow-points, armor-piercing, etc.) affect the damage done.

ASSAULT RIFLE

1 RP FOR 5 GUNS AND 5,000 ROUNDS

PREREQUISITE: INFLUENCE (CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

Assault rifles are the primary weapons of armed forces worldwide – essentially a standard rifle that can fire either single shots or fully automatic bursts.

BATON

1 RP FOR 24 CLUBS

PREREQUISITE: INFLUENCE (ANY)

Batons are short blunt weapons often issued to police and security forces as (usually) nonlethal weapons.

CHEMICAL OR PEPPER SPRAY

1 RP FOR 20 CANISTERS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

This small aerosol spray canister contains an agent that causes painful skin irritation and temporary blindness if sprayed in a person’s face. These canisters are commonly used by law enforcement officials and letter carriers as an effective means of stopping unwanted aggressors, be they criminals or vicious dogs.

Someone who is sprayed suffers effects identical to tear gas, but the inhalation effects last only one second, since the cloud is not persistent. Each canister is good for about 20 “bursts.”

DART PISTOL/RIFLE

1 RP FOR 5 GUNS AND 1000 CO2 DARTS

PREREQUISITE: INFLUENCE (CIVILIAN, INTELLIGENCE, OR SCIENCE & RESEARCH)

These firearms use compressed gas to fire a dart. Virtually harmless in itself, the dart is used as a vehicle for a drug, usually a tranquilizer. If the dart penetrates the target’s armor (if any), the drug is successfully delivered whether the target takes damage or not. The dart delivers a single dose of the drug per hit. The weapon is quiet, only slightly louder than a silenced firearm. The user has great control over the lethality of a hit by varying the drug used.

DERRINGER

1 RP FOR 5 GUNS AND 5,000 ROUNDS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, OR INTELLIGENCE)

Derringers are very small double-barreled pistols that can be concealed just about anywhere — in a pocket, a purse, even a large wallet. A major benefit of derringers is their concealability. Despite their small size, derringers fire high-caliber rounds with all the stopping power of larger guns. The barrels can be fired one at a time or both at once. Derringers can be obtained in different calibers; in such cases use the damage from a similar- caliber handgun.

FLAMETHROWER

1 RP FOR 1 GUN AND 4 FUEL TANKS

PREREQUISITE: INFLUENCE (MILITARY)

This weapon consists of a rifle-sized gun attached to one or more tanks of incendiary gel. The gel is propelled out of the gun and ignited, creating a stream of flame. The burning liquid splatters, runs, and ignites any flammable item. Flamethrower ranges are 30/40/50/60/65 for modern weapons and 10/20/30/40/50 for WWII-era weapons. The unit has an EV 50 and automatically causes medium encumbrance.

Gel may be fired in bursts, and no more than three bursts may be fired in a Turn (each counts as a separate action). If a burst of flaming gel contacts a person, she takes D6(3) points of damage per Turn. The gel may also be sprayed at one or more targets at medium range or less by continually depressing the trigger. The latter expends D6(3) bursts per Turn; each Success Level in the Dexterity and Guns (Flamethrower) Task means one burst hits (the firer decides how many hits are allocated to each target in range). Those engulfed in flaming gel (being hit with three or more bursts) take D6 x 2(6) points of damage per Turn. Flaming gel is very difficult to extinguish. Each tank contains ten “bursts” worth of gel.

Flamethrowers are very vulnerable. Those targeting the tanks suffer a –2 to the Task and must overcome AV 6. Still, penetration almost guarantees explosion. Roll D10; only on a one or two is the wearer safe. Exploding tanks engulf the wearer in flames and hit all those within five yards with a burst. A bulky protective suit (EV 25; automatically causes at least light encumbrance) available to modern-day soldiers reduces damage from the burning gel to one point per Turn. U.S. troops are not equipped with flamethrowers, but those from other countries may be.

HANDGUN

1 RP FOR 5 GUNS AND 5,000 ROUNDS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

The auto pistol has long been the standard sidearm for law enforcement agencies and the military. It is semiautomatic and fires medium-powered ammunition.

A revolver is a medium-powered, reliable pistol with a revolving six-shot chamber. It has lost popularity of late due to slow speed and ammunition-capacity limitations. This weapon may not have a silencer attached to it.

KNIFE

1 RP FOR 24 KNIVES

PREREQUISITE: INFLUENCE (ANY)

A knife is any short-bladed weapon, including hunting knives, throwing knives, switchblades, and Bowie knives. Damage varies depending upon the size of the knife.

MACHINE GUN, HEAVY

2 RP FOR 1 GUN AND 5,000 ROUNDS

PREREQUISITE: INFLUENCE (MILITARY)

This very bulky, large-caliber, fully automatic weapon is generally carried by two people and fired from a tripod or mounted on a vehicle. The heavy machine gun is a standard infantry support weapon and is effective against both personnel and lightly armored vehicles.

MACHINE GUN, LIGHT

1 RP FOR 1 GUN AND 5,000 ROUNDS

PREREQUISITE: INFLUENCE (CRIMINAL, LAW ENFORCEMENT, OR MILITARY)

This large fully automatic rifle that can be carried by a single person but is usually fired resting on a bipod or mounted on a vehicle. Light machine guns are common heavy support weapons among infantry units due to their great firepower.

MINIGUN

2 RP FOR 1 GUN AND 5,000 ROUNDS

PREREQUISITE: INFLUENCE (MILITARY)

A minigun is a high-caliber machine gun capable of an incredibly high rate of fire (2,000–4,000 rounds per minute!). In order to avoid overheating and warping the barrel of the gun, a minigun incorporates six rotating barrels. The minigun is generally mounted on a vehicle, usually a helicopter, but may be used with a tripod. Due to its rate of fire, the minigun is incapable of single-shot fire. The ammo capacity listed is for a carried minigun. When mounted on a vehicle, the ammo is usually a belt of 2,000+ rounds.

RIFLE

1 RP FOR 5 GUNS AND 5,000 ROUNDS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

This represents any of the high-caliber, semiautomatic rifles in common use by both civilians and the military. Rifles are very accurate over long distances, particularly when incorporating telescopic sights.

SHOTGUN

1 RP FOR 5 GUNS AND 5,000 ROUNDS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

Any of a number of single-barreled or double-barreled shotguns. All shotguns can fire either shot shells (buck or bird) or slug shells.

STUNNER, HAND

1 RP FOR 10 UNITS

PREREQUISITE: INFLUENCE (ANY)

A hand stunner is a small self-defense weapon that delivers an electrical shock through contact with two small metal probes. The intended victim must make a Difficult Constitution Test to avoid being stunned; if stunned, she remains so for as long as the weapon is in contact and D6(3) additional Turns. The hand stunner is powered by an integral rechargeable battery; essentially, it has unlimited ammo.

STUNNER, RANGED

1 RP FOR 5 GUNS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

The ranged stunner is a small pistol that is used by lawenforcement agencies and security forces to subdue violent individuals. The pistol fires two small barbed darts that remain connected to the pistol by a thin conductive wire. The darts will penetrate normal clothing but not armor. On contact, the stunner sends a jolt of electricity down the wire, forcing the target to make a Difficult Constitution Test to avoid being stunned as long as the darts are connected. Even if the roll is successful, the target will be stunned for the next D6(3) Turns. As long as the darts stay attached to the target, the shooter may send more jolts down the wire (expending charges but requiring no roll to hit). Ranged stunners hold two darts and a rechargeable battery good for 10 electric jolts.

SUBMACHINE GUN

1 RP FOR 5 GUNS AND 5,000 ROUNDS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR MILITARY)

Submachine guns are in common use by paramilitary and special ops teams worldwide because of their rate of fire and small size. The submachine gun is a short-barreled, fully automatic carbine often fitted with a folding stock to allow greater concealment and freedom of movement.

EXPLOSIVES

C-4

1 RP FOR 250 LBS.

PREREQUISITE: INFLUENCE (CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

C-4 (or plastique) is a malleable, claylike explosive used extensively by the military. Blocks are available in 1.25 and 2.5 lb. sizes but can be broken up for smaller explosions. C-4 can be detonated only by electrical impulse; fire will not work. In fact, C-4 is flammable and will burn without detonating.

Additionally, wet C-4 detonates just as easily as dry, making it a truly versatile explosive. Setting C-4 charges is tricky business, though, and requires a Demolitions Task to do properly. EV: 1 or 2; Cost: $250 or $500.

CLAYMORE MINE

1 RP FOR 10 MINES

PREREQUISITE: INFLUENCE (MILITARY)

The Claymore mine is an antipersonnel weapon that fires steel pellets in a 60 degree cone-shaped area in front of it upon detonation. Incidental fragmentation may cover a larger area to the side and rear; most troops take cover before detonating a Claymore. The mine can be triggered either by a remote radio switch or by tripwire. A Demolitions Task is required to set up the mine properly. The cone-shaped area of effect is two yards high and reaches out to almost 50 yards. EV: 2; Cost: $200.

DETONATOR

1 RP FOR 50 UNITS

PREREQUISITE: INFLUENCE (CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

Radio detonators are set off from a distance by remote. Timers use a set time then explode. Both detonators can be rigged to explode when tampered with. This takes a Demolitions Task. EV: 1 for 2; Cost: $50.

DYNAMITE

1 RP FOR 500 STICKS

PREREQUISITE: INFLUENCE (CIVILIAN OR MILITARY)

Dynamite is a common explosive used in demolition, mining, and construction. Industrial dynamite is 80% nitroglycerine absorbed into a clay, earth, or sawdust core. Dynamite is a rather stable explosive that can be detonated only by fire or electrical impulse, but will become inert and useless if it is wet. Setting proper charges requires a Demolitions Task. EV: 1 for 2 sticks; Cost: $25/stick.

GRENADE

1 RP FOR 40 GRENADES

PREREQUISITE: INFLUENCE (CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

A small explosive shell designed to be thrown by hand. The exact shape can vary depending on type, but all are about the same size and shape. Each has a pin that is pulled out to arm a short fuse, which is lit when the grenade itself is released. Hand grenades are not interchangeable with the 40 mm grenades used as ammunition for grenade launchers.

Defensive grenades are for use by troops in trenches and other fortifications. They are intended to blow their way through some obstacles, as well as eliminate anyone in the area. Indeed, their blast radius is often greater than the distance they can be thrown and users have to toss them and duck under cover. Offensive grenades are intended for use in the open. Their blast radius is smaller to protect their users. Grenades use a Strength and Throwing (Sphere) Task. EV: 1; Cost: $100.

Fragmentation: The outer shell of the “frag” grenade is prescored and lined with notched wire designed to fill the blast radius with metal shrapnel.

Incendiary (Thermite): These grenades are primarily used to destroy equipment rather than personnel. When the grenade ignites, it heats up to 4,000° F for 40 seconds, more than enough to burn through half an inch of steel and fuse any moving metal parts together. It also ignites flammables within a twoyard radius and ignites anything in contact with it, including armor. Incendiary grenades produce their own oxygen and will burn underwater.

Smoke: Smoke grenades release a large cloud of colored smoke. The speed at which the smoke is blown around depends on the strength of the wind. Assuming at most a light breeze, the grenade will form a thick cloud of smoke 100 to 150 yards long in about five Turns. This grenade is used for signaling and for creating cover. Its effectiveness is severely reduced with very strong winds. In a windless situation, as inside a building, the smoke will rapidly fill the enclosed area, making vision nearly impossible and breathing difficult.

Stun: Also known as flash-bang grenades, these small explosives produce a brilliant flash of light and a deafening bang. Anyone within three yards (10 yards in an enclosed area) of the impact must make a Consciousness Test with a –8 modifier or become disoriented, suffering a –6 penalty to all actions for D8(4) Turns. Taking precautions, such as looking away or covering ears, may grant a +2 to +4 bonus. Combustibles within the immediate area may be ignited. Flash-bangs are usually cylindrical in shape to allow them to be rolled into a room or down a hallway.

Tear Gas: There are several variations, but most of them immediately cause coughing, choking, and a burning sensation in the eyes and sensitive tissues of the subject. Each canister/grenade dispenses enough gas to affect everyone within a five-yard radius. Anyone within must hold their breath and close their eyes. Suffocation rules are used; if the agent inhales the gas, she takes D10(5) points damage per Turn (to Endurance Points) until unconscious.

GRENADES, 40 MM

1 RP FOR 50 GRENADES

PREREQUISITE: INFLUENCE CRIMINAL, LAW ENFORCEMENT, OR MILITARY SOI

These are fired from grenade launchers only and may not be used as hand grenades. The grenades resemble large bullets approximately the size of a closed fist. They come in a variety of types as listed below. All grenade launchers have a minimum safe firing range of 30 yards; closer than that, the firer risks being caught in the blast. Launched grenades use a Dexterity and Guns (Launcher) Task. EV: 1; Cost: $100.

AP: Armor-piercing grenades are most effective against hard targets, for breaching barriers and destroying armored vehicles.

Flare: Flare rounds fire a parachute flare into the air which burns for D6 x 4(12) turns while floating down to the ground. While burning, the flare illuminates a 100-yard-diameter area (centered directly below it) with dim, shadowy light. Areas already shadowy or brighter are unaffected. When a flare is fired, anyone who does not take precautions (shielding her eyes) must make a Simple Willpower Test or reflexively look at the flare, temporarily blinding her for the duration of the flare plus D6 x 3(9) Turns.

Flechette: Flechette grenades are vicious antipersonnel weapons that fire a cluster of small steel darts. They inflict D6 x 8(24) slashing/stabbing damage in a 50 yard area.

HEDP: High-explosive dual-purpose rounds are very effective at destroying lightly armored vehicles and breaching barriers. The grenade contains a shaped-explosive warhead.

Smoke: Other than its longer effective range, this grenade is identical to a smoke hand grenade.

Tear Gas: Other than its longer effective range, this grenade is identical to a tear gas hand grenade.

GRENADE LAUNCHER

2 RP FOR 5 LAUNCHERS AND 40 GRENADES

PREREQUISITE: INFLUENCE (CRIMINAL, LAW ENFORCEMENT, OR MILITARY)

The grenade launcher is a squat, short-barreled shotgun that fires 40 mm grenades accurately over long distances. The weapon holds only a single grenade at a time and breaks open to be loaded like a double-barreled shotgun. EV: 4; Cost: $600.

GRENADE LAUNCHER, UNDERBARREL

2 RP FOR 5 LAUNCHERS AND 50 GRENADES

PREREQUISITE: INFLUENCE (MILITARY)

A single-shot 40 mm grenade launcher that is mounted under the barrel of an assault rifle. Underbarrel grenade launchers increase the versatility of an assault rifle. The launcher is fired by its own trigger and loads like a pump action shotgun. EV: 3; Cost: $600.

GRENADE LAUNCHER, VEHICULAR

2 RP FOR 1 LAUNCHER AND 50 GRENADES

PREREQUISITE: INFLUENCE (MILITARY)

An automatic grenade launcher that fires belts of 40 mm grenades. This heavy weapon must be mounted on a vehicle to be fired and is most often found on fast-attack all-terrain vehicles and helicopters. It is designed to fight armored vehicles and can fire up to six grenades per Turn (each shot counts as a separate action). EV: 88; Cost: n/a.

MISSILE, LIGHT

1 RP FOR 1 LAUNCHER AND 5 MISSILES

PREREQUISITE: INFLUENCE (MILITARY)

This weapon is man-portable and boosts “fire and forget” guidance systems. It has an Accuracy 6, which replaces the gunner’s Dexterity and weapon skill totals. Light missiles travel roughly 600 yards per Turn (roughly 950 mph) and must travel at least 100 yards before the guidance system engages. EV: 40 (25 for missile); Cost: n/a.

MISSILE, MEDIUM

1 RP FOR 5 MISSILES

PREREQUISITE: INFLUENCE (MILITARY)

This missile is similar to the light version, except it must travel 500 yards before engaging and does significantly more damage. It may only be fired from vehicles. EV: n/a; Cost: n/a.

ROCKET, LIGHT

2 RP FOR 1 LAUNCHER AND 50 ROCKETS

PREREQUISITE: INFLUENCE (MILITARY)

Rocket launchers are the last word in heavy weaponry, firing unguided high-explosive shells capable of destroying small buildings and vehicles. The rockets are inherently inaccurate and are completely ineffective against fast-moving targets (aircraft, in particular) or anything smaller than a sedan. Rockets have a speed of 320 yards per Turn. EV: 50 (10 for rocket); Cost: $3,000 ($500 per rocket).

ROCKET LAUNCHER, DISPOSABLE

1 RP FOR 10 LAUNCHERS

PREREQUISITE: INFLUENCE (MILITARY)

The disposable rocket launcher is a single-use device that incorporates a launcher and a rocket in a small, collapsible package. The rocket delivers a warhead very similar to that of a standard rocket launcher, but the compact design of the launcher renders the rocket even more inaccurate (–2 to Guns Tasks). As implied by the name, a disposable rocket launcher cannot be reused. EV: 20 (10 for rocket); Cost: $2,000.

SATCHEL CHARGE

1 RP FOR 5 UNITS

PREREQUISITE: INFLUENCE (MILITARY)

The satchel charge is a canvas bag containing 16 small blocks of C-4 and a preset timer/radio detonator. The charge is intended for use by individuals with little or no Demolitions skill. To this end, the use of a satchel charge requires a Demolitions Task with a +4 bonus. Though the satchel charge is not tailored to any specific need, it makes an excellent tool for teams in need of crude demolitions capability. EV: 20; Cost: $3,000.

AMMUNITION

ARMOR-PIERCING BULLETS

+1 RP TO AMMUNITION COST

PREREQUISITE: INFLUENCE (CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

AP bullets are steel-jacketed rounds coated in Teflon and specifically designed to defeat body armor. Armor-piercing rounds are available for all small arms. Armor-piercing rounds halve any Armor or Barrier Value in their path, but the damage inflicted is not modified.

HOLLOW-POINT BULLETS

+1 RP TO AMMUNITION COST

PREREQUISITE: INFLUENCE (CRIMINAL OR MILITARY)

An expanding bullet creates a greater wound cavity and tends to spend more of its energy inside the victim’s body as the bullet flattens and mushrooms. Armor can easily stop these bullets. Double any Armor and Barrier Value between the target and the bullet, but any damage that gets through is tripled.

TRACER BULLETS

+1 RP TO AMMUNITION COST

PREREQUISITE: INFLUENCE (LAW ENFORCEMENT OR MILITARY)

Tracer rounds have incendiary material on the backs of the bullets, making the path of a bullet visible to the naked eye. The bullet’s trajectory appears as a brief, luminous red line, or trace. When tracer bullets are fired from a fully automatic weapon in a long burst, apply a +1 bonus to aiming rolls. The key disadvantage to tracer rounds is that the bullets are highly visible and give away the shooter’s position.

COMBAT ACCESSORIES

BRIEFCASE MP

1 RP FOR 1 UNIT AND 500 ROUNDS

PREREQUISITE: INFLUENCE (CRIMINAL OR INTELLIGENCE)

This apparently standard leather corporate briefcase is in fact a weapon system for covert urban operations. A standard machine pistol is built into the briefcase, which is armored. To fire the machine pistol, the shooter holds a safety catch on the bottom of the case with one hand, braces the case against her chest, and pulls a concealed trigger on the briefcase’s handle with her other hand. Lacking any sights, the briefcase is rather hard to fire accurately (–1 to Guns Tasks). It is recommended that operatives load the machine pistol with tracer ammo, in order to increase their chances of hitting (removing the penalty).

The machine pistol built into the case is normal in every way and may be removed easily and fired as a normal weapon; use submachine gun ranges and damage. AV: 10; DC: 30; EV: 10; Cost: $1,500.

FLASHLIGHT MOUNT

1 RP FOR 20 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

This small flashlight attaches to the barrel of a gun. The flashlight’s switch is wired to the gun’s trigger so that as long as your finger is on the trigger, the light is on. This can be fitted to any firearm from pistol to assault rifle in size. EV: neg; Cost: $50.

GAS MASK

1 RP FOR 10 MASKS

PREREQUISITE: INFLUENCE (ANY)

This is a rubber mask that filters out toxic gases such as smoke, tear gas, and most nerve gases. It protects the eyes, nose, and mouth (the areas most vulnerable to toxic gases). Wearing the mask restricts the wearer’s vision, imposing a –2 penalty to all Perception Tests and Notice Tasks. EV: 4; Cost: $200.

LASER SIGHT

1 RP FOR 10 SIGHTS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

This low-power laser is mounted on a firearm and projects a small red dot parallel to the gun barrel. The sight lets the shooter see where the barrel is pointing, giving her +1 on shooting rolls. The unit is ineffective at more than 200 yards. A laser sight may be mounted on any small arm. EV: neg; Cost: $80.

SILENCER

1 RP FOR 10 UNITS

PREREQUISITE: INFLUENCE (CRIMINAL, INTELLIGENCE, OR MILITARY)

When attached to the end of a semiautomatic or automatic firearm, a silencer greatly reduces the sound of a gunshot. It penalizes Perception Tests to notice gunshots, depending on the weapon (light rifle –6; pistol –4; rifle –3; submachine gun –2; automatic rifle or machine gun –1). Firing a short burst with a silencer burns out the silencer on a dice roll of one. A full-auto burst ruins the silencer. EV: 1 (pistol, SMG, or .22 rifle), 2 (other rifles), 3 (machine guns). Cost: $300.

STARLIGHT SCOPE

1 RP FOR 5 SIGHTS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

A starlight scope functions as a regular telescopic sight but negates any penalties for poor lighting. A starlight scope is much larger than a normal telescopic scope, however, and may only be mounted on rifles. EV: 1; Cost: $900.

TELESCOPIC SIGHT

1 RP FOR 10 SIGHTS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

A telescopic sight reduces the apparent range to a target when it is mounted on top of a firearm. These are fixed power scopes that reduce the range penalties by two categories. For example, a target normally considered at long range is viewed as short range, so the –3 penalty to hit is negated. Telescopic sights do not affect damage reductions due to long or extreme range. EV: 1; Cost: $300.

TRIPFLARES

1 RP FOR 100 FLARES

PREREQUISITE: INFLUENCE (INTELLIGENCE OR MILITARY)

These small warning flares are triggered by a tripwire. They are not bright enough to blind anyone and will not provide substantial light to the area. They are generally used to warn of an approaching someone or something. EV: 1; Cost: $10.

SURVEILLANCE

AUDIO BUGS

1 RP FOR 24 BUGS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

Audio bugs are tiny microphones with radio transmitters that are used extensively in surveillance operations. Even the largest bugs are no larger than a shirt button and are therefore easily hidden nearly anywhere. They run on internal batteries good for 72 hours of constant use, and they activate only when there are data to transmit, so their actual useful life is often much longer. Modern bugs are very sensitive and can pick up a whisper at 15 yards. The transmitter has a range of roughly a mile. EV: neg; Cost: $50.

AUDIO/VIDEO BUGS

1 RP FOR 12 BUGS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

Audio/video bugs are advanced surveillance equipment that function very similarly to an audio bug, with the added function of an integrated video camera. Despite the added electronics, AV bugs are often only moderately larger than audio-only bugs and their batteries last just as long. AV bugs transmit data as long as there is sufficient light to see, regardless of whether anything is going on at the scene. This makes the effective life of an AV bug much shorter. EV: neg; Cost: $200.

AUDIO RECORDER

1 RP FOR 6 UNITS

PREREQUISITE: INFLUENCE (ANY)

This device is a professional-quality digital audio recorder that can record from an integral microphone or from any number of audio receivers such as bugs, wire taps, headset and shotgun microphones, or a HERMES link. The recorder has roughly 60 hours worth of storage space, but additional storage devices can be linked. EV: 2; Cost: $300.

BUG DETECTOR

1 RP FOR 3 UNITS

PREREQUISITE: INFLUENCE ANY SOI

A small hand-held device that registers the transmission of any active audio or AV bugs within ten feet. Since it detects only transmissions, inactive bugs or bugs that only record and do not transmit will remain undetected. EV: 2/1; Cost: $1,000.

CAMERA

1 RP FOR 4 CAMERAS

PREREQUISITE: INFLUENCE ANY SOI

This is a professional-quality digital camera with all accessories, including telephoto lenses, tripods, filters, and flashes. The cameras vary in size from larger than normal to miniscule. They store the images digitally in a chip or smart-card and allow easier manipulation and computer enhancement. Depending upon the resolution of the files, the camera can store between 100-200 images or short moving sequences. All camera come with interface cables allowing digital storage units to be attached. This cameras are a substantial upgrade from that included in the standard HERMES link. EV: 1-2; Cost: $750.

In addition to the standard camera, several specialty models are available, though only a skilled photographer will be familiar with their use. Each additional function adds +1 RP to the cost of the base unit.

Infrared: Infrared cameras photograph using the infrared spectrum of light instead of the visible spectrum. This allows monochrome photographs to be taken in total darkness using an integral infrared flash. The photographer is able to view the scene through the camera’s integral infrared viewfinder.

Micro: These cameras are designed for covert operations. They hold up to 50 images yet are no larger than a flash drive. Micro cameras are sometimes built into larger objects such as briefcases and pocketbooks.

Starlight: Starlight cameras use light in the visible spectrum but intensify it, making it possible to take clear photos with only minimal light. They produce black and white photographs only. Pictures may be taken in any light at all, no matter how dim.

Submersible: This camera functions exactly as a normal camera, except that the casing is fully waterproof and may be used under water. The camera is capable of normal operation in depths well exceeding standard SCUBA diving allowances.

Thermographic: Thermographic cameras take pictures of heat sources instead of light. Areas of the photo that radiate a particular temperature range are assigned a corresponding color. Colors in the red end of the spectrum represent higher temperatures and cooler areas appear as shades of blue.

DIGITAL STORAGE MEDIA

1 RP FOR 6 UNITS

PREREQUISITE: INFLUENCE (ANY)

This paperback book-sized (and getting smaller every year) device can store any kind of digital data, from pictures to video to audio to programs. Each unit can hold 100 hours of high resolution video (other data takes up far less space). It can be linked to any number of sources, including a remote video camera, audio receiver, or even a HERMES link. If connected to a computer equipped with image-processing software, it allows operators to doctor images to show just about anything they like (Electronic Surveillance skill is used for this purpose). EV: 2; Cost: $100.

HEADSET MICROPHONE

1 RP FOR 6 UNITS

PREREQUISITE: INFLUENCE (ANY)

This is a single earphone with built-in, forward-facing microphone. These headsets are often used by SWAT assault teams when infiltrating a building. They provide a +2 bonus to any Perception Task, providing the source of noise is in front of the wearer. These units are not tied to any specific communications device, unlike the one included in the standard HERMES link. EV: 1; Cost: $400.

INFRARED FLASHLIGHT

1 RP FOR 12 UNITS

PREREQUISITE: INFLUENCE (ANY)

Just as a flashlight projects visible light, the infrared flashlight projects a beam of light in the infrared (IR) range of the spectrum, which is normally invisible to humans. Used in conjunction with infrared goggles or cameras, it provides the same lighting a normal flashlight would but is undetectable by humans without IR-vision devices. EV: 1; Cost: $150.

INFRARED GOGGLES

1 RP FOR 10 UNITS

PREREQUISITE: INFLUENCE (ANY)

These goggles allow the wearer to see in the infrared spectrum instead of the normal visual spectrum. The wearer can view a clear monochrome image of her surroundings, even in complete darkness, providing she has a source of infrared light (such as a flashlight or spotlight). IR goggles do not restrict vision as night-vision goggles do. EV: 2; Cost: $250.

LASER EAVESDROPPER

1 RP FOR 1 UNIT

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

The laser eavesdropper is a vaguely gun-shaped device that fires a low-powered laser. When the laser is bounced off a window, it “reads” the vibrations of the glass like a speaker and can reproduce the sounds inside the room exactly. The laser beam degrades slightly over distance, but the eavesdropper can still be used up to a range of five miles, providing line of sight can be acquired. Because the laser eavesdropper must be kept very still it may not be used from or targeted at moving vehicles. EV: 10; Cost: $2,000.

NIGHT-VISION GOGGLES

1 RP FOR 6 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

Night-vision goggles operate in much the same way starlight telephoto lens and rifle sights do, by amplifying existing, although minimal, light. The goggles allow the wearer to see clearly in near-complete darkness, providing any light is available at all, regardless how dim. The goggles do restrict the wearer’s field of vision, however. They impose a –1 penalty to all visual Perception Tests and Notice Tasks, although there are no penalties due to darkness. They run on their own battery with a 12-hour lifetime, but fuel cells are being developed that would last for days. EV: 4; Cost: $3,000.

RADAR, PORTABLE

1 RP FOR 1 UNIT

PREREQUISITE: INFLUENCE (CIVILIAN, INTELLIGENCE, MILITARY, SCIENCE & RESEARCH)

Designed for perimeter surveillance, this smaller-sized radar can be set on its tripod or mounted on a vehicle. It can be manned by a live operated or set to scan a 120-degree sector and report its finding to a remote control station. The radar has a range of 2000 yards against personnel and 3000 against vehicles. As cover is a huge concern, any Perception and Systems Operations Tasks should be modified as follows: light cover –3, medium cover –5, heavy cover –8, total cover –10. The Task suffers a –1 per 300 yards between it and the target, and gains a +5 if the target is moving faster than five yards per Turn. The entire unit fits within a briefcase sized metal box and includes a tripod, remote transceiver, two headsets, antennae and battery with vehicle adapter. It takes roughly two minutes to set up. EV: 24; Cost: $5000.

REMOTE MONITOR

1 RP FOR 6 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR SCIENCE & RESEARCH)

Remote monitors are large-screen, high-resolution displays built for viewing images transmitted by video cameras, AV bugs, satellite imagery, HERMES link, or any other source of visual data. A single monitor may be linked to several sources simultaneously, allowing the operator to switch quickly between them. EV: 2; Cost: $200.

SHOTGUN MICROPHONE

1 RP FOR 2 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

The shotgun microphone is a large hand-held parabolic mike used by broadcast news teams as well as surveillance agencies. Its name comes from the mike’s cone-shaped area of effect, similar to the spread of shotgun pellets. The mike is extremely sensitive over long distances (+2 bonus to Perception Tasks out to 200 yards) but also rather bulky and difficult to conceal. EV: 2; Cost: $1,000.

STARLIGHT TELESCOPE

1 RP FOR 2 UNITS

PREREQUISITE: INFLUENCE (ANY)

This is a high-tech variant of the standard telescope described below. The starlight scope allows crystal-clear viewing up to a 10-mile distance even in the dead of a cloud-covered night. The magnification is x15, for a +2 bonus to Perception Tasks. The only drawback is that the unit is restricted to displaying monochrome images, just as any night-vision apparatus. EV: 4; Cost: $800.

TELESCOPE

1 RP FOR 4 UNITS

PREREQUISITE: INFLUENCE (ANY)

This small (approximately two feet long) telescope is useful for long-distance surveillance, providing a clear view up to 10 miles away. The telescope is mounted on a gyro-stabilized tripod for clear and steady viewing even at extreme range. It includes an integral laser range-finder that displays inside the scope’s view. The magnification is x15, for a +2 bonus to Perception Tasks. EV: 4; Cost: $300.

TRACKING BUGS

1 RP FOR 12 BUGS AND LOCATORS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

Tracking bugs are advanced transmitters, small and discreet enough to be hidden easily on a subject or vehicle. The transmitter gives off a signal in a one-mile radius that can be detected and tracked by a small hand-held locator, a laptop, or a HERMES link. EV: neg; Cost: $200.

VIDEO CAMERA

1 RP FOR 3 UNITS

PREREQUISITE: INFLUENCE ANY SOI

These are large, professional-quality digital video cameras used by television news crews and direct-to-video filmmakers. The video camera is capable of professional-quality production, but only in the hands of a skilled videographer (Surveillance or Electronic Surveillance skill). The camera requires a medium to record to (digital storage, tape, or DVD) but is capable of transmitting its picture to a receiver up to a quarter-mile away. Video cameras are also available (micro, submersible, infrared, starlight, and thermographic) that function identically to the corresponding film cameras. One minor exception is the micro video camera, which is limited to transmitting its picture to be recorded elsewhere. EV: 6; Cost: $2,000.

WIRETAP

1 RP FOR 12 TAPS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

Wiretaps used to be small electronic devices that could be attached to hard-wired communications lines in moments. The listener could then eavesdrop on any telephone conversation transmitted through that line from roughly a quarter of a mile away. With the advent of digital communications exchanges, software is used to isolate the conversation(s) desired and a copy is stored wherever the operator desires. Such a tap is impossible to detect; it may only be avoided by scrambling and encryption. EV: neg; Cost: $80.

WIRETAP DETECTOR

1 RP FOR 5 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

This small device measures line impedance of a phone line to detect the presence of a wiretap. It detects only that the line is being monitored and gives no indication as to who is monitoring the line or where the tap is placed. It also works only on old-fashioned hard-line taps. Digital communications interception may not be detected. EV: 1; Cost: $1,000.

INTRUSION EQUIPMENT

BREAKING & ENTERING (B&E) KIT

1 RP FOR 4 KITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

This kit is a sturdy, black nylon duffel bag containing a number of tools useful for surreptitious but often illegal entry into a building. The toolkit includes such burglar basics as bolt cutters, pry bars, a glasscutter, a hacksaw, and an industrial-strength flashlight. EV: 8; Cost: $1,000.

ELECTRONIC LOCKPICK

1 RP FOR 2 SETS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

An electronic lockpick set consists of a small pack of electronic tools necessary to bypass most electronic keypad and card-key locks. Without such tools, lockpick attempts against these locks are virtually impossible. The tools are not really lockpicks as such, as they are useless against standard, nonelectronic locks. EV: 1; Cost: $1,500.

LOCKPICK

1 RP FOR 5 SETS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

Lockpicks are traditional locksmith and burglar’s tools. The set consists of a number of picks and tension bars that allow someone skilled in their use to open virtually any keyed lock. The picks are carried rolled into a soft black cloth. EV: 1; Cost: $200.

LOCKPICK GUN

1 RP FOR 4 UNITS

PREREQUISITE: INFLUENCE (CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

The lockpick gun is a vaguely pistol-shaped device that picks locks automatically, with no skill needed from the user. Treat the gun as if it had a Lock Picking 5 skill. Used almost exclusively by police forces, lockpick guns are usually illegal to own without a permit and are relatively difficult to obtain in any case. EV: 1; Cost: $1,000.

ELECTRONICS

CELL PHONE

1 RP FOR 6 PHONES

PREREQUISITE: INFLUENCE (ANY)

While any character can buy a cellular phone at any electronics outlet, phones acquired though Resource Points are registered to government organizations or are electronic “clones” of legitimate phones. Therefore, the cell will never be charged for their use and need not fear the units being associated with anyone in the cell. (Note that an agent’s HERMES link phone is registered in his name so that he can receive legitimate “day job” communications.) Cell phones are incredibly convenient, but they are also little more than specialized radios. As a result, it is exceedingly simple to eavesdrop on cell phone conversations. EV: 1; Cost: $200.

GPS TERMINAL

1 RP FOR 5 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

This device is a small hand-held unit that receives data from the orbiting satellites that comprise the Global Positioning System. The terminal’s display computes and displays the unit’s position by longitude and latitude accurately to within a few feet. The latest HERMES links have rendered these units obsolete except in limited circumstances. EV: 2; Cost: $500.

LAPTOP COMPUTER

1 RP FOR 1 UNIT

PREREQUISITE: INFLUENCE (ANY)

This laptop is a top-of-the-line model which interfaces easily with numerous electronic devices. The computer is installed with the software and hardware needed to communicate with any network, telecommunication system, or auxiliary device in use today. The computer can run on its internal batteries for about four hours, or it can be plugged into any outlet for unlimited use. When plugged into a wall outlet, the batteries take about six hours to recharge. EV: 8; Cost: $2,500.

RADIO, BASE

2 RP FOR 1 RADIO

PREREQUISITE: INFLUENCE (ANY)

The base radio is a large, stationary radio transceiver with a tall antenna similar to those found at radio stations and military listening posts. Maximum range is usually about 300 miles but can vary depending on weather, altitude, and interference. In an age of cellular communications, radios are used only in rare circumstances. When they are, scramblers are highly recommended. EV: 20; Cost: $2,000.

RADIO, HANDS-FREE

1 RP FOR 12 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT OR MILITARY)

This is a small, concealable radio transceiver with a range of a quarter of a mile. The speaker is worn in the ear like a hearing aid, and the microphone is attached to the wearer’s clothing, usually the lapel or collar. The radio is voice-activated and turns itself on and off as necessary. Members of bodyguard and security forces commonly use these radios to keep in touch with one another. EV: 1; Cost: $200.

RADIO, PERSONAL

1 RP FOR 6 UNITS

PREREQUISITE: INFLUENCE (ANY)

Personal radios are commonly used by groups of people who need to keep in close contact over medium distances, such as police officers and park rangers. The units either conform to the typical “walkie-talkie” look or are worn on the belt and connected to a separate handset microphone. The radio transmitter/ receiver has an effective range of about a mile. Again, cell phones have largely replaced these units, and many have their own built-in personal radios. Again, scramblers are recommended. EV: 1; Cost: $150.

SATELLITE PHONE

1 RP FOR 1 PHONE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

This specially designed mobile phone usually sports a larger antenna. It allows audio signals to be bounced off communications satellites for worldwide communication. Intelligence agencies always scramble these phones to avoid exposing operatives in the field. EV: 2; Cost: $3,000.

1 RP FOR 1 LINK

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

A small satellite dish that allows a stationary radio unit to send and receive signals from an orbiting satellite. The satellite can relay the signals to any other radio unit that is also connected to a satellite uplink. Although portable, the uplink is still rather bulky and is generally installed on a vehicle. EV: 8; Cost: $3,000.

SCRAMBLER

1 RP FOR 4 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

The scrambler can be attached to any radio transceiver (including a cell phone), enabling the user to send encrypted messages intelligible only to another radio connected to a scrambler with the same settings. A computer attached to a radio and a scrambler can decipher scrambled transmissions providing it can intercept about 15 minutes of transmissions. To defeat this, teams using scrambled transmissions often change the scrambler settings at regular intervals. EV: 4; Cost: $1,000.

SIGNAL JAMMER

1 RP FOR 1 UNIT

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

A signal jammer attached to a radio transmitter allows a trained operator to jam specific radio frequencies within the range of the transmitter by overwhelming that frequency with garbage transmissions. Any receiver or cell phone within range tuned into that frequency will pick up only static. EV: 1; Cost: $1,000.

1 RP FOR 2 UNITS

PREREQUISITE: INFLUENCE (ANY)

A vehicle communications package is a radio/phone transceiver installed in a vehicle that runs off the vehicle’s battery. Vehicle radios have a range of approximately 30 miles, but their phones link up to the cellular network and are as extensive as it is. EV: 25; Cost: $1,000.

RADAR, PORTABLE

3 RP FOR 1 UNIT

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

This is a small radar unit shaped like a squat cylinder three feet in diameter. It is attached to a small display unit and has a range of five miles. Solid objects such as trees and buildings block the radar unit’s line of sight, so care must be taken to place the unit where it will be most effective. As always with radar, remember that a group of small objects flying close together will appear as one large object. EV: 20; Cost: $15,000.

ROBOT

2 RP FOR 1 UNIT

PREREQUISITE: INFLUENCE (INTELLIGENCE, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

Modern-day robots can be built for any task, even very complex ones. With a skilled remote operator, robots are capable of almost anything. Three specific types are presented here. Chroniclers and players should feel free to design their own as needed (RP costs or skill Tasks necessary are at the Chronicler’s discretion). A full robot creation system is presented in the Conspiracies sourcebook.

Telemetry robots are remotely piloted machines designed for dangerous situations such as bomb disposal, or for areas with dangerous levels of radiation or biohazard. They are usually composed of a large tracked chassis, about three feet long and half as wide. They feature a video camera and a long manipulator arm, bringing its height to about five feet. The video camera transmits a constant picture back to the operator, who controls the robot through a small, portable control unit. The control unit consists of a small video screen and two joysticks used to steer the robot, direct its video camera, and control the manipulator arm.

The robot is rather slow but is capable of negotiating most obstacles, including staircases. The manipulator arm is generally a simple two- or three-fingered claw that is surprisingly strong (Strength 4) and precise. Many telemetry robots employed by law-enforcement agencies also possess the ability to mount a weapon linked to the robot’s video camera. The weapon of choice is a shotgun or small water cannon (range 1/2/5/10/25; D4 x 3(6) Endurance Point damage; cap 10). The robot’s skill with either weapon is three.

The range of a telemetry robot’s control unit is half a mile, which may be boosted through normal communications equipment. If the robot loses contact with the control unit for any reason, the robot will stand still and take no action on its own, as it has no intelligence or autonomous programming. The device includes the control unit and a submachine gun/water cannon for those robots capable of mounting one. EV: n/a; Cost: $30,000.

Submersible robots generally assist marine research teams exploring hazardous areas underwater. They look like small, yardlong submarines and operate in much the same manner and have largely similar capabilities as the land-based robots. For obvious reasons, they have no need for a mounted shotgun or water cannon. The robot’s speed, range, and manipulator arm strength are the same as its land-based cousin. The robot comes with a control unit. EV: n/a; Cost: $30,000.

Photo recon drones are small, remotely piloted aircraft used for covert aerial reconnaissance. The drone resembles a small prop airplane painted with appropriate camouflage. The drone’s small size and nearly silent prop engines make it very difficult to detect. It is piloted via a control unit with a powerful transmitter, giving the drone a 50-mile range. Generally, only a camera of some sort is mounted on the drone. The larger frame of the recon drone can, however, mount additional surveillance and photography equipment, as necessary. It may also be packed with explosive and flow into a target. The plane comes with a control unit. EV: 10; Cost: $10,000.

SOFTWARE

Unless otherwise noted, each of the following software systems is available in three separate versions, each tailored to a particular grade of computer: Workstation/laptop, mainframe, and supercomputer. Usually a single copy of any of the software programs can be installed on any number of individual computers, but programs built for one system cannot be run on other platforms.

CAD/CAM

1 RP FOR 1 VERSION

PREREQUISITE: INFLUENCE (SCIENCE & RESEARCH)

CAD/CAM stands for Computer Assisted Design and Computer Assisted Manufacturing. These advanced programs function for engineering projects much the same as expert systems do for scientific research. Each CAD/CAM program is geared toward a specific branch of engineering, such as electrical or mechanical. The program will provide a bonus to any applicable Engineering Task. Workstation/laptop versions grant a +1 bonus, mainframe programs give a +2 bonus, and supercomputer programs both give a +2 bonus and reduce the time required to complete any project by half. In order to take advantage of the software, an Intelligence and Computers Task must be made. Mainframe and supercomputer CAD/CAM programs can also be queried on basic engineering questions by succeeding at a Computers Task. A mainframe program’s answers will be less complete than those of a supercomputer.

GLOBAL MAPPING

1 RP FOR 1 VERSION

PREREQUISITE: INFLUENCE (CIVILIAN, INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

Global mapping software contains detailed, up-to-date maps of every explored area on the planet. An Intelligence and Computers Task can bring up a terrain map of any desired location. If the computer running the software is connected to a GPS terminal, it will show the terminal’s location as a continuously updated dot on the map accurate to within three yards. If the computer can be connected to two radio receivers, the global mapping software can triangulate on any signal both receivers can pick up and pinpoint the location of the transmitter. As long as the signal is clear, the software can continuously update the location on the map. In order to triangulate on radio signals, the operator must succeed at an Intelligence and Computers Task and also have some level of Electronics or Electronic Surveillance skill. Workstation/laptop versions of this software can track only a single radio signal, but mainframe and supercomputer versions can keep tabs on an unlimited number of radio targets.

IMAGE PROCESSING

1 RP FOR 1 VERSION

PREREQUISITE: INFLUENCE (CIVILIAN, INTELLIGENCE, OR SCIENCE & RESEARCH)

The image-processing program allows an operator to doctor photographs and videotape with a very high level of quality. Note that the original film, videotape, or digital images are unaltered by this process and if left intact could provide damning evidence. Intelligence and Computers Task and Perception and Electronic Surveillance Task rolls are necessary; workstation/laptop versions grant a +1 bonus, mainframe programs give a +2 bonus, and supercomputer programs both give a +2 bonus and reduce the time required to complete any project by half. The software will also help determine if a photograph or videotape is genuine or has been faked. A Resisted Task is made between the user’s Intelligence and Computers and those of the manipulator. The hardware needed to scan photographs and connect the computer to input devices is included in the package.

SCIENCE EXPERT SYSTEM

1 RP FOR 1 VERSION

PREREQUISITE: INFLUENCE (CIVILIAN, INTELLIGENCE, LAW ENFORCEMENT, MILITARY, PARANORMAL, OR SCIENCE & RESEARCH)

Expert systems are valuable scientific research tools that incorporate large databases of information with powerful research tools and “expert” knowledge systems. Each expert system is tailored for a particular Medicine or Science skill, such as Biochemistry, Diagnosis, Genetics, and Nuclear Physics. Criminology and Forensics systems are available to those with Influence (Law Enforcement). Systems for nontraditional sciences such as Parapsychology and Occultism are also available. When aiding in research, the expert system provides a bonus to the Task roll. The bonus itself depends on the type of computer that is running the program. Workstation/laptop versions provide a +1 bonus to the roll, mainframes add +2 to the roll, and supercomputers both add +2 to the roll and halve the time needed for that phase of research. In order to gain the benefit of the program’s bonus, a member or members of the research team must succeed at an Intelligence and Computers Task. The more powerful mainframe and supercomputer versions of the expert system software can answer basic questions from nonscientists though an advanced query system. Mainframe programs can answer questions as a scientist with a suitable skill of three, supercomputers at level four. In order to gain a useful answer, the individual posing the question must succeed at an Intelligence and Computers Task.

SCIENTIFIC RESOURCES

BIOHAZARD SPACESUIT

2 RP FOR 1 SUIT

PREREQUISITE: INFLUENCE (SCIENCE & RESEARCH)

These suits are pressurized, airtight, and very bulky. They bear more than a passing resemblance to an astronaut’s spacesuit. A biohazard spacesuit provides personal Biohazard Level 4 protection and has its own battery-powered air supply and filtration unit that will provide uncontaminated air for eight hours. Regardless of Strength, wearing a Biohazard Spacesuit causes medium encumbrance. EV: 40; Cost: $2,500.

BIOHAZARD SUIT

1 RP FOR 25 SUITS

PREREQUISITE: INFLUENCE (MILITARY OR SCIENCE & RESEARCH)

This large one-size-fits-all plastic overall includes rubber boots, gloves, and gas mask. A biohazard suit protects the wearer from harmful gases, microorganisms, chemicals, and weak acids. If any weapon succeeds in hitting and doing any amount of damage, the suit’s integrity is breached and it must be patched immediately to avoid contamination. For this reason, scientists working in hazardous environments often wear precut lengths of duct tape attached to the legs of the suit to act as instant patches. Regardless of Strength, wearing a biohazard suit lightly encumbers the wearer. EV: 30; Cost: $1,000.

GEIGER COUNTER

1 RP FOR 12 UNITS

PREREQUISITE: INFLUENCE (MILITARY OR SCIENCE & RESEARCH)

The Geiger counter is a small hand-held gauge that measures radiation levels. The unit has no effective range and measures radiation only in the immediate area. EV: 1; Cost: $200.

QUARANTINE TENT

1 RP FOR 1 TENT

PREREQUISITE: INFLUENCE (SCIENCE & RESEARCH)

This large, inflatable, airtight tent can be used to contain large specimens or individuals suspected of contamination with possibly hazardous agents. The tent is equipped with an airlock to allow safe entrance and exit, and is large enough for four individuals to work comfortably on a single subject. It takes about fifteen minutes to set up completely and includes four biohazard suits. When deflated, the tent is small enough to squeeze into the back of a minivan. EV: 100; Cost: $3,500.

RADBADGE

1 RP FOR 100 BADGES

PREREQUISITE: INFLUENCE (MILITARY OR SCIENCE & RESEARCH)

The radbadge is about the size and shape of a conventional nametag, with a large red chemically treated square on it. As the badge is exposed to radiation, the red square gradually turns black, signaling potentially dangerous radiation levels. These items are worn in areas where radioactive materials are stored or used, to warn of possible radiation leaks. Radbadges do not turn red in the absence of radiation and are therefore useful only once. EV: neg; Cost: $25.

RADIATION SUIT

1 RP FOR 12 SUITS

PREREQUISITE: INFLUENCE (MILITARY OR SCIENCE & RESEARCH)

Radiation suits are heavy-duty lead-lined suits used to protect workers from lethal levels of ionizing radiation. The suit is fully filtered and enclosed, providing the same protection from chemicals and microorganisms as the biohazard suit. In addition, the lead lining and thick material of the suit protect against levels of radiation and heat that would otherwise be lethal in seconds (up to 2000 rems per hour, see p. 175). The thickness and durability of the suit also grants armor protection. Regardless of Strength, wearing a radiation suit causes medium encumbrance. AV: D6 + 4(7); EV: 50; Cost: $2,500.

SPECIMEN JARS AND COLLECTION TOOLS

1 RP FOR 12 SETS

PREREQUISITE: INFLUENCE (ANY)

This is a set of small sealable specimen jars for holding biological, chemical, or organic specimens, and the tweezers, razors, and glass slides used for collection. EV: 10; Cost: $100.

MEDICAL RESOURCES

DOCTOR’S BAG

1 RP FOR 5 BAGS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

Having a fully stocked Doctor’s Bag at a medical scene gives a +2 bonus to Medicine or First Aid Tasks. Each bag contains antibiotics, epinephrine, tranquilizers, and the like. The bag has supplies for six uses. EV: 10; Cost: $1,000.

FIRST AID KIT

1 RP FOR 25 KITS

PREREQUISITE: INFLUENCE (ANY)

This small kit includes bandages, antibiotics, and burn salves, and gives a bonus of +1 to First Aid Tasks. The kit contains enough supplies for six uses. EV: 2; Cost: $100.

MEDIC’S KIT

1 RP FOR 10 KITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

This is standard issue equipment for Emergency Medical Technicians, and grants a +2 bonus to First Aid Tasks or Medicine Tasks for stabilization purposes only. The kit contains enough supplies for six uses. EV: 6; Cost: $250.

SODIUM PENTOTHAL

1 RP FOR 10 VIALS

PREREQUISITE: INFLUENCE (INTELLIGENCE OR SCIENCE & RESEARCH)

Sodium pentothal is a narcotic drug inaccurately known as “truth serum.” The drug is administered to a subject to relax her and reduce her alertness, thereby increasing the chances that she will reveal information. The term “truth serum” is misleading because the answers the subject gives are not necessarily true. Once sodium pentothal is administered to a subject (requiring a successful Intelligence and Medicine Task; failure renders the subject unconscious), the subject quickly lapses into a state of seminarcotic consciousness, with little control over what she says. The effects of the drug wear off in about five minutes, after which there are no harmful side effects. While under the effects of sodium pentothal, the subject must pass a Difficult Willpower Test to resist answering any question posed to her. If the test fails, the subject must answer the question as truthfully as she can, though she need not give out information that was not specifically asked for. Also while under the drug’s effect, any physical or mental actions receive a –2 penalty, making it a passable sedative. Attempts to hypnotize a subject under the effects of sodium pentothal receive a +2 bonus. More potent drugs are being developed constantly, but no intelligence agency has revealed the details. A Chronicler may vary a subject’s resistance by applying negative modifiers if the interrogator uses such secret drugs. EV: neg; Cost: $100 per dose.

TRANQUILIZER

1 RP FOR 10 VIALS

PREREQUISITE: INFLUENCE (ANY)

Tranquilizers are drugs used to sedate people and animals, usually rendering them unconscious. Most often tranquilizers are administered via dart or syringe, either of which may be loaded with up to six doses. Once the subject has been injected with the tranquilizer, one dose takes effect every two Turns. Every time a dose takes effect, the subject must pass a Consciousness Test with a penalty equal to double the total number of doses that have taken effect to avoid losing consciousness. If the subject passes the Test and remains conscious, all rolls she makes suffer a penalty equal double the number of doses that have taken effect. Once the tranquilizer reaches full effect, one dose will wear off every 15 minutes. EV: neg; Cost: $100 per dose.

PERSONNEL EQUIPMENT

BASE CAMP

1 RP FOR 1 CAMP

PREREQUISITE: INFLUENCE (ALL) The base camp includes tents, sleeping gear, cooking apparatus, and five days of food for six people. The equipment is lightweight and can be carried easily in backpacks (included) by six individuals and set up or broken down in less than two hours. EV: 90; Cost: $800.

BINDER STRIPS

1 RP FOR 500 STRIPS

PREREQUISITE: INFLUENCE (INTELLIGENCE, LAW ENFORCEMENT, OR SCIENCE & RESEARCH)

These one-use plastic strips, in common use by many police departments nationwide, are simply strong plastic loops that are tightened around the subject’s wrists and must be cut to release the subject. A knife or Escape Task is required to get free. They can be broken using a Difficult Strength Test with a –3 modifier, but D6 + 8(9) points of damage is suffered as the plastic cuts into the subject’s wrists. EV: neg; Cost: $20 for 50.

BODY ARMOR

1 RP FOR 4 UNITS

PREREQUISITE: INFLUENCE (LAW ENFORCEMENT OR MILITARY)

This standard body armor is worn by SWAT teams and military units, and cannot be concealed. Regardless of Strength, it imposes medium encumbrance. AV: (D8 x 3) + 18(30); EV: 12; Cost: $2000.

BOMB SUIT

1 RP FOR 2 UNITS

PREREQUISITE: INFLUENCE (LAW ENFORCEMENT OR MILITARY)

This unconcealable armor includes rigid plates for maximum protection. Regardless of Strength, it imposes heavy encumbrance. AV: (D10 x 5) + 20(45); EV: 20; Cost: $6000.

BULLETPROOF BRIEFCASE

1 RP FOR 4 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, OR INTELLIGENCE)

This looks like a standard stylish leather briefcase, but it can take a lot of punishment. The case is indispensable for tremendously secret documents (“breaking” the briefcase substantially destroys the contents as well) and the occasional impromptu shield from gunfire. AV: 15; DC: 40; EV: 10; Cost: $500.

CAMOUFLAGE FATIGUES

1 RP FOR 24 SUITS

PREREQUISITE: INFLUENCE (INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

Stealth Tasks gain a +1 bonus when wearing fatigues appropriate for the terrain: forest, jungle, desert, arctic, and night (gray). EV: 2; Cost: $400

CLIMBING GEAR

1 RP FOR 6 SETS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

Ropes, pitons, crampons, hammers, picks, and grappling hooks are all provided. Without suitable climbing gear, Chroniclers may penalize Climbing Tasks in difficult terrain. EV: 10; Cost: $200.

COLD WEATHER GEAR

1 RP FOR 5 OUTFITS

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

Cold weather gear includes a parka, insulated coverall, boots, gloves, goggles, and facemask. It decreases the temperature effects of cold by two levels to a minimum of normal (e.g., extremely cold becomes cold, see p. 110). EV: 8; Cost: $200.

DIVING SUIT

2 RP FOR 1 SUIT

PREREQUISITE: INFLUENCE (SCIENCE & RESEARCH)

These large, pressurized exoskeletons contain enough oxygen for eight hours. The grippers on the suit are limited to basic grasping and lifting. Regardless of Strength, the suit inflicts heavy encumbrance. AV: (D6 x 2) + 14(20); EV: 50; Cost $4,000.

DRYSUIT

1 RP FOR 6 SUITS

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

Diving drysuits reduce cold temperature effects by two levels to a minimum of normal (see p. 100). EV: 10; Cost: $1,000.

FLARE GUN

1 RP FOR 10 GUNS AND 60 FLARES

PREREQUISITE: INFLUENCE (ANY)

This large barrel pistol fires flares several hundred yards in the air illuminating a 100-yard-diameter area around it with dim, shadowy light for D10 + 5(10) Turns. Anyone who does not take precautions (shielding her eyes) must make a Simple Willpower Test or reflexively look at the flare, temporarily blinding her for the duration of the flare plus D6(3) Turns. Being shot with a flare causes D6 x 3(9) points of damage. If 10 or more points are inflicted, the flare lodges in the clothing and D10(5) points of burning damage are suffered per Turn. EV: 2; Cost $100, $90 for 36 additional cartridges.

FLASHLIGHT

1 RP FOR 24 UNITS

PREREQUISITE: INFLUENCE (ANY)

This large, waterproof, industrial-strength flashlight has a range of roughly 50 yards. EV: 2; Cost: $150.

HANDCUFFS

1 RP FOR 12 UNITS

PREREQUISITE: INFLUENCE (ANY)

These metal handcuffs require a key or Escape Task to get free. A Difficult Strength Test with a –5 modifier may be used, but D8 + 4(8) points of damage are suffered. EV: 1; Cost: $50.

HELMET

1 RP PER 10 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, LAW ENFORCEMENT, OR MILITARY)

A combat helmet protects the head when struck, either by chance (determined by the Chronicler) or when specifically targeted (see p. 172). AV: (D8 x 3) + 18(30); EV: 8; Cost: $100.

OXYGEN REBREATHER

1 RP FOR 1 UNIT

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

This device allows a diver to breathe underwater much as SCUBA gear does. Rebreathers allow divers to remain underwater for up to four hours at a time, are smaller and lighter than conventional SCUBA gear, and do not produce the telltale bubbles that can reveal a diver’s position. EV: 15; Cost: $2,000.

SCUBA GEAR

1 RP FOR 4 SETS

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

The Self-Contained Underwater Breathing Apparatus includes mask, flippers, weight belt, snorkel, and oxygen tanks. The tanks last for two hours underwater. EV: 20; Cost: $500.

STRAIGHTJACKET

1 RP FOR 4 UNITS

PREREQUISITE: INFLUENCE (INTELLIGENCE OR SCIENCE & RESEARCH)

These long-term restraints bind a subject’s upper body. A Dexterity and Escape Task may be attempted, although it suffers a –3 penalty. The jacket’s straps can be broken using a Difficult Strength Test with a –5 penalty. EV: 2; Cost: $100.

SURVIVAL KIT

1 RP FOR 10 KITS

PREREQUISITE: INFLUENCE (CIVILIAN, INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

Survival kits are common equipment for teams operating in or near wilderness environments. The kit contains many items useful for obtaining essential food, shelter, and clothing: a knife, flint and steel, compass, first aid kit, flare gun and six flares, six fishhooks, and five yards of fishing line. Those without survival kits are penalized during Survival Tasks. EV: 10; Cost: $250.

UNIFORM

1 RP PER 24 UNIFORMS

PREREQUISITE: INFLUENCE (ANY)

Any uniform can be acquired for undercover or covert operations. This includes police, military, fast food joints, repair or maintenance companies, state road crews, circus clowns, anything. Uniforms do not include the necessary paperwork or ID to gain access to restricted areas. EV: 2; Cost: varies.

VEST, KEVLAR

1 RP PER 6 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

These concealable (Perception + Notice Task to detect) bulletproof vests are used by law-enforcement agencies and bodyguards worldwide. Regardless of Strength, it causes medium encumbrance. AV: (D6 x 2) + 14(20), EV: 16; Cost: $800.

VEST, LIGHT

1 RP PER 10 VESTS

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

These protective garments are useful against close combat weapons but not firearms. The vest causes light encumbrance and is easily concealed. AV: (D8 x 2) + 4(12); EV: 5; Cost: $650.

WETSUIT

1 RP FOR 12 SUITS

PREREQUISITE: INFLUENCE (ANY)

Wetsuits insulate against cold (temperature effects are one level less) and offer light protection. The matte black suits grant +2 to Stealth Tasks in dim light. AV: D6 + 1(4); EV: 4; Cost: $500.

VEHICLES

All vehicles employed by Aegis cells are registered to legitimate front organizations or government agencies, with no connection to any Aegis entity. A few hours’ work, some phone calls, and an Intelligence and Bureaucracy Task, modified by the agent’s Influence Quality, transfer any vehicle’s registration and ownership to another front organization, avoiding unwanted suspicion. Most vehicles acquired by Aegis tend to be painted black, often with darkened windscreens when applicable. Most vehicles come with an auto safety kit. This kit contains a fire extinguisher, first aid kit, and 10 road (signal) flares.

AMBULANCE

5 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

An ambulance is excellent for covert operations teams, particularly in urban areas. The sirens and lights clear the way, and the equipment carried in the vehicle may save the life of anyone during an operation. An ambulance is equipped with a vehicle comm link and medical supplies that provide the same benefit as a medic’s kit (supplies are effectively unlimited). Weight: 4,500; Speed: 110/55; Acceleration: 25; Range: 300; Toughness: 3; Handling: 3; DC: 60; AV: 2–5; Accuracy: n/a; Cost: $80,000; Crew/Passengers: 1/4.

BIOHAZARD AMBULANCE

7 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (SCIENCE & RESEARCH)

The biohazard ambulance is an unmarked van containing much the same supplies as a mundane ambulance, plus additional gear to contain biohazards and treat individuals exposed to infectious agents. In addition to the standard medic’s kit and vehicle comm link carried by a regular ambulance, the biohazard ambulance contains the following equipment: three biohazard suits, two ranged stunners, three flashlights, specimen jar and tools, and body bags.

The biohazard ambulance also contains two rather specialized items. The first is a portable biocontainment pod, commonly called a bubble stretcher. The biocontainment pod is similar to a normal stretcher except that it is enclosed by an airtight plastic bubble to contain contaminated individuals better. A small air tank supplies the patient with air until she can be removed to a quarantine facility. The second item is a small pressurized tank, similar to a fire extinguisher, filled with disinfectant chemical. The chemical spray is used to quickly disinfect individuals (usually wearing biohazard suits) leaving a contaminated area.

Weight: 4,500; Speed: 110/55; Acceleration: 20; Range: 350; Toughness: 3; Handling: 2; DC: 60; AV: 5; Accuracy: n/a; Cost: $90,000; Crew/Passengers: 1/4.

COMPACT CAR

2 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN OR CRIMINAL)

Weight: 1,500; Speed: 100/50; Acceleration: 25; Range: 500; Toughness: 2; Handling: 4; DC: 40; AV: 2–5; Accuracy: n/a; Cost: $15,000; Crew/Passengers: 1/3; Auto safety kit.

COUPE

2 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, OR INTELLIGENCE) Weight: 2,000; Speed: 150/70; Acceleration: 35; Range: 400; Toughness: 2; Handling: 3; DC: 45; AV: 2–5; Accuracy: n/a; Cost: $20,000; Crew/Passengers: 1/3; Auto safety kit.

FISHING TRAWLER

7 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (INTELLIGENCE OR SCIENCE & RESEARCH)

Fishing trawlers are built for extended, if not luxurious, excursions at sea. Trawlers are often used as covert operations centers for ocean-based missions and for clandestine signal interception. The cargo hold of a trawler has ample room for facilities (four spaces worth), and the cost of the ship includes hiring its crew. Standard equipment includes a radar array, GPS terminal, base radio, and Zodiac raft.

Weight: 15,000; Speed: 35/17; Acceleration: 5; Range: 800; Toughness: 5; Handling: 2; DC: 120; AV: 4–8; Accuracy: n/a; Cost: $250,000; Crew/Passengers: 1/7.

HELICOPTER, ATTACK

7 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (MILITARY)

Assault helicopters are heavily armed and armored high-tech military craft. Armament includes a minigun and 1,000 rounds of tracer ammo, four heat-seeking missiles, and two rocket pods with eight rockets each. The helicopter is also equipped with 12 electronic countermeasure (ECM) pods that it can drop to thwart guided missiles. A vehicle comm link and radar array are standard equipment, and the helicopter cockpit can be fitted with ejection seats. The cockpit is heavily armored (AV 150) to protect the crew and incorporates a parachute, survival kit, first aid kit, and 10 signal flares.

Weight: 10,000; Speed: 300/150; Acceleration: 60; Range: 500; Toughness: 4; Handling: 6; DC: 150; AV: 80; Accuracy: n/a; Cost: n/a; Crew/Passengers: 2/0.

HELICOPTER, OBSERVATION

5 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

Weight: 4,500; Speed: 160/80; Acceleration: 40; Range: 200; Toughness: 3; Handling: 4; DC: 40; AV: 2–5; Accuracy: n/a; Cost: $700,000; Crew/Passengers: 1/1; Vehicle comm link, radar array, parachutes, survival kit, first aid kit, 10 signal flares.

HELICOPTER, PASSENGER

5 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

Weight: 3,500; Speed: 120/60; Acceleration: 30; Range: 250; Toughness: 3; Handling: 4; DC: 50; AV: 2–5; Accuracy: n/a; Cost: $720,000; Crew/Passengers: 1/5; Vehicle comm link, radar array, parachutes, survival kit, first aid kit, 10 signal flares.

HELICOPTER, TRANSPORT

5 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

Weight: 5,000; Speed: 80/40; Acceleration: 30; Range: 200; Toughness: 4; Handling: 4; DC: 60; AV: 2–5; Accuracy: n/a; Cost: $950,000; Crew/Passengers: 2/0; Cargo: 6,000 lbs.; Vehicle comm link, radar array, parachutes, survival kit, first aid kit, 10 signal flares.

HUMMER/SUV

3 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

These vehicles suffer no off-road penalties. The military version is HMMWV (use stats in parentheses)and may be armed with a light machine gun.

Weight: 6,000; Speed: 80/50; Acceleration: 15; Range: 320; Toughness: 5; Handling: 3; DC: 65(110); AV: 2-5(8); Accuracy: n/a; Cost: $90,000; Crew/Passengers: 1/3; Cargo: 3,000 lbs.; Auto safety kit.

JET, CARGO

6 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (MILITARY OR SCIENCE & RESEARCH)

This enormous plane has copious space for cargo. Indeed, eight spaces worth of facilities can be placed within it. Weight: 355,000; Speed: 400/200; Acceleration: 10; Range: 6,000; Toughness: 4; Handling: 2; DC: 2000; AV: 4; Accuracy: n/a; Cost: n/a; Crew/Passengers: 3/0; Cargo: 100,000 lbs.; Vehicle comm link, radar array, parachutes, survival kit, first aid kit, 10 signal flares.

JET, CIVILIAN

6 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN OR SCIENCE & RESEARCH)

Weight: 35,000; Speed: 500/250; Acceleration: 20; Range: 2,000; Toughness: 3; Handling: 3; DC: 250; AV: 4; Accuracy: n/a; Cost: $3,100,000; Crew/Passengers: 1/8; Cargo: 3,000 lbs.; Vehicle comm link, radar array, parachutes, survival kit, first aid kit, 10 signal flares.

JET, FIGHTER

7 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (MILITARY)

Fighter jets can be any one of a number of military interceptor craft. As with most fixed-wing aircraft, the hull is unarmored and the jet is equipped with a vehicle comm link, radar array, ejection seat, and parachute. The pilot’s equipment includes a first aid kit, survival kit, and signal flares. The jet can be fitted with a wide range of weapon loads, most often six heat seeking missiles and a 20 mm gatling cannon. Fighter jets are armed with 12 ECM pods as assault helicopters are.

Weight: 30,000; Speed: 1,000/500; Acceleration: 100; Range: 700; Toughness: 4; Handling: 7; DC: 350; AV: 20; Accuracy: 4–7; Cost: n/a; Crew/Passengers: 1/1; Armament: range 100/200/800/1500/2000; D10 x 10(50); 20-round bursts; target AV halved.

JET, JUMP

10 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (MILITARY)

Jump jets are primarily anti-ground vehicle weapons. In most ways, jump jets are nearly identical to normal fighter jets, with the exception of the VTOL (vertical take-off and landing) capability. VTOL aircraft, as implied by their name, do not require a runway for either lift-off or landing. Instead, jump jets lift off a landing pad vertically, as a helicopter. This makes jump jets useful for deployment in areas where building a runway is impossible or prohibitively expensive. The jump jet’s role as groundsupport vehicle warrants slightly different armament in most cases. In addition to a 20 mm Gatling cannon and two heatseeking missiles, jump jets usually carry two rocket pods of eight rockets each, although additional or alternative weapon systems may be acquired separately. As in jet fighters, jump jets are equipped with ejection seats and parachutes for the pilot and navigator, as well as survival kits, first aid kits, and flares at each station.

Weight: 35,000; Speed: 500/250; Acceleration: 75; Range: 600; Toughness: 4; Handling: 8; DC: 400; AV: 20; Accuracy: 4–7; Cost: n/a; Crew/Passengers: 1/1; Armament: range 100/200/800/1500/2000; D10 x 10(50); 20-round bursts; target AV halved.

JET SKI

1 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, OR LAW ENFORCEMENT)

Weight: 400; Speed: 30/15; Acceleration: 10; Range: 50; Toughness: 1; Handling: 4; DC: 30; AV: 2; Accuracy: n/a; Cost: $8,000; Crew/Passengers: 1/1; 2 life jackets.

LAB RV

12 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (LAW ENFORCEMENT OR SCIENCE & RESEARCH)

The lab RV is an extensive mobile laboratory that provides a quality research platform for fieldwork in isolated and remote areas. The RV contains research lab facilities large enough for four researchers to work simultaneously. The lab is equipped to handle biological, chemical, and medical research projects, and while the quality of the facility is not sufficient to provide a bonus, the RV is equipped with a workstation running Chemistry, Biochemistry, and Physician expert system programs.

Additional equipment carried by the lab RV includes two quarantine tents, eight biohazard suits, four radiation suits, six personal radios, eight sets of specimen jars and tools, two Geiger counters, 24 radbadges, four dart rifles, 80 darts, 10 vials of tranquilizer, doctor’s bag, four medic’s kits, 10 industrial strength flashlights, spotlight, video camera, remote monitor, vehicle comm link, and satellite uplink.

Weight: 7,000; Speed: 80/40; Acceleration: 15; Range: 400; Toughness: 2; Handling: 2; DC: 85; AV: 2; Accuracy: n/a; Cost: $250,000; Crew/Passengers: 1/4.

LAB VAN

7 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (INTELLIGENCE, LAW ENFORCEMENT, OR SCIENCE & RESEARCH)

The lab van is a large vehicle that has been equipped with a variety of high-tech scientific equipment. Lab vans are employed by police departments for crime scene investigations and by research organizations for quality fieldwork. The van constitutes a small, two-investigator laboratory fully equipped for biological, chemical, and medical research (no bonus). The following equipment is also included in the lab van’s supplies: quarantine tent, four biohazard suits, four sets of specimen jars and collection tools, Geiger counter, eight radbadges, dart rifle, 12 darts, six vials of tranquilizer, and several sealed cages for small live specimens. A vehicle comm link is standard as well.

Weight: 4,500; Speed: 90/40; Acceleration: 15; Range: 300; Toughness: 3; Handling: 2; DC: 70; AV: 2–5; Accuracy: n/a; Cost: $190,000; Crew/Passengers: 1/4.

MINISUB

5 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (MILITARY OR SCIENCE & RESEARCH)

The minisub is a small two-person submersible used for exploring sites deep underwater. The sub is equipped with a vehicle comm link, two robotic arms for specimen collection (Strength 8), a spotlight, air tanks good for two people for eight hours, two drysuits, and two sets of SCUBA gear. Weight: 5,000; Speed: 30/15; Acceleration: 5; Range: 90; Toughness: 4; Handling: 2; DC: 100; AV: 4–7; Accuracy: n/a; Cost: $250,000; Crew/Passengers: 1/1.

MINIVAN

3 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, OR INTELLIGENCE)

Weight: 4,500; Speed: 120/60; Acceleration: 20; Range: 450; Toughness: 2; Handling: 2; DC: 60; AV: 2–5; Accuracy: n/a; Cost: $30,000; Crew/Passengers: 1/7; Cargo: 1,000 lbs.; Auto safety kit.

MOTORCYCLE

1 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

Weight: 500; Speed: 160/70; Acceleration: 45; Range: 225; Toughness: 1; Handling: 5; DC: 30; AV: 2; Accuracy: n/a; Cost: $10,000; Crew/Passengers: 1/1.

PICKUP TRUCK

3 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

Weight: 3,500; Speed: 110/65; Acceleration: 25; Range: 450; Toughness: 3; Handling: 3; DC: 50; AV: 2–5; Accuracy: n/a; Cost: $20,000; Crew/Passengers: 1/2; Cargo: 2,000 lbs.; Auto safety kit.

POLICE CRUISER

4 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (INTELLIGENCE OR LAW ENFORCEMENT)

Masquerading as police officers can provide one of the best covers available to a covert ops team, but operatives should take care to follow proper police procedure as much as possible to avoid unnecessary suspicion. Standard equipment includes a shotgun, 50 shot shells, vehicle comm link, first aid kit, 50 signal flares, and a radar gun.

Weight: 2,500; Speed: 140/70; Acceleration: 35; Range: 550; Toughness: 2; Handling: 4; DC: 75; AV: 5; Accuracy: n/a; Cost: $35,000; Crew/Passengers: 1/3.

PROP PLANE

5 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

Weight: 5,900; Speed: 260/230; Acceleration: 8; Range: 1,200; Toughness: 3; Handling: 4; DC: 65; AV: 2; Accuracy: n/a; Cost: $290,000; Crew/Passengers: 1/3; Vehicle comm link, radar array, parachutes, survival kit, first aid kit, 10 signal flares.

RECREATIONAL VEHICLE

4 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE ANY SOI

Weight: 7,000; Speed: 80/40; Acceleration: 15; Range: 400; Toughness: 2; Handling: 2; DC: 75; AV: 2; Accuracy: n/a; Cost: $100,000; Crew/Passengers: 1/8; Auto safety kit.

SECURITY SEDAN

5 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, OR INTELLIGENCE)

These customized luxury sedans are built for protection. The body and windows are heavily armored and the tires are made of solid rubber. A vehicle comm link and scrambler, autonav computer, radar detector are installed as standard features. To protect against gas attacks, the car can also be made airtight at the flip of a switch. This activates an independent air supply that can provide five passengers with three hours of breathable air. To compensate for the car’s extra weight, a more powerful engine is installed, giving the car a slightly better top speed and overdrive capabilities (numbers in parentheses). The overdrive may be operated safely for five minutes. After that, roll D10 every five minutes. If the result is less than the number of fiveminute periods that the overdrive has been used in the last 30 minutes, the car loses 15 mph and the driver must pass a Dexterity and Driving Task. Another damage check is made every Turn after that until the engine is shut off and repaired.

Weight: 3,000; Speed: 110(140)/55; Acceleration: 25(35); Range: 350; Toughness: 3; Handling: 3; DC: 70; AV: 40; Accuracy: n/a; Cost: $45,000; Crew/Passengers: 1/4.

SEDAN

3 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

Weight: 2,500; Speed: 130/65; Acceleration: 30; Range: 550; Toughness: 2; Handling: 4; DC: 45; AV: 2–5; Accuracy: n/a; Cost: $25,000; Crew/Passengers: 1/4; Auto safety kit.

SNOW CAT

3 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (MILITARY OR SCIENCE & RESEARCH)

The Snow Cat is a large multipassenger tracked vehicle built for traveling on ice and snow in adverse conditions. Unlike a snowmobile, the cabin is enclosed and heated. The Snow Cat contains a vehicle comm link, survival kit, first aid kit, and 25 signal flares.

Weight: 5,000; Speed: 25/15; Acceleration: 8; Range: 600; Toughness: 3; Handling: 1; DC: 60; AV: 5–7; Accuracy: n/a; Cost: $70,000; Crew/Passengers: 1/3.

SNOWMOBILE/ATV

1 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, OR LAW ENFORCEMENT)

Weight: 600; Speed: 100/60; Acceleration: 9; Range: 150; Toughness: 2; Handling: 5; DC: 30; AV: 2; Accuracy: n/a; Cost: $4,000; Crew/Passengers: 1/1.

SPEED BOAT

3 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

Weight: 3,750; Speed: 80/40; Acceleration: 20; Range: 200; Toughness: 3; Handling: 4; DC: 70; AV: 2–5; Accuracy: n/a; Cost: $250,000; Crew/Passengers: 1/4; First aid kit, flare gun/6 flares, life jackets.

SPORTS CAR

3 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

Weight: 2,250; Speed: 160/80; Acceleration: 35; Range: 300; Toughness: 2; Handling: 5; DC: 45; AV: 2–5; Accuracy: n/a; Cost: $40,000; Crew/Passengers: 1/2; Auto safety kit.

SURVEILLANCE VAN

7 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, OR LAW ENFORCEMENT)

This van is specially equipped for surveillance work. Equipment includes vehicle comm link connected with satellite uplink and scrambler, four headset microphones, electrical and electronic tool kits, 6 wire taps, 12 audio bugs, 6 AV bugs, digital storage, three remote monitors attached to one workstation, laser eavesdropper, shotgun microphone, and starlight telescope. Weight: 5,500; Speed: 110/60; Acceleration: 20; Range: 400; Toughness: 3; Handling: 2; DC: 65; AV: 2–5; Accuracy: n/a; Cost: $35,000; Crew/Passengers: 1/7.

SWAT VAN

7 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (INTELLIGENCE, LAW ENFORCEMENT, OR MILITARY)

These vans are used by SWAT teams nationwide to carry sixmember assault teams to and from operation sites. The back of the van is taken up by equipment lockers and four SWAT team members; the other two members sit up front. The body of the van is well armored and is equipped with the following gear: six submachine guns with flashlight mounts, 50 clips ammo, six helmets, six body armor, six gas masks, six headset microphones, 20 each stun and smoke grenades, vehicle comm link and scrambler, sledgehammer, and medical kit. Weight: 5,000; Speed: 110/55; Acceleration: 20; Range: 400; Toughness: 3; Handling: 2; DC: 100; AV: 50; Accuracy: n/a; Cost: $35,000; Crew/Passengers: 1/6.

TELEPHONE CRANE TRUCK

5 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN OR INTELLIGENCE)

A telephone repair crew is a great cover for a covert operation, particularly for planting wiretaps. The crane can be useful in many other situations as well (surveillance, for example). The truck carries a full electronics tool kit, a stack of orange road cones, and a vehicle comm link.

Weight: 5,500; Speed: 90/45; Acceleration: 20; Range: 400; Toughness: 3; Handling: 2; DC: 65; AV: 2–5; Accuracy: n/a; Cost: $25,000; Crew/Passengers: 1/2.

TRUCK TRACTOR

2 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (CIVILIAN, CRIMINAL, INTELLIGENCE, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

Weight: 20,000 (w/trailer); Speed: 100/50; Acceleration: 15; Range: 350; Toughness: 4; Handling: 2; DC: 150; AV: 4–6; Accuracy: n/a; Cost: $30,000; Crew/Passengers: 1/2; Auto safety kit, vehicle comm link. Trailer(s) must be purchased separately for 2 RPs.

VAN

3 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

Weight: 5,500; Speed: 100/55; Acceleration: 20; Range: 400; Toughness: 3; Handling: 2; DC: 65; AV: 2–5; Accuracy: n/a; Cost: $35,000; Crew/Passengers: 1/14; Cargo: 1,200 lbs.; Auto safety kit.

ZODIAC

1 RP FOR 1 VEHICLE

PREREQUISITE: INFLUENCE (ANY)

The Zodiac is a four-man inflatable raft employing a small but powerful electric motor. The small size and sturdiness of the raft and the silence of the engine make it a popular vehicle for covert operations teams.

Weight: 100; Speed: 40/20; Acceleration: 10; Range: 20; Toughness: 1; Handling: 5; DC: 15; AV: 1; Accuracy: n/a; Cost: $3,000; Crew/Passengers: 1/3

VEHICLE ACCESSORIES

AUTONAV COMPUTER

1 RP FOR 1 UNIT

PREREQUISITE: INFLUENCE (ANY)

An autonav computer uses a GPS link to determine the exact location of the vehicle it is installed in and display the vehicle’s position on a small computer display monitor. The autonav contains topographic maps of the entire country and street maps of most major cities. Cost: $500.

INFLATABLE RAFT

1 RP FOR 4 RAFTS

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

This raft is a standard four-person inflatable raft with oars, similar to those used in freshwater rafting expeditions. When deflated, the whole raft, oars and all, can easily be stored in a car trunk. Cost: $700.

INFRARED SPOTLIGHT

1 RP FOR 6 LIGHTS

PREREQUISITE: INFLUENCE (INTELLIGENCE, MILITARY, OR SCIENCE & RESEARCH)

Infrared spotlights are large, vehicle-mounted spotlights for use with infrared vision equipment. The spotlight is identical to a standard spotlight except that it projects light in the invisible infrared range, meaning that users will still need some means of seeing in the infrared spectrum for it to be effective. IR spotlights are most often used in conjunction with IR cameras and goggles. Cost: $100.

PARACHUTE

1 RP FOR 6 UNITS

PREREQUISITE: INFLUENCE (ANY)

Parachutes are used as safety equipment on most aircraft, as well as for recreational purposes. The parachutes favored by Aegis operatives are black, nonreflective, steerable ‘chutes designed for military special forces and airborne troops. EV: 5; Cost: $400.

ROAD/SIGNAL FLARES

1 RP FOR 400 UNITS

PREREQUISITE: INFLUENCE (ANY)

These are small colored warning flares used to mark an area, such as at road hazards and aircraft landing zones. The flares are also sometimes carried by divers, since they include their own oxidant and can burn underwater. Cost: $20 for 6.

SPOTLIGHT

1 RP FOR 4 UNITS

PREREQUISITE: INFLUENCE (CIVILIAN, INTELLIGENCE, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

A powerful spotlight that can be mounted on any ground vehicle or helicopter or set up on a tripod. The spotlight can be used to illuminate large patches of ground from an aircraft or to light an area clearly for extended work at night. Cost: $100.

TOOL KIT

2 RP FOR 1 KIT

PREREQUISITE: INFLUENCE (ALL)

All tool kits are contained in large but portable metal cases. Each is specific to a certain Craft, Electronics, or Mechanics skill and allows use without penalty. EV: 20; Cost: $1,000.

WINCH

1 RP FOR 2 WINCHES

PREREQUISITE: INFLUENCE (CIVILIAN, INTELLIGENCE, LAW ENFORCEMENT, MILITARY, OR SCIENCE & RESEARCH)

A strong winch and 100 yards of cable capable of lifting or pulling very large items (up to the weight of the vehicle equipped with the winch). The winch can be mounted on the front, rear, or sides of the vehicle. Cost: $130.

RESTRICTED RESOURCES

Restricted resources are unique, extremely rare, or secret items that are available only to characters with connections in particular organizations.

ALIEN TECHNOLOGY

VARIES

PREREQUISITE: MOONDUST OR GROOM LAKE PROFESSION

Since Project MOONDUST’s main role is that of crash recovery and technology analysis, alien technology is often available to certain personnel for testing and research. The type of equipment available is determined by the Chronicler. Alien technology is strictly “need to know” and is discussed in more detail in Chapter Six: Classified (see p. 223).

AURORA

20 RP FOR 1 AURORA III

PREREQUISITE: GROOM LAKE PILOT PROFESSION

Since the late Seventies, Aegis has been hard at work analyzing portions of recovered alien spacecraft at the Groom Dry Lake Research Facility (Area 51) in Nevada. The major result of that program is the Aurora Project, dedicated to creating the most advanced fighter aircraft in existence. All planes in the program have depended to some degree on technology that mankind would not have developed on its own for several centuries. The Aurora III’s predecessors are less capable and thus may be had for 15 RP or less. The details of the Aurora Project are strictly “need to know” and are discussed in Chapter Six: Classified (see p. 226).

MAGIC VAN

10 RP FOR 1 VEHICLE

PREREQUISITE: NSA PROFESSION

One of the NSA’s strongest ELINT tools (electronics intelligence) is a secret fleet of vans packed with specialized computer surveillance equipment. The rumored existence of these ELINT vans and their capabilities have raised them to nearmythic status in electronic security circles and have earned them the unofficial nickname “magic van,” half out of professional respect, half out of fear.

The van is capable of making a TEMPEST attack on any unshielded computer in use within 100 yards, regardless of intervening obstacles. TEMPEST stands for Transient Electro- Magnetic Pulse Emission Standard, which is the U.S. government’s standard describing how much EM radiation a computer can emit without compromising the security of that computer’s data. A computer that meets the minimum criteria set by the standard to qualify as a secure device is designated as TEMPEST- secure. TEMPEST attacks are performed by using sensitive radio receivers to read the radiation emitted by computer monitors and cables. The data is then fed to a specialized computer which interprets and reproduces the data. About 20% of commercial computer systems are TEMPEST-secure, though 80% of defense contractors maintain TEMPEST-secure systems. All military computers that handle classified data are TEMPESTsecure, as are all NSA and CIA computer systems. Aegis laptops and HERMES links are 100% TEMPEST-secure.

A successful TEMPEST attack allows the operator to reproduce the activity of any peripheral in use by the target computer. Once the attack succeeds and the computer is “locked,” the agent can see anything that appears on the target computer screen, read what is being typed on its keyboard, and capture data sent to a printer. There is absolutely no way for the targeted computer or its operator to detect such an attack, unless the van itself is noticed and the operator realizes its significance.

To conduct a TEMPEST attack, the operator must make an Intelligence and System Operations (TEMPEST) Task. For the attack to succeed, the operator must be within 100 yards of the targeted computer, which must be on. Tuning into a particular computer takes D6(3) minutes. If the operator knows what data are likely to appear on a specific computer screen, she can scan through all available computers until she finds the expected data. When a TEMPEST attack is initiated, the Chronicler should determine the number of computers in the attack radius. To determine the time it will take the attacker to locate and lock on to the target system, divide the number of computers in the area in half (round up) and use that as the multiplier to the usual time taken. The sum rolled is the number of minutes before the operator successfully locates the target computer. For example, if an agent is parked outside a building with a network of 30 operating computers, it will take her D6 x 15 (45) minutes to find a particular computer.

Vehicle stats as Surveillance Van (see p. 148); Cost $50,000.

MHIC-EDOM

5 RP FOR 1 UNIT

PREREQUISITE: CAPS, CYGNET, MKULTRA, OR RASPUTIN PROFESSION

The Microwave Hypnotic Intracerebral Control–Electronic Dissolution of Memory (MHIC-EDOM) was the only entirely technological mind-control technique developed by the MKULTRA project. The MHIC-EDOM is a small portable device, roughly the size and shape of a large cigar, that enables a skilled user to affect and control a subject’s state of mind. The operator must have the Electronics and Hypnosis skills to have any chance of being successful. The details of the MHIC-EDOM are strictly “need to know” and are discussed in Chapter Six: Classified (see p. 227)

MIND CONTROL DRUGS

1 RP FOR 6 DOSES

PREREQUISITE: MKULTRA OR RASPUTIN PROFESSION

MKULTRA developed a number of psychoactive drugs that can alter a subject’s state of mind reliably and leave virtually no trace of their passage (a Perception and Medicine Task with at least two Success Levels are required). The details of mind-control drugs are strictly “need to know” and are discussed in Chapter Six: Classified (see p. 227).

PSI DRUGS

1 RP FOR 6 DOSES

PREREQUISITE: CAPS, CYGNET, MKULTRA, OR RASPUTIN PROFESSION

Psi drugs temporarily enhance a psychic’s abilities. Controlled use of psi drugs can increase a psychic’s effectiveness and extend her abilities longer than would otherwise be possible. Careless use of psi drugs can lead to addiction, insanity, or death. The details of psi drugs are strictly “need to know” and are discussed in Chapter Six: Classified (see p. 227).

PSYCHOTRONS

VARIES

PREREQUISITE: CAPS, CYGNET, MKULTRA, OR RASPUTIN PROFESSION

Psychotrons are devices powered or influenced by psychic energy. The user need not be psychic, but must not be a Void or Psink. There are three classifications, or orders, of psychotron: Third Order, the weakest, costs five RP, Second Order costs 10 RP, and First Order costs 15 RP. The details of psychotrons are strictly “need to know” and are discussed in Chapter Six: Classified (see p. 228).

SPECIAL WEAPONS

5 RP FOR 1 ITEM

PREREQUISITE: CIA, DIA, CYGNET, OR MKULTRA PROFESSION

The experts at Central Intelligence went through a heyday in the early 1950s and 1960s, developing eclectic weapon after eclectic weapon. The flurry of activity died down when assassination was expressly rejected as a policy by the U.S. government (at least overtly), but such weapons are still being developed and produced. While the briefcase MP is widely available, other covert assassination tools exist. These weapons appear to be mundane objects but have various small arms inside them. The weapon has only one quarter of the normal ammunition capacity and suffers a –1 penalty to combat Tasks. Chroniclers and players may devise the details of these weapons.

SR-71 BLACKBIRD

15 RP FOR 1 VEHICLE

PREREQUISITE: AIR FORCE PILOT OR GROOM LAKE TEST PILOT PROFESSION

The military decommissioned its fleet of SR-71 spy planes and gave them to NASA to use as test vehicles. Three SR-71s remained in official use as part of NASA’s high-altitude, highspeed research program until it ended in 2001. At present, its former missions are now largely performed by satellites or unmanned drones. Over time, Aegis transferred many of the planes to its own airfields.

Despite more than thirty years of aerospace research since its development, the SR-71 Blackbird remains one of the fastest and highest-flying production aircraft in existence. The aircraft’s speed and its ability to carry conventional heat-seeking missiles (a holdover from its original design as an interceptor) make the Blackbird the only unclassified aircraft in the world that is capable of overtaking and engaging most extraterrestrial craft encountered to date.

Because of the high altitude and speeds maintained by the Blackbird, its crew must wear pressurized spacesuits rather than the standard pilot flight suits. The crew stations are equipped with ejection seats, parachutes, and first aid and survival kits.

In its role as interceptor, the SR-71 may be fitted with up to six conventional heat-seeking missiles, although any munitions must be acquired separately. For security purposes, any cell that intends to incorporate an SR-71 must keep the plane in a hangar at all times when it is not flying missions.

Weight: 60,000; Speed: 2,500/1,250; Acceleration: 200; Range: 3,200; Toughness: 4; Handling: 3; DC: 650; AV: 20; Accuracy: 6; Cost: n/a; Crew/Passengers: 1/1.

TOME

5 RP FOR 1 TOME

PREREQUISITE: CAPS PROFESSION

This represents a collection of scrolls, a book, or even a computer database. Most often a tome focuses on one ritual from one mystical tradition and details its history, how to cast it, and known variations. The tome counts as an instructor for that particular ritual, but the student must be from the proper tradition. Other tomes concern traditions in general, and act as similar instructors for the Rituals skill. No skill can be improved beyond level five through the use of a tome, and many tomes are less capable (the Chronicler should set the highest skill level that may be attained through a certain tome).

GETTING SCARED

In the dark and dangerous settings of Conspiracy X, characters often experience frightful events. Indeed, in a world where aliens manipulate and abduct, or unimaginable terrors stalk the darkness, it’s pretty likely that someone will witness extreme violence and terror. In such places, even the strong of heart get scared once in a while.

FEAR TESTS

When facing a fearsome creature or otherwise experiencing fright first-hand, characters must pass a Simple Willpower Test (employ a Difficult Test only if psychological or mental problems somehow weaken the character’s resolve). If the Fear Test is failed, the victim succumbs to panic. Most of the time, the character will “freeze up” for at least a Turn. Alternatively, he may run away. Chroniclers who want to add more detail can consult the Fear Table.

FEAR MODIFIERS

Certain external circumstances make it easier for the character to feel afraid. Very gory and gruesome events add penalties of –1 to –4, depending on how graphic the violence is. Hideous creatures may bring penalties of –1 to –5. Some beings have alien or thoroughly evil auras that inspire a deep, instinctual fear in people; such creatures may bring penalties of –2 to –8 to all Fear Tests!

ESSENCE LOSS FROM FEAR

Losing one’s nerve often results in a temporary Essence loss. If Essence is reduced below zero because of a terrifying experience, the character is mentally scarred by the ordeal. Maybe seeing the same creature again will drive the character into screaming hysterics — or maybe he will be obsessed with finding and killing it and all its kind. See the rules for Essence loss later in this chapter (p. 180) for more information, or consult the Fear Table.

USING THE FEAR TABLE

The Fear Table can be used when a character fails a Fear Test. The dice roll that resulted in the fail should be used to gauge how bad the Cast Member panics in the face of fear. The Chronicler can use the Fear Table for guidance and inspiration, but he should not let dice rolls rule the game. If a result seems inappropriate at the moment or to the character, the Chronicler should devise his own outcome or result of the fear.

FEAR TABLE

Roll Result Effect

7-8 Shakes: All the character’s actions suffer a –2 penalty for one Turn. Lose one Essence point.

5-6 Flight: Victim runs away screaming for one Turn. If cornered, the victim may fight or react in a more rational way. Lose two Essence points.

4 Physical reaction: Fear causes a messy physical reaction (often involving bodily functions best left to the imagination). Not only is this embarrassing, it imposes a –2 penalty to all actions for D4(2) Turns. Lose D4(2) Essence points.

3 Paralyzed: The character cannot move for D4(2) Turns. Only intervention by another character (who may shake him, slap him, or otherwise force him to act) allow him to take any action. Lose D6(3) Essence points.

2 Faint: The shock and fear are so severe that the character collapses, unconscious. A Difficult Constitution Test is required to recover consciousness; this can be attempted every minute, or whenever somebody tries to stir the character. Lose D10 x 4(20) Endurance points and D8(4) Essence points.

1 Total Hysterics: The victim becomes a screaming, babbling, totally useless maniac for D8(4) Turns. Lose D10(5) Essence points.

0 or less It Gets Worse: Lower results are left to the Chronicler’s imagination. They may include life-threatening effects such as heart attacks or comas, or a bout of temporary insanity lasting hours, or worse . . . Chroniclers may also give the character an additional Mental Drawback suitable to the event (phobia, flashbacks, sleep disorder, etc.). No extra points are awarded from this, and the agent may have to endure months of therapy to overcome this ordeal.

RESEARCH PROJECTS AND EXTENDED TASKS

In the war against technologically advanced beings with exotic physiology, knowledge is power and scientific research is vital. Agents conduct research by attempting to achieve a number of breakthroughs or successes. Some research projects require only a single success to be fruitful, while others may require many, accumulated over an extended period of time. This is accomplished with an Extended Task. The Chronicler decides on the number of Success Levels required to make a breakthrough in the project. This can be modified depending upon the quality of the research area, the hastiness of the researcher, or additional external criteria.

As an example, trying to crack a difficult code in an alien language could require eight to ten Success Levels. The agents working on the project would make Intelligence and Science (Cryptography) Tasks; any Success Levels gained would be put toward the number needed for a breakthrough.

Multiple agents may contribute, although any additional researchers would contribute only half of the Success Levels they gain. The Chronicler should determine how long each attempt will take, or how much time should elapse between attempts, although a tricky project such as the example above could take a week for each attempt.

Extended Tasks can be used to reflect any continuous attempt to achieve something, whether a scientific discovery, the translation of an occult tome, or the extension of the agent’s Influence (see p. 185). When the necessary number of Success Levels is reached, the “breakthrough” is achieved. Chroniclers may even ask for multiple breakthroughs for various parts of a project for it to be complete.

TIME

As any other story, a roleplaying game is a narrative that occurs over a specific length of time. The Unisystem uses everyday measures of time (seconds, minutes, hours, and days), saving the more arbitrary Turn measure (one to five seconds) for combat and similar tense situations.

Additionally, a distinction must be made between Game Time and Real Time. Game Time is the “fictional time” of the story. Real Time is what the players and Chronicler spend playing the game. Game Time is as fluid as the Chronicler decides it to be. A decisive event taking only a few minutes of Game Time may require the players to spend several hours of Real Time to resolve. For example, a combat with multiple participants may take seconds in Game Time, but many minutes in Real Time because character’s lives are at stake. By the same token, a period of hours, days, or even years can be made to “flash by” in Real Time if the story demands it. “Well, after four days of rough travel, you reach the impact crater.” Most of the Unisystem rules use Game Time and are designed to take as little Real Time as possible.

IMPROVISED WEAPONS

Sometimes, a weapon is not at hand during a dangerous situation, and an improvised one (a broken bottle, a table leg, chair, etc.) must be used. Obviously, this is less effective than using a real, balanced weapon.

When using an improvised weapon, the character uses the closest weapon skill he has. Anything that involves thrusting sharp objects (broken bottles, forks, ice-picks, etc.) uses the Hand Weapon (Knife) skill (or Hand Weapon (Sword) skill, but at a –2 penalty due to the shorter reach). A longer, swung object could use the Hand Weapon (Club or Sword or similar weapon) skill. If no related Hand Weapon skill is available, use a Difficult Dexterity Test to strike or defend. Used defensively, a chair or similar large object actually acts as a shield, giving the character a +1 to +2 bonus to any roll attempting to parry. The Chronicler should assign penalties for large, heavy, and clumsy improvised weapons (–1 to –3 in most cases).

MULTIPLE ACTION OPTIONS

The multiple actions rule in the main text may result in players declaring numerous actions per Turn for their characters, as there is no downside (other than Chronicler annoyance, or storyline dictates) to doing so. For those wishing a slightly more complex approach, the following rules are suggested.

Cumulative and Universal Penalties: Each additional action declared in the Intentions step adds –2 to all actions that phase. That means if a character declares four attacks or four defenses in a Turn, each action suffers a –6 penalty (the first attack or defense has no penalty; each one after that incurs a cumulative –2). This allows characters to act as much as they want, at the expense of degrading all their actions.

Off-balance Penalties: Under this optional rule, each extra action taken in one Turn imposes a base –2 penalty to all actions in the next Turn. So, a character who takes three additional actions in one Turn suffers a –6 to all actions in the next. Again, the limit on actions is removed, but the frenzy of activity makes the character highly ineffective and vulnerable thereafter.

Interruptions: Another possibility is to have the player roll for each of the character’s attacks and defenses, but if an attack is blocked or dodged, initiative switches over to the opponent. That agent then uses his actions until a defense is used successfully, when the first attacker resumes his actions (if any remain). In a one-on-many fight, the same sequence applies.

Jack attacks three times. He has one defense action in reserve. He rolls for the first attack, hits, and does damage. Then Jack rolls for the second attack (taking into account the –2 multiple action penalty) and his opponent blocks it. The opponent may attack now, as he has interrupted Jack’s moves. The opponent throws a punch. Jack dodges it easily with his defense action. Now the action shifts back to Jack and he rolls for the third attack (taking into account a –4 multiple action penalty).

MARTIAL ARTS

Guns make a lot of noise and attract a lot of unwanted attention, so many agents have undertaken rigorous martial arts training to take out the enemies with as little gunfire as possible. Chroniclers may wish to keep the agent’s martial arts styles to basic kicks and punches, but given popular depictions of suited agents employing extreme martial arts, some players may wish to detail their agents’ styles in more depth. Purchasing the Martial Arts skill grants access to three core combat moves. The variety of martial arts styles is astounding, and no attempt is made here to categorize them. Each player should simply review the list of combat moves and decide which three make up the core studies of his style. Common moves are Punch, Kick, and Break Fall, but there is no reason why the character could not choose Head Butt, Back Kick, and Flip as core maneuvers. Each of the core combat moves is automatically learned at the same level as the Martial Arts skill.

For each level of Martial Arts skill, the character gains three points to purchase additional combat moves (and only additional combat moves). Each level of each additional combat move costs one point. Thus, a character with Martial Arts 3 would have nine points to spend. No combat move level may be higher than a character’s Martial Arts skill. The Martial Arts skill is increased as any other Special skill (see p. 184). Such an increase also raises each core combat move. A Martial Arts skill improvement also provides three points to spend on a one-forone basis for already known additional combat moves. Otherwise, additional combat moves may be improved as Regular skills. New combat moves may be learned at the cost of six points for level one (which may be drawn from points granted by new Martial Arts skill increases or from experience points).

Jonathan is an accomplished agent with Martial Arts 5. He chooses Punch, Crescent Kick, and Roll with Blow as his core combat moves. Each of these defaults to level five. He also has 15 points with which to purchase additional combat moves. He decides on Arm Lock 3, Counterpunch 4, Stabbing Hand 4, and Trip 4. Later, Jonathan accumulates seven experience points and decides to improve himself to Martial Arts 6. Punch, Crescent Kick, and Roll with the Blow automatically rise to six. He also gains three points to spend on additional combat moves. Jonathan raises Arm Lock to four and Counterpunch to six.

COMBOS

Each combat move is a separate action. More than one move may be performed in a single Turn, but multiple action penalties apply if the normal allotment of one attack and one defense action is exceeded. This rule may be avoided if the individual combat move description provides otherwise. Some penalties are negated when the martial artist has learned a specific combo, however. Combos are series of moves that are executed at one time as a single move (for example, “the old one-two — Punch-Punch, or a favorite of judo masters — Block-Grab-Judo Throw). Combos may be created from any moves that the agent has some skill in, as well as standard actions (such as block, dodge, weapon strike, etc.). The number of moves in the combo cannot exceed the character’s Martial Arts skill level.

Combos are purchased as combat moves, the cost equal to the number of moves in the Combo (i.e., the Block-Grab-Judo Throw mentioned above would cost three points). Combos are usually created through training, although they can be improvised in the heat of combat. In such a case, the number of moves in the combo can never exceed the Martial Arts skill of the combatant, and all moves are at a –1 penalty due to the unpracticed nature of the combo.

The martial artist declares the combo (“I shall attempt a Counterpunch-Punch-Kick combo.”) and rolls for each move as normal. During a combo, the moves are not penalized for multiple actions, as technically the combo is one fluid movement. If any move within the combo is blocked, dodged, or fails on the roll, the combo is broken and all of the attacker’s moves are considered used for that Turn (both attack and defense).

The defending martial artist may have a pre-designed defensive combo, starting with a defense move (for example, Block- Punch-Punch). There is no reason to have a defense action anywhere else in a combo. Successfully defending against any of the combo’s moves can switch the initiative over to the defender (see Interruptions, p. 164).

COMBAT MOVE DESCRIPTIONS

These are the kicks, punches, karate chops, and flips students can learn in any martial arts school. They take time and effort to master, but can really hurt when done correctly. Each move specifies the base damage inflicted by a successful strike.

Arm Lock: The character must have successfully parried an attack or executed a Grab move to use Arm Lock. Once successfully applied, damage may be inflicted once each Turn, without a Test or Task, until the Arm Lock is broken. Damage: Strength.

Back Kick: This move allows the character to attack targets behind him without turning around. On a failed Dexterity and Back Kick Task, the character must succeed at a second Dexterity and Martial Arts Task, or he becomes off-balance (–2 to all combat actions for the next Turn). On a roll of one, the character must pass a Dexterity and Martial Arts Task or he falls prone. Damage: D4(2) x Strength.

Break Fall: Each level of success in a Dexterity and Break Fall Task reduces the damage multiplier from falls by one level. Once the multiplier is reduced to one (or if it starts there, as in the case of Judo Throws and Trips), remaining Success Levels decrease the damage one point each. Damage: None.

Break Free: Breaking free from some kind of hold (Arm Lock, Choke, Grab, etc.) requires a Resisted Task between the attacker’s and defender’s Difficult Strength Tests. A Strength and Break Free Task may be used in place of either roll. Damage: None.

Break Neck: When a secure hold is kept on the head or neck, the attacker may attempt to break the neck by making a Resisted Strength and Break Neck Task versus the defender’s Strength (doubled). If the attacker’s roll is higher, the victim suffers damage. If the total reduces the target to –10 Life Points or lower, the victim must pass a Survival Test with a penalty equal to the attacker’s Success Levels in the Break Neck Task. Failing this Survival Test means the target’s neck has been fatally broken. Damage: (D4(2) x Strength) x 2.

Choke: Before this maneuver can be attempted, the character must succeed at a Grab. After that, the attacker’s Strength and Choke Task is resisted by the target’s Strength and Constitution Test. If the attacker’s result is higher, the target receives the damage listed. Furthermore, his breathing is restricted (see p. 176). The defender is at –2 on all actions while being choked. If the defender wins the Resisted Test, no damage is taken. Damage: Strength – 1.

Counterpunch: A quick follow-up punch to a successful parry. Each level of success in the defense Task adds +1 to the immediately following Counterpunch attack roll. Damage: D4(2) x Strength.

Crescent Kick: A powerful circular kick. This attack suffers the same unbalancing risk as the Back Kick Move. Damage: D6(3) x Strength.

Disarm: The Dexterity and Disarm Task is resisted by the target’s Dexterity and weapon skill. If the attacker wins, the weapon is dropped or tossed away. Damage: None.

Elbow: A close-in attack that does not injury the hand. Damage: D4(2) x (Strength –1).

Eye Gouge: On a successful attack with a –4 penalty, the target’s eye is struck. The victim suffers a –3 penalty to any Task or Test that requires vision for as many Turns as triple the damage suffered. Damage: D4(2) x (Strength –1).

Flip: When prone, the character may attempt a Dexterity and Flip Task to get up without using an action. If successful, the character may act normally that Turn (performing both an attack and a defense action). Failure uses a defense action, and the character remains on the ground. Damage: None.

Grab: Much more than a quick clutch or tenuous grasp, a Dexterity and Grab Task secures a limb or the torso in a solid hold. A successful Grab allows the attacker to employ one additional combat move in the same Turn without incurring a multiple action penalty for that move. A Grab may also follow a parry or dodge defense action with no multiple action penalty to either maneuver. Damage: None.

Head Butt: On a failed Dexterity and Head Butt Task, the attacker suffers the damage. Damage: D4(2) x Strength.

Jab: A light, fast punch that can be used twice in a Turn without incurring multiple action penalties. Damage: D4(2) x (Strength–1).

Judo Throw: The character must have successfully parried an attack or executed a Grab move to use Judo Throw. A successful Dexterity and Judo Throw Task knocks the target prone. Damage: D4(2).

Jump Kick: On a failed Dexterity and Jump Kick Task, the character must pass a Difficult Dexterity Test or fall prone, suffering D4(2) points of damage. Damage: D6(3) x (Strength + 2).

Kick: This attack suffers the same unbalancing risk as the Back Kick move. Damage: D4(2) x (Strength + 1).

Knee Strike: Although commonly aimed at the target’s vulnerable area (below the belt), this attack can be combined with other moves to strike other areas (grabbing the head and kneeing in the face is a classic move). It doesn’t really do a lot of damage, but if hit in the vitals, the target needs to pass a Difficult Constitution Test or be stunned and lose his next action. Damage: D4(2) x (Strength – 1).

Punch: Closed fist, extended arm. Damage: D4(2) x Strength.

Roll with Blow: This move is used whenever the character has been successfully hit in hand-to-hand or melee combat, and does not use an action. It is tested immediately after a blow lands but before damage is calculated. Each Success Level in a Dexterity and Roll with Blow Task reduces the damage multiplier of the attack by one (if the multiplier is reduced to zero, no damage is inflicted). Successive Roll with Blow moves in one Turn suffer cumulative –2 penalties. Damage: None.

Roundhouse: A big swinging fist attack. The attacker may make no other attack actions in a Turn that he uses Roundhouse. Damage: D6(3) x Strength.

Stabbing Hand: A quick strike with a pointed hand. On die roll of one, the attacker suffers D4(2) of damage. Damage: D4(2) x (Strength + 1).

Shove: This move uses a Strength and Shove Task against the target’s Strength and Dexterity Test, or Strength and Martial Arts Task. If the attacker wins, the target is pushed back one yard per Success Level and must pass a Simple Dexterity Test minus the Success Level of the Shove or fall prone. Damage: None.

Spin Kick: Other than the increased damage, this move is the same as the Kick Move and suffers the same unbalancing risks. Damage: D4(2) x (Strength + 2).

Sucker Punch: If the attacker’s Intelligence and Sucker Punch Task beats the opponent’s Simple Perception Test, the target cannot defend against the punch. Damage: D4(2) x Strength.

Trip: A successful Dexterity and Trip Task knocks the opponent prone. Damage: D6(3).

GUN FU Gun Fu is a modern close combat technique that uses a pistol as an extension of the combatant’s body. Students of Gun Fu train using pistols in much the same way that students of other martial arts use more traditional weapons such as sai, swords, and knives. Only small, one-handed ranged weapons can be used, and these moves can be used only at close range. Gun Fu students employ a blur of kicks, blocks (some using the weapons), blows (using either the weapon butt or jabs with the barrel), and gunshot attacks. Gun Fu moves can be used alone or added to combos.

Draw Pistol: Draw Pistol may be incorporated into combos as every other move and allows a fighter with a holstered pistol to draw it in preparation for a Shoot or Pistol Whip move. Damage: None.

Pistol Whip: The agent uses the butt of the pistol to deliver a sharp blow. Damage: D4(2) x (Strength + 1).

Shoot: Damage: Varies. This is the move that makes Gun Fu such a devastating technique. The combatant may fire his weapon at his opponent using this as a skill. His level in Shoot can never be higher than his Guns (Handgun) skill or his Martial Arts skill, and the target must be within close combat range. This attack can be blocked by another martial artist, by knocking the pistol out of the way before or while the shot is fired.

RANGED COMBAT

Ranged combat involves any sort of missile weapon, from a thrown stone to a machine gun to a rocket. For the most part, attack Tasks involve Dexterity and the appropriate ranged combat skill. Range, lighting, and other modifiers affect the Task.

AIMING

A character may take some time to aim his weapon. This delays his attack to the end of the Turn (giving the target a chance to fire first, move behind cover, or perform other actions), but it makes the attack more likely to hit. Aiming is a Task involving the character’s Perception and weapon skill; each Success Level adds a +1 bonus to his attempt to strike.

RANGES

Each weapon listing contains a set of five range numbers. These are expressed in yards for the most part, and correspond to point-blank, short, medium, long, and extreme range. Pointblank shots gain a bonus to hit, and increase the damage multiplier by one. Long range shots suffer a penalty, and decrease the damage multiplier by one. Extreme range shots suffer a greater penalty and decrease the damage multiplier by two. The Ranged Combat Modifiers Table has more information.

MODIFIERS

Modifiers to ranged weapon attacks are listed in the Ranged Combat Modifiers Table. If looking for modifiers takes too long, the Chronicler should feel free to dispense with them or determine them on the spot.

RANGED COMBAT MODIFIERS TABLE

Point-blank Range: +1 to attack Tasks, and add one to the damage multiplier.

Short Range: No modifier.

Medium Range: –1 to attack Tasks.

Long Range: –3 to attack Tasks, and reduce damage multiplier by one.

Extreme Range: –6 to attack Tasks, and reduce damage multiplier by two.

Poor Lighting Conditions (a dark alley, candlelight, moonlight): –1 to attack Tasks.*

Bad Lighting Conditions (moonless night): –4 to attack Tasks.*

Total Darkness: Use a D10 roll with no other modifiers; only a natural roll of nine or higher strikes the target. If a character makes a Difficult Perception Test, he can add each Success Level to the D10 roll, accounting for the use of senses other than sight to spot the target.*

Multiple Shots: –1 for each additional shot, or –2 if the weapon has heavy recoil.

Multiple Burst Fire: –3 for each burst after the first, cumulative for each additional burst.

Multiple Rock-n-roll Fire: Cumulative –4 for each additional spray after the first.

Gun Scopes: A telescopic scope adds +2 to +5 to any aiming Tasks.

DODGING RANGED FIRE

Although dodging a ranged attack is the only type of action allowed during a Turn, more than one ranged attack may be dodged. To keep things simple, use the Dodge Task for all attacks directed at the target. If more detail is desired, allow for multiple rolls. Multi-action penalties apply only if the circumstances warrant them. If the character is ducking for cover from a volley of fire coming from the same direction, no penalties should apply — the character is effectively dodging once. If the character is dancing around multiple shots (as in The Matrix) then penalties should apply. Alternatively, a single roll could be made and penalties applied to the results rather than forcing multiple rolls.

DEFENSES

In ranged combat, the target has precious few choices. He can stand his ground and fire back, hoping the attacker misses, or he can duck for cover. Ducking for cover uses a Dexterity and Dodge Task. If the result is greater than or equal to the attacker’s Task result, the target was able to hit the ground or jump behind cover in time to avoid the shot. The only problem with the tactic is that it is the only action the target can take on that Turn. For the most part, firefights are dominated by the group that fires first; the targets are pinned down and cannot fight back.

FIRING MULTIPLE SHOTS

One to five seconds is a long time for modern automatic and semiautomatic firearms. An average submachine gun has a cyclic rate (the number of bullets fired if the trigger is kept pressed) of more than 600 rounds per minute — 10 shots are fired in one second! Even a semiautomatic pistol and doubleaction revolver (which fire as fast as the trigger is pulled) can be emptied in less than five seconds. The main drawback of firing multiple shots is that most rounds miss the target. While rapidfiring, automatic weapons experience “muzzle climb” as the gun bucks and fires higher and higher up. Semiautomatics also experience aim-ruining recoil.

Semiautomatic Multiple Shots: Any weapon that fires a shot every time the trigger is pulled can fire multiple times in a Turn. Each successive shot gains a cumulative –1 penalty (i.e., the second shot is at –1 to hit, the third shot is at –2, and so on). If the gun has a heavy recoil (a .44 magnum, for example), the penalty is a cumulative –2. As with all multiple actions, all parties involved may fire or act once before successive shots are resolved.

Automatic Fire — Bursts: The most efficient way to fire an automatic weapon is to shoot short bursts of three to five shots. This allows the shooter to maintain control of his weapon. A burst fires at no penalty. Each Success Level in the Task means the attacker scores a hit, up to the total number of bullets in the burst. For example, a shooter firing a three-shot burst who scores two Success Levels hits with two bullets, each doing damage separately. Success Levels affect only the number of hits; they do not affect the damage (no damage multipliers from the Outcome Table apply). If the character racks up three Success Levels or more, all three rounds strike the target. If firing multiple bursts, each successive burst suffers a cumulative –3 penalty.

Automatic Fire — Rock ‘n Roll: A favorite in the movies, this is when the shooter keeps the trigger depressed and “hoses” the target with a stream of bullets. In reality, most of the bullets fired are going to go high as the gun’s muzzle is forced up by the constant recoil. Each collection of ten shots counts as a group; make a strike Task for each group. Each Success Level means one bullet hits in that group. Again, Success Levels affect only the number of hits and do not affect the damage (no damage multipliers from the Outcome Table apply). Each group of shots after the first suffers a cumulative –4 penalty.

Automatic Fire — Suppressive Fire: Automatic fire can be used to “sweep” an area, suppressing any targets there (i.e., making them kiss the ground and pray for deliverance) and hitting anybody stupid enough to stick their head into the “beaten zone” (the area the shots are spraying). No roll is made; the character need only state his intention to spray an area with gunfire. Assume that most automatic small arms sweep an area the size of a doorway or two. Anybody straying into the area will be struck by D4(2) shots.

SHOTGUNS

For the most part, shotguns use two types of missiles: shot (small pellets contained in a cartridge) and slugs (solid shot). Shot scatters, creating a “cone” of bullets that spreads over distance. It is thus easier to hit a target with shot than with a normal bullet. Characters using a shotgun loaded with birdshot (the smallest pellets) gain a +2 bonus to strike targets at any range; with buckshot (larger pellets), apply a +1 bonus. Slugs are treated as normal bullets. Shotgun damage is covered later in this chapter (see p. 172).

RANGED EXPLOSIVES

Ranged explosives use a Strength and Throwing (Sphere) Task (for grenades and thrown explosives) or a Dexterity and Guns Task (for rocket propelled grenades and fired explosives). They are subject to scattering (not hitting their target directly but still doing damage). More than three Success Levels place the target in contact at Ground Zero. Three Success Levels place the target at Ground Zero but not in contact. Two Success Levels produce the General Effect damage, and a single Success Level does only Maximum Range damage. If the Task or Test is failed, the grenade bounces far enough away to do no damage to the target. It may land close enough to someone else to do damage, however, at the Chronicler’s discretion. These areas of effect and explosive damages are explained later in this chapter (see p. 172).

HEAVY WEAPON SKILLS

Use Guns (Missile Launcher) for any man-portable anti-tank or anti-aircraft weapon. Artillery uses the Guns (Artillery) skill, although the skill is used mainly to position the gun – computers do most of the shooting. Vehicle weapons (cannon, bombs, and the like) also use the Guns skill. Each vehicle weapon system counts as a Type, so the crew of a tank would know the Guns (Tank) Skill, while the pilot of a fighter-bomber would know the Guns (Fighter-Bomber) skill. In general, bombs and artillery should be treated as something that just happens on the battlefield. Except for calling in an air-strike, most characters have little control over these weapons and will rarely need such skills.

CINEMATIC COMBAT RULES

Conspiracy X can be played in a cinematic fashion — as some of the agents are “superpowered” by alien technology or are powerful psychics, why not go all the way and allow actions possible only on the silver screen? Cinematic combat is meant to be fast and furious, with the protagonists able to mow down large numbers of inferior foes. The Chronicler should decide beforehand which of these rules (if any) will be used in the game and let the players know. These rules are not suitable for gritty and realistic conspiracy-heavy games.

Reduced Rolls: This rule uses rolls only for the actions of important characters. Cannon fodder adversaries use flat attack and defense Scores. To determine these numbers, take the adversary’s Dexterity and appropriate skill (weapon skill for attack or Dodge for defense) and add six to it. The adversaries also use the flat damage values for their weapons, rather than rolling them. This value is listed in parentheses next to each damage roll in the weapons tables. Instead of rolling damage or armor dice, simply apply the set number each time a hit is scored. This method reduces combat rolls by half. On the other hand, the role of luck is also halved. The method can help speed up combat a great deal, however, and is recommended when several characters are involved.

Two-Gun Shooting: In real life, shooting with a gun in each hand just makes noise and spends ammo. In cinematic games, characters can shoot handguns with both hands, with a –1 penalty for the off-hand. Recoil penalties accumulate separately for each pistol.

Shoot and Dodge: Characters who shoot while making acrobatic leaps (in the John Woo tradition) can use Acrobatics or Dodge while they fire. Both the shooting and the Acrobatics or Dodge Tasks incur a –2 penalty. The Acrobatics or Dodge result is used in a Resisted Task against any and all ranged fire attacks directed against the agent that Turn. Only ranged attack results higher than the Acrobatics or Dodge result hit.

Healing Luck: Characters with the Good Luck Quality (see p. 69) can use one of their luck bonuses when they receive an injury. Doing this reduces damage by D10(5) points or by half, whichever is greater, before any damage modifiers are applied. This simulates lucky breaks — just a flesh wound, the bullet hit the character’s lucky coin, the agent rolled with the punch, and so on.

KEEPING YOUR COOL

Few people remain controlled and calm while under fire. Most freeze or panic. Only the very brave, the very stupid, and combat veterans are likely to keep their cool and do the right thing when every instinct in their bodies is telling them to start running, NOW! Chroniclers wishing to run a heroic game are free to dispense with this factor, although its use may discourage hotheaded players from getting their Cast Members into firefights at the drop of a hat.

When being shot at, a character must pass a Simple Willpower Test to continue carrying out his original intention. A failed result means the character freezes or hesitates, and loses any chance to act in that Turn. This rule also applies to the Supporting Cast — sometimes it is a good idea to fire blindly in the general direction of one’s enemies, if only to make them “keep their heads down.”

DAMAGE

Once a character hits a target (or the enemy hits the Cast Member), damage is inflicted. Damage is measured by marking off the target’s Life Points. If Life Points are reduced to zero or below, the character is critically injured and at risk of dying. Most forms of damage in the Unisystem are determined by rolling a die; the result is then multiplied by a set number (called, for obvious reasons, the multiplier). For example, a .22 pistol does D4 x 2 points of damage. In this case determine damage by rolling a four-sided die and multiplying the damage by two (the multiplier).

Some weapons have a variable multiplier. Most hand weapons, for example, do damage based on the Strength of the wielder. A baseball bat wielded by a ten-year-old does not do as much damage as the same bat in the hands of a champion weightlifter.

Damage values for normal punches, kicks, and a number of different weapons are detailed in Chapter Three: Ops Center. Damage suffered by other forms of injury appear later in this chapter.

OH, GOD — I’VE BEEN SHOT!

When a person is injured (and they realize it — some people may be unaware of even mortal wounds for some time), his first reaction is usually shock and fear. Even if the wound is not lethal, the typical person will collapse, scream, and do a number of useless things. Only people driven by rage, drugs, or pure determination (or too stupid to know better) carry on with a fight despite their wounds. To simulate this, the Chronicler may require characters who have been injured in combat to pass a Simple Willpower Test before continuing their fight. A penalty proportional to the damage taken by the character may be applied to the Test. This penalty is left to the discretion of the Chronicler — a dramatic fight should not be slowed down because the protagonist was wounded. In such cases, the Chronicler can rule that the character is so determined (and pumped full of adrenaline) that he shrugs off any wound that does not kill him.

TARGETING BODY PARTS

These rules can be used for dramatic purposes, but they add more complexity to combat. The following chart determines the penalty to the attack and the modifier to the damage inflicted. Damage bonuses occur after armor reductions (if the target is not wearing armor in that area, all damage is modified accordingly).

Head: –4 to hit. Blunt damage is doubled; slashing/stabbing damage is tripled. Bullet damage is modified by two levels (armor-piercing bullets inflict triple damage, normal bullets inflict four times damage, etc.). Endurance Point damage (in nonlethal combat) is quadrupled.

Neck/Throat: –5 to hit. Blunt damage is doubled; slashing/stabbing damage is quadrupled. A slashing attack on this area that does enough damage to kill the victim (a failed Survival Test) results in decapitation. Bullet damage is modified by one level (armor-piercing bullets inflict double damage, and so on).

Arms/Legs: –2 to hit. Damage in excess of one-third maximum Life Points cripples the limb; extra damage is lost.

Hand/Wrist/Foot/Ankle: –4 to hit. Damage in excess of one-quarter maximum Life Points cripples the area. Extra damage is lost.

Vital Points (heart, lungs, spine, kidneys, etc.): –2 to hit. Blunt damage is doubled; slashing/stabbing damage is tripled. Bullet damage is modified by one level (see Neck/Throat bullet damage).

SPECIAL WEAPON TYPES AND DAMAGES Not all weapons are created equal. Some inflict harm differently than others.

Two-handed Weapons: Close-combat weapons used twohanded raise the effective Strength of the wielder by one. For example, a Strength 3 character wielding an axe two-handed has an effective Strength 4 for purposes of damage.

Slashing/Stabbing Weapons: Edged or pointed weapons have a better chance of inflicting damage on their victims. An edge can slice muscle tissue and even chop through bone. A point can reach deep into a target’s vital organs. To simulate this, any slashing or stabbing damage that is applied to a target (after taking into account any armor reductions) is doubled.

Normal Bullets: A normal jacketed bullet tends to corkscrew and ricochet inside the human body, shattering bone, piercing vital organs, and doing assorted forms of mayhem. Thus, normal bullet damage is doubled after penetrating armor.

Hollow-point Bullets: An expanding bullet creates a greater wound cavity and tends to spend more of its energy inside the victim’s body as the bullet flattens and mushrooms inside flesh. Armor stops these bullets more easily, however. Double any Armor and Barrier Value between the target and the bullet, but any damage that goes through is tripled.

Armor-piercing Bullets: These high-velocity, solid rounds punch through armor and obstacles, but they also tend to punch through the target in a relatively flat trajectory, doing reduced damage. Armor-piercing rounds halve any Armor or Barrier Value in their path, but the damage inflicted is not modified.

Shotguns: Slugs are treated as normal bullets, with damage doubled when hitting flesh (there are also hollow-point slugs). Shot damage does not double, and any armor worn is doubly effective against it (even heavy clothing affords some protection against the lighter birdshot used in hunting shotguns).

Explosives: Explosions inflict damage in two ways. First is the shockwave, which is nothing more than gas or air traveling at tremendous speeds. More dangerous are the fragments the shockwave throws around at bullet speed. Fragments come either from debris created by anything the shockwave encounters (bricks, earth, rocks) or from specially designed metal casings or shrapnel (the metal case of most bombs is designed to break into jagged metal fragments to inflict maximum damage; some pipe bombs are filled with nails or ball bearings for the same reason). The shockwave damage is rapidly reduced by distance; fragment damage is not.

To make matters simpler, Unisystem explosive damage is expressed as one value, which takes into consideration both fragmentation and shockwave damage. Simple concussive devices do less damage than fragmentary ones. There are three areas of effect: Ground Zero (very close to the explosion), General Effect (the area of most widespread damage after Ground Zero), and the Maximum Range (the area after which the explosion ceases to inflict significant damage). The ranges of most common explosives are listed in Chapter Three: Ops Center (p. 129). These measures are not strictly scientific and accurate, but any more detail bogs most games down needlessly; some Chroniclers may wish to simplify matters by only using the General Effect damage. Body armor is largely ineffective against concussion (Ground Zero damage). Only fully sealed armor (such as that used by ordnance disposal teams) protects with its full Armor Value at any range; normal body armor protects with half its Armor Value at Ground Zero and normal AV at other ranges. Being in direct contact with the explosive device upon detonation inflicts double the Ground Zero damage. This also applies to being hit by rockets or adhesive explosives.

Another form of explosive damage is that used in rockets and antitank weapons. These weapons use the shaped-charge effect to penetrate armor (of vehicles and other hard targets) better. Those missiles divide the Armor or Barrier Values of a target by a number depending on the effectiveness of the weapon.

POISON

Poisons are foreign substances that, when introduced into a person’s body, cause harm, injury, or death. They include manufactured chemicals and substances secreted or injected by animals or supernatural creatures. In the real world, some poisons can kill a person instantly, while others have varying degrees of lethality. As a weapon, poison is often unreliable and can be as dangerous to the wielder as to the intended victim.

Poisons all have a Delivery Method (how the poison is applied) and a Strength Rating (its lethality). The Delivery Method is either ingested (eaten), injected, or contact. Some poisons may be applied in more than one way, but their effectiveness may vary according to how they are delivered. The Strength Rating determines how much damage the poison inflicts or how difficult it is to resist its effects. The Strength Rating of a poison depends on the type of toxin. There are three basic kinds of poisons: corrosive, irritant, and narcotic (also known as nerve poisons). Each kind has its own characteristics.

Corrosive poisons include a number of acids and several common cleaning fluids. They can burn the skin directly, inflicting a number of points of damage every Turn the person is exposed (being splashed with the liquid means the victim is exposed until the corrosive is washed off with water). If ingested, they do the same damage until the poison is neutralized with an antidote or ejected by vomiting.

CORROSIVE DAMAGE TABLE

Poison Strength Rating Damage 1 1 2 D4(2) 3 D6(3) 4 D8(4) 5 D10(5) 6 D6 x 2(6)

Irritants include such poisons as arsenic. They are more slowacting and require multiple doses. Instead of direct damage, the poison slowly drains Life Points, typically one point per every two Strength Rating of the poison, for every dose ingested. For example, if the poison has a Strength 1, damage occurs after two doses. This Life Point damage can be healed only if the poison is purged from the system. When the victim’s Life Points are reduced to zero, the victim may die (a Survival Test postpones death).

Narcotic or nerve poisons include curare, chloroform, and strychnine. They directly depress the victim’s nervous system and such functions as breathing. They can induce unconsciousness, paralysis, or death. These poisons do not inflict damage directly. Instead, they use a Simple Strength Test against a Simple Constitution Test by the victim. If the poison’s Strength wins the contest, the victim suffers the poison’s specific effects. Typically they include drowsiness or unconsciousness (for weak narcotics) to heart or respiratory arrest (resulting in death by suffocation unless first aid or medical care is immediately provided). Some sample poisons are discussed below. Chroniclers can devise game mechanics for other poisons based on these.

Cobra Venom: This powerful corrosive neurotoxin has an average fatality rate. The Delivery Method is injection. Depending on the species, this venom has a Strength of three to six. Each bite injects one dose and inflicts corrosive damage based on its Strength for five Turns. For example, the bite of a relatively weak cobra (Strength 4 venom) would inflict D8(4) points of damage for five Turns. If the bite is drained, the venom does half damage. After administration, an antitoxin prevents further damage. A cobra can bite more than once in a 24-hour period, but the strength of the venom drops one level per subsequent bite, as the dosage is reduced. In the example above, the cobra’s next bite would do D6(3) points of damage. On the other hand, if the cobra bit the same person twice or more, the damage would be cumulative. Some cobras can spit venom. It is treated as a Strength 1 corrosive (one point). If the venom hits a victim’s eyes (1 in 10 chance or Chronicler’s discretion), he must pass a Difficult Constitution Test or be blinded for one hour. After that, a Simple Constitution Test with +4 bonus must be passed, or the blindness becomes permanent.

Arsenic: This irritant poison can be found in some insecticides and weed killers. In the ancient world, arsenic oxide, which is colorless and flavorless, was a favored poison, although its effects take time and people can actually develop an immunity by ingesting small doses. The Delivery Method is ingestion. A large dose of arsenic has Strength 6 and inflicts three points of damage per hour until the poison is removed (usually by inducing vomiting, although a full stomach pump in a hospital is preferred). Smaller doses have Strength 2 and inflict one point of damage per day. Symptoms of gradual poisoning (ingesting one small dose daily for five or more days) include weakness (reduce Strength by one and Endurance Points by 10), stomach problems, slight disorientation (reduce Intelligence by one), and a greenish pigmentation of the skin. Each dose adds to the daily damage (after five days of gradual poisoning, the victim would suffer from five points of damage per day). Medical attention quickly eliminates all traces of arsenic from a person’s system, however.

Curare: Curare is a nerve poison that paralyzes and may kill. The natives of the Amazon use it to bring down large game, often dropping small deer in their tracks with one arrow or blowgun hit.

Curare may be administered through poisoned darts or other injection, with each application having a Strength 4 dose. Additional darts or doses increase this Strength by one level (i.e., three hits with darts have a combined Strength 6). If the victim fails a Simple Constitution Test against the poison’s Simple Strength Test, the victim’s Dexterity is reduced by one level per Success Level of the poison’s Strength Test. If Dexterity is reduced to zero, the victim is totally paralyzed and unable to move. If the Success Levels of the poison are greater than the victim’s Constitution + 1 (three Success Levels for the average Constitution 2 person), the victim’s heart stops and he dies in 20 minutes unless medical or magical healing is applied. Even if the victim wins the Resisted Test, his Dexterity is reduced by one level per dose! The effects of curare (if the victim survives) last for (6 – Constitution) hours (minimum one hour).

Talented Healing and Poisons: Any paranormal power, such as bio-psychokinesis, that heals injuries can undo the damage inflicted by corrosive and irritant poisons. If the poison is still in the victim’s system, it must be removed or the damage or effect continues even if the previous damage was cured. Psychic powers that cause the body to expel the poison requires a Resisted Task.

DISEASE

Diseases have three major game characteristics: Vector (how the disease is transmitted), Contagion Strength (how easy it is to catch it), and Severity (how much damage it inflicts). Vectors include airborne (the virus or bacteria can survive in the air for some time, infecting anyone who breathes it), vermin (an insect, rat, or other living being transmits the disease), body contact (the victim must be in some form of casual contact: touching or sharing sleeping quarters), waste (drinking or eating things contaminated with the waste products of the diseased; this may also be caused by insects who contaminate food or drink), and bodily fluids (transmitted through intimate contact, blood transfusions, and so on).

If the character is exposed to the disease, Contagion Strength is used in a Resisted Test (Simple Contagion Strength Test versus the victim’s Simple Constitution Test) to see if he catches the disease. Prolonged exposure, unsanitary conditions, and so on may produce penalties of –1 to –6 to the Constitution Test. Weakness due to wounds or exhaustion could transform the Constitution Test to a Difficult one.

The Severity (Mild, Moderate, Serious, or Terminal) determines how much damage the disease inflicts. Severity effects include Task penalties (due to the debilitating effect of the disease), and Endurance and Life Point loss. Mild diseases inflict no permanent damage. Moderate diseases incapacitate the character and may inflict damage, especially if not treated. Serious diseases inflict damage and may have lethal effects. Terminal diseases kill. Chroniclers wishing to introduce disease in their game may want to do some research and then use the guidelines here to put them in gaming terms.

Some sample diseases are discussed below.

The Common Cold: This disease is typically airborne and has Strength 6 (very easy to catch) and relatively mild Severity (–1 to –2 to all Tasks for a day or two). Reduce Endurance by one third while the person is sick.

Ebola: Transmitted through body contact (although an airborne version might be concocted by some germ warfare lab some day), this disease has an incubation period of a few days. It has Strength 4-6, and the Severity is Terminal. When the symptoms appear, the patient suffers a –1 penalty to all Attributes; a further –1 is imposed per day (cumulative). Symptoms include fever, pain, and aches similar to the flu. In a day or two, internal bleeding begins (–6 Life Points on the first day, and an additional D10 + 6 points per day thereafter). Survival Tests suffer a –4 and only one roll is allowed.

RADIATION

Radioactive particles cause damage both by direct collision with the tissue, and by long-term genetic damage to the cells of the body. Radiation is measured in rems (or Roentgen Equivalent in Man). For ease of play, various levels of exposure are detailed on the Radiation Dosage Effect Table. Any exposed Cast Member continues to suffer the effects at that level until decontaminated and given medical attention. The table lists the consequences of exposure from one or more sources. If the character successfully resists the radiation (a Simple Constitution Test versus a Simple Strength Test of the radiation, Strength 6), the effect is reduced by one step on the chart. Jim suffers exposure to radiation when investigating a downed experimental craft with a cracked reactor shield. This exposure is 50 rems per day; over the next two days, Jim is exposed to 100 rems, and suffers damage to his Endurance if he fails his Simple Constitution test. On the third day, he gets another 50 from the core, and a nuclear explosion goes off 100 miles away from Jim’s investigation site. He is as a result exposed to 350 additional rems, making a total of 500 rems. If he fails his Constitution test he gets the full damage from 500 rems, but if he makes it, he only receives the total of 150-450 level.

SOURCES OF RADIATION

Source Rems received Nuclear power plant accident (at source) 2,000 + 2,000 per hour Nuclear power plant accident (6 mile radius) 350 per year Unshielded power plant core 500 per hour Dirty bomb (0.3 mile radius) 140 per year Fallout cloud (large nuclear explosion) 1,000 per hour Fallout cloud (two days later) 10 per hour Unshielded spaceship core 50 per day Contaminated crash site 500 per day

Shielding, such as radiation suits or walls reduces exposure by a certain amount per hour, depending upon its effectiveness. For example, the radiation suits mentioned in Chapter Three: Ops Center (p. 140) protect against exposures up to 2,000 rems per hour. In addition, it should be noted that most of the radiation from a source such as a nuclear or dirty bomb explosion comes from fallout, which can be protected against by staying inside heavy shelter (at least a foot of solid concrete or stone, or several inches of lead). Radiation suits are also useful for moving about in fallout-afflicted areas.

RECOVERING CONSTITUTION LOSS

Most Constitution loss from radiation poisoning is temporary, and can be recovered after exposure has ended with medical care and time. For each week spent under a doctor’s care, away from the radiation source, make a Simple Constitution Test (using the modified level); a success restores a single lost level. Only one level per week can be restored in this manner; exposure to radiation is nasty, and it takes time and care to fully recover. Even still, there may be long-term effects such as cancer or body mutations; these are left to the Chronicler’s discretion. Alien tech, such as nanotechnology, may allow Constitution recovery as quickly as one level per day.

RADIATION DOSAGE EFFECT TABLE Dose (rems) Effect 100-150 The character suffers a headache, nausea, vomiting or nosebleeds. Endurance is reduced by one third and, depending upon the amount of time exposed, a victim may have to spend weeks in hospital to recover. At this level, radiation exposure is completely survivable, if painful. 151-450 The character's skin begins to peel, and hemorrhaging occurs along the exposed areas. There is some hair loss, and the immune system begins to shut down. There is damage to the bone marrow. Immediately after exposure, the character loses one level of Constitution and five Life Points. Within six hours of exposure, the victim is totally incapacitated (reduce Life Points to zero), and requires blood transfusions and antibiotics to pull through (use normal healing rules). 451-1,000 Vomiting occurs, as does severe bleeding from all body openings. The character loses all his hair permanently, and the outer layers of damaged skin slough off as if severely burned. Within an hour, the victim loses one level of Constitution and is reduced to –20 Life Points (Survival Rolls, using the reduced Constitution are needed to survive). Recovery requires six months of hospital care. Recovery rolls can only be performed with medical care, and never result in more than one Life Point healed per day. 1,001-4,000 The victim suffers damage to the central nervous system. Within D10(5) minutes, the victim will collapse with an extreme fever, and the whole body begins to bleed and swell. Even if he survives, the character will never be the same again. He loses one level of Constitution permanently, and a second level that can only be recovered after six months of medical care. He is automatically reduced to –40 Life Points (survival rolls use the reduced Constitution level). 4,000+ The character is probably fatally exposed. He suffers traumatic damage to blood vessels and the brain. He is reduced to –60 Life Points automatically.

OTHER SOURCES OF DAMAGE

Close and ranged combat, poisons, and illness are not the only ways that a character can be hurt. Some other sources of damage are described briefly below.

Drowning and Suffocation: Without preparation, a human being can hold his breath for 1.5 minutes (2.5 minutes if the character has time to take a couple of deep breaths first) plus D10(5) x Constitution seconds. After that, the person passes out and dies in a couple of minutes. Strangling cuts off a character’s air supply and inflicts damage directly to the victim’s throat and windpipe. Manual strangulation causes one point of damage per two levels of Strength (rounded down). A strangling rope inflicts one point of damage per Strength level; a wire garrote causes D4(2) x (Strength – 1) slashing damage (damage is tripled).

A falling character takes D6(3) points of damage for every yard fallen, to a maximum of D6(3) x 50. Note that a few people have survived falls from great heights. The damage is usually bruises and broken bones.

Fire: Being exposed to fire inflicts D4(2) points of damage per Turn. Being engulfed in fire does D6(3) points of damage every Turn. A character who suffers more than one fifth of his Life Points in fire damage has experienced severe seconddegree burns or one third-degree burn. One who suffers more than one half of his Life Points in fire damage has second- and third-degree burns over a large area of his body; this may cause permanent or crippling injuries.

ARMOR

Heavy cloth, leather, wood, metal, ceramics, and plastic have all been used at one time or another to turn spear points or bullets, to cushion blows, and, people hoped, to render the wearer immune to harm. Few people in the modern era, with the exception of police officers and some criminals, own or wear any sort of armor. But armor can be found.

The protection of any suit has an Armor Value. Armor Values are expressed much as damage effects are, with a variable number (typically a die roll), a multiplier, and a flat value added to the roll. This represents the fact that no suit of armor offers the exact same protection over every inch of the body. When a character is struck, roll the base die times the multiplier, add the flat value, and subtract the result from the number of damage points inflicted. If the armor result is greater than or equal to the damage result, the character suffers no injury. Specific armors are discussed in Chapter Three: Ops Center (see pp. 142-144).

ARMOR TYPES AND LAYERING

Characters may wear different types of armor over different parts of the body (a helmet and a light Kevlar suit, for example). If the optional Targeting Specific Body Parts rules (see p. 172) are used, use the Armor Value that applies to that specific area. Modern armor is not meant to be layered; wearing a Kevlar vest over another Kevlar vest is extremely uncomfortable, and only possible when the lightest form of Kevlar is used. It is also not as effective as it would appear at first glance. In general, when layering armor, add the average value of the weakest armor, halved, to the Armor Value of the heavier layer, and increase Encumbrance by one step (i.e., none becomes light, light becomes medium, etc.).

One of the problems with wearing armor is that it slows a character down and makes some things (such as being quiet, or reacting quickly to danger) difficult. These problems are measured by the Encumbrance Value of armor. Encumbrance Values are explained in Chapter Three: Ops Center (see p. 115).

BARRIERS

All objects (doors, bottles, cars, tanks) have a Damage Capacity, an Armor Value, and a Barrier Value. The Damage Capacity is how many points of damage it takes either to destroy them or simply to render them useless. The Damage Capacity of an object essentially fulfills the same role that Life Points do for living beings. Armor Value is how much damage can be absorbed by the object without taking any damage. Barrier Value indicates how much protection an object affords to someone hiding behind it. In effect, the Barrier Value acts as “armor” that an attack must punch through in order to hurt whatever is behind those objects.

Note that Damage Capacity and Barrier Value are two different things. It takes more damage to totally destroy a door than to fire a bullet through it (and injure whoever is behind it), for example. For the most part, the Damage Capacity measures how much it takes to make the object stop functioning, or to blast a large hole (a yard radius opening in a wall) in it. Generally, the Chronicler should worry about the Damage Capacity of objects only when the story absolutely demands it. If people want to smash a plate glass window, they should simply do it without rolling damage. On the other hand, if a characters uses an axe to break down a door before the fire raging behind him consumes the house he is trapped in, a few rolls to see how long it takes him to escape can heighten the tension.

Edge is a cop with Strength 4, attempting to kick open a door, just like on TV. His kick damage is D4 x 5(10). He makes an attack Task (with a +5 bonus, since the door is not exactly dodging away) and gets a +2 bonus to damage (five Success Levels). Edge’s player rolls a three, raised to five because of the bonus, for a total of 25 points. The door lock has an Armor Value 6 and Damage Capacity 15, so it is broken, and the door swings open. If he had kicked a reinforced lock (AV 20, DC 30), not only would he not have broken the door, the Chronicler would have been well within his rights to have Edge take the damage he inflicted — promptly breaking every bone in his foot!

If a crazed Infused inside sees Edge through the peephole, he might decide to shoot at him through the door! The corrupted psycho fires a .44 magnum at point-blank range (only the door and some two yards of air stand between him and Edge). Total damage rolled is near maximum — 30 points. The door has a Barrier Value of 12, so 18 points go through. Edge (who was not wearing body armor) takes a total of 36 points (bullet damage doubles); he drops to the ground, unconscious but still alive. If the door had not been in the way, he would have taken a total of 60 points (30 points doubled), and he’d probably be history. Of course, if the psycho had tried to shoot through one inch of steel (Barrier Value 80), his shot would have bounced off, with a decent chance of ricocheting right back at him!

ARMOR VALUE AND DAMAGE CAPACITY OF COMMON OBJECTS Object Armor Value Damage Capacity Barrier Value Wine Glass 0 1 0 Glass Bottle 1 5 0 Window 1 3–5 1 Dresser 3 5–10 6 Desk 5 30 6 Personal Computer 4 10–20 5 Door 5 30 10–12 Door Lock 6–8 10–20 — Reinforced Door 10–15 40–60 20–30 Reinforced Lock 20–25 30–50 — Wood Wall 5 + 1 per inch 20 per inch 8 + 1 per inch Brick Wall 9 + 1 per inch 30 per inch 12 + 2 per inch Concrete Wall 18 + 2 per inch 50 per inch 20 + 5 per inch Ferroconcrete Wall 20 + 5 per inch 75 per inch 50 + 10 per inch Steel Wall 30 + 5 per inch 100 per inch 60 + 20 per inch

INJURY

Damage in the Unisystem is measured in Life Points, representing the character’s vitality and toughness. As Life Points are depleted, the ability of the character to continue moving and performing actions is impaired. If they are reduced to below zero, the victim is incapacitated and in danger of dying.

THE EFFECTS OF INJURY

During combat or other tense situations, adrenaline keeps all but the most serious wounds from affecting the character’s performance. A character reduced to fewer than five Life Points is severely hurt. It will be difficult to do anything unless the character is driven by adrenaline into pushing himself. Most actions suffer a –1 (if at five Life Points) to –5 (if at one Life Point) penalty due to pain and shock.

At zero points or below, the character is knocked down, stunned, and semiconscious. A Consciousness Test is necessary for the character to act normally (though they should move tenderly).

When injured to –10 points or worse, the character may die (see Survival Tests, p. 179).

KNOCKING PEOPLE OUT

Hitting people over the head or punching them in the face to knock them out or stun them is never as easy as it appears in the movies. Hitting people on the head is as likely to kill them as knock them out — loss of consciousness is often a sign of a severe, life-threatening injury. A punch on the jaw may knock somebody out, or may just break the person’s jaw (and, incidentally, the knuckles of the person doing the punching).

Some Chroniclers may apply “cinematic” rules to their games, however, allowing characters to engage in nonlethal brawls and attempts to capture people without harming them (or, by the same token, allowing the Chronicler’s minions to capture Cast Members without inflicting permanent damage). The following optional rule can be used for this purpose.

If the player announces his Cast Member is making a non-lethal attack, and is using a blunt instrument, any damage inflicted is applied to the Endurance Points of the victim, instead of his Life Points. This allows characters to be punched repeatedly, pass out, and be fine in a few hours. If the Chronicler wants to make a minimal concession to reality, he may rule that every four points of Endurance damage inflicted in this manner imposes one Life Point of actual injury. Thus, a character who is knocked out will still nurse some bruises and cracked ribs after the fight.

CONSCIOUSNESS AND SURVIVAL TESTS

When a character is reduced to zero or fewer Life Points, he must make a Consciousness Test to continue to act normally (otherwise, he is incapacitated). Consciousness Tests are a special form of Attribute Test, using Willpower and Constitution, at a penalty of –1 for every Life Point below zero the character currently suffers. Consciousness Tests are repeated if the character is injured, or if forced to make a Survival Test.

When a character has been reduced to –10 Life Points, he may be killed instantly. To see if this happens, the character makes a Survival Test. Survival Tests also use Willpower and Constitution, with a penalty of –1 for every 10 Life Points below zero (rounded down) the character currently suffers. The Survival Test determines only whether the character drops dead right then and there. Passing the Test does not mean the character is out of the woods. Unless medical attention is available, the character may still die in a few minutes. Every minute that passes without receiving medical help, a new Survival Test is required, at a cumulative –1 penalty. Characters with First Aid or medical skills can stabilize the victim with a successful Task. Characters without First Aid or other medical skills can try to help by bandaging any visible wounds. Whether this works under the circumstances is left entirely up to the Chronicler.

Milo is hit by a burst of submachine gunfire. After all damage is accounted for, he has –24 Life Points. He has Constitution 5 and Willpower 3, for a base Survival Test score of eight. This is reduced by –2 because he is more than 20 points below zero, to a total of six. Milo must roll a three or higher on a D10 to stay alive. He rolls a six (for a total result of 12) and survives.

To stay conscious, Milo needs to make a similar Test, but at a –24 penalty! Not surprisingly, he fails and collapses, unconscious. Every minute after that, he needs to roll his Survival Test again, first at a –3 penalty (the original –2 plus an additional –1), then at –4, and so on, until he finally dies or receives medical help.

RECUPERATION

REGAINING CONSCIOUSNESS

Characters may be knocked unconscious when their Life or Endurance Points are depleted through injury, fatigue, or disease. Generally, the character remains unconscious until the depleted pool is restored above zero through healing, rest, or regeneration. If the storyline requires it, the Chronicler may allow unconscious characters to become semiconscious or awake but unable to do anything more strenuous than speaking for brief periods of time.

RESUSCITATION

Even if the character is dying, modern medicine or psychic abilities may be used to bring the victim back from the threshold of death. Once again, common sense is the rule. A multiple gunshot victim might survive if no major brain damage was inflicted, but somebody who was decapitated or burned to a crisp in a explosion is not likely to benefit from any help in this world. A character who fails a Survival Test can be brought back to life if extensive medical help (such as that available in a modern emergency room) is made available within (Constitution x 2) minutes. If paramedics are available, this length of time may be extended by an additional minute for each Success Level the paramedic gets on a First Aid Task.

The medical team in the hospital will try to revive the patient (anybody who has watched the TV show ER knows the drill). The doctor in charge performs a Medicine Task (typical doctors in an emergency room have a Medicine 4 and Intelligence 3). Each Success Level gives the patient a +1 bonus on a new Survival Test. The advanced life-saving techniques of the hospital add an additional +3 bonus. The recently dead character must now pass a new Survival Test, at a penalty of –1 for every five points he is below zero, plus all the bonuses described above. If he passes the Test, he lives.

REGAINING LIFE POINTS

The human body can recover from an amazing amount of damage, but, movie and fiction claims to the contrary, people who are shot or stabbed cannot just get up and keep moving — not without risking death. Also, a few bandages and blood transfusions cannot restore somebody to full health immediately. The Chronicler can modify the guidelines below to make his world as Hollywood or realistic as he likes, of course. The default rules, however, assume that being injured is a significant problem. Avoiding injury is much safer than betting a character’s Life Points against the tender mercies of weaponry. Without medical care, a character risks complications such as infection and blood loss. He must pass a Survival Test every day to recover one Life Point per level of success (to a maximum of one Life Point per Constitution Level). If he fails the Test, he loses one Life Point instead!

MEDICAL HEALING

A Intelligence and First Aid Task restores one Life Point per Success Level obtained. Performing First Aid on oneself is possible, but with a –2 modifier. One Task is allowed for each wound inflicted. This requires players to keep track of how many wounds their characters suffered in addition to Life Point depletion. If the bookkeeping slows the game down, ditch it, and just allow one First Aid Task per combat. A character recovers one Life Point per Constitution level per day of rest under medical care until he reaches zero points or higher. After that point, he regains a fixed two Life Points per day.

Milo with Constitution 5 and 46 Life Points normally has been reduced to –24 after a combat, but stabilizes. He recovers five points per day in a hospital until reaching zero Life Points (this would take five days of intensive care). Then he would have to spend another 23 days in bed to recover fully. In total, this is almost a month of bed rest (and that only because he has such a high Constitution; a normal person reduced to –24 points, provided he survived at all, would spend well over a month in the hospital). If he decides to leave the hospital early, he still risks complications, ripping stitches, opening wounds (use nonmedical care healing rules).

ENDURANCE POINT LOSS

Endurance Points measure a character’s ability to resist fatigue after extended exertions. Hard work, such as actively avoiding NDD patrols for long periods of time, drains one Endurance Point every ten minutes. Very hard labor (running at top speed while encumbered) drains D4(2) Endurance Points per minute. Bursts of frenzied activity, such as close combat, drain Endurance at a higher rate, burning as much as D4(2) points in one Turn.

ENDURANCE LOSS TABLE

Hard Work 1 per 10 minutes Very Hard Work D4(2) per minutes Frenzied Activity D4(2) per Turn

Endurance “damage” may also occur due to “non-lethal” attacks (see Knocking People Out, p. 178).

Characters must have at least seven hours of sleep in a 24- hour period. Anything less and they lose one Endurance Point per hour of missed sleep. For example, if the character regularly sleeps five hours a night, he will lose two points each day — points that require some extra sleep to regain. Further, for each hour past 24 that a character stays awake, one more Endurance Point is lost. So, a character who stays awake for 36 straight hours loses 19 Endurance Points (seven for the lost night’s sleep and 12 for the hours beyond 24).

EFFECTS OF ENDURANCE LOSS

At five Endurance Points or fewer, the character feels groggy and dizzy. All actions incur a –2 penalty. If a character’s Endurance is reduced to zero or below for any reason, he is in danger of falling unconscious. A Consciousness Test is necessary to remain on his feet, at a –1 penalty for every five points below zero (round up). This Test is repeated every Turn — eventually, the character will fall unconscious.

REGAINING ENDURANCE

Characters recover one Endurance Point per Constitution level per half hour of sleep, or the same amount for every hour of rest. Endurance Points lost due to lack of sleep can only be regained by sleeping.

ESSENCE POOL LOSS

Shock, terror, and some paranormal abilities may release Essence points from Cast Members. This can cause real problems. For those who want to roleplay the mental exhaustion caused by the stress of combat, another drain on Essence may be employed. In stressful noncombat situations, such as hiding out in the woods as the Reticulan probe psibot searches for them, Pre-Heroic and Heroic characters lose D4(2) Essence points an hour, and no Essence is regained during that time. Talented characters suffer the same loss but regain their Willpower in Essence per hour, offsetting that loss. In a combat situation, two Essence points are lost per Turn for ranged combat, and three points per Turn for close combat.

EFFECTS OF ESSENCE LOSS

A character reduced to half his Essence Pool feels numb, and it may be hard to elicit any strong emotional reactions from him. Mental Tasks are performed at a –1 penalty until the Essence Pool is restored to half capacity.

At one or zero Essence, the victim falls into a deep depression. All Tasks and Tests suffer a –3 penalty, and it is difficult to concentrate or care about anything. If Essence is reduced below zero, the victim must pass a Difficult Willpower Test, applying a –1 penalty for every five Essence Points below zero (round up). If he fails, he temporarily loses one level in one mental Attribute (the Chronicler may allow the player to choose), or temporarily gains a Mental Drawback worth at least two points. These effects are usually lost when the Essence Pool returns to positive figures, although Chroniclers may decide otherwise in certain circumstances.

If Essence is reduced below –30, the character must pass a Survival Test, with a –1 penalty for every ten points below –30. Characters killed by Essence drain have no apparent cause of death. Medical science diagnose only “heart failure.”

REGAINING ESSENCE POINTS

Characters regain one Essence point for each Willpower level, every hour.

VEHICLE RULES

Vehicle combat (i.e., any combat where one or more vehicles are involved) is handled as normal combat, with a few modifications. As with all rules, use them only when necessary.

VEHICLE ATTRIBUTES

Vehicles have a number of Attributes — comparable to a character’s Attributes — that determine its capabilities. Most of the time, they are used only in combat or other action-oriented events (the ubiquitous car chase, for example). Worrying about Handling during a routine trip to work is mostly a waste of time.

Weight: The average unloaded weight in pounds.

Speed: In miles per hour, this Attribute is divided into maximum speed and average cruising speed. Halve Speed to determine yards per second.

Acceleration: This is how many miles per hour the vehicle can increase its speed per Turn. All vehicles can safely brake 30 mph per Turn. More serious braking requires a Task with a modifier of –1 per five mph of braking over the safe maximum.

Range: How many miles a vehicle may travel is a function of how many miles per gallon it gets and how much fuel it can carry. For aircraft, effective range is often half its maximum range, with half the range being the “point of no return.” At that point, the aircraft does not have enough fuel to return to base (assuming it needs to return to its point of origin, of course). Range can vary enormously from those averages, though. Aircraft in particular can burn a lot of fuel performing complex acrobatics or traveling at maximum speed.

Toughness: This is a general measure of the vehicle’s ruggedness, redundant systems, and damage control systems. It determines how long a vehicle can continue to function even after being heavily damaged. Most vehicles are relatively delicate machines; break enough parts and they’ll stop working. Others, such as high-tech tanks, can survive a great deal of punishment. This attribute is roughly equivalent to a living being’s Constitution Attribute. Toughness is rated from one to six, with extraordinary vehicles having higher values.

Handling: This is a measure of the vehicle’s maneuverability and responsiveness to the driver/pilot — within the vehicle’s capabilities, of course. A tank, no matter how good its Handling, is not going to be able to maneuver in close quarters as well as even the clumsiest motorcycle. Handling is comparable to a living being’s Dexterity. For some Driving and Piloting Tasks, Handling replaces or modifies the pilot’s Dexterity.

Damage Capacity (DC): This is a rough estimate of how much damage a vehicle can take before it is destroyed or inoperable. Obviously, damage to a critical component disables a vehicle long before its Damage Capacity is depleted. For general purposes, most civilian vehicles have DC 30 plus three for every 500 pounds of weight, rounded down. Military vehicles have a base Damage Capacity of 50 plus five for every 500 pounds of weight. So, a 2,000-pound car would have a Damage Capacity of 42 points, and a 30-ton tank would have a Damage Capacity of 650. Some large components such as turrets, wings, and the like have their own Damage Capacity, typically ranging from 20% to 100% of the DC of the main body. Generally, damage modifiers (such as slashing or stabbing damage, or modifiers for bullet type) do not apply to vehicles, which take only the basic damage rolled or generated.

If a vehicle powered by an internal combustion engine is heavily damaged or destroyed, there is a chance it may explode. Explosions are rare in real life; cars are designed not to explode. When a vehicle is reduced to 10% or less of its Damage Capacity, make a Simple Toughness Test with a +3 bonus. On a failure, the vehicle explodes. An exploding vehicle generates the following damage: Ground Zero (3 yards): D8 x 10(40), General Effect (8 yards): D8 x 8(32), Maximum Range (15 yards): D8 x 4(16).

Armor Value (AV): Almost all vehicles are somewhat harder to hurt than normal people. The metal, wood, or plastic of their hulls is strong enough to deflect some attacks, and, in the case of armored vehicles, armor plating is added for increased protection. Most cars have an Armor Value of two to 10, depending on how sturdy their hulls are. Cars can be made “bulletproof” by adding layers of Kevlar and other materials to their construction.

Accuracy: This Attribute applies only to vehicles with weapon systems and measures such things as radar, laser, and other range-finding and targeting systems. Accuracy sometimes replaces or modifies Dexterity when firing vehicle-mounted weapons. Many simple weapon systems have no specific sights or aiming mechanisms; in those cases, the character uses Dexterity and weapon skill, often with a penalty. Crew: The number of crew needed to drive the vehicle, followed by the number of passengers it can normally carry. Cargo: For some vehicles, a separate entry indicates its cargo capacity in pounds.

VEHICLES IN ACTION

Most of the time, using a vehicle involves no Tasks or Tests. The character, provided he has the appropriate Driving or Piloting skill, gets in and goes wherever he wants. During stressful moments (pursuing an enemy, realizing that the car’s brakes have been cut), Dexterity and Driving/Piloting Tasks are needed. For the most part, this should be dictated by the Chronicler as the individual situation demands, but some possibilities are discussed below.

Driving at High Speed: Speed kills, as the saying goes. Traveling at very high speeds on a lone, straight stretch of highway is no problem. Problems occur only when the character has to do something besides go in a straight line. Maneuvering at speeds over 50 mph requires a Dexterity and Driving Task (if the character’s Dexterity exceeds the Handling rating of the vehicle, use the Handling rating instead). Potential modifiers include –1 per 10 miles an hour over 50; –2 for attempting to swerve or taking a sharp curve; –1 to –3 for sudden attempts to maneuver (avoiding a deer jumping right in front of a car would incur a –3 penalty). Fast Reaction Time gives characters a +2 bonus to these maneuvers. The results of failure can range from a partial spin to rolling the car over, crashing against an obstacle, or worse, depending on the circumstances.

Chases: These work largely as normal foot chases (see p. 156). Make Resisted Dexterity and Driving/Piloting Tasks (if the character’s Dexterity exceeds the Handling rating of the vehicle, use the Handling rating instead). The first person/vehicle to start moving gains a +1 to the Task. The faster vehicle receives a +1 bonus for every five mph it is moving above the other vehicle’s speed. If going at very high speeds, both sides should also need to succeed at a Driving/Piloting Task using the high speed modifiers above, to ensure nothing happened to them during the chase. A chase should last at least a minute or two. To make things dramatic, the Chronicler can dictate that the pursuer needs to accumulate a number of Success Levels above the pursued’s Success Levels, with Tasks being rolled every minute of the chase. The Chronicler should describe the chase, and, if it is taking place on a crowded highway or city streets, should throw in a number of complications (pedestrians, other cars, highway patrolmen) to spice things up.

Collisions: When a vehicle hits something, it does damage to both the target and itself. Base damage is equal to D10 times a factor equal to the vehicle’s weight (in tons) and one-tenth the vehicle’s speed (or the differential in speeds if a vehicle hits a moving object) in miles per hour, rounding up. For example, a two-ton truck going at 50 mph inflicts D10 x 7 (two for the weight plus five for the speed) points of damage. If the vehicle is very large, such as a sailing vessel, damage uses only the speed of the vehicle, not its weight, for the multiplier. If the target is far lighter than the vehicle (car versus pedestrian), the vehicle suffers only a third of the damage rolled. If the target is somewhat smaller (truck versus car), the heavier vehicle takes half damage. If the impact is against a much heavier object (a tank or a concrete wall), the vehicle takes (D10 + 2) x (Speed/10). All collision damage is reduced by the Armor Value of the vehicle before being applied to its Damage Capacity.

Passengers inside a vehicle involved in a collision take half damage if not wearing seat belts and one-fifth damage if they are. Air bags provide an additional AV 20 against the collision damage, except for small children and small people, who may take an additional D6 x 2 points of damage from the air bag itself.

Malfunctioning Vehicles: If the vehicle is damaged somehow, has been sabotaged, or suffers some dangerous or catastrophic malfunction (loses its brakes, loses all four aircraft engines, and so on), a Dexterity and Driving/Piloting roll is needed to try to stop or bring down the vehicle before any mishaps happen. Modifiers range from –1 (one flat tire) to –6 (all engines are off-line in an aircraft). In some cases, a severe malfunction is not an issue — a malfunctioning car can be stopped fairly easily, unless it was going very fast (in which case, apply the high speed modifiers).

VEHICLE COMBAT

Most vehicle combat (with the rare exception of ramming attacks) involves ranged weapons. These attacks range from people with guns firing from the inside of a vehicle to complex weapon systems such as missiles or laser-aimed cannon.

Shooting from Vehicle: Firing from a moving platform with hand weapons has a base penalty of –3, with another –2 if the vehicle is moving faster than 30 mph.

Using Vehicle-Mounted Weapons: Unstabilized vehicle weaponry suffers penalties as above, with the additional complication that the gunner’s Dexterity and weapon skill total cannot exceed the weapon’s or vehicle’s Accuracy rating. For vehicles with stabilized weapon systems (most modern military vehicles), firing penalties are limited to –2 if the vehicle is moving over 30 mph.

Missiles: Missiles have on-board guidance systems that direct them to a target. A gunner must succeed at a Dexterity and Guns Task to fire them, but whether they strike the target depends on the roll of a D10, plus the weapons Accuracy, plus the Success Levels of any aiming Task conducted before firing. Dodging: Most military vehicles cannot dodge attacks; they are too big and too slow. Lighter vehicles such as motorcycles and car-sized targets may attempt to drive fast enough to avoid an attack. This is treated as a Resisted Task, with the target’s Dexterity and Driving/Piloting skill versus the attacker’s Dexterity and weapon skill, or Accuracy, depending on the weapon. Vehicles that employ countermeasures against missiles gain a dodge Task.

AIR COMBAT

Air combat is a highly complex set of maneuvers, where the ability to see or sense the target is as important as the ability to destroy it. To reflect air combat accurately would require so many rules as to make a game very difficult to play (unless it is a computer game, where most of the calculations are made by the machine). Described below are a few cinematic rules for fast and furious air combat.

Dogfighting: This type of combat was a lot more common in the days before guided missiles, when pilots aimed at their enemies through their gun sights. Dogfighting combat is a Resisted Task, using the Dexterity and Piloting skills of the two combatants. If one aircraft has a higher Handling rating than the other, add the difference between the two to the more maneuverable vessel. Situational Awareness adds +2 to the Task; Fast Reaction Time adds +1. The winner manages to get on the target’s “six” (six o’clock, right behind it) and can shoot it.

Playing Chicken: This occurs when two aircraft fly at each other, firing and seeing who turns away (or is destroyed) first. The two aircraft can fire at each other for one or two Turns, depending on their speeds and weapon ranges. If neither ship is destroyed, the two characters engage in a Resisted Willpower Test; Nerves of Steel bonuses apply. The loser turns away, and the winner can now engage the other with impunity for one Turn.

UNDERWATER COMBAT

In the world of Conspiracy X, unidentified submersible objects (USOs) can be encountered just as often as UFOs. For vehicular combat underwater, the rules for chases and dogfights can be used as normal, as well as standard vehiclemounted weapons. Most firearms are useless underwater, however. Explosive weaponry, due to the shock waves and pressure from the blast, doubles all effect radius ranges and doubles the damage sustained.

If characters engage in underwater combat outside of a vehicle, some modifiers must be taken into account. All combat actions are at a –2 penalty, including dodge and defense actions. An additional –1 penalty is applied to actions and Perception Tasks if the character is not wearing a mask or goggles. Melee damage is reduced due to the cushioning effect of the water, halving the effective Strength of the attacker. This cushioning effect renders thrown weapons useless.

Pressure is dangerous to characters outside of vehicles if they are too deep. For every minute an agent is 60 feet underwater or more, he must pass a Simple Constitution Test. For every additional 30 feet of depth, a –1 penalty is applied. Failing this Test imposes D6(3) points of damage.

ZERO-G COMBAT

As the alien threat increases, humans may take the fight offplanet. In space, moving is difficult. Some form of propellant, even if just pushing off from an object, is needed. The agent continues moving in any direction he launches himself until he can propel himself otherwise, or he hits something. If the agent fires a projectile weapon without being braced against an object, he spins a number of Turns equal to the multiplier of the damage. Being hit by the bullet does the same to a lesser extent (halve the multiplier). Throwing an object has a similar effect, using the Strength of the agent as the multiplier. The agent is in the International Space Station and encounters a Saurian trying to sabotage a computer. He fires a pistol that does D6 x 4(12) damage. As he isn’t braced to the side of the station, he spins backward due to the shot for four Turns. He hits and the Saurian spins away for two Turns.

SPACE VACUUM

Surviving a vacuum isn't like trying to breathe underwater. A character can't hold his breath, or his lungs will burst with the violent decompression, and water vapor quickly forms in his flesh, causing considerable bloat (unless held firmly within a spacesuit). His eyes bulge outward, and his heart is put under incredible stain due to changes in circulation.

A character can remain conscious in a vacuum for (Constitution + 1) Turns. If he is rescued within (Constitution + 1) x 30 seconds, he can be successfully resuscitated. Beyond that, nanotech is required for revival. If left to drift in space, the body rapidly loses temperature, and the brain freezes (allowing possible resurrection years or centuries later, in the Chronicler’s discretion).

If the character has open wounds while exposed to vacuum, he sustains D10(5) points of damage per Turn due to blood loss.

EXPERIENCE

Character improvement is represented in the Unisystem by experience points. Experience points are awarded to each player at the end of every gaming session. The better the game and the player’s performance were, the more points should be awarded. With these points, players can improve their Cast Members’ Attributes, skills, and other features.

AWARDING EXPERIENCE

During or at the end of each roleplaying session, the Chronicler awards each player experience points. Some guidelines as to how many experience points should be awarded for a playing session are outlined. Average awards are two to six points per session.

EXPERIENCE POINT AWARDS LIST

Being There: All Cast Members who participated in the game session receive one point.

Good Roleplaying: One point per instance.

Advancing the Storyline While Remaining in Character: One to three points. This rewards players whose roleplaying, planning, and Cast Member actions helped develop the story.

Heroic Roleplaying: One to three points. Given to players whose Cast Members remained true to themselves even when it meant they would suffer for it. The heroic type who risks his life for others, and even the coward who runs or surrenders when the wise course would be to fight, are good examples of this.

Ingenuity Award: One to three points. Given to players who used impressive and unexpected tactics and problem-solving to deal with a plot device. This, however, applies only if the devious plan or tactics were true to the Cast Member (not the player). If the village idiot suddenly starts having spurts of Machiavellian brilliance for no good reason, no award should be given.

IMPROVING CHARACTERS

Experience points work much like the character points used to create Cast Members. They can be spent to raise Attribute and skill levels, to acquire new Qualities, to reduce or eliminate Drawbacks (though not those gained through supernatural Corruption), and to increase paranormal powers. The cost of these improvements is different than the cost of acquiring them during character creation, however. After a Cast Member has been defined, it is a lot harder to advance in some areas. To determine how to improve characteristics, refer to the Character Improvement Table.

IMPROVING ATTRIBUTES

Unlike skills and powers, Attributes represent relatively fixed qualities of a Cast Member. As a result, Attributes may be improved no more than one level for humans. If the Attribute was five or less before improvement, the one-level increase costs five experience points. If the Attribute was six or greater before improvement, the one-level increase costs 10 points.

REASONS FOR IMPROVEMENT

Having enough experience points to raise a characteristic is usually not enough. There must also be an explanation as to why the Cast Member improved in that area, and usually those reasons are determined in the course of the game. If the Cast Member used a skill or Attribute repeatedly in the previous few game sessions, it would make sense for that skill or Attribute to get better. To learn a brand-new skill, the Cast Member must have spent some time working on that skill before being allowed to spend the points to acquire it. To acquire a Quality, eliminate a Drawback, or gain new psychic powers, there must have been a series of events or circumstances that make it sensible for the characteristic to arise or disappear.

SAVING EXPERIENCE POINTS

The player does not have to spend all earned experience points right away. He can elect to save them for a later date, perhaps waiting to amass enough points to raise a specific, high-cost characteristic.

CHARACTER IMPROVEMENT TABLE

Improvement Point Cost Attribute See text

Existing Skill The cost of the next level (e.g., to go from level 3 to 4 costs 4 points)

Existing Special Skill The cost of the next level + 1 (e.g., to go from level 3 to 4 costs 5 points) New Skill 6 points for level 1 New Specialty 6 points New Special Skill 8 points for level 1 Quality As per character creation Remove Drawback The original value of the Drawback New Psychic Power 11 points grants level 1 in both Strength and Art Psychic Power (Strength) 6 points per level until level 5, 10 points per level thereafter Psychic Power (Art) 5 points per level until level 5, 8 points per level thereafter Learn a New Ritual 8 points for level 1 Existing Ritual As Special Skill

DOWNTIME

Not all of a character’s time is spent hunting down aliens and NDD agents, or recovering extraterrestrial technology. Most operatives have lives and duties outside of Aegis, and most of their time is spent there. In between the life-threatening and world-shaking operations undertaken by an Aegis cell, characters may participate in a number of Downtime activities.

After a mission is completed, the Chronicler should grant the players a number of weeks of Downtime, during which their characters may engage in any of the activities described below. Two weeks of Downtime is recommended for these purposes, although the actual interval between missions may in fact be much longer. The remainder of time is assumed to be taken up carrying out non-Aegis obligations. Each activity consumes at least a week of Downtime.

Convalescence: Even the most careful and well prepared teams run into situations that exceed their ability to handle them. All wars have casualties, and it is inevitable that the Cast Members will eventually run afoul of one of the myriad aliens, assassins, or supernatural entities they combat regularly. Providing the characters are not sent home in small boxes, chances are they will have some extensive recuperating to do. Whether this convalescence takes place within the Cell or in a hospital depends on the facilities available. Providing the characters are conscious, they may undergo therapy if necessary.

Extending Influence: Characters may attempt secret arrangements and deniable alliances with shadowy figures in darkened halls and service corridors across the nation. Through pacts made and information shared, these Aegis operatives secure further power and authority. Any character may elect, during Downtime, to attempt to expand his power base and increase his Influence Quality rating. This is done by spending experience points, although the player must state that he is using his Downtime to increase his Influence in this way. Players should remember that raising the Influence Quality usually requires increasing the character’s Status, Resources, or Military Rank Qualities. Chroniclers may also allow Cast Members to extend their Influence by assigning an Extended Task (see p. 161) to increase their contacts. An Intelligence and Bureaucracy Task (or Smooth Talking, Intimidation, or other suitable skill, depending upon the circumstances) should be used. With sufficient Success Levels, a “breakthrough” should result in the agent gaining experience points that can be spent purely upon raising his Influence. Typically, four to six Success Levels would be needed to gain one to two experience points, though this may become more difficult as the agent’s Influence grows.

Instruction and Training: Many characters elect to spend Downtime training and learning new skills. The character should have access to a training facility capable of providing the desired instruction, which rationalizes any experience points spent on gaining or increasing a certain skill. This also works for combat skills (with suitable ammunition and practice ranges) and martial arts (with a dojo and qualified instructor). With a proper instructor, extra experience points can be gained through use of the Instruction skill (see p. 106). These extra points can only be used to raise the skill being taught.

Research and Development: The success of Aegis’ ongoing operations depends heavily on R&D work. Such work provides vital information regarding the aliens’ strengths and weaknesses, analysis of weaponry and craft, and development of new weapons and countermeasures. Some cells are devoted solely to research and conduct little, if any, field work themselves. Although the players’ cell will undoubtedly focus heavily on active investigation and hazardous missions, Downtime research will still play an important role in its operations. The research and development possibilities available to the cell are limited only by the players’ imaginations and the resources of the cell. Reverse-engineering and replicating alien technology, designing new weapons, analyzing extraterrestrial specimens for weaknesses to exploit, and devising new arcane rituals are all research areas routinely pursued by Aegis cells. Chroniclers will decide what information or developments are gained from such research and should be resolved as a research project (see p. 161).

Resource Accumulation: After several missions, the cell may find its resources slowly dwindling, as consumables such as ammo and medical supplies are used up and equipment taken into the field is lost or damaged. The cell may also decide at some point to expand its operations, build new facilities, and recruit more staff. It may even decide to create a child Cell and provide it with some extra resources. To accomplish all this, operatives may elect to spend their Downtime arranging to have new equipment and supplies discreetly shipped to the Cell or have new facilities built and the work orders lost. A character that spends his Downtime accumulating may spend a number of Resource Points equal to his Influence Quality rating on cell resources. The same restrictions apply to the expenditure of RP as during cell creation (see p. 114).

Sometimes an agent wants something that is beyond his Resource Point gain in one Downtime session. The cell has two alternatives. Cell members may pool Resource Points of the same Influence Quality type. Otherwise, agents may hold RP until the next session of Downtime. In this case, however, one RP is lost from each agent’s pool each week of non-Downtime unless a Willpower and Bureaucracy Task is passed.

Therapy: After years (often less) of fighting a covert war against a largely unseen menace from outer space and witnessing, even conducting, questionable experiments and arcane rituals, it is not uncommon to find Aegis operatives a trifle unhinged. Not surprisingly, instances of paranoia, aggression, and schizophrenia are common among Aegis veterans. A few weeks of Downtime spent in psychological therapy and treatment can prevent borderline individuals from becoming liabilities to their cell.

At the Chronicler’s discretion, any Mental Drawback may be reduced or eliminated through proper treatment. The therapist and subject engage in Resisted Simple Willpower Tests. If the therapist is successful, the patient may spend the necessary experience points to remove or decrease the Mental Drawback.

rpg/lacuc/chapter12/resourcepoints.txt · Last modified: 2018/11/21 18:43 by wizardofaus_doku

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