Author: Thomas E. Dalsin; 12/12/02
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)
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
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].
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.
(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.