Err.no



Contents

Introduction 4

What’s it about? 4

Archetypes 4

Part 1: Making Characters 5

Race 5

Attributes 5

Skills 6

Derived Statistics 6

Profession & Infrastructure 6

Edges & Hindrances 6

Gear 7

Background Details 7

Part 2: Professions & Infrastructure 8

Professions 8

Infrastructures 23

Part 3: Setting-specific character generation rules 25

The Influence Skill 25

Knowledge skills 25

Languages 26

Seasoned 26

Pulling Strings 26

Advancement 27

Part 4: New Hindrances and Edges 27

Hindrances 27

Edges 31

Removed Edges 32

Background Edges 32

Combat Edges 33

Leadership Edges 33

Influence Edges 33

Power edges 34

Professional Edges 35

Social Edges 35

Weird Edges 35

Part 5: Setting rules 35

Critical Miss 35

Gritty Damage 35

Research 36

Breakthroughs, successes and time 36

Hacking 38

Part 6: Pulling Strings 38

Failed Influence Roll Table 39

List of pulling strings 39

Part 7: Resources 64

Cell Creation 64

Locations 64

Standard Facilities 65

Computer Facilities 66

Medical Facilities 66

Radar Facilities 67

Training Facilities 68

Vehicle Facilities 68

Work Facilities 68

Research Staff 69

Operations Staff 70

Pistols 70

Rifles 70

Heavy Weapons 71

Launchers 71

Ammunition 71

Melee Weapons 72

Thrown Weapons 73

Explosives 73

Surveillance 73

Intrusion 74

Communications 74

Electronics 75

Software 75

Scientific Equipment 76

Chem Craft 77

Medical Equipment 79

Clothing/Body Armor 80

Tool Kits 80

Combat Accessories 80

Restraints 81

Hostile Environment Gear 81

Standard Vehicles 82

Special Vehicles 83

Vehicle Accessories 84

Profession specific equipment 84

Part 8: PSI Powers 87

Making PSI-sensitive characters 87

Psychic disciplines 87

Power points 87

Using powers 87

Terminology 88

Power edges 88

POWERS 89

Biological Psychokinesis PSI Powers 89

Clairvoyance PSI powers 90

Cognition PSI powers 92

Psychokinetic PSI Powers 94

Telepathy PSI powers 95

Chemcraft 98

Psi Drugs 99

Hypnosis 100

Hypnotic techniques 101

PSI-equipment 103

Implants 103

Part 9: The Supernatural 107

Seepage 108

Seepage Levels 108

Seepage Points 108

Corruption 108

Incarnate 108

Forsaken 109

Locus 109

Edges 109

Invocations and Supernatural Manifestations 110

Provocation 111

Controlled Invocation 111

Manifestation Tables 111

Manifestation Descriptions 112

Rituals 114

Ceremonial Tradition 114

Shamanic Tradition 114

Taoist Tradition 115

Caribbean Tradition 115

Learning new rituals 115

Performing Rituals 115

Charm 115

Psychic Links 116

Ritual Teamwork 116

Failing a Ritual 116

Orichalcum 117

Ritual Description Format 117

Ritual List 118

General Rituals 120

Divinations 121

Somatic Rituals 122

Physical Rituals 123

Blessings and Curses 124

Psyche Rituals 125

Illusion Rituals 127

Spirit Rituals 128

Introduction

Savage Conspiracy X takes what this author sees as probably the best RPG setting ever made, and converts it to his current favorite rulesystem. This conversion could not have been made without the awesome world that George Vasilakos and the rest of Eden Studios invented in the mid-90s, so all credit goes to George and his team.

What’s it about?

It is strongly recommended that the GM and players refer to the old 1st Edition books or the Unisystem line of Conspiracy X books to learn more about the world and the conspiracy that is Aegis. This is not a complete game, and even if it’s far from impossible to run this game with only the conversion available, it is very helpful to have other source books available for reference and fluff.

In short, the world is our own, at least that’s what it looks like. Behind the scenes, alien races plot and scheme, government conspiracies control most aspects of everyday life in the US, psychic powers are real and supernatural events are a fact – albeit with a pseudo-scientific explanation.

The players are part of one of these aforementioned conspiracies. Aegis protects the US against and investigates paranormal events, including, but not limited to aliens, the supernatural, cryptozoological sightings, etc., at the same trying to keep it a secret for the government and covering up any of its own secret and highly illegal psychic research. Fighting for humanity’s future – in secret – is not an easy task.

But this is not their day job. Normally, they are in positions throughout the government (but the private sector is also possible). They have been recruited into Aegis due to their positions of power and the strings they can pull on Aegis’ behalf. Why do you think the US has such an enormous deficit? Partly because of the military industrial machine, but partly because government officials for decades have funneled money from legitimate government directorates and towards Aegis’ goals of humanity’s survival.

What type of character you play is determined by your choice of Profession in part 2, but since there are 99 professions to choose from, it can be a little daunting. You should take some time to look over the archetypes here, and try to find something in the profession list that fits. Your GM may also help you narrow down your choice of professions based on your archetype.

Archetypes

Civilian – Aegis also recruits from the private sector. Journalists, lawyers, business owners, politicians, rich dilettantes etc. may all have resources at their disposal that Aegis is interested in. Your imagination is the limit here. If you can convince your GM to play a stay-at-home mom, that’s fine too!

Criminal – Aegis isn’t too picky on who they recruit, as long as they are certain of his loyalty to the conspiracy. It’s not unknown for murderers or gangsters to be recruited either, although they are usually watched for the slightest sign of behavior that may jeopardize the secret conspiracy.

Doctor – Every group needs a healer, right? In Savage Conspiracy X, this character is more than simply a healer. He may be vital in missions battling unknown viruses, perform alien autopsies or invent new drugs that enhance the human body.

Hacker – The computer wizard is a staple of any espionage film or novel. By using supercomputers 10 or 20 years beyond what’s commercially available, these specialists are able to crunch number at an amazing speed and get access to systems and servers in order to gain information.

Law enforcement / investigator – Whether or not he is a member of a legitimate police force or a private investigator, this character is good at investigation, connecting clues and solving mysteries. He probably has a lot of pull in the police department.

Parapsychologists – While not having any psychic or ritual trainings themselves, they are knowledgeable about the subjects at hand, and may aid psychics, use hypnosis or conduct occult research for various purposes.

Pilot – Whether he is a air force fighter pilot or an army helicopter pilot, this character is an ace behind the stick.

Psychic – Both Russia and the US have had strong, government controlled programs developing psychic abilities in people as a weapon against the enemy. Even though many psychics are drug addicts or go grazy, it can be challenging to play people who literally can kill his enemies with his mind.

Ritualist – Even though Aegis have studied less the phenomenon known as Seepage, than they have psychic abilities, there are those who are able to perform rituals and do ”magic”. It’s all about shaping the Seepage though, but this is the closest you come to playing the typical wizard of a fantasy campaign.

Scientist/engineer/tech guy – While it may sound boring on paper, everyone in Aegis Prime agrees that the war against the extra-terrestrial threat will probably not be won by soldiers, but by the minds who becomes experts on alien physiology, technology or even anthropology.

Secret Agent / spy – Think Jason Bourne, even James Bond. This characer is part of the Intelligence sector, your typical CIA spook with a lot of combat training but also utility skills like stealth, breaking & entering and diplomacy.

Soldier – No matter if your character hails from the army, air force or navy, his military training should influence this character. He should excel in combat heavy missions.

Part 1: Making Characters

Character creation in Savage

Conspiracy is a bit more work than a

normal Savage Worlds character, but

even more fun!

The following character creation

guidelines are a mixture of the

standard Savage Worlds rules and the

setting rules of Savage Conspiracy

Race

Unless the GM allows you to play alien characters, humans are the only allowed race. Humans start play with one free edge.

Attributes

Every character starts with a d4 in each attribute, and has 5 points with which to raise them. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you want with one exception: no attribute may be raised above a d12.

• Agility is your hero’s nimbleness, quickness, and dexterity.

• Smarts is a measure of how well your character knows his world and culture, how well he thinks on his feet, and

mental agility.

• Spirit reflects inner wisdom and willpower. Spirit is very important as it helps your character recover from being

Shaken (see page 68).

• Strength is raw physical power and general fitness. Strength is also used to generate your warrior’s damage

in hand-to-hand combat.

• Vigor represents endurance, resistance to disease,poison, or toxins, and how much pain and physical damage a hero can shake off.

Skills

Skills are learned abilities such as Shooting, Fighting, scientific knowledge, professional aptitudes, and so on. These are very general descriptions which cover all related aspects. Shooting, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.

You have 15 skill points to distribute among your skills. Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to (listed beside the skill in parentheses). If you exceed the attribute, the cost becomes 2 points per die type.

As with attributes, no skill may be increased above d12.

Example: Fighting is linked to Agility. A character with a d8 Agility can buy Fighting for one point per die type to d8. Buying a d10 costs 2 points, and a d12 costs another 2 points.

Derived Statistics

Your character sheet contains a few other statistics you need to fill in, described below.

Charisma is a measure of your character’s appearance, manner, and general likability. It’s 0 unless you have Edges or Hindrances that modify it. Charisma is added to Persuasion, Streetwise and Influence rolls, and is used by the GM to figure out how nonplayer characters react to your hero.

Pace is how fast your character moves in a standard combat round. Humans walk 6” in a round and can move an additional 1d6” if they run. Write “6” on your character sheet beside the word Pace. This is 6” on the table-top—every inch there represents 2 yards in the “real world.”

Parry is equal to 2 plus half your character’s Fighting (2 if a character does not have Fighting), plus any bonuses for shields or certain weapons. This is the Target Number (TN) to hit your hero in hand-to-hand combat.

For stats such as d12+1, add half the fixed modifier, rounded down. For instance, a Fighting skill of d12+1 grants a Parry of 8 (2+half of d12), whereas a d12+2 gives a Parry of 9 (2+half of d12+2).

Toughness is your hero’s damage threshold. Anything over this causes him to be rattled or worse. Toughness is 2 plus half your hero’s Vigor, plus Armor (use the armor worn on his torso). Vigor over a d12 is calculated just like Parry.

Profession & Infrastructure

Choose your agent’s Profession and what Infrastructure he belongs to. This tells a lot about your agent. Is he a bad-ass FBI Field Agent? A sneaky CIA spook? Or is he maybe a top scientist from NASA. It also provides us with some information we need – namely what Spheres of Influence he can draw resources from, and which pulling strings he has access to. More about Profession & Infrastructure on page 3.

Edges & Hindrances

Great heroes are far more than a collection of skills and attributes. It’s their unique gifts, special powers, and tragic flaws that truly make them interesting characters.

Characters can take Edges by balancing them out with Hindrances. You’ll find a complete list of Edges and Hindrances later in this chapter. Look for more in our Savage Settings.

You can take one Major Hindrance and two Minor Hindrances. A Major Hindrance is worth 2 points, and a Minor Hindrance is worth 1 point.

For 2 points you can:

• Raise an attribute one die type, or

• Choose an Edge

For 1 point you can:

• Gain another skill point

In addition to the list of Edges and Hindrances in the Savage Worlds Deluxe Edition, there are quite a few setting specific Edges and Hindrances on page 22.

Gear

Characters don’t purchase or own gear by using their own money in Savage Conspiracy. Instead, their are able to draw upon resources presented to them through their profession and/or infrastructure (more on this later). See page 59 for information on how you calculate Resource Points for the cell.

Background Details

Finish your character by filling in any history or background you care to. Ask yourself why your agent is where she is and what her goals are. Or you can just start playing and fill in these details as they become important.

You might also want to talk to the other players. Maybe your characters know each other right from the start. Or you might collectively decide to optimize your cell a bit and ensure you’ve got a good assortment of skills and abilities. If so, make sure you’re playing what you want to play. There’s no point in being the cell’s scientist, for example, if that’s not a role you’re interested in.

Part 2: Professions & Infrastructure

Professions

One of the main reasons the character is part of Aegis, beyond his devotion to the cause, is his ”day job” or his profession. A player may choose from a variety of Professions that fit the type of character to be played. Not all of these professions are tied in to the US government. Aegis also needs to find capable individuals outside of the government. The professions follow the same basic profile. For more information about the professions and infrastructures, consult the Sub Rosa sourcebook, p. 35 and beyond.

Profession (name): A short description of the Profession.

Sphere of Influence: This is what type of Influence is provided by that Profession. The Sphere of Influence (SoI) determines what Pulling Strings may be purchased and to what cost. It also determines what type of equipment the agent may bring to the fold.

There are 7 types of SoI:

Military (Mil)

Intelligence (Int)

Science & Research (S&R)

Criminal (Cri)

Law (Law)

Paranormal (Par)

Civilian (Civ)

Pulling Strings: This is a list of the starting Pulling Strings that are granted by that profession. It also includes how many pulling string points (PSP) are left to spend on pulling strings of your choice within the stated Sphere of Influence.

Infrastructure: This is a list of broad societal groups that provide certain SoIs and pulling strings. Each profession choose one infrastructure.

Comment: These are special comments for that profession

Activist

These individuals speak out against legitimate organizations, including the government, in order to point out what they feel are abuses or inconsistencies. Exmples of activists include lobbyists and peaceful demonstrators.

SoI: Civ, Pulling strings: Fanatical support, Front Page News, Support, +1 PSPs

Infrastructures: Business – Civilian, Independent, Religious Institution, University

United States Air Force (USAF)

These operations, logistics and support groups supply Aegis with combat and technical personnel.

Air Force Intelligence Officer

Intelligence Officers are responsible for gathering information, both domestic and abroad, relevant to the technological advances, security measures, and personnel assignments within the USAF.

SoI: Int, Pulling strings: Boot Camp, Cheaper Aircraft, Mobility over World, +2 PSPs

Infrastructures: Department of Defense

Air Force Pilot

Pilots are the backbone of the USAF, and most pilots are proficient with a handful of aircrat.

SoI: Mil, Pulling Strings: Boot Camp, Cheaper Aircraft, Mobility over World, No Trace, 1 PSPs

Infrastructure: Department of Defense

Comment: Access to the SR-71 Blackbird Restricted Resource

Air Force Scientist/Technician

USAF Technicians perform a wide range of tasks, not only specifically related to aircraft, but also for communications systems, data retrieval and analysis, weapon targeting, and mission specifications.

SoI: S&R, Pulling strings: Boot Camp, Cheaper Aircraft, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

Air Force Secretariat Officer

Individuals on the Secretariat staff not only take responsibility for the training and operations of the Air force, but also for establishing liaison relationships with the President and her staff.

SoI: Mil, Pulling Strings: Boot Camp, Cheaper Aircraft, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

Air Force Staff Officer

The Air Staff is responsible for Air Force preparedness, personnel and support.

SoI: Mil, Pulling Strings: Boot Camp, Cheaper Aircraft, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

United States Army

The Army includes land combat and service forces and such aviation and water transport as provide direct support.

Army Helicopter Pilot

Helicopter pilots are trained to maneuver their aircraft in a number of highly adverse conditions, such as poor visibility, problemtatic weather patterns, and enemy hostility.

SoI: Mil, Pulling Strings: Boot Camp, Cheaper Aircraft, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

Army Ranger

Rangers represent the most elite force the US Army has to offer. They are experts at stealth and maneuvering behind enemy lines.

SoI: Mil, Pulling Strings: Boot Camp, Cheaper Ground Vehicle, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

Army Technician

Army technicians perform a wide range of tasks, including maintaining communications systems, providing for data retrieval and analysis, improving weapons targeting, and gathering mission specifications.

SoI: S&R, Pulling Strings: Boot Camp, Cheaper Ground Vehicle, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

Bureau of Alcohol, Tobacco & Firearms (ATF)

The ATF enforces the Federal laws and regulations relating to alcohol, tobacco, firearms, explosives and arson by working directly and in cooperation with others. Agents of the ATF has almost universal power to search and detain suspects and are not required to do much explaining to other legal authorities.

ATF Field Agent

These agents are the rank and file of ATF. They are the people risking their lives going through doors to apprehend gun dealers, drug dealers and other criminals.

SoI: Law, Pulling Strings: Arrest Powers, Backup, Search & Seizure, +3 PSPs

Infrastructure: Department of Treasury

ATF Investigator

Investigators have the primary responsibility of gathering sufficient information to apprehend individuals who break laws under the ATF jurisdiction.

SoI: Int, Pulling Strings: Arrest powers, Backup, CEASEFIRE, +3 PSPs

Infrastructure: Department of Treasury

The Bureau of Diplomatic Security (BDS)

The BDS is charged with teaching diplomatic personnel how to protect themselves against violent assault. It also handles testing and updating the security of all overseas diplomatic facilities, and provides trained security personnel for those areas.

BDS Advance Agent

Advance agents are those individuals assigned to investigate and assure the security of foreign sites, not only in governmental facilities, but also civilian meeting halls and hotel rooms.

SoI: Law, Pulling Strings: Boot Camp, Diplomatic Itineraries, Security Protocols, +2 PSPs

Infrastructure: State Department

BDS Bodyguard

Bodyguards are assigned to provide safety to persons or facilities important to the State Department mission. These individuals have a higher profile and greater risk than their counterparts.

SoI: Law, Pulling Strings: Boot Camp, Diplomatic Itineraries, Security Protocols

Infrastructure: State Department

Comment: BDS Bodyguards start with a Notice of d4

Bureau of Intelligence and Research (BIR)

Where the BDS is responsible for the pyshical security of diplomats and their entourage, it is the hard-working agents of the BIR who make it possible. The BIR works twenty-four hours a day, seven days a week, in order to determine all possible threats and responses to diplomatic risks all over the world.

BIR Analyst

These desk-bound analysts are in charge of researching information gathered through various resources, and collating that data into useful forms.

SoI: Int, Pulling Strings: Ears to the Ground, Laboratory, +4 PSPs

Infrastructure: State Department

BIR Field Service Agent

Field service agents actually travel into foreign countries to estimate the conditions there, and to perform on-site research into local problems that might not show up on paper, or by satellite.

SoI: Int, Pulling Strings: Access Abroad, Ears to th Ground, Border Control (USA + 2 other countries), +1 PSP

Infrastructure: State Department

Center for Advanced Phenomological Studies (CAPS)

CAPS is a premiere parapsychology research organization focusing on everything from psychics to rituals, ghosts to demons, and fairies to Bigfoot.

CAPS Field Explorer

This individual is, in many ways, a highly specialized field researcher for archeology and anthropology. The field explorer spends equal amounts of time studying in a lab and tracking specimens in the field.

SoI: Par, Pulling Strings: Grants, Mount Expedition, Translators, +2 PSPs

Infrastructures: Aegis, Business – Paranormal, Business – Science & Research, University

Comments: Access to the Orichalcum and Tome Restricted Resources

CAPS Occultist

The occultist devotes her life to learning the secret of the Seepage and how to manipulate it using powerful rituals.

SoI: Par, Pulling Strings: Corruption Treatment, Library, +3 PSPs

Infrastructures: Aegis, Business – Paranormal, Business – Science & Research, University

Comments: Access to the Orichalcum and Tome Restricted Resources

CAPS Parapsychologist

The paranormal scientists and researches affiliated with CAPS are exposed to everything from supernatural beasts to the subtle power of psychics to the devastating ways of rituals.

SoI: S&R, Pulling Strings: Corruption Treatment, Demon Lore and one of either Laboratory, Library or Psi Lab, +2 PSPs

Infrastructures: Aegis, Business – Paranormal, Business – Science & Research, University

Comments: Access to the Hemi-Synch Device, Orichalcum and Tome Restricted Resources

CAPS Psychic

CAPS psychics have abilities above and beyond the comprehension not only of most people, but also other psychics.

SoI: Par, Pulling Strings: Choose one of (ASPR, Cognitive Training Facilities, CSICOP Training, New Age Movement, Noetic Science Institute, PEAR Labs, SPR Library or 1 PSP), Grants, Psi Labs, +2 PSPs

Infrastructures: Aegis, Business – Paranormal, Business – Science & Research, University

Comments: Access to the Hemi-Synch Device, Orichalcum and Tome Restricted Resources

Centers for Disease Control and Prevention (CDC)

The CDC is responsible for monitoring the spread of disease, engaging in health promotion and disease prevention, providing immunization, and performing research on viruses and toxins.

CDC Scientist

A scientist working for the CDC specializes in the investigation of dangerous diseases, and often works with very lethal doses of viruses. CDC scientists are often called upon to assist in the field.

SoI: S&R, Pulling Strings: CDC Labs, Dangerous Virus, Hidden Cures, Quarantine, +1 PSP

Infrastructure: Department of Health and Human Services

Comment: Access to the Hidden Cure Restricted Resource

Central Intelligence Agency (CIA)

The CIA is charged with collecting, collating and analyzing foreign intelligence. The company works closely with the DEA and FBI on drug law enforcement and counter-terrorism.

CIA Agent

An agent working for the CIA is trained to use other governmental agencies to retrieve information about foreign countries.

SoI: Int, Pulling Strings: Access Abroad, CIA Caches, CIA Training Facilities, +1 PSP

Infrastructure: Director of Central Intelligence

Comment: Access to the Special Weapons Restricted Resource

CIA Analyst/Technician

CIA analysts are trained to gather information from a variety of sources, which they pass along to agents or superiors for examination.

SoI: S&R, Pulling Strings: Access Abroad, CIA Training Facilities, Laboratory, Workshop +1 PSP

Infrastructure: Director of Central Intelligence

Comment: Access to the Special Weapons Restricted Resource

Corporate Administrator

Individuals who administrate corporation and other non-public sector organizations have the power to make the group run smoothly or to set up pitfalls and obstacles by bogging individuals down in minutia. Examples include white-collar workers, accountants, department heads and directors.

SoI: Civ, Pulling Strings: Business Connections, Corporate Espionage, +3 PSPs

Infrastructures: Business (any), Religious Institution, University

Criminal

Bending, if not breaking, the law is the hallmark trait of a criminal. Being a criminal does not necessarily mean that a person acts with no regards to the laws, but simply that he does not see them as wholly applying to his unique set of circumstances.

SoI: Cri, Pulling Strings: +5 PSPs

Infrastructures: Business – Criminal, Independent

United States Customs (USC)

The USC ensures that all imports and exports comply with US laws and regulations. Guards against smuggling and interdicts contraband, including narcotics and illegal drugs.

Customs Special Agent

Special Agents can be broadly defined as protecting the revenue and enforcing a variety of statutes in the United States code. Special Agents also have unique border search authority that allows them to search, without warrant, any person, conveyance, or article, having a nexus to the US boder.

SoI: Int, Pulling Strings: Asset Forfeiture, Border Control (USA), Customs Analysis, +2 PSPs

Infrastructure: Department of Treasury

Customs Forensic Scientist

Customs Scientists perform numerous analyses to ensure, that merchandise (both exported and imported) has been accurately identified in order to protect revenue and ensure fair trade.

SoI: S&R, Pulling Strings: Asset Forfeiture, Customs Analysis, Laboratory, +2 PSPs

Infrastructure: Department of Treasury

Project Cygnet

Cygnet is an operation that specializes in remote viewing and psi-warfare. Cygnet remote viewers are some of the best in the world, and are usually attached to some kind of government intelligence organization.

Cygnet Graybeard Operative

Graybeard operatives are usually attached to active government intelligence organizations such as CIA, DEA, Secret Service and the Navy.

SoI: Int and Par, Pulling strings: Psi-labs, THOTH Analysis, +2 PSPs

Infrastructures: Aegis, Department of Defense, Department of Justice, Director of Central Intelligence

Comment: Access to the Hemi-Synch Device, MHIC-EDOM, Neural Disrupter, Psychic Amplifier Room, Psychotron -1st Order, RHIC-EDOM Restricted Resources

Cygnet Remote Viewer

These individuals are generally attached to a government intelligence operation, conducting top secret reconnaissance.

SoI: Int, Pulling Strings: Psi-Drugs, Psi Labs, THOTH Analysis, +2 PSPs

Infrastructures: Aegis, Department of Defense, Department of Health and Human Services, Department of Justice, Department of Treasury, Director of Central Intelligence, NASA

Comment: Access to the Hemi-Synch Device, MHIC-EDOM, Neural Disrupter, Psychic Amplifier Room, Psychotron -1st Order, RHIC-EDOM Restricted Resources

Cygnet Scientist/Parapsychologist

Cygnet parapsychologists and scientists are responsible for training remote viewers and Graybeard operatives. They also delve into the use of hypnosis and/or interrogation to lower psychic barriers to retrieve information.

SoI: S&R, Pulling Strings: Psi Labs, THOTH Analysis, +3 PSPs

Infrastructure: Aegis

Comment: Access to the Hemi-Synch Device, MHIC-EDOM, Neural Disrupter, Psychic Amplifier Room, Psychotron -1st Order, RHIC-EDOM Restricted Resources

Defense Intelligence Agency (DIA)

The DIA is a combat support agency of the Department of Defense. The DIA is the nation’s primary producer of foreign military intelligence.

DIA Field Investigator

This agent gathers information about foreign military activities, either through direct infiltration of a specific country’s defense system, immersion in a country’s population, or usage of reliable contacts in strategic positions.

SoI: Int, Pulling Strings: Closing Investigations, Laboratory, +2 PSPs

Infrastructure: Department of Defense

DIA Intelligence Analyst

Intelligence analysts for the DIA spend most of their time crunching numbers, decoding messages, and looking for predictable patterns.

SoI: Int, Pulling Strings: Satellite Surveillance – Intelligence, Satellite Surveillance – Video, Satellite Surveillance – Communications, +2 PSPs

Infrastructure: Department of Defense

Drug Enforcement Agency (DEA)

The DEA is charged with investigating and apprehending major domestic and international drug criminals, while addressing the growing problem of drugs and violence in communites across the United States.

DEA Field Agent

This individual is responsible for monitoring suspected drug criminals, obtaining information through undercover work, and/or arresting those in violation of the law.

SoI: Law, Pulling Strings: Arrest powers, Asset Forfeiture, Quantico Training Facility, Wide Perth, + 1 PSP

Infrastructure: Department of Justice

DEA Forensic Scientist

Forensic Scientists employed by the DEA use research to determine the exact nature of drugs being smuggled across the border.

SoI: S&R, Pulling Strings: Asset Forfeiture, Laboratory, Quantico Training Facility, +2 PSPs

Infrastructure: Department of Defense

DEA Intelligence Analyst

An analyst is responsible for gathering information about not only criminals, but also suspicious activities in foreign countries, flight logs, ship movement, crop production, and all manner of information that relates to the manufacture and distribution of illegal drugs.

SoI: Int, Pulling Strings: Arrest powers, Asset Forfeiture, Quantico Training Facility, Wide Perth, + 2 PSPs

Infrastructure: Department of Defense

Engineer

Before anything can be manufactured, it must be designed to certain specifications, depending on its use. Engineers use their theoretical and practical experience to design buildings, roads, machines and code to match the needs stated by their clients. Examples include archictects, civil engineers and software desginers.

SoI: S&R, Pulling Strings: Workshop, +5 PSPs

Infrastructures: Any

Federal Bureau of Investigation (FBI)

The FBI is the principal investigative arm of the United States Department of Justice. The FBI has jurisdiction in over 200 categories of federal crimes.

FBI Field Agent

Field agents are responsible for conducting investigations of federal crimes, and they receive rigorous training in a number of areas to assist with their investigations.

SoI: Law, Pulling Strings: Arrest Powers, Backup, Quantico Training Facility, +2 PSPs

Infrastructures: Department of Justice

FBI Intelligence Analyst

These individuals use a variety of research methods to piece together bits of information that may help both field agents and other DOJ officials in the successful investigation and prosecution of federal crimes.

SoI: Int, Pulling Strings: Arrest Powers, Quantico Training Facility, Random Surveillance, + 2 PSPs

Infrastructures: Department of Justice

FBI Forensic Scientist

These scientists have access to one of the most comprehensive crime laboratories in the world, which allows them to perform a variety of tests.

SoI: S&R, Pulling Strings: Arrest Powers, FBI Forensic Laboratory Analysis, Laboratory, Quantico Training Facility, +1 PSP

Infrastructures: Department of Justice

Follower

These individuals are responsible for doing the majority of the legwork proscribed by specialists and leaders within the greater organization. Receptionists, secretaries, assistens, “go-fers”, interns and paralegals are followers, as are retail workers, homemakers or non-professional athletes.

SoI: Choose one, Pulling Strings: +5 PSPs

Infrastructures: Any

Comments: Followers may have max 5 skills at d8 at character creation, and may have no skills at d10 or higher.

Groom Dry Lake Research Facility

The Ranch was established as an Aegis base of operations in 1952 on the Nellis Bombing and Gunnery Range in Nevada. This is now a top-notch, state-of-the-art military complext. Not all the personnel are part of the Aegis conspiracy.

Groom Lake Scientist/Technician

These individuals are charged with creating, manufacturing, and constantly debugging all the latest state-of-the-art technology that gets developed on the Ranch.

SoI: S&R, Pulling strings: Alien Technology, Ranch Analysis, Choose either Laboratory or Workshop, +2 PSPs

Infrastructure: Aegis

Comment: Access to the Alien Technology Restricted Resource

Groom Lake Test Pilot

Nearly every piece of technology constructed and tested on the Ranch has something to do with aeronautics. The test pilots are the hot dogs of the sky, pilots crazy enough to fly things that are not traditional aircraft.

SoI: Mil, Pulling strings: Alien Technology, No Trace, Specialized Aircraft, +2 PSPs

Infrastructure: Aegis

Comments: Access to the Alien Technology and Aurora Restricted Resource

Human Exploration and Development of Space Enterprise (HEDS)

HEDS is a division of NASA dedicated to opening the space frontier and to extending the human experience into the far reaches of space.

HEDS Administrator

Currently, HEDS administrators are working to inform the public about the viability of space travel, the possibility of habitat construction, and the necessity of space research.

SoI: Mil and Civ, Pulling Strings: Mission Access, +4 PSPs (S&R only)

Infrastructure: NASA

HEDS Mission Specialist

These specialist astronauts perform scientific experiments aboard space missions.

SoI: S&R, Pulling Strings: Boot Camp, +4 PSPs

Infrastructure: NASA

Comment: Access to the SR-71 Blackbird Restricted Resource

HEDS Ground Crew

The HEDS ground crew is responsible for everything revolving around the space shuttle and rockets used for NASA missions.

SoI: Civ, Pulling Strings: Mission Access, +4 PSPs (S&R only)

Infrastructures: NASA

Idle Rich

A rare few individuals have fortunes available to them when they reach maturity, and others may earn their fortune rapidly and choose to retire from gainful employment. Examples of idle rich include dilettantes, society girls and young corporate moguls.

SoI: Civ, Pulling Strings: +6 PSPs

Infrastructures: Business (any), Independent

Defense Technical Information Center (DITC)

The DITC is a major component of the Department of Defense Scientific and Technical Information Program. For Aegis, DTIC is an easily accessible and continually growing warehouse of scientific and technical information.

IAC Analyst

Analysts collect, analyze and distribute technical information in very narrow fields of study, some of it unclassified, and some of it at varying leveles of classification.

SoI: Int, Pulling Strings: Classified Database, IAC Analysis, Satellite Surveillance – Intelligence, +2 PSPs

Infrastructure: Department of Defense

IAC Scientist/Technician

IAC personnel keep abreast of the enormous and fast-paced developments in a wide range of scientific and technical fields.

SoI: S&R, Pulling Strings: Classified Database, IAC Analysis, Satellite Surveillance – (all four types), +2 PSPs

Infrastructure: Department of Defense

Comment: Access to the Special Weapons Restricted Resource

Immigration and Naturalization Service (INS)

The mission of the INS is divided into four major areas of responsibility: facilitating the entry of persons legally admissible to the United States, providing assistance to those seeking permanent resident status or naturalization, preventing unlawful entry, employment or receipt of benefits by those who are not entitled t them, and apprehending or removing those who enter or remain illegally in the United States.

INS Intelligence Analyst

Intelligence analysts collect, evaluate, analyze and disseminate information relating to all INS missions.

SoI: Int, Pulling Strings: Intel Files, Police Cooperation, Population Database, +1 PSP

Infrastructure: Department of Justice

INS Investigator

An investigator focuses on enforcement of immigration laws within the interior of the United States.

SoI: Int, Pulling Strings: Backup, Police Cooperation, Population Database, +2 PSPs

Infrastructure: Department of Justice

Comment: Access to the Range Rovers Restricted Resource

INS Patrol Officer

The border patrol is responsible for maintaining control of US borders.

SoI: Law, Pulling Strings: Border Control (USA), Police Cooperation, Population Database, Choose one of (Aircraft Workshop, Vehicle Workshop, Watercraft Workshop) + 2 PSPs.

Infrastructure: Department of Justice

Comment: Access to the Range Rovers Restricted Resource

Investigator

People with a knack for seeking clues and putting together details into a pattern may seek careers in investigative fields. Examples include private detectives or police force detectives.

SoI: Int, Pulling Strings: +6 PSPs

Infrastructures: Business – Intelligence, Business – Law Enforcement, Business – Paranormal, Department of Health and Human Services, Department of Justice, Department of Transportation, Federal Government, Independent, State Government

Journalist

Individuals who are active in the media are excellent sources of information, and also have the rare opportunity to disseminate information that most people accept without question. Examples include reporters, news anchors and photojournalists.

SoI: Civ, Pulling Strings: Front Page News, News Archive, News Equipment, Press Pass, +2 PSPs

Infrastructures: Business – Civilian, Independent, University

Laborer

Hard-core blue-collar workers staff the assembly lines of America and ensure the country’s continued manufacturing capability. Examples include quality control inspectors, bicycle messengers and packers.

SoI: Civ, Pulling Strings: +5 PSPs

Infrastructures: Any

Law Officer

Together with investigators, law officers are individuals who uphold the rules and regulations of society. Examples include patrolmen, federal agents and security guards.

SoI: Law, Pulling Strings: Arrest powers, Backup, Police Resources, +3 PSPs

Infrastructures: Business – Criminal, Business – Law Enforcement, Department of Justice, Federal Government, State Government

Lawyer

Individuals who choose careers in the law have a wealth of legal knowledge at their disposal, which they use to the advantage of their clients. Examples include trial lawyers, public defenders and corporate lawyers.

SoI: Law and Civ, Pulling Strings: Legal Access, +4 PSPs

Infrastructures: Any

Magician

While it is extremely rare for individuals to pursue a full-time profession as a magician, it can and does occur in some circles. Examples of magicians include occultists, shamans and voodoo priestesses.

SoI: Par, Pulling Strings: +5 PSPs

Infrastructures: Business – Paranormal, Independent, Religious Institution, University

US Marshals Service (USMS)

The contemporary duties of the USMS include asset forfeiture, court security, protection of witnesses, and other special operations.

Marshal, Deputy

Deputy US Marshals carry out hundreds of special missions yearly that are related to the Service’s broad federal law enforcement and judicial security responsibilities.

SoI: Int, Pulling Strings: Arrest Powers, Asset Forfeiture, Backup, WITSEC, +2 PSPs

Infrastructure: Department of Justice

Marshal Special Operations

The Special Operations Group (SOG) is a specially trained and highly disciplined tactical unit.

SoI: Law, Pulling String: Arrest Powers, Asset Forfeiture, Boot Camp, +3 PSPs

Infrastructure: Department of Justice

Medical Personnel

Individuals who have had extensive medical training, both in theory and practive, become physicians, nurses, physician’s aides and paramedics. Examples include internists, flight surgeons, obstetricians, pediatricians, nurses and EMT personnel.

SoI: S&R, Pulling Strings: Medical Advantage, Quarantine, +4 PSPs

Infrastructure: Business – Science & Research, Business – Civilian, Federal Government, Independent, State Government, University

Project MKULTRA

The CIA commenced a secret program entitled Project Bluebird in 1950, and after being renamed and refocused twice, it was finally labeled Project MKULTRA. The purpose of MKULTRA was advanced mind control techniques through the use of drugs, hypnotism, electroshock and other questionable therapies.

MKULTRA Operative

These agents have training in both spycraft and pyschics, which means they are quite craft and deadly.

SoI: Int, Pulling Strings: MHIC-EDOM, Mind Control Drugs, Psi Drugs, Psi Lab, +2 PSPs

Infrastructures: Aegis, Independent,

Comments: The operative must take Addict, minor (drugs) without gaining any points toward character creation. A major addiction gives him 1 point. He may also spend one point to avoid the addiction. Access to the Batch 7, DZ, Hemi-Synch Device, Hemi-Synch Implant, Hidden Emitters, Knock-out, L2, MHIC-EDOM, Mind Control Drugs, Neural Disrupter, Neurophone Implant, Np-7, Prophylogical Implant, Psi-Enhancer, RHIC-EDOM, Smart Drugs, Stimoceiver Implant, The Zone, Tracking Implant Restricted Resources

MKULTRA Psychic

The standard individual in MKULTRA is a psychic, specifically trained to retrieve information using less orthodox means.

SoI: Par, Pulling Strings: MHIC-EDOM, Mind Control Drugs, Psi Drugs, Psi Lab, +2 PSPs

Infrastructures: Aegis, Independent,

Comments: The operative must take Addict, minor (drugs) without gaining any points toward character creation. A major addiction gives him 1 point. He may also spend one point to avoid the addiction. Access to the Batch 7, DZ, Hemi-Synch Device, Hemi-Synch Implant, Hidden Emitters, Knock-out, L2, MHIC-EDOM, Mind Control Drugs, Neural Disrupter, Neurophone Implant, Np-7, Prophylogical Implant, Psi-Enhancer, RHIC-EDOM, Smart Drugs, Stimoceiver Implant, The Zone, Tracking Implant Restricted Resources

MKULTRA Scientist/Parapsychologist

These individuals are responsible for training the psychics and operatives of MKULTRA, and they work on development and refinement of new psychic talents.

SoI: S&R, Pulling Strings: MHIC-EDOM, Mind Control Drugs, Psi Drugs, Psi Lab, +3 PSPs

Infrastructures: Aegis, Independent,

Comments: Access to the Batch 7, DZ, Hemi-Synch Device, Hemi-Synch Implant, Hidden Emitters, Knock-out, L2, MHIC-EDOM, Mind Control Drugs, Neural Disrupter, Neurophone Implant, Np-7, Prophylogical Implant, Psi-Enhancer, RHIC-EDOM, Smart Drugs, Stimoceiver Implant, The Zone, Tracking Implant Restricted Resources

Project Moondust

Project Moondust is the first response team entrusted with the recovery of downed UFOs, alien technology and alien subjects.

Moondust Blue Fly Pilot

Blue Fly pilots specialize in transport, quick response, and stealth insertion and extraction.

SoI: Mil, Pulling Strings: Alien Technology, Blue Fly Transport, No Trace, +2 PSPs

Infrastructure: Aegis

Comment: Access to Alien Technology Restricted Resource

Moondust Linguist

Most Moondust missions contain a linguist, who is responsible for surmounting any language or cryptological obstacles that the team may encounter.

SoI: S&R, Pulling Strings: Alien Technology, Blue Fly Transport, Translator, +2 PSPs

Infrastructure: Aegis

Comment: Access to Alien Technology Restricted Resource

Moondust OPS Specialist

Ops specialists insures that the team operates safely and effectively to, from and at the crash site.

SoI: Mil, Pulling Strings: Alien Technology, Blue Fly Transport, Ear to the Ground, +1 PSP

Infrastructure: Aegis

Comment: Access to Alien Technology Restricted Resource

Moondust Technician/Engineer (NAIC)

The National Air Intelligence Center is a scientific study group that researches and exploits any data or wreckage retrieved by Moondust/Blue Fly teams.

SoI: S&R, Pulling Strings: Alien Technology, Blue Fly Transport, Laboratory, Workshop, +1 PSP

Infrastructure: Aegis

Comment: Access to Alien Technology Restricted Resource

Moondust Tech Specialist

Tech specialists are trained to concentrate on gathering data, material and photographs at the site, and to “clean” the site for any possible public attention.

SoI: Int, Pulling Strings: Alien Technology, Blue Fly Transport, +3 PSPs

Infrastructure: Aegis

Comment: Access to Alien Technology Restricted Resource

United States Navy

The US Naval operating forces include the fleet, the Marines and the shore establishment.

Navy Aviator

It takes a careful combination of skills to be able to take off and land on a runway the length of a seagoing vessel, but naval aviators are adept at doing just that.

SoI: Mil, Pulling Strings: Boot Camp, Cheaper Watercraft, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

Navy Sailor

Sailors comprise the backbone of naval military forces, and make it possible to man great destroyers, battleships and submarines.

SoI: Mil, Pulling Strings: Boot Camp, Cheaper Watercraft, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

Navy Seal

Often considered the most elite classification of Navy personnel, SEAL teams are dispatched to operate under the cover of darkness and silence as they make their way through the deep waters to arrive on distant shores or to wreak havoc with enemy vessels.

SoI: Mil, Pulling Strings: Boot Camp, Cheaper Watercraft, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

Navy Technician

Technicians are responsible for the maintenance and upgrading of systems on naval vessels.

SoI: S&R, Pulling Strings: Boot Camp, Cheaper Watercraft, Mobility over World, +2 PSPs

Infrastructure: Department of Defense

National Security Agency (NSA)

The NSA serves as the lead agency of the signals intelligence (SIGINT) and communications security activities of the government, and covers information systems security for national security systems and operations security training.

NSA Computer Scientist

This country’s premier codemakers and codebreakers, NSA Computer Scientists are trained to be on the very frontier of communications and data processing.

SoI: S&R, Pulling Strings: ”Codebreaker” Supercomputer, Computer Security Database, +3 PSPs

Infrastructure: Department of Defense

Comment: Access to Magic Van Restricted Resource

NSA Intelligence Analyst

These agents are the field hands of the NSA, with hom they reach out and monitor and control the nation around them.

SoI: Int, Pulling Strings: Blanket Wiretaps, No Questions Asked, +2 PSPs

Infrastructure: Department of Defense

Comment: Access to Magic Van Restricted Resource

Office of Aeronautics and Space Transportation Technology (OASTT)

The OASTT, also known as the Aeronautics Enterprise, is one of the four NASA Strategic Enterprises. OASTT’s work in science and technology is aimed at sustaining US leadership in civil aeronautics and space transportation.

OASTT Engineer

These individuals create schematics for space-travel resources, especially in liaision with corporations which plan to take advantage of space exploration, either for leisure travel, cargo shipment or communications operations.

SoI: S&R, Pulling Strings: Alien Technology, Choose either Laboratory or Workshop, +4 PSPs

Infrastructure: NASA

Comment: Access to the Alien Technology Restricted Resource

OASTT Technician

Technicians work with OASTT engineers to jury-rig components and to create workable prototypes to influence corporations into investing in space exploration and travel.

SoI: S&R, Pulling Strings: Satellite Alexis, Secret SDI Gun Stars, +4 PSPs

Infrastructure: NASA

Comment: Access to the Alien Technology Restricted Resource

Occult Researcher

These individuals examine the supernatural world to gain a greater understanding of how it impacts everyday events. Occult researches often employ magic to peel away answers from the Seepage, and this can be a very painstaking and grueling process.

SoI: Par, Pulling Strings: +6 PSPs

Infrastructures: Business – Paranormal, Independent, Religious Institution, University

Office of Energy Research (OER)

The OER funds basic research, stretching the spectrum of scientific knowledge, including materials and chemical sciences, engineering an geo-sciences, energy biosciences, magnetic fusion energy, health research, high energy and nuclear physics and mathematical and computational sciences.

OER Scientist/Technician

OER staff are constantly experimenting with alternate energy sources and with finding ways to make current energy resources more efficient.

SoI: Int, Pulling Strings: Experimental Energy, Laboratory, Species Identification, +2 PSPs

Infrastructure: Department of Energy

Parapsychologist

Similar to occult researches, parapsychologists examine the world beyond the five senses. They do not employ the use of magic, however, and often disbelieve supernatural activity, focusing instead on psychic energies.

SoI: Par, Pulling Strings: Choose one of (ASPR, Cognitive Training Facilities, CSICOP Training, New Age Movement, Noetic Science Institute, PEAR Labs, SPR Library or 1 PSP), +4 PSPs

Infrastructures: Business – Paranormal, Independent, Religious Institution, University

Pilot

Pilots make their living by flying aircraft, either for a commercial carrier, for the military, or as an independent. Examples include commercial airline pilots, helicopter pilots and stunt flyers.

SoI: Civ, Pulling Strings: Aircraft Workshops, Doctored Flight Books, Cheaper Aircraft, +3 PSPs

Infrastructure: Business – Civilian, Federal Government, Independent, State Government

Politician

Politicians are elected or appointed governmental officials who fill some kind of office at a local, state or federal level. Examples include assemblymen, mayors and senators.

SoI: Civ, Pulling Strings: Attorney, Government Access, Litigation Pressure, Stopping Investigation, +3 PSPs

Infrastructure: Federal Government, State Government

Political Administrator

Individuals who serve in the administration of any public agency have the power to make the group run smoothly or to set up pitfalls and obstacles by bogging individuals down in minutia. Examples include appointed politicians and their staff who serve in the upper levels of the Federal, State or local governments (Congressional staff, under secretaries, state commissioners, Mayoral staff, County Board staff, etc.)

SoI: Civ, Pulling Strings: Attorney, Government Access, Litigation Pressure, Stopping Investigation, +3 PSPs

Infrastructures: Department of Defense, Department of Energy, Department of Health and Human Services, Department of Justice, Department of Transportation, Director of Central Intelligence, Federal Government, NASA, State Department, State Government

Federal Bureau of Prisons

The mission of the Bureau of Prisons is to protect society by confining offenders in prisons and community-based facilities that are safe, humane and secure, and that provide work and other self-improvement opportunities to assist offenders in becoming law-abiding citizens.

Prison Warden

As the head of a prison, the warden is empowered to contain inmates using reasonable means. He also has access to a number of subordinates and to all the files on present and past criminals.

SoI: Law and Cri, Pulling Strings: Accomplices, Legal Access, Lost in the System, +3 PSPs

Infrastructures: Department of Justice, Federal Government, State Government

Prison Criminal, Non-Violent

Individuals who have been convicted of “white collar” crimes as well as crimes without physical harm to person or property are considered to be non-violent criminals.

SoI: Cri, Pulling Strings: Safe House, +5 PSPs

Infrastructures: Business – Civilian, Business – Criminal, Department of Justice, Independent

Prison Criminal, Violent

Individuals who have been imprisoned for violent offenses, such as murder, rape, assault or battery are considered to be violent criminals.

SoI: Cri, Pulling Strings: Accomplices, +5 PSPs

Infrastructures: Business – Criminal, Department of Justice, Independent

Psychic

As with magicians, it is somewhat rare for an individual to pursue a full-time career as a psychic. Trained psychics have abilities above and beyond the comprehension of most people, and are adept at attuning themselves to the psi-energies.

SoI: Par, Pulling Strings: Choose one of (ASPR, Cognitive Training Facilities, CSICOP Training, New Age Movement, Noetic Science Institute, PEAR Labs, SPR Library or 1 PSP), +4 PSPs

Infrastructures: Business – Paranormal, Independent, University

Project Rasputin

As early as 1939, Stalin authorized and funded a highly secretive group of psychic and occult researches headed by a celebrated Russian psychic. This group greatly aided Russia’s war effort. After the breakdown of the Soviet Union, Aegis tracked down and approached all but one of Rasputin’s major participants, and brought them to America.

Rasputin Psychic Agent

This individual is trained in psychic abilities, with an emphasis on psychotron use.

SoI: Int, Pulling Strings: Psi Labs, Psychotrons, Satellite Alexis, +2 PSPs

Infrastructures: Aegis, Business – Paranormal

Comment: Access to the Cerebro-stimulator, Electro-anagram, Energy Alarm, Hemi-Synch Device, Lida, MHIC-EDOM, Mind Control Drugs, Neural Disrupter, Psychic Amplifier Room, Psychotron 1st – 3rd order Restricted Resources

Rasputin Scientist/Parapsychologist

These individuals train the psychics and operatives of Project Rasputin, work on the development and refinement of psychic talents and are responsible for engineering Psychotrons.

SoI: Par, Pulling Strings: Psi Labs, Psychotrons, Satellite Alexis, +2 PSPs

Infrastructures: Aegis, Business – Paranormal

Comment: Access to the Cerebro-stimulator, Electro-anagram, Energy Alarm, Hemi-Synch Device, Lida, MHIC-EDOM, Mind Control Drugs, Neural Disrupter, Psychic Amplifier Room, Psychotron 1st – 3rd order Restricted Resources

Researcher/Scientist

In the interest of expanding a field, numerous individuals underake research projects in order to advance theoretical knowledge. Examples of researchers include social scientists, actuarial historians and theoretical mathematicians.

SoI: S&R, Pulling Strings: Choose either Laboratory or Workshop, +5 PSPs

Infrastructures: Any

Sailor

Individuals who earn a salary by piloting a boat are considered sailors. Examples include sea captains, barge pilots and riverboat captains.

SoI: Cri, Pulling Strings: Travel Connections, Watercraft Workshop, +3 PSPs (Civ only)

Infrastructures: Business – Civilian, Department of Transportation, Federal Government, Independent, State Government

US Secret Service

The Secret Service is charged with protecting the life of the President and Vice President of the United States and other important government officials and their immediate families.

Secret Service Agent

These agents are charged with monitoring counterfeiting, money laundering and other crimes related to the Department of Treasury.

SoI: Int, Pulling Strings: Unrestricted Access, +3 PSPs

Infrastructures: Department of Treasury

Secret Service Security Specialist

These agents are the ones who surround the President and other important personnel in the US government. They are also responsible for providing security for most major federal buildings.

SoI: Int, Pulling Strings: Boot Camp, Official Agendas, Sending Presidential Orders, Unrestricted Access

Infrastructures: Department of Treasury

Social Servant

Within society, any number of individuals choose to invest their lives in helping their fellow human beings. Examples include social workers, volunteers and Red Cross workers.

SoI: Civ, Pulling Strings: +6 PSPs

Infrastructures: Business – Civilian, Department of Health and Human Services, Federal Government, Independet, Religious Institution, State Government, University

Soldier

Whether trained by a standing military force, an elite independent or simply a product of revolutionary fervor, soldiers are trained in weaponr, tactics and teamwork. Examples include freedom fighters, National Guard and underground resistance agitators.

SoI: Mil, Pulling Strings: Boot Camp, Fellow Survivalists, Safe House, +2 PSPs

Infrastructures: Business – Mllitary, Independent, State Government

Office of Space Science

Space Science is the NASA Enterprise designated to solving mysteries of the universe, exploring the solar system, discovering planets around other stars, searching for life beyond Earth from origins to destiny, charting the evolution of the universe and understanding its galaxies, stars, planets and life.

Space Science Engineer

These engineers are responsible for the development of space technologies, including many that will benefit non-space science programs.

SoI: S&R, Pulling Strings: Alien Technology, Workshop, +4 PSPs

Infrastructures: NASA

Space Science Technician

Space Science technicians carry out the schematics provided by engineers and make modifications depending on the outcome of a number of testing runs.

SoI: S&R, Pulling Strings: +4 PSPs

Infrastructure: NASA

Spiritual Leader

In every type of religion, an individual or a small group of individuals assume positions of leadership. Examples include rabbis, priests and chaplains for the armed services and government agencies like Congress.

SoI: Par, Pulling Strings: Deprogrammers, Fanatical Support, +5 PSPs

Infrastructures: Department of Defense, Federal Government, Independent, Religious Institutions, State Government, University

Technician

Once an engineer has designed an object and a manufacturer has created it, it is up to the technician to fine-tune its use and to insure its maintenance. Examples include computer installers, mechanics and repairmen.

SoI: S&R, Pulling Strings: Workshop, +5 PSPs

Infrastructures: Any

Trucker

Individuals in the trucking industry are masters at getting goods from place to place. Truckers have a detailed understanding of the routes they traverse, and are able to make quick decisions about the most efficient path to take.

SoI: Civ, Pulling Strings: Cheaper Ground Vehicles, Travel Connections, Vehicle Workshop, +3 PSPs

Infrastructures: Business (any), Federal Government, Independent, State Government

UFOlogist

As with occult research and parapsychologist, these individuals are on the fringe of the scientific community. They use scientific methodology to prove the existence of Unidentified Flying Objects, and point out how certain objects do not conform to any known aircraft or natural phenomena.

SoI: Par, Pulling Strings: Area 15, UFO Spotting, +3 PSPs

Infrastructures: Business – Paranormal, Business – Science & Research, Independent, University

Infrastructures

After choosing a profession, the player then chooses from the available Infrastructures described under each profession. He adds (if different) the Sphere of Influence under the Infrastructure, and the pulling strings.

Aegis Controlled

Credentials that fall under the immediate control of the Aegis conspiracy do not necessarily have readily apparent connections to Aegis itself. There are a number of committees and organizations that report directly to Aegis, often recognized as having some connection to the US government, but also a few “independent” groups have ties to Aegis as well.

SoI: Int, Pulling Strings: Funding – Excellent, Immediate Access, Increased Resources, +2 PSPs

Business – Military

Numerous businesses provide equipment, specialized training and consultation to branches of the military.

SoI: Mil, Pulling Strings: Base Clearance, Classified Database, Funding (level to be decided by GM based on specifics of business), +2 PSPs

Business – Intelligence

A handful of corporations have positioned themselves on the cutting edge of intelligence gathering. Sometimes they work side-by-side with governmental agencies, and sometimes they work independently.

SoI: Int, Pulling Strings: Funding (level to be decided by GM based on specifics of business), Satellite Surveillance – Intelligence, +3 PSPs

Business – Science & Research

Several businesses make scientific research and development their mainstay, whether as part of their manufacturing process or as a sub-contractor on large research projects.

SoI: S&R, Pulling Strings: Funding (level to be decided by GM based on specifics of business), Discreet Staff, + 3 PSP

Business – Criminal

Within the business world, there are a number of ventures that are either used by criminal syndicates as fronts or have tight connections to the criminal underworld.

SoI: Cri, Pulling Strings: Accomplices, Funding (level to be decided by GM based on specifics of business), Safe House, +2 PSPs

Business – Law Enforcement

Numerous businesses provide support to law enforcement agencies, as well as to the individual citizen. Private security forces, bodyguard organizations, law firms and legal researches are all examples of this.

SoI: Law, Pulling Strings: Attorney, Funding (level to be decided by GM based on specifics of business), +3 PSPs

Business – Paranormal

With the recent surge in New Age philosophy adding to long-standing beliefs in the supernatural and in psychic ability, several enterprising individuals have begun to capitalize on the public’s demand for crystals, herbs, potions and training sessions.

SoI: Par, Pulling Strings: Fringe Culture, Funding (level to be decided by GM based on specifics of business), +3 PSPs

Business – Civilian

Enterprises that are primarily established within general commerce, such as banking, insurance and retail, are found in every community across the country.

SoI: Civ, Pulling Strings: Funding (level to be decided by GM based on specifics of business), +3 PSPs

Department of Defense (DOD)

The DOD is the federal executive department charged with coordinating and supervising all activities relating to the national security.

SoI: Mil, Pulling Strings: Base Clearance, Funding – Excellent, +3 PSPs

Department of Energy (DOE)

The DOE is responsible for providing scientific, educational and institutional leadership in the promotion of efficient energy use, diversity in energy sources, and a secure national defense.

SoI: S&R, Pulling Strings: Discreet Staff, Energy Blackout, Expedited Research, Funding – Basic, +1 PSP

Department of Health and Human Service (HHS)

The HHS includes more than 300 programs covering a wide spectrum of activities, including medical and social science research, food and drug safety oversight, Medicare and Medicaid, financial assistance for low-income families, child support enforcement, preventing child abuse and domestic violence and substance abuse treatment and prevention.

SoI: S&R, Pulling Strings: Dangerous Toxins, Funding – Basic, Medical Advantage, +2 PSPs

Department of Justice (DOJ)

Through thousands of lawyers, investigators, and agents, the DOJ protects US citizens against criminals and subversion, insures healthy competition between businesses, safeguards the consumer, and enforces drug, immigration and naturalization laws.

SoI: Law, Pulling Strings: CEASEFIRE, DNA Database, Finger Printing, Funding – Basic, +2 PSPs

Department of Transportation (DOT)

The DOT is responsible for the construction, maintenance and upgrading of countless roads, and also works with state governments to plan more efficient transportation systems that are not base on single-user automobiles.

SoI: S&R, Pulling Strings: Cheaper Ground Vehicles, Funding – Limited, Vehicle Workshop, +2 PSPs

Department of the Treasury

The Department of Treasury conducts accounting, revenue collection, money production and economic policy information for the entire federal government.

SoI: Law, Pulling Strings: Agency Control, Documents Lab, Funding – Excellent, Laundered Funds

Director of Central Intelligence (DCI)

The DCI is the principal intelligence adviser to the President, directs and coordinates foreign intelligence collection activities and is the head of the CIA.

SoI: Int, Pulling Strings: Funding – Excellent, Intelligence Agency Controll, Project Oversight, Task Force Creationnx

Federal Government

Federal Government is made of different departments, branches, special task forces and so on (FEMA, Post Office, House of Representatives and Congress, etc.)

SoI: Civ, Pulling Strings: Funding (level to be decided by GM based on specifics of agency), Governmental Access, Increased Resources, +1 PSP

Independent

This category covers Professions who do not work under the structure of any group.

SoI: None, Pulling Strings: +2 PSPs (indicated by the Profession’s SoI)

National Aeronautics and Space Administration (NASA)

NASA is responsible for the coordination and advancement of civilian space exploration and study.

SoI: S&R, Pulling Strings: Funding – Basic, Satellite Surveillance (all)

Religious Institution

Most religions have some form of community gathering, and within this grouping, individuals have varying degrees of involvement with the religious hierarchy.

SoI: Par, Pulling Strings: Fanatical Support, Funding – Limited, +3 PSPs

State Department

The Department of State is the Federal agency tasked with organizing and controlling the United States’ foreign policy.

SoI: Civ, Pulling Strings: Consular Affairs, Departmental Precedence, Foreign Service Institute, Funding – Basic

State Government

Each state within the union has its own government that consists of legal, executive and judicial branches. These branches are responsible for providing education, maintaining roads, enforcing laws and so forth.

SoI: Civ, Pulling Strings: City Hall Archives, Funding – Basic, Government Access, +2 PSPs

University

Across the country, universities and colleges provide higher education to numerous students. These institutions are home to not only numerous professors, but also a wide range of support staff and a plethora of students.

SoI: S&R, Pulling Strings: Funding – Limited, Grants, Student Think Tank, +2 PSPs

Part 3: Setting-specific character generation rules

There are several rules or tweaks to the standard Savage Worlds rules to be aware of. These are the most important and those that are valid of all type of characters.

The Influence Skill

The Influence skill is one of the most important skills in Conspiracy X. It is the skills the agent tests when wants to use his Pulling Strings or Connections Edges, which are some of the most important (and fun) parts of the game. A character with a high influence is probably very high up in his organization, and has considerably pull. Someone with a low Influence (or without any points in this skill), is probably a rookie or someone who hasn’t made a lot of connections yet.

Knowledge skills

There are a variety of useful Knowledge skills in the Conspiracy X setting. Here are some of the most common:

Knowledge (demolitions) – You do not have to make a skill check in order to throw a grenade or a satchel charge, but you do need to make a skill check in order to place explosives such as C4 and dynamite in an efficient way. You can also use this skill to defuse bombs.

Knowledge (paranormal) - This skill covers everything from knowledge about the alien mythology and creatures from folklore (vampires, werewolves etc) to cryptozoology, ritualistic magic of all

kinds and supernatural phenomena such as ghosts, ball lightning and spontaneous combustion.

Knowledge (parapsychology) - In the Conspiracy X setting, this also includes normal psychology, knowledge of psychic techniques and powers (but not using them) and hypnotism. Someone with Knowledge (parapsychology) may be familiar with a variety of psi-drugs and may also function as a monitor in junction with remote viewing.

Knowledge (science) - Many cells and agents chooses to invest time also in research, either researching discovered alien technology or trying to come up with a cure for a Black Book created virus. Whenever choosing this Knowledge skill, the character must also choose a specialization such as physics, biology, chemistry etc). He gains a +1 modifier on all rolls involving his speciality.

Knowledge (engineering) - Finding an alien spacecraft is a dream of many Aegis cells, and good engineers are usually required to make sense of the technology, and to reverse engineer it. An engineer may also be useful with other forms of technology, of course. The character needs to pick a specialization here as well, for example naval, aviation, weapons etc).

Knowledge (electronics) – This entails knowledge of electronic gadgets from computers to radios. This skill is used for any hacking attempts, radio repair, etc. An agent with this skill is also trained in electronic surveillance. He knows where best to put such devices for max effect and subtlety, and knows where to search for them.

Languages

Characters in the Conspiracy X setting starts play with 1 language per 1/3 their Smarts die. You need a d6 for two language, a d10 for three languages and a d12 for four languages. The character knows these languages fluently. The number of languages does not increase if you buy another die of Smarts. You can purchase extra languages as normal skills, however. The value determines how well he speaks the language. He will be understood at d4, but may miss subtle nuances if natives speak quickly or use complicated words.

Seasoned

Any Aegis agent has been carefully scrutinized and tested, and are always some of the best agents you could find. Therefore, all Conspiracy X characters start play as Seasoned Characters. This means they start play at 20 XP, and have four advances already. See Advancement for what you can choose each advancement.

Pulling Strings

The agent’s Profession and Infrastructure indicates what pulling strings he has access to. See Pulling Strings on page 34 for an explanation of these and how they work.

Advancement

See page 43 of the Savage Worlds Deluxe Edition for what you can choose for the character each advancement (every 5 XP). In addition, he accumulates more resources, according to his Influence skill die step.

D4 = 1 RP per advancement

D6 = 2 RP per advancement

D8 = 3 RP per advancement

D10 = 4 RP per advancement

D12 = 5 RP per advancement

Part 4: New Hindrances and Edges

Hindrances

All of the standard hindrances in SWED are available in Conspiracy X, with the exception of the Poverty hindrance which is replaced by Poor agency. In addition, you can choose from the following list of new hindrances.

|Hindrance |Type |Summary |

|Animal animosity |Minor |Animals doesn’t like you |

|Believer |Minor |You believe everything has a paranormal |

| | |explanation |

|Cautious |Minor |Spirit roll to take rash/impulsive actions |

|Clinical depression |Minor |Spirit rolls to undertake actions when in a |

| | |bad period |

|Corrupted by the Supernatural |Major |Agent is corrupted by the supernatural, and |

| | |goes slowly insane |

|Disgraced |Minor |-2 influence rolls |

|Distinguishing mark |Minor/Major |Easy to spot mark, impossible to hide with |

| | |major |

|Flashbacks |Minor |Terrible events in the past may cause agent |

| | |to freeze in appropriate situations |

|Haunted |Major |Malevolent spirit has attached himself to the|

| | |agent |

|Homicidal Tendencies |Minor |Spirit roll to avoid using biggest weapon and|

| | |taking headshots |

|Impulsive |Minor |Does whatever action first pops into his head|

|Jumpy |Minor |-2 to first action when in stressful |

| | |situation, -2 to fear |

|Killer instinct |Minor |Always act under ’shoot first’ ready action |

| | |when weapon is drawn |

|Loved one |Minor |Has a loved one that means a lot |

|Maverick |Minor |-2 to tasks given under order |

|New member |Minor |Influence trait max. d4 |

|No records |Minor |Has no ID whatsoever |

|Notoriety |Minor/Major |Agent is a public figure, almost a celebrity |

| | |if major is chosen |

|Patsy |Major |Agent is controlled by another, due to |

| | |blackmail or other reasons |

|Poor agency |Minor |-1 Influence-die to Funding tests |

|Prejudice |Minor |Doesn’t like a group of people / beliefs |

|Schizophrenia |Minor |Voices in head can cause -2 to actions |

|Secret |Minor/Major |Has a secret that threatens his career;or |

| | |life if it’s major |

|Severed Ties |Minor |Not affiliated with agency, doesn’t gett he |

| | |Agency Affiliation edge. |

|Sleep disorder |Major |Suffers from a sleep disorder (see text) |

|Unpopular beliefs |Minor/Major |Radical beliefs may bring him in trouble; as |

| | |major these are illegal or dangerous beliefs |

|Watched |Minor |Agent watched by enemies |

Animal animosity (minor) - Animals don't like you, and may attack unprovoked. While dogs and cats may bark and growl at you, wild animals may go to some lengths to injure you.

Believer (minor) – The agent is so convinced the paranormal exists that he sees paranormal influence in everything – from the recent power outage to a partner guessing the right football result. He must make a Spirit roll to avoid assuming a paranormal explanation for any situation that is currently unexplained, and suffers a -1 to all trait and skill rolles while exploring the unexplained.

Cautious (minor) - As in rulebook, but the character needs to pass a Spirit roll to take any action the GM judges as impulsive or rash.

Clinical depression (minor) - The character suffers from depressions from time to time. The GM decides when the character is in a bad period. The character must make a Spirit roll to undertake any action. Modifiers such as -2 may be appropriate if it demands some effort, or maybe even -4 or a raise if it requires extreme effort on the agent. The character also suffers a -1 penalty on Charisma when he has his depressive periods.

Corrupted by the Supernatural (major) – Prolonged or intense exposure to supernatural phenomena can corrupt a character’s mind. Once a character has been corrupted by the Seepage, she is slowly driven insane by her heightened sensitivity to this pervasive energy. Eventually, the individual succumbs entirely, becomes a focus for the energy of the Seepage and is removed from the player’s control. The exact nature and manifestation of this corruption depends on the circumstances that caused it (curses, possession by spirits, participation in occult rituals, etc.). The specifics are up to the player and GM. See the Paranormal section for more information.

Disgraced (minor) - The agent has done something in the past that has made him disgraced in the eyes of his superiors and peers. He suffers a -2 to all Influence rolls.

Distinguishing mark (minor/major) – Your character possesses some noticeable trait that lends itself to easy identification. It may be possible to hide the mark, but difficult to remove it entirely. It could be a scar, tattoo, eye color, skin discoloration or a trait like a limp or a tick. A minor mark is easier to hide than a major one. Talk to the GM.

Flashbacks (minor) - Something terrible has happened in the character's past. When a certain stimuli is presented to him, he freezes and is unaware of his surroundings for at least one round. After that round, he must make a Spirit roll with a -4 penalty to snap out of it. He can retry this roll every round, and every round the penalty goes down by -1, to a minimum of 0.

Haunted (major) - For whatever reason, a malevolent spirit has attached itself to the character and is driving him mad. This could be due to a curse, spell, ritual or that the character killed a particularly evil Supernatural focus or strong-willed Incarnate.

During any particularly dangerous or critical moment the character faces, the GM may roll a D6 to determine if the spirit will seize the opportunity. If the result is equal to or less the ambient seepage level, the spirit can and will manifest to the character's detriment. If the die roll is six, the spirit helps the character.

Homicidal Tendencies (minor) – A character with this hindrance tends to go a little overboard in combat situations. Unless she succeeds in a Spirit roll, the character needs to use the biggest weapon available, use full-auto and take head shots whenever feasible. In close combat, she always goes for the kill, trying to throw her opponents of rooftops etc.

Impulsive (minor) – An impulsive character often does whatever pops into his mind first, without thinking it through. He may not use the Aim action. Furthermore, the GM is in his full right to have the character do whatever the player states he's doing. If the characters are car chasing a team of Black Book agents, and the character's player says he'll try to jump over and into the other car, he must do so. He may make a Spirit roll to avoid his impulsive urges. As a GM, don't abuse this hindrance though.

Jumpy (minor) - Anytime the character is presented with a stressful situation, he suffers a -2 penalty on his first action. He also suffers a -2 penalty to Fear tests.

Killer instinct (minor) - When his weapon is drawn, any character with Killer Instinct is under the Held action "I attack the first thing that surprises or startles me". The character may make a Spirit roll to avoid firing at anyone startling him. The roll is modified by number of wounds suffered (e.g. 2 wounds = -2 on the roll).

Loved One (minor) – The character has someone in her life that means a great deal to her, and the character spends a good deal of time worrying about his welfare. This should come into play now and again, but not turn into ”kidnap threat of the week”.

Maverick (minor) – The character can not accept authority of any kind. When faced with an order, the character must make a Spirit roll to operate without creating friction within the group. All trait rolls are -2 for the task at hand.

New member (minor) - The agent is a new member to his parent organization. When starting play, his Influence skill may not be higher than D4.

No records (minor) – The character has managed to have all records of her life destroyed. Background searches turn up nothing. The agent has no identification, passport, social security number, credit cards, driver’s license or other official records, and needs to forge these if he wants it.

May not be chosen by someone from CDC, NASA, Secret Service of Federal Marshal. May not take the Dead or New Identity edges.

Notoriety (minor/major) – The agent has attained some degree of fame within a certain group of people. This publicity is most definitely unwanted, even if its cause reflects favorably on the character. The player and the GM should work out the details together. It should be hard, but not impossible to be a part of a covert conspiracy with this hindrance. As a major hindrance, the character is almost of national fame, and people everywhere may roll Notice rolls to notice the ”celebrity”.

Patsy (major) – Due to unbreakable promises, a desire to repay an extreme favor, blackmail or some other means, the agent is someone else’s lackey. Each mission the GM may, in the role of the master figure, make any kind of demand on the character, even betrayal of his friends and cellmates. The character may make an Influence roll in order to get of the hook, but he suffers a cumulative -1 penalty until he says yes to something. Self-destructive actions or actions that would result in very negative after-effects of the agent, gives a +1 or +2 bonus on the test.

Poor agency (minor) – The agent’s agency’s resources are strained, and it is difficult to come up with the money the character need for funding. Any funding tests are performed at one less die step of Influence, and the agent can only attempt one funding test in any given mission.

Prejudice (minor) - The character has an irrational feeling towards a particular kind of person or belief. The agent must make Spirit rolls in order to deal with someone they hate, and they suffer a -2 charisma towards that person.

Schizophrenia (minor) – The character has voices in his head telling him what to do (or not to do). These voices always shows up when they're least needed (GM's discretion to when the agent hears these), but especially in stressful situations like combat. The character must make a Spirit roll or suffer a -2 to all actions for the scene.

Secret (minor/major) – The agent has something to hide which would have very negative effects on the remaineder of her life. As a major hindrance, a revelation will be final and inescapable. If the agent’s secrets are made public, the character may be removed from play (in prison, dead etc).

Severed Ties (minor) - The agent is not affiliated with any professions or infrastructures. She may only pull strings through the use of the Connections edge. Members of the Aegis Infrastructure may not choose this.

Sleep disorder (major) – There are three versions of this hindrance, and the player may only choose one of them. He might combine Insomnia and Nightmares, but he only gets 2 points for it, and only needs to roll once.

Nightmares: The character has seen so much horror that he can find no solace, even in sleep. At the start of each day, the character must make a Spirit roll. On a failure, he has suffered a nightmare during the night and is Fatigued for the rest of the day. On a roll of 1, regardless of Wild Die, he is exhausted. A character can never become incapacitated by Nightmares.

Insomnia: The weight on the character’s shoulders are so heavy a burden that he has trouble sleeping. On the start of each day, he needs to make a Spirit roll, just like with Nightmares.

Deep Sleeper: The character absolutely needs 8 hours of sleep every day. If he doesn’t get it, he needs to make a Vigor roll or suffer from Fatigue for the rest of the day. In addition, he needs to make Notice checks to wake up even at the loudest noises (e.g. combat), and gets -2 penalty to wake up for less loud noises.

Unpopular beliefs (minor/major) – The character holds views and opinions that will cause friction with many of the people he comes into contact with. Racism, communism and other fundamental beliefs may all be the cause of unpopular beliefs. The agent must make a Spirit roll to avoid stating his opinions if the opportunity presents itself, and suffers a -2 to all social rolls with those who hear him. As a major hindrance, the Spirit roll suffers a -2 and his believes may get him into serious troubles.

Watched (minor) – The character has attracted the attention of a group that could make things difficult for him and his Cell. While he may not be under surveillance at all times, they will keep tabs on him every now and then. Any suspicious activity on the character’s part, has a 1 in 6 chance of drawing the organization’s attention.

Edges

The following edges from the main rulebook have been altered or removed, or are new edges in the Conspiracy X world. The Conspiracy X setting also introduces a new type of Edge, the Influence edge.

|Edge |Req. |Effects |

|Corruption Resistant |Ritual Caster, Veteran | |

|Dead | |You are officially dead, can’t be|

| | |traced |

|Detached | |+2 Spirit vs fear |

|Extra Careful |Influence d6 |Re-roll on the Failed Influence |

| | |Roll table |

|Extraordinarily average | |Nobody remembers your appearance,|

| | |+2 stealth when following someone|

|Hypnotist |Knowledge: Parapsychology d4 |May use the hypnotic techniques |

| | |described in part 8: PSI powers. |

|Increased Resources |Influence d8 |Generates 7 resource points per |

| | |die step, not 5 |

|Linguist |Smarts d6 |One-half you Smarts in languages |

|Mind Control |Knowledge: Parapsychology d8,|May use hypnotic techniques |

| |Hypnotist |restricted to those with this |

| | |edge. |

|New identity | |Agent has a separate identity |

| | |from his real |

|Photographic memory | |Bonuses to trait rolls where |

| | |memory may help |

|Physical training | |+1 to tests with strength and |

| | |endurance |

|PSI Resistance | |+2 to opposed Spirit rolls |

| | |involving psychics |

| Improved PSI Resistance |PSI Resistance |As PSI Resistance, but with a +4 |

| | |bonus |

|PSI Sensitive, latent | |Some PSI potential |

|PSI Sensitive, lesser |Special |May use PSI powers |

| PSI Sensitive, greater |PSI Sensitive, lesser |+2 on PSI checks, more power |

| | |points |

|Puppet |Veteran, Influence d8 |Has complete control over someone|

|Rapid Recharge |PSI User |Regains power points faster than |

| | |normal |

| Rapid Recharge, improved |PSI User, Rapid Recharge |Regains power points even faster |

|Rich | |+2 RP/month |

| Rich, Filthy Rich | |+4 RP/month |

|Ritual caster | |Able to perform magic rituals |

|Seepage Sensitive | |Sensitive to the Seepage, can |

| | |cast rituals and control |

| | |invocations |

|Time and direction sense |Notice d6 |Uncanny sense of time and |

| | |direction |

|Unbreakable ties |Heroic, Influence d10, Extra |Agent is too important to kill |

| |Careful | |

Removed Edges

The following edges are not allowed in Savage Conspiracy X:

Adept, Holy/Unholy warrior, Mentalist, Mr. Fix It, Noble, Power Surge, Soul Drain, Wizard,

Background Edges

Most background edges must be chosen before beginning play, but the GM may give permission to choose some of these during play, e.g. the agent wins big on horses and can take the Rich edge.

Arcane Background - This edge is replaced with the various PSI Sensitive edges and the Ritual Caster edge.

Dead – The character’s death was

faked at some point either to recruit him into a secret project without raising the suspicion of his former employer, or to protect him from hostile forces hunting him. All traces from his former life are wiped clean.

Extraordinarily average – The character blends in to a crowd extremely well, and just about everyone knows somebody who fits the agent’s description. It’s difficult to pick out the agent in a police line-up, and all Stealth attempts made to follow someone without being noticed, garners a +2 bonus.

Photographic memory - You have photographic memory, and almost never forgets anything. You may get bonuses to trait rolls where memory may help you.

PSI Sensitive, lesser - Requirement: PSI Sensitive, latent (but only if chosen as a Power Edge) This is the edge your character must have in order to use PSI powers. The character need not take it at character generation, but in that case he needs to purchase the PSI Sensitive, latent edge first. See the PSI Section for more information.

Rich - The character generate 2 RP per month that can be spent on the Civilian Sphere of Influence. Only 1 RP may be pooled from month to month.

Filthy Rich – As Rich, but he generates 4 RP and may pool 2 RP per month.

Combat Edges

Detached - Emotionally, this character might as well be dead. This makes it difficult to relate to normal people, but renders the character immune to normal fears or emotional baggage. The agent receives a +2 on Spirit rolls to avoid trait rolls involving supernatural dangers, and he also receives a -2 bonus on the Fright Table

Physical Training – The agent keeps himself fit and in shape. He gets a +1 to any strength tests involving lifting, pushing, breaking etc., and also gets a +1 bonus to avoid the effects of fatigue when running, swimming, etc. for a long period of time, or for being awake longer than normal.

Leadership Edges

In Conspiracy X, the Cell Leader may have his Leadership Edges affect the other agents in the cell.

Influence Edges

One of the most integral (and fun) parts of Conspiracy X, is the use of pulling strings and the Influence skill. Therefore, a new type of Edge is introduced, the Influence Edges.

Influence Edges

Connections – The agent knows someone in another organization that she can count on for help, and who can count on her for help. Choose a Profession and Infrastructure for the contact. The agent may then purchase resources from the connections Spheres of Influence as well, and may call upon the connection’s pulling strings twice a month. For Profession and Infrastructures that can freely spend some (or all) of the PSPs, the player chooses the pulling strings, but the GM has final say. If the agent wants to call on the connection’s pulling strings more than twice a month, a -2 penalty is imposed on each subsequent roll. The agent rolls his own influence, and suffers the same bad effects if he rolls a 1 on the Influence die.

Extra careful - Requirements: Influence d6 - The agent is extra careful to not leave a trail when he pulls strings in Aegis assignment. If he rolls a one on the Influence Die, he rolls twice on the Failed Influence Roll Table, and picks the highest.

Increased resources – Requirements: Influence d8 – The agent generates 7 resource points per die step instead of the normal 5. For character advancement, he generates resource points as he had one more die in Influence. It’s generally best to take this Edge at character creation.

New identity – The agent or his allies have gone through a considerable effort of creating a separate set of records for a new identity, complete in every detail. The character maintains his own identity, but has a separate one that holds up under nearly any background check.

Puppet – Requirements Veteran, Influence d8 – The character has someone who owns him a favor, he believes in the character and his cause (whatever that may be to hm), or maybe the agent is blackmailing him. He knows nothing of Aegis or the truth about conspiracies. He follows the character’s instructions and should be a valuable asset in some way. Details left to GM and player.

Unbreakable ties – Requirements – Heroic, Influence d10, Extra Careful – The character has become one of the unexpendables. Maybe he knows too much, or maybe he has some hold over the leaders of the agency, or maybe he’s just too damn talented to be let go. The agent will receives a +2 to all his Influence tests and must roll snake eyes (double ones) in order to suffer bad effects from a failed Influence roll.

Power edges

Corruption resistant – Requirements: Ritual Caster, Veteran rank. The magician has researched and discovered several various methods of defending himself and/or others against the dangers of corruption. See Part 9: The Supernatural for more information.

PSI resistance – The character is extra resistant to PSI attacks. Whenever a psychic tests his psychic skill against this character, he adds +2 to his Spirit roll. Note: Arcane resistance is a Background Edge in SWED, but a professional edge here. In the world of Conspiracy X, PSI resistance is something that can be learned over time.

Improved PSI resistance – As above, only that the bonus is +4.

PSI Sensitive, latent - The character is starting to unleash his full potential. He only gets one power though, and reduced power points. See the PSI Section for more information.

PSI Sensitive, lesser - Requirement: PSI Sensitive, latent

This is the edge your character must have in order to use PSI powers. The character need not take it at character generation, but in that case he needs to purchase the PSI Sensitive, latent edge first. See the PSI Section for more information.

PSI Sensitive, greater - Requirement: PSI Sensitive, lesser; Seasoned

The character gains a +2 bonus on his PSI trait roll, and receives 5 extra power points. He also regains twice the normal number of power points per day.

Rapid Recharge – As in SWED, except that the character regains 1 Power Point every 12 hours.

Improved Rapid Recharge – As in SWED, except that the character regainst 1 power point ever 6 hours.

Ritual Caster – The player is able to cast magical rituals. She starts play with 3 known rituals.

Seepage Sensitive – Sensitives are able to perceive Seepage

more closely than those around them. A Sensitive may detect the

presence of Pools and Loci, sense the amount of Seepage Points in

the area, notice magic rituals, sense ghosts and unconsciously and

(maybe) consciously control supernatural phenomena. See the

Paranormal section for more information.

Professional Edges

Champion – As per SWED, but the bonuses granted aid him against attacks from Incarnate, Demons, Ghosts and Invocations.

Hypnotist – Requirements: Knowledge: Parapsychology d4.

This individual is trained in the arts of hypnotism. See Part 8: PSI powers for more information regarding the use of hypnotic techniques.

Mind Control – Requirements: Knowledge: Parapsychology d8, Hypnotist. The character is particularly adept at using words and special techniques to influence others. This edge is needed for several hypnotic techniques, as well as granting a +2 bonus on some mind-influencing PSI powers. See the PSI section for more information.

Linguist – Requirements: Smarts D6 – The agent has a knack for languages. He gets half his Smarts die in languages, instead of 1/3. In addition he may make a Smarts roll -2 to be able to make himself understood in a language he has heard for at least an hour. -4 for alien languages.

Social Edges

Connections - This Edge is replaced by the Influenc edge with the same name.

Weird Edges

Time and direction sense – Requirmeents – Notice D6 – The agent has an uncanny ability to sense time and distance. She is aware of the exact time of day or night at all times, as well as the date. She will always know the direction and approximate distance to anywhere she has been before. She won’t know exactly where she is, but will know how far and what direction she has traveled.

Part 5: Setting rules

The world of Conspiracy X is dark and ruthless. The following setting rules apply:

Critical Miss

Snake Eyes (double ones) may not be rerolled.

Gritty Damage

Compare the damage of an attack versus the target’s Toughness, and consult the appropriate column. Each wound inflicts -1 penalty to all trait rolls, to a maximum penalty of -3.

Characters cannot make Soak rolls! They can spend their bennies on the nasty Vigor rolls that may follow, however.

|Damage over |Wild Cards |Extras |

|toughness | | |

|0-3 |Shaken (if the |Shaken (If the victim |

| |victim was |was already Shaken, |

| |already shaken,|he’s incapactitated |

| |he suffers a |instead). |

| |wound instead) | |

|4-7 |Shaken and 1 |Incapacitated (remove |

| |wound |from play) |

|8-11 |Shaken and 2 | |

| |wounds | |

|12+ |Shaken and 3 | |

| |wounds | |

Wounds

Anytime a character suffers one or more wounds, make a Vigor roll (counting any wound penalties incurred by this attack). If the roll is successfull, there is no further effect. If the roll is failed, the agent is Incapacitated (see below).

Incapacitation

An Incapacitated character must make an immediate Vigor roll (minus his wound penalties as usual).

Raise: The victim is only stunned and is not Incapacitated. He’s still Shaken and retains his wounds, and suffers a temporary Injury that fades after the combat is over (or if the character is completely healed of all wounds). Roll on the Injury Table on SWED p. 69 to determine what that injury is.

Success: The victim is knocked unconscious until healed (or 2d6 hours later) and rolls on the Injury Table.

Failure: The character is knocked unconscious as Success, above, and suffers a permanent wound (roll on the Injury Table). Unfortunately, he’s also Bleeding Out and must make a Vigor roll at the start of each round before Action Cards are dealt. Success means he must roll again next round. Failure means he dies. A raise on the Vigor roll (or a successfull Healing roll) stabilizes the bleeding and no further rolls are required.

Total of 1 or less: The victim expires instantly.

Research

In the battle for against the extra-terrestrial threat, research projects may be vital for humankind’s survival. These rules cover a wide variety of research-related projects, from gathering large amounts of information about a particular group or person, to reverse-engineering a Saurian fighter or performing a Grey autopsy. Some of the skills that may be used with these rules, include:

Knowledge: Science

Knowledge: Engineering

Repair

Knowledge: Parapsychology

Investigation

Knowledge: Computer

Knowledge: Electronics

Knowledge: Paranormal

Healing

Breakthroughs, successes and time

The GM first decides which skill applies to the research project, and how many breakthroughs are necessary. He then decides if it’s a short or long term projects, how many successes are necessary to reach a breakthrough and how much time each attempt takes. When the number of successes have been reached, the project has a breakthrough. Each raise counts as an additional success in the project.

Short-term projects

Most projects are short-term projects completed through the course of a day. Searching a library for clues to finding Chupacabra, repairing a car or performing an alien autopsy, are all examples of a short-term project. In a short-term project, only one breakthrough is enough.

Long-term projects

Long-term projects may take weeks, months or even years to complete. Findingo ut exactly how a Plasma claw works, curing a fellow Aegis agent from his fear of heights and learning how to fly a lens-ship are all examples of long-term projects. When reaching a breakthrough, the GM explains what they uncovered and that there are more breakthroughs to be had. If the projects suddenly have more successes than needed to reach a breakthrough – the successes count towards the next breakthrough.

Cooperative rolls

Cooperative rolls count as usual, up to the maximum of +4. The GM may impose a lesser maximum, depending on the task. Five people trying to help a poor soul lost to the terrors of the world may do more harm than good.

Quality of equipment/workspace

In both the Pulling Strings list and the Resources list, you’ll find that laboratories/workshops/libraries are ranged from Poor to Superb. These are the bonuses for the various quality types.

Poor -4

Normal -2

Good +0

Excellent +2

Superb +4

Consequences

Whenever the lead researcher rolls a 1 on the skill die (regardless of the wild die), he suffers a setback. The result of the wild die is ignored, and he must reduce the number of successes already gained by 2. If this was his first attempt, he goes down to -2.

Whenever the lead researcher rolls double ones (snake eyes), something really bad happens. Not only does it ruin the project (most likely), some kind of accident befalls the researcher(s). The nature of this accident is up to the GM. Examples may include a machine exploding, the researcher becoming corrupted in some way, discovering faulty information etc.

Example I:

Butch’s Aegis cell recovers a plasma claw from a dead Saurian agent. Butch has a d8 Knowledge: Engineering and the cell has a Good engineering workspace and an engineer assistant (d8 engineering). Butch’s player wants to know what the claw draws it power from, and how to fire plasma balls from it. The GM decides that this is a long-term Knowledge: engineering project which requires 2 breakthroughs, one for finding out the two different firing modes and one to discover the defensive mode. He decides that each breakthrough requires six successes and each attempt takes 1 weeks of research. (The GM doesn’t tell the players how many successes they need, nor how many breakthroughs they need. When they reach a breakthrough, the GM informs them that they’ve stumbled on some new technology.

Weeks 1 – Assistant aids, Butch nests 1 success.

Weeks 2 – Assistant aids, Butch nests 1 success (2 total)

Weeks 3 – Assistant aids, Butch nests 1 success (3 total)

Weeks 4 – Butch rolls a 1 on his Knowledge: Engineering, but decides to spend a benny. Nets 1 success (4 total)

Weeks 5 – Assistant aids, Butch nets 1 success (5 total)

Week 6 – Assistant doesn’t aid, but Butch manages a raise and 2 successes (7 total). Butch discovers how to fire plasma claws from the weapon. At the same time, he suspects that you can use the claw to bring forth a magnetic shield. He continues the research.

Week 7 – 1 success (8 total)

Week 8 – Raise from Butch (10 total)

Week 9 – Butch and the cell is on a mission now, the assitant tries alone but fails

Week 10 – Butch rolls a total of 21, and with the aid from his assistant, he gets 22 – 5 successes! He now knows how to use the defensive mode as well.

Example II: The cell is trapped on a mountain hotel, and have been attacked by werewolves the previous nights. Several agents are injured, and the only getaway car have been damaged in a failed attempt last night. Butch (Repair d8) tries to fix the car, using equipment and ad-hoc spare parts salvaged from around the hotell. The GM decides that this is a short-term project that will take 3 hours, and that Butch will suffer a -2 to his roll due to the lack of proper tools and equipment. There’ll only be light for six hours, so Butch only has two attempts before the dark closes in and the werewolves attack. Butch rolls a 1 on his Repair die, and decides to spend his final benny to roll again. He rolls a 5 and a 4, which becomes 3 and 2 due to the penalties. His first attempts fail, and he tries again after 3 hours. He rolls snake eyes! The GM decides that his failed attempt at fixing the car has caused an oil leak,which sprays his eyes and blinds him. The cell has even more troubles now, as one of their own are blinded before the night!

Hacking

Use the following modifiers to find a Target Number for any hacking attempts. For hacking attempts that takes longer than 6 hours, a new check must be made every six hours, using the same modifiers.

|Type of system |TN modifier |Time |

|Local bulletin board |+2 |Immediately |

|University computer system |+0 |1 hour |

|Small business |+0 |1 hour |

|NationalOnline Service |-2 |1d6 hours |

|Small corporation |-2 |1d6 hours |

|State agency |-2 |1d6 hours |

|Large corporation |-4 |3d10 hours |

|Federal agency |-4 |3d10 hours |

|High Security Agency |-6 |6d12 hours |

|Military Computer System |-6 |6d12 hours |

If the hacker succeeds, he can access the system as if he were a user. If he wants Admin access, he suffers another -2 to the check. If the hacker rolls a 1 on his Knowledge (Electronics) check, his intrusion has somehow been discovered, and appropriate measures will be taken.

If the hacking attempt is attempted without the use of a Mainframe, the hacking suffers a -1 penalty. If the hacker has a mainframe in the base, he may log on to that via a laptop or workstation. A Supercomputer gives a +1 bonus to the attempt, and certain pulling strings may give even better bonuses. Each raise cuts the time in half.

Part 6: Pulling Strings

One of the most important and fun parts of Savage Conspiracy X is ”Pulling Strings”. This is how the agent uses (abuses) his position in the government in order to help in the war for humanity’s soul. It can also indicate various contacts and friends he may draw upon for help in times of need. Your agent’s Profession will give you some (or all) of your pulling strings. The rest may be chosen freely within the allotted SoIs (spheres of influence).

M = Millitary I = Intelligence SR = Science & Research Cr = Criminal

La = Law Pa = Paranormal Ci = Civilian

Whenever a character rolls a 1 on his Influence die (regardless of wild die), he suffers consequences. Roll 2d6 and consult the following table on. This means that the character might succeed in getting what he wants, but that someone has left a paper trail that will have consequences. If the character rolls a critical failure, he rolls 2d6 twice and takes the lower result.

This roll should be rolled in secret, unless the group is particulary good at avoiding meta-gaming.

Failed Influence Roll Table

2 The character has piqued the interest of one or more members of the NDD (Black Book) or another enemy group. They will take action, and the agent, his contacts and his associates are in mortal danger. Give the Watched hindrance to the agent.

3 As (4), but there is no chance that they character will not lose his position in the Profession. Aegis may cut all contact throughout the investigation, but if they still feel he is of use to them, he is brough back in the fold later.

4 The character will be suspended from his Profession for d6 months. In that time, internal affairs will investigate the matter, including interrogation of suspects, associates, friends and family – possible also surveillance. Aegis may cut all ties to the agent in this time, so as to not compromise their position. At the end of that time, the agent must succeed on an Influence roll to not lose his Profession permanently. Every time he has rolled on this table for the Pulling String that gave him trouble, imposes a -1 penalty on the Influence roll.

5 As (4), but with no penalty to the roll.

6 The character loses some privilegies at his work, effectively losing the Pulling String permanently.

7 The character is suspended from work for one month, losing access to all Pulling Strings.

8 The character is suspended from work for one week, losing access to all Pulling Strings.

9 The character is under some suspicions from his Profession, and cannot use Pulling Strings for 24 hours.

10 The character cannot use that Pulling String for one month.

11 The character cannot use that Pulling String for one week.

12 The character cannot use that Pulling String for 24 hours.

List of pulling strings

Pulling string M I SR Cr La Pa Ci

Access Abroad 2 3

Accomplices 3 2 3 2 2 3 2

Agency Control A A A

Aircraft Workshop 1 1 1 2 1 2 1

Alien Technology A A A A A A A

Area 15 A A A 2 1

Arrest Powers 1 1 1

ASPR A A

Asset Forfeiture 2 2 2

Attorney A A A A 2 A A

Backup 2 1

Base Clearance 2 2

”Blanket” Wiretaps 3

Blue Fly Transport

Boot Camp 2

Border Control 2 1 2 2 1 2 2

Business Connections 2 2 2 2 2 2 2

CDC Labs 2 2 2 2

CEASEFIRE 2 1 1

Cheaper Aircraft 1 1 1 1 1 1 1

Cheaper Ground Vehicles 1 1 1 1 1 1 1

Cheaper Watercraft 1 1 1 1 1 1 1

Chemical Stores 2 2 1 2 A A 1

Chop Shops 2 2 2 2

CIA Caches 2

CIA Training Facilities 2

City Hall Archives A A 2 2 1

Classified Databases 2 2 1

Cleansing Retreats 2 2 2

Closing Investigations A 2

”Codebreaker” Supercom. 3

Cognitive Training Facilities A A A

Computer Security Database

Consular Affairs 2 2 2

Corporate Espionage A 3 A A A A 2

Corruption Camp A 1 A

Corruption Treatment A 2 A

Counterculture Friends 2 2 2 2 2 2 1

Counterintelligence Files 1 2 2

Criminal Resources 2

Criminal Tracking 2 1

CSICOP Training A A A A

Customs Analysis 1 2

Dangerous Toxins 3 3 2 3

Dangerous Virus 3 3 2 3

DARPA Labs 2 1

Demon Lore 2 2 2

Deprogrammers A 2 A 2 2 2 2

Departmental Precedence A A A A

Diplomatic Itineraries A A A 2

Pulling string M I SR Cr La Pa Ci

Discreet Staff 1 2

DNA Database A A A

Documents Lab A A 2 2

Doctored Flight Books A A 2 A 2

Ear to the Ground 2 1 2 2 2 2 2

Easier Funding Tests 2

Energy Blackout 2 2

Evidence Control A 2

Expedited Research 2

Experimental Energy 1 2

Exorcist Teams 1 A

Experimental Psychic Drugs 2 1

Fanatical Support 2 2 2

FBI Forensic Laboratory Analysis 2 2 2

Fellow Survivalists 2 2

Finger Printing 2 1 A A 1 2

Foreign Service Institute 2

Fringe Culture 2 2 2 2 2 2 1

Front Page News 2 2 2 2 2 2 2

Funding – Basic A A A A A A A

Funding – Excellent A A A A A A A

Funding – Limited A A A A A A A

Funding – Scarce A A A A A A A

Govenmental Access 2 3 3 3 3 3 2

Grants 2 2 2

Hidden Cures A

IAC Analysis A

Immediate Access

Intel Files 2 2 2 2 2 2 2

Intelligence Agency Control 2

Jurisdiction 2

Laboratory 2 2 1 2 2 1 1

Laundered Funds A A

Legal Access A 1

Legal Resources 2

Library 2 2 1 2 2 1 1

Litigation Pressure 2 2

Lost in the System 1

Map Library 1 2

Maps 1

Medical Advantage 1 2 2

MHIC-EDOM 2 2

Military Stores 2

Military Training Facilities 2

Mind Control Drugs 2 2 2

Mobility over World 2

More Equipment 2

Mount Expeditions 2 2 2

NMID 1 1 2 2

New Age Movement A

News Archive 1

News Equipment A 2 A 1

Noetic Science Institute A

No Questions Asked

Pulling string M I SR Cr La Pa Ci

No Trace 2 2

Official Agendas 2 2 2

PEAR Labs A A

Police Cooperation 2

Police Resources A A A 2 2

Pool Access 2

Population Database 2 2 A

Press Pass 2

Project Oversight 2

Psi-Drugs

Psi Labs 2

Psychotrons A

Quantico Training Facility 2 2

Quarantine 2 2 A

Ranch Analysis

Random Surveillance 2 2

Safe House A 1 A 1 1 A 2

Satellite Alexis

Satellite Surveillance – Comm. 2 2 2 2

Satellite Surveillance – Int. 2 2 2 2

Satellite Surveillance – Standard A A 2 2

Satellite Surveillance – Video 2 2 2 2

Search and Seizure 2 2

Secret SDI Gun Stars 2

Security Protocols 2

Sending Presidential Orders

Specialized Aircraft

Species Identification A 1 A

SPR Library A A A

Stopping Investigation 2

Student Think Thank A A 1 A A A 2

Supernatural Contacts 2

Support 2 2 2 2 2 2 2

Swat 2

THOTH Analysis

Translators A A 1 A A 1 1

Task Force Creation A

Travel Connections A 2 A A

UFO Spotting 2 2 2 1 2

Unrestricted Access

Untraceable Weapons 1

Vehicle Check 1

Vehicle Workshop 1 1 1 2 1 2 1

Watercraft Workshop 1 1 1 2 1 2 1

Wide Berth

WITSEC 2

Workshop 1 1 1 2 1 2 1

A = The pulling string is only accessible by certain Professions or Infrastructures

No number/letter = The pulling string cannot be purchased by using that SoI.

Access Abroad

With a successful Influence test, the character can use special travel connections to move his team and equipment anywhere in the world.Travel takes 1d6 days, 24 hours with a raise.

Accomplices

The agent can obtain help of the less-than-reputable kind. With a sucess, he can find a criminal specialist in one area, such as a safecracker, cat burgler, art forger etc. The specialist arrives in D6 days, or D6 hours with -2 penalty. Less skilled accomplices (five thugs with guns) arrive in D6 hours (no roll), or 1 hour with a success. These ”gentlemen” are susceptible to bribes. A bribe of d6 x 100 $ (d6 x 1000 $ for the specialist) gives a +2 bonus on the roll. +4 for a bribe twice the size, +6 for a bribe four times the size. Each accomplice killed in the last month results in a -2 penalty. Keeping the specialist for an additional job or the thugs for an additional day requires another test at -2, with an accumulative -2 for each day/job thereafter.

Agency Control

A character may divert or cancel any local investigation with a successful Influence roll. Federal investigations take a -2 penalty. A -2 penalty may also be imposed if the agent cannot come up with some plausible cover.

Aircraft Workshop

The agent has contacts that can help with repairs or small modifications on aircraft. Poor workshop = no roll, normal workshop = +2, good workshop = +0, excellent workshop -2 superb workshop -4. He can also gain access to a private hangar, and a private runway with a raise.

Alien Technology

Whether from the capture of an alien, recovered wreckage or some alien ”feeding” technology from the shadows, Aegis has a small stockpile of specialized items. The items available vary, and only one request may be made per week. The item is lent for the mission, and any requests made before the item is returned, suffers a -2 penalty for each item the cell already loans. An item’s worth in RP determine how hard it is to loan it. 1-9 RPs = no roll, 10-14 RPs = +2, 15-19 RPs = +0, 20-24 RPs = -2, 25+ = -4. Those without RP cost suffer a -6 penalty. Delivery time varies from within the hour (if the item is in the same town or city), to 24 hours (if within USA). Transport to another country takes two days and suffers a -2 penalty. Damaged, destroyed, lost or absconded items leads to an internal investigation and may impose permant penalties to the character’s Influence rolls. Talk to the GM about which items are available.

Area 15

Named as a self-mocking parody of Area 51, Area 15s are a series of facilities maintained and run by PUPPET. There are numerous facilities spread throughout the country, and each one consists of a runway, a hidden hanger, at least two aircraft workshops, and a lab (good quality). Besides being connected to PUPPET, these facilities are "loaned" out to any alien-supporter who makes a request through the right channels. The facilities are used to study the odd bits of alien technology that have been recovered over the years. A success books one week's time here with D6 hours notice. A raise can extend this by one week or instant access. Two raises secures both an extra week and instant access.

Arrest Powers

The character has the ability to detain almost any person. While the charges will be dismissed in due course, the person will be hold for at least one hour (4d6 with a raise). The person's status will affect the roll. It's easier to arrest a low-life drug dealer than a senator.

ASPR Seminars: For members of the American Society for Psychical Research, it is easy to attend one of these seminars throughout the United States. Agents may open Clairvoyance at d6 at the cost of 1 skill point (instead of d4), either at character creation or through advancement. In addition, any Research projects involving Clairvoyance powers require one less breakthrough. See the PSI section for more information.

Asset Forfeiture

The character has access to confiscated materials. With this pulling string, the character has access to items that require the Criminal sphere of influence. All items' cost are modified by -1, down to a minimum of 1. Items that cost one RP already, are doubled.

Attorney

In the course of their missions, characters are sometimes called upon to perform actions of questionable legality. A few of these operatives have the misortune of getting caught. Being able to call upon a good attorney is key to minimizing the repercussions of these breaches of law. With access to top-notch lawyers, judges sympathetic to the "needs" of the group, or the right amount of bribes and blackmail, getting through these tough times becomes easier. A success supplies the character with a good lawyer for any matter that does not involve significant threats to the security of the secret organization. For more serious cases, a -2 penalty is imposed. If the character gets a raise on the Influence roll, the case gets assigned to a "friendly" judge who will dismiss it for one or more technical reasons within D6 x 2 months. In the meantime, the character is advised to tread cautiously.

Back Up

The police are already on patrol all over the city - one phone call brings them running. Knowing the codes the police use can assure that at least two squad cars arrive within D6 + 10 minutes (half this with a raise). If the individual making the call is part of a federal law-enforcement agency, this request will be seen as standard procedure, as long as there is sufficient evidence to demonstrate the call was warranted. Individuals with ties to the local police department do not have to answer any questions from their back-up. Others will probably be questioned on their jurisdiction and what they are doing in town.

Base Clearance

The character can gain access to military facilities. Automatically gains access to any base with normal security. Normal roll to access high security bases and weapons testing sites. -2 to roll for most other area. -4 penalty to get inside the Pentagon or other areas of high security, including secret bases.

"Blanket" Wiretaps

The NSA is exempt from federal laws prohibiting unauthorized domestic wiretaps. With a successful Influence check, NSA can monitor a group of phone lines for specific information. The tap can for example search all phone lines in a town for a specific person's voice, or monitor a company's phone lines for mention of "Flight 815". The wiretap takes D6 x 2 hours to set up with a success (half with a raise), and lasts for a week (twice with a raise). May only be purchased by someone with the DOD Infrastructure.

BLUE FLY Transport

Moondust/Blue Fly specializes in stealth insertion and extraction. A BLUE FLY transport can be called to arrive in six hours without a roll. A success results in a transport arriving within 1.5 hours. For other locations than continental US, a penalty equal to half the number of time zones away, is applied. Insertion is via parachute drop and pickup is by stealth helicopter.

Boot Camp

Members who have gone through Boot Camp gain 2 extra skill points that can be applied to Climbing, Fighting, Shooting, Survival, Swimming, Throwing or Tracking.

Border Control (choose country)

The character's contacts can help him get unauthorized access to a country, either through giving him information about border control, or simply looking the other way. No roll needed for information about where the border patrols will be in a set 24-hour period in the next week. To actually gett he patrol not to cover a certain area for a 4 hour period requires a roll. A raise means the patrol will be away for 8 hours. Countries with high security may impose a -2 penalty.

Business connections

Close ties with a company through one’s status as a shareholder, a former or current employee, a family relation, or someone in possession of black material, may call upon some much needed equipment. The corporation is a huge entity, and it is often fairly simple to arrange for it to lose something. The equipment lent must be from the Civilian sphere of Influence, and must be returned undamaged by the end of the mission. If not, the character loses one die step in his Influence skill. The amount of RP depends upon the Influence roll. No roll = 1 RP, normal roll = 5 RP, raise = 10 RP. It will take 1D x RP cost in hours to deliver these assets.

CDC Labs

This pulling string allows the agent to send samples to analysis with the CDC (biological, medical, toxicological, virological). No roll is necessary, but it takes 48 hours (24 hours with a success, 12 hours with a raise). If the substance is supernatural or alien in nature, the answer is received within 3 weeks (1 week / 60 hours). All analysis times may be halved if the characters can devise a convincing explanation that an outbreak has begun or is suspected.

CEASEFIRE

Allows access to the CEASEFIRE program, which matches projectiles and shell casings. On a successfull Influence skill test, this pulling string allows the character to see if a gun has been used in a crime since 1995.

Cheaper Aircraft

Reduces the cost of aircrafts with 2 RP. Characters can only buy aircraft through their Sphere of Influence.

Cheaper Ground Vehicles

Reduces the cost of ground vehicles with 2 RP. Characters can only buy ground vehicles through their Sphere of Influence.

Cheaper Watercraft

Reduces the cost of watercrafts with 2 RP. Characters can only buy watercraft through their Sphere of Influence.

Chemical Stores

The character can obtain medications with few questions asked. Over-the-counter drug doesn't require a roll, harder-to-acess supplies do, with modifiers depending on the type of medication requested. Prescription drugs has a bonus of +2, a roll without modifiers obtains any illegal drug that has medical uses, and a -2 penalty is required for any other illegal drug. PSI drugs cannot be obtained. One vial is secured, a -2 is imposed on each extra vial. Drugs are available within d6 x 3 hours, or D6 hours with a raise.

Chop Shops

Vehicles, commercial or private, can be acquired and modified to taste. Any vehicles that can be purchased through the Criminal sphere of influence can be had at three fewer RPs (minimum one). A vehicle can also be converted (from painting to armor plating to customization) in 6 - Influence roll days (minimum 1 day)

CIA Caches

Grants access to secret CIA equipment caches overseas. The cache has D6 RP of military or surveillance gear (or 3D6 this with a raise). The cache will be well hidden, and will take 2D hours to open. The facility may be used as a base for up to a month before the local authorities begin to ask questions.

CIA Training Facilities

The CIA runs a number of training centers in Virginia. This pulling string can be used either before gameplay starts, or through advancement. No roll needed for the agent to come alone or with one friend, -2 for 3 friends, -4 for 5 friends. This training lasts roughly and week, and allows the agent to open one of the following skills at d6, instead of d4:.Shooting, An extra Language, Knowledge: Demolitions, Survival, Stealth, Swimming, Persuasion and Lockpicking.

City Hall Archives

Access to old city archives where plans and blueprints may be found. The municipal clerk normally calls the building owner to ask permission to release blueprints. This "courtesy call" may be avoided with a successfull Influence roll (+2 for public buildings, -2/-4 for high security installations).

Classified Database

Access to the extensive information sources accumulated by DTIC analysts gives a +1 bonus to any Knowledge: Science, Knowledge: Engineering and Repair tests – both in connection to a Research project and standalone tests. An Influence roll must be made if the information sought is highly classified. A -2 penalty is applied if the task involves alien technology. May only be purchased by someone with the DOD Infrastructure.

Cleansing Retreats

Occult researchers have started to understand the basic dangers of corruption, and they organize cleansing retreats in order to battle it. A successful Influence test gets someone a space on a cleansing retreat. For every three months spent here, a Spirit check allows her to remove one stage of corruption. This can continue until all stages are removed. The treatment will not remove the Corrupted by Supernatural hindrance, however. The cure is not perfect. If the person ever fails a corruption roll, all of the previous corruption stages return, and a new level is gained. See the Paranormal section for more information about corruption.

Closing Investigations

The DIA has authority over all investigations that implicate national security, and may shut down any investigation that infringes on its area of expertise. No roll needed for local investigations. +2 for a legal, federal investigation. Normal roll for any outside investigation except high-profile media cases or Presidential/Congressional level review. Even these two latter cases can be encouraged to stop with a -2 penalty. Without a credible case by the agent, all rolls suffers a -2 penalty. May only be purchased by someone with the DOD Infrastructure.

Codebreaker Supercomputer

Access to NSA's supercomputer facility gives +2 to any Knowledge: Electronics check for hacking attempts. The time needed to hack is divided by four. May only be purchased by someone with the DOD Infrastructure.

Cognitive Training Facilities

These cutting edge PSI labs gives an agent the opportunity to start out with Cognition at d6 at the cost of 1 skill point (instead of d4). In addition, any Research projects involving Cognition powers require one less breakthrough. See the PSI section for more information.

Computer Security Database

Access to NSA's manuals on electronic security requires a check, and gives a +2 on Knowledge: Computer to hack. The time is cut by half. This can be combined with the Supercomputer to give a total of +4 on the Computer check, but the time is only quartered.

Corruption Camp

Intensive encounter groups intended to strengthen body against corruption. Once a month, a request can be made to attend one of these camps. A normal Influence roll is required, -2 per four extra personnel. The camps last one complete week and gives the agent a +2 bonus on the next roll against Corruption. See the Paranormal section for more information about Seepage and corruption.

Corruption Treatment

Aegis' CAPS-facilities have created a program for treating supernatural corruption. Gaining access to this program is an Influence test. The parapsychologists and occultists may remove successive stages of corruption. Each stage removed requires three months and a Spirit roll (a raise removes two levels). Even then, it is a 1 in 6 chance the character will return to the Seepage’s embrace (all stages of corruption return immediately) each time she encounters threatening or extreme supernatural manifestations. See the Paranormal section for more information about Seepage and corruption.

Counterculture Friends (1) [Choose a country]

There are many subcultures around the world - the Black Panthers, environmentalists, Goths and computer hackers. The agent can find a contact with the right knowledge in whatever country is chosen in d6 days (d6 hours with a raise). No roll needed for someone willing to part with information. Normal roll for a contact willing to provide assistance.

Counterintelligence Files

The FBI maintains files on every US government official with security clearance, and conducts surveillance of these individuals every few years. Also includes foreign dignitaries and foreign-born residents of the USA. This pulling string gives access to these files. May only be purchased by someone with the DOD, Federal Government, State Department or State Government Infrastructure.

Criminal Resources

The agent's underworld contacts grants him effective double the amount of RP available for items with the criminal type. When attempting to purchase equipment after game starts, any Influence die rolls of 1 means that the police have been tipped off. The ramifications are up to the GM.

Criminal Tracking

Access databases on criminal activity, such as rap sheets, licenses, gun permits, housing permits, criminal records, fingerprinting, credit card tracing etc. Normal roll if he has a legitimate reason, -2 if not. If he doesn't want any evidence left behind, he needs a raise.

CSICOP Training

Members of the Committee for the Scientific Investigation of Claims of the Paranormal work hard at debunking any claim out of the ordinary. They get a +2 bonus on Fear rolls (and subsequently a -2 bonus when rolling on the Fright Table).

Customs Analysis

Gains a full analysis of a piece of known technology through customs scientists. No roll is necessary, but it takes 48 hours (24 hours with a success, 12 hours with a raise). If the substance is supernatural or alien in nature, the answer is received within 3 weeks, or 1week with a success, 60 hours with a success. May only be purchased by someone with the Department of Treasury Infrastructure.

Dangerous Toxins

The character can gain a profile on any known hazarduous material without a roll. A roll provides a single vial.

Dangerous Virus

Gain profile of known virus without roll. A roll gives access to a sample of a dangerous virus (deadly virus with a raise).

DARPA Labs

The Defense Advanced Research Project Agency is the central research and development organization of the DOD. This pulling string gives access to DARPA labs, databases and personnel. All Research tests gain +2. May only be purchased by someone with the DOD Infrastructure.

Demon Lore

Information on demons may be obtained through a normal Influence roll. A -2 is imposed to gain knowledge about the demons powers, while a raise is needed to find out the bane of the said demon. If only the description of the demon is known and not the name, researching is at a -2 penalty.

Deprogrammers

Professional making a living deprogramming unfortunate people suffering from cult influence / brainwashing. A normal Influence roll is required, and the deprogramming takes d6 days. If a 1 is rolled on the Influence die, regardless of the wild die, the hold is not broken even after the d6 days.

Departmental Precedence

A character with this pulling string may cancel any operation run by legitimate authorities with a successful Influence test, or by government agencies operating clandestinely with a -2 penalty. If the character is overseas, he can supercede American organization operations with a test, -2 if it is covert. Any particular agency can only be affected once in a given mission. It takes d6 hours to get the operation shut down on US soil, 2d6 hours on foreign soil. Half this with a raise.

Diplomatic Itineraries

This pulling string gives access to information on the security measures and locations of important personnel involved in the political and diplomatic process. To gain an interview or meeting with diplomatic personnel is automatic (roll for foreign personnel). It is a normal roll to modify their routines or schedules (-2 for foreign personnel). The agent can also use the movement of diplomats to arrange a clever means of secret transport. By travelling as a part of a diplomat’s security retinue, the character can arrange for the Cell to gain entry to any country with which the US has diplomatic relations with. A normal roll is required, -4 if bringing anything requiring mechanized portage. May only be purchased by someone with the State Department Infrastructure.

Discreet Staff

Access to top-secret or high security researches. All research staff may be purchased at -1 RP. If the staff member already costs 1 RP, two staff members are recruited instead.

DNA Database

This pulling string gives access to DNA profiles derived from crime scene investigations and from individuals convicted of crimes. This is the official story. In secret, FBI has sampled innumerable blood samples from hospitable patients, newborn babies and other sources, and now counts tens of millions of individuals. If the sample to be analyzed is from someone without a criminal record since 1990, the Influence roll is at -4.

Documents Lab

An agent may submit any kind of paperwork or currency for analysis on forgery. A successful Influence test gives an anlysis within 24 hours, or generate a set of forged documents of any kind, from anywhere in the world, in 1d6 days. A raise halves these times. A roll at -2 may be made for the lab to attempt to match the papers with all known forgery artists, and send back the latest location and biographical information on the forgers within 48 hours. Half with a raise. May only be purchased by someone with the Department of Treasury Infrastructure.

Doctored Flight Books

The agent is able, through friends and contacts, to make sure that there is no trace on log books that a flight occurred, making it extremely difficult to track the flights, or even know where he is up in the air. Normal roll for a small, -2 for a big plane and -4 for a commercial plane.

Ear to the Ground

The agent can learn various details about a country or region's political or economic situation, major players within politics and business as well as diplomats. With a -2 penalty, he gains information such as names of aides, financial backing and names of key figures who are running the show. At -4 he may gain secret or blackmailable data about these VIPs. The character gains this information within (10 - roll) hours.

Easier Funding Tests

Given the sheer amount of money flowing through the DOD coffers, agents with ties to the Defense Finance and Accounting Service can channel money in certain ways when the dictates of defense require. This gives the agent a +2 bonus on Funding tests. May only be purchased by someone with the DOD Infrastructure.

Energy Blackout

Characters with ties to the DOE may call upon the power of the Federal Regulatory Commission over natural gas, oil, electricity and hydro-electric facilities. The agent may cut the power of a particular grid in a city/town (no roll), entire small town or several blocks of a large city (normal roll), a large town or small city (roll at -2) or a major metropolis (-4). The power will remain cut for 1 hour (1d6 hours with a raise).

May only be purchased by someone with the Department of Energy or State Government Infrastructure.

Evidence Control

Gives an agent access to evidence control areas in order to examine evidence or even to modify it.

To consult the evidence log, including the officer’s logs, requires no Influence roll. A normal roll must be made to remove a piece of evidence, while doctoring the papers and adding a piece of false evidence requires -2 roll. Legitimately adding a piece of evidence does not require another test. -2 penalty if the character uses this pulling string outside of his jurisdiction.

Exorcist Teams

A successful Influence test grants access to an exorcist specialist, with a Ritual skill die of d10 and knowledge of all the Spirit rituals. To add neophytes to assist, every two called adds a -2 penalty. It usually takes d3 days for the exorcist teams to arrive, d6 hours on a raise. See the Paranormal section for more information on rituals.

Expedited Research

The DOE/OER labs are staffed by large numbers of quality researchers and supplied with top-flight equipment. With the use of this pulling string, two long-term research tests may be made per week, or two short-term projects per day. May only be purchased by someone with the DOE Infrastructure.

Experimental Energy

Due to the nature and variety of the research programs run by DOE, a number of innovative technologies have been are being developed. An agent with this pulling string may be able to analyze and supply energy for otherworldly devices. The energy source will not be better than the original, but will be superior to connecting an alien weapon to a car battery. An Influence roll -2 is required to create the power source and keep it secret. It will take d6 weeks of development and construction time for small items, 2d6 months for larger items such as spacecraft. A raise halves the time. Since most of the staff involved in this are not ”in the know”, the project may result in a security breach (GMs discretion).

Expermiental Psychic Drugs

MKULTRA and other psychic research organizations are careful, but occasionally one of their samples of psi-drugs is either copied or the formula reconstructed. A normal roll gives one dose – additional doses requested suffer a -2 penalty. Delivery is d6 days (half with a raise). One request per month only. Members of psychic organizations ususlly choose the Psi-Drugs pulling string over this. See the PSI section for more information.

Fanatical Support

From activists to religious cultists, various groups can always use a few more fanatical followers to help them in their tasks. The followers are not skilled, or outstanding in any way, but they will follow orders to the end. They can't be used for discreet tasks, but they can cause a lot of mayhem. A success sends up to four followers to your location, -2 for four and -4 for eight. They arrive in 2D6 x6 hours, half with a raise.

FBI Forensic Laboratory

Access to one of the largest and most comprehensive crime laboratories in the world. An analysis of a normal-priority sample can be gained automatically within 24 hours.

Fellow Survivalists

Militias and citizens’ rights groups are very active in certain portions of the world, and a character is able to call on them in time of need. A successful Influence test gains access to either a well-fortified compound or well-armed supporters. The compound is safe and fortified. The supporters are 2d6 well-armed militia members willing to join the fight against the aggressors and imperialists.

Fingerprinting

Access to fingerprint databases. No roll needed to find someone with a record, -2 penalty to find someone without. A -4 penalty is imposed on foregin nationals.

Foreign Service Institute

The State Department runs a school – the Foreign Service Institute that teaches courses on etiquette to safety overseas.

This pulling string can be used either before gameplay starts, or through advancement. No roll needed for the agent to come alone or with one friend, -2 for 3 friends, -4 for 5 friends. This training lasts roughly and week, and allows the agent to open one of the following skills at d6, instead of d4: Knowledge (electronics), Persuasion, Taunt, Driving or one free language.

Fringe Culture

Those with ”alternative” views tend to stick together. An agent can try to pick through her friends’ sources for any kind of information or needed services with a sucessful Influence roll. It can also be used to gain a +2 bonus on any Knowledge skill.

Front Page News

A connection with a journalist grants the character the ability to push news stories to the forefront, and conversely to help bury stories in the paper. A successful test is required to push a newsworthy item further into the spotlight. -2 penalty for a remotely believable story to front-page news and a -4 penalty to push an unbelievable or apparently impossible story to front-page news. To bury a story, it is reversed. -4 penalty to bury a newsworthy story and a normal test to bury an impossible and unbelievable story.

Funding - Basic

Access to funding rolls using the Funding – Basic table.

Funding – Excellent

Access to funding rolls using the Funding – Excellent table.

Funding – Limited

Access to funding rolls using the Funding – Limited table.

Funding – Excellent

Access to funding rolls using the Funding – Excellent table.

Funding Tables

|Funding - Scarce |

|Funding Tests |Disposable Income |

|Inf. Mod. |Amount |Inf. |Resources |

|Aut |$1-$100 |D4 |None |

|+2 |$101-500 |D6 |None |

|+0 |$501-1000 |D8 |None |

|-2 |$1,001-$2000 |D10 |1 RP/month |

|-4 |$2K - $6K |D12 |2 RP/month |

|-6 |$6K - $10K | | |

|Funding - Limited |

|Funding Tests |Disposable Income |

|Inf.mod |Amount |Inf. |Resources |

|Aut |$1-$500 |D4 |None |

|+2 |$501-1K |D6 |None |

|+0 |$1K-5K |D8 |1 RP/month |

|-2 |$5K-$10K |D10 |2 RP/month |

|-4 |$10K-$50K |D12 |3 RP/month |

|-6 |$50K-$100K | | |

|Funding – Basic |

|Funding Tests |Disposable Income |

|Inf.mod |Amount |Inf. |Resources |

|Aut |$1-$500 |D4 |None |

|+2 |$500-$5K |D6 |1 RP/month |

|+0 |$5K-$10K |D8 |2 RP/month |

|-2 |$10K-$20K |D10 |3 RP/month |

|-4 |$20K-$100K |D12 |4 RP/month |

|-6 |$100K-$500K | | |

|Funding – Excellent |

|Funding Tests |Disposable Income |

|Inf.mod |Amount |Inf. |Resources |

|Aut |$1-$1K |D4 |1 RP/month |

|+2 |$1K-$10K |D6 |2 RP/month |

|+0 |$10K-$20K |D8 |3 RP/month |

|-2 |$20K-$100K |D10 |4 RP/month |

|-4 |$100K-$500K |D12 |5 RP/month |

|-6 |$500K-$1M | | |

Funding Tests

When taking a Funding test, the

character shoud declare how much money she is trying siphon from her agency/infrastructure. If she wishes, she can attempt to better cover her paper trail by getting a raise on the Influence roll. At the end of each month, the character tallies the total amount she has requested (excluding any money she covered). The character makes a final Influence test adding to the roll penalty equal to the total money requested. If the roll (best of Influence die and Wild die) is 1 or below, the character’s abuse of organization funds has been detected (GM’s discretion on the repercussions of this event). If the

Influence die comes up as 1, the roll fails no matter the wild die.

Example: Charles is a CDC scientist with a d8 Influence with access to the Funding-Basic pulling string. In the first week of the month, he ”borrows” $5,000 (Influence +2, he rolls a 5) which he uses to fund an expedition to Mexico. While in Mexico, he ”requisitions” twice more, each for $5,000. He gets a raise on the final roll. The total amount for this month is $15K. Normally, he would have had to make an Influence roll -2 to avoid detection. Since he raised his last roll, the last 5K was buried so deep it cannot be detected. Therefore, he checks the modifier for $10K, and rolls Influence. He rolls a 5, and avoids detection.

Depending on each character’s job, they also have access to certain disposable income. In effect, organizations with more money available can grant employees higher salaries, and the higher Influence employees earn more money. Once per month, a character gains a number of RPs that can be spent on the Civilian Sphere of Influence resources. If the character doesn’t spend any RPs that month, he may carry over 1 RP per month cumulatively.

Governmental Access

Without a roll, this pulling string can arrange a fact-finding tour to any legal or public area for up to six people within D6 days, 2d6 hours on a raise. A -2 penalty is applied to restricted areas if the agent does not mind warning the target group of their plans. The target will have performed as much damage control as possible within the few hours before the inspection arrives. A surprise inspection imposes a -2 penalty. Another -2 penalty is imposed if the group wants to leave with ”physical evidence” such as photos and small objects.

Grants

A funding organization grants money to science/research projects. Once every six months a successfull rolls gives 20 RP of resources to spend on labs/workshops, staff and/or equipment related to specific research, expeditions or related science projects. The grant comes with $ 10 000 in disposible income. If no new results emerge within six months, the equipment will be repossessed and the staff will leave. If results are forthcoming or partially reveal new technology, the character can make an additional grant request every six months.

Hidden Cures

A successfull check -4 gives character access to one vial of a cure to a lethal biohazard (level 4). These cures are kept in secret vaults deep innside USAMRID. This pulling string can only be used once per three months. The cures are panimmunity factors. If the Influence roll is a 1 (regardless of wild die), the story is leaked and any number of groups may take action (CDC, terrorist groups, media, etc).

IAC Analysis

The Information Analysis Centers (IAC) of the Defense Technical Information Center (DTIC) have some of the best labs in the world for theoretical applications. With a successful Influence roll, any sample submitted to a lab will be analyzed and the analysis sen back within a week (24 hours with a raise). The agent can also raise specific questions, which the scientist will then examine and return a suggested course of action.

Intel Files

Through connections in intelligence, law and media agencies, information about a subject/target that was investigated at some point in the past. No roll needed for information that were in the news. Successfull roll gives information that would require intervieweing friends and associates and facts such as criminal background information along with known contacts of the subject, typical hangouts, patterns of living, close friends and personal information. A roll at -2 gives secret information that would require surveillance and/or interrogation/torture. Finally, a roll at -4 reveals all information collected using any means possible, including paranormal. This may not be admissable in court. It takes D6 x 3 days to get the information, 2d6 days with a raise.

Intelligence Agency Control

The office of the Director of Central Intelligence (DCI) coordinates activities within the Intelligence community. The agent may divert or cancel minor projects within the intelligence community with a successfull roll and major projects with a -2 modifier. The GM may add another +2 or -2 depending upon how the character explains this to his peers and superiors.

Jurisdiction

With ties to active law enforcement officials, the agent can easily obtain any and all law enforcement assistance needed. This pulling string grants access to the Backup pulling string without extra cost. In addition, a successful test gives the agent any other kind of help. -2 to the roll if outside the character’s jurisdiction. If the character is in pursuit of a felon, all tests are +4. The GM should determine the nature of all police help, but it could include sharing police facilities, manpower and some equipment (up to 2 RP).

Laboratory/workshop

The agent has access to laboratory/workshop of any particular type. Poor – No roll, Normal – +2, Good +0, Excellent -2, Superb -4. Access is for 1 week, 2 weeks with a raise. After this, new rolls must be made. Each lab is dedicated to one specific filed, and a -2 penalty per field is applied if the lab should cover more than that. To avoid the attention of other workers in the area, another -2 may be applied to work in complete secrecy.

Laundered Funds

With all the money and valuable property that passes through the Department of Treasury, and the lack of staff to closely monitor all transactions, characters can siphon more money and resources without the risk of detection. The total negative modifier to the agent’s Influence roll at the end of a month is halved (minimum zero).

Legal Access

Attorneys or characters with ties to lawyers can not only get access to areas that are hard to penetrate, but also enter these areas without being searched. They can smuggle up to a full briefcase of equipment or papers into a prison, police building, government offices or judicial building without being searched. Can also gain access to crime scenes by claiming to be representation of the accused or for purposes of determining what evidence was left behind.

Legal Resources

As established veterans of the law enforcement and judiciary system, Marshals may use their contacts in the police and judicial systems to perform a variety of tasks.

Reliable information about law-enforcement character, court employee or prisoner can be retrieved with no roll. A roll grants a personal interview with that person or unrestricted access to a federal facility at the character's convenience. -2 for highly classified persons or places, and -4 for people and places who aren't supposed to exist. It takes d6 x 5 hours to obtain information, get access to a building or set up a meeting. A raise halves this time. May only be purchased by someone with the Marshal Professions.

Library

This pulling string gives the agent access to a library, one of a ritualist’s most valued properties. The quality of the library determines the bonus to occult research tests and the difficulty of getting access. Each library has a set personnel who can help a ritualist learn a set of specific rituals (breakthrough requirement are one less than needed).

No roll - Normal library – No bonus to research – 3-5 rituals

Normall roll – Good library - +1 research – 6-12 rituals

-2 to roll – Excellent library – +2 research – 13-18 rituals

-4 to roll – Superb library - +3 research – 19-24 rituals

Litigation Pressure

When an agent decides that putting legal pressure on an individual or business will aid its mission, a DOJ Profession or someone with such ties may do so through one of the Litigation Organizations. A successful test commences an investiagtion against a person or company within 2d6 days (half with a raise). A second test turns the pressure up and a legal suit is started within 2D6 days (half with a raise). If the agent wants access to confiscated materials or to be included to an on-site investigation, another test may be made. Note that the agent does not have full control over this legal action, and the longer it takes, the harder it is to stop it. No roll needed to stop it in the first two weeks. Normal roll within a month, -2 in the second to third months and -4 beyond that.

May only be purchased by someone with the DOJ, Federal Government, State Department or State Government Infrastructure.

Lost in the System

Once a criminal has been put into the jail through the use of an arrest power, it is possible for him to be lost in it for a while. Useful when attempting to replace people or even to keep them out of the way long enough for other plans to come to fruition. No modifier to lose the prisoner for a day, -2 for 2-3 days, -4 for a week. The GM may impose other bonuses or penalties depending on the status of the criminal.

Map Library

The National Imagery and Mapping Agency provides timely and accurate imagery, imagery intelligence and geospatial information to the DOD. The character can get access to the best domestic and foreign maps. A general map needs no roll. A roll is needed if the map should include service roads, trails and detailed landmarks. For foreign maps, apply -2 to general maps, -4 for specific ones. May only be purchased by someone with the DOD Infrastructure.

Maps

The agent has access to "uncensored" CIA maps of the world (without a roll). With a roll, he can access maps of secret military or sensitive installations. Areas that "do not exist" can be located with a -2 penalty. All maps arrive in d6 days, half that with a raise. May only be purchased by someone with the DCI Infrastructure.

Medical Advantage

All medical facilities cost two RP less, medical staff one RP cheaper, drugs and scientific and medical equipment one RP less, special vehicles that are medical in nature are three RP cheaper.

MHIC-EDOM

The agent has access to these mind-controlling devices. A successful Influence roll gives a loan of up to one week. Delivery depends on how far from the group’s storage aret he item must be taken. If in the same town or city, the device is delivered or dropped off in an hour. Same country delivery is 24 hours. -2 penalty for delivery to other countries. Damaged, destroyed, lost or absconded devices result in a visit by members of the granting organization with some hard questions of where the device was lost or damanged, and a permanent die step reduction to Influence. See the PSI section for more information.

Military Stores

The agent can requisition twice his die step in Resource points from military stores (e.g. an agent with d8 in Influence may requisition 6 RP). However, the equipment must be returned within a week and in the same condition it was borrowed in. If the agent needs it for one more week, he may only borrow his Influence die step times one. Items that will be expended (except small arms ammo) costs twice its listed amount of RP. Vehicles and other large equipment that has been damaged, must be repaired before delivery. Each RP not returned lowers the agent’s Influence die step by one. This is temporarily, and will come back at a rate of one per month. If this temporary reduction brings the Influence skill below d4, a permanent reduction of the Influence die step also occurs.

May only be purchased by someone with the DOD Infrastructure.

Military Training Facilities

Some of the finest training and education facilities in the world are administered by or directly affiliated with the DOD. This pulling string can be used either before gameplay starts, or when advancing. No roll needed for the agent to come alone or with one friend, -2 for 3 friends, -4 for 5 friends. This training lasts roughly and week, and allows the agent to open one of the following skills at d6, instead of d4: Fighting, Climbing, Driving, Shooting, Repair, Pilot, Stealth, Survival and Tracking.

May only be purchased by someone with the DOD Infrastructure.

Mind Control Drugs

The agent has access to effective, mind-altering drugs. These may be administered through ingestion, contact or injection. A successful test secures the agent four vials of 2 doses each. -2 penalty for each vial sought within a one week period. Delivery varies depending on how far from the storage area the agent is. There’s also a -2 penalty on delivery to foreign countries. The victim must make a Spirit roll to avoid the consequences, -4 if the entire vial’s contents are used.

The GM and player can determine the drug effects, but the follwing hindrances are suggested: Delusional (paranoia), Killer Instinct, Flashbacks, Homicidal, Pacifist, Schizophrenia. The duration is 3 hours for 1 dose, 6 hours for 2.

Mobility over World

Using special travel connections, the character can travel wherever in the world without leaving behind clues. No roll needed for travel within the US, a normal roll for travel to an allied country and -2 for travel to a non-allied country. Another -2 is applied if bringing a team or bringing more equipment than they can carry. Securing transportation takes d6 days, or d6 x 2 hours with a raise. May only be purchased by someone with the DOD Infrastructure.

More Equipment

Most intelligence agencies develop superior espionage technology. With this pulling string, the agent can secure any Intrusion, Electronics, Software, Surveillance, Communications, Hostile Environment Gear or Special Vehicles used primarily for Espionage at -2 RP. Any items with a basic cost of 2 RPs or less are doubled in quantity instead.

Mount Expeditions

This pulling string takes care of all relevant permits, transportation to the site and back for the entire expedition and equipment. No test needed for a domestic expedition, normal roll for foreign expedition to friendly country, -2 to an unfriendly country. A particular, hotly contested scientific site such as Stonehenge, the Sphinx or the Easter Islands is -4. Time is 2d6 days, half this with a raise.

NMID

The National Maritime Intelligence Database gives access to maritime information on harbors, imagery of coastal regions, maps of the sea bottom etc. No roll gives you a highly detailed map of a domestic or coastal area including all possible topographical information. A normal roll is needed for foreign locations. -2 if the map covers classified or secret locations, -4 if foreign. May only be purchased by someone with the DOD, Federal Government and State Government Infrastructure.

New Age Movement

Psychics brought up in the New Age fringe movement have a talent for the psychic abilities untouched by mainstream psychics. Agents may open Psychokinesis at d6 at the cost of 1 skill point (instead of d4), either at character creation or through advancement. In addition, any Research projects involving Psychokinesis powers require one less breakthrough. See the PSI section for more information.

News Archive

The agent has access to archives of written, audio and video information, both published and not. No roll needed for access to this, but an Investigation roll is needed to find useful information within 24 hours, d6 hours on a raise.

News Equipment

Getting a hold of some official media equipment is a good way to sneak around in the open. Access to cameras, uniforms, video and other equipment requires a normal. News vans and helicopters are at -2. A live broadcast at -4 and will normally have a 10 second delay.

Noetic Science Institute

This institution in Austin, Texas has spent over twenty years researching psychic abilities.

Agents may open Telepathy at d6 at the cost of 1 skill point (instead of d4), either at character creation or through advancement. In addition, any Research projects involving Telepathy powers require one less breakthrough. See the PSI section for more information.

No Questions Asked

Halts any governmental investigation into claimed NSA activities or projects within D6 hours.

No Trace

Erase military flights from existence with a successfull roll. No roll needed for secret or stealth military aircraft, -2 for standard military crats. Also, -2 for planes that were involved in an air incident.

Official Agendas

A successfull Influence roll gives the agents access to details of security measures, agendas and travel routes for government officials. -2 roll for a member of the Presidential cabinet or a former President and family, -4 for the Vice-president, president and their families. May only be purchased by someone with the Secret Service Profession or the Federal Government, State Department or State Government Infrastructure.

PEAR Labs

The Princeton Engineering Anomalies Research Laboratories are home of the most intensive psi-warfare research in the world. Agents may open Bio-PK at d6 at the cost of 1 skill point (instead of d4), either at character creation or through advancement. In addition, any Research projects involving Bio-PK powers require one less breakthrough. See the PSI section for more information.

Police Cooperation

An INS profession may divert or cancel any local investigation automatically, or any federal investigation with a normal test. -2 to the roll if these cases are not near a US border, or in a territory. If not a plausible reason is given, the GM may impose another -2 penalty.

Police Resources

Access to various police equipment. No roll needed to access blank tickets, uniforms, nightsticks, handcuffs and other small odds and ends. Normal test to access police cruiser, motorcycles, snowmobiles, vans and other non-combat vehicles. -2 to access 3RPs worth of weapons (that could be purchased through Law) and limited amount of ammunition. -4 for access to police helicopters, boats, SWAT vans, 5 RPs worth of weapons and limited ammunition. If vehicles or other large equipment are lost or destroyed, it results in a permanent reduction of an Influence die step. If the equipment is used to help non-police personnel impersonate police officials, and they are caught, the Influence skill die reduction may be worse.

Pool Access

Some ”magical institutions” keep records on the locations of Pools and Loci, and even what causes them to become agitated. The agent may get information about locations of Pools and Loci (places of high supernatural activities). To find a Pool is automatic, an agitated Pool is a normal test, a Locus is a -2 test and an agitated Locus is -4. See more information about Pools and Loci in the Paranormal section.

Population Database

The INS maintains a huge computer file of all naturalized citizens and of all dual nationals. This database is linked to the Social Security Database. No roll needed to check a suspect’s immigration status. Normal test to gain access to information such as name, birthdate and place and a general history of records (marriage, change name, felonies, places of employment). At -2, the agent can add a new name to the database, in effect creating a new identity for a short period. The ID will stand up to scrutiny for d6 days, or longer with a raise (months or even years – GM’s discretion).

Press Pass

Press passes are available for many invite-only affairs. The difficulty of getting into the event depends upon how much attention the event is seeking. Events with great public exposures requires no roll. Events with celebrities and big-name attendees require a roll. A publicly known, but private affair, would give a -2 penalty (major candidate fundraiser), while a secret event or one with closed attendance list would give a -4 penalty (private celebrity’s or politician’s party).

Project Oversight

Members of the Director of Central Intelligence (DCI) office have access to intelligence projects being run by all members of the US intelligence community. A roll is needed to request dossiers on any current, past or planned Confidential project. Higher security classifications (Secret and Top Secret) require rolls at -2 and -4. May only be purchased by someone with the DCI Infrastructure.

PSI-Drugs

Over the years, MKULTRA scientiss and other researches have developed a battery of designer drugs that augment psychic powers. The first vial requested requires a normal roll, with a -2 penalty for each additional vial. Delivery time depends on distance from the Ranch or other storage facility. Within a state or two, delivery time is 2d6 hours. Anywhere else in the US takes 4d6 hours. -2 for delivery abroad and increases the length of time by 2 days. A raise halves this time. See the PSI section for more information.

PSI Labs

The agent can gain access to laboratories that offers psychic research possibilities and state-of-the-art psychic equipment for accurate testing. The quality of the library determines the bonus to psychic research tests and the difficulty of getting access.

No roll - Normal PSI lab – No bonus to research

Normall roll – Good PSI lab - +1 research

-2 to roll – Excellent PSI lab – +2 research

No superb PSI labs are known to exist.

See the PSI section for more information.

Psychotrons

The agent has access to these Russian engineered psychic devices. A third order psychotron requires a normal Influence roll. -2 penalty for a second order psychotron and -4 for a first order psychotron. Delivery depends on how far from the group’s storage aret he item must be taken. If in the same town or city, the device is delivered or dropped off in an hour. Same country delivery is 24 hours. -2 penalty for delivery to other countries. Damaged, destroyed, lost or absconded devices result in a visit by members of the granting organization with some hard questions of where the device was lost or damanged, and a permanent die step reduction to Influence. See the PSI Section for more information.

Quantico Training Facility

The FBI Academy in Quantico, Virginia houses superior training facilities used by the FBI, the DEA and other agencies. This pulling string can be used either before gameplay starts, or through advancement. No roll needed for the agent to come alone or with one friend, -2 for 3 friends, -4 for 5 friends. This training lasts roughly and week, and allows the agent to open one of the following skills at d6, instead of d4: Fighting, Climbing, Knowledge: Electronics, Driving, Shooting, Stealth, Streetwise, Tracking.

May only be purchased by someone with the FBI or DEA professions.

Quarantine

When CDC discovers an outbreak or potential outbreak of an infectious disease, it may send a team of doctors to quarantine the affected party or or area. The quarantine may last for anywhere from between 24 hours to a full week. Quarantining an individual or a family requires no roll. A normal rolls quarantines an apartment, office building or complex. A small town or neighborhood is at -2, and a large city -4. A major city needs presidential authority and national emergency. Using quarantines as a cover up may attract media attention.

Ranch Analysis

The extensive Ranch laboratories and scientists/technicians are always on call to analyze alien technology or other materials. A scientific analysis of unknown technology, material or substance can be gained in one week, 1d6 days with a raise.

Random Surveillance

The agent may request the FBI to undertake random surveillance of US citizens who are entrusted with security clearances of any kind. A normal Influence roll must be made for a full surveillance including bugging of home and offices and 24-hour video monitoring. Penalties apply if the target is influential or has a high security clearance.

Safe House

Through various connections the agent can gain access to a secure low-profile location for six people (no roll). A new roll is needed every week, and a -2 penalty applies in areas where a safe house would be difficult to set up, like busy office areas, open waterfronts, rural areas or foreign lands.

Satelite Alexis

The agent has access to the largest and most ambitious psychotron ever built – an orbital satellite. Using a HERMES request, access to the satellites capabilities requires a successful Influence roll -2. The satellite has basically a d12 score in Telepathyy in Bio-PK, and may be used for Bio-PK Trance or any Telepathy power. However, on a roll of 1-2 on d6, the desired power has been depleted and the agent must wait a week (half on a raise). The satellite position itself in 2d6 hours (half with raise) and stays in position for 8 hours (twice with a raise). See the PSI section for more information.

Satelite Surveillance: Communications

Spy satelites listen to cellular communications, TV and radio broadcasts and any other form of communication that travels to and from other satelites. They follow all important traffic around the globe, including major cities and military bases. To reposition one to a more limited or specific target requires an Influence roll. A communication satelite monitors all traffic coming in and out of its target area. The smaller the area, the more likely the computer or technician will be able to pick out a voice or a phrase. An area like a warehouse would require a normal Notice roll. A small city block would impose a -2 penalty. A small village/town, a military base, shopping mall, industrial zone or commercial zone would impose a -4

penalty. It is impossible to do this kind of surveillance on a large city or metropolis.

Satelite Surveillance: Intelligence

These satelites are the highest tech possible and have been available since the late 80s or early 90s. They can focus on tiny details, down to the date on a penny. They are used to take photos of ongoing intelligence operations and to confirm results of those missions. The character can reposition the satelite with an Influence roll, and also search the archives if desired. If the agent’s target location is not deemed important to the observing agency, the target will not be in the archives. Classified locations impose a -2 penalty to the Influence test.

Satelite Surveillance: Standard

These photo archives date back to the late 60s and continue through the present. Many countries now sell their satelite images and/or their archives to companies or individuals. Unless the subject desired was important to the observing agency, a Notice check is necessary to find anything relevant. A success finds a broad-detail photo d10 x 10 miles in detail. A raise gives a photo of d 10 x 10 yards.

Satelite Surveillance: Video

The most secret and rarest of spy satelites are equipped with video capabilities. These satelites record the movement of a nation’s enemies, its own important government officials, and other events and places that are deemed important enough to be watched in detail. These cameras can zoom in to get fine details in a one-yard by one-yard area. These are generally focused on specific areas, and

requires an Influence roll -2 to reposition.

Satelite surveillance

Gaining access to satelite records usually requires the character to physically visit the location in which the records are stored. Recent records (past year) are stored in the main location of the agency or at a branch equipped to view the data. To have the files shipped requires another Influence roll and takes d6x2+6 hours via courier (half that with a raise) within the US. To a foreign location, -2 on the Influence roll and D6x2+12 hours (half that on a raise). To have them sent through the Internet incurs an additional -2 penalty.

Time spent searching the files depends on the specificity of the information sought. To have someone else search through the footage requires another Influence roll, and adds D6 days (half that with each raise). A specific location on a specific day would require one hour or so to look through the photos, while a specific location for a period of months may take days to look through.

If searching for the specific voice of a known person who has been recorded, the job can be assigned to a computer and takes D6 days. Communications can be turned into transcripts and a computer can search them for specific phrases or patterns. This task takes D6 days.

Having a satelite repositioned requires another Influence roll. If its an important area to the observing agency, it is observable in D6 x 10 minutes, and is recorded for D6 +6 hours. If the spot is not a priority, it takes D6 hours to reposition a satelite and images are available for D10 hours. All raises halves the time it takes to reposition, and adds an hour to observation time.

Search and Seizure

The character can arrange the search and seizure of any public or private area. If the search is essentially legal (reasonable suspicion of illegal activity can be shown), a success secures a warrant for an entire, or part of a, standard private home or business. A -2 penalty is imposed to search all or any part of a large residance or company. -2 penalty also for areas that are not owned by American citizens, areas owned by illegal/quasilegal agencies, and illegal searches or searches without justification. Law-enforcement agencies cannot

move against military sites or federal property.

Secret SDI Gun Stars

Access to the US Military's two protoype killer satellites. The guns fire metal projectiles roughly the shape and size of a hockey puck. Few in the military and NASA are even aware that

GS Fred and GS Ginger exist. Once prepped through a successful Influence -2 test, it remains ready for eight hours (twice with a raise). After it has been assigned a target, it needs 4d6 hours to reposition (half with a raise). It may not lock on to anything smaller than a compact car. It malfunctions on 1 on d10. The satelite acts as a wild card and has Shooting d10. Whatever it hits, is destroyed. May only be purchased by someone with the DOD Infrastructure.

Security Protocols

The character can circumvent any other federal agency as long as some form of diplomatic threat can be reasonably foreseen. -2 penalty if the target is a military agency. If the agent needs extra support, she can actually requisition help from these federal agencies. A normal roll (-2 if military) gains access to any non-classified facility or property that the agency normally has use of. May only be purchased by someone with the State Department Infrastructure.

Sending Presidential Orders

By orchestrating duty rosters and the Presidential agenda (Influence -2), an agent can arrange to be in the right place at the right time to send forged presidential orders and directives. Depending on the importance of the orders, they may found to be fraudulent in a few hours or days. A stay of execution may not be discovered at all, while a directive to prepare for war with France will be discovered within the hour.

Specialized Aircraft

Gives the agent access to the use of a specific, specialized aircraft. Requires access to a long runway or military base. Aircraft are lent for a period of one mission. These aircraft include the SR 71 Blackbird, the B2 Spirit stelath bomber, the F117 Nighthawk stealth fighter and the F/A22 Raptor stealth fighter on a successful roll. Rare experimental aircraft such as the Aurora impose a -2 penalty and any alien aircraft impose a -4 penalty.

Species Identification

The Office of Energy Research’s Human Genome Program (HGP) is the lead automated high-throughput DNA-sequencing program in the country. Unofficially, the program has been broadened significantly. Grey, Saurian and a few highly guarded Atlantean DNA samples are being analyzed as well. It also includes animals and cryptozoological creatures. A full report is delivered in 1d6 days on a successful Influence roll, 24 hours with a raise.

SPR Library

The Society for Psychical Research maintains one of the biggest libraries devoted to paranormal phenomena in the world. Access to this library gives a +2 bonus on any tests involving Knowledge: Paranormal or Knowledge: Parapsychology – including tests to Research projects.

Stopping Investigation

Many police investigations go unsolved or are dropped due to understaffing or faulty procedures. An investigation can be forcibly sidetracked for these reasons. A normal roll is needed to stop an investigation that has yet to become public, while a -2 modifier is necessary to drop one that is public. If the character using this pulling string is a member of a law enforcement agency, all tests are at +2.

Student Think Tank

The character has access to some kind of institution of higher learning, where an expert on everything from physics to ancient Egyptian hieroglyphics may help him. A successfull roll presents the character with an expert with d10 in the required field of experties. A -2 penalty is applied for a wild card expert. The consultation will take 1d6 x 6 hours to set up, half this with a raise. The expert has a 1 in 6 chance of rousing his curiosity if the topic is not easily explainable.

Supernatural Contacts

Those groups or professions who have strong involvement in the supernatural sometimes makes allies with the corrupted. Members of the groups may call upon their Forsaken or Incarnate ”friends” and treat them as honored members of the group. It’s a normal test to call for the aid of a Forsaken, and a -2 test to call for an Incarnate. Only one call may be made per month, and any additional calls imposes a cumulative -2 penalty. The number of such ”allies” are not unlimited, and if the Forsaken or Incarnate is killed, the character loses a die step of Influence permanently. See the Paranormal section for more information about Forsaken and Incarnate.

Support

The agent may find contacts everywhere that is willing to do small favors. No roll necessary to find a middle-class contact. A semi-important person such as a manager requires a normal roll. -2 for an important private personage such as the head of a corporation, while a nationally important figure is -4. GM’s discretion on how much of Aegis this person knows.

SWAT

Access to SWAT teams consisting of six highly trained, fully armed and armored men. To call a team to an ongoing violent situation requires no roll. In a situation where there is no clear danger requires a roll. If the use of the SWAT team needs to be a secret, a -2 penalty is applied. The team arrives within the hour.

THOTH Analysis

A remote viewing session can be input into the character’s HERMES Mark II or higher terminal, and uploaded to THOTH (the Project Cygnet supercomputer) for instant analysis. No roll needed for public locations. Normal roll for private locations, -2 for military and -4 for ”non-existent” sites. -2 for sites outside of North America. There is 2 in 6 chance to no information is available. The data returned gives some idea of the degree of the accuracy of the viewing, and most likely target actually viewed as well as whether or not the target was viewed in the past or possibly in the future. It also gives both a monitor and a psychic +2 bonuses on future checks regarding target locations and personnel connected to this information.

See the PSI section for more information.

Translators

The agent has access to specialists on living, dead and arcane languages. These personnel may be called upon to translate any text in any living, dead or arcane languages with a successfull Influence roll. The time it takes to translate the texts is one week, 24 hours with a raise.

Task Force Creation

The Department of Central Intelligence can secure the President’s authorization to create special task forces to carry out intelligence or international policy. The agent can draw upon the resources of any of the armed forces, state department or intelligence community members. The task force must have a specific purpose and will be required to report weekly. The character has access to 3 restricted pulling strings points of any organization within these infrastructures – 6 with a raise.

Travel Connections

Using a network of international criminals such as drug couriers, gun runners and smugglers the character can get travel to any major city within the country they are based within 48 hours automatically (half on a raise), normal roll for up to 6 people, -2 for any additional 3 above this. Travel to another country requires a normal roll and d6 days (half on a raise), -2 per 3 additional people. If they have equipment more than they can carry, add -2 penalty. If they are entering a highly restrictive area, add another -2.

UFO Spotting

Leaking information about UFO sightings to various UFO fan groups throughout the world causes enthusiasts to flock to the site. The more influential the character is, the more the groups will believe the story to be true and turn-out will be quicker and in greater numbers. Operations of any group in the area will be greatly disrupted, and secret groups will be frequently forced to change their operating area, or take action against the believer groups. The exact effects of this is up to the GM, but certainly penalties to security and notice rolls are likely, and the odds of a blunder or leak are also higher. 1d6 groups of believers (each group counts 20-30 members) times half the agents Influence die, show up in 1d6 days (half that with a raise).

Unrestriced Access

The agent may gain entry into all governmental complexes under the guise of errands for the President. This does not mean they get free roam of the building – in particular secure areas, an escort will be provided. No roll needed for non-secure public buildins or minor security non-public areas of public buildings. Normal roll for regular security military buildings, -2 for high security/classified areas or -4 for ”non-existent” places. A -2 penalty is applied for each non-Secret Service individual brought in, or for each Secret Service character beyond the first two. The agent may also try to gain unescorted access to the complex or facility with a -2 penalty.

Vehicle Check (choose a state)

Access to DMV-databases can reveal vehicle and owner information. A successful roll traces a license plate and gives information about name, address, Social Security number, phone numbers and description. Getting information on outstanding warrants and traffic tickets requires a succesfull roll at -2. Running a vehicle check outside of the chosen state is also a penalty of -2.

Vehicle Workshop

The agent has contacts that can help with repairs or small modifications on ground vehicles. Poor workshop = no roll, normal workshop = +2, good workshop = +0, excellent workshop -2 superb workshop -4. An agent may gain access to a private garage to store vehicles with a normal test, and they can be stored for d6 days (twice with a raise).

Watercraft Workshop

The agent has contacts that can help with repairs or small modifications on seaworthy vessels vehicles. Poor workshop = no roll, normal workshop = +2, good workshop = +0, excellent workshop -2 superb workshop -4. An agent may gain access to a private dock to store seacraft with a normal test, and they can be stored for d6 days (twice with a raise).

Wide Berth

Local police and even most federal agencies tend to give the DEA a wide berth. These organizations can be warned off any DEA investigation with a well-placed phone call and a succesfull Influence test (-2 for federal characters). DEA agents do not have free reign however, and excessive unusual activity will most likely prompt inquiry higher up the chain of command.

WITSEC

The US Marshall’s Witness Security Program protects witnesses in major criminal cases. An agent with this pulling string can use the program to create untraceable Ids with a successful Influence roll. An Influence roll with a -4 penalty is needed to search through WITSEC’s databases to break a witness’ cover and find his or hers new and old identity.

May only be purchased by someone with the DOJ Infrastructure.

Workshop

The agent has access to a non-vehicle workship of any particular type. Poor workshop = no roll, normal workshop = +2, good workshop = +0, excellent workshop -2 superb workshop -4. Each workshop is dedicated to a particular field, and each additional field required adds a -2 penalty. To have the workshop in a secure location with no chance of drawing attention, add another -2. The agent has access for 1 week, twice that with a raise.

Part 7: Resources

Cell Creation

After character creation, the group should work together in order to stock the cell with the necessary facilities and equipment. Each agent should by now have an Influence skill die and one or more Spheres of Influences. The agent’s Profession and Infrastructure indicates which Sphere(s) of Influence he may choose from. Use the following table to determine how many Resource Points from his Sphere(s) of Influence he has available.

|Influence Skill |Resource Points (RPs) |

|D4 |5 |

|D6 |10 |

|D8 |15 |

|D10 |20 |

|D12 |25 |

The cell then pools together all its resource points in the various Spheres of Influence, and purchases the equipment listed on the following pages.

Examples: A cell of four agents consists of a CDC agent (SoI Science & Research), with d6 influence (10 RPs, a CIA Agent (SoI Intelligence) with d8 influence (15 RPs), a CAPS Psychic with Infrastructure Aegis (SoI Paranormal and Intelligence) with d4 influence (5 RPs) and a Prison Criminal, and d8 influence (15 RPs). Their RP pool is S&R 10, Criminal 15, Intelligence 15 and 5 points that can either be spent on Paranormal or Intelligence.

Locations

Location M I SR Cr Po Pa Ci

Abandoned Building 5 5 4 4 6 5 5

Armored Location +5 +5 +5

Bomb Shelter 2 2 3 4 3 4 3

Estate 6 5 4 4

Industrial Park 12 11 10 10 12

Marine Research Vessel 10

Military Base 15

Mobile Home 6 5 5 6 4

Office Building 6 5 6 8 5

Offshore Oil Rig 15 15

Private Residence 5 4 5 5 5 3 3

Storefront 2 1 1 2 1

Underground 15 18 16

Underwater 16 15

Warehouse 7 8 5 5 6 8 5

Description:

Only game effects and restrictions are listed here. For more information, see Aegis Handbook p. 119.

Abandoned building: No airstrip. Two Large faciliies and no facility may be obvious from the outside.

Armored Locations: Gives the location an armor of 15 – and the facility cannot be damaged by less than Heavy Weapons.

Bomb shelter: No large facilities, no airstrip, no helipad, combined lab and workshop staff can be max 5.

Estate: Includes pool, gym, garage (20 size leves) and six bedrooms, 1 large facility. No airstrip.

Industrial park: Includes mainframe computer facility. Max two Large facilities.

Marine Research vessel: Includes radar array, GPS terminal and base radio. Deck includes helipad and room for two watercraft. Only one Large facility (no Airstrip).

Military base: Includes barracks and a brig. Only agents from the DOD infrastructure or Project Moondust can spend resource points for this. A connection is not enough.

Mobile home: Two beds, kitchen and bathroom. No large facilities. No airstrips or anything else that is too bulky or requires large energy resources.

Office building: Includes ten phone lines, computer workstation, fax machine, copier and a paper shredder. No airstrip. No large facilities.

Offshore oilrig: Two large facilities. Not airstrips. Garage only for seagoing vessels, and must include an vehicle elevator.

Private residence: Includes three dormitory-style rooms and a two-car garage (12 size levels). One large facility. No airstrip or helipad.

Storefront: Includes window shutters or tinting and a good security system. Lower the costs of underground sites by 1 RP. No large facilities, airstrips or helipads. One single living quarters only. One garage and one other facility may be attached to the store.

Underground: Hangars or garages require elevator. Underground airstrips costs 5 RP extra.

Underwater: Includes life support facility. No facilities for aircraft or vehicles incapable of submerging.

Warehouse: One large facility. No airstrip.

Standard Facilities

Standard Facilities M I SR Cr Po Pa Ci

Armored Facilities +1 +1 +1

Auditorium/Briefing room 1 1 1 1 1 1

Barracks (2 = Large) 2 2

Biohazard suite 8* 5* 10*

Brig (2 = Large) 2 3 4 2

Darkroom 5 3 3 4 4 3 3

Dive Bay 1 2 1 2 3

Dormitory (4 = Large) 1 2 2 3 2 3 2

Environment Chamber 5

Isolation Tank 4 3

Killing House (Large) 4 4 3

Life Support 6 5 8

Quarantine Slammer 17 15

RV Room 13 12 13 10

Storage Vault 2 2 2 2 2 2 2

Submarine Dock (Large) 3 4 6

Suite (2 = Large) 2 2 2 2 2 2

Telecommunications Lines 2 2 2 2 2 2 2

* These entries have special cost or size features. See the descriptive entry

SotM – This facility is detailed in the Shadows of the Mind sourcebook

Description:

Only game effects and restrictions are listed here. For more information, see Aegis Handbook p. 123. If no description is given here, the title is self explanatory.

Armored Facilities: Gives the location an armor of 15.

Barracks: Houses 10 people. Includes bed, lockers, showers and lavatories.

Biohazard suite: Modifies a lab. Cost is as listed, + max staffing level for the suite. Needed to work with lethal viruses, chemical and biological hazards and extraterrestrial biological samples and life forms.

Brig: Holds four prisoners.

Dormitory: For one or two people – similiar to cheap hotel room.

Environment chamber: Designated for handling people and objects exosed to extra-terrestrial environments like the moon and near-orbits. Can also be used as a decompression chamber.

Isolation chamber: Hermetically sealed chambers gives +2 on any long-distance PSI test. Only characters with PSI powers or from agencies that research such powers may purchase this.

Killing house: Tactical excercise chamber with moving targets. Agents in cells with this facility may open up Shooting at d6.

Quarantine slammer: Room for 1 person. Used for observation of biohazard victims. Includes IC unit.

RV Room: A soundproof and lightproof room with no psychic signature. Gives +2 to any Remote Viewing test.

Storage vault: Airtight, secure, radiation-proof, steel-walled storage – 4 x 4 meter deep.

Submarine Dock: Two mini-subs can be placed here. Can also be used as a maintenance bay.

Suite: Two-person rooms with kitchen, living area and bedrooms.

Telecommunications lines: Examples include 20 dial-in phone lines suitable for data, voice or fax transmissions, a long-distance internetwork computer connection linking two or more geographically remote locations or a satellite earth station uplink. Each of these items are considered a separate facility and must be purchased separately.

Computer Facilities

Computer Facilities M I SR Cr Po Pa Ci

Mainframe (3 = Large) 6 5 5 6 6 7 6

Personal Computer/Workstation 1 1 1 1 1 1 1

Supercomputer (2 = Large) 12 10 8 12 13 12 11

Description:

Only game effects and restrictions are listed here. For more information, see Aegis Handbook p. 124.

Mainframe: +1 to Knowledge (electronics) checks made to research information.

Personal computer/workstation: Required to use the Knowledge (electronics) skill for computer tasks.

Supercomputer: +1 on Knowledge (electronics) check to hack into other computer systems.

Medical Facilities

Medical Facilities M I SR Cr Po Pa Ci

Field Hospital (3 = Large) 5 3 5 4

Hospital (Large) 8 10

Intensive Care Unit (Large) 10 13

Description:

Only game effects and restrictions are listed here. For more information, see Aegis Handbook p. 125.

Field hospital: Includes 5 beds and supplies equivalent to a Medic’s Kit.

Hospital: Supports 2 patients. Gives a +2 bonus on Healing, both for doctor’s trying to aid the patient, and for the patient’s self-recovery.

Intensive Care Unit: Supports only one patient, but gives that patient +4 bonus on Healing, both for doctors’ healing and for self-recovery.

Radar Facilities

Radar Facilities M I SR Cr Po Pa Ci

Poor 1 2 3

Average 2 2 3 3 4

Good 4 4 4 5 4 6

Superb 8 8 8 10

Short Range Scan Module +2 +2 +2 +4 +3 +5

Short Range Increase Module +2 +2 +2 +4 +3 +5

Medium Range Increase Module +4 +4 +4 +6 +5 +7

Long Range Increase Module +6 +6 +6 +8 +9

Extreme Range Increase Module +8 +8 +8 +10 +11

Focus Module +5 +5 +5 +7 +8

Description:

Radars have their own die rating which the operator uses when the radar checks to see if something shows up on radar. If a wild card is operating the radar, the radar also receives a wild die. The quality of the radar also gives its range. The first number is for the huge, stationary radar and shipboard radar, the other for vehicular radar. Add-on modules can be bought for more range and modifiers to the radar’s skill roll.

Poor: d4 / 30 km / 1 km

Average: d6 / 50 km / 4 km

Good: d8 / 80 km / 6 km

Excellent: d10 / 100 km / 8 km

Superb: d12 / 200 km / 12 km

Short Range Scan: 30 km/ 1 km - +1 to checks within range

Short Range Increase: +20 km / + 2km

Medium Range Increase: +50 km / + 5 km

Longe Range Increase: +80 km / + 8 km

Extreme Range Increase: +120 km / + 10 km

Focus Module: Allows for a very focused scan upon a particular area within the radar range. The area can be of a radius no longer than the radar’s skill die / 2 * 10 in meters (e.g. a d8 radar must circle in an area no more than 40 meters in radius). It provides a +4 bonus to radar tests in the area focused upon.

Radar Tests

Radars do not need to test for anything but the most stealthy and small objects, and radar tests may be made once per round.

Size of target

1 -6 8-9 +2

2-3 -4 10-15 +4

4-5 -2 16+ +6

6-7 +0

Radar Modifiers

Low Radar Signature (F-22 Raptor, Stealth Helicopter, Grey Craft) -2

Ground/Sea Stealth Vehicle (Shadow) -4

Airborn Stealth Vehicle (B2, F117) -6

Alien Tech Stealth Craft (Aurora) / Saurian Craft: Gna-Tall -8

Atlantean Craft/Saurian Craft: Croll/Te-Mulys -10

Saurian Craft: Kath-Yal -12

Especially High Radar Signature (Transport Plane, Building) +2

Jamming +2

Stealth Vehicle Actively Opposing Radar -1

Training Facilities

Training Facilities M I SR Cr Po Pa Ci

Firing Range (Large) 2 2 4 3 6

Gym 2 3 4 3 3

Pool (Large) 4 4 2 4 3 3

Description:

Only game effects and restrictions are listed here. For more information, see Aegis Handbook p. 125.

Firing range: Allows an agent to open Shooting at d6

Gym: Allows an agent to open Climbing, Fighting and Throwing at d6

Pool: Allows an agent to open Swimming at d6

Vehicle Facilities

Vehicle Facilities M I SR Cr Po Pa Ci

Airstrip (Large) 8 10 11 10 10 10

Garage (*) 1* 2* 1* 2* 1* 3* 3*

Hangar (Large) 1* 2* 1* 2* 1* 3* 3*

Helipad 5 6 6 8 5 7

Vehicle Elevator 4 4 3 5 3 5

Description:

Only game effects and restrictions are listed here. For more information, see Aegis Handbook p. 125. If no descripton is given, the title is self explanatory.

Airstrip: Includes tower facilities and radio/radar equipment.

Garage: Equipped for standard maintenance. A workshop is required for major repairs or modifications. Garages cost 1RP per 4 size levels. 12 size levels = Large facility.

Hangar: Equipped for standard maintenance. An aerospace workshop is required for major repairs or modifications. Hangars cost 1RP per 4 size levels.

Helipad: Includes radar and radio equipment.

Work Facilities

Work Facilities M I SR Cr Po Pa Ci

Additional Space (per Staff) +1 +1 +1 +1 +1 +1 +1

Aerospace (Staff = 3) 5 5 7

Automotive (Staff = 2) 3 5 3 4 4 4

Construction (Staff = 2) 4 3 2 4 3

Electronic (Staff = 2) 4 3 2 4 3

Expanded Service * * * * * * *

Lab/Library (Staff = 1) 2 1 1 3 3 1 2

Mechanical (Staff = 2) 4 3 2 4 4 3

Workspace Quality: Poor -3 -3 -3 -3 -3 -3 -3

Workspace Quality: Good +5 +5 +5 +5 +5 +5 +5

Workspace Quality: Excellent +10 +10 +10 +10 +10 +10 +10

Workspace Quality: Superb +15 +15 +15 +15 +15 +15 +15

Description:

Only game effects and restrictions are listed here. For more information, see Aegis Handbook p. 125. If no descripton is given, the title is self explanatory.

Aerospace: Two or more workshops are needed to build an airplane from scratch. Requires a hangar to be useful.

Automotive: Two workshops needed for bigger vehicles like semi-tractors or tanks.

Construction: Woodworking and other construction.

Electronics: Two shops needed for copying or constructing new circuit boards and small integrated circuits. Thee allow for fabrication of small quantities of high-density integrated circuits by electron beam etching.

Mechanical: Lathes, milling-machines, band-saws and other equipment necessary for fabrication of machine parts. Large parts such as rotor-blades, wing struts etc. requires 3 or more workshops.

Lab/library: A lab or library must be assigned to one of the following skills: Knowledge (any), Healing.

Expanded Service: Labs/libraries may be expanded to another skill at the cost of 1 RP. Other workshops may be expanded to include another type of workshop at 1 RP less than the original.

Example: A Lab (Knowledge: Science: Physics) may be expanded to also be a Lab (Knowledge: Science: Chemical) at a cost of 1. An Electronics workshop purchased by someone from the Millitary, can expand to Construction at the cost of 3 RP. Use common sense – a Knowledge (paranormal) library cannot be expanded to a Lab (Knowledge: Engineering) for 1 RP.

Workspace quality: Poor: -2, Excellent +2, Superb +4 on Research checks. See the Player’s Compendium for more information.

Research Staff

Research Staff M I SR Cr Po Pa Ci

Academican 5 4 2 4 3 2 3

Computer Specialist 3 2 2 4 3 6 3

Doctor 3 4 2 3 3 5 3

Engineer 3 3 2 4 4 6 3

Lab Assistant 2 2 1 2 2 2 1

Monitor 4 3 4 5 5 2 4

Scientist 4 3 2 4 5 5 3

Technician 3 3 2 3 4 5 3

Description: Staff are always extras.

Academician: Smarts d10, Knowledge (paranormal) d8 or Knowledge (computer) d8

Computer specialist: Knowledge (electronics) d10

Doctor: Healing or Knowledge (parapsychology) d10, Knowledge (electronics) d8

Engineer: Knowledge (engineering: choose specialization) d10, Knowledge (electronics) d8

Lab assistant: Knowledge (science: choose specialization) d8 or Healing d8 or Knowledge (parapsychology) d8, Healing d6, Knowledge (electronics) d6

Monitor: Knowledge (parapsychology) d10, Hypnotist edge. For 1 more RP, the Monitor also has the Mind Control edge.

Scientist: Knowledge (science: choose specialization) d10, Knowledge (electronics) d6

Technician: Repair d10, Knowledge (electronics) d6

Operations Staff

Operations Staff M I SR Cr Po Pa Ci

Intelligence 3 2 5 4 3 6 3

Pilot/Driver/Sailor 2 3 4 3 3 5 3

Soldier/Mercenary 2 4 5 3 4 6 4

Description: Staff are always extras.

Intelligence: Shooting d8, Fighting d10, Stealth d8

Pilot/driver/sailor: Pilot, boating or driving d10, Shooting d8, Repair d8

Soldier/mercenary: Shooting d10, Fighting d10

Pistols

Pistols M I SR Cr Po Pa Ci #

Auto Pistol 2 2 2 2 4 5

Dart Pistol 3 2 4 5

Machine Pistol 2 2 4 4 5

Revolver 2 2 3 2 4 10

Sub-Machine Gun 2 2 3 4 5

Taser 1 2 2 1 1 5

Description: Explains which weapons in the Savage Worlds Deluxe Edition these weapons correspond to. You can choose a selection of the available weapons.

Example: Auto-pistol gives 5 weapons. You could choose 5 glocks, 2 glocks and 3 Rugers or any combination.

Auto pistol: Glock, Colt 1911, Desert Eagle, Ruger

Dart pistol: New weapon: 5/10/20 2d8* 1 3 1 Special

SeSee Tranquilizer for effect. * Only for purposes of overcoming armor

Revolver: Derringer, Colt Dragoon, Colt 1911, S&W 44, Peacemaker, S&W .357

Sub-machine guns: All weapons under submachine guns.

Taser: New weapon 2/4/8. Anyone hit must make a Vigor roll -2 or become unconscious for 1d6 rounds. Even if the roll is made, the agent is Shaken for d6 rounds (no chance to recover). A raise allows for the effect to be recovered from. The target will still be connected to the cord after being hit, and the attacker may send another jolt (max 10) into the target each round.

Rifles

Rifles M I SR Cr Po Pa Ci #

Assault Rifle 2 2 3 2 5

Bos 2 2 2 5

Dart Rifle 2 2 4 5

Elephant Gun 2 4 2

Rifle 2 2 2 2 4 5

Shotgun 2 2 3 2 4 5

Sniper Rifle 2 2 3 2 1

Description: Explains which weapons in the Savage Worlds Deluxe Edition these weapons correspond to. You can choose a selection of the available weapons.

Example: Assault rifle gives 5 weapons. You could choose 5 AK-47s, 2 AK-47s and 3 M-16s or any combination.

Assault Rifle: All weapons under Assault Rifles.

Bows: Bow, crossbow, English long bow or sling (see Medieval weapons table)

Dart rifle: New weapon. 12/24/48 2d8* 1 7 7

SeSee Tranquilizer for effect. * Only for purposes of overcoming armor

Elephant gun: Barrett, Sharps Big 50

Rifle: M1, Kar98, Spencer Carbine, Winchester 76

Shotgun: All weapons under Shotguns

Sniper rifle: Any rifle (or elephant gun). Modified for sniping and includes bipod, silencer and sight mount.

Heavy Weapons

Heavy weapons M I SR Cr Po Pa Ci #

Flamethrower 2 4 1/4

Heavy machine gun 3 1

Light machine gun 2 4 5 4 1

Description: Explains which weapons in the Savage Worlds Deluxe Edition these weapons correspond to.

Flamethrower: Flamethrower

Heavy machine gun: M60, MG34, MG42, SAW

Light machine gun: Gatling, M2 Browning, M1919, 7.7 MG, Besa, DTMG, 14.5mm MG

Launchers

Launchers M I SR Cr Po Pa Ci #

Disposable RL 1 10

Grenade Launcher 2 3 4 3 5/40

Missile Launcher 2 1/25

Mortar 2 1/40

Rocket Launcher 2 1/50

Underbarrel GL 2 3 4 3 5/40

Vehicular GL 2 1/40

Description: Explains which weapons in the Savage Worlds Deluxe Edition these weapons correspond to.

Disposable RL: Panzerfaust

Missile Launcher: Bazooka, Panzershrek,

Mortar: New weapon. Min. range 40 meters. Smarts -2 to hit target. If not, the hit deviates 2d10” in a random direction. Damage 3d6 (AP 5).

Rocket Launcher: AT-4, M72 Law

Underbarrel GL: M203 40MM. Mounts under an assault rifle.

Vehicular GL: M203-40MM. Mounts on a vehicle.

Ammunition

Ammunition M I SR Cr Po Pa Ci #

40 mm Grenades

Flare 1 1 2 1 40

Flechette 1 2 2 40

High Explosive 1 1 2 1 40

Ripper 1 2 2 40

Smoke 1 1 2 1 40

Tear gas 1 1 2 1 40

Armor Piercing Bullets +1 +1 +1 +1 NA

Dragon Rounds +1 +1 +1 NA

Tactical Bullets +1 +1 +1 +1 NA

Tracer Bullets +1 +1 +1 NA

Description: Only game effects and restrictions are listed here. For more information, see Aegis Handbook p. 131. If no descripton is given, the title is self explanatory.

40 mm Grenades: Used in Underbarrel or Vehicular GL.

Flare: Illuminates a 100-meter diamater area. The parachute flare burns for 1d6+3 rounds. When a flare is fired, anyone not taking precautions to shield their eyes must make an Agility test -2 or be blinded for d6 rounds.

Flechette: Range halved. LBT. AP 2

High explosive: AP 8.

Ripper: Fires a cloud of razor sharp metal. Cone template. 2d10 damage to anyone.

Smoke: LBT of smoke. Lasts for d6 rounds. Nightvision goggles needed to see.

Tear gas: Vigor -2 or shaken for d6 rounds. Checks made to recover also suffers -2 penalty.

Armor piercing bullets: +2 AP to weapon

Dragon rounds: Only available for shotguns. Victims catch on fire. Shotgun will fail on a Shooting roll of 1, regardless of the result on the Wild Die.

Tactical bullets: +2 damage, but this is applied only if the original damage penetrates the Toughness. Before that, damage is -2.

Tracer bullets: When Tracer Bullets are used in conjunction with Suppressive fire, any subsequent shots fired against targets in that directon the same round eliminates 2 points of negative modifiers for shooting in dark areas.

Melee Weapons

Melee Weapons M I SR Cr Po Pa Ci #

Club 1 1 1 1 1 24

Knife 1 1 1 1 24

Mace Spray 1 1 2 20

Stun Gun 1 1 1 1 1 2 10

Description: Explains which weapons in the Savage Worlds Deluxe Edition these weapons correspond to.

Club: Baton, Brass knuckles

Knife: Bayonet, Switchblade, Survival knife

Mace spray: Anyone hit must make a Vigor roll -2 or become Shaken for d6 rounds. To recover before this time, a -2 penalty is applied to the roll.

Stun gun: Touch attack. Anyone hit must make a Vigor roll -2 or become unconscious for 1d6 rounds. Even if the roll is made, the agent is Shaken for d6 rounds (no chance to recover). A raise allows for the effect to be recovered from.

Thrown Weapons

Thrown Weapons M I SR Cr Po Pa Ci #

Hand Grenades,

Frag 1 1 2 1 40

Incendiary 1 1 2 1 40

Smoke 1 1 1 1 3 40

Stun 1 1 2 2 1 3 40

Tear Gas 1 1 2 1 2 3 40

Throwing knife 1 1 1 1 50

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 132. If no descripton is given, the title is self explanatory.

Incendiary: Anyone within the MBT catches on fire. Damage as a Flamethrower.

Smoke: MBT of smoke. Lasts for d6 turns. Nightvision goggles needed to see.

Stun: Agility -2 or shaken for d6 rounds. Checks to recover also suffers -2.

Tear gas: Vigor -2 or shaken for d6 rounds. Checks made to recover also suffers -2 penalty.

Explosives

Explosives M I SR Cr Po Pa Ci #

Breaching Charge 1 1 2 2 10

Claymore Mine 1 10

C-4 1 1 1 2 2 5 250

Detonators: Radio 1 1 1 2 2 1 50

Detonators: Timer 1 1 1 2 2 1 50

Dynamite 1 1 1 2 2 5 500

Satchel Charge 1 5

Description: This is a combination of game terms for the item, and what weapon it corresponds to in the Savage Worlds Deluxe Edition.

Breaching Charge: Small, tamped charge that creates a six-feet wide hole in the wall. Ineffective against armored locations. Anyone on the other side of the wall must make a Vigor -2 or be stunned for d6 rounds. Any checks to recover also suffers a -2 penalty.

C-4: 4d6 damage. Counts as heavy weapon. Knowledge (demolition) check required. May be used with detonators.

Claymore Mine: Claymore

Satchel Charge: 3/6/12 1 4d6 LBT – Use Throw skill

Detonators: A Knowledge (demolitions) check may be made so that the explosive will go off when tampered with.

Dynamite: LBT – 4d6 – requires Knowledge (demolitions). May be used with Detonators.

Surveillance

Surveillance M I SR Cr Po Pa Ci #

Audio Bugs 1 2 1 1 24

AV bugs 1 2 1 1 12

Bug Detector 1 2 2 1 2 3

Burst Transmitter 1 1 2 1 3 3

Camera 1 1 1 2 1 1 2 4

Headset Microphone 1 1 2 3 2 1 6

Infrared Flashlight 1 1 2 3 1 12

Infrared Goggles 1 1 2 3 2 2 2 10

Laser Eavesdropper 2 1 3 1 3 1

Nightvision Goggles 1 1 3 1 3 6

Remote Monitor 1 1 3 1 1 6

Shotgun Microphone 1 3 1 1 2

Starlight Telescope 1 1 1 3 2 3 2

Tape Recorder 1 1 2 1 1 1 6

Telescope 1 1 2 1 1 4

Video Camera 1 1 1 2 1 1 1 3

Video Cassette Recorder 1 1 2 1 1 1 6

Wiretap 1 2 1 1 12

Wiretap Detector 1 2 1 1 5

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 133. If no descripton is given, the title is self explanatory.

Audio bugs: 72 hours battery life. Activate only upon sound. Receiver must be within half a kilometer.

AV bug: As audio, but transmits data as long as it is light to see.

Bug detector: Only detects bugs that transmit, not those that only record.

Burst transmitter: Transmit messages and data. Range 10 kilometers.

Camera: Professional camera, including lenses, tripods, filters and flashes.

Laser eavesdropper: Targets windows, and ”reads” the vibrations. Line of sight. 10 kilometer range.

Nightvision goggles: -1 perception tests based on sight.

Remote monitor: Used in conjunction with video cameras, AV bugs, satellite imagery etc.

Shotgun microphone: +4 to sound-based Perception tests out to 1 km.

Intrusion

Intrusion M I SR Cr Po Pa Ci #

B&E Kit 1 1 1 1 4

Lock Pick 1 1 1 1 5

Lock Pick: Electronic 1 1 1 2 2

Lock Pick Gun 1 1 1 4

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 135. If no descripton is given, the title is self explanatory.

B&E Kit: Includes bolt cutters, prybars, glass cutter, hack saw and a flashlight

Lock Pick: Needed to avoid the -2 penalty to lockpicking for mechanical locks.

Lock Pick: Electronic: Needed to pick electronic locks.

Lock Pick Gun: +2 to picking mechanical locks.

Communications

Communications M I SR Cr Po Pa Ci #

Base Radio 1 2 1 3 2 2 3 1

Cellular Phone 1 1 1 1 1 6

Hands Free Radio 1 2 1 1 12

Personal Radio 1 1 1 2 1 1 1 6

Satellite Uplink 1 1 1 2 1 2 1

Scrambler 1 1 2 2 4

Signal Jammer 1 1 2 2 1

Vehicle Radio 1 1 1 1 1 1 1 2

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 136. If no descripton is given, the title is self explanatory.

Base radio: Large, stationary radio transceiver with a max range of 100 kilometers in optimal conditions.

Hands free radio: Range 0.5 kilometers.

Personal radio: Range 2 kilometers.

Satelitte uplink: Sends and receive signals to an orbiting satellite. Normally used on a vehicle.

Scrambler: Used on radio transceivers (including cell phones), and sends encrypted messages intelligible only to another radio connected to a scrambler with the same settings. 15 minutes of transmissions and a Knowledge (electronics) check may decipher scrambled transmissions.

Electronics

Electronics M I SR Cr Po Pa Ci #

GPS Terminal 2 1 1 3 3 5

Laptop Computer 2 1 1 3 2 1 2 1

Photo Recon Drone 2 2 3 4 1

Portable Radar 3 3 3 5 1

Telemetry Robot 3 2 4 3 1

Submersible Tele. Robot 3 2 4 1

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 137. If no descripton is given, the title is self explanatory.

Photo Recon Drone: Small remotely piloted aircraft used for reconnaissance. Knowledge (electronics) check required to operate. 10 kilometer range. A camera is mounted on it.

Portable Radar: Range 8 kilometers.

Telemetry robot: Used for bomb disposal, biohazard, radiation etc. Knowledge (electronics) check required to operate. A camera is mounted on it, and it may also have a shotgun or water cannon mounted (skill of d4). A water cannon functions like a shotgun (with a +1 bonus), but those hit must make Strength -2 checks or fall prone and becoming shaken. Range 1 km.

Submersible Telemetry robot: As the land-based robot, but no weapons may be mounted.

Software

Software M I SR Cr Po Pa Ci #

CAD/CAM 2 2 1 2 2 1

Image Processing 1 1 1 2 1 2 1

Global Mapping 1 1 1 2 1 1 2 1

Science Expert System 1 1 1 2 1 1 2 1

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 138. If no descripton is given, the title is self explanatory.

CAD/CAM: Computer Assisted Design / Computer Assisted Manufacturing. Used in conjuction with Research projects based on Knowledge (engineering) or Repair. The program must choose a specialization (electrical, mechanical, aerospace etc). The bonuses are as follows: Workstation/laptop versions +1, Mainframe +2, Supercomputer +2 and halves the research time. The lead researcher must make a Knowledge (computers) test to make use of this program.

Global Mapping: Detailed, up-to-date maps of every explored area on the planet. If the computer the software is running on is connected to a GPS terminal, the terminals position may be shown on the map. If the computer is connected to two radio receivers, the software can triangulate on any signal both receivers pick up. A Knowledge (electronics) check is needed. The laptop/workstation version can only track a single radio signal, while the mainframe/supercomputer version can track an unlimited amount of signals.

Image Processing: Can be used to doctor photos and videos, and also to determine if such a photo or video is fake. Knowledge (electronics) checks are used as opposed tests in this manner. The mainframe version of the software gives a +1 bonus, the Supercomputer gives a +2 bonus.

Science Expert System: As CAD/CAM, but used in conjunction with the Knowledge (Science), Knowledge (Parapsychology) or the Knowledge (Paranormal) skill. If used with the Knowledge (Science) skill, the program needs a specialization as well (biochemistry, physics, etc).

Scientific Equipment

Scientific Equipment M I SR Cr Po Pa Ci #

Biohazard Space Suit 2 3 2 5 1

Biohazard Suit 1 2 1 4 25

Evidence Collection Kit 2 1 1 1 1 1 3

Geiger Counter 1 2 1 1 2 12

Pocket Dosimeter 1 2 1 2 20

Quarantine Tent 2 2 1 2 1

Radbadge 1 1 1 1 100

Radiaton Suit 1 2 1 3 12

Specimen jars/ 2 1 1 1 1 1 12

Collection tools

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 139. If no descripton is given, the title is self explanatory.

Biohazard Space Suit: Level 4 Biohazard protection suit. -2 agility.

Biohazard Suit: Any damage (cuts, slashes) inflicted on the wearer will ruin the integrity of the suit.

Evidence Collection Kit: +1 bonus to Investigation on the scene, as well as to any tests made in the lab afterwards.

Pocket Dosimeter: Tells someone how much radiation he has been exposed to.

Quarantine Tent: Allows 4 agents to work comfortably on a single subject. Takes 15 minutes to set up. Includes four biohazard suits. When deflated, it fits into the back of a station wagon.

Radbadge: As Dosimeter, but only usable once.

Radiation suit: Protects against radiation, chemicals and microorganisms. Also gives an Armor of 2.

Chem Craft

Chem Craft M I SR Cr Po Pa Ci #

Alcohol 2 1 1 2 1 10

Alcohol Extender 2 1 1 2 60

Alcohol Incapactior 2 1 1 2 60

Benzedrine 2 1 1 2 60

BZ 2 1 1 2 6

Caffeine 1 100

Cocaine 2 1 1 2 1

Curare 2 1 1 2 60

LSD 2 1 1 2 36

Marijuana 2 1 1 2 1

Painkillers 1 2 1 1 2 24

Rohypnol 2 1 1 2 12

Sleep Aid Pills 1 2 1 1 2 1 300

Sodium Pentothal 2 1 1 2 60

Speed 2 1 1 2 1 1000

Tranquilizer 1 1 1 2 120

Description

Chem Craft items are perfect for agents with the Habit hindrance. A Healing test is necessary to know how many doses is safe before an overdose may occur. An addict who does not have Healing, does not suffer the -2 penalty with regards to his drug.

G = Ingested J = Injected A = Addictive

Alcohol (G, A): One dose = one hard liquor drink or six beers. -2 penalty to all actions for every two doses taken up to four, and for every dose after the fourth. For resource purposes, one unit of alcohol is one bottle of hard liquor or wine (1 liter) or one case of beer. Onset Time: 1Dx10 minutes. Duration: 2 hours.

Overdose: >Half vigor die. The character must make a Spirit roll to stay conscious. Failure results in unconsciousness for 1D x 4 hours. If he succeeds, he may keep drinking, but each new dose causes an additional -2 to the Spirit roll. If he fails a second or any further Spirit rolls, he suffers alcohol poisoning and must make a Vigor test or die. Success means the character must be rushed to the hospital for immediate medical attention within four hours. If not, he must make another Vigor roll at -2 or die.

Alcohol, extender (G): This drug accelerates its effects on the human body. Any alcohol drunk has its effects doubled. Onset Time: 1D minutes. Duration: 2 hours.

Overdose: >1. The subject becomes severely ill and endures 20 minutes or so of painful vomiting.

Alcohol Inapacitor (G): This drug reduces the effet of alcohol on the body. Halves the effects of alcohol on the body. Onset Time: 20 minutes. Duration: 4 hours. Overdose: >1. The subject suffers from intense nausea, vomiting for 30 minutes.

Benzedrine (J): This strong stimulant is able to bring the subject from unconsciousness to a trance-like, awakened state. Unconscious patients must make a Vigor roll to regain consciousness. This is not full consciousness, the agent suffers a -4 penalty to all physical actions for the duration of the drug and a -1 penalty to all mental actions. Onset Time: 1D minutes. Duration: 2 hours.

Overdose: >Half vigor die. An overdose creates a psychotic episode in the patient for twice the normal duration.

BZ (G): This is a psychoactive variant of LSD with an extended duration. The subject becomes overcome with violent behavior and hallucinations that render her completely out of touch with reality. The subject will attack anyone within reach and seek to destroy as much as possible.

Onset Time: 1D hours. Duration: 7 + 2D6 days.

Overdose: >1. The patient falls into a coma for 2D6 days. After this, she emerges normal, but with the Flashbacks hindrances.

Caffeine (G): A tolerance to the drug (caused by habitual use) negates any of these bonuses. Notice tests are made at +1. Also, Spirit tests associated with psychic abilities are made at +1 bonus for the duration. Multiple doses have no effect, other than to extend the duration from the time the last dose was taken.

Onset Time: 1 minute. Duration: 30 minutes.

Overdose: Gains the Jumpy hindrance for the drug’s duration.

Cocaine (G, A): This drug creates a sense of euphoria, and extra energy. It also creates a strong dependence after only a few uses. The character gains a higher die to all Agility, Vigor and tests related to wounds or pains. The character will be unable to sleep for 12 hours after a dose is taken. Multiple doses lengthen the duration. Onset Time: 1 minute. Duration: 2 hours.

Overdose: >Half vigor die. The character must make a Vigor roll. Failure results in death, success means the individual gains the Habit (major) hindrance.

Curare (G, J): This South American plant derivative is used as an anesthetic. The subject is completely paralyzed, even eye movement is not possible. Heart rate and respiration are decreased to minimum levels, requiring a Healing roll to discover that the subject is alive. The subject is completely aware of his surroundings. Onset Time: 1 hour. Duration: 12 hours.

Overdose: >1. The subject must make a Vigor roll or die. Success means the target is rendered unconscious for 1D6 hours. A Healing roll must also be made no matter how many doses are consumed. Failure results in an overdose.

LSD (G): The drug is known as ”acid” among other names, and covers a whole field of psychedelics including mescaline and psilocybin. The subject suffers from wild hallucinations. If the subject knows he took the drug, the hallucinations are most likely pleasant. If not, they are usually very disturbing, resulting in panic and fear. Onset Time: 1Dx10 minutes. Duration: 1d6 x 6 hours.

Overdose: >Half vigor die. The character has a bad reaction and is deeply troubled after the drug’s duration expires. The character gains the Flashback hindrance. A second overdose will add the Death Wish hindrance. A third and all following overdoses will lead to suicide attempts.

Marijuana (G): The subject suffers a -1 penalty to all Spirit rolls as a feeling of relaxation overwhelms her. Onset Time: 10 minutes. Duration: 1-4 hours.

Overdose: N/A

Painkillers (G,A): The character does not suffer from any penalties relating to pain for the duration of the drug (all penalties are reduced by 1), but suffers a -1 penalty on all other tests due to mental clouding. The character must also make a Vigor test if he is not active or fall asleep. Onset Time: 10 minutes. Duration: 4 hours. Overdose: >Half vigor die. The character falls into a coma for 1D6 days.

Rohypnol (G): This drug induce unconsciousness and impair memory. The subject enters a hypnagogic state in which all Spirit rolls are at -4. The drug also interferes with short-term memory, requiring a Smarts roll -2 to remember anything that happened while under the influence. Onset Time: 30 minutes. Duration: 12 hours. Overdose: >Half vigor die. The subject falls into a coma for D6 days. If the drug was mixed with alcohol, a Vigor roll -2 must be made to avoid death.

Sleep Aids (G, A): Many people have trouble getting to sleep, particularly when their lives are filled with global conspiracies. The character must make a Vigor test if she is not active, or fall asleep. If she is active, she must make a Vigor test every two hours, starting at +2 and suffering a -2 penalty cumulatively every two hour. If she succeeds in staying awake, she suffers -2 to all tests for the duration of the drug. Onset Time: 15 minutes. Duration: 8 hours. Overdose: >Half vigor die. The character sleeps for 1D x 8 hours in addition to the regular duration.

Sodium Pentothal (J): Commonly known as ”truth serum”, it is nothing more than a sedative that reduces the subject’s alertness and self-restraint. Patients must make a Spirit roll -2 to resist answering any question asked of him. He must tell as much of the truth that is asked for. The patient suffers a -4 penalty to all physical and mental actions. Hypnotism made against a patient under Sodium Pentothal receive a +4 bonus. Onset Time: 1D minutes. Duration: 5 minutes. Overdose: >1. Knocks the patient unconscious and forces a Vigor roll. Failure results in death, success puts the subject into a deep sleep for 1d6 hours. If the character is woken from this deep sleep, he will be at -2 to all actions from grogginess until all the hours pass and until 6 hours of normal sleep are gained. A Healing roll must also be made no matter how many doses are consumed. Failure results in an overdose.

Speed (G,A): The subject feels excited and gains a boost of energy. Vigor tests are made at a higher die level. He will also become irritable, paranoid and unable to sleep for 12 hours after taking a dose. Onset time: 10 minutes. Duration: 2-4 hours. Overdose: >1. The subject suffers convulsions for 1D6 inutes, before falling into a coma for 2d6 days.

Tranquilizer (G,J): See description under Medical Equipment.

Overdose: >Half Vigor die. The subject falls into a coma for 2D6 days at the end of which the subject must make a Vigor roll or die. Success leaves the individual in a coma and the Vigor test must be rolled again in 2D6 days.

Medical Equipment

Medical Equipment M I SR Cr Po Pa Ci #

Antidote Injectors (Mil) 1 1 20

Antidote Injectors (Res) 2 5

Doctor’s bag 1 1 2 2 2 5

First Aid Kit 1 1 1 2 1 1 1 25

Medic’s Kit 1 1 1 2 1 2 10

Sodium Pentothal 1 1 2 10

Tranquilizer 1 1 2 2 3 10

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 140. If no descripton is given, the title is self explanatory.

Antidote injectors: Must be used within 15 minutes if exposed to nerve agents. The agent rolls vigor. A raise means that he will be able to act normally (with a -1 penalty to all rolls) and is immune to the effects as long as the agent rapidly evacuates the scene. A success means that the agent is incapacitated, but will live through the attack. He is hospitalized for d6 weeks. A failure means that the antidote actually makes it worse, and the agent dies of exposure. The antidote (Res) gives a +2 bonus on the Vigor test.

Doctor’s Bag: Regular use of this bag gives a patient a +1 bonus on Natural healing rolls. Also includes one vial of Sodium Pentathol and one vial of tranquilizers.

First Aid Kit: Required to avoid the -2 penalty to Healing checks.

Medic’s Kit: +2 bonus to stabilization and resucitation attempts.

Sodium Pentothal: ”Truth serum”. Healing needed to administer correctly, failure means the victim falls unconscious. The victim must make Willpower -2 rolls in order to not tell the truth to questions he’s asked. He doesn’t have to reveal information he was not specifically asked to give, however. Any mental tasks is penalized with -4, and any attempts to hypnotize a subject under the influence of this drug, gains a +4 bonus.

Tranquilizers: 6 doses each. If used in combination with dart pistol / dart rifle, the damage inflicted need only surpass the Armor Rating (if applicable). If snake eyes is rolled, clothing prevents the injection. The victim must then roll Vigor rolls each round, starting with a +4 bonus on the first round, and then reducing that bonus with 2 each round. In addition, his Agility and all Agility related skills suffer a cumulative -2 penalty each round. When he fails his Vigor roll, he falls unconscious for 15 minutes per dose used (max 6).

Clothing/Body Armor

Clothing/Body Armor M I SR Cr Po Pa Ci #

Bulletproof Briefcase 1 2 2 4

Camouflage Fatigues 1 1 1 1 1 24

Flak Vest 1 1 2 1 2 10

Helmet 1 1 1 1 2 10

Kevlar Vest 1 1 2 1 2 6

Uniform 1 1 1 1 1 1 2 24

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 141. If no descripton is given, the title is self explanatory.

Bulletproof Briefcase: Armor 4 to briefcase.

Camouflage Fatigues: +2 to Stealth when wearing fatigues appropriate to terrain (forest, jungle, desert, arctic and night).

Helmet: Use Steel Pot.

Kevlar vest: w/Inserts not available

Uniform: Various uniforms for undercover or covert operations, e.g. police, military, fast food joints, repair or maintenance companies, state road crews, circus clowns etc.

Tool Kits

Tool Kits M I SR Cr Po Pa Ci #

Tool Kits 1 1 1 2 2 2 2

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 143.

Tool Kits: +2 bonus on Repair skill.

Combat Accessories

Combat Accessories M I SR Cr Po Pa Ci #

Bipod 1 1 1 1 2 5

Briefcase MP 1 2 1

Extended Clips 1 1 1 1 2 40

Flashlight Mount 1 1 1 1 20

Gas Mask 1 1 1 2 1 3 10

IR Laser Sight (BOL-PW) 1 1 2 1 3 5

Laser Sight 1 1 2 1 3 10

Silencer 1 1 2 10

Starlight Scope 1 1 2 1 3 5

Telescopic Sight 1 1 2 1 2 10

Tripflares 1 1 1 1 2 100

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 142

Bipod: +1 to Shooting when leveled on a stationary rest. No snapshots or rapid movements are possible. It takes one round to fold together the bipod. Available for rifles, sniper rifles, assault rifles, elephant guns and dart rifles.

Briefcase MP: This armored (Armor 4) briefcase has a built-in machine pistol. Use any sub-machine gun in conjunction with this item. Shots fired suffer -2 penalty. Shots may be aimed.

Extended Clips: Doubles the normal rounds for pistols other than revolvers and derringers. 50 shots for any rifles.

Flashlight mount: Can be mounted on any pistol or rifle. May decrease darkness penalties.

Gas Mask: Protects from gases. -1 to eye-based Notice tests.

Laser Sight: +1 against targets with close range. May be mounted on pistols and rifles.

Silencer: Notice test to hear shot. +4 at 5 meter – bonus worsens by 2 for every 5 meters. Silencers may be burnt out if you fire more than 1 shot. Roll a d6. If you roll less than the numbers of shots you fired, the silencer is ruined. May be mounted on pistols, machine pistols, sub-machine guns, rifles, elephant guns or automatic rifles.

Starlight scope: Negates penalties for poor lighting. May not be used in pitch darkness. Can be mounted on rifles, sniper rifles, elephant guns and assault rifles.

Telescopic sight: Increases the range increments by one for aimed single shots. Can be used on pistols, revolvers, sub-machine guns, rifles, sniper rifles, elephant guns and assault rifles. Example: A Spencer Carbine has a range of 20/40/80. With a telescopic sight, the range is 40/80/160 – but only when you aim and fire one shot.

Tripflares: Generally used only to warn of someone’s approach.

Restraints

Restraints M I SR Cr Po Pa Ci #

Handcuffs 1 1 2 1 2 12

Straightjacket 1 1 2 3 4

Plastic Binder Strips 1 1 2 500

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 143.

Handcuffs/Straightjacket: Strength/Agility d12 needed to try and burst/wiggle free of these. It’s still a -4 penalty to the check.

Plastic Binder Strips: Strength d10/Agility needed to try and burst/wiggle free of these. It’s still a -4 penalty to the check.

Hostile Environment Gear

Hostile Environ. Gear M I SR Cr Po Pa Ci #

Base Camp 1 1 1 2 2 3 1

Climbing Gear 1 1 1 2 1 2 2 6

Cold Weather Gear 1 1 1 2 2 5

Diving Suit 2 2 2 4 5 1

Drysuit 1 1 1 2 2 6

Flare Gun 1 1 1 1 1 1 1 10

Flashlight 1 1 1 1 1 1 1 24

Oxygen Rebreather 1 1 1 2 2 1

SCUBA Gear 1 1 1 3 2 4 4

Survival Kit 1 1 1 2 2 2 10

Wetsuit 1 1 1 2 2 2 12

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 143.

Base Camp: Includes tents, sleeping gear, cooking apparatus and food for six people.

Climbing gear: Required to use climbing without a -2 penalty.

Diving Suit: Armor 3.

Flare gun: Illuminates a 100-meter diameter area with dim light. When a flare is fired, anyone not taking precautions to shield their eyes must make an Agility test -2 or be blinded for d6 rounds.

Oxygen Rebreather: Like SCUBA gear, but the air is recycled, allowing the diver to stay underwater for 24 hours.

Survival Kit: Includes knife, flint and steel, compass, first aid kit, flare gun with six flares, six fishhooks and five meters of fishing line.

Wetsuit: Armor 1. +2 Stealth in night/water.

Standard Vehicles

Standard Vehicles M I SR Cr Po Pa Ci #

Compact Car 2 2 4 1

Coupe 2 3 2 4 1

Helicopter, Observation 4 4 7 4 9 1

Helicopter, Passenger 4 7 5 9 1

Helicopter, Transport 4 4 5 9 1

Jeep 3 4 3 4 5 1

Jet, Cargo 5 6 12 1

Jet, Civilian 5 12 1

Jet Ski 2 1 2 1

Minivan 3 4 6 1

Motorcycle 2 2 1 3 1

Pickup truck 3 4 3 5 4 6 1

Prop Plane 4 5 7 4 9 1

Recreational Vehicle 6 6 1

Sedan 3 3 3 3 3 3 4 1

Snowmobile 1 2 1 2 1

Speed Boat 4 4 5 3 6 1

Sport Utility Vehicle 3 5 4 4 6 1

Sports Car 3 5 4 6 1

Tractor-Trailer Rig 3 3 5 6 1

Tractor-Trailer Rig: Box +3 +3 +4 +4 1

Tractor-Trailer Rig: Flatbed +2 +2 +3 +3 1

Van 3 3 3 4 3 4 6 1

Special Vehicles

Special Vehicles M I SR Cr Po Pa Ci #

Ambulance 5 5 7 1

Biohazard Ambulance 7 1

Fishing Trawler 8 8 9 1

Helicopter, Assault 7 1

Jet, Fighter 7 1

Jet, Jump 10 1

Lab RV 12 13 1

Lab Van 8 7 8 8 1

Mini-Sub 4 5 1

Police Cruiser 5 7 4 1

Security Sedan 5 6 6 8 1

Snow Cat 3 3 4 6 1

Surveillance Van 7 8 7 1

SWAT Van 8 9 7 1

Telephone Crane Truck 5 7 7 1

Zodiac 1 1 1 1 1 2 1

Description: Most special vehicles include various other equipment. Here is the description of what is included with a vehicle. For more information on the vehicle itself, see Aegis Handbook p. 145.

Ambulance: Vehicle radio and medical supplies (treat as medic’s kit and first aid kit).

Biohazard Ambulance: All equipment as a standard ambulance, plus 3 biohazard suits, 2 tasers, 3 flashlights, specimen sampling gear, body bags and a flamethrower. Also contains a portable biocontainment pod (as a stretcher, but with an airtight plastic bubble over it) and a small pressurized tank filled with disinfectant chemical.

Fishing Trawler: Radar array, GPS terminal, base radio and a Zodiac raft.

Helicopter, Assault: Use the AH-64 Apache in SWED p. 60. Also includes 12 ECM pods, a vehicle radi and radar array, ejection seats which incorporate a parachute, survival kit, first aid kit and 10 signal flares.

Jet, Fighter: Use the F-15 Eagle from SWED p. 60. Also includes 12 ECM pods, ejection sat, vehicle radio, radar array and parachute, first aid kit and survival kit.

Jump Jet: Use the AV-8B Harrier from SWED p. 60. Equipped with ejection seats and parachutes for the pilot and navigator, as well as survival kits and first aid kits.

Lab RV: Contains research lab facilities large enough for four researches to work on biological, chemical or medical research. Include a computer workstation running Chemistry, Biological and Medical expert system programs. Also includes 2 quarantine tents, 8 biohazard suits, 4 radiation suits, 6 personal radios, 8 sets of specimen jars and tools, 2 Geiger counters, 24 radbadges, 4 dart rifles, 80 darts, 10 vials of tranquilizer, a doctor’s bag, 4 medic kits, 10 industrial strength flashlights, a spotlight, video camera, remote monitor, vehicle radio and satellite uplink.

Lab Van: Contains a small, two-investigator laboratory fully equipped for biological, chemical and medical research. Also includes one quarantine tent, four biohazard suits, four sets of specimen jars and collection tools, a Geiger counter, eight radbadges, a dart rifle, twelve darts, six vials of tranquilizer, and several sealed cages for small live specimen. Also includes a vehicle radio and car fax.

Mini Sub: Vehicle radio, two robotic arms for specimen collection, air tanks good for two people for eight hours, two dry suits and two sets of SCUBA gir.

Police Cruiser: Shotgun, box of 50 shells, vehicle radio, first aid kit, 50 signal flares and a radar gun.

Security Sedan: Vehicle radio, scrambler, autonav computer, radar detector, cell phone and car fax. The car can also be made airtight at the flip of a switch.

Snow Cat: Vehicle radio, survival kit, first aid kit and 25 signal flares.

Surveillance Van: Vehicle radio connected to a satellite uplink and scrambler, four hands-free radios, cellular phone (and scrambler), electrical and electronic tool kits, six wire taps, twelve bugs, a tape recorder, a video recorder, 3 remote monitors, a laser eavesdroppe, four AV bugs, a shotgun microphone and a starlight telescope.

Swat Van: Six submachine guns with flashlight mounts, a box of 50 clips of SMG ammo, six helmets, six flak vests, six gas masks, six hands-free radios, one case (20) each of stun and smoke grenades, a vehicle radio, a sledgehammer and a medic’s kit.

Telephone Crane Truck: Full electric and electronics tool kits, a stack of orange road cones and a vehicle radio.

Vehicle Accessories

Vehicle Accessories M I SR Cr Po Pa Ci #

Autonav Computer 1 1 1 3 2 2 4 1

Inflatable Raft 1 1 1 1 1 1 2 4

Infrared Spotlight 1 1 1 2 2 2 6

Parachute 1 1 1 2 1 2 6

Signal Flares 1 1 1 2 1 1 2 400

Spotlight 1 1 1 1 1 2 2 4

Winch 1 1 1 2 1 2 2 4

Description: Only game effects are listed here. For more information, see Aegis Handbook p. 148.

Inflatable Raft: Four-person raft.

Infrared spotlight: Users will need some means of seeing in the infrared spectrum for it to be effective (such as IR cameras and goggles).

Winch: 100 meters of cable, capable of lifting a size 7 vehicle.

Profession specific equipment

The following resources are limited to certain Professions. If the comment section of the Profession entry in Part 2: Professions and Infrastructures, does not indicate that the character can purchase these items, they are unavailable except through pulling strings. The items are grouped by Sphere of Influence, except for Alien Technology (which is a special case).

Military

|Aurora |20 |1 vehicle |

|Special Weapons |5 |1 item |

|SR-71 Blackbird |15 |1 vehicle |

Intelligence

|Magic Van |10 |1 vehicle |

|Mind Control Drugs |1 |6 doses |

|Special Weapons |5 |1 item |

Science & Research

|Hidden Cures |5 |1 dose |

|Knock-out |1 |100 doses |

|L2 |1 |1 dose |

|MHIC-EDOM |5 |1 unit |

|Mind Control Drugs |1 |6 doses |

|Np-7 |1 |60 doses |

|RHIC-EDOM |15 |1 device |

|Smart Drugs |1 |60 doses |

Paranormal

|Batch 7 |1 |6 doses |

|Cerebro-stimulator |20 |1 van |

|DZ |1 |28 doses |

|Electro-anagram |6 |1 unit |

|Energy Alarm |10 |1 alarm |

|Hemi-Synch Device |5 |1 unit |

|Hemi-Synch Implant |2 |1 implant |

|Hidden Emitters |5 |3 emitters |

|Lida |3 |1 unit |

|MHIC-Edom |10 |1 unit |

|Neural Disrupter |5 |1 unit |

|Neurophone Implant |2 |1 implant |

|Orichalcum |6 |100 miligrams |

|Prophylogical Implant |5 |1 implant |

|Psi-Enhancer |1 |6 doses |

|Psychic Amplifier Room |5 |Access |

|Psychotron – 1st order |5 |1 psychotron |

|Psychotron – 2nd order |10 |1 psychotron |

|Psychotron – 3rd order |20 |1 psychotron |

|RHIC-EDOM |15 |1 device |

|Stimoceiver Implant |5 |1 implant |

|The Zone |1 |6 doses |

|Tome |5 |1 ritual |

|Tracking Implant |5 |1 implant |

Law

|Range Rover |5 |1 vehicle |

None

|Alien technology |Variable |1 item |

Description:

Aurora: The Aurora aircraft is the most advanced fighter aircraft in existence, and incorporates Saurian propulsion systems, Atlantean Pilot Interface Systems and Grey psychic lenses. Includes 4 Sidewinder missiles. Missile lock is achieved through a modified version of a Gray Clairvoyance lens and the guidance by a Grey Telepathy lens, making it nearly impossible to shake. Cells that wish to incorporate an Aurora Interceptor must have hangar space, a private airstrip, an aerospace workshop and a pilot capable of flying the craft. To use it to its fullest capacity, a pilot must have Pilot d12, the Atlantean Pilot Interface System and be at least PSI Sensitive, latent. More information about the Aurora in the Aegis Handbook p. 149.

Batch 7: See Chemcraft under Chapter 8: Psi-powers.

Cerebro-Stimulator: See PSI Equipment under Chapter 8: Psi-powers.

DZ: See Chemcraft under Chapter 8: Psi-powers.

Electro Anagram: See PSI Equipment under Chapter 8: Psi-powers.

Energy Alarm: See PSI Equipment under Chapter 8: Psi-powers.

Hemi-Synch Device: See PSI Equipment under Chapter 8: Psi-powers.

Hemi-Synch Implant: See PSI Equipment under Chapter 8: Psi-powers.

Hidden Cures: Panimmunity factors to level four biohazards. Worth a fortune, and owning one of these is begging for media, aliens and other groups to come knocking.

Hidden Emitters: See PSI Equipment under Chapter 8: Psi-powers.

Knock-out: See Chemcraft under Chapter 8: Psi-powers.

L2: See Chemcraft under Chapter 8: Psi-powers.

Lida: See PSI Equipment under Chapter 8: Psi-powers.

Magic Van: May make a TEMPEST attack on any non-shielded computer in use within 100 meters, allowing the NSA agent to see anything that appears on the target computer screen, read what is being typed and capture data sent to a printer. Cannot be detected. The time it will take the agent to lock on to the correct computer, is D6 * half the number of computers in the area. Any raise halves the time again.

MHIC-EDOM: See PSI Equipment under Chapter 8: Psi-powers.

Mind Control Drugs: Can be administered in any form (pill, powder, gas, injection), and can only be detected with a Healing -4. The subject must make a Vigor roll at +4 (-2 for each additional dose) or succumb to the effects for 1D6 + dosage hours. The subject behaves as if he possessed one of the following traits: Schizophrenia, Flashbacks, Homicidal Tendencies, Delusional (paranoia), Pacifist or Killer Instinct.

Neural Disrupter: See PSI Equipment under Chapter 8: Psi-powers.

Neurophone Implant: See PSI Equipment under Chapter 8: Psi-powers.

Np-7: See Chemcraft under Chapter 8: Psi-powers.

Orichalcum: See Chapter 9: The Supernatural.

Prophylogical Implant: See PSI Equipment under Chapter 8: Psi-powers.

PSI-Enhancer: See Chemcraft under Chapter 8: Psi-powers.

Psychic Amplifier Room: See PSI Equipment under Chapter 8: Psi-powers

Psychotrons (1st to 3rd order): See PSI Equipment under Chapter 8: Psi-powers

Range Rover: Self-sealing tires and gas tanks, GPS system, vehicular radio, winch, infrared spotlight and laptop computer. Includes also a shotgun and assault rifle, along with two sets of kevlar and a box of ammo for each small arm.

RHIC-EDOM: See PSI Equipment under Chapter 8: Psi-powers

Smart Drugs: See Chemcraft under Chapter 8: Psi-powers.

Special Weapons: These are covert assassination tools available to the agents of the CIA. Appear to be mundane objects, but have various small arms inside them. The weapon has only one quarter of its normal ammo, and receives a -1 penalty for any shot due to inherent inaccuracies.

SR-71 Blackbird: May be fitted with six Sidewinder Missiles. Equipped with ejection seats, parachutes and survival kits. Aegis Handbook p. 151.

Stimoceiver Implant: See PSI Equipment under Chapter 8: Psi-powers

The Zone: See Chemcraft under Chapter 8: Psi-powers.

Tome: A collection of scrolls, a book or even a computer database focusing on one ritual. Ritual Caster’s trying to learn new spells halves the number of breakthroughs (round up) normally required.

Tracking Implant: See PSI Equipment under Chapter 8: Psi-powers

Part 8: PSI Powers

In the world of Conspiracy X, PSI powers are real and an area the US Military and various Intelligence agencies invest a lot of time and money in. Project MKUltra and CAPS are two prime examples of this, as is the Soviet sponsored Project Rasputin (now in the hands of Aegis).

Making PSI-sensitive characters

If a character wants to start out as a psychic, he must choose at least the PSI Sensitive, lesser edge. He can choose the PSI Sensitive, greater edge as well, or pick it up at a later advancement. If the player decides that the character has a psychic potential after play has started, he must pick up the PSI Sensitive, latent edge first. Consult your GM on whether the PSI powers are due to drugs' side effects, a ritual or other clandestine project, or simply that the character is a late bloomer.

Any character with a PSI Sensitive edge, can purchase points in the skill PSI (Spirit).

A note about trait rolls

Most of the powers described below have inherent penalties to them. The reason behind this is that PSI powers are unreliable at best, and even the best psychic can have an off-day. The frequent use of bennies may reflect the fact that PSI is tiresome for the user, and that he may not have the extra energy needed when it comes to resisting damage, succeeding in a fistfight etc. It’s also quite common for psychics to take drugs to increase their effectiveness.

Psychic disciplines

There are five distinct psychic discipline. The majority of psychics have powers within one or two fields, and it's really rare to find someone who have powers in three or more disciplines. The psychic can still choose powers from various disciplines, but it is encouraged that he is limited to maximum two. The five disciplines are:

• Biological Psychokinesis (Bio-PK)

• Clairvoyance

• Cognition

• Psychokinesis (PK)

• Telepathy

Power points

Works as normal, except that the character regains their power points at a rate of 1 per day per rank (Seasoned characters regain 2 per day, Legendary characters 5). Use of PSI takes its toll on characters, so they cannot perform at full strength every day of the year.

Soul Drain: While this is an edge in SWED, every psychic (even latent psychics), may use Soul Drain. The psychic first decides how many power points he wants to drain from his own soul. He then makes a Spirit roll minus the number of points he wants to drain. If the result is 1or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, he suffers a wound. On a success or better, he gets the points he needed and must use the power points immediately. Note that it is entirely possible for the psychic in this way to fall unconscious, but not be incapacitated. The difference is that an unconscious psychic (and not an incapacitated one) is in no danger of dying.

Using powers

The following has been modified from the Arcane Background (Psionics) description in SWED p. 82.

Brainburn: Whenever the psychic rolls a 1 on his Psychic discipline die (regardless of Wild Die result), he is automatically Shaken. On a critical failure, everyone within a Large Burst Template is Shaken. What the trapping for this critical failure is, depends on the discipline and power used. One example from each discipline is listed below.

Bio-PK: The psychic causes immense pain to anyone not succeeding on a Vigor roll.

Clairvoyance: All within the template are assualted by a psychic scream. Spirit roll.

Cognition: The targets are assailed by grim visions of the future or repressed memories from the past.

Psychokinesis: Small items nearby are trapped in a psychokinetic vortex. A wound may be caused by a bigger object.

Telepathy: The thoughts of everyone nearby enter the head of those in the large burst, causing a distracting cacophony of voices.

Rank: There is no rank requirements for any of the powers.

Range: Unless otherwise noted, Sight range also includes remote viewing. N/A range means that it is self-explanatory or that it happens inside the psychic’s mind.

Duration: This is explained in the text.

Trappings: Conspiracy X PSI powers have no trappings.

Terminology

Throughout this section, you may encounter a couple of terms, Monitor and Hypnosis. Here’s a short description of what this means in the game.

Monitor: A monitor is an assistant who aids the psychic with some of the powers, basically the remote viewing powers and bilocation. A monitor must have the Knowledge: Parapsychology skill. He often helps the psychic move into a trance-like meditative state needed for some of the powers to work. He also provides a remote viewer with map coordinates, images or information that is needed for the psychic to find a specific person or location.

Hypnosis: Several powers also mentions the uses of hypnosis. This is a technique used through Knowledge: Parapsychology. See the section on Hypnosis on page 96 for more information.

Power edges

The Arcane Background edges from SWED is replaced with the three various PSI Sensitive powers.

PSI Sensitive, latent

Skill: One of the psychic disciplines listed above (Spirit)

Starting power points: 5

Starting powers: 1

If a player wants a character to start developing psychic abilitites after initial character creation, he must first pick this edge. Through failed rituals, dangerous experiments, drugs or simply that the character is a late bloomer, he has started to develop a psychic potential. He only has one power, and he must choose a power designated (basic power) - Adrenaline Surge, Hunch, Intuition, Ken, Read Aura, Second Sight or Telekinesis.

PSI Sensitive, lesser

Skill: One or more of the psychic disciplines listed above (Spirit)

Starting power points: 10

Starting powers: 3

The character can choose whatever powers they want to, but due to the fact that he must have at least one basic power in a discipline before learning new ones, he should take care to focus in one or two disciplnes. When choosing the New Power edge, the character chooses another power.

All five PSI disciplines have one or two basic powers that all PSI users know before learning more advanced techniques. Before choosing any other power within the same discipline, the character must choose at least one of the following: Adrenaline Surge, Hunch, Intuition, Ken, Read Aura, Second Sight and Telekinesis.

PSI Sensitive, greater

Requirements: PSI Sensitive, lesser, Veteran rank

The character gets a +2 bonus on all PSI trait rolls, and gains another 5 power points. He does not automatically gain any extra powers though. He also regains twice the normal amount of power points per day.

POWERS

Even though the information here is sufficient to play, it is advised that the GM and player also consult the Shadows of the Mind sourcebook.

Biological Psychokinesis PSI Powers

BIO-PK manipulates psychic energies and the body’s aura, and can be used both to heal and to harm. Various esoteric cults and faiths claim to possess BIO-PK, and many of these powers mirror shamanic powers relied on by various aboriginal cultures.

Adrenaline Surge (basic power)

Discipline: BIO-PK

Power points: 2

Range: Self (but see text)

Effect: The character induces an adrenaline surge in himself (or another), a brief burst of inhuman strength and near immunity to pain. For 1d6 rounds, he gains d12 Strength and Vigor, and ignores all wounds or shaken effects. When the surge wears off, tally up the wounds and roll as usual. The character may forego the skill roll if he burns double the power points, and he may induce an adrenaline surge in others with a -4 on the roll.

Bioenergetics

Discipline: Bio-PK

Power points: 2 per +2 to die roll for healing, 2-6 points for causing injuries, the same amount as the penalty

Range: 10 meters

Effect: This is a training that manipulate psychic energy for purposes of healing or causing illness. A Bioenergetics session gives the psychic a +2 on Healing rolls per 2 power points used.

The psychic may also cause injuries. A roll at -2 causes a superficial wound (d4+Spirit), while a -4 causes breaking bones or bad wounds (d6+Spirit). A heart attack may be induced with a -6 test, causing d10 + Spirit wound damage.

Illnesses may also be caused, with penalties ranging from -1 (common cold) to -5 (cancer).

Bodywork

Discipline: Bio-PK

Power points: 2

Range: Touch

Effect: This is another form of healing through the manipulation of psychic energies and the body's aura. See table below for effects and penalties

Trance – At -4, the PSI user may induce a trance in their patient – perfect for hypnosis.

Healing – At a successful test -2, a patient’s injury penalties to healing is reduced by 1 for each success and raise.

Slow metabolism – While a subject is in a trance, the psychic may attempt to slow his heart rate and breathing signals. The body functions ten times slower than normal, meaning that he can hold his breath ten times longer, go without food and water ten times longer or even stave off stabilization rolls. To the casual viewer, the subject appears to be dead (Healing roll or Perception -4). The effect lasts as long as the subject is in a trance. The effect requires a normal roll if it’s another subject, but works automatically if it’s the psychic himself.

Stabilize wounds – At a successful roll, the psychic stabilizes his own wounds (-2 to others).

Remote Cardiac Manipulation

Discipline: Bio-PK

Power points: 6+

Range: Sight

Effect: This is one of the blackest techniques developed by Project Rasputin, and involves inducing a heart attack in the target. To do this, the psychic must concentrate on the target for two rounds. He must then pass a normal trait roll, and then make an opposed Spirit roll against the target. In addition, he must spend three power points and either touch the target (Spirit test at -2) or see the victim (-4). The psychic can add extra dice to the damage by spending three additional power points per die step (for example, he may spend another nine power points to receive an extra d8 damage). This power may be used in junction with Bilocation, Bio-Information Transfer, Dream Telepathy, Remote Influence, Telehypnotism and any Remote Viewing power. The base penalty is -6 in any of those cases.

Telehypnotism

Discipline: Bio-PK

Power points: 4

Range: Sight

Effect: This is one of the most powerful and difficult psychic powers that exists, and the psychic must also possess at least one Telepathy power. In addition, he needs to have a skill die in Knowledge: Parapsychology. Basically, the psychic uses Bio-PK to put the target in a trance, and Telepathy to send hypnotic suggestions. The psychic needs two combat rounds and a PSI test at -2 to induce a trance. He then must make a Knowledge: Parapsychology test versus the target's Spirit roll, and succeed at a PSI skill test at -2. He may then employ various Hypnosis techniques. The power may also be used remotely through the use of Clairvoyance. The Mind Control edge grants a +2 bonus using this power.

Trance

Discipline: Bio-PK

Power points: 2 per 30 minutes

Range: Sight

Effect: The psychic may place a target in a trance-like state. This requires two rounds of concentration and a Bio-PK roll. The target may then be hypnotized by a skilled hypnotist. The target may make a Spirit roll every half hour to snap out of it. Any damage causes the target to snap out of it automatically.

Clairvoyance PSI powers

Clairvoyance, or ”clear seeing” is just one of a group of abilities that psychics have long claimed to possess. Others include clairaudience, or the remote sensing of voices and sound, and clairsentience, or remote sensing with other senses.

Bilocation

Discipline: Clairvoyance

Power points: 2 per ten minute (doubled if in time or over great distances)

Range: Special

Effect: The character can project his consciousness in time and space and conduct out-of-body travel. He can travel to any place in the universe and perceive events as if he were phsyically present. He does not have a physical presence in the place visited, but he can use other psychic abilitites as if he were physical present. In some cases, the psychic may manifest physically, but this is draining.

See the table below for modifiers to the psychic's PSI roll.

Travels to a place he's been before -1

Unknown place w/ help of a monitor -2

Unknown place without help -4

Other side of the earth/the moon-1/-2

The future/past Requires skill die in Cognition

Manifesting physically -6, 2 pp/ rnd, requires skill die in Bio-PK

Channeling

Discipline: Clairvoyance

Power points: 2 per three questions.

Range: N/A

Effect: This is a form of spirit mediumship in which information is passed to the channeler from a separate being, variably described as an angel, spirit, deity, extraterrestrial or demon. Channelers use an altered form of state, such as a trance, hypnagogic or meditative state, and may also use oujia boards, automatic writing or other devices to communicate. Channelers may ask three "yes or no"-questions about the present status, location etc. of a target. If he wants to ask questions that range into the past or future, he also needs to have the Cognition skill.

Dermo-optics

Discipline: Clairvoyance

Power points: 1 per reading

Range: Touch or sight

Effect: The psychic may identify colors and images, and to read words with her skin, using either the fingers or the face. The character may read letters or images within sealed envelopes (normal test), read with her fingers without looking at the text (-1), discern the color of an object just by touch (-1) and read text while blocked by other objects (-2). Dim conditions (-1), total darkness (-3).

Dowsing

Discipline: Clairvoyance

Power points: 2 per hour

Range: Special

Effect: This is an art of clairvoyance that detects the life energy that fills the earth. Searching for underground water, minerals, pipes, etc. is a normal test. Searching for missing people or lost objects require a test at -2 and the use of a map of the area to be searched. Hidden objects buried underground is -1.

The dowser needs a dowsing rod (wood or metal L- or Y-shaped rods), bent wire or pendulums. If the psychic doesn't have access to this, he suffers a -2 penalty.

Extended Remote Viewing

Discipline: Clairvoyance

Power points: 4, then 2 per half hour

Range: Special

Effect: The psychic most often work together with a monitor on this, prompting the viewer and checking his vital signals. First, the viewer must enter a trance-like state either through drugs, a hemi-synch device or hypnosis (Knowledge: Parapsychology) roll. The viewer is then given map coordinates, a photo or image or as much information as possible about the target location or the target person to be viewed. The psychic then rolls a skill roll and travels psychically to the target like an out-of-body experience. The viewer may relate what he sees normally, but his senses are entirely at the target. He may also suffer from environmental hazards if viewing something underwater or in a lava pool. The viewer may move out of danger through a Clairvoyance test, and the monitor may help with his Knowledge: Parapsychology skill. Alternatively, if the monitor for some reason wants to keep the viewer there, he may convince him that there’s no danger, by winning an opposed Knowledge: Parapsychology roll vs. Spirit.

The viewer is in a kind of ”astral plane” and may see other psychics or psychic entities. The character cannot be affected by physical objects, but may communicate with objects or individuals by touching them. This requires a Spirit roll to avoid dropping out of the experience. When touching other beings or objects, other powers may be used, such as those of the Cognition discipline. The character may also communicate with the subconscious mind of beings with a Clairvoyance roll -2 (modified by +2 if the viewer has ranks in Telepathy, +4 if he’s a Greater Psychic). As the psychic is ”speaking” to the subconsciousness, the other being will not be aware of the intrusion. He will still not reveal any secrets, but the psychic may for example use Remote Influence.

Returning from an ERV session requires a new Clairvoyance roll. If this roll is failed, the viewer is stuck and in critical danger. The psychic path taken to the target is now gone and the viewer must find a new way back. Each attempt to return requires a new check at -4 and costs 1 PSI point. If the character runs out of PSI points, a piece of his spirit is lost forever. He becomes a psychic burnout, loses all psychic skills and a die step in Spirit. The viewer can also possess another body by spending 3 PSI points and winning an opposed Spirit roll. It costs 3 PSI points per day to maintain the possession, and the new body must touch the old one to return to safety.

Remote viewing takes normally an hour, but is so draining that the character cannot do any more remote viewing for several hours. Any additional attempts to use ERV costs twice the amount of power points and suffer a -2 penalty.

Hunch (basic power)

Discipline: Clairvoyance

Power points: 1

Range: Special

Effect: The character gains insight into their current situation, allowing them to ask three "yes or no" questions about the present condition of object, people or events. Note that the information gained is only about the current location, status or nature of an object, person or event. With a -2 on the roll, the character may ask one question about a location that is blocked from view by an object or structure, or sense any spirit or other supernatural manifestation normally hidden. The character may forego the skill roll if he burns double the power points.

Outbound Remote Viewing

Discipline: Clairvoyance

Power points: 2, then 2 per half hour

Range: Special

Effect: With a -1 test, the clairvoyant can reach a particular known individual. The individual can be anywhere, but the psychic must describe his surroundings in detail. The viewer will be able to view the target individual's sorroundings vaguely while following him, and will receive sensory impressions of all kinds. The main difference between ORV and ERV, is that the psychic must know that a particular being is at a location. It is impossible to spy out entirely new or inaccessible locations.There is no danger of not returning from an ORV.

Scrying

Discipline: Clairvoyance

Power points: 1 per question

Range: N/A

Effect: Using reflectice surfaces such as mirrors, pools of water or crystal balls (technically called speculums), the characters can, after one hour of study, ask one "yes or no" question about anything. If he wants to ask questions about the past or future, he needs to have the Cognition skill as well. Each questions costs 1 power point.

Cognition PSI powers

Cognition can be divided into precognition (future) and retrocognition (past). In this game, they are gather under one discipline. These powers allow the psychic glimpses of the past, or glimpses of a possible future. A theory postulates that there are an infinite number of possible futures, and that what the psychic sees, is the result unless someone interferes.

Divination

Discipine: Cognition

Power points: 2

Range: N/A

Effect: The character may predict the future through the use of one or more symbolic divinatory techniques. This may be used through everything from runes to tealeaves, I-ching, casting coins or a standard tarot deck. Each successful -2 roll lets the psychic ask three ”yes or no” questions about the future of a particular subject. It’s a -4 to divine your own future.

Future Visions

Discipline: Cognition

Power points: 2+ per minute

Range: N/A

Effect: Through this power, the psychic may get a vision of events that will take place at his current location. A normal test and 2 power points is required for visions within the next year, -2 and 4 power points for the next ten years, -4 and 6 power points for next hundred, -6 and 8 power points for next thousand, -8 and 10 power points for next ten thousand and -10 and 12 power points for anything further than this. Unless the psychic focuses on a particularly time, he gains vision of the next violent or dramatic event. If he wants to focus in on a particular event, a penalty from -2 to -4 is applied, depending on how much info the psychic possess. ”I want to know what Derek and Wayne will talk about hen they meet next week” may only give a -2, while ”I know there will be some kind of battle being fought here someday” may result in a higher penalty. Visions of the future may be dangerous to the psychic’s psyche. For visions 10 years or more into the future, a Spirit roll must be made, with a -2 penalty for each time increment. Trying to look 5000 years in the future imposes a Spirit roll -6. Failure results in a roll on the Fear table. Use the penalty as a bonus on this d20 roll.

Ken (basic power)

Discipline: Cognition

Power points: 1

Range: N/A

Effect: The character gains information about the past or current state of an object or event. Every subject has a purpose and associated emotions – these are what Ken detects. The character may ask three ”yes or no” questions, and may forego the skill roll if he burns double the power points. The player could for example ask: ”Was the traffic accident in front of us really accidental?” or ”Was this alien device created to harm?”

Past visions

Discipline:Cognition

Power points: 2+ per minute

Range: N/A

Effect: Through this power, the psychic may get a vision of events that took place at his current location. A normal test and 2 power points is required for visions within the last year, -2 and 4 power points for the last ten years, -4 and 6 power points for last hundred, -6 and 8 power points for last thousand, -8 and 10 power points for last ten thousand and -10 and 12 power points for anything older than this. Unless the psychic focuses on a particularly time, he gains vision of the most recent violent or dramatic event. If he wants to focus in on a particular event, a penalty from -2 to -4 is applied, depending on how much info the psychic possess. ”I want to know what Derek and Wayne talked about when they met here last week” may only give a -2, while ”I know there was some kind of battle here during the civil war” may result in a higher penalty.

Precognitive dreams

Discipline: Cognition

Power points: 2

Range: N/A

Effect: Through dreams, visions of the future can be seen and communication with distant friends and family is possible. Information gained from such dreams is generally vague and symbolic in nature. However, the information is often highly relevant to coming events if interpreted correctly. While dreams tend to be about events that are subconsciously important to the character, the psychic may force his dreams to deal with subjects he’s interested in, by spending two power points. The GM should describe the dream to the character in vague terms, and interpretation of the dream may be done through roleplaying or by succeeding in a Parapsychology test or Smarts -2. A failed roll results in a faulty interpretation.

Second Sight (basic power)

Discipline: Cognition

Power points: 1

Range:

Effect: The character is able to get hints about future event. The character may ask three "yes or no" questions about a future event. The character may forego the skill roll if he burns double the power points. For example, the character may ask: "Will Eddie live through till tomorrow?" or "Will the bomber strike again?" or "Is Johnny going to be in Seattle next week?"

Psychokinetic PSI Powers

Psychokinesis (PK) is the psychic ability to move and manipulate objects by thought alone. PK is different from other psychic powers due to its physical-affecting nature and some characteristics of its use.

Size increment – Throughout the PK section, you will encounter the term size increment. A size increment is the psychic’s Spirit die x 5 in pounds. This is important as several of these powers deal with the movement of objects through mind control. Lifting heavier objects is more difficult and requires more power points.

Apportation

Discipline: Psychokinesis

Power points: 2+

Range: Sight

Effect: The character may apport (teleport) objects of one size increment that are in visual range into her hands by spending two power points and making a Psychokinesis roll at a -4. Moving larger objects require four extra power points per size increment and imposes an additional -2. Apporting a normal human being (if the psychic has d10 Spirit) would require six power points and -8 to the roll.

Jinx

Discipline: Psychokinesis

Power points: 2+

Range: Sight

Effect: This is a subtle psychokinetic manipulation of the microscopic components of modern electronics and circuitry. The psychic may attempt to Jinx any machine that contains some amount of electronics. If the psychic touches the object, a normal test and two power points applies. If in visual range, three power points and a test at -2. Seeing the target via clairvoyance is acceptable. The GM and the player should work together to decide what effect a successful Jinx has. Any raises should increase the damage and the effects. If done with a vehicle in a chase or combat, the driver should roll on the Out of Control table.

Levitation

Discipline: Psyhokinesis

Power points: 2

Range: Sight

Effect: This power allows the character to slowly lift an object up one meter. The lift lasts one combat round and costs two power points. If the psychic wishes to maintain the levitation or raising the object a further meter, it requires a new test and two new power points. The cost is always per size increment (Spirit die x 5 lbs), so a psychic with d10 Spirit weighing 150 lbs lifting himself, uses 6 power points pr round.

Telekinesis (basic power)

Discipline: Psychokinesis

Power points: 3+ per round

Range: Sight

Effect: Telekinesis is the ability to move a single object or creature (including one’s self) with will. A normal roll can lift up to one size increment and move it half your Spirit die per round. A -2 penalty and 2 extra power points per round is imposed for each size increment extra.

Lifting creatures – Living targets may resist with an opposed Spirit roll (against the Psychokinesis roll). If the roll is greater than the psychic, the victim is unaffected. If the subject can grab unto something solid, he may prevent the lift with an opposed Strength vs Psychokinesis.

Telekinetic weapons – A psychic can use telekinesis to wield a weapon. When used in this fashion, the melee (or ranged) weapon uses the Psychokinetic skill instead of Fighting or Shooting, but suffers a -2 penalty to all attacks. Damage for melee weapons are based on Spirit, not Strength.

Dropping things – Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster’s Spirit + D6 as damage.

Teleportation

Discipline: Psychokinesis

Power points: 4+

Range: Special

Effect: This is an incredibly complex procedure that actually incorporates aspects of clairvoyance and telekinesis and requires an inordinate amount of power point expenditure. Teleportation has 3 stages.

1 - The psychic must be at the location of the object to be teleported, and then see the target area either physically or through remote viewing. The clairvoyance will take 1d6 minutes for up to human-sized objects, and a few hours for larger objects.

2 - The psychic then needs to remove any matter (dust, gas or liquid) from the target telekintically - a painstakingly difficult task. This costs two power points per size increment (Spirit die x 5 lbs).

3 - The final stage is the teleport itself. In a final burst of concentration, the psychic exert a tremendous amount of psychic energy to actually move the object itself. This costs two power points per size increment of the object, and he must make a skill roll at -2 pr. size increment. After the object has been successfully teleported, the psychic makes another roll at -2 pr. size increment to see if stage 2 was completed successfully. If this roll fail, an object may be damaged. Living creatures teleported suffer 2d6 damage, and any armor is negated.

Thermokinesis

Discipline: Psychokinesis

Power points:

Range: Touch or sight

Effect: This is also known as pyrokinesis or cryokinesis. The psychic may spend two power points and succeed at a roll at -2 to warm or cool small objects touched. He may also spend two power points and succeed at a roll at -4 to ignite flammable objects within visual range, warm less flammable items, cool substantially the temperature of a room, freeze liquids that are within reach or extingusih small flames. The psychic receives another -2 for attempting to ignite non-flammable substances or cool very hot objects. Heating or freezing living tissue causes d4+Spirit burns to exposed flesh.

Telepathy PSI powers

Mental communication has long been seen as the answer to the world’s diverse languages, and difficulties in communicating over long distances.

All Telepathy powers have similar ranges. Unwilling targets must be within line-of-sight, but Clairvoyance powers may replace line-of-sight. Willing targets may be anywhere.

Bio-Information Transfer

Discipline: Telepathy

Power points: 1

Range: N/A

Effect: The psychic can project an image into the mind of someone the psychic knows well. This image should be distinct and very specific. The psychic may spend two power points to ensure automatic success. The receiver typically has a codebook with a series of symbols that mean specific things. The receiver must make a Smarts test to successfully identify the correct image. If the receiver has the Lesser PSI Sensitive edge, he gains +2 to this test, Greater PSI Sensitives gain +2 on this test.

Domination

Discipline: Telepathy

Power points: See text

Range: Sight

Effect: Psychics capable of Domination are able to focus on the sensory centers of the target's brain and override them temporarily. This allows the psychic to induce a momentary hallucination of her own design. The target of this attack will experience the hallucination as if it were completely real - sights, sounds, feeling and all. The psychic can make her victim see a person or creature that is not there, hear gunshots or cries of help, or smell smoke and feel the heat of flame. The psychic can also cause her target not to see or sense something that is there, effectively rendering that person or object invisible. This power only works on the psychic's own race, so a human cannot Dominate a Grey, for example.

In order to use this power, the psychic must make a successful roll at -4, spend two psi points and then defeat the target in an opposed roll (Telepathy vs. Spirit). The psychic must then maintain the illusion by concentrating (can only move his speed) and making a roll. He may alternatively spend a power point to avoid the roll (but he still cannot do anything). If the target interacts with the illusion in some way, he may make a Spirit roll against the psychics skill roll in order to see through it.

The psychic may also attempt to rewrite part of the target's personality. When used successfully, a single statement may be inserted into the mind of her victim, which becomes a permanent part of the victim's psyche. This statement can be subtle: "You believe it would be best if I were the team leader" or overt "You would rather die than hurt me". The psychic must first make a Telepathy roll at -4 and then make a Telepathy roll against the target’s Spirit. This costs two power points, regardless of whether or not the first test succeeded. The Mind Control edge grants a +2 bonus using this power.

Whenever a psychic successfully dominates another, both the psychic and the target must make a Spirit roll. If one (or both) fails the roll, they suffer a psychic backlash. Whoever fails must roll on the Psychic Backlash table below, adding half of the opponent's Spirit die. If the opponent has a d8 Spirit die, the target adds 4 to his 2d6 roll.

3-7 Knocked unconscious for 1d6 minutes

8-9 The backlash damages the character's psychic facilities. Any powers require the use of two extra Power points for the next 1d6 days.

10-11 The target suffers a psychological hindrance, most likely one possessed by the opponent. If he doesn't have any, roll on the Negative Psych Profile Hindrance table.

12+ The character's brain hemorrhages violently, causing 2d6 damage

Dream Telepathy

Discipline: Telepathy

Power points: 2

Range: N/A

Effect: The character can project images into someone's dream without penalty. With a -2 on the roll, the character may send a specific message to another person. Finally, a successful test at -4 is necessary to read a person's dreams. This can be done in an awakened state, but requires at least two hours of concentrated effort.

Intuition (basic power)

Discipline: Telepathy

Power points: 1

Range: N/A

Effect: Intuition gives an insight into a living subject's thoughts and next course of action. The character may ask three "yes or no" questions about the state of mind of a particular individual, their next action or their most probable reaction to a near future event in vague terms. Near future is defined as within the next hour. The character must know the individual in question at least casually. The character may forego the skill roll if he burns double the power points. For example, the character may ask: "Will the gunman fire at me if I surrender" or "Is the technician thinking about betraying us?" but not "Where is the gunman hiding?".

PSI-Interception

Discipline: Telepathy

Power points: 2 per projection blocked or altered

Range: 150 kilometers

Effect: The psychic may pick up psychic transmissions. He first rolls a normal test to see if he detects telepathic projections. He may then try another test with a -2 penalty to understand what is being transmitted. He may block the telepathic signal with a roll at -4 or alter the message with a roll at -6. Each projection blocked or altered costs two power points.

PSI-Warfare

Discipline: Telepathy

Power points: Varies

Range: Special

Effect: This experimental techniques creates and directs throught-forms at target people. These thought-forms are believed to be psychic entities with their own auras. Thought-forms like hate, anger or even death can be sent to a person, and will latch onto similar vibrations in that person's aura, enhancing it and inducing the desired effect. Sending a Greed thought-form at a criminal would exacerbate his greedy nature and push him to commit further crimes.

A short-term thought-form requires one day of concentration, 4 power points and a successful Telepathy test at -4. This thought-form is based around one of the basic emotions (such as anger, depression or happiness) and must be targeted toward an individual known at least casually. If the target is in no way affected by that emotion, the thought-form bounces back and affects the psychic instead. If the target has some form of that emotion (even only subconsciously), it latches on and drives that emotion to obsessive levels for one week.

A thought-form can also be created to target certain psychological hindrances, like Cautious, Clinical Depression, Curious, Death Wish, Jumpy, Impulsive, Phobias etc. When latched onto individuals with these mental problems, it worsens them. In game terms, they suffer another -2 penalty for any rolls made to avoid negative effects.

Thought-forms focused around a particular concept, such as Death, exists. These creations result in extreme suicidal tendencies for a week, giving the subject the Death Wish hindrance. At the end of the week, if still alive, he must make a Spirit roll (at -2 for each raise the Telepath scored on the skill roll), or attempt to committ suicide. These thought-forms are extremely dangerous. Each day, there is a 1 in 6 chance that the tought-form turn on their creator and afflict him instead.

Read Aura (basic power)

Discipline: Telepathy

Power points:

Range: Within visual, auditory or tactile range.

Effect: Every living things radiates energy, which vibrates at different frequencies and emits multi-colored light visible only to psychics. See the Aura Color Chart for more information. The character can ask three "yes or no" questions about the emotional state of the target. The character may forego the skill roll if he burns double the power points.

Aura Color Chart

• Red – Strong emotional energy often related to stress, anger, hostility and sexuality. Possibly linked to physical exertion.

• Pink – Clear emotional energy tied to happiness and contentment

• Orange – Energy related to a change in the state of the body or mind

• Yellow – Strong thought-related energy tied to concentration and study

• Green – Harmonious, healing, helpful energy

• Blue – thought-related energy tied to calm reflection and acceptance

• Indigo – Spiritual, strong psychic, purity of spirit energy

• Violet – Deep internal struggle, something very important held within

• Brown – Honest, straightforward, gentle energy

• Gray – Lack of life force

• Silver – quick-thinking, agile energy

• Black – malevolence or destructive energy, may be self-directed

Remote Influence

Discipline: Telepathy

Power Points: Varies

Range: Sight

Effect: This is a similar, but far less powerful version of the Domination power. When the psychic has the target in sight (through normal means or clairvoyance), he needs to confirm that he has reached the right person by reading the person's surface thoughts (this requires spending two power points and making a trait roll). He then spends another two PSI points, makes a trait roll against the subject’s Spirit roll with a -2 modifier. If both tests succeed, he may plant hypnotic suggestions such as "You want to leave this area immediately", "You want to forget about this incident completely and go on with your life" or "these aren't the droids you're looking for". Suggestions which continue in time, such as "You hate guns" may be overcome in time. The target may make a Spirit roll each week to override the suggestion. Suggestions that are strongly abhorrent to the target, such as "Kill yourself" or "Kill Alex" are valid, but gives the target a +2 on his opposed roll. The Mind Control edge grants a +2 bonus using this power.

Chemcraft

Certain chemicals were discovered in the course of MKULTRA and MKDELTA’s research and not released to the public.

Overdose: A Healing roll is required to know how many doses constitue an overdose. If an asterisk (*) is next to the overdose information, a Healing roll must be made no matter how many doses are used.

Application method: J = Injected, G = Ingested.

Knock-Out (G)

This very basic drug covers a wide range of drugs that cause unconsciousness, and can be slipped into drinks, foods, etc. The subject must make a Vigor test +2 (-2 pr additional dose) or fall unconscious. No memory of the time unconscious will exist.

Onset time: 10 minutes/dose

Duration: 12 hours/dose

Overdose: > Half vigor die. The subject must make a Vigor test (-2 per dose over the overdose limit or fall into a coma for 2d6 days.

L2 (J)

This is an amnesia drug used as a last resort by MKULTRA agents. Attempts to create a drug that selectively erased time periods of memory were unsuccessful due to the brain’s non-linear memory storage methods.Any attempt by a victim to remember anything from his life, requires a Smarts test -2. Failed tests mean that those memories are lost forever.

Onset time: 10 minutes

Duration: N/A

Overdose: > 1*. The subject suffers brain damage, losing a die step in Smarts (min. D4).

NP-7 (G,J)

NP-7 concentrates on destroying short-term memory, blocking the chemical that allows short-term memories to be stored. The victim must make a Smarts test -2 to remember anything from the duration of the drug.

Onset time: 10 minutes

Duration: 2-4 hours

Overdose: > 1*. The subject’s short-term memory is impaired for life. The victim must make a normal Smarts test to remember anything he did the last hours.

Smart Drugs (J)

This enhancement drug gives the agent a +2 bonus to all mental tasks. Additional doses result in a +1 bonus each. The agent will not be able to sleep for 12 hours after the drug wears off, and is always at least Fatigued by this.

Onset time: 5 minutes

Duration: 2 hours

Overdose: > Half vigor die. The subject suffers brain damage, losing 1 die step of Smarts (min. D4).

Psi Drugs

Batch 7 (G)

The subject improves or gain a new psychic discipline, temporarily, chosen by the GM or randomly determined. The psychic gains a separate set of power points to use on this new discipline and a number of powers. The numbers of doses determine this. 1 dose = 5 pp, 1 power, 10 doses = 10 pp, 3 powers, 3 doses = 15 pp, 3 powers, +2, regains pp twice the normal rate. Also, the character temporarily gains the appropriate skill die at d4. He does not improve his die if he already has the correct skill. This drug has many side-effects. The immediate headaches gives a -2 modifier to all trait rolls the next hour. In addition, the character must make a Spirit roll with a penalty equal to number of doses taken, or suffer violent seizures and unconsciousness for 4D6 hours.

Onset time: 10 minutes

Duration: 1 week

Overdose: > Half vigor die. The character must make another Vigor roll with a penalty equal to the number of doses taken in the last month. Failure results in death, success means the character loses all psychic abilities, traits and edges forever.

DZ (J)

Any psychic readings or attempts to mind control whoever takes this drug, gains -2 for each dose taken. If the subject is a psychic, he may not use any psychic powers himself.

Onset time: 30 minutes

Duration: 24 hours

Overdose: > Half Vigor die. The character rolls on the Negative Psych Profile Hindrances table.

Prolonged use: When the subject has taken the drug a total of five times, and every three times thereafter, he must roll a Vigor roll or suffer a Negative Psych Profile Hindrance.

Psi Enhancer (G)

The subject gains 3 Power Points for each dose taken.

Onset time: 4 rounds

Duration: 1 minute

Overdose: >Half vigor die. Roll 1D on the PSI-Drug Side Effect table, adding two plus the number of doses taken.

The Zone (J)

The subject enters a coma in which he can utilize all psychic disciplines not requiring line of sight or a waking state. The character gains 2D6 power points for the duration of the coma. Additional doses gives an additional 1D6 power points.

Overdose: > Half vigor die. The character enters a coma indefinetely. The character is still able to use psychic disciplines, but cannot wake himself. Intensive care, Healing rolls with high penalties and a small miracle is needed to wake him (GM's discretion).

Negative Psych Profile Hindrance Table

Roll Hindrance gained

2 Paranoid delusions, major (as Delusion, but with a paranoid twist)

3 Phobia, major

4 Jumpy

5 Nightmares

6 Cautious

7 Phobia, minor

8 Impulsive

9 Paranoid delusions, minor (as Delusion, with a paranoid twist)

10 Clinical depression

11 Schizophrenia

12 -1 Smarts die (minimum d4 – if Smarts already d4, reduce Spirit)

PSI Drugs Side Effect Table

2d4

2-4 The character metabolizes the drugs without any problems and suffers no ill side effects

5 The psychic is in danger of becoming addicted to the drug. He must succeed at a Spirit roll or develop a Habit trait of one dose of PSI Drug per day.

6 The psychic suffers a vivid and terrifying hallucination, shaking him for 1d6 rounds. A failed Spirit roll gives the psychic the Flashback hindrance, with the triggering condition being use of PSI powers.

7 The character keeps hearing voices in other people’s heads. If he fails a Spirit roll, the echoes last even after the drug wears off and he develops the Schizophrenia trait.

8 The high dosage has started to desensitize the character’s system and she is developing a tolerance to the effects of the drug. The effects of the PSI Drug is hereafter reduced by one for purposes of the Power Point benefit gained, and the psychic receives +2 bonus on all overdose rolls to the drug. Abstination for one month negates this tolerance.

9 The extremely high levels of drugs currently coursing through the character’s system put him in danger of sustaining permanent and debilitating brain damage. The psychic must succeed at a Spirit roll or becoming a psychic burnout, losing all psychic powers and one die step in Spirit.

10+ The psychic has overdosed on the PSI drug, perhaps fatally. The character immediately takes d6 damage per dose in the system.

Hypnosis

An agent with the Hypnotist edge may use the Knowledge: Parapsychology skill to hypnotize others. This is used in many mind-controlling techniques. Before any hypnosis technique is employed, the subject must be placed in a hypnotic trance. This requires at least a minute of calm and a successful roll, and cannot be done in combat.

When the subject is in a trance state, the hypnotist tests his Knowledge: Parapsychology against the victim’s Spirit.

The following modifiers applies to both the roll to induce a trance, and to the hypnosis itself. Some of these may be cumulative. A subject in a comfortable room who actively resists and dislikes the hypnotist gains a +5 on his Spirit roll, and the hypnotist suffers a -5 to his skill roll.

Subject trusts hypnotist +2

Subject wants to be hypnotized +2

Subject is in comfortable room +1

Subject doesn’t mind being hypnotized +1

Subject dislikes hypnotist -2

Subject actively resists -4

Subject hates hypnotist -4

Subject has fanatical desires to resist -6

Hypnotic techniques

The following techniques may be employed by hypnotists after the subject has been placed in a trance.

Technique Modifier Time Restrictions

Amnesia +2 10 min Not used by MKULTRA

Body Control - 10 min

Change of Reference - 30 min

Couriers -4 1 year Mind Control edge, 3 rolls

False Memories - 30 min

Manchurian Candidate -6 6 weeks Mind Control edge

Multiple Personalities -4 1 year Mind Control edge, 3 rolls

Patsy -1 3 weeks Mind Control edge

Personality modification -4 3 months Mind Control edge, 2 rolls

Post-Hypnotic Suggestions -2 1 hour

Regression - 30 min

Sleepers -2 5 hours Mind Control edge

Suggestions - 30 min

Suicide Clause -4 6 hours

Amnesia – Making a subject forget a period of time, such as the hypnosis session, is relatively easy. If another hypnotist wants to learn what was forgotten, he must roll versus the first hypnotists skill. A Smarts test may tell the subject that he’s missing time.

Body Control – This technique is a variaton of the Change of Reference technique. It enables the hypnotist to control the physical sensations of the

subject, to affect the subject’s bleeding, eliminate pain, alter his body temperature or blood pressure, create allergic reactions etc. Examples of

uses include reducing the wound penalty by 1 or give a +2 bonus on tests to stabilize an incapacitated victim.

Change of Reference – This basic

technique changes the perceptions of the subject, so that he might think a pencil is a sword or that the hypnotist is his father. This technique is often used to grant the hypnotist the Trusts

Hypnotist modifier for all further tests.

Couriers – One of the most lucrative uses of MKULTRA’s hypnosis program is the creation of unknowing couriers. These individuals are used to transport documents and goods all over the world without knowing why, or remembering their actions. Creating a good courier is harder than creating a killer or patsy, as the courier is used many times. The process takes a year, three successful tests and also incorporates Amnesia (to forget his activities as a courier), Multiple Personalites (creating a duplicate personality that is dominant) and maybe a Suicide Clause (if a mission goes awry). When the subject receives a programmed phrase, he travels to a pre-arranged place for the pick-up and instructions. A new command sends him on his way and back again where a third phrase returns him to his normal life.

False memories – This is more effective than Amnesia, and masks missing time with false memories. False memories created by MKULTRA operatives tend to be of alien abductions. Uncovering false memories is a Knowledge: Parapsychology test against the Hypnosis skill of the implanter.

Manchurian Candidate – This technique creates a killer who will develop an intense hatred of the target, which culminates in an attempt on the target’s life at a time and place of the hypnotist’s choosing.

Multiple Personalities – This subtle technique creates different personalities that surface at different times within a particular individual, often without that person knowing about them. These personalities may be triggered in a timed sequence, by verbal cue or by specified outside stimulation. The hypnotist may give the other personalities other psychological hindrances or edges.

Patsy – Creating a patsy is relatively easy and highly effective. When an operation requires an assassination or similiary dangerous task, having someone programmed to take the fall for the actual operation is ideal. The patsy, hypnotized to be in the wrong place at the wrong time, is often tied to the crime by a paper trail.

Personality modification – Creating a completely different personality requires three months and two tests. If successful, a completely new personality is created that can vary greatly from the former personality. Memories remain, but tastes, desires, edges etc. can be altered.

Post-hypnotic suggestions – Tasks that the hypnotist desires to be accomplished at a later date are covered under this heading. Again, changes of references that may be required must be made before these suggestions are placed. Each suggestion requires a separate test. Also, some sort of cue must be placed to trigger the suggestion.

Regression – This technique aids in retrieving information. By regressing the subject to a situation of comfort and trust (i.e. that he is among family or with a superior), changing the subject’s frame of reference is far easier. Now, information that he might be loath to reveal to the enemy he will be happy to discuss. Success results in giving related Change of Reference attempts a +2 bonus.

Sleepers – Sleepers are individuals hypnotized to be unaware of their controllers and to perform certain tasks without knowing why. Sleepers tend to be ordinary people, highly anonymous and disposable. They are generally used for low level surveillance.

Suggestions – Any task that the hypnotist wishes the subject to perform is covered under this technique. This includes only actions that the subject would normally have no objection to performing. Each suggestion requires a separate test. Changes of reference may be used to allow suggestions that would otherwise be untenable.

Suicide Clause – Most couriers, some killers and many patsies are imbued with a suicide clause. This technique implants a post-hypnotic suggestion that the subject become suicidal given the appropriate cue.

PSI-equipment

The following equipment is exclusively available to those of a specific profession, or for those with a contact in one of these organizations. The descriptions here are just the bare essentials, it is recommended that you also read Shadows of the Mind from page 77 and onwards.

Implants

Several of the items described below come as implants that must be surgically inserted into the subject. Acquiring implant resources only gets the agent the item. Implanting them requires the appropriate skill tests and facilities.

A Healing roll, the Mind Control edge and two hours is necessary to implant one. Identification of scars or bumps that might indicate the presence of an implant requires a Healing roll and a Knowledge: Paranormal test to guess at their significance. If the character has the Mind Control edge, he can make a Healing roll to identify if the implant is ”one of ours” or not. It’s impossible to discover these on X-rays, as they are composed of advanced ceramics. An MRI or CAT scan might reveal them on a successful Healing roll. Removing them requires surgery for several hours and a Healing roll. Failed healing rolls cause 2D6 damage to the patient.

Cerebro-Stimulator: This large piece of machinery takes up an entire room or a large van, and is composed of sensitive tuning equipment and a narrow beam transmitter. The device has a range of 200m when targeted against one person. It can also affect all within 25m radius centering around a target up to 50m away. The operator must succeed in both a Knowledge: Parapsychology check and a Knowledge: Electronics check. Long-term effects are at -2.

Short-term effects

Unless otherwise noted, a raise on the Knowledge:Parapsycholgy check doubles the duration.

Confusion – Target shaken for 2D6 combat rounds.

Heart attack – A heart attack is induced in the target. See SWED p. 85 for rules on heart attacks. On a raise, the victim suffers another -2 penalty on the Vigor roll.

Hallucinations – For 2D6 rounds, the subject hallucinates wildly and is not able to interact with reality in any coherent fashion.

Homicidal Rage – The target viciously attacks anyone around him for 2D6 rounds.

Memory Loss – Short-term memory is disrupted, erasing 2D6 hours centering around the device’s use. Target is also shaken for 2D6 rounds.

Trance: Target enters a hypnotic trance for 1D6 x 10 minutes. Hypnotic tests gain +4 bonus. Pain or physical damage breaks the trance.

Unconsciousness: Target must make a Vigor roll at -2 or be rendered unconscious for 1D6 hours.

Long-term effects

These effects require continous beaming at the target, at least six hours a day for two weeks. The operator must use the area effect version of the stimulator, and only one of these effects may be used at once. Staying out of the radius for three days removes the effects. The victim may make a Smarts test against the operators Knowledge: Parapsychology check in order to notice his strange behaviour.

Anger – All those within the radius suffer from heightened tempers and hostility. A Spirit roll is necessary to avoid aggressive actions at stressful situations. A raise gives this Spirit roll a -2 penalty.

Anxiety – Those within the area suffer a fear stimulus within their minds. Stressful activities will be met with fleeing or suffering fear reactions of varying degrees. Spirit roll to avoid such situations. On a 1 – the victim must roll on the Fright table on page 85 of SWED. A raise from the operator imposes a penalty of -2 on the Spirit roll.

Insomnia – Sleep is next to impossible for the affected, requiring a Spirit roll -2. Loss of sleep affects the character as the Sleep Disorder hindrance. After four nights, the target begins hallucinating and stops functioning, requiring medical attention to avoid permanent damage. On a raise, the effects of a sleepless night is doubled.

Depression – This effect creates a sense of helplessnes and fatigue in the target. The target gains the Clinical Depression hindrance. After another month of use, the target must make a Spirit roll to avoid attempting suicide every three days. This test suffers a cumulative -1 penalty every week thereafter.

Electro-Anagram

This device is about the size of a personal computer. It registers the electromagnetic field emanating from a living object or being. It can also slightly alter the field it detects, and can be used to enhance healing. It gives a +2 bonus on Natural Healing rolls.

Energy Alarms

These highly complex particle enhancement field generators are used to detect the presence of a psychic. An energy alarm can be set up to watch over an area with a radius of 10m around the device. They cannot work if positioned within 20m of one another. Any psychic power used within the radius has a 4 in 6 chance of setting it off every turn the psychic stays in range. Detecting the alarm requires a Notice roll -2 and a suspicion that there might be one. In other words, the player needs to state he’s looking for one. There is no way of disabling such an alarm.

Hemi-Synch

A headphone device which produces slightly different frequencies in each ear, creating a third rhythm in the brain. It can also be implanted and activated by controllers as required. It can be used either to reduce the subject’s Spirit die by one, or to increase the subject’s psychic attunement, granting him one extra Power Point. The device takes 30 minutes to take full effect.

Hidden Emitters

These devices can be as small as a a pager and hidden almost anywhere. They emit microwave beams in an enclosed area. Only limited strength against normal humans, but those implanted with stimoceivers will suffer from their full power. The waves can also be used to track an exact fix on the location of the emitter (even if in a moving object).

Effects that can be generated include dizzines, trance and unconsciousness. The target must make a Spirit roll to avoid the effects. -2 if implanted with a Stimoceiver. Dizziness results in a -1 on all tests for 2D6 combat rounds. The trance lasts until broken or 1D6 hours. Unconsciousness lasts for 2D6 hours. Successful resistance to trance or unconsciousness results in dizziness, unless a raise is rolled.

Lida

A small box-sized device that is composed of a flashing light and speakers operating on a very high frequency. Takes one hour of continous use to take effect. The subject must often be restrained. After one hour, the subject falls into a trance-like state in which all Hypnosis tests gain a +2 bonus.

MHIC-EDOM

The Microwave Hypnotic Intracerebral Control-Electronic Dissolution of Memory device. It’s roughly the size and shape of a flashlight, but emits no light, only invisible microwaves. An operative using this device must have both the Knowledge: Parapsychology and the Knowledge: Electronics skill, even though he only has to roll the Knowledge: Parapsychology skill. A d4 in Knowledge: Electronics is therefore enough.

A subject may detect a slight tingle or a headache on a Notice roll -4. The MHIC-EDOM has a range of 100m and must be targeted at a particular individual. Success allows the operator to create any effect allowed by the stimoceiver. If the target does not have a stimoceiver, the operator must succeed in a Knowledge: Parapsychology test against the target’s Spirit roll. If the target already has a stimoceiver implant, the Knowledge: Parapsychology test gains a +2 bonus.

A raise causes the duration of the effect to be doubled, or a -2 penalty imposed where the effects have no duration.

Homicidal Rage – The target viciously attacks anyone around him for 2D6 rounds.

Trance: Target enters a hypnotic trance for 1D6 x 10 minutes. Hypnotic tests gain +4 bonus. Pain or physical damage breaks the trance.

Fear: An intense fear is created within the subject’s mind, forcing him to try and flee the situation. If that is not possible, he will curl up and hide. A roll of 1 on the Spirit roll forces the subject to also roll on the Fright table on page 85 of the SWED.

Unconsciousness: Falls unconscious for 4D6 rounds.

Heart Attack: The subject must makes a Vigor roll or suffer a Heart attack. See page 85 of the SWED for information on heart attacks. If he succeeds, he gains the Jumpy hindrance for 1D6 hours.

Hallucinations – For 2D6 rounds, the subject hallucinates wildly and is not able to interact with reality in any coherent fashion.

The second function is to jam the brain’s synapses, effectively erasing short-term memory. The range is 25m or 10m radius around the user. A Knowledge: Parapsychology test is needed. If successful, all targets are shaken for 1D6 rounds and their memory is erased for 1D6 hours centering around the device’s use. The user will also be affected with this, unless he wears a prophylogical implant.

Neural Disrupter

This looks like an electric razor and is composed of advanced electronics. It fires a low-voltage microwave beam that is specifically calibrated to disrupt brain functions. It requires no Knowledge-skills, but the ”shooter” must succeed in a called shot to the head for the effects to be implemented. Following effects can be produced. A raise causes the effects to be doubled, unless otherwise noted. The extra damage effects from a called shot is not applicable here.

Nausea – Causes severe illness. Subject automatically shaken for 1D6 rounds while he vomits and falls to the ground.

Sleep – Subject must succeed in a Vigor roll -2 or fall unconscious for 1D6 hours.

Seizure – The seizure effect actually causes brain damage, creating incapacitating spasms for 2D6 combat rounds and resulting in 2D6 of damage (+1D6 on a raise). In addition, the subject must make a Vigor roll or suffer permanent brain damage, losing a die step in Smarts.

Neurophone

This tiny, opalescent device uses the brain as a transceiver, transmitting what is heard and receiving signals. This device is implanted in the ear, allowing the controllers to hear anything the subject hears. They can also transmit cue phrases to the subject with post-hypnotic suggestions (see Hypnotism section). Range is 50 meters.

Prophylogical Implant

These implants protect against electromagnetic mind control beams, giving them a +4 bonus to resist the effects of these devices.

Stimoceiver

This brain implant allows the controller to dictate a target’s behavior, desires and thoughts. Either requires the MHIC-EDOM device or a hidden emitter within 5 meters. See the MHIC-EDOM device for a list of effects.

Psychotrons

Most psychotrons are capable of storing energy from only one psychic discipline. They also are made for one, and only one, specific purpose. Psychotrons are ranked in order, third order being the weakest and first order being the strongest. They can be charged with various amount of Power Points and do a programmed task until drained. Others are activated by human touch or gaze.

Third Order

These require only the presence of a human, animal or plant to draw upon its bionergy. The psychotron must be close to the life force for 24 hours if human, 48 if animal and 72 for plants. The device absorbs 1 Power Point during each of these time periods, to a maximum of 3 Power Points. Psychic may charge a Third Order psychotron by transferring 1 Power Point per half hour of concentration.

The lowest order psychotrons will perform a programmed task until drained, such as attracting small objects to it, relaying thoughts to a third party or changing colors to denote psychic energy use in the area. They may be activated by any psychic with a thought, as long as the psychic has the device in view. Once activated, the device loses 1 Power Point per day. See Shadows of the Mind page 81 for some examples of Third Order Psychotrons.

Second Order

To charge these somewhat more powerful devices, a psychic must concentrate on the item for at least six hours on two consecutive days. At the end of this, the psychic transfers 1 Power Point. These can hold up to 4 Power Points. With a thought and 1 Power Point, a psychic may activate a Second Order psychotron within sight.

These psychotrons can be tasked with performing any basic psychic power. See page 84 for what powers are basic.

See Shadows of the Mind p. 82 for some great examples of Second Order psychotrons.

First Order

These are the most rare of all psychotrons, and only a handful have ever been made. They can absorb up to 6 Power Points, and it takes only teten minutes of concentration per Power Point transferred to it. The transferring psychic must have the PSI Sensitive, greater for it to work, however. They can be activated without the expenditure of Power Points. These psychotrons can be tasked with performing any psychic power. See Shadows of the Mind p. 82 for some great examples of Second Order psychotrons.

Tracking Implants

No longer than the tip of a pencil, but emits a weak signal showing the location of the individual. Can only pick up individuals who are within range of a cellular phone transceiver. The signal emitted is so weak that only ELF searches will pick it up.

Part 9: The Supernatural

This part describes, in short, the phenomenon knows as Seepage, what Corruption, Incarnate and the Forsaken are, and how to use magic. It ends with a list of all the commonly known rituals.

Seepage

Seepage is the uncontrolled psychic energies that stem from mankind itself. It is a psychically active world-mind guided by humanity’s own fear. We contribute to it naturally every day, an endless supply of psychic energy seeping out of our bodies as our “aura”. It is guided by our fear and is responsible for all supernatural activity. It pools into certain locations, corrupts individuals and manifests into our reality.

Seepage Levels

The base level of Seepage is one. The normal level of a Pool is also one, but can increase to two when “agitated”. The normal level of a Locus is two, rising to three when agitated. Agitation is usually due to the presence of a Sensitive, although the GM can determine other causes, such as increased psychic activity, ritual use, trauma or death.

Seepage Points

Roll a D6 for each Seepage Level in the area. This is the amount Seepage Points (SPs) available for supernatural manifestations, rituals and Incarnate powers. Remember that other factors, such as the presence of a Sensitive, may add to the number of SPs. Once depleted, the SPs are regained at the rate of one point per Seepage Level per hour. The Seepage Points are in any case re-rolled at midnight.

Certain dates or times of day also adds to the number of Seepage Points.

Noon or midnight - +2 (lasts d4 rounds)

Full moon - +2 (or the day before or after)

During solstice/equinox - +10

The four days of power - +15

The four days of power are Imbolc (Feb 2nd), Beltane (April 30th), Lughnasadh (Aug 1st) and Samhain (October 31st).

Corruption

Corruption is a permanent mental change induced by the Seepage. It is a phenomenon that works directly on man and occurs in degress, over an extended period. This can be the high price paid for a poorly executed ritual or induced by a ritual curse (bitten by a vampire, werewolf, etc.). The corrupt are in constant danger. They are living with the dark knowledge they are becoming something else, drowning in forces as old as thought. A player may start out on the path to corruption by taking the Corrupted by the Supernatural hindrance.

Incarnate

Once an unfortunate has been corrupted, he will find the Seepage has built its own channel in to his soul and is pooling its energies. Although there are steps one can take in opposition as the path widens, once corruption is completed, all one can do is drown in the river of mankind’s fear. Becoming an Incarnate is one of the possibilities if the path to corruption cannot be stopped. Incarnate are powerful beings capable of invoking manifestations and leaving its mark on the physical world. The GM’s compendium contains more information on how this happens, and it’s up to the GM how much he will divulge to the player.

Forsaken

When the path to corruption is complete, and the unfortunate one is not turned into an Incarnate, he becomes a Forsaken. He’s as insane as an Incarnate, but possesses no powers. Still, for the sake of mankind, this is a far better option than the alternative. Pools

In a place full of mystery or superstition, or a place of extremely emotional events – especially those resulting in death, Seepage gathers into a reservoir of psychic energy called a Pool. These can be shrines, battlefields, crime scenes, haunted houses, churches or any place with strong emotional impact.

Locus

A Pool can gain enough power that it can outgrow local tales and become a worldwide legend. A Pool of this significance becomes known as a Locus. Some notable Loci are places such as Easter Island and Stonehenge, holy places such as Jerusalem, the Vatican and Tenochitlan and mystical or legendary locations such as the Pyramids and the Bermuda Triangle.

Edges

Here follows a more detailed description of some of the edges tied to the Paranormal and to Ritual Casters.

Corruption Resistant

The magician has discovered several methods of defending himself against the dangers of corruption. He may use one of the three following methods in conjunction with a ritual.

Blood Charm – Using a charm containing bits of hair and blood from at least three other participants in the ritual, the caster protects himself at the cost of the others. If the ritual goes wrong, he gains a +4 bonus to his Spirit roll to resist corruption. Everyone whose hair and blood is in the charm, however, receives a -2 penalty to their Spirit roll.

Saamaaa Amulet – Making an amulet out of your own hair and blood gives the opposite effect. Everyone you give an amulet to, receives a +2 bonus on their Spirit rolls to resist corruption, while the caster receives a -4 penalty. Up to a dozen amulets may be made for use with a ritual. The amulets must be willingly given to the wearers.

Protective Circle: Before the ritual is started, a special circle is drawn around the ritual space. This takes 5 minutes and everyone involved gains a +1 bonus to resist corruption.

Ritual Caster

Any player who wishes to use magical rituals, must choose this edge. This opens up the Ritual Caster skill, which is linked to Spirit. The character starts play with knowledge of three rituals.

Seepage Sensitive

Sensitives are able to perceive Seepage and its manifestations more deeply and more closely than those around them. In addition to being able to sense the character of Loci or Pools, Sensitives can perceive magic and the presence of supernatural beings.

A Sensitive also notices magical rituals automatically, invocations or involuntary summonings that occur within 100-200 meters. They also know whether any site has been used for numerous magical rituals over the years, and the general nature (harmful or not) of those rituals. If a Notice check is made, the Sensitive may perceive that magic was performed once in a given location, or the category of magic currently being performed. A -2 Notice roll allows the Sensitive to determine the category of the most recent ritual performed or the details about magic currently being performed.

A Sensitive may also, with a Notice roll, perceive how many Seepage points are available in an area. With a success, he estimates the energy within d6 points. Roll a d6 and add that amount to the current Seepage points. Then roll another d6 and subtract from the first roll. The dice may ace. On a raise, he knows exactly how much Seepage points there is.

Sensitives add 1 Seepage Point in the region they are, and also increase the number of SPs regained by 1 per hour.

A Sensitive may also control Invocations (see next page). In order to do so, he must first be aware of his abilities. This is mainly a role-playing choice to be made between the player and the GM. To actually perform a controlled invocation, the Sensitive must remain stationary for at least two minutes and succeed on a Spirit roll. Like any other invocation, the player must roll equal to or less than the local Seepage Level on d6. If unsuccessful, nothing at all happens. If successful, the Sensitive roll on the appropriate Sensitive Invocation Table or Site Manifestation Table to see what actually occurs. Since the Sensitive is able to help shape the supernatural manifestation, the player may modify the number rolled by up to +/- 1 (+/- 2 on a raise). The player and GM then rolls for control as normal, with the Sensitive receiving a +2 bonus (+4 with a raise). The player wins all ties.

Invocations and Supernatural Manifestations

Pools and Loci may randomly manifest supernatural phenomena. Choose certain phenomena related to the site in question, or roll randomly on the table on the next page.

When the GM wants to check for a supernatural manifestation, he rolls a D6. If the result is equal to, or lower than the current Seepage Level, a Manifestation occurs. A Sensitive may also, unconsciously or consciously, invoke a manifestation. No matter how the manifestation comes to be, it draws 1 SP per Seepage Level.

Provocation

In addition to causing Pools and Loci to become agitated by his mere presence, a Sensitive may provoke a manifestation in times of stress. GM’s call to when a Sensitive is stressed, but gunfights etc. are not an uncommon source of stress. The Sensitive must then roll a Spirit roll (with any injury modifiers). If he fails, and if the GM rolls equal to or lower than the Seepage Level on a D6, a phenomenon manifests. If the Sensitive is aware of his abilities, he may try to control the phenomenon by making a Spirit roll (-2 against an agitated pool or a locus, -4 against an agitated locus). He may then direct the manifestation as she sees fit.

Controlled Invocation

A Sensitive may also performed a controlled invocation, drawing upon his power to cause a manifestation to appear – with easier chance of controlling it. See the Seepage Sensitive Edge on page 105.

Manifestation Tables

Sensitive Invocation Table

Use this table to determine manifestations in areas that are neither especially benevolent or malevolent. Most sites are neither.

Benevolent Site Manifestation Table

Use this table for supernatural sites that have traditionally been of a holy or benevolent nature, such as holy wells, ancient churches or temples and the sites of miracles. Even though supernatural phenomena here may be frightening, unless controlled by a Sensitive, they will never directly harm anyone except to prevent him from harming someone else.

Malevolent Site Manifestation Table

Use this table for supernatural sites with particularly horrific natures, such as the locations of bloody battles or mass suffering, as well as temples to dark gods and sites of demon worship.

Sensitive Invocation Table Benevolent Sites Malevolent Sites

2 - Circle 2 - Circle 2 - Circle

3 - Teleportation 3 – Teleportation 3 Teleportation

4 - Levitation 4 – Levitation 4 - Frenzy

5 - Vision 5 – Vision 5 – Thrall (Terror)

6 - Vortex 6 – Vortex 6 - Vortex

7 - Apparition 7 – Apparition 7 - Apparition

8 - Mirage 8 – Healing 8 - Mirage

9 - Telekinesis 9 – Thrall (Calm) 9 - Flame

10 - Pyrokinesis 10 – Mirage 10 - Harm

11 - Ball Lightning 11 – Ball Lightning 11 – Ball Lightning

12 - Astral Conjunction 12 – Astral Conj. 12 – Astral Conj.

Manifestation Descriptions

Here comes a description of the supernatural manifestations that may occur. It’s up to the GM to decide if exposure to these manifestation causes a roll against Fear, and any modifiers on the Fright Table.

Apparition – Apparitions are telepathic illusions that possess the form of a creature or creatures, or more rarely an object. Primarily visual delusions, they can also incorporate sensations of touch, sound, smell and taste. Examples include spectral figures, a momentary changing of one’s own appearance (undertaking a demonic visage, coupled with a smell of brimstone), haunting voices or phantom hounds. As with all telepathic illusions, it only takes place within the minds of those affected. A 1 SP Apparition lasts for 1 round, a 2 SP Apparition for 1d6 minutes and a 3 SP Apparition for 1 hour.

Astral Conjunction – Roll twice on the table and generate twice the usual amount of SP for the manifestation.

Ball Lightning – The presence of ball lightning has always left mystery in the wake of its passing. It has been described as a ball of light several inces to several feet in diameter, varying widely in color. Often sen during or just before lage storms, they appear as flying spheres ignoring gravity or wind. Once manifested, the ball appears suddenly and floats slowly (no more than 10 meter per round), controlled by the player or GM. It lasts for D6 pr Seepage Level of the area. If it touches anything, it discharges a small amount of electricity – D6 (+1 pr Seepage Level), normally not enough to injure someone. When the ball is about to go out, roll a D6. If the result is higher than the Seepage Level, it fizzles out. If it is equal to or lower than the Seepage Level, it explodes in a Medium Burst Template, causing D10 damager per Seepage Level.

Circle – Circles are unique manifestations of the supernatural. They generate a momentary bubble of force that leaves its mark on the surrounding terrain. The power becomes most noticeable when vegetative matter is about, presenting itself as the more famously known crop circles. Although harmless, circles can even leave their imprint on durable substances (circular cracks spreading out through pavement). Each SP spent on a Circle increases the diameter by ten meters.

Flame – Flammable and nonflammable objects start burning. 1 SP spent ignites one flammable object, 2 SP ignites one non-flammable object or 1D6 flammable objects, 3 SP ignites 1D6 non-flammable objects or 2D6 flammable objects. See the Fire rules on page 88 in SWED.

Frenzy – A single individual at the site becomes enraged and will experience a supernatural adrenaline response. Strength, Agility and Vigor increases to D12 and any Shaken, Wounds or Incapacitated effects are ignored. Once the frenzy abates, all damage effects are immediately applied. 1 SP grants 2D6 combat rounds of frenzy, 2 SP grants 3D6 combat rounds and 3 SP grants 4D6 combat rounds.

Harm – Some or possibly all of the people at the site (a Sensitive can control who is affected) will be wracked with severe pain as the Seepage courses through their bodies. A Spirit roll must be made to avoid 2D6 of non-lethal damage. 1 SP is a roll at no modifier, 2 SP is a Spirit roll with a -2 penalty and 3 SP is a roll at -4.

Healing – One or more injured or ill people at the site will be healed. This manifestation can heal wounds, diseases and, in rare cases, long-standing, but non-genetic, physical handicaps (blindness). Healing can stabilize wounds for no SP, and heals one wound per SP spent.

Levitation – When invoked, it causes someone to raise into the air and float about slowly (5 m/round). Sometimes the victim is controlled by a Sensitive, sometimes it’s not. 1 SP will levitate a person for 1D6 rounds. The GM and the player rolls for control each round to see who directs the levitation for that round (the victim’s vote is the tie breaker).

Mirage – A Mirage is an environmental illusion, abstract and otherworldly in nature. A common illusion in relation to haunted houses and religious figures. Bleeding walls or rocks, an unearthly fog and the formation of an inexplicable cold spot are documented occurrences.

Pyrokinesis – This manifestation is similar to the Thermokinesis psychic power. 1 SP causes 1D6 objects to become too warm to handle. 2 SP causes flames to lash out against 1D6 flammable objects, which may be set on fire. 3 SP causes flames to last out against 2D6 flammable objects or 1D6 non-flammable objects. In both cases, the damage is D10.

Teleportation – Teleportation is the spontanteous movement of an object or objects from one point to another without traveling the corresponding distance in between. The most common result of an uncontrolled teleportation is fish fall, which is a sudden anomalous rain of small animals or other organic matter from the sky. It is also to blame for panthers showing up in the English countryside and alligators in the sewer. In low Seepage areas, teleportation is only capable of moving a few small animals or a single object. In highly supernatural areas, a huge number of small creatures, or even a human could be teleported. Distance is not an obstacle for the psychic nature of the supernatural, but for some reason organic matter seems to be more prone to teleportation than inorganic. Unique objects may not be teleported (e.g. the Hope diamond), and it is important to remember that the objects come from somewhere, they are not generated spontaneously.

1 SP can teleport several (up to a few dozen) very small animals or objects, 2 SP can teleport a single larger animal or few hundred small items or creatures. These objects may appear over a period of several rounds or minutes. 3 SP can teleport a large creature, even a human, several small animals or a legion of tiny animals that may continue to appear for up to a half hour.

Telekinesis – This manifestation is similar to the psychic power with the same name. It lasts for D6 rounds. 1 SP may control 1 human-sized being or object. 2 SP may control 1 larger being or object (like a small car) or 1D6 human-sized beings or objects. 3 SP may control 1D6 larger beings or objects and 2D6 human-sized beings or objects.

Thrall (Calm) – Everyone within the area becomes filled with a sense of peace and calm. Anyone within the effect will cease all conflict unless attacked, or unless a Spirit roll is made. 1 SP gives no modifier to the Spirit roll. 2 SPs impose a -2 penalty, while 3 SPs impose a -4 penalty.

Thrall (Terror) – Everyone within the area becomes filled with terror and must roll for Fear. 1 SP gives no modifier. 2 SP imposes a penalty of -2 to the Spirit roll (and is a +2 on the Fright Table) while 3 SP imposes a -4 penalty (and a +4 on the Fright Table).

Vision – A character at the site receives a vision of some past, present or future event tied to the site. 1 SP spent reveals one fact about the site, 2 SPs reveal three facts about the site. The GM decides if these visions are past, present or future.

Vortex – A vortex is another telepathic illusion that works directly on the senses rather than creating a particular vision. A vortex can throw off perspective, seem to twist objects out of shape, alter the sensation of gravity’s pull, increase or decrease sound or light sensitivity, distort perception of size or any other sensory adjustment. These are more bizarre than frightening, but have a powerful effect on those caught within their influence nonetheless.

Rituals

When a character picks the Ritual Caster edge, he must choose a ritual tradition. There are four ritual traditions. Each comes with a set of bonuses and/or penalties. At the end, there is a list of the rituals the caster can learn from the start of his career. Other rituals must researched. A Tome helps this process.

Ceremonial Tradition

This is essentially the default tradition. Ceremonial magicians specializes in group magic. When a ritual is cast upon more than one subject, the penalties for casting on more subjects are reduced by 2. While there normally is a -2 penalty of casting a spell on 2-4 subjects, Ceremonial magicians suffer none. 5-7 subjects incur a -2 penalty instead of -4, and so on. In addition, any extra participants contributes +1 SP in meeting the required Threshold. For example, performing a ritual that requires 5 participants grants a +4 SP bonus.

Rituals: Blessing of protection, Dispel Magic, Emotional Aura, Oath-Binding, Protection from Magic, Reading the Past, Vortex, Warding Circle

Shamanic Tradition

Shamans are particularly attuned to the ambient energies of the Seepage, and have a special affinity for what some call the astral plane. All Shamans must have the Seepage Sensitive edge. They also gain a +1 bonus when casting the Scrying and Visitation rituals. All shamans must have some aid to enter the altered state of consciousness necessary to cast rituals. For rituals with no penalties inherent to them (see table on page 114), an hour of meditation and a successful Spirit roll is necessary. For more difficult rituals (with penalties to them), they must use hallucinogenic drugs or other non-meditational techniques. An hour after the drugs take effect, the ritual may be commenced. Most of these drugs last for 4-6 hours and leaves the caster Fatigued afterwards. All shamanic rituals may be cast alone, even if the description states that multiple participants are needed. Shamans are not penalized when casting magic through charms.

Rituals: Call Weather, Reading the Past, Scrying, Spirit Bottle, Visitation

Taoist Tradition

Taoists blend physical training and movement with their mystic arts. They must have Fighting of at least D6. Taoists must also meditate before attempting a ritual (but only a minute), and must first test their Spirit, taking into account the penalties for the ritual. All Taoist rituals may be cast alone, even if the description states that multiple participants are needed.

Rituals: Speed Healing, Basic Blessing, Enhance Body, Blessing of Skill

Caribbean Tradition

These magicians have a special connection to spirits. All Ritual Caster skill checks to summon, bind or banish ghosts or ascended ghosts gain a +1 bonus. During a Ghost Possession ritual, the ghost need make no test to stay in possession of the host unless the host wills it. Caribeean casters need not check for corruption when performing a Summon Ghost or Ghost Possession ritual.

Rituals: Banish Spirit, Bind Spirit, Emotional Aura, Ghost Possession, Spirit Bottle, Summon Ghost

Learning new rituals

Learning new rituals involve research. It’s easier if the magician has access to a tome/grimoire, either by finding it on an adventure or purchasing it with RP, or a mentor. In that case, the number of breakthroughs necessary are halved. The number of breakthroughs needed depends on the inherent penalty of the ritual. If there is no penalty, only 4 breakthroughs are needed. A -2 penalty requires 6 breakthroughs, then 8 for -4 and 10 for -6. The caster uses Knowledge: Paranormal for this purpose.

Performing Rituals

Charm

All rituals must have a well-defined target. Normally, the target is present at the ritual. However, especially when using curses or other harmful magic, the target is not present. To affect a distant target, a charm may be used. The magician must cast the ritual to creat the charm (adding a -2 penalty) and the charm must be physically given or touched to the target. The charm must be physically large enough to be held. Potions that are drunk by the target or powder that is blown at the target may also work.

Psychic Links

Other than a charm, a psychic link may also be used to affect a distant target. This link must either be a piece of an object, something from a certain place, or some object which has a direct personal connection to a living target. Bits of hair, fingernails, clothing, jewelrey, etc. If the the pyschic link is actually from someone else, that individual is the actual target. Using a wide variety of different psychic links (e.g. photographs, bits of hair and a favorite watch) gives the magician a +1 on the roll. If the psychic links comes from different owners, the ritual fails and will require a roll to resist corruption.

Ritual Teamwork

Many rituals require multiple magicians to work together. In any ritual, one is chosen as the leader (called the primary magician). Assistants who are within one die step in Ritual compared to the caster, is called a disciple and is the most helpful in the ritual. For each disciple, add another +1 bonus (max +3). Anyone with Ritual of at least d4 (but at least two steps away from the primary magician) is called a neophyte. For every three neophytes, a +1 bonus is given (max bonus from neophytes are +2). These bonuses does not count to any participants who are required simply to perform the ritual. Three neophytes = one disciple.

Disciples and neophytes may also help to increase Seepage Points for purposes of Threshold requirements. Each disciple, or every three neophytes, may add 1 SP.

Disciples and neophytes may also aid in reducing the time to cast the ritual. Simply add together the number of additional disciples and groups of three neophytes, and divide by that number.

The primary magican must designate who in the team are there to meet the minimum participants requirements, who will influence the skill test, who should be concentrating on increasing Seepage and who should be trying to reduce time. They can only be doing one of the tasks.

Failing a Ritual

If a ritual fails due to the lack of required participants or if the Seepage Threshold is not met, the rite simply fails with no further detrimental affects aside from wasted time and effort. If the Seepage Threshold is made, but the magician fails his Ritual Caster roll, it is a whole different story.

First, the Seepage energy collected and assembled for the purpose of the ritual is released in a churning chaotic mass upon the assembled occultists. The GM must immediately spend a number of SPs equal to the ritual’s threshold on immediate supernatural manifestations. The GM rolls randomly three times on the applicable Manifestation table (see above), and choose one or more from the results. In addition, any participants left alive, risk corruption, no matter if they participated in the ritual or not. They must make a Spirit roll (-2 if the Seepage level is 2, for example in a Locus or an agitated pool or -4 if the Seepage level is 3 or higher, such as an agitated Locus) or become corrupted by the supernatural.

Orichalcum

This ultra-rare mystical metal significantly enhance ritual abilities. By its very presence, orichalcum increases the Seepage Level by one. At least is gram is needed for this effect. When consumed, orichalcum is even more powerful. The metal is consumed in milligram units. The time necessary to perform any ritual is divided by the number of milligrams consumed. For example, if 60 milligrams of orichalcum is consumed to perform the Cause Wound ritual, the ritual takes one minute instead of one hour. Further, if orichalcum is consumed, no link or charm is necessary. The magician may instead affect anyone within line of sight. To consume safely, a Knowledge: Paranormal test is needed. If it it fails, the subject suffers D6 injure per 30 milligrams consumed (round up).

Ritual Description Format

MODIFIER (MOD) – The modifier to the Ritual skill roll.

THRESHOLD (THRD) – The number of Seepage Points that must be present to perform the ritual

RANGE (RNG) - In general, the descriptions assume that the target is actually present at the ritual. Such a range is listed as Ritual (R). If the target is not present, the ritual may still be performed. In this case, the caster must embed the ritual in a charm, or possess a psychic link to the target. Either creating a charm, or using a psychic link, imposes a penalty of -2. A few rituals have a range of Charm (C) or Link (L). These rituals are specifically designed to work with charms or links, and do not incur the -2 penalty. Some rituals have special rules for range (S).

DURATION (DUR) – A duration of R means that the effects only last during the performance of the ritual. A duration of D (Day) means that the ritual lasts until the next sunrise or sunset. A duration of M (Moon) means that the ritual lasts until the next full moon. Other options are P (Permanent), I (Instantaneous) or have special rules (S).

AREA: The maximum area or number of targets the ritual affects. 1T means that the ritual is limited to a single individual. R (Ritual) means that all participants in the ritual are affected. P (Place) means that a single house, small office building, large mansion or other moderate size building are affected. B (Boundary) means that everyone and everything within an obvious natural or obvious boundary is affected.

LENGTH: The time in minutes (m) or hours (h) to cast the ritual. If the length of the ritual is doubled, the caster gains a +2 bonus. Some rituals have a variable (v) length.

PARTICIPANTS: In generel, unless the required number of people are involved, the ritual may not be performed. Shamans and Taoists may avoid these requirements, see page 111. One of the magicians is always designated as the primary magician.

EFFECT: A description of the purpose of the ritual and an rules involved. Unless specified otherwise, all magic have extreme subtle effects. Magic manipulates luck and coincidence. It does not create glowing spheres of force or balls of fire.

DESCRIPTION: A brief description of how most versions of this ritual are performed.

Ritual List

|General rituals |Mod |Thrd |Rng |Dur |Area |Lng |Par |

|Hasten Corruption |-2 |3 |R |I |1 T |1 h |3 |

|Defuse Seepage |0 |1 |R |I |R |2 m |1 |

|Divinations |Mod |Thrd |Rng |Dur |Area |Lng |Par |

|Scrying |0 |3 |L |R |1 T |1 h |1 |

|Prophecy |0 |5 |L |R |1 T |2 h |1 |

|Somatic rituals |Mod |Thrd |Rng |Dur |Area |Lng |Par |

|Induce Adrenaline Surge |0 |4 |L |1 h |1 T |20 m |1 |

|Cause Wound |-2 |6 |L |P |1 T |1 h |1 |

|Immortality |-6 |15 |R |P |1 T |12 h |5 |

|Malfunction |V |6 |L |P |1 T |30 m |1 |

|Strengthen |0 |4 |R |D |1 T |20 m |1 |

|Call Weather |-4 |12 |S |S |B |2 h |5 |

|Natural Disaster |-6 |15 |S |P |B |8 h |13 |

|Basic Blessing |0 |1 |R |D |1 T |1 m |1 |

|Blessing of Prosperity |-2 |5 |R |S |1 T |20 m |1 |

|Blessing Skill |-2 |5 |R |S |1 T |20 m |1 |

|Protection from Magic |V |V |R |M |1 T |20 m |1 |

|Curse of Vulnerability |-2 |7 |L |D |1 T |20 m |1 |

|Mind Riding |-2 |4 |L |R |1 T |3 h |1 |

|Oath-Binding |-2 |4 |R |M/P |1 T |1 h |1 |

|Amnesia |-2 |6 |L |S |1 T |5 m |1 |

|Domination |-6 |15 |L |P |1 T |3 h |5 |

|Emotional Aura |-2 |4 |R |D |1 T |20 m |1 |

|Disguise |0 |3 |R |D |1 T |1 h |1 |

|Vortex |-4 |6 |L/C |D |P |2 h |3 |

|Spirit Rituals |Mod |Thrd |Rng |Dur |Area |Lng |Par |

|Summon Ghost |-2 |7 |R |P |R |3 h |1 |

|Summon Demon |-6 |15 |R |P |R |8 h |5 |

|Warding Circle |0 |3 |R |D |R |5 m |1 |

|Spirit Bottle |-2 |7 |C |P |1 T |1 h |1 |

General Rituals

Ritual to Cure Corruption

Effect: This ritual purifies the mind and body of the subject from the adverse effects of Seepage corruption. The subject must be present and conscious. The ritual suffers a -2 penalty if the corruption is in stages 0-1, a -4 penalt if in stages 2-5 and a -6 penalty if the subject has already become an Incarnate. Forsaken cannot be cured. The subject also suffers D8 damage from this ritual due to all the strain on his body. If the ritual is successful, the subject tests his Spirit with the same modifier as the ritual. If he fails, the subject loses all connection to the Seepage. He loses all PSI powers and any edges involving magic or the Seepage (such as Ritual Caster and Seepage Sensitive).

If the subject succeeds in his Spirit roll (the GM may spend up to two of his own bennies on this roll), the subject rolls 2D6 and consults the table below.

2-4 – Subject is cured. All stages removed and the subject retains his link to the Seepage.

5-7 – Subject remains corrupted and retains the first stage.

8-10 – The subject loses the Seepage Sensitive edge (if he has it). Otherwise, he is fully cured.

11-12 – Subject remains corrupted and keeps the first two stages of corruption.

If the Ritual Caster skill test fails after the Threshold has been met, the subject immediately gains one stage of corruption and immediately tests to see if he snaps. Incarnate become instantly enraged and have access to Seepage Points equal to half their Spirit die plus the Threshold level of the ritual. In addition, everyone involved in the ritual must check for corruption as usual.

Ritual to Hasten Corruption

Effect: If the Ritual Caster roll is successful, the subject must immediately make a Spirit roll vs the caster’s roll. If she fails, she snaps and must immediately test to see if she becomes Incarnate or Forsaken. The subject’s roll is also modified by (stages held -2). So someone at stage 1 actually gains a +1 bonus, while someone at stage 4 gets a -2 penalty.

Even if successful, the subject must roll again vs the caster or complete another stage of corruption.

Dispel Magic

Effect: This ritual dispels the effects of a single magical ritual that has been cast upon one or more participants in this ritual. The magician must know which ritual was used, and may employ Divinations in order to find out. The magician must defeat the other magician’s Ritual skill check in order to dispel the Ritual.

Description: The subjects are touched and manipulated by th magician. They may be massaged, chanted over or spun around, have smoke blown over them or immersed in a cleansing bath.

Defuse Seepage

Effect: This ritual is performed during the course of another ritual to safely drain its power and cancel its effect. If performed successfully, the energy necessary to perform the ritual being countered will not be available, and the ritual that is the target of this effect will fail without any dangerous release of Seepage energy or chance of corruption. It is impossible to make a charm base don this ritual. It may be performed at a distance if the caster possess a psychic link to the caster of the target ritual. Both rituals must be performed simultaneously. If the Defuse Seepage ritual fails, the other ritual is not stopped, but all present must test against corruption. If performed using a Psychic Link, only those people actually present at the Defuse Seepage ritual must make a test to resist.

Description: This is a simple ritual where the magician says a few words and burns a small object collected at the site of the ritual.

Ritual of Sacrifice

Effect: Unlike other rituals, this does not use Seepage energy, it produces it. The amount produced depends upon the type of sacrifice. Killing a small animal or bird, produces D3 Seepage Points. If he cuts himself for D4+Str damage (armor doesn’t apply), 1D6 Seepage Points is generated. If he actually kills a human being during the ritual, 2D6 Seepage Points are generated.

Description: All versions involve a specifically prepared knife, sword or other blade.

Divinations

When a psychic link is used in a

divination ritual, it is usually burned, ingested or otherwise consumed.

Questioning

Effect:

Allows the magician to gain insight into his present situation. In game play, the magician may ask three ”yes or no” question about a present event or situation.

Description: Meditation, Tarot cards, I ching, pendulums, cards or dice

Scrying

Effect: Grants the occultist a detailed vision of a distant person or place. May ask three ”yes or no” questions about the person/place.

Description: Magician sinks into a trance, or gazes into a polished bowl, a pool of pure water or a complex mandala.

Reading the past

Effect: A successful reading grants the occultist information about the past of a specific place or object. He may ask three ”yes or no” questions abot such past events. This vision is so vivid that all senses can be used at the scene. The events perceived aret he most emotionally charged incidents associated with the object or place and represent no more than 30 min – 1 hour worth of time.

Description: If the magician reads an object, he must hold it. Otherwise, he simply concentrates or chants or dances.

Prophecy

Effect: The occultist is granted a precognitive vision about a chosen target and may ask three ”yes or no” questions about the future of some person or place. The visions gained using this ritual need not reveal the success or failure of the endeavor.

Description: Like Scrying, the magician either enters a deep trance, or focuses on some object like a crystal ball or a mandala.

Visitation

Effect: An extended version of Scrying. The primary magician can actually affect the person or location visited. He may ask about the target’s present state of mind, and near-future intentions. Vision of the target’s surface thoughts will appear in the magician’s mind. This ”telepathic” link lasts for the duration of the ritual. The magician may also use the Seepage energies at the target location to move small objects around slowly, if he succeeds on a Spirit roll for each attempt. If he fails, the ritual ends (but do not risk corruption).

The first hour of this ritual is spent in preparation. After that, the primary magician visits the target. He is safe for the first three hours. After that, he may become lost. If the magician visits for 3-6 hours, he must make a Ritual roll. From 6-9, the roll is at -2. For 9 to 12 hours, the roll is at -4. Staying more than 12 hours means the death of the magician. If any of these tests are failed, the magician becomes lost in the Seepage energies for 1D6 hours. At the end of that time, the magician may test his Ritual Caster skill again with the appropriate penalty for the length of time he has been away from his body.

Description: The primary magician goes into a deep trance and remains motionless once the ritual has begun. Any attempt to disturb the primary magician’s body causes the ritual to fail. The other magician’s simply chant and protect the primary.

Somatic Rituals

Stabilize Wound

Effect: The ritual allows the occultist to give the subject’s body a sudden influx of healing energy. The subject heals one wound per success. Incapacitated character’s who need to be stabilized first, counts stabilization as a success.

Description: This simple ritual consists of little more than the magician laying hands upon the subject for a few minutes.

Induce Adrenaline Surge

Effect: The subject’s body is filled with magical energy and temporarily brought to the peak of efficiency. If successful, this ritual increases the Strength and Spirit by one die step each (two on a raise). Further, the target ignores all Shaken, Wounds or Incapacitated effects. Once the ritual duration ends, the subject immediately suffers all damage effects. If performed on himself, the magician suffers a -2 penalty. If performed on more than one subject, a penalty of -2 is imposed per three subjects beyond the first.

Description: A very loud and active ritual. Weapons, uniforms and loud noise are common props.

Enhance or Diminish Body

Effect: Enhances or diminishes either the target’s Strength, Agility or Vigor die step by one. Only one attribute at a time, unless on a raise. Only one such ritual can be in effect at a time. When this ritual is cast to lower a subject’s attribute, it is usually cast using a charm or a psychic link. -2 bonus if the magician wants to cast it on himself.

Description: Usually the target, or a figurine representing the target, is inscribed with symbols and words representing the attribute being affected. Alternatively, the subject is given special herbs to eat or drink, or a special amulet to wear.

Cause Wound

Effect: This ritual causes the target’s body to injure itself. The target suffers D6+Spirit damage. The wound seems to have natural causes.

Description: A statue, photograph or other object representing the target is usually broken or damaged in some way.

Induce Cardiac Arrest

Effect: One of the most powerful attack rituals known. The magician directs hostile energy at the target’s body and, if the ritual is successful, the target becomes incapacitated. He must make a Vigor roll at -2. If successful, he’s shaken and cannot recover in 1d4 rounds. If he fails, he dies in 2d6 rounds. A Healing roll at -4 saves the victim’s life, but he remains Incapacitated.

Description: An object representing the target (statue/photograph) is attached to the psychic link and then destroyed.

Immortality

Effect: Every time the ritual is performed, the subject becomes 2D6 years youngr. After completion, the subject will be unconscious for a full day. If the Ritual fails after the Threshold is met, the subject ages 1D6 years in addition to risking corruption.

Description: This is an intense ritual that involves chanting and drumming in addition to deep meditation or exotic exercises. All versions involve the subject consuming unusual substances like powdered gemstones, unusual herbs or odd chemicals. If the Ritual fails, these ingredients cause 2D6 damage to the magician.

Physical Rituals

In order to repair or enhance an object, some understanding of the processes necessary for such a repair is required. Straightening a dented fender or reattaching a broken handle would require no specific knowledge. Fixing a circuit board, however, would require the magician to have some skill in Repar, Knowledge: Electronics or Engineering. A D4 is enough, the Seepage takes care of the rest. Malfunction rituals simply involve destruction, and no skills are needed.

Malfunction

Effect: This ritual causes malfunctions to a single device, like a car, lock, computer, tank or a passenger jet. Power grids, computer networks and the security systems of large installations are all composed of a number of discrete devices, and may not be affected. The player roll on the Equipment Damange and Malfunction table, and adds +2 (+4 with a raise).

It may also cause malfunction to one random internal nanotech system or a nanotech device.

Description: Some image or figure representing the device or object is burned, broken or destroyed.

Repair

Effect: This ritual uses the energy of the Seepage to repair broken mechanical or electronic devices. Devices that have been totally destroyed, or that have significant pieces missing, cannot be repaired. Also, devices repaired with this ritual still look quite worn and beaten up; this ritual does not make a device look new. First, note the entry on the Equipment Damage and Malfunction Table that corresponds to the present condition of the object. Roll 1D6 (2D6 on a raise) and subtract this number from the entry on the table. The final result cannot be reduced below 2.

Description: The magician touches and manipulates the device during the ritual. If performed using a psychic link, an image or modell of the device is manipulated.

Strengthen

Effect: This ritual allows the magician to protect an inanimate object from harm. It receives a -4 bonus to all rolls on their respective Equipment Damage and Malfunction tables. Results below 2 mean that the device does not even receive superficial damage. The ritual also increases Armor and cover toughness by 2.

Description: The object is inscribed with special symbols, washed with herbal teas or simply touched and chanted over.

Spontaneous Combustion

Effect: This ritual starts large fires, and is especially good at causing living targets to be consumed in flames. Characters are considered non-flammables, but automatically catches on fire when subjected to this ritual. The fire grows in intensity on 5-6, instead of 6 (see page. 88 on SWED).

Description: The magician ignites the psychic link in a large fire or brazier. In some traditions, the magician simply holds or gazes at the psychic link, which bursts into flame.

Call Weather

Effect: No ritual can make snow in the middle of a heatwave or a hurricane in a desert, but this ritual can cause any type of weather that is reasonable to both the location and the time of year. The desired type of weather gradually forms over the next few hours. The weather lasts as long as is reasonable for a condition of that type. A storm may last several hours, a tornado may last an hour or less and a hurrican or heatwave may last for days. This ritual directly affects weather conditions over several dozens to several hundred square miles.

Description: Some rituals involve turning on a fan and throwing buckets of water around for a strom, or paint or sketch a picture of the desired weather.

Teleport

Effect: Instantly teleports a single individual from the location of the ritual to any location that the magician is psychically connected. The subject simply vanishes and instantly reappears elsewhere. For every three or less people beyond the first subject, a -2 penalty is imposed. Using a psychic link to teleport a distant person from her present location to the location of the ritual is also possible, at a -2 penalty. Again, for each additional three people or less teleported to the Ritual’s location, a -2 penalty is imposed.

Description: All versions of the ritual involve the subject passing through a doorway or across some specially designated boundary. The subject instantly vanishes when she passes this boundary.

Natural Disaster

Effect: This ritual causes a natural disaster to occur. Earthquakes or volcanoes are possible on fault lines or if there is at least a dormant volcano nearby. On the seacoast, this ritual can summon a hurrican or tidal wave. Some regions have very little potential for natural disasters, and the ritual produces nothing more than a severe draught or a hailstorm. This ritual may not be cast using a psychic link or a charm, so can only be used to affect the region surrounding the ritual.

Description: This is a loud and flashy ritual where the participants chant and scream for the destruction of the area. Maps and models of the region may be burned or destroyed.

Blessings and Curses

Basic Blessing

Effect: The subject receives a +2 modifier he may use on any trait or skill roll for the next day. For every three individuals after the first, a -2 penalty is imposed.

Description: A simple ritual where the magician simply touches the subject and gives him something to carry.

Basic Curse

Effect: The opposite of the Basic Blessing Ritual. The subject suffers a -2 modifier to one trait or skill roll for the next day (caster’s decision). It can also be used on several participants, with a -2 penalty for each three individuals beyond the first.

Description: The caster needs only touch the subject or the link.

Blessing of Prosperity

Effect: This ritual subtly manipulates a multitude of factors to ensure that the subject of the ritual will receive, or be able to afford, the next object they wish to requisition or purchase. The subjects increases his Influence skill die for the next Influence or funding test he makes. The apparent source of this temporary boost seems perfectly natural.

Description: Acts relating to the acquisition are performed in the ritual. The caster may write himself a false check or create a model of the desired object.

Curse of Poverty

Effect: The reverse of the Blessing of Prosperity ritual. Subjects become temporarily poor and out of favor. Until the next full moon, their Influence skill is lowered by one die step. All funding and Influence tests become harder. Once again, the reason seems perfectly normal.

Description: The reverse of Blessing of Prosperity. Models of objects are destroyed, and money or images representing money are burned.

Blessing of Skill

Effect: The subject is temporarily better at a given skill. For the duration of the ritual, the subject increases his die step in any given skill he has at least a D4 in, by one (two with a raise). Only one such ritual may be in effect at a time.

Description: Involves images and actions associated with mastery of the skill.

Curse of Ineptitude

Effect: Makes the subject temporarily worse at a given skill. For the duration of the ritual, the subject decreases his die step in any given skill he has at least a D4 in, by one (two with a raise). Only one such ritual may be in effect at a time.

Description: Objects associated with the skill are burned or otherwise destroyed.

Protection from Magic

Effect: The subjects is protected from the next ritual directed at them. The Ritual Caster check by the next caster must defeat the check made by this ritual. This also affects helpful magic, but the subject may dispel this ritual by eating, drinking or bathing in a specially prepared herbal mixture.

If the subject is targeted with a ritual designed to affect multiple targets, and the new caster does not defeat the caster of the Protection from Magic ritual), all targets automatically resists.

Description: The caster draws designs on the subject in edible ink, or the subject be given something to carry or wear. The ritual ends when the subject washes off the ink or discards the object/clothes.

Blessing of Protection

Effect: The subject automatically makes rolls to remove the Shaken condition (but can make a normal roll to act normally in that round), and receives a +2 bonus on Vigor rolls made when wounded (+4 on a raise). For each three or less subjects beyond the first, a -2 penalty is imposed.

Description: The subject is usually given some object to carry, or a special herbal medicine to swallow.

Curse of Vulnerability

Effect: This ritual makes the subject more vulnerable to harm. He needs a raise to remove the Shaken condition (and can never act normally in the same round), and any Vigor rolls when wounded suffer a -2 penalty.

Description: Often, the psychic link to the subject is touched to a variety of weapons.

Psyche Rituals

All of these rituals are designed to work only on beings with some human ancestry and who retains their connection with the Seepage. They only affect humans, Grey-human hybrids and the Incarnate. They have no impact on other aliens or psychic burnouts. It is possible to devise rituals that may affect aliens, but that must be the result of an extended Knowledge: Paranormal research project.

Mind Riding

Effect: This ritual allows the magician to invade the mind of the target of the ritual. The caster perceives all sensory stimuli experienced by the subject. The caster suffers the same wounds as the target, but the damage suffered is non-lethal. He cannot read the target’s mind, influence him or communicate with him. Sensitives and Telepaths may notice the caster, but the results of the ritual are otherwise unnoticeable. The first 30 minutes are needed to establish the link, and the caster may spend up to 3 hours in the subject’s mind. The caster may end it at any time.

Description: The caster dons a mask of the subject (may be a blown-up photo) and holds or ingests the psychic link. The caster is in a light trance, and suffers a -2 penalty to all trait rolls.

Possession

Effect: The caster gains complete control over the actions of the subject. Once the Ritual Caster skill is successful, the caster rolls Spirit vs. the target’s Spirit. If this fails, the caster may not attempt this ritual again for at least a day. If the target is asleep, drunk or drugged, he receives a -2 penalty on his Spirit roll. If the subject is placed in danger and receives damage, he may test his Spirit again, with a +2 penalty if the damage is of a lethal nature (and not non-lethal). If the ritual ends as a result of damage to the subject, all participants must test against corruption. As the Mind Riding ritual, all damage to the subject is also imparted on the caster (but as non-lethal).

Description: Identical to Mind Riding.

Oath-Binding

Effect: This ritual creates a magical oath. Anytime an individual involved in the oath breaks it, all of the other participants are aware of it. Any who breaks the oath are immediately subject to one of the following rituals: Basic Curse, Curse of Poverty, Curse of Vulnerability, Cause Wound or Induce Cardiac Arrest. This ritual affects those who break the oath – every time. All participants must be aware of the repercussions when swearing the oath. The ritual automatically fails if someone is unwilling or uninformed, and all must test against corruption. This ritual lasts for either one month or forever. The ritual comes with a provision so that all surviving members of the oath may void the oath by mutual consent. All attempts to magically dispel the oath suffer a -2 penalty, but if dispelled, it is dispelled from all participants. This oath is possible between human and Incarnate, and also between human and spirits. It is possible to have the spirit automatically banished if it breaks the oath.

Description: The oath is sworn and the penalties stated out loud. Often signed in blood, or blood is drunk.

Send Emotion

Effect: This ritual allows the magician to influence the emotions of the subject. He may cause the target to feel or cease feeling any desired emotion. It cannot make an enemy into a friend, but it can notable alter someone’s current emotional state. If the desired emotion is to be directed at a specific target, the caster must have psychic links to both the subject and the target of the subject’s emotion. The emotion’s will fade or be replaced in a naturally amount of time.

Description: A representation of the subject (doll, photograph, candle) is carved, painted or otherwise decorated with colors, objects and symbols.

Amnesia

Effect: Removes the events surrounding a single specific incident from the subject’s memory. The incident cannot have happened more than three days prior to the time of the ritual. Any time the subject is reminded of the incident, he may make a Spirit roll -4 to immediately remember the suppressed memories. The caster can use Amnesia on more subjects; impose a -2 penalty for each three target’s beyond the original first. The subject will fill the blanks in his memory with mundane memories. The caster may influence this selection as well, at another -2 penalty. The memories may come back through hypnosis.

Description: Some object representing the memories is usually burned or destroyed during this ritual.

Insanity

Effect: This ritual temporarily drives the subject mad. The caster can roughly decide on the type of madness (paranoia, schizophrenia, catatonia, etc.). The specifics nature of the madness (who the paranoia is directed against, what the voices in the head say) are determined by the mind of the target. In game terms, the subject takes on a mental Hindrance for one month. The caster must also beat the target in a Spirit vs Spirit contest. If it fails, the caster may not attempt this ritual again for one full day. If the target is asleep, drunk or drugged, he receives a -2 penalty on his Spirit roll.

Description: Usually involves mutilating an image or object representing the subject and damaging the psychic link to them in some way.

Domination

Effect: This ritual allows the magician to control and direct the inner workings of the subject’s mind, and is able to rewrite part of the personality to suit her needs. The magician may insert a single statement into the subject’s mind. Examples include ”You are madly in love with me”, ”You will never betray any agents of the Black Book” etc. After succeeding on the Ritual Caster skill roll, the caster tests his Spirit roll against the subject’s. If either of these rolls fail, all participants must roll for corruption. If the target is actually present and conscious, both the caster’s roll gain a +2 bonus.

Description: The statement to be inserted into the mind is repeatedly chanted, written or otherwise represented. The subject or the psychic link is placed in the center of the ritual space.

Infection

Effect: This ritual is designed to corrupt the subject. If the Ritual Caster roll is successful, the subject must make a test to avoid becoming corrupted. If the subject manages to resist the corruption, the energy summoned will rebound upon the magician. In this case, the magician must test to resist corruption just as if the ritual had failed. The subject must be physical present for the ritual. Cannot be cast using charms or links.

Description: Subject is restrained and tattooed, painted, drawn or carved upon.

Emotional Aura

Effect: This ritual affects how others react to the target. The caster can choose a single emotion as the dominant reaction everyone will have when they encounter or imagine the subject (fear, love, distrust, anger, etc.). The caster cannot determine the specific reactions. Someone targeted by an aura of fear, may have a different response from his wife than from a complete stranger in a darkened alley.

Description: The subject or psychic link is often painted or otherwise adorned with colors and objects.

Illusion Rituals

Although the illusions seem to affect all five senses, including touch, they cannot do damage of any kind and are essentially intangible. Electronics are not susceptible to illusions, e.g. a video camera will capture ”the invisible man”.

Disguise

Effect: Makes a subject look or sound like another person, animal or object. All senses apply. If disguised as another person, the magician must be familiar with the person being imitated, or have access to extensive video footage. People interacting with the illusion is still fooled. If you disguise someone as a dog, people petting him will feel fur. For each three targets or less after the first, the magician suffers a cumulative -2 penalty.

Description: Involves masks, face paint or similar disguises to the subject. Can also include heavy incense or other means to obscure visibility.

Invisibility

Effect: Renders the subject unnoticeable for everyone except electronics. Hides all senses, including low sounds and smells. The footsteps of the subject will not be heard, but if he shouts out or breaks a window, that sound will be heard. Melee attacks also breaks the spell, but shooting someone with a silence rifle or gun will not dispel the ritual.

Description: Producing heavy incense or smoke, putting on camouflage and applying face paint.

Vortex

Effect: This ritual distorts the perceptions of everyone inside the building that is the target of the ritual. Shapes and colors are distorted, the pull of gravity varies in both intensity and direction and everyone’s sense of direction will be useless. Once someone leaves the building, the effects vanish instantly. Everyone in the area suffer a -4 penalty to Notice-tests. All other tests suffer a -2 penalty due to confusion and vertigo.

Description: A model, photo or drawing of the target building covered with random designs like inkblots.

Major Illusion

Effect: This ritual allows the caster to alter the appearance of any single building. Both the interior and exterior may be affected. This ritual may be used to hide a room in a building, or to disguise the uses to which it has been put. Illusory furniture are completely intangible. Walking down a set of illusory stairs causes a nasty fall. It can also be used to create effects such as bleeding walls, snarling werewolves romping through the house and similar horrific scenery.

Description: Model, photograph or drawing is altered. Or the caster may tell a vivid story about the building.

Spirit Rituals

A lot of these rituals involve the summoning and binding of ghosts and demons. The GM’s Compendium has more information about these beings.

Summon Human

Effect: This ritual calls a specific person to the location where the ritual was performed. For the next day, the subject feels drawn to that location, and has convincing reasons to go there if asked. The subject does not know he is magically compelled to go there, but will not risk death or harm anyone, unless that is in his nature. Jobs, money and similar concerns are ignored. If someone has compelling reasons to stop him from going, he must succeed in a Persuasion -2 against the caster’s roll. If the role-playing is particularly impressive, the GM may void the penalty. The subject stays at the location for 1 hour while there, before the compulsion ends. If he is physically unable to reach the site, the ritual ends when the duration expires.

Summon Ghost

Effect: This ritual causes the desired ghost or spirit to manifest itself within the confines of the ritual space. Unless the caster is simply attempting to summon the spirit of any nearby ghost, a psychic link to the ghost is needed. Having the complete or nearly complete corpse or skeleton of the individual being summoned, grants a +2 bonus. When summoned, ghosts will manifest a visible illusion, speak invisibly or use telekinesis to move objects about. The ghost has 7 SP to manifest its powers. Unless the spirit is bound upon arrival, its reaction depends on its personality and the circumstances around the summoning. Unless the summoner has some useful information or service to offer, most ghost reactions range from disinterested to angry.

Description: The psychic link is placed in the center of the ritual space. Brazier with incense, mirror, photograph or a small statue is placed nearby to serve as a temporary habitation for the ghost. Offerings of bread, milk or liquor are often used to entice the spirit to come.

Ghost Possession

Effect: This ritual allows a ghost to possess a living human, even if the ghost does not have the Possession power. If the subject is willing, the caster receives a +2 bonus on his Ritual Caster roll. The ritual requires a psychic link to the ghost, or else a random ghost will inhabit the subject. While possessed, the subject is entirely unconscious unless the ghost allows it to be conscious or it succeeds on a Spirit roll -2. Subjects who are conscious, may perceive the world around them and communicate mentally with the ghost. The ghost does not have access to the subject’s mind or skills unless the subject is conscious. At the end of the ritual, the ghost is forced out unless it succeeds on an opposed Spirit roll with the subject. A test may be made every sunset. It is possible to use a psychic link to a distant subject.

Description: Sometimes the subject is given the ghost’s psychic link to wear. The ghost’s name may be chanted while the subject is given special food and drink.

Summon Demon

This dangerous ritual is for many the pinnacle of magical achievement. Unless the magician wishes to risk instant destruction by randomly summoning any demon that may be nearby, some psychic link to the particular demon desired is needed. For many of the older demons, their true names and special sigil are all that is necessary. For more obscure demons, a psychic link is needed. Once summoned, the demon is free to do as it will, unless the summoner binds it or is foolish enough to strike a deal with it. Demons have normally extensive power, and this ritual provides them with 15 SP to spend. Most versions simply summon the demon in an incorporeal form, other versions allow the magician to provide a living body for the demon to possess, or even a mobile object like a suit of armor.

Description: Similar to those of for the Summon Ghost ritual, but more elaborate and complex. Offerings are also provided, animal sacrifices or cups of human blood. Demons may react more positively to a summoning if it has a human victim to ”play” with.

Bind Spirit

Effect: As soon as the Bind Spirit ritual is begun, the spirit is bound and may take no action except generating Telepathic Illusions in order to interfere with the ritual. If this ritual is successful, the spirit is bound until the next sunrise or sunset. At that point, the spirit is free (unless a new binding has occurred). Newly freed spirits may flee or attack the ones who bound them, but magicians often command spirits to depart. This command effectively banishes the spirit and disperses the supernatural energy. The basic version only binds ordinary ghosts and poltergeists. A somewhat more complex ritual (-2 to roll, +2 Threshold, 3 participants) allow the magician to bind and control ascended ghosts. A notably more complex ritual (-4 to roll, +4 Threshold, 5 participants) allows the caster to bind demons.

Description: Caster creates some type of object that binds the spirit. Specially tied knots, woven tapestries, sigils, rings and even chains and lockets.

Warding Circle

Effect: This ritual creates a barrier that ghosts, demons and the Incarnate cannot pass. The barrier must include a closed line like a circle or square that covers an area no larger than 9 yards in any direction. It has no effect on humans or aliens. All Warding Circles have some physical mark of their boundaries. If the boundary of the circle is broken in any fashion, the spirit is instantly freed. While they cannot break the boundary themselves, they may certainly communicate with others and try to persuade them to do so for them. The spirit is freed when the duration expires. This ritual must be performed before the summoning ritual. The basic version only wards against ordinary ghosts and poltergeists. A somewhat more complex ritual (-2 to roll, +2 Threshold, 3 participants) allow the magician to make a warding circle against ascended ghosts. A notably more complex ritual (-4 to roll, +4 Threshold, 5 participants) allows the caster to ward against demons.

Description: The magician must mark the boundary physically. Either by drawing or marking, or by placing markers at four or more points around the boundary.

Banish Spirit

Effect: This ritual banishes a spirit from a person or place. A possessed person can be exorcised and a haunted house can be ”cleansed”. Banishing does not return the spirit to a ”lower realm”, but simply disperses the Seepage energy required to create the ghost. The ghost may be summoned again, effectively recreating it. Unless bound, the spirit will try to flee or attack the caster. The ritual cannot be used with a psychic link, but may be used with a charm. The basic version only banishes ordinary ghosts and poltergeists. A somewhat more complex ritual (-2 to roll, +2 Threshold, 3 participants) allow the magician to banish ascended ghosts. A notably more complex ritual (-4 to roll, +4 Threshold, 5 participants) allows the caster to banish demons.

Description: When used to rid a person of possession, this ritual usually involves restraining the subject and threatening the spirit inside, or cleansing the person with water, salt or sometimes fire. When used to remove a spirit from a place, the location is usually washed with salt water or some other liquid. Incense may also be used.

Spirit Bottle

Effect: This ritual creates an object that can contain the essence of a single spirit. When finished, the ritual causes the spirit to be imprisoned and contained in the object. Trickery and the Bind Spirit ritual aret he most common methods of forcing a spirit to enter this trap. A spirit may not be summoned as long as it is in this trap. They will, however, be released if the physical object is broken or if the specific conditions for releasing the spirit are met. Character with the Seepage Sensitive edge or Telepaths may communicate with spirits in this trap by touching the object. Spirit bottles may trap ghosts, ascended ghosts and demons. Spirits are commonly released only when they have agreed to perform specific services for the individual releasing them. Sensible casters use the Oath-binding ritual to insure compliance.

Description: The binding object is inscribed, chanted over or simply blessed by the magician. The most common spirit bottles are actual bottles like hip flasks, wine bottles or baby-food jars, but it is also possible to use books or scrolls.

Bind Zombie

Effect: The creation of zombies does not actually involve raising the dead. It is however one of the most powerful bindings used against living humans. This ritual may not be performed using psychic links or charms, and the subject must be physically present. If successful, the subject’s personality and will are suppressed to the point that he only responds to the commands of the caster. The trance gives the subject a -2 penalty on all Agility rolls and skill rolls based on Agility. The subject gains a +2 bonus to recover from being Shaken. This ritual may only be broken by casting Dispel magic or killing the caster.

Description: The subject is bound and force-fed specially prepared substances. Sigils may also be drawn or tattooed on his body.

................
................

In order to avoid copyright disputes, this page is only a partial summary.

Google Online Preview   Download

To fulfill the demand for quickly locating and searching documents.

It is intelligent file search solution for home and business.

Literature Lottery

Related searches