Author: Thomas E. Dalsin; 12/12/02

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Section C

Operative Outline

            Please be aware that any and all information contained within is TOP SECRET and must never be given to anyone not in Section-C and who does not have the proper authority.  Anyone who provides information to those without proper clearance will be terminated, along with those who have the stolen information.  If you do not have clearance, please put this paper away IMMEDIATELY and either destroy this document or give it to someone with the proper clearance.  Thank you for your attention.

 

Contents

01 Primary Operatives: Secret Weapons

02 The Greek Alphabet Mission Model

03 OCCs Available as Primary Operatives

04 Primary Operative Case Studies

05 Secondary Operatives: Unknown Soldiers

06 Tertiary Operatives: Joe and Jane Smith

07 Game & Agency Information

08 Designing Missions for Operatives

09 So where are all the gadgets?

10 The real purpose of Section C

 

Primary Operatives:  Secret Weapons

             The primary operatives of Section-C are the best of the best:  Resourceful, intelligent, dangerous.  Thus they are reserved for the most difficult and treacherous missions.  They are in constant contact with the enemy and never get any time off, except to recover from injuries or undergo psychiatric treatment.

            These mega-spies are broken up into squads of 1 to 5 members, each with its own name.  Some of the most notable of these are Prime Squad, Wildcard Squad and Bandit Squad.  All are skilled in combat, espionage and investigation to varying degrees.  The squads rarely (if ever) make contact with another squad.

            These squads are assigned missions which involve supernatural forces, alien technology, bionics and other high-powered elements.  Each squad has its own specialty among these elements.  Prime squad specialized in cloning and genetic engineered soldiers.  Bandit squad specialized in time manipulation.

 

 

 

Prerequisites and Conditions for Primary Operative Employment

Prerequisites:   

Compensation: 

Time Period:

Duties:

 

The Greek Alphabet Mission Model  

            Missions are broken down by letter (alpha, beta, gamma, etc.) and number (1, 2, etc.).  The first mission is alpha-1.  The second set, or the beta set, has 2 missions.  Gamma has 3 missions, Delta has 4 and so on, up to mission Omega-24.  This totals 300 missions, one mission per week, resulting in a 7-10 year contract (including time off for agents).

            The briefing and objective of each mission is delivered differently.  Sometimes the assignment is given by mail, other times by radio or telephone or some other method.  Transportation expenses are provided by the agency under the guise of dummy companies or secondary operatives.  Primary operatives contact Section-C during these communications for equipment requests, information reports and payment.

            At the end of each mission set (or letter) the operatives meet with some members of the executive council for their assessment.  At these assessments the operatives receive updates on the consequences of past missions, as well as undergo psychiatric evaluation and performance analysis.  It is the assessment period where agents have a week off to enjoy themselves or receive therapy.

            Only the primary operatives are allowed into the Nanotech Program:  A process which turns the agent into a superhuman dynamo.  Nanobots are injected into the operative, which then analyze and improve upon their host.  At first, the only improvements are pain resistance and heightened aptitudes.  After a while, though, incredible powers manifest in the operative, seemingly at random.

 

 

Preliminary Trial Missions

(Alpha Squad) [0 XP minimum]

            Operatives will be assessed for psychological stamina, enthusiasm, secrecy, loyalty and, of course, ability during some introductory missions.  Any Operative who needs... help in any of these areas is likely to receive special attention depending on how much potential they show and their past record as pre-operatives. 

            Each successful mission, the operative gets a new "toy", usually a gun or high-tech piece of equipment, although souvenirs from the mission are also commonly bestowed to operatives as an alternative.  When the build up of (essentially inferior, compared to the subject's skill) material objects becomes rather large, and record of assessment is satisfied, the operative is approved for the nano-tech program.  All of the agent's acquired items are confiscated.

  

The Basic Nano-Tech Program

(Eta Squad) [16 800 XP minimum]

             Each operative is injected with nanobots programmed to identify the subject's aptitude (regarding parameters set by Section-C) and build upon that aptitude.  The nanobots also reproduce, using minerals naturally existing in the subject's body.  The only known side-effect is that the subject must ingest on average 500 mg of iron per 24 hours.  Section-C provides this, of course, and makes sure that each operative has a container of 50 tablets when away on missions, in case contact is lost.  The problem is that any enemy agency who captures a Section-C operative and finds these tablets knows automatically that Section-C is actively targeting them.  Thus all operatives are urged to either hide or destroy these tablets if capture seems imminent.

            At each sub-assessment period (each "letter group" of missions), the operative is once again given one item per mission, supplied by Section-C.  This item can, as in the previous situations, be any item previously possessed by an operative or a souvenir from a completed mission.

            The compensation changes at this point as well.  Agents can spend as much of Section-C's money as they wish on whatever they wish, provided that they don't compromise the secrecy of Section-C or any of its operatives.  Thus, military hardware and yachts and real estate are not likely to be allowed (unless the agents are exceptionally sneaky).

 

The Advanced Nano-Tech Program

(Xi Squad) [72 800 XP minimum]

             At this point, the nanobots have reproduced enough so that they can provide additional abilities to the subject.  These powers often manifest themselves in such a way that without proper equipment or knowledge, there in no known explanation for these abilities... i.e. they seem paranormal or psychic in nature.  Another common case at this stage of nanobot development is that the subject's original improvements accelerate.  Iron intake is halved at this stage.

            No longer is an operative supplied with equipment and weapons by Section-C.  Of course, the operatives have an effectively unlimited budget, but are STRONGLY recommended to not attract attention to themselves; Section-C has enough enemies to avoid and mistakes to cover up without big-shot operatives taking needless risks.  Besides, the operatives already have the best weaponry under their skin.

 Omenanomachination:  Final Results of the Nano-Tech Program

(Retirement) [240 000 XP minimum]

             By this stage, the nanobots have conformed to the body's "natural" chemistry such that the nanobots are made of the same materials as the host body. Furthermore, an even greater transformation takes place which makes the subject uncontrollably powerful in the Earth environment.  Thus, the subject is often "retired".  See the pamphlet on operative retirement.

 

 

OCCs Available as Primary Operatives

             The listed percent values in parentheses are percent chance of that OCC even being possible, since the technology or powers described make that particular OCC extremely rare.  Some of the OCCs have a number next to them, which is the required average for the character's attributes to be accepted (the attributes make up for lack of skills).

 

Ninjas & Superspies

Common:  Worldly Martial Artist, Operative Agent, Wandering Free Agent, Thief (Free Agent), Dreamer Gizmoteer, Academy Officer, Commando Mercenary, Veteran Grunt, Dedicated Martial Artist [14+], Private Eye [14+], Tinker Gizmoteer [14+]

Rare (10%):  Wired Agent, Gadgeteer Agent, Professional Free Agent, Gizoid Gizmoteer, Dedicated Martial Artist [<14], Private Eye [<14], Tinker Gizmoteer [<14]

Unlikely (1%):  Cyber Agent, Cyborg Soldier

 

Heroes Unlimited

Common:  Secret Agent, Physical Training with military education, Hardware with military education, Stage Magician [14+], Ancient Master [14+], Hunter/Vigilante [14+], Super Sleuth [14+], Hardware without military education [14+], Physical Training without military education [14+]

Rare (10%):  Stage Magician [<14], Ancient Master [<14], Hunter/Vigilante [<14], Super Sleuth [<14], Hardware without military education [<14], Physical Training without military education [<14]

Unlikely (1%):  Anything Else

 

Mystic China

Common:  Chun Tzu, Jian Shih with Triad Assassin Training, Non-triad Jian Shih [14+]

Rare (10%):  Non-Triad Jian Shih [<14], any other martial artist OCC [14+]

Unlikely (1%):  any other OCC

 

Other Games

Unlikely (1%):  all others (including BTS PCCs)

 

 

Case Studies

Sample Case Study 1: Red Squad

Case Study:  Red - Reaper

            A highly decorated ex-Soviet war veteran, Reaper would seem too old to be a likely candidate for Section-C.  Nonetheless, his intense physical training, ability with languages and fierce reputation easily swayed the executives to employ him as a full time operative.  His asking price was too high (double standard) so we were forced to "re-educate" him, after which he became a model agent. 

            During the preliminary missions, Reaper began exhibiting a sense of guilt associated with killing, because he enjoyed it too much.  His psychological problems were eliminated through extensive therapy so that he accepted these feelings of pleasure associated with killing.  After the therapy, analysis showed that he was stable enough to enter the BNtP.

            The BNtP bestowed upon him the ability to somehow steal the life from others.  His attacks had a greater chance of fatal results, while his injuries seemed to be less and less life threatening.  This, plus his resistance to pain, showed that he was indeed a formidable foe.  As a side-effect, Reaper's skin grew pale and his hair fell out, giving him an almost skeletal appearance.  This unusually conspicuous mutation is explained by Reaper's exposure to the DNA of some albino demons during his preliminary missions.

           

Case Study:  Red - Mirage

            Mirage was perhaps one of the most thoroughly trained agents from Germany's secret services.  He was trained in infiltration, guerrilla warfare, security systems and information conservation techniques.  He could speak English, French, Italian, Hungarian and Russian without an accent.  Thus Mirage was hired on to be the espionage counter-balance for Reaper's warrior skills.  Mirage was no weakling, though, thanks to his impressive stature, speed and karate training.

            Mirage demonstrated a calm, professional attitude during his preliminary missions.  His problem solving skills and information handling techniques showed that we made a good choice in employing this superspy.  Mirage was entered into the BNtP as soon as clearance was available.

            After entering the BNtP, Mirage's skills of stealth and subterfuge were magnified to the point of being able to get into and out of any place, bypassing security systems and evading all detection.  It seemed that he was beyond capture by the enemy.

 

Case Study:  Red - Brawl

            After the terrific success displayed by The Chunk (see below), a new type of operative was deemed acceptable for employment.  Brawl was a guerrilla warfare specialist in the Red Chinese army educated in linguistics, who later became a prize-fighter in the Chinese underground circuits. His combat ability, military training and education proved to be the perfect addition to Red Squad.  His fighting skill was incredibly impressive and Brawl rounded out the squad wonderfully.

            Although rather violent and flashy, brawl was a relentless force which always seemed to keep a mission together. He was warned during his assessments that he was too often threatening secrecy by charging in and fighting everybody.  These warnings were not backed up with any action, however. Mainly because Brawl still managed to bring a destructive, but complete, success to every mission.

            As expected, Brawl's enhancements during the BNtP were geared towards unarmed combat and martial arts. His fighting style reached a new pinnacle in speed and  power.  Only such individuals as the Chunk are able to fit in to the class of fighter that is Brawl.

  

Sample Case Study 2: Wildcard Squad

 Case Study:  Wildcard - Sensor-Head

            Operative Sensor-Head was assessed for only a month before he was identified as having psychological illnesses as a side effect of his sensory helmet. These illnesses manifested as an extreme desensitization toward violence and a loss of human value. Essentially, Sensor-Head became a killing machine because of his rather violent background in South Africa. Sadly, he hat to be held back for awhile until his illnesses were cured.

            Nonetheless, Sensor-Head eventually was entered into the BNtP. Each week thereafter, Sensor-Head began to develop sensory systems independent from his helmet. Furthermore, when his helmet was worn, the ranges of the sensors were the sum of his own plus the helmet!  As the weeks went by, Sensor-Head became more his namesake, and the range of his personal senses were increased, system by system.  He was even linked personally to the satellite that his helmet was.

 

Case Study:  Wildcard - Chunk

            The Chunk (yes, the pro-wrestler who "disappeared" during his vacation in South Africa) was an accidental, but fortunate, find for Section C.  It was just coincidence that he had extensive military training and was both a real practitioner of Chin-Na, the art of seizing, as well as a media investigator in Hong Kong. He seemed like an ideal candidate for the BNtP, except that he went on a rampage with Sensor-Head and seemed to develop an overly-violent personality. Chunk was also held back for psychological reasons.

            When the Chunk was accepted into the BNtP he became stronger, faster, highly resistant to pain and damage, healed at an alarming rate and became more attuned to his martial arts. By the end of the basic program he was possibly one of the most dangerous hand-to-hand combatants in the program. His 1 on 1 combat efficiency was without equal, by any standard.

Case Study:  Wildcard - Gun Bunny

            Gun Bunny was one of our newer experimental prototypes which we underestimated.  He escaped and met up with the previous two agents. His entire life was spent in a sensory deprivation chamber, living through constant VR simulations of combat scenarios. Ironically, he was the most socially acceptable of the original three members, despite the fact that he was a giant bipedal mutant rabbit!

            Immediately accepted into the program, his specialty was combat. Guns, knives... anything available was lethal in his paws, including nothing at all. Gun Bunny lived up to his name with terrifying effect. He is currently on of the highest skill rating for gun-fighters, with the exception of Warmonger.

 

Case Study:  Wildcard - Psycho

            Psycho was entering the Special Forces (Green Berets) when he accidentally displayed psychic abilities that he was trying to keep secret. This was a unique opportunity to both employ and study independently manifested psychic phenomena. On his first missions, he demonstrated good judgment, although a little too much of a risk-taker, but was deemed worthy of the BNtP.

            His psychic abilities were magnified exponentially. His electrokinesis made him a serious threat and he had a sixth sense which rivaled Sensor-Head's motion detectors. He could kill with but a touch, the electrical arc growing more powerful each week.

 

Sample Case Study 3: Prime Squad

Case Study:  Prime - Gladiator (before retirement; no additional information available)

            Gladiator was a unique soldier in that he was intelligent, but his slim build made him seem an unlikely candidate for the BNtP.  But, considering the questionable effects of this (experimental) procedure, it seemed that there was little to lose.

            Immediately he began to develop a larger, stronger body beginning with his skeletal structure.  He needed numerous types of pain killers to avoid the pain of overly rapid growth.  His speed increased as well, which gave us the idea of calling him quicksilver, after a comic-book character.  His appearance was deceiving, being that of a body-builder instead of a sprinter faster than any human.

            After 200 missions, something both horrifying and incredible happened:  Gladiator transformed into a solid steel statue!  All the researchers had thought that the nanobots over-populated and devoured his body.  Luckily they were wrong, as he gradually returned to normal.  However, from that day forward, each time a muscle contracted, it was both encased and internally reinforced with a steel lattice structure of nanobots!  His enthusiasm for personal combat led to his name being changed to Gladiator.

Case Study:  Prime - Rage (before retirement; no additional information available)

            Rage was a long time friend of Gladiator, and was the one who convinced the brothers to join the forces.  It is to him that we owe the efficiency of our team.  He was also indirectly responsible for their combat training before joining us and for catching our eye.

            Rage always was able to express his anger without over-doing it... that is until he was entered into the BNtP.  Although we still are unable to understand completely what causes his ability, we cannot deny that it is rather spectacular.  Whenever he got angry or scared (adrenaline) his voice box and/or "aura" changed.  All who he felt these primal emotions toward suddenly became weak, uncoordinated and terrified as long as he roared a strange (yet awesome) echoing yell of rage, hence his name.

            As Rekoil and Gladiator developed their new powers, Rage's roar of fury reached a new level:  He could cause earthquakes, destroy eardrums, shatter glass and crumble buildings with an extended roar!  As an unusual, but expressive extra, the vicinity heated 10 degrees centigrade and all observers saw the area go red.  He also developed a psychic attack so that any one target would quickly become permanently traumatized and need psychological therapy as a result of Rage's hostile attentions.

 

Case Study:  Prime - Rekoil (before retirement; no additional information available)

            Rekoil is Gladiator's older brother and joined the forces at the same time as his sibling.  It was Rekoil who we wanted for section-C.  Rekoil was a tall, enthusiastic young man with a remarkable physical aptitude and sense of determination.  He was to be the "poster boy" for the BNtP and remained so up to his completion of the Omega missions.

            Rekoil, originally quite inflexible and susceptible to injured joints, suddenly became flexible to the point of inhuman!  He could perform feats more impossible than a Chinese contortionist without a second thought.  Minimal side effects were evident, other than untangling his limbs the morning after a restless night.  After extensive training and field experience, he could run through a storm drain opening without skipping a step.

            Around the last third of Rekoil's tour of duty, his body was changed even further by his tiny robots.  He developed almost an involuntary motor sense, allowing him to manipulate objects (or fight opponents) without ever knowing that they were there, even behind his back!  It was almost as if his body developed muscle memory of such complexity that he could be blind, deaf and asleep and his body would still eat, perform daily exercises, defend itself and perform acrobatic feats independently!

 

Case Study: Prime - Warmonger (before retirement; no additional information available)

            Warmonger was a hardened veteran who participated in the incidents at Grenada and the Persian Gulf.  As our organization became independent, he was one of the first choices for the BNtP operatives.

            As he developed via the nanobots, it seemed that in this case, the procedure was a failure, as no apparent change was evident.  After subsequent missions, however, his comrades noted that he never seemed to get hit, even in the hairiest of firefights!  His luck seemed to overcome astronomical odds at every turn.  It was somehow (we don't know how) linked to a strange, odorless & colorless chemical in his sweat.

            At further stages of development, his luck took a new turn in that he never missed with any firearm.  His bullets almost changed trajectory in mid-flight.  His invincibility was increased so that he couldn't get be by a sniper at point blank range even if he stood still!

 

Secondary Operatives:  Unknown Soldiers

            The secondary operatives are the men and women who are responsible for setting the stage for the primary operatives.  They gather information, keep track of important people and provide military backup for Section-C.  Although not as formidable as the primary operatives, they are nonetheless intelligent, capable people who can use teamwork and training to complete any task.  The gun planted in the prison cell and the switched suitcases at the airport are the handiwork of the secondary operatives.

            Many missions are dangerous or require special training.  This is why the secondary operatives are employed (the more basic, less risky tasks are performed by the tertiary operatives).  The special training and previous experience of the secondary operatives helps keep the mission success ratio discretely high.

 

Section-C Secondary Operative - Military OCC

                This character is trained as a mercenary or military specialist.  The character has done his duty, kicked some ass and either doesn't feel comfortable living in a peaceful setting or is out of money.  Either way, Section-C found them and the rest is history.

Attribute Requirements:  IQ, PE and PP 10;  ME 8

Starting Age:  25; add 1D4 years for each level of experience.

Martial Art Form:  Hand to Hand Expert (Agent) or spend one secondary skill for Hand to Hand Martial Arts (Agent) or spend three secondary skills for any non-exclusive form.

Educational Level:  Military Training.

Basic Minimum Skills:  Basic Math, Read/Write Native Language, Speak Native Language, Swimming, First Aid, Pilot Automobile, Prowl.

Available Skill Programs:  Character automatically gets the Basic Military Skill Program (+5%), also select any one (1) additional Military Skill Program and one (1) General Skill Program.

Secondary Skills:  Select any ten (10).

Money:  $20 000.

Income:  $2000 a week while waiting for action, plus $10 000 for each day of combat.

Level Advancement Bonuses:  Receive one new Secondary Skill each level.  XP base of 1335 (XP to each level is… [base] x [level2])

Social Contacts:  None.  Not even family or friends, outside the company.

  

Section-C Secondary Operative - Espionage OCC

                This character was once a member of an espionage agency.  The character has been involved with the war in the shadows and, after leaving, has felt useless and bored.  After being found by Section-C, their life once again has direction.

Attribute Requirements:  IQ 11, PP 9, ME 8 and PE 12.

Starting Age:  28; add 1D4 years for each level of experience.

Martial Art Form:  Hand to Hand Expert (Agent) or spend one secondary skill for Hand to Hand Martial Arts (Agent) or spend three secondary skills for any non-exclusive form.

Educational Level:  Special Training.

Basic Minimum Skills:  Basic Math, Read/Write Native Language, Speak Native Language, Swimming, Computer Operation, Pilot Automobile, Prowl.

Available Skill Programs:  Character automatically gets the Language Skill Program, also select any two (2) additional Espionage or Military Skill Programs and one (1) General Skill Program.

Secondary Skills:  Select any eight (8).

Money:  $30 000.

Income:  $3000 a week while waiting for action, plus $5 000 for each day on the job (frequent).

Level Advancement Bonuses:  Receive one new Secondary Skill each odd level.  XP base of 1307 (XP to each level is… [base] x [level2])

Social Contacts:  None.  Not even family or friends, outside the company.

 

Section-C Secondary Operative - Investigative OCC

                This character is an ex-member of law-enforcement, the secret police or a private investigation firm. During their time, the character has uncovered many mysteries and earned an excellent reputation.  Once available, they were approached by Section-C.

Attribute Requirements:  IQ 9, ME 8 and PE 10.

Starting Age:  25; add 1D4 years for each level of experience.

Martial Art Form:  Hand to Hand Basic (Agent) or spend one secondary skill for Hand to Hand Expert (Agent) or spend two secondary skills for Hand to Hand Martial Arts (Agent)

Educational Level:  Special Training plus university.  +10% skill bonus.

Basic Minimum Skills:  Basic Math, Read/Write Native Language, Speak Native Language, Swimming, Computer Operation, Pilot Automobile, Prowl.

Available Skill Programs:  Character automatically Selects any two (2) from either the Info Gathering Espionage Skill Program, the Surveillance Specialist Espionage Skill Program, the Spy Network Administration Espionage Skill Program, the Security Specialist Skill Program or the Journalist Basic Skill Program.  Also select any one (1) additional Skill Program from Medical or General.

Secondary Skills:  Select any ten (10).

Money:  $20 000.

Income:  $2000 a week while waiting for action, plus $5 000 for each day on the job (frequent).

Level Advancement Bonuses:  Receive one new Secondary Skill each odd level.  XP base of 1299 (XP to each level is… [base] x [level2])

Social Contacts:  None.  Not even family or friends, outside the company.

 

Tertiary Operatives:  John and Jane Smith

             Tertiary operatives are the backbone of Section-C.  They are the eyes, ears and hands of our organization.  Lawyers, doctors, accountants, engineers, scientists, schoolteachers, janitors, policemen, soldiers, criminals, anyone who wants to can work for Section-C as a tertiary operative.  The only virtues necessary to work for Section-C are loyalty, secrecy and the sensibility to not ask questions.

            For signing up with Section-C, untraceable payments of $100 per week are given to the operative.  Whenever a request is made of that operative, additional payments are given.  The size of these payments depend on the request.  Some examples are shown below.

 Report legally available information - $100

Report confidential information - $1000

Perform a legal action not requiring skills - $150

Perform a legal action requiring skills - $500

Perform illegal action not requiring skills - $1500

Perform illegal action requiring skills - $5000

Commit non-violent crime - add $10 000  

Commit violent crime (rare) - add $100 000

             If the individual is a professional (such as a lawyer or engineer), the payments will be added to normal costs as a client.  Most requests are rather normal and mundane.  Here are some more specific examples:

            Bob (a lawyer) gets a call from his Mellhouse Inc. contact (a Section-C cover) and is told to represent a war veteran (secondary operative) named John in court.  John was arrested for the second-degree murder (assassination) of a scientist.  Thanks to Bob, the veteran gets out on $10 000 bail (which will be jumped; see below).  Bob gets paid his standard $5000 fee as a lawyer, some of which goes to his law firm.  Bob himself gets an additional bonus of $1500. The illegal aspect of this is keeping quiet about John’s guilt and jumping bail.

            Dana has been forging documents and ID cards for a few years.  A year ago she was freed from prison, on parole, thanks to a lawyer named Bob.  Bob represented her for free (Section-C paid, plus $1500) in return for her getting a job with a group called Mellhouse Inc. (a cover for Section-C).  Since then she got a job at a label production factory (Section-C paid Dana's employer $150 to give her the job) and is getting bonus $100 cheques every week.

            Dana gets a phone call from Mellhouse and is asked to forge some ID for someone named John.  John shows up at her apartment door and gets his forged documents, changing his identity so that he can leave the country.  Dana gets a $15 000 cheque from Mellhouse Inc. for "secretarial services" (in case the IRS asks).

            John the veteran (who now goes by the name Peter Wilmarth) picks up his airline ticket (purchased by Candid Production Studios, another Section-C cover) to Ireland and waits for his next mission.

            Neither Bob, nor the judge, nor Dana, nor Dana's employer, nor John/Peter knows the whole story.  There is nothing to directly link these activities with each other; the perfect crime.  Here's a breakdown of the expenses in the termination of the enemy scientists:

  

John's 1 day of active duty         $10 000

Bob's bailing John out of prison         $16 500

Paying off judge to reduce bail         $10 150

First class airplane ticket to Ireland              $600

Dana's forgery of John's identification         $15 000

Transfer subtotal         $52 250

 

John's year of pay       $104 000

John's mission expenses             $500

Dana's year of pay          $5 200

Bob's year of pay          $5 200

Dana's employer's year of pay          $5 200

Judge's year of pay          $5 200

Bob's freeing of Dana          $6 500

Employment of Dana             $150

 1 year's subtotal       $132 050

=========================

1 assassination total       $184 100

  

…And this is if the operative gets arrested (which is rare; we don't hire idiots).  Drop the expenses by $30 000 for most cases.

 

 

OCCs Available as Tertiary Operatives

            The best determination for the occupation of the tertiary operative is found in Systems Failure.  Here's a reprinting of it.  The character also gets 15 secondary skills, plus 1 every odd numbered level.  XP base of 1140

 01-04:   Executive, Administrative and Managerial - Business skill program

05-08:   Marketing and Sales - Business or Technical skill program

09-12:   Administrative Support - Technical skill program

13-16:   Professional or Technical - Electrical, Mechanical or Technical skill program

17-20:   Computer, Mathematical or Research - Business or Technical skill program, plus Computer Operation &      Advanced Math

21-24:   Science - Electrical, Mechanical or Science skill program

25-27:   Social/Recreation Worker - Domestic or Technical skill program

28-30:   Clergy - Domestic or Technical skill program

31-34:   Bookworm - Literacy, Computer Operation, Research, Business & Finance

35-37:   Educator - Communications, Technical or Investigative skill program, plus Research

38-40:   Medical - Medical Assistant, Medical Doctor or Medical Investigations skill program

41-44:   Communications - Communications, Journalist, Language or Technical skill program

45-48:   Visual Arts - Technical skill program

49-52:   Performing Arts - Domestic or Technical skill program

53-56:   Food Services - Domestic skill program

57-60:   Personal Service or Building/Grounds Service - Domestic or Technical skill program

61-62:   Protective Service - Police/Law Enforcement, Investigative, Physical or W.P. skill program

63-64:   Computer Nerd - Computer Operation, Computer Programming, Computer Hacking, TV/Video

65-68:   Mechanical - Mechanical (vehicle) or Mechanical (general) skill program

69-72:   Construction - Physical or Technical skill program, plus Carpentry or General Repair

73-76:   Production - Physical or Technical skill program

77-80:   Transportation and Material Moving - Select 5 basic Piloting skills, plus Radio: Basic

81-84:   Unskilled Laborer - Physical or Domestic skill program

85-88:   Agriculture - Wilderness/Survival skill program

89-92:   Military - Basic Military skill program

93-94:   Professional Athlete - Physical skill program

95-00:   Criminal - Criminal or Professional Thief skill program


Section-C

Game Information

 

Standard Ninjas & Superspies "Superspies Agency" (300 points)

A. Outfits: Gimmick Clothing (30 points)

- Agents can get up to $10 000 worth of gimmick clothing, plus all the standard duds and armor needed.

B. Equipment: Gimmicked Equipment (30 points)

- Agents may be in possession of up to $30 000 worth of provided equipment in the field

C. Weapons: Arsenal (30 points)

- Up to $50 000 worth of weapons, plus unlimited ammo and special rounds

D. Transport: Public Transportation (03 points)

- Section-C provides plane tickets, rents cars and other forms of standard transportation, all under the guise of dummy corporations.

E. Communications: Satellite Network (30 points)

- Computer networks, microwave transmitters and satellite relays.  Agents each have their own scrambled signal

F. Distribution: Regional (15 points)

- Across North America (every major city & a few towns), plus some key locations across the globe

G. Military Power: Private Army (20 points)

- Approximately 200 Secondary Operatives, armed to the teeth, are ready to be "activated" at any given time

H. Sponsorship: Secret (00 points)

- There's a secret agenda being carried out by Section-C, and it involves the alien technology from the moon.  Nobody knows (or cares, thanks to their paycheque) what that agenda is or who is behind it.

I. Budget: Hefty Cabbage (30 points)

- About $5 000 000 dollars per mission

J. Administrative Control: Rigid Laws (00 points)

- Since Section-C is a private agency, it has no power to bend laws.  However, a team of the finest lawyers and con artists are available to bail out agents who may divulge sensitive information. Whoever can’t be recovered is killed.

K. Internal Security: Lax (05 points)

- Security guards and video surveillance.  15% chance of each employee being an infiltrator.  No employee, however, has access to much of the really important information.  As a rule, random spying and investigation is done on employees.  5% of employees are being watched at any given time.  Infiltrators are interrogated and "replaced", or executed outright.

L. External Infiltration: Information Source (10 points)

- One who has high access who works in any major office (secretary, manager, etc.) has a 12% chance of being a supplier of information to Section-C.  Compensation for these moles is done very discreetly, without any standard procedure.

M. Agency Credentials: Unknown (03 points)

- Only a few select people know of Section-C, and they often disappear (like the witness protection program if a scientist, engineer, biologist or inventor).

N. Agency Salary: Vast (94 points)

- BNtP agents get $125 000 per mission (1 mission per week).  Other employees get around $1000 to $5000 per week, depending on their position.  Few people have reason to leave Section-C, as employees are treated and paid very well.

==========================================================

Total:     300 points

 

Designing Missions For Primary Operatives

             As a member of the Executive Council (a GM) it is your responsibility to provide only one mission per week for your Primary Operatives, and any additional missions for their respective secondary and tertiary operatives.  The purpose of the Primary Operative is to participate in direct contact with the enemy.  The Secondary Operative sometimes makes direct contact, but only when necessary, such as military support or "smaller" espionage tasks for assisting the Primary Operatives.  Tertiary Operatives are only to make contact with the enemy as a last resort, and only as support for the Secondary Operatives, which, in turn, assist the Primary.  Failure to follow this procedure can result in termination by the Executive Council.

            After the nature of the mission has been determined, choose what is needed in preparation for insertion, completion and extraction of the primary operatives.  This decides what the secondary operatives' responsibilities are.  These responsibilities run the gamut from smuggling a weapon into an airplane washroom, to assassination, to delivery of mission information to the primary operatives.  Infiltration and rescue are also common missions for secondaries.

            Once this is completed, the tertiary operatives are assigned the smaller tasks for supporting the secondary operatives.  Purchasing plane tickets, supplying gossip, forging documents, abandoning a getaway car in front of a mission zone, and so forth.

 

Types of Missions

Roll or Select.

01-07  Intelligence:  Obtain information about an agency, its activities and/or its technology.

08-14  Counter-Intelligence:  Misinform and mislead the enemy.

16-20  Sabotage:  Damage or destroy enemy equipment, or cause the damage/destruction of technology.

21-27  Espionage:  Steal the enemy's means of technology, being hardcopy plans or otherwise.

28-33  Wetwork:  Assassinate or participate in violent conflict.

34-38  Arrest:  Take a person into custody for the purpose of interrogation, employment or other reasons.

39-44  Cut & Run:  Destroy secret technology and/or information, terminate all possible communication lines (including unneeded scientists, employees and operatives) then evacuate, evading the enemy.

45-50  Surveillance:  Observe a target, being it human, object or otherwise, and report.

51-54  Protection:  Ensure the survival of a mobile target.

55-60  Security:  Ensure that a place is secure, so that the enemy can not infiltrate or compromise it.

61-65  Courier:  Transport something or someone from a pickup to a destination.

66-72  Commandeer:  Take from someone an object.

73-76  Rescue:  Liberate somebody from someone else's custody.  Often in conjunction with Arrest.

77-82  Infiltration:  Temporarily work with the enemy so that an advantageous position is available for the completion of a future mission.

83-00  Replace this Roll with 2 Rolls of 1D100

 

 

Things That Can Complicate a Mission

Roll or Select.

01-75  Nothing Special:  A nice, straightforward mission.

76-78  Personal Involvement:  Personal weakness or friends or relatives of PC get involved in mission.

79-81  Setup by Enemy:  Enemy has done a successful counter-intelligence in Section-C.

82-84  Unexpected Wetwork:  Some unforeseen incident or involved party warrants wetwork.

85-87  No Equipment:  Usually some high security area or special insertion involved, so PCs have to be resourceful.

88-90  Third Party Involvement - Locals:  Locals, often government (cops/grunts) or civilians get involved, either as allies or adversaries.

91-93  Third Party Involvement - Reintroduction:  Old friend or enemy makes a comeback; may know too much and require wetwork or manipulation.

94-97  Long-Term Mole:  It turns out that a friendly NPC (so make sure that the PCs always have friends or co-workers that they associate with, otherwise this won't work) has worked for the enemy all along! Terminate or capture immediately!

98-00  Replace this Roll with 2 Rolls of

[68 + (1D4 x 6) + 1D6].

 

So Where are all the Gadgets?

             Since Section-C has access to a vast amount of stolen and reverse-engineered technology, it would seem likely that their agents would be armed with bionics, robots, supernatural powers and other high-powered weaponry.  Such is not the case.  Nobody really knows what Section-C does with all of its magical, technological, psychic and dimensional research.

            First of all, using this technology in the field would allow the enemy a chance to get their hands on it.  This would take away one of Section-C's greatest advantages over the rest of the espionage world.  Second, agents running around with alien technology or magical equipment would attract unwanted attention to Section-C.

            One of the ways that Section-C is using this knowledge is to make money.  The scientists of Section-C, under the guise of numerous research and development organizations, is finding ways to commercially market these discoveries (ever wonder who invented plastic? Or silly-putty?).  Royalties from all these products provide Section-C the kind of budget that pays for all the operatives and expenses.

            However, the big secret is that the rest of this power is being used in a secret war.  A war in a dimension that is not ours.  It could be against the nightlords (see Nightbane) or the Bugs (see Systems Failure) or even vampires or aliens or the Splugorth.  It might even be all of the above, in multiple dimensions.  All I can say is that it has something to do with the BNtP, and our world might be what hangs in the balance.  This brings us to...

 

Retirement:  Heaven and Hell

             After the 300 mission contract, a primary operative is "retired".  The agent is cloned and entered into the war.  The clone, free from nanobots and newly "born", is given all the memories of their original counterpart.  Using the agent's psychological file, a personal VR simulation program is made such that the clone lives a long life, hooked up to a computer, in a paradise perfectly suited for his/her mind set.  The personal paradise program (or 3P) also updates itself through analysis of the ex-agent's changing psychology.

            Meanwhile, the original agent now lives a challenging life of intense danger with rich rewards.  When not engaged in deadly missions they are living the decadent life of a king, in Section-C's pocket dimension.  In this other world they will contribute to the battle for either 100 years (the NtP gives immortality) or until death, whichever comes sooner.  After which, the agent is free to roam the galaxy of his/her dimension of choice.  The dimension? Well that depends on which dimension the next mission is.  The only requirement is that the environment be chaotic enough so that the operatives can remain relatively undetected:

             A)  Systems Failure

            B)  Nightbane (post Darkday)

            C)  Rifts Earth

            D)  Wormwood

            E)  After the Bomb (a la TMNT)

            F)  Phase World

            G)  Rifts Manhunter

            H)  Rifts - Mutants in Orbit

            I)  After the Bomb - Mutants in Orbit

            J)  Shadowlands (a la Nightbane)

            K)  Palladium Fantasy Roll Playing

            L)  Skraypers

            M)  Astral Realm

            N)  Make yer own!

 

Special Projects

            Now that Section-C has established itself, its origin and its purpose, and now that a stable budget has been maintained, Section-C has begun to activate some special projects.  Here's the basic run-down.

Project: Home Base

            Home Base is an experiment in dimensional energies and their relationship with PPE.  Contact was made with a practitioner of what is called Spatial Magic (see Rifter #3).  A deal was made such that employees of Section-C and death-row prisoners (broken out of prison) offered certain amounts of their PPE base to the Spatial Mage in order to increase the size and complexity of the dimension.  The prisoners were then executed while the employees gained certain benefits associated with membership to the dimension.  Now it is required that each member of the executive council and each retired agent give some PPE to the spatial mage to feed to his dimension.  The spatial mage in return gets entered into the BNtP, resulting in immortality and even greater mystical power.

            The result is a small city that provides a base for Section-C.  This base is kept highly confidential, and can only be entered by members (via Automatic Transportation, taking 3 minutes at 55+4% chance of success) or by rift.  Infiltration is, of course, impossible without the help of the spatial mage, who is very loyal to Section-C.

Project: Binary

            This project is an attempt to make robotic replacements for human soldiers.  A pair of androids were made along with some accessories.  The accessories were heavily armed and armored exoskeletons with another robotic vehicle to contain the exoskeletons.  The androids were made to fit into society so that they could also provide intelligence on the area undetected.

            The two exoskeletons were called "Kaminari" and "Inabikari", or Thunder and Lightning.  Each lived up to its name with abilities and weaponry.  The large, spherical vehicle was "Arashikumo", the Stormcloud, and provided supersonic transportation, even being able to leave and re-enter Earth's atmosphere.

            See "Project Binary" for more on this.

 

The Real Purpose of Section-C

(Eyes Only)

             Here's the dirt:  The nanobots found on the dark side of the moon were made by an ancient race called the M'reine.  They made the nanobots as a means to enhance themselves to the level of gods.  They were successful and spent their endless lives roaming the megaverse, viewing all its wonders and horrors. After a few eons they grew so bored, experimenting with the building blocks of life, creating and destroying galaxies, that they found no reason to live. Thus, the M'reine devised a means to periodically destroy their memories, so that they could experience everything again and again as if it were new and exciting. This brought unending pleasure to the omnipotent M'riene, which became a race of idiot-gods, spreading chaotic waves of creation and destruction with their very presence.

            Since their memories were limited, they soon forgot each other.  Whenever they would meet, the interactions were extreme and unpredictable.  Many of the M'riene fought with their bretheren and the race dwindled at its own hands.  Some others became so interested in some of the more mundane aspects of existence, they simply forgot about their power, then forgot how to speak, forgot how to think certain ways, then forgot to think and act altogether, becoming infinitely powerful forces without any will of their own.

            Now, the M'riene are all but extinct.  But one of those that forgot themselves came to Earth long ago and, falling like a comet, wiped out much of the life on Earth (like the dinosaurs).  This M'riene, startled by the effects of its visit, crept away and fell asleep in our moon, on the dark side.

            Ages passed before a secret moon landing was made by the research and development branch of the United States Department of Defence in 1962.  This branch, called Section-C, discovered some of the nanobots left by the M'riene and kept them secret, even from their own employers.  After extensive research, the purpose of the nanobots was discovered and on April 16th, 1999, they were tested on the members of Prime Squad.

            The results were staggering.  The nanobots kept the operatives at their physical and mental prime while improving upon the host, eventually giving them amazing powers.  Even those who were old and crippled slowly recovered their health and vigor.  The only side effect was the inability to reproduce.  The scientists of Section-C spent their every resource on finding the origin of these miracle machines.

            The answer did not come until June of 2005, when the members of Wildcard Squad infiltrated a cult which worshipped an alien creature with supernatural abilities.  Certain artifacts and persons were seized, and the means to look back in time were made available.  Through these methods, the origin of the nanobots was discovered.

            The visionary powers also enable the scientists to find where the remaining M'riene slumber.  There are around 37 left, scattered across the dimensions.  The M'riene all slumber now, but even in their sleep they are cosmic forces to dread.  Their dreams and nightmares sometimes come to life, creating creatures called Supernatural Intelligences, or possibly, in some of the worst cases, beings like the Old Ones of Palladium.  It is the duty of Section-C to contain these monsters until the day when they can contain the M'riene themselves.  This task is for the "retired" operatives.

            Meanwhile, on Earth, Section-C sees businesses and governments, and even individuals discovering and inventing magic, technology, psionics, bionics and other wonders.  Section-C, needing a base of operations that is stable and safe, sends its primary operatives out to destroy and capture these discoveries to keep Earth safe from itself and to keep Section-C on top.  This prepares the operatives for the war against the supernatural intelligences and the other creations of the M'riene.

 

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