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A Living Spycraft Mission for Level 3 Agents A Living Spycraft Mission for Level 3 Agents

Fire From Fire From


The Ice The Ice
by Megan Robertson by Megan Robertson

his is a standard RPGA Network tournament

T for a team of four to six 3rd-level agents


(though the serial’s challenges and XP rewards
are tiered so that the serial can be played by up to six
agents of levels 8, 13, or 18 as well). See the Living
Spycraft website, or the most recent Living Spycraft
Master Rules Document, for which agents may play at
each of these target average agent levels. Set aside a
four-hour time block for this event. Instruct the players
to leave the character sheets face down until you have
read the introduction.
The actual playing time should be about three
hours. Make sure to let the players use the last 20 to
30 minutes of the event time block to briefly describe
their characters for each other, and to vote on each
others’ performances during the mission. Use the
standard RPGA Network voting procedures. Make sure
you have finished voting before you collect the players’
voting sheets, so you won’t be influenced by their
votes and comments.
A note about the text in this module — some of it
is written so that you may present it to the players,
while other text is for your eyes only. Text for the players
is presented in shaded boxes throughout the serial. It’s
strongly recommended that you paraphrase the player
text, instead of reading it aloud; some of the text is
general and must be adapted to the specific situation
or to the actions of the agents.

L I V I N G L I V I N G
TM TM

Requires the use of the Spycraft™ Espionage Handbook, Requires the use of the Spycraft™ Espionage Handbook,
published by Alderac Entertainment Group, Inc., and the published by Alderac Entertainment Group, Inc.,
Dungeons & Dragons® Player’s Handbook, and the Dungeons & Dragons® Player’s Handbook,
Third Edition, published by Wizards of the Coast.® Third Edition, published by Wizards of the Coast.®

1800-21
© 2004 Alderac Entertainment Group, Inc. All rights reserved.
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How to Use This Product GC Introduction


Abbreviations
This adventure uses standard Spycraft NPC abbreviations, With the assistance of an innovative Icelandic physicist,
as follows: Dr. Brinn Gunnarsson, an international terrorist named Patrick
Atk Attack Boregy has developed a weapon with which he intends to
Def Defense threaten the leaders of the free world. The weapon harnesses
Fort Fortitude the heat of a volcano, projecting the captured energy in a
Init Initiative laser-like beam that can shoot down aircraft. Boregy’s first
Ref Reflex target is the President of the United States, who is due to fly
Spd Speed to Russia for a meeting of the G8 consortium of “the most
SV Save powerful nations of the world” in a few days’ time. Once Air
v/wp vitality/wound points Force One is literally melted out of the sky, Boregy intends to
Will Willpower demand that the remaining G8 leaders accede to his demands
Ability scores are abbreviated as normal (see the Spycraft to drastically reduce globalization and greenhouse
Espionage Handbook). emissions… and, of course, to provide him with large sums of
money and immunity from prosecution.
To prepare to run this serial, you should read it completely at
least once. You may wish to print extra copies of the Reykjavik
and volcano base maps for ease of use as well.

Spycraft
This module requires the use of the DUNGEONS & DRAGONS®
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of
the Coast,® and the Spycraft™ Espionage Handbook, published by
Alderac Entertainment Group, Inc. You won’t be able to run this
adventure without it.
Spycraft, Shadowforce Archer and all related marks are ™ and
© 2004 Alderac Entertainment Group, Inc. All rights reserved.

Fire From the Ice


Author: Megan Robertson
Art Director: jim pinto
Brand Manager: Patrick Kapera
Editor: Patrick Kapera
Creative Director: Mark Jelfo
Graphic Design: Rodney Sáenz
Cover Illustration: A4H Design
Cartography: Cris Dornaus
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Serial Synopsis
Mission Briefing
Fire From The Ice follows the standard Living Spycraft
serial format, and is divided into an introduction and four Read the following aloud to begin this serial.
scenes.
“For several weeks, we’ve been collaborating with others to
Mission Briefing and Gearing Up: The agents are initially track the activities of an international terrorist named Patrick
tasked with observing a known terrorist whom the Agency Boregy. He’s recently traveled through Spain and London, and
has successfully tracked to Iceland (Boregy). Unfortunately, is now located in Iceland. Unfortunately, he ‘made’ the first
Boregy seems to have spotted the first team sent in to track team of agents we sent to tail him. We need a new group that
him, and so another team — the agents — must take over. The he isn’t familiar with to track him down and find out what
Agency hasn’t determined what Boregy is doing in Iceland — he’s planning.
its only intelligence indicates that he plans to meet an “All we know at the moment is that Boregy is in Iceland to
unidentified person codenamed RED FLAG concerning some- meet with someone codenamed RED FLAG in connection
thing codenamed BANEFIRE. Naturally, the Agency wants to with something called BANEFIRE. We need you to establish a
know what BANEFIRE is and what Boregy intends to do with surveillance operation targeting Boregy with an eye toward
it. discovering what BANEFIRE and whether it poses a threat to
At this point, the mission is believed to be a low-key world security. As usual, you’re granted full privilege to use
routine surveillance, and is therefore classified Code: Yellow. standard Agency measures to ensure this mission’s success,
and prevent inevitable disaster.
Scene 1: Land of the Midnight Sun. The agents arrive in
Reykjavik and establish their surveillance operation. During “That is all.”
this period, Boregy undertakes a few errands around town
and meets with RED FLAG, a fixer named Ingrid Olnarsdottir. Control provides the team with a file developed by the first
It is through RED FLAG that the agents are led to surveillance team. This file contains a few additional details,
Dr. Gunnarsson. as follows.
Boregy is staying at the Hotel Borg in the Reykjavik city
Scene 2: Desperate Rescue. Dr. Gunnarsson demands the center.
agents’ help in exchange for information about Boregy’s plot. Boregy keeps two or more bodyguards on his payroll at all
He realizes that matters have exploded out of his control and times.
he seeks extraction. Unfortunately, his daughter is being held Boregy drives a black Mercedes and moves openly,
as leverage to ensure his continued cooperation. He knows without concern for his own safety.
she’s still alive because once a week, Olnarsdottir delivers a Historically, Boregy is a brazen opponent.
note to him, written by his daughter on the same day’s news-
paper. He promises to help the Agency bring Boregy down if
the team recovers his daughter alive. Dr. Gunnarsson’s
Gearing Up
daughter is held at a well-guarded farmhouse in the country- This mission is Code: Yellow.
side outside the city. The agents may locate it by interrogat- The GC should allow the agents no more than 20–30
ing or following Olnarsdottir. minutes to choose gear and plan how to approach the
Once reunited with his daughter, Dr. Gunnarsson tells the mission.
agents that Boregy has a secret underground base hidden in The GC should also warn the agents that a routine
a hollow volcano, from which he intends to mount an attack surveillance mission often escalates into something more,
on Air Force One when it flies to Russia. He also describes the and that it might be beneficial to reserve some of their
BANEFIRE device and how to deactivate it. Boregy’s men resources until they understand the true mission.
interrupt the agents’ discussion with Gunnarsson, seeking to Unfortunately, the Agency’s resources in Iceland are limited
eliminate the physicist before he can reveal Boregy’s plans. by other operations at the moment, and so the team gains no
mid-serial re-supply option.
Scene 3: Fire and Ice. With little time left, the agents must
infiltrate Boregy’s hideout and thwart his ultimate plot. Weapon Permits
Icelandic law requires a permit for each firearm carried
openly and prohibits private citizens from concealing such
weapons on their person. This law also applies to any bladed
weapon over 12 inches in length. Each agent openly carry-
ing one or more restricted weapons suffers a –4 circumstance
penalty with all skill checks made to blend into or hide in a
crowd.
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At a cost of 1 BP per weapon per agent, the Agency can


pull strings to obtain a gun or blade permit to allowing the Scene 1: Land of the
specified agent to openly carry 1 such weapon. Midnight Sun
Unfortunately, when openly carrying one or more restricted
weapons, each local citizen’s beginning disposition toward Agent Description
the team is automatically set to unfriendly. Any disposition
Read the following aloud to begin this serial.
check that improves the disposition of one or more local
citizens toward the agents is assumed to include a convinc- It’s early evening by the time you reach Reykjavik and meet
ing explanation for the weapons (e.g. the agents are under- your local contact to collect gear that can’t readily be trans-
cover police). ported by air. The first team’s surveillance file indicates that
The Agency can also pull strings to grant one or more Boregy typically enjoys a drink in the bar of his hotel before
agents government sanctions for their weapons. This costs 3 spending each evening on the town. It also provides you with
BP per weapon per agent and though it does not prevent directions to the Hotel Borg, a 3-star, 12-story destination for
agents secretly carrying prohibited weapons from being mid-range tourists and would-be business moguls.
taken into custody, it does automatically secure their release
— without the offending weapon(s) — after 1d6 hours. GC Description
Without government sanction, each agent or group of agents
Boregy is easy to find. As expected, he’s in the Hotel Borg
taken into custody for secretly carrying a prohibited weapon
bar, enjoying a drink in a private booth with two men. He is
must spend 1 or more action dice to make an assistance favor
6-ft. 2-in., sports a shaven head, and dresses in smart casual
check to secure their release (and still doesn’t retain his
clothing — a white roll-neck sweater under a dark suit.
weapon thereafter).
Boregy’s two companions — his bodyguards — also wear
Neither of these allowances removes the circumstance
suits. Both are heavy-set and fairly tough looking individuals.
penalty with skill checks made to blend into or hide in a
They remain alert to their surroundings at all times.
crowd.
If any attempt is made to approach Boregy, he remains
All permits secured in this fashion last only until the end
distant but polite — it’s clear he doesn’t wish to engage in
of the current serial.
casual chit-chat with strangers. If forced, he feigns the role
Recommended Gadgets of an international businessman, a ‘facilitator’ for many
‘important clients’. He claims to be here in Iceland to prepare
If time is short or the GC wishes to get straight to the
for a major geology conference. He willingly backs this up
action, it’s encouraged that he assign gadgets from the
with a sheaf of documents referring to his (mythical) clients
following list, or allow the agents to normally requisition
and their activities — in fact, he’s almost too willing in this
gadgets from these options.
regard, which the agents can identify with a successful Sense
• Access business cards (2 GP each). Motive check (DC 15/20/25/30). All of the documents are
• Calm emitter patches (1 GP per 2 patches). forgeries, though the agents have no reference from which to
• Document scanner (1 GP). determine this.
• Electro-thermal overlay lenses (1 GP). With one successful information favor check (DC
• Erasure camera (2 GP). 15/15/15/15) per bodyguard, the agents may gain back-
• Faceprint lenses (1 GP). ground profiles of Boregy’s companions.
• Fingerprint camera (1 GP). The first is a thuggish Lithuanian named Markus Kolchek.
• Frame job business cards (1 GP per 5 cards). He served in the Spetsnaz before the fall of the Soviet Union
• Fugue cigarettes (1 GP per 2 cigarettes). and thereafter used brute force to rise to power in the Russian
• Housefly B.U.G.S. (1 GP per unit). criminal world. When on duty, Kolchek is observant and
• Hypodermic pen (1 GP). ready for action, but impatient with anything he considers
• Lethe cigarettes (1 GP per 2 cigarettes). trivial. His temper is short, and he’s easily aggravated. .
• Nerve gas cigarettes (1 GP per 3 cigarettes). Kolchek is wanted in Russia for murdering a lover.
• Penetrator lenses (3 GP). The second is a Bulgarian named Yuri Kralev. He’s
• Photograph lenses (1 GP). believed to have served the Bulgarian secret police, and still
• Standard grapple belt (1 GP), possibly with lockpick set option (+1 GP). retains the infiltration and assassination skills he learned
• Standard encrypted cell phone (1 GP), possibly with slip-away unit option with them. Kralev now serves Boregy unflaggingly, mimick-
(+1 GP). ing him in all things and serving his every need. Kralev is
• Standard laser watch (1 GP), possibly with GPS option (+1 GP). believed to have been involved in the deaths of several mem-
• Standard video OmnID card (1 GP), possibly with electronic lockpick option bers of the former Bulgarian political regime.
(+1 GP). If the agents tip the authorities about the bodyguards’
• Telescopic lenses (2 GP). presence and backgrounds, the police apprehend the men
• Tracking device business cards (1 GP each). 6d10 minutes later. The bodyguards remain in jail for the
remainder of the serial, leaving Boregy unguarded.
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After 30 minutes, Boregy leaves the hotel and crosses the She wants to avoid being taken into custody in case things
square to the Kaffi Paris, another bar with green and white go south for her employer (in which case she plans to flee the
awnings. He enters without his bodyguards, buys cigarettes, city as soon as possible).
and emerges after 2 minutes. While Boregy is inside, Kralev The agents may also choose to break or sneak into
collects a black Mercedes from a nearby parking lot. All drive Boregy’s flat while he’s out and about. The apartment has no
off when Boregy emerges. security beyond a simple door lock requiring a successful
Only basic precautions are taken during the drive. Unless Open Lock check (DC 12/17/22/27) to bypass. Alternately, the
the agents are extremely clumsy during the pursuit (i.e. they agents can break down the door with a successful Strength
score a total vehicle skill check result of 9 or below), none check (DC 12/17/22/27), though in this case, a neighbor sum-
within Boregy’s vehicle notices the team (should the villains mons the police, who arrive in 1d4+1 minutes. The eighth-
notice the team, consult Threats, page 8). Kralev drives floor condominium contains a kitchen, bedroom, living
Boregy to the Pergan, a hilltop observatory consisting of a room, study, and balcony. Only the bedroom and study
series of modernistic aluminum-clad domes, a smart café, contain anything of interest to the agents, as follows.
and an eclectic astronomer’s gallery. He heads into the café, A safe is located in the bedroom, behind a painting of
where he meets a young red-haired woman for coffee and mythological figures over star constellations. Opening the
cake at a table for two. The bodyguards remain in the main safe requires a successful Open Lock check (DC 15/20/25/30).
concourse, becoming more and more nervous throughout the The safe possesses a hardness of 10, 50 wound points, and no
meal. After desert, Boregy emerges, sends his bodyguards Break DC. The safe contains the deed to the farmhouse out-
back to town by taxi, and drives his lady friend back to the side town (under the alias Gregory Fairbourne), 100,000
Hotel Borg in the Mercedes. Boregy continues his discussion Euros, and an unmarked keycard that grants access to any
with the red-haired woman in the hotel bar for another hour, location in Boregy’s volcano base (see page 16).
after which she leaves and heads out into town alone and on A computer with a power rating of +3 is located in the
foot. She doesn’t take any special precautions against being study. Though Boregy routinely keeps his hard drive free of
followed or approached. critical information, he recently burned a DVD of several
With a successful information favor check (DC news broadcasts about Air Force One. The DVD is password-
15/15/15/15), the agents may gain a background profile on protected, but may be accessed by an agent possessing a
the red-haired woman. She is a local named Ingrid computer with a power rating of +2 or higher and a DVD
Olnarsdottir, with a few minor convictions for conspiracy to burner of its own. This process takes 1 hour and requires a
commit fraud (though she isn’t currently wanted for any- successful Computers check (DC 10/15/20/25).
thing). Ingrid can best be described as an opportunist. She
does just about anything when she sees an advantage in it, Threats
financially or otherwise. She balks at physical violence — at At this stage, the agents’ surveillance of Boregy should
least toward her person — but she isn’t above hiring ‘muscle’ remain covert. If Boregy spots them, he continues with his
when the situation warrants it. plans, assuming them to be standard authorities (and there-
Ingrid has lived in Reykjavik all her life and claims to fore hamstrung, unable to apprehend or question him with-
know just about everyone worth knowing. Her catalogued out provocation). His bodyguards are a different matter, how-
associates include a wide cross-section of Icelandic society, ever. When they notice the agents, the GC should roll 1d6.
ranging from leading politicians to academics to underworld With a result of 1–3, Kolchek convinces Kralev to help him
figures. Many people on both sides of the law regularly hire kill the pursuers as quickly and quietly as possible, then
her purely for these contacts, but she is unwilling to side with dispose of the bodies. With a result of 4–6, Kralev convinces
anyone for long, lest some of her contacts migrate to the Kolchek to help him capture and interrogate the pursuers
opposition. about their intentions (after which Kolchek convinces Kralev
If the agents approach Ingrid Olnarsdottir, she is quite to kill them and dispose of the bodies). In both cases, the
willing to speak to them, claiming she has been dining with bodyguards don’t pester Boregy with their plans.
a business acquaintance. “It was merely a social engage- Patrick Boregy is an urbane man of the world and uses all
ment,” she tells them. “It meant nothing.” If the agents make means necessary to attain his objectives. He’s unfailingly
a successful Intimidate or Bureaucracy/bribe check opposed polite, however, conducting all conversations as if he’s at a
by Ingrid’s Will save, she reveals that Boregy hired her for a polite social function — even when he threatens or interro-
variety of tasks, among them organizing the rental and gates. He rarely carries a firearm, trusting his bodyguards to
delivery of leased properties and vehicles. Today, he asked protect him. If he encounters trouble with the authorities, he
her to deliver several vehicles to some of Boregy’s men, who relies on poise and impeccable (though fake) paperwork to
are holed up in a farmhouse outside town. She’s also carry him through.
supposed to pick up a packet from the men at the farmhouse, Without his bodyguards, Patrick is a relatively minor
then deliver the packet to Dr. Brinn Gunnarsson, a physics physical threat who breaks with any serious threat of
researcher at the local Reykjavik University. Olnarsdottir violence. Unless his bodyguards can intervene, Patrick suffers
leaves out the fact that Boregy has kept her on retainer to a –2 circumstance penalty with all skill checks and saves
pick up and deliver such a packet for the last several weeks. made to resist non-violent interrogation, and a –6 circumstance
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penalty with all skill checks and saves made to resist violent Breaking a house door down requires a successful Strength
interrogation. check (DC 10/15/20/25) and opening a house door requires
a successful Open Lock check (DC 10/15/20/25). Breaking a
Troubleshooting house window requires 1 half action and no skill check.
If the GC is having trouble setting the agents on Dr. A local security company protects the house and summons
Gunnarsson’s trail, he can arrange for any captured and the police if the agents break any window, force any door, or
interrogated bodyguards to know about the physicist, or fail any skill check to open one of the house doors. The police
plant the evidence in a location the agents search (e.g. arrive in 2d4 minutes. Once inside, an agent may access Dr.
Boregy’s flat). Such evidence might include a partially Gunnarsson’s Internet usage with a successful Computers
burned document in the fireplace relating to — but not fully check (DC 15/20/25/30).
explaining — the BANEFIRE device. An imprint of Dr. Tapping Dr. Gunnarsson’s Internet connection requires a
Gunnarsson’s signature — from when he signed another successful information favor check (DC 1515/15/15).
paper on top of this document — is visible at the paper’s edge. One the agents possess the coded messages, they can
decipher them with a successful Cryptography check (DC
Development 15/20/25/30). It turns out that Dr. Gunnarsson is refining a
The agents’ main objective during this scene is to establish laser targeting system to track mobile aerial targets. No posi-
the surveillance operation and to discover the identity of RED tioning data is included, but the targeting system is definitely
FLAG (Dr. Gunnarsson). When the team accomplishes at least intended to support a laser weapon of some kind.
the second goal, proceed to Scene 2. If the agents call ahead to Dr. Gunnarsson’s office or
home, he is welcoming, but reserved. With a successful Sense
Motive check (DC 8/13/18/23), the agents can tell that he’s
Scene 2: Desperate consumed with worry over something. If confronted about
Rescue this over the phone, he refuses to speak with the agents and
hangs up on them. Thereafter, the DCs of all disposition
Agent Description checks, as well as all skill checks made to secure
Read the following when the agents enter this scene. Gunnarsson’s confidence, are increased by 5.
The agents may make the same Sense Motive check to
RED FLAG has provided you with a name: Dr. Brinn notice Dr. Gunnarsson’s distress in person, and may also
Gunnarsson, physicist. Fortunately, Dr. Gunnarsson’s schedule press to learn what’s bothering him. With a successful
is a matter of public knowledge, available from the Reykjavik Diplomacy check (DC 12/17/22/27), and after he is assured
University website. He seems a lonely, isolated man, living for the agents work for the police or the government, he says the
his work and keeping 14-hour days at the office before retir- following.
ing to a modest home in the suburbs…
“It’s… it’s my daughter, Vidgis. She was kidnapped over a
GC Description week ago, by a man I work with. He’s holding her hostage
With a successful information favor check (DC until I finish a project for him — a weapon, I think. It started
10/15/20/25), the agents gain a background profile on Dr. so simply. The work seemed harmless — even helpful to thou-
Gunnarsson. To date, his life’s work has involved the radical sands — but it’s all so different now… How could I let this
attempt to harness an active volcano as an alternative power happen?”
source. His colleagues scoffed, however, and ostracized him,
until he wound up here, in the middle of nowhere, without Dr. Gunnarsson worked with Boregy for the last three
funding and without allies. years, at first theoretically and later in a private laboratory
No skill check or extraordinary effort is required to find where he helped to construct “horrific device” Boregy calls
Dr. Gunnarsson. From 6am to 8pm, he’s found at his BANEFIRE (this laboratory is located in Boregy’s volcano
University office, and at night, he’s at his home, preparing base, though he doesn’t tell the agents this until after they
study plans, reading, or sleeping. His commute is 1 hour each rescue his daughter). If the agents mention rescuing Dr.
way, along one freeway with no construction, toll stations, or Gunnarsson’s daughter, he leaps at the chance, agreeing to
other obstacles. show them the second location on a map — once his daughter
If the agents observe Dr. Gunnarsson at home and make a is returned to him alive and well. Under no circumstances
successful team Surveillance check (DC 15/20/25/30), they does he agree to release additional information about the
notice that he spends a lot of time on the Internet. With a weapon or its location until the agents bring his daughter
critical success, they notice that he seems to be working back to him.
through a proprietary web interface, typing in code. The All Dr. Gunnarsson knows about his daughter’s location is
agents can get a copy of his coded messages by either break- that once a week, Ingrid Olnarsdottir delivers him a note in
ing into his home or calling in an Agency favor to tap his her handwriting, written on the day’s newspaper. The paper
Internet connection, as follows. is national, but he guesses that Boregy is keeping his daughter
locally because he’s tried to keep tabs on Olnarsdottir and has
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seen her in several locations across Reykjavik over the last times, waiting for Boregy’s signal to kill the girl and head to
few weeks. With a successful team Sense Motive check (DC Olnarsdottir to collect their final pay (see Threats, below).
10/15/20/25), the agents notice that Dr. Gunnarsson is at his Cellar: Dr. Gunnarsson’s daughter, Vidgis, is located here
wits’ end, his psyche extremely fragile — at this point, he’s — under constant guard — 22 hours a day. Twice a day, the
capable of anything. guards take her up to the first-floor kitchen to cook their
Ingrid Olnarsdottir is scheduled to visit the farmhouse the meals. The room consists of a wooden staircase (leading to
evening after the PCs speak with Dr. Gunnarsson. The agents the kitchen), a sleeping bag (for Vidgis), and an earthen floor.
may either follow or confront her. Should they follow her, the The guards posted here use Vidgis as a hostage and as cover
GC should consult the tailing rules on page 83 of the at the first sign of trouble (see Threats, below).
Faceman/Snoop Class Guide. If this book is unavailable, the Dining Room: Boregy used to eat here when he visited, but
GC should have the agents make a team Driver check against the guards have fewer manners and so the room is now aban-
Olnarsdottir’s Spot skill. With success, they pursue her to the doned.
farmhouse outside town without being noticed and may Kitchen: The table from this room has been broken into
attempt to save Dr. Gunnarsson’s daughter accordingly. With small pieces and tossed behind the farmhouse (the guards just
failure, she notices the agents and still leads the team to the eat off plates that Vidgis cleans after each meal). The cup-
farmhouse, but warns the men there about the tail and tries boards contain stacks of chipped plates and canned goods,
to slip away when they attack the team. and the drawers contain nicked and scratched utensils. A
Should the team confront Olnarsdottir, they can make an refrigerator stands in the corner, stocked with simple, easy-
Intimidate or Bureaucracy/bribe check opposed by her Will to-cook foodstuffs two guards pick up in town each Sunday.
save to convince her to talk. With success, she reveals that Living Room: Scattered magazines and newspaper pages
Boregy hired her for a variety of tasks, among them organiz- litter this room’s floor. The windows leading into this area are
ing the rental and delivery of leased properties and vehicles. broken, making the house quite cold at night.
During their most recent meeting (see Scene 1), he asked her All of the building’s doors possess a hardness of 4, 10
to deliver several vehicles to some of Boregy’s men, who are wound points, and a Break DC of 12. All are open when the
holed up in a farmhouse outside town. She’s also supposed to agents arrive, but they can be locked with 1 half action,
pick up a packet from the men at the farmhouse, then deliver thereafter requiring a key or a successful Open Lock check
the packet to Dr. Brinn Gunnarsson, a physics researcher at (DC 10/15/20/25) to open. The farmhouse’s first-floor
the local Reykjavik University. Olnarsdottir leaves out the windows are barred, possessing a hardness of 9, 15 wound
fact that Boregy has kept her on retainer to pick up and points, and a Break DC of 28.
deliver such a packet for the last several weeks. She wants to The well extends 40 ft. down to an underground spring.
avoid being taken into custody in case things go south for Only one character of Large size or smaller can traverse the
her employer (in which case she plans to flee the city as soon well at any time, and must make two successful Climb checks
as possible). (DC 10/15/20/25) to do so.
The farmhouse is remote and isolated, one hour’s drive The barn contains several stacks of old and brittle hay, as
outside the city. When the agents arrive, they find the area well as the guards’ transportation — a pair of Land Rovers
largely devoid of vegetation outside sparse patches of grass that possess the standard statistics of off-road SUVs.
and scrub. There are no signs of farming or animal hus- Boregy has long since abandoned this site and never
bandry in the area, and the single-story main building, as comes here anymore. Except as a place to hold Vidgis
well as its outhouse, well, and nearby barn all appear to be Gunnarsson, the site is no longer important to the villain’s
abandoned. plans. The guards have instructions to kill Vidgis when they
During the day, two guards patrol the grounds at all times, see Boregy giving a speech on television (his announcement
and at night, the number increases to four. These men dress to the Vice President after Air Force One is shot down,
as day laborers (during the day), or hired security guards (at though the farmhouse guards aren’t told this).
night), and always conceal their weapons in stealth holsters.
They attempt to drive any casual visitors off the grounds and Threats
attack any obvious police or government forces on sight, Ten guards are stationed at the farmhouse. Two patrol the
attempting to kill them and dump them in the farm’s well. grounds during the day and four patrol the grounds at night.
The main house consists of six rooms, as follows. Two always guard Vidgis (in the farmhouse basement) and
Bedroom #1: This room contains a bed that’s been turned 1d3 are found in the farmhouse’s living room. At any time,
onto its side, an empty chest of drawers, and a desk upon the rest are found in the farmhouse’s second bedroom, where
which are located the controls for the site’s cameras and the guards sleep and listen for Boregy’s signal to kill Vidgis
floodlights (see Security, page 13). and head to Olnarsdottir to collect their final payment.
Bedroom #2: The site’s guards use this room to bunk when The guards are former Russian soldiers, all out of work
off shift. It contains a well-used, unmade bed, several sleep- since the fall of the Soviet Union and happy to have a dull,
ing bags, several chairs, a few tray tables, and a television paying job in their field. They’re not philosophically dedicated
that is always tuned to a specific local channel. At least one to their current job, however, and all standard morale rules
guard is idly watching or listening to this channel at all apply to them. If they flee the grounds without Gunnarsson’s
13 14

daughter, they make to flee the country, and unless the Should Dr. Gunnarsson die before he can tell the agents
agents manage to find and stop Patrick Boregy, the guards about Boregy’s volcanic base, his lawyer knows contacts the
may find themselves corpses floating onto nearby shores. U.S. State Department — and, unfortunately for the agents,
the London Times — with everything he knows. The Times is
Security good enough not to print the story until the U.S., British, and
Boregy installed a close-circuit camera system at the Icelandic governments have had a chance to respond, but it
farmhouse, but the guards are lazy and expect no serious places a clock on the agents’ actions and calls attention to
retaliation from a college professor, so they’ve turned it off. the story in the aftermath of Scene 3. The information is
Should the agents find it in a bedroom within the main farm- passed along to the Agency, which passes it along to the
house, they can activate it with 1 full action. Thereafter, they agents, but they are given no more than 24 hours to solve the
can observe any location described under GC Description (see problem before joint military services arrive, sparking a full-
page XX). While the camera feed is live, a red dot-light is scale international incident, with everyone pointing fingers
visible at each camera’s base, allowing the guards to make 1 at everyone else (see Debriefing, page 32).
team Spot check (DC 15/15/15/15) every minute to notice
that the system is operational. All guards who notice the Development
system is operational converge on the farmhouse bedrooms, The agents’ main objective during this scene is to rescue
looking for intruders. They bring all other guards they Dr. Gunnarsson’s daughter, which leads him to reveal
encounter along the way with them. Boregy’s plot and direct them to the villain’s underground
From the “security bedroom,” the agents can also turn on complex. He provides the agents with the following informa-
the floodlights mounted on the farmhouse roof. This requires tion about Boregy and his plot.
1 half action. When lit, the floodlights inflict a –8 penalty to Just over a year ago, Patrick Boregy contacted Dr.
all Cultures and Hide checks made to conceal one’s presence Gunnarsson about his radical research, asking whether it
on the farm grounds. might be possible to transmit volcanic power over great
In an effort to keep the original construction site private, distances using a beam of focused light. This suggestion
Boregy never installed communication gear of any kind into linked to another of Gunnarsson’s passions, laser
the farm site. There are no phones and the guards carry no applications, and he became fascinated with the idea that he
radios. could power entire cities from one remote volcanic location.
Boregy offered to sponsor Dr. Gunnarsson’s work and soon
Troubleshooting he was delving into fringe sciences he never considered
If the agents continue to follow Boregy instead of con- before.
sulting Olnarsdottir or Dr. Gunnarsson, the villain leads the Periodically, others joined Dr. Gunnarsson, hired by
team to the farmhouse and enters, warning the guards that Boregy to assist, but they always left shortly after their ideas
he was followed. He and his bodyguards attempt to lure the dried up. Gunnarsson assumed they were paid handsomely
agents into the farmhouse, where the guards can waylay and for their help and asked to leave him to complete the research
capture them. If the team is captured, Boregy interrogates in peace.
them about their knowledge of his plot, then leaves his body- Dr. Gunnarsson was “advised’ to keep his research a secret
guards to kill them and deliver their corpses — and that of in order to prevent someone else from poaching the project.
Vidgis — to the Reykjavik University as a message to the In all these things, Dr. Gunnarsson blindly believed Boregy
Agency, and Dr. Gunnarsson. During this interrogation scene, — until the prototype device was completed and Boregy
the GC should consult the rules on page 66 of the brought in additional researchers to modify the laser’s targeting
Fixer/Pointman Class Guide. If this book is unavailable, system so that it could pinpoint mobile aerial targets. It was
Boregy and Kralev alternately make Intimidate checks then that Gunnarsson realized Boregy planned to use the
opposed by the agents’ Will saves, gaining a +6 circumstance laser as a weapon.
bonus for inflicting damage on the agents throughout the The same night, Vidgis vanished from the Gunnarsson
process. For each successful Intimidate check, Boregy learns home and Boregy invited the physicist to dinner. The villain
one true detail about the team’s operation. During the inter- explained that if Dr. Gunnarsson ever wanted to see his
rogation, each agent suffers 1d4 points of normal damage daughter alive again, he would help complete the targeting
(ignoring damage reduction and other damage-reducing modifications.
effects). The interrogation lasts for 1d6+4 questions, chosen In a fit of vengeance, Dr. Gunnarsson installed a feedback
by the GC based on the circumstances of the serial to date. loop sequence that will lock out the weapon’s controls when
If the agents observe Dr. Gunnarsson from a distance it’s fired the first time. Shortly thereafter (Dr. Gunnarsson can
during this scene, he becomes more and more haggard, even- only guess within 1–3 minutes), the weapon will detonate,
tually retrieving a gun from his home and tracking down hopefully taking Boregy — and his entire volcanic base —
Olnarsdottir, whom he met through Boregy once before. He with it. Unfortunately, with so many other researchers focusing
takes her hostage and demands that she take him to his on the targeting system, Gunnarsson couldn’t sabotage the
daughter, prompting a trip to the farmhouse (and presumably weapon’s targeting system, so whatever Boregy fires upon
a shootout in which the agents may, and should, take part). the first time will almost certainly be entirely destroyed.
15 16

Boregy’s volcano base is located underground, between +4 circumstance bonus with all skill checks made to remain
the Myrdalsjokull and Vatnajokull volcanic fissures to the hidden before entering the base.
south of Iceland. Dr. Gunnarsson draws a map for the agents If the agents choose to enter the complex by boat or mini-
— the GC should either show the players the maps on pages sub, the vehicle’s pilot must make a successful Boating check
23-24 and 25-26 or prepare a sketch map in advance. (DC 5/10/15/20) or scrape along the crevasse edge, inflicting
The volcano base’s main entrance is typically underwater standard collision damage to the vehicle (see the
except at low tide (from approximately 3am to 9pm each Soldier/Wheelman Class Guide, page 56).
day). If the agents choose to enter the complex by swimming,
If the agents ask Dr. Gunnarsson how to prevent the each agent must make a successful Swim check (DC
weapon from detonating, and succeed with a Diplomacy 5/10/15/20) or scrape along the crevasse edge, suffering 1d6
check (DC 15/20/25/30), the physicist explains how to rewire points of normal damage.
the device. He explains that this is only possibly from inside If the agents attempt either of these checks during high
the device — one or two of the agents may enter the device tide, the DCs of these checks increase by 10.
through a Medium-sized access panel at its rear. Once inside, the agents arrive in location #1 and the scene
Dr. Gunnarsson refuses to re-enter the volcano complex, continues as scripted in the map key (see below).
or indeed go anywhere that he might encounter Boregy
again. Once reunited with his daughter, he packs and leaves
the city, turning in his resignation at the University a week
Map Key:
later from an anonymous location in Turkey.
Volcano Complex
When the discussion with Dr. Gunnarsson is over, proceed Boregy’s secret base is situated within caverns carved out
to Scene 3. by volcanic action and expanded by miniature laser drills,
located between two active volcanoes, Mounts Myrdalsjokull
and Vatnajokull. The location provides Boregy and his army
Scene 3: Fire and Ice of technicians with near-unlimited volcanic power he can
convert into laser fire using the BANEFIRE. Two lava rivers
Agent Description flow directly through the base, across the areas marked red
Read the following when the agents enter this scene. on the base map (see page 23-24). The only way to cross
these rivers is using the base’s tube car transportation system.
GC Description The base is huge, spanning over 50 km in diameter, with
The only entrance to the base is the crevasse (Boregy roofs as high as 300 ft. in places. Work and bunk areas are
maintains a private escape route at the base of Mount spread out within the complex, positioned as needed. Boregy,
his henchmen/bodyguards, and the base’s guards and techni-
The waters of the Norwegian Sea are cold and inhospitable, cians move about within the base using a network of mag-
and the dark cliffs looming over them are equally uninviting. lev tube cars. A total of three tube cars run between areas in
Angry waves lap against the foot of the cliffs, and it seems the base, only two of which can reach the command center,
impossible that there could be any way into the ancient technician barracks, and communication center (location #s
stone, let alone a vast subterranean complex beyond. Upon 6, 7, and 9, respectively). Each tube car possesses the statistics
closer observation, however, you notice a thin crevasse at the of a bullet train, except that it’s size is Large, its occupancy
base of the cliffs, just large enough for a small sailing boat, is 1/5, and it possesses a hardness of 5 with 75 wound points.
or a mini-sub… Wandering through the tube car tunnels is dangerous, as
every 30 minutes, there’s a 1 in 6 chance that a tube car passes
Vatnajokull, but there’s no practical chance the agents can through the tunnel in which the agents are moving. The only
find it). The agents may enter using a mini-sub, any boat of way to avoid being hit by a tube car is to climb to the roof
Large size or smaller, or with SCUBA gear. Remember that the (a task that requires a successful Climb check (DC
agents cannot trade BP during this mission, so they must rely 15/20/25/30) and to cling to the roof until the car passes (a
upon unspent mission budget to gain new gear for this task that requires a successful Strength check (DC
infiltration. 15/20/25/30). With failure, the tube car collides with the
If the agents linger outside the base for 1 hour or more, or agent, inflicting 8d6 points of damage. Further, there’s a 1 in
attempt to procure gear within 5 miles of the base, base 3 chance the tube car is occupied, leading the occupants to
guards may spot them. This happens automatically if the report any collisions at their destination.
agents take no precautions (i.e. staying out of sight and hid- If the agents move through the base’s non-numbered
ing their vehicles and gear of Large size or larger). Otherwise, locations without using the tube cars, they may run into one
the GC should consult the standard Spycraft awareness and of the base’s many randomly patrolling guard squads. For
gear concealment rules to determine whether the base guards every hour the team spends in non-numbered locations, there
notice the team. Fortunately, the number of hidden surveil- is a 1 in 10 chance they encounter a squad of 2 standard base
lance cameras on the surface is limited, so the agents gain a guards (see page 43). The GC should consult the standard
awareness rules to determine whether each group spots the
17 18

other (see the Spycraft Espionage Handbook, page 228). The grill and a small dry ice refrigerator. An airline-sized
standard spotting distance within the base is 2d6 × 10 ft. restroom is located at the back of the barracks. A fire extin-
The cavern walls are rough and frequently feature ledges guisher is stored beside the bunks.
at various heights, upon which the agents may hide and A small underwater docking bay, with 2 docking rings,
observe the base occupants. In any location, there is a 1 in 6 one of which already hosts 1 standard, fully functional mini-
chance that the nearest wall features a ledge that can support sub. Docking here requires 2 full actions and alerts the tech-
up to 1d4+2 Medium-size characters. Each ledge is located nicians in the repair station, who arrive in 1d4 rounds to
6d20+20 ft. off the ground (beyond that height, the angle of greet the new arrivals. The technicians assume the new
the roof precludes ledges). arrivals are here on Boregy’s invitation and don’t expect
Throughout the agents’ infiltration of the base, the GC trouble. Fortunately, any shots fired in the docking bay are
should remind the team of the base’s scope, the sheer muffled and cannot be heard by those outside this location.
audacity required to build it. The players should get the feel- A tube station leading northwest (toward location #5 and
ing that they’re in alien territory here — a new level of threat around the lake toward location #4). The station can host
beyond the Agency’s experience. only 1 tube car at a time, and consists of 1 pair of mag-lev
All structures within the base are made of light steel, rails and a tunnel that drops 5 ft. below the floor.
possessing a hardness of 8, 100 wound points, and a Break 3. Guard Station and Barracks: This location consists of the
DC of 28 per 5 ft. stretch of interior or exterior wall. following.
Finally, the acoustics of the caverns make listening diffi- One central module, containing a security station and
cult, inflicting a –2 circumstance penalty with all Listen standard base doors to each of the outlying modules. Two
checks. guards are always stationed at the security station, monitor-
1. Entrance: The base entrance is almost completely sub- ing the base’s security cameras. These guards also notice any
merged even at low tide (for details about entering the base, critical failures suffered when attempting to bypass door
see page 15). Beyond is an enormous cavern containing loca- security within the base (see Security, page 27, for more
tion #s 1–4 (though the GC should describe only those loca- about both these security features). Should these guards
tions within the agents’ lines and ranges of sight when they notice intruders, they sound a base-wide alert that is heard
enter). It is dominated by a central lake, except for two exit everywhere and seen as rolling red klaxons in any numbered
tunnels and a 100-ft. strip of dark, wet rock on all sides. location.
Eight guards are assigned to patrol this strip at all times, Five outlying modules containing guard barracks. Each
though only two pay attention, allowing the rest to slack off barracks contains a dozen bunks and small chests containing
at the guard barracks (location #3). These two guards trade the guards’ personal belongings (nothing of interest to the
out every hour, and are only observant in that they don’t agents), as well as minor personal touches (e.g. dart boards,
want to be caught ignoring protocol by Boregy or one of his posters, maps, etc.). A fire extinguisher is stored near the
henchmen/bodyguards. bunks in each of these modules.
Once the agents traverse the crevasse and enter this loca- An outlying module containing an armory, with 60
tion, they must make a vehicle skill or Move Silently check SIGArms SG 551 SP assault rifles, 12 SIG-Sauer P-220
(as determined by their method of entry), opposed by the service pistols, 600 shots of standard 5.56×45mm NATO
guards’ Listen skill. With success, they break the lake’s military ball ammunition, 200 shots of standard 9mmP
surface without being noticed; otherwise, the guards notice military ball ammunition, and 20 concussion grenades.
them and open fire, alerting the guards and technicians loca- An outlying module containing the guard laundry and
tion #s 2–4. Reaching shore or the mini-sub station un- restrooms. This area smells of acrid chemicals that make the
noticed requires a second vehicle skill or Move Silently check agents’ eyes water (a byproduct of the waterless wash and
opposed by the guards’ Listen skill. With each of these waste removal processes). Twenty guard uniforms can be
checks, any agent(s) possessing 5 or more ranks in Swim scavenged from this module.
gains a +2 synergy bonus and any agent(s) possessing 10 or An outlying module containing a rec room, with a
more ranks in Swim gains a +4 synergy bonus. Further, any widescreen TV, DVD changer, several video game consoles,
agents who failed the vehicle skill or Swim check on the way board games, and other amusements.
through the crevasse suffers a –2 circumstance penalty. A tube station leading northwest (toward location #4). The
2. Mini-Sub Station: This location consists of the following. station can host only 1 tube car at a time, and consists of 1
A dry-dock repair station, where 1 mini-sub hangs (it’s pair of mag-lev rails and a tunnel that drops 5 ft. below the
operational, but all its statistics are 10% lower than standard). floor.
A technician barracks, where 2 repair crewmen live in In addition to the entrances described here, each of the
relative clutter. This small shack-like building contains no modules may be entered directly from the outside.
weapons and no swipecards (as the technicians work and This location houses the base’s full complement of 60
bunk here). It features two fold-out bunks (one over the guards, but at any time, only 1d12+8 guards are present,
other), two small chests containing the technicians’ personal including the six who are slacking on their duties in location
belongings (nothing of interest to the agents), a tiny table #1 and the two at the security station. The rest are spread
with two fold-out chairs, and a kitchenette with a flameless
19 20

across the base as described throughout this section, and channels and waveguides. In operation, it rotates, wreathed
patrolling the base’s many non-numbered locations. in steam that inflicts 1d6 points of normal damage per round
4. Medical Facility: This location consists of the following. to any character climbing on it. A railing surrounds BANE-
A central module containing a recovery room for minor FIRE at 20 ft., marking the edge of a platform that can rise
emergent burns and cases of poison fume inhalation (the 20 ft. to position the weapon to fire through the room’s roof
most common injuries sustained within the base). At any (after the roof opens, as described under Events — see page
time, 1d6 technicians and 1d4 guards are located here, 27). An access panel is located at the weapon’s rear and may
recovering from such injuries, with 1 doctor and 2 nurses be opened with a successful Open Lock check (DC
seeing to their needs. The wounded guards are unarmed, but 15/20/25/30) or Break check (DC 15/20/25/30). This panel
their standard weapons are stored in a locked cabinet above leads to the weapon’s innards, where the agents may rewire
the hazardous waste bin. A successful Open Lock check (DC it not to overload (sabotaging the weapon’s targeting systems
10/15/20/25), or a successful Break check (DC 8/13/18/23), is may only be accomplished from the technician stations to the
required to access this cabinet. A standard base door leads to northeast). Except when it’s firing, two guards are posted on
the medical facility’s only outlying module. An airline-sized the BANEFIRE platform at all times.
restroom is located at the back of the central module. An observation deck 40 ft. above the room’s floor, just
An outlying module containing a small surgery suite. No southwest of the BANEFIRE platform. Boregy is located here
one is located here. throughout this scene, at the head of a hardwood dining table
A tube station leading southeast (toward location # 2) and facing a massive floor-to-ceiling tracking screen displaying
northwest (toward location #5 and around the lake toward Air Force One’s progress over Iceland. He sips tea and
location #2). The station can host only 1 tube car at a time, discusses the horrors of American international policy with
and consists of 1 pair of mag-lev rails and a tunnel that his henchmen and two attentive guards standing just behind
drops 5 ft. below the floor. him and to his sides. A full-size restroom is located on the
In addition to the entrances described here, each of the observation deck.
modules may be entered directly from the outside. A stationary, slightly raised technician platform 10 ft.
The agents may spend 1 minute searching this location to above the room’s floor, northwest of the BANEFIRE platform.
find 10 antibiotic shots, 10 antidote shots, 10 antivenin shots, The BANEFIRE weapon’s targeting systems are controlled
10 knockout shots, 10 stimulant shots, 5 first aid kits, 5 from this location. Forty technicians and four guards are
liquid skin patches, 3 uses of basic weakening poison, 2 stationed here at all times. An airline-sized restroom is located
standard stretchers, 2 collapsible stretchers, and 1 fire extin- in the technician platform.
guisher. No skill check is required to find these items. Two banks of power relays to the northwest and southeast,
5. Observatory: Unlike location #s 1–4 and 7–8, this area one connected to each of the clear barriers protecting the
is one large room with two standard base doors leading in room’s occupants from the lava rivers. These relays siphon
from the south (where tube stations are located). The room the raw power of the lava flows, converting it to energy used
contains a vast array of scientific instruments dedicated to by the weapon. The energy is transferred through over one
monitoring and recording volcanic activity. This room is hundred 12 in.-wide, insulated cables that run across the
purely observational — no level of sabotage here can impact room’s floor. Each cable possesses a hardness of 5, 50 wound
the weapon in location #6. An airline-sized restroom is located points, and no Break DC. The agents must break at least 50
at the back of the observatory. of them in order to sabotage the weapon’s power supply. The
At any time, 3 guards and 12 technicians are present (one power relays are typically unguarded per se, but they are
guard at each door and another overseeing the technicians). within line of sight from every other location in the room.
The lava river slowly flowing through this room is encased A tube station beneath the observation deck, leading
within a rounded clear barrier that contains the heat and pre- southwest (toward location #s 4, 5, 8, and 9) and northeast
vents anyone from tumbling in. This barrier possesses a hard- (toward location #s 7 and 9, and with Boregy’s swipecard, the
ness of 7, 200 wound points, and no Break DC. If shattered, all exit through the Larta Fissure). The station can host up to 2
characters within this location suffer the effects of incredible tube cars at once (two are parked here during the last hour
heat (see the Spycraft Espionage Handbook, page 230). leading up to the attack on Air Force One), and consists of 2
A bank of 12 clear-panel closets is visible in the north- pairs of mag-lev rails and a tunnel that drops 5 ft. below the
eastern wall, each containing a gold suit (see the Gentlemen’s floor.
Agreement Season Book, page 87). Two fire extinguishers are The lava rivers slowly flowing through this room are each
located near these closets. encased within a rounded clear barrier that contains the heat
6. Command Center: Unlike location #s 1–4 and 7–8, this and prevents anyone from tumbling in. Each barrier possesses
area is one large room with no standard base doors (the room a hardness of 7, 200 wound points, and no Break DC. If either
may only be reached by tube car, or by walking through the is shattered, all characters within this location suffer the
tube car tunnels). It contains the following. effects of incredible heat (see the Spycraft Espionage
The BANEFIRE weapon, upon a platform central along the Handbook, page 230).
room’s southwest-northeast length. The monstrous device is A bank of 12 clear-panel closets is visible in the north-
60 ft. high, a bewildering collection of metal and glass western wall, each containing a gold suit (see the
21 22

Gentlemen’s Agreement Season Book, page 87). Four fire An outlying module containing a rec room, with a
extinguishers are located near these closets. widescreen TV, DVD changer, several video game consoles,
Sabotaging BANEFIRE’s targeting system requires a board games, and other amusements.
successful complex Computers check (DC 100/200/300/400). A tube station leading northwest (toward location #s 6 and
This check possesses an interval of 1 minute. Up to two 9, and with Boregy’s swipecard, the exit through the Larta
agents may cooperate to make this check. The system is Fissure). The station can host only 1 tube car at a time, and
coded in a unique fashion — if either or both of the agents consists of 1 pair of mag-lev rails and a tunnel that drops 5
possess 5 or more ranks in Cryptography, the leader gains a ft. below the floor.
+2 synergy bonus with this check. If either or both of the In addition to the entrances described here, each of the
agents possess 10 or more ranks in Cryptography, the leader modules may be entered directly from the outside.
gains a +4 synergy bonus with this check. This location houses the base’s full complement of 60
Reversing Gunnarsson’s overload sabotage requires a technicians, but at any time, only 1d4+8 technicians are
successful complex Mechanics check (DC 100/200/300/400). present, including the eight working in the laboratory. The
This check possesses an interval of 1 minute. Up to two rest are spread across the base as described throughout this
agents may cooperate to make this check. The system makes section.
periodic use of electronic components — if either or both of 8. Boregy’s Residence: This location consists of the following.
the agents possess 5 or more ranks in Electronics, the leader One central module, containing Boregy’s living quarters.
gains a +2 synergy bonus with this check. If either or both of Central to the module is an expansive, resplendent bedroom
the agents possess 10 or more ranks in Electronics, the leader (with custom curtains, a king-size bed with silk sheets,
gains a +4 synergy bonus with this check. The agents may original Venetian artwork, etc.). Adjacent to this bedroom are
not attempt this check unless Gunnarsson explained how to a private study with a full sound studio stocked with every
reverse the sabotage (see page 14). classical piece the agents can think of, and a library rivaling
Two teams of agents may attempt both of these complex the finest private collections in England, and an austere
skill checks at the same time. dining room. Also found here is a large bathroom with a
7. Technician Barracks: This location consists of the sunken sauna shower/tub, marble fixtures, and floor-to-
following. ceiling mirrors. A fire extinguisher is hidden within a discreet
One central module, containing a laboratory and standard wall panel in Boregy’s bedroom.
base doors to each of the outlying modules. The laboratory An outlying module containing a private staff quarters
research focuses on a variety of side projects in which Boregy and laundry. This area smells of acrid chemicals that make
is interested, most but not all related to volcanoes or volcanic the agents’ eyes water (a byproduct of the waterless wash
activity. All the projects researched here are beyond the process). Boregy’s personal staff of 4 live here, keeping his
agents’ ability to understand (except as being of obvious use residence tidy and serving to his every need when he’s pre-
to the Agency). Two guards are always stationed at the lab- sent. Each member of Boregy’s personal staff possesses the
oratory, observing the eight technicians working here. These same statistics as a standard base technician.
guards have standing orders that if the laboratory is An outlying rec module containing a small swimming
breached, they’re to trigger an acid spray on their way out. pool, a racquetball court, and a miniature movie theatre.
Triggering the acid spray requires 1 half action near any of A tube station leading northwest (toward location #s 6 and
the room’s exits and destroys all of the room’s contents in 10 9, and with Boregy’s swipecard, the exit through the Larta
rounds. It also inflicts 1d10 points of normal damage per Fissure). The station can host only 1 tube car at a time, and
round to each character who remains in the room. consists of 1 pair of mag-lev rails and a tunnel that drops 5
Five outlying modules containing technician barracks. ft. below the floor.
Each barracks contains a dozen bunks and small chests In addition to the entrances described here, each of the
containing the technicians’ personal belongings (nothing of modules may be entered directly from the outside. Each door
interest to the agents), as well as minor personal touches (e.g. in this module is locked, requiring Boregy’s swipecard or one
science magazines, maps, etc.). of the swipecards carried by one of his personal staff
An outlying module containing a storage locker, with 5 (see Security, page 27, for details about bypassing these
science kits, 5 electronics kits, 5 mechanics kits, 2 laptop swipecard locks).
computers (power rating +3) with CAD/CAM software, 100 9. Power Station: Unlike location #s 1–4 and 7–8, this area
batteries, 5 battery banks, 2 portable generators, 2 universal is one large room with two massive blast doors leading in
power supplies, 25 flares, 10 standard flashlights, 2 scientific from the southwest and the northeast (where tube stations
manuals, and 5 fire extinguishers. are located — though tube cars run through this location,
An outlying module containing the technician laundry they only stop immediately outside it). The room contains a
and restrooms. This area smells of acrid chemicals that make vast array of power conversion equipment dedicated to trans-
the agents’ eyes water (a byproduct of the waterless wash and forming the power of the nearby lava flow into electricity for
waste removal processes). Twenty technician uniforms can be the base.
scavenged from this module. At any time, 4 guards and 4 technicians are present (one
guard at each door and two others overseeing the technicians).
23 24

Volcano Complex Vatnajokull

Larta
Fissure
6

7
5

8
Swords

Myrdalsjokull
4

2
Katla
Fissure
3
0 5 10

1 Scale in
Kilometers
25 26

Reykjavik

vatnajokull
Myrdalsjokull Norwegian Sea

The lava river slowly flowing nearby this room is encased lured into Boregy’s employ with the promise of retribution
within a rounded clear barrier that contains the heat and pre- for perceived acts of U.S. injustice. They wear a uniform of
vents anyone from tumbling in. This barrier possesses a red coveralls and soft caps, and typically carry handguns
hardness of 7, 200 wound points, and no Break DC. If shat- alone, although the base armory contains longarms and other
tered, all characters within this location suffer the effects of weapons that may be fielded as necessary (see location #3).
incredible heat (see the Spycraft Espionage Handbook, page Most of the guards have a mercenary approach to life. They
230). defend the complex because that’s what they’re paid to do,
A bank of 12 clear-panel closets is visible in the north- but they refuse to risk their lives unnecessarily. All standard
eastern wall, each containing a gold suit (see the Gentlemen’s morale rules apply to them.
Agreement Season Book, page 87). Two fire extinguishers are Technicians and other base workers are non-combatants.
located near these closets. Most wear blue coveralls and do not carry weapons. Again,
Sabotaging the base’s power supply requires the agents to they have a mercenary approach to their work on site — they
destroy the equipment here or to make a successful don’t feel they’re paid enough to take unnecessary risks. All
Mechanics check (DC 15/20/25/30). The equipment possesses base personnel other than the guards flee gunfire of any kind
a hardness of 10, 500 wound points, and no Break DC. Once (even when it comes from base guards), and suffer a –4
the power is supply is sabotaged, all cameras in non-num- circumstance penalty with all morale checks.
bered locations fail, as do all cameras in location #s 1–5 and
7–9. All non-essential systems in location #s 5 and 6 fail as Security
well, though the lava river power converters and the BANE- Each door within the base is made of light steel, possess-
FIRE weapon remain online. ing a hardness of 8, 100 wound points, and a Break DC of 28.
Each door is also secured with a swipecard lock. All base per-
Threats sonnel carry swipecards that only open doors leading into
The volcano base guards are disenfranchised servicemen, their work and bunk areas, as well as all tube cars between
formerly of the U.S.-manned Icelandic Defense Force (IDF),
27 28

these locations. Guards carry swipecards that only open When the weapon fires, a massive — and somewhat
doors within their duty and bunk areas, as well as all tube uncontrolled — beam pierces the horizon and Air Force One
cars between these locations. vanishes from the enormous wall panel tracking screen in the
Bypassing a swipecard lock requires a successful command center. The plane’s destruction is total, though it
Electronics check (DC 15/20/25/30). If an agent attempting isn’t visible by the naked eye from Boregy’s complex.
this skill check possesses 5 or more ranks in Open Lock, he The round after the weapon fires, the platform retracts and
gains a +2 synergy bonus, and if he possesses 10 or more the roof closes again. As before, this process takes 5 rounds.
ranks in Open Lock, he gains a +4 synergy bonus. An attempt Boregy orders Kralev to “Raise the White House. Tell them I
to bypass door security is noticed by the personnel in loca- want to speak to the Vice President immediately.”
tion #3 if the agent suffers a critical failure. Four rounds after the weapon fires — just as Boregy sits
The caverns are fairly well lit in all work and bunk areas down to speak with the Vice President’s Chief of Staff — the
(i.e. all numbered locations), but poorly lit in-between except technicians notice that something is wrong. The weapon isn’t
for the interior of the tube cars that base personnel ride from powering down and they can’t seem to bring its power
location to location. Audio and video surveillance cameras supply back online. Boregy launches into his demands
are included in all lit areas and there is a 1 in 4 chance that during the ensuing rounds, as the technicians become more
each unlit area is watched by an infrared/thermographic and more frantic off-screen.
video camera. Sneaking past one of these cameras requires a Eight rounds after the weapon fires, several technicians
successful Hide check opposed by the guards’ Spot skill. If an panic, fleeing the weapon controls. Boregy orders his guards
agent attempting this skill check possesses 5 or more ranks to gun them down. All but one does so, the last joining the
in Move Silently, he gains a +2 synergy bonus, and if he technicians in flight. Boregy guns the betraying guard down
possesses 10 or more ranks in Move Silently, he gains a +4 himself, then orders the remaining technicians to keep work-
synergy bonus. An attempt to sneak past a camera is noticed ing. He tells the guards to kill anyone who tries to leave the
by the personnel in location #3 if the agent suffers a failure. room and leaves Kolchek in charge. He and Kralev board a
With a critical failure, the agents also draw the attention of tube car and head to a secret exit through the Larta Fissure,
a guard team 2d6 × 10 ft. away. at the base of Mount Vatnajokull.
Disabling a security camera requires a successful Ten rounds after the weapon fires, several of the techni-
Electronics check (DC 15/20/25/30). If an agent attempting cians’ workstations explode, instantly killing half the
this skill check possesses 5 or more ranks in Surveillance, he remaining technicians and causing the rest to run. Kolchek
gains a +2 synergy bonus, and if he possesses 10 or more orders the guards to kill them even as he pulls back himself,
ranks in Surveillance, he gains a +4 synergy bonus. An heading toward the remaining tube car. The guards kill the
attempt to disable a security camera is noticed by the per- technicians, then notice Kolchek’s actions and charge him,
sonnel in location #3 if the agent suffers a critical failure. gunning him down as he enters the tube car. Half the guards
fill the tube car and the remainder attempt to cling to the
Events outside as the weapon’s control panels and power relays
The GC should keep careful track of time as the agents burst into pillars of volcanic flame behind them. The guards
move through the base (and note the base map’s scale to within the tube car head north after Boregy, but not having
determine agent progress through the base on foot or in tube the villain’s private code to open the escape route, they are
cars). Air Force One flies into the weapon’s range 2 hours redirected to the technicians’ barracks (location #7), where
after the agents enter the base. Unless the agents disable or they die 10 rounds later.
realign the weapon’s targeting system by then, Boregy incin- Fourteen rounds after the weapon fires, the command
erates the President’s plane and sends the weapon into feed- center’s floor is completely flooded with lava, killing all
back overload. NPCs remaining in the location and inflicting standard lava
If the agents are present when the weapon is readying to damage to all agents (see the Spycraft Espionage Handbook,
fire, it takes Boregy’s technicians 10 minutes to prep the page 230). Agents may avoid this damage by climbing onto
weapon to fire and set its targeting system. Boregy has them the weapon, a control console, or another part of the scenery,
accomplish this task 1 hour, 45 minutes after the agents enter per the GC’s discretion. This requires no skill check, but leav-
the base as Air Force One approaches the target zone. During ing the room thereafter does, as the lava rises 2 ft. and
the remaining 5 minutes, Boregy casually has tea and idly spreads 10 ft. per round thereafter. Agents located inside the
discusses perceived inhumanities inflicted by the U.S. gov- weapon are safe from the lava flow — for now.
ernment upon his guards, promising them “due course for Fifteen rounds after the weapon fires, Boregy and Kralev
their suffering”. arrive at the escape route, boarding an elevator and heading
Two minutes before the weapon fires, the command center toward the surface.
roof splits open and the weapon lifts up 20 ft. from the cavern Eighteen rounds after the weapon fires, the lava flow rises
floor. This process takes 5 rounds. The only way to reach it high enough to spill into the weapon’s interior, if the rear
or the controls at this point is to climb one of four staircases hatch remains open. Any agents within suffer standard lava
built into the side of the raised platform. damage (see the Spycraft Espionage Handbook, page 230).
29 30

Nineteen rounds after the weapon fires, Boregy and Kralev Example: When an agent completes a “C”-class objective,
exit the elevator at the base of Mount Vatnajokull and head he earns the “C”-class reward only. He may not also gain the
away on foot. XP reward for any other lettered objective in the same mini-
Twenty rounds after the weapon fires, the weapon tree (in this case, he may not also earn the rewards for either
detonates, collapsing the majority of the base caverns and the “A”-class objective or the “B”-class objective.
closing the crevasse entrance forever. All non-numbered Note: Living Spycraft experience is never earned until the
locations within the base are buried, killing all NPCs therein end of a serial, and agents may never gain levels during the
and inflicting damage to each agent within according to the course of a Living Spycraft serial.
standard bury zone rules for an avalanche (see the Spycraft
Espionage Handbook, page 230). There is a 75% chance that Action Dice
each numbered location suffers the same result. Any num- Each player gains the following XP rewards, as well as an
bered locations that survive the devastation become pockets amount of XP equal to the number of action dice you award-
of air, within which the agents may await rescue. ed him × 25 XP (to a maximum of their agent level × 25 XP).

Troubleshooting Scene 1
If the agents capture or kill Boregy earlier in this serial, A. Maintaining covert surveillance of Boregy only until
Kralev takes his place as commander of the base during this the drive to the observatory: 25/50/100/125 XP per agent.
scene. If the agents also capture or kill Kralev, another B. Maintaining covert surveillance of Boregy through-
henchman — Hermann Jace — becomes the commander of the out entire scene: 50/100/200/250 XP per agent.
base during this scene. Hermann Jace possesses the same A. Finding and opening Boregy’s wall safe:
statistics as Kralev. 25/50/100/125 XP per agent.
If the agents capture or kill Kolchek earlier in this serial, A. Finding and decoding Boregy’s DVD: 25/50/100/125
the base commander orders a senior guard named (former XP per agent.
Lieutenant) Charlie Reed to remain in charge as he escapes A. Gaining a background profile about one or both of
during the final sequence (see Events, page 27 for details). Boregy’s bodyguards*: 25/50/100/125 XP per agent.
Charlie possesses the same statistics as Kolchek. B. Turning one or both of Boregy’s bodyguards into the
Should the agents be captured, they are stripped of all evident police*: 50/100/200/250 XP per agent.
gear and delivered to the command center (location #6). A. Killing Markus Kolchek without the aid of the police*:
Boregy greets them as a proper host, has the guards remove 25/50/100/125 XP per agent.
their bonds, and serves them tea under armed guard as he B. Capturing Markus Kolchek without the aid of the
waits for Air Force One to enter firing range (see Events, page police*: 50/100/200/250 XP per agent.
27). During this period, one guard per agent is always pre- A. Killing Yuri Kralev without the aid of the police*:
sent, with a standard attack action readied to fire if his 25/50/100/125 XP per agent.
target agent rises from his chair or reaches into any B. Capturing Yuri Kralev without the aid of the police*:
concealed part of his clothing. 50/100/200/250 XP per agent.
Finally, the escape route is not only a way for Boregy and A. Gaining a background profile about Ingrid
Kralev to escape the base (thus to plague the Agency another Olnarsdottir*: 25/50/100/125 XP per agent.
day), but also a way for the agents to get out before the base A. Successfully questioning Ingrid Olnarsdottir*:
is destroyed. The GC should reward any reasonable attempt 25/50/100/125 XP per agent.
by the team to tag along on Boregy’s tube car, or follow it A. Killing Ingrid Olnarsdottir*: 0/0/0/0 XP per agent.
out of the base, with survival. B. Capturing Ingrid Olnarsdottir*: 25/50/100/125 XP per
agent.
A. Killing Patrick Boregy*: 75/150/300/375 XP per
Rewards agent.
Keep track of the agents’ accomplishments throughout this B. Capturing Patrick Boregy*: 150/300/600/750 XP per
serial and reward them with the following XP at its end. In agent.
this serial, the GC should give out the first-tier reward if this * This award may only be gained once during this serial,
serial if played at 3rd-level, the second-tier reward if the even though it’s repeated in multiple scenes.
serial is played at 8th-level, the third-tier reward if the
serial is played at 13th-level, and the fourth-tier reward if the Scene 2
serial is played at 18th-level. A. Determining what Dr. Gunnarsson is doing on the
All XP rewards have an associate letter (“A”, “B”, “C”, etc.), Internet: 25/50/100/125 XP per agent.
indicating their difficulty and benefit within a ‘mini-tree’ of A. Making contact with Brinn Gunnarsson:
XP rewards. Though the agents might complete multiple 25/50/100/125 XP per agent.
objectives within a tree, they only ever earn the XP for the A. Locating the farmhouse: 25/50/100/125 XP per agent.
highest letter of any tree for which they qualify. A. Killing one or more farmhouse guards:
25/50/100/125 XP per agent.
31 32

B. Capturing one or more farmhouse guards: B. Capturing Yuri Kralev without the aid of the police*:
50/100/200/250 XP per agent. 50/100/200/250 XP per agent.
A. Returning Vidgis Gunnarsson to her father alive and A. Killing Patrick Boregy*: 75/150/300/375 XP per
well: 75/150/300/375 XP per agent. agent.
A. Gaining a background profile about one or both of B. Capturing Patrick Boregy*: 150/300/600/750 XP per
Boregy’s bodyguards*: 25/50/100/125 XP per agent. agent.
B. Turning one or both of Boregy’s bodyguards into the * This award may only be gained once during this serial,
police*: 50/100/200/250 XP per agent. even though it’s repeated in multiple scenes.
A. Killing Markus Kolchek without the aid of the police*: ** This award is given even if the agents never visit loca-
25/50/100/125 XP per agent. tion #7, so long as the data remains intact and falls into the
B. Capturing Markus Kolchek without the aid of the Agency’s hands at the serial’s conclusion. This award is not
police*: 50/100/200/250 XP per agent. given if the base is destroyed.
A. Killing Yuri Kralev without the aid of the police*:
25/50/100/125 XP per agent.
B. Capturing Yuri Kralev without the aid of the police*:
Debriefing
50/100/200/250 XP per agent. The agents’ primary objective during this serial is to pre-
A. Gaining a background profile about Ingrid vent Boregy from downing Air Force One. Secondarily, they
Olnarsdottir*: 25/50/100/125 XP per agent. should attempt to capture Boregy and his underlings, and —
A. Successfully questioning Ingrid Olnarsdottir*: in a best case scenario — prevent the weapon from destroying
25/50/100/125 XP per agent. the base so the Agency can take possession of the site.
A. Killing Ingrid Olnarsdottir*: 0/0/0/0 XP per agent. If the agents manage to complete all of these objectives,
B. Capturing Ingrid Olnarsdottir*: 25/50/100/125 XP per Control offers them some well-earned R&R in a location or
agent. locations of their choice. The Agency and its allies move into
A. Killing Patrick Boregy*: 75/150/300/375 XP per the base and their joint R&D departments start dissecting the
agent. BANEFIRE weapon and other research on site (including the
B. Capturing Patrick Boregy*: 150/300/600/750 XP per laboratory investigations, if the agents save them). Each
agent. agent receives a personal commendation from — and private
* This award may only be gained once during this serial, meeting with — the U.S. President. Each U.S. military agent
even though it’s repeated in multiple scenes. gains a Medal of Honor and each civilian agent and agent
from another nation’s military gains the “Presidential Favor”
Scene 3 cert (see Certs, pages 47-49). A U.S. military agent may not
A. Entering the base without notice: 25/50/100/125 XP alternately gain the civilian benefit, or vice-versa.
per agent. If the agents manage to save Air Force One but fail to save
A. Sabotaging the base power supply: 25/50/100/125 XP the base, they receive an Agency commendation from their
per agent. Regional Control. Each U.S. military agent gains a
A. Saving the experiments at the base laboratory (see Distinguished Service Cross/Navy Cross/Air Force Cross (as
location #7)**: 25/50/100/125 XP per agent. appropriate to his branch of military service), and each
A. Arriving at the command center by getting captured: civilian agent and agent from another nation’s military gains
25/50/100/125 XP per agent. the “Congressional Favor” cert (see Certs, pages 47-49). A
B. Arriving at the command center without notice: U.S. military agent may not alternately gain the civilian
50/100/200/250 XP per agent. benefit, or vice-versa.
A. Reversing Gunnarsson’s sabotage of the BANEFIRE If the agents fail to save Air Force One, any other victory
weapon: 100/200/400/500 XP per agent. — even if they manage to save the base — is hollow at best.
A. Sabotaging the BANEFIRE weapon’s targeting system The story dominates the front page for months to come and
(saving Air Force One): 200/400/800/1,000 XP per agent. the U.S. government is rendered effectively impotent for the
A. Killing or capturing one or more base technicians: duration of the Vice President’s current term. Though the
0/0/0/0 XP per agent. Vice President does many good things for the U.S. people, a
A. Killing one or more base guards: 25/50/100/125 XP dark cloud hovers over his administration until he faces
per agent. re-election. Only then is he judged and allowed to operate on
B. Capturing one or more base guards: 50/100/200/250 his own terms. The U.S. Agency is injured but far from
XP per agent. eliminated — indeed, its Control takes an even more aggressive
A. Killing Markus Kolchek without the aid of the police*: stance against global terrorism and radical reform. U.S.
25/50/100/125 XP per agent. agents and those on loan to the U.S. are likely in for one or
B. Capturing Markus Kolchek without the aid of the two long years. No agents gain certs or additional benefits.
police*: 50/100/200/250 XP per agent. Any captured villains are delivered to a remote (and
A. Killing Yuri Kralev without the aid of the police*: undisclosed) Agency location, where they are interrogated
25/50/100/125 XP per agent.
33 34

and incarcerated for life. They never see the light of day L, Occ 1/4, Hnd +1, Spd 550 ft., MPH 55/110, Def 10, WP 110,
again, nor do they ever join any formal prison population. Hrd 7, qualities and mods: HOT, ordnance: none).
Any technicians, guards, and grunts captured are delivered Patrick Boregy (second-tier — target average agent level 8),
to the Icelandic authorities, which jointly prosecute them 9th-level faceman (mastermind — 45 MP): Department:
with the U.S. Department of Justice. None of them emerge Corporate Raider. CR 9. SZ M; v/wp 57/15; Init +8 (+1 Dex, +7
from the system for at least 40 years. class); Spd 30 ft.; Def 16 (+1 Dex, +5 class); Atk: fist/punch
Gunnarsson is left alone, allowed to flee with his daughter, +6 (dmg 1d3 subdual, error 1), 9mmP SIG-Sauer P-220 service
seemingly to parts unknown. The Agency and its allies keep pistol +7 (dmg 1d10+1 normal, recoil 13, error 1, threat 20,
tabs on him, however, infiltrating his close circle of acquain- range 25 ft. — 9 shots of standard military ball ammunition);
tances everywhere he goes, and ensuring he never uses his Face 1 square, Reach 1 square; SA None; SQ 2 favor checks
intellect to build anything monstrous again. through personal organization without spending an action
If there is extra time, feel free to role-play the debriefing die per session (+13), adaptable, backup 2/session, cold read
and have Control assess the group’s performance. Then have 1/session, fake it 2/session, linguist (French, Italian, Swedish,
the players fill out their RPGA forms and wrap up the session. Turkish), quick change 4/session; SV Fort +6, Ref +5, Will +6;
Str 11, Dex 12, Con 15, Int 15, Wis 14, Cha 17; Skills: Appraise
+9, Bluff +10, Bureaucracy +7, Cultures +13, Diplomacy +10,
Statistics Driver +7, Forgery +6, Gather Information +10, Innuendo +7,
Special Note: Though this serial was not designed using Intimidate +4/+7, Knowledge (Politics) +9, Knowledge
the Mastermind System, mastermind point (MP) costs are (General Science) +9, Perform +7, Sense Motive +10, Spot +10.
included for all characters herein so that you can easily port Feats: Armor Group Proficiency (Light, Medium), Filthy Rich,
them into your Mastermind System-designed home games The Look, Play the Odds, Political Favors, Rousing Speech,
with ease. Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle).
Gear: Weapons, 20 extra shots of standard 9mmP military ball
Scene 1: Land of the Midnight Sun ammunition, designer street clothes (suit), cell phone. Gadgets
The following NPCs are encountered during Scene 1 and and Vehicles: Mercedes (luxury car — SZ L, Occ 1/4, Hnd +1,
later as described in the serial text. Spd 550 ft., MPH 55/110, Def 10, WP 110, Hrd 7, qualities and
Patrick Boregy mods: HOT, ordnance: none).
Patrick Boregy views himself as a slick operator, a man to
be reckoned with and one for whom all things must arbitrar- Patrick Boregy (third-tier — target average agent level 13),
ily work according to plan. He leaves nothing to chance, 10th-level faceman/4th-level politico (mastermind — 70 MP):
however, and works diligently to ensure that there are no Department: Corporate Raider. CR 14. SZ M; v/wp 83/15; Init
discernable flaws in his plots. For more information about +11 (+1 Dex, +10 class); Spd 30 ft.; Def 20 (+1 Dex, +9 class);
Patrick Boregy, see Threats, page 26 Atk: fist/punch +10 (dmg 1d3+1 subdual, error 1), 9mmP SIG-
Sauer P-220 service pistol +10 (dmg 1d10+1 normal, recoil 13,
Patrick Boregy (first-tier — target average agent level 3), error 1, threat 20, range 25 ft. — 9 shots of standard military
4th-level faceman (mastermind — 20 MP): Department: ball ammunition); Face 1 square; Reach 1 square; SA None;
Corporate Raider. CR 4. SZ M; v/wp 35/15; Init +4 (+1 Dex, +3 SQ 3 favor checks through personal organization without
class); Spd 30 ft.; Def 13 (+1 Dex, +2 class); Atk: fist/punch spending an action die per session (+22), 1,000 faces
+3 (dmg 1d3 subdual, error 1), 9mmP SIG-Sauer P-220 service 1/session, acquaintances, adaptable, backup 2/session, bullet-
pistol +4 (dmg 1d10+1 normal, recoil 13, error 1, threat 20, proof reputation (1 grade), cold read 1/session, entourage
range 25 ft. — 9 shots of standard military ball ammunition); (Personal Staff), fake it 2/session, favor for a favor, linguist
Face 1 square; Reach 1 square; SA None; SQ 1 favor check (French, Italian, Swedish, Turkish), quick change 4/session,
through personal organization without spending an action die statesman; SV Fort +8, Ref +5, Will +11; Str 12, Dex 12, Con
per session (+7), adaptable, backup 1/session, cold read 15, Int 15, Wis 14, Cha 17; Skills: Appraise +11, Bluff +12,
1/session, linguist (French, Italian, Swedish), quick change Bureaucracy +12, Cultures +19, Diplomacy +16, Driver +9,
1/session; SV Fort +4, Ref +2, Will +4; Str 11, Dex 12, Con 15, Forgery +8, Gather Information +14, Innuendo +12,
Int 15, Wis 14, Cha 16; Skills: Appraise +8, Bluff +7, Intimidate +9/+12, Knowledge (Politics) +14, Knowledge
Bureaucracy +6, Cultures +9, Diplomacy +7, Driver +3, (General Science) +10, Perform +7, Sense Motive +12, Spot
Forgery +4, Gather Information +7, Innuendo +4, Intimidate +10. Feats: Armor Group Proficiency (Light, Medium), Filthy
+2/+5, Knowledge (Politics) +6, Knowledge (General Science) Rich, The Look, Old Debts, Personal Staff, Play the Odds,
+6, Perform +5, Sense Motive +6, Spot +6. Feats: Armor Political Favors, Red Flag, Rousing Speech, Weapon Group
Group Proficiency (Light, Medium), Filthy Rich, The Look, Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Weapons, 20
Rousing Speech, Weapon Group Proficiency (Handgun, extra shots of standard 9mmP military ball ammunition,
Hurled, Melee, Rifle). Gear: Weapons, 20 extra shots of standard designer street clothes (suit), cell phone. Gadgets and Vehicles:
9mmP military ball ammunition, designer street clothes (suit), Mercedes (luxury car — SZ L, Occ 1/4, Hnd +1, Spd 550 ft.,
cell phone. Gadgets and Vehicles: Mercedes (luxury car — SZ MPH 55/110, Def 10, WP 110, Hrd 7, qualities and mods: HOT,
ordnance: none).
35 36

Patrick Boregy (fourth-tier — target average agent level 18), Boregy’s Bodyguards (second-tier — target average agent
10th-level faceman/9th-level politico (mastermind — 90 MP): level 8), 5th-level soldiers/3rd-level bodyguards (henchmen —
Department: Corporate Raider. CR 19. SZ M; v/wp 121/15; Init 16 MP each): CR 8. SZ M; v/wp 62/13; Init +14 (+3 Dex, +7
+13 (+1 Dex, +12 class); Spd 30 ft.; Def 24 (+1 Dex, +13 class); class, +4 feat); Spd 30 ft.; Def 16 (+3 Dex, +3 armor); Atk:
Atk: fist/punch +12 (dmg 1d3+1 subdual, error 1), 9mmP SIG- fist/punch +9 (dmg 1d3+2 subdual, error 1), 9mmP SIG-Sauer
Sauer P-220 service pistol +12 (dmg 1d10+1 normal, recoil 13, P-220 service pistol +11 (dmg 1d10+1 normal, recoil 13, error
error 1, threat 20, range 25 ft. — 9 shots of standard military 1, threat 20, range 25 ft. — 9 shots of standard military ball
ball ammunition); Face 1 square; Reach 1 square; SA SQ ammunition); Face 1 square; Reach 1 square; SA None; SQ
None; SQ 4 favor checks through personal organization with- accurate, armor use +2/–2, DR 1/—, DR 2/CES, safeguard, ward
out spending an action die per session (+29), 1,000 faces (initiative, Defense); SV Fort +7, Ref +9, Will +3; Str 15, Dex
1/session, acquaintances, adaptable, backup 2/session, bullet- 16, Con 13, Int 10, Wis 10, Cha 10; Skills: Demolitions +5,
proof reputation (2 grades), cold read 1/session, dressed to Driver +5, First Aid +4, Intimidate +9/+7, Listen +4, Spot +8.
impress, entourage (Personal Staff, security team), fake it Feats: Alertness, Armor Group Proficiency (Light, Medium,
2/session, favor for a favor, friends on embassy row +8, Heavy), Combat Instincts, Improved Initiative, Mobility, Point
linguist (French, Italian, Swedish, Turkish), quick change Blank Shot, Quick Draw, Weapon Focus (SIG-Sauer P-220
4/session, statesman; SV Fort +10, Ref +7, Will +13; Str 12, service pistol), Weapon Group Proficiency (Handgun, Hurled,
Dex 12, Con 15, Int 15, Wis 15, Cha 17; Skills: Appraise +15, Melee, Rifle, Tactical). Gear: Weapons, 20 extra shots of standard
Bluff +14, Bureaucracy +25, Cultures +23, Diplomacy +21, 9mmP military ball ammunition, average street clothes (suits),
Driver +12, Forgery +10, Gather Information +16, Innuendo undercover vest, sunglasses, cell phone. Gadgets and Vehicles:
+16, Intimidate +20/+23, Knowledge (Politics) +21, None.
Knowledge (General Science) +12, Perform +8, Sense Motive
+13, Spot +11. Feats: Armor Group Proficiency (Light, Boregy’s Bodyguards (third-tier — target average agent level
Medium), Charmer, Filthy Rich, Fortunate, The Look, Old 13), 8th-level soldiers/5th-level bodyguards (henchmen — 26
Debts, Play the Odds, Political Favors, Rich Friends, Rousing MP each): CR 13. SZ M; v/wp 112/13; Init +17 (+3 Dex, +10
Speech, Weapon Group Proficiency (Handgun, Hurled, Melee, class, +4 feat); Spd 30 ft.; Def 18 (+3 Dex, +5 armor); Atk:
Rifle). Gear: Weapons, 20 extra shots of standard 9mmP military fist/punch +13 (dmg 1d3+2 subdual, error 1), 9mmP SIG-
ball ammunition, designer street clothes (suit), cell phone. Sauer P-220 service pistol +14 (dmg 1d10+1 normal, recoil 13,
Gadgets and Vehicles: Mercedes (luxury car — SZ L, Occ 1/4, error 1, threat 20, range 25 ft. — 9 shots of standard military
Hnd +1, Spd 550 ft., MPH 55/110, Def 10, WP 110, Hrd 7, ball ammunition); Face 1 square; Reach 1 square; SA None;
qualities and mods: HOT, ordnance: none). SQ accurate, armor use +4/–4, DR 1/—, DR 2/CES, safeguard,
take a blow, ward (initiative, Defense), weapon specialization
Boregy’s Bodyguards: (SIG-Sauer P-220 service pistol); SV Fort +10, Ref +11, Will
Marcus Kolchek and Yuri Kralev +3; Str 15, Dex 17, Con 13, Int 10, Wis 10, Cha 10; Skills:
Dressed identically in typical dark ‘bodyguard’ suits and Concentration +4, Demolitions +8, Driver +9, First Aid +7,
sunglasses, these two are in fact quite different people. Intimidate +10/+8, Listen +7, Spot +9, Use Rope +5. Feats:
Kolchek is from Lithuania, a thug with a fondness for both Alertness, Armor Group Proficiency (Light, Medium, Heavy),
women and violence, while Kralev is a Bulgarian professional Bandage, Combat Instincts, Coordinate Fire, Improved
who takes his duties as a ‘personal assistant’ as well as body- Initiative, Lay Down Fire, Mobility, Point Blank Shot, Quick
guard quite seriously. For more information about these men, Draw, Weapon Focus (SIG-Sauer P-220 service pistol),
see Threats, page 27. Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle,
Tactical). Gear: Weapons, 20 extra shots of standard 9mmP
Boregy’s Bodyguards (first-tier — target average agent level military ball ammunition, average street clothes (suits), under-
3), 3rd-level soldiers (henchmen — 6 MP each): CR 3. SZ M; cover vest, sunglasses, cell phone. Gadgets and Vehicles: None.
v/wp 28/12; Init +10 (+3 Dex, +3 class, +4 feat); Spd 30 ft.;
Def 14 (+3 Dex, +1 class); Atk: fist/punch +5 (dmg 1d3+2 sub- Boregy’s Bodyguards (fourth-tier — target average agent
dual, error 1), 9mmP SIG-Sauer P-220 service pistol +6 (dmg level 18), 10th-level soldiers/8th-level bodyguards (henchmen
1d10+1 normal, recoil 13, error 1, threat 20, range 25 ft. — 9 — 36 MP each): CR 18. SZ M; v/wp 146/13; Init +21 (+3 Dex,
shots of standard military ball ammunition); Face 1 square, +14 class, +4 feat); Spd 30 ft.; Def 19 (+3 Dex, +6 armor); Atk:
Reach 1 square; SA None; SQ accurate, DR 1/—; SV Fort +4, fist/punch +18 (dmg 1d3+4 subdual, error 1), 9mmP SIG-
Ref +5, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 10, Cha Sauer P-220 service pistol +19 (dmg 1d10+1 normal, recoil 13,
10; Skills: Demolitions +2, Driver +4, First Aid +1, Intimidate error 1, threat 20, range 25 ft. — 9 shots of standard military
+4/+2, Listen +2, Spot +2. Feats: Armor Group Proficiency ball ammunition); Face 1 square, Reach 1 square; SA None;
(Light, Medium, Heavy), Combat Instincts, Improved Initiative, SQ accurate, armor use +5/–5, awareness +2, DR 1/—, DR
Mobility, Quick Draw, Weapon Group Proficiency (Handgun, 2/CES, portable cover (one-quarter), safeguard, take a blow,
Hurled, Melee, Rifle, Tactical). Gear: Weapons, 20 extra shots take a bullet, ward (initiative, Defense, reflex saves), weapon
of standard 9mmP military ball ammunition, average street specialization (fist/punch, SIG-Sauer P-220 service pistol); SV
clothes (suits), sunglasses, cell phone. Gadgets and Vehicles: None. Fort +12, Ref +14, Will +5; Str 15, Dex 17, Con 13, Int 10, Wis
37 38

11, Cha 10; Skills: Concentration +8, Demolitions +8, Driver Survival +8. Feats: Armor Group Proficiency (Light), Black
+12, First Aid +8, Intimidate +12/+10, Listen +10, Spot +12, Cat, Native, Safe House, Tough Luck, Weapon Group
Use Rope +8. Feats: Alertness, Armor Group Proficiency Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Weapons,
(Light, Medium, Heavy), Bandage, Combat Instincts, trendy street clothes, PDA (power rating +2), cell phone.
Coordinate Fire, Improved Initiative, Quick Draw, Lay Down Gadgets and Vehicles: Bentley (classic car — SZ L, Occ 1/1,
Fire, Mobility, Point Blank Shot, Quick Draw, Quick Reload, Hnd –3, Spd 500 ft., MPH 50/100, Def 6, WP 100, Hrd 6,
Rapid Shot, Speed Trigger, Weapon Focus (SIG-Sauer P-220 qualities and mods: HOT, ordnance: none).
service pistol), Weapon Group Proficiency (Handgun, Hurled,
Melee, Rifle, Tactical). Gear: Weapons, 20 extra shots of stan- Ingrid Olnarsdottir (third-tier — target average agent level
dard 9mmP military ball ammunition, average street clothes 13), 6th-level fixer/5th-level guide (foil — 14 MP): Loyalty: 3.
(suits), undercover vest, sunglasses, cell phone. Gadgets and CR 11. SZ M; v/wp 58/12; Init +7 (+1 Dex, +6 class); Spd 30
Vehicles: None. ft.; Def 19 (+1 Dex, +8 class); Atk: fist/punch +7 (dmg 1d3
subdual, error 1), Beretta Cheetah backup pistol +8 (dmg 2d4
Ingrid Olnarsdottir normal, error 1, threat 20, range 15 ft., qualities and mods: FL
Ingrid Olnarsdottir is a mid-level player with connections — 8 shots of standard military ball ammunition); Face 1
across Reykjavik and the rest of Iceland. She is haughty but square, Reach 1 square; SA sneak attack +2d6; SQ acculturat-
paranoid, and easily toppled when faced with superior force or ed 1/session, acquaintances, cultured, dexterous, evasion (no
undermining kindness. Ingrid is also a potential foil — any damage with successful save), forage (1 BP per 2 difference),
critical success with either an Intimidate or Diplomacy check friends in low places (1 grade), procure, special ability (feat),
targeting her leaves her breathless, and wanting more. uncanny dodge (Dexterity bonus to Defense); SV Fort +8, Ref
Thereafter, she ravenously pursues the agent who “cowed” or +9, Will +7; Str 11, Dex 12, Con 12, Int 14, Wis 14, Cha 16;
“seduced” her, seeking to partner with him (or her) in more Skills: Bluff +10, Cultures +18, Diplomacy +16, Driver +7,
ways than one. Escape Artist +7, Forgery +8, Gather Information +12,
Innuendo +10, Jump +4, Knowledge (Reykjavik) +10,
Ingrid Olnarsdottir (first-tier — target average agent level Languages +14, Move Silently +6, Survival +10. Feats: Armor
3), 1st-level fixer (foil — 2 MP): Loyalty: 1. CR 1. SZ M; v/wp Group Proficiency (Light), Black Cat, Daring Ambush, Home
9/12; Init +1 (+1 Dex); Spd 30 ft.; Def 12 (+1 Dex, +1 class); Turf (Reykjavik), Hometown Hero (Reykjavik), Native, Safe
Atk: fist/punch +0 (dmg 1d3 subdual, error 1), Beretta Cheetah House, Tough Luck, Urban Training, Weapon Group
backup pistol +1 (dmg 2d4 normal, error 1, threat 20, range Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Weapons,
15 ft., qualities and mods: FL — 8 shots of standard military trendy street clothes, PDA (power rating +2), cell phone.
ball ammunition); Face 1 square, Reach 1 square; SA None; Gadgets and Vehicles: Bentley (classic car — SZ L, Occ 1/1,
SQ dexterous, procure; SV Fort +2, Ref +3, Will +1; Str 11, Hnd –3, Spd 500 ft., MPH 50/100, Def 6, WP 100, Hrd 6,
Dex 12, Con 12, Int 14, Wis 14, Cha 16; Skills: Bluff +5, qualities and mods: HOT, ordnance: none).
Cultures +6, Diplomacy +7, Driver +3, Escape Artist +3,
Forgery +4, Innuendo +4, Knowledge (Reykjavik) +4, Ingrid Olnarsdottir (fourth-tier — target average agent level
Languages +6, Survival +6. Feats: Armor Group Proficiency 18), 6th-level fixer/10th-level guide (foil — 20 MP): Loyalty:
(Light), Safe House, Weapon Group Proficiency (Handgun, 4. CR 16. SZ M; v/wp 86/12; Init +11 (+1 Dex, +10 class); Spd
Hurled, Melee, Rifle). Gear: Weapons, trendy street clothes, 30 ft.; Def 22 (+1 Dex, +11 class); Atk: fist/punch +11 (dmg
PDA (power rating +2), cell phone. Gadgets and Vehicles: 1d3 subdual, error 1), Beretta Cheetah backup pistol +12
Bentley (classic car — SZ L, Occ 1/1, Hnd –3, Spd 500 ft., MPH (dmg 2d4 normal, error 1, threat 20, range 15 ft., qualities and
50/100, Def 6, WP 100, Hrd 6, qualities and mods: HOT, mods: FL — 8 shots of standard military ball ammunition);
ordnance: none). Face 1 square, Reach 1 square; SA sneak attack +2d6; SQ
acculturated 1/session, acquaintances, cultured, dexterous,
Ingrid Olnarsdottir (second-tier — target average agent level evasion (no damage with successful save), forage (1 BP per 2
8), 6th-level fixer (foil — 8 MP): Loyalty: 2. CR 6. SZ M; v/wp difference), friends in low places (1 grade), procure, special
31/12; Init +3 (+1 Dex, +2 class); Spd 30 ft.; Def 16 (+1 Dex, ability (feat), uncanny dodge (Dexterity bonus to Defense); SV
+5 class); Atk: fist/punch +4 (dmg 1d3 subdual, error 1), Fort +11, Ref +11, Will +9; Str 11, Dex 12, Con 12, Int 14, Wis
Beretta Cheetah backup pistol +5 (dmg 2d4 normal, error 1, 14, Cha 16; Skills: Bluff +14, Cultures +22, Diplomacy +20,
threat 20, range 15 ft., qualities and mods: FL — 8 shots of Driver +10, Escape Artist +8, Forgery +12, Gather Information
standard military ball ammunition); Face 1 square, Reach 1 +20, Innuendo +10, Jump +4, Knowledge (Reykjavik) +12,
square; SA sneak attack +2d6; SQ dexterous, evasion (no Languages +14, Move Silently +6, Survival +10. Feats: Armor
damage with successful save), procure, special ability (feat), Group Proficiency (Light), Black Cat, Daring Ambush,
uncanny dodge (Dexterity bonus to Defense); SV Fort +4, Ref Fortunate, Home Turf (Reykjavik), Hometown Hero
+6, Will +4; Str 11, Dex 12, Con 12, Int 14, Wis 14, Cha 16; (Reykjavik), Jinx, Native, Safe House, Tough Luck, Urban
Skills: Bluff +10, Cultures +11, Diplomacy +10, Driver +5, Training, Weapon Group Proficiency (Handgun, Hurled,
Escape Artist +5, Forgery +6, Innuendo +8, Jump +2, Melee, Rifle). Gear: Weapons, trendy street clothes, PDA
Knowledge (Reykjavik) +10, Languages +8, Move Silently +6, (power rating +2), cell phone. Gadgets and Vehicles: Bentley
39 40

(classic car — SZ L, Occ 1/1, Hnd –3, Spd 500 ft., MPH 50/100, Concentration +18 (threat 17–20), Cultures +8 (threat 19–20),
Def 6, WP 100, Hrd 6, qualities and mods: HOT, ordnance: Driver +6, Electronics +12, First Aid +6 (threat 19–20),
none). Knowledge (Energy Systems) +14 (threat 17–20), Knowledge
(Physics) +17 (threat 17–20), Knowledge (Vulcanology) +21
(threat 17–20), Languages +9 (threat 19–20), Listen +4,
Scene 2: Desperate Rescue Mechanics +10, Profession (Scientist) +10, Search +4, Survival
The following NPCs are encountered during Scene 2 and +8, Swim +1. Feats: Advanced Skill Mastery (Scholarly),
later as described in the serial text. Armor Group Proficiency (Light), Grand Skill Mastery
(Scholarly), Run, Scholarly, Sidestep, Weapon Group
Brinn Gunnarsson Proficiency (Handgun, Melee), World Traveler. Gear: Average
Dr. Brinn Gunnarsson is a self-absorbed scientist who’s street clothes, laptop computer (+2 power rating). Vehicles and
only recently realized that his grand theory about harnessing Gadgets: None.
volcanic energy into a laser beam can — and if Boregy has his
way, will — be used as a weapon. Now, the only drive more Brinn Gunnarsson (fourth-tier — target average agent 18),
powerful than his need to correct his mistake his the need to 10th-level academic/10th-level explorer (standard NPC): CR
see his daughter safely returned home. 19. SZ M; v/wp 92/12; Init +15 (+1 Dex, +14 class); Spd 30
ft.; Def 25 (+1 Dex, +14 class); Atk: fist/punch +11 (dmg
Brinn Gunnarsson (first-tier — target average agent level 3), 1d3–1 subdual, error 1); Face 1 square; Reach 1 square; SA
5th-level academic (standard NPC): CR 4. SZ M; v/wp 14/10; None; SQ all over the world, bookworm (1/2 time), connected,
Init +4 (+1 Dex, +3 class); Spd 30 ft.; Def 15 (+1 Dex, +4 danger sense, direction sense +4, uncanny dodge (can’t be
class); Atk: fist/punch +1 (dmg 1d3–1 subdual, error 1); Face flanked, Dexterity bonus to Defense); SV Fort +10, Ref +11,
1 square; Reach 1 square; SA None; SQ None; SV Fort +0, Ref Will +14; Str 9, Dex 13, Con 12, Int 15, Wis 15, Cha 10; Skills:
+1, Will +4; Str 9, Dex 13, Con 10, Int 15, Wis 15, Cha 10; Bureaucracy +5, Climb +4, Computers +12, Concentration +18
Skills: Bureaucracy +2, Computers +7, Concentration +11 (threat 17–20), Cultures +10 (threat 18–20), Driver +8,
(threat 19–20), Driver +3, Electronics +7, Knowledge (Energy Electronics +12, First Aid +8 (threat 18–20), Knowledge
Systems) +6 (threat 19–20), Knowledge (Physics) +9 (threat (Energy Systems) +18 (threat 17–20), Knowledge (Physics) +20
19–20), Knowledge (Vulcanology) +12 (threat 19–20), (threat 17–20), Knowledge (Vulcanology) +20 (threat 17–20),
Languages +4, Mechanics +4, Profession (Scientist) +4. Feats: Languages +10 (threat 18–20), Listen +8, Mechanics +17,
Armor Group Proficiency (Light), Scholarly, Weapon Group Profession (Scientist) +10, Search +4, Survival +10, Swim +1.
Proficiency (Melee). Gear: Average street clothes, laptop Feats: Advanced Skill Mastery (Scholarly), Advanced Skill
computer (+2 power rating). Vehicles and Gadgets: None. Mastery (World Traveler), Armor Group Proficiency (Light),
Confident Charge, Grand Skill Mastery (Scholarly), Great
Brinn Gunnarsson (second-tier — target average agent level Fortitude, Run, Scholarly, Sidestep, Weapon Group Proficiency
8), 10th-level academic (standard NPC): CR 9. SZ M; v/wp (Handgun, Melee), World Traveler. Gear: Average street
26/10; Init +7 (+1 Dex, +6 class); Spd 30 ft.; Def 19 (+1 Dex, clothes, laptop computer (+2 power rating). Vehicles and
+8 class); Atk: fist/punch +4 (dmg 1d3–1 subdual, error 1); Gadgets: None.
Face 1 square; Range 1 square; SA None; SQ None; SV Fort
+3, Ref +4, Will +9; Str 9, Dex 13, Con 10, Int 15, Wis 15, Cha Farmhouse Guards
10; Skills: Bureaucracy +5, Computers +12, Concentration +18 The guards that Boregy employs are all cut from the same
(threat 17–20), Driver +6, Electronics +12, Knowledge (Energy cloth, former Eastern Bloc soldiers who lost their jobs in the
Systems) +11 (threat 17–20), Knowledge (Physics) +16 (threat drawdown of the armed forces. All have a totally mercenary
17–20), Knowledge (Vulcanology) +19 (threat 17–20), attitude toward their current employment — they do what they
Languages +7, Mechanics +7, Profession (Scientist) +7. Feats: do so long as they’re paid well and remain relatively safe.
Advanced Skill Mastery (Scholarly), Armor Group Proficiency Boregy is generous, so all are fairly loyal. At the farmhouse,
(Light), Grand Skill Mastery (Scholarly), Scholarly, Weapon the guards wear their own clothes, mostly denim and sweaters,
Group Proficiency (Melee). Gear: Average street clothes, lap- as well as stealth holsters, to avoid attracting attention.
top computer (+2 power rating). Vehicles and Gadgets: None. Farmhouse Guards (first-tier — target average agent level
3), 1st-level mercenaries/1st-level operatives (minions, squads
Brinn Gunnarsson (third-tier — target average agent level of 2 — 28 MP): Department: Special Forces. CR 1. SZ M; v/wp
13), 10th-level academic/5th-level explorer (standard NPC): 28/12; Init +4 (+2 Dex, +2 class); Spd 30 ft.; Def 14 (+2 Dex,
CR 14. SZ M; v/wp 58/10; Init +11 (+1 Dex, +10 class); Spd 30 +2 class); Atk: fist/punch +2 (dmg 1d3+1 subdual, error 1),
ft.; Def 22 (+1 Dex, +11 class); Atk: fist/punch +7 (dmg 1d3–1 knife +2 (dmg 1d4+1 normal, error 1, threat 20, thrown range
subdual, error 1); Face 1 square; Reach 1 square; SA None; SQ 10 ft. — 1 shot), 9mmP SIG-Sauer P-220 service pistol +3 (dmg
all over the world, bookworm (1/2 time), connected, direction 1d10+1 normal, recoil 13, error 1, threat 20, range 25 ft. — 9
sense +3, uncanny dodge (Dexterity bonus to Defense); SV shots of standard military ball ammunition); Face 1 square;
Fort +6, Ref +8, Will +12; Str 9, Dex 13, Con 10, Int 15, Wis Reach 1 square; SA None; SQ None; SV Fort +4, Ref +4, Will
15, Cha 10; Skills: Bureaucracy +5, Climb +1, Computers +12, +3; Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 9; Skills:
41 42

Demolitions +2, Move Silently +4. Feats: Armor Group Farmhouse Guards (fourth-tier — target average agent level
Proficiency (Light, Medium, Heavy), Sidestep, Weapon Focus 18), 9th-level mercenaries/8th-level operatives (minions,
(SIG-Sauer P-220 service pistol), Weapon Group Proficiency squads of 2 — 88 MP): Department: Special Forces. CR 16. SZ
(Handgun, Melee, Rifle, Tactical). Gear: Weapons, stealth M; v/wp 101/12; Init +15 (+2 Dex, +9 class, +4 feat); Spd 30
holster, average (casual) street clothes, combat boots. Vehicles ft.; Def 22 (+2 Dex, +10 class); Atk: fist/punch +16 (dmg
and Gadgets: Land Rover (off-road SUV — SZ L, Occ 1/3, Hnd 1d3+1 subdual, error 1), knife +16 (dmg 1d4+1 normal, error
–4, Spd 400 ft., MPH 40/80, Def 5, WP 100, Hrd 6, qualities 1, threat 20, thrown range 10 ft. — 1 shot), 9mmP SIG-Sauer
and mods: ORD, ordnance: none). P-220 service pistol +17 (dmg 1d10+1 normal, recoil 13, error
1, threat 20, range 25 ft. — 9 shots of standard military ball
Farmhouse Guards (second-tier — target average agent level ammunition); Face 1 square; Reach 1 square; SA sneak attack
8), 4th-level mercenaries/3rd-level operatives (minions, +2d6; SQ daredevil, DR 1/—; SV Fort +11, Ref +14, Will +12;
squads of 2 — 48 MP): Department: Special Forces. CR 6. SZ Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 9; Skills: Bluff +3,
M; v/wp 46/12; Init +6 (+2 Dex, +4 class); Spd 30 ft.; Def 16 Climb +5, Demolitions +17, Diplomacy +3, Driver +10, Hide
(+2 Dex, +4 class); Atk: fist/punch +7 (dmg 1d3+1 subdual, +8 (threat 19–20), Listen +5, Move Silently +17 (threat 19–20),
error 1), knife +7 (dmg 1d4+1 normal, error 1, threat 20, Search +4, Sense Motive +5, Spot +9, Surveillance +5,
thrown range 10 ft. — 1 shot), 9mmP SIG-Sauer P-220 service Survival +5, Swim +5, Tumble +6. Feats: Armor Group
pistol +8 (dmg 1d10+1 normal, recoil 13, error 1, threat 20, Proficiency (Light, Medium, Heavy), Improved Initiative, Point
range 25 ft. — 9 shots of standard military ball ammunition); Blank Shot, Sidestep, Stealthy, Weapon Focus (SIG-Sauer
Face 1 square; Reach 1 square; SA None; SQ DR 1/—; SV Fort P-220 service pistol), Weapon Group Proficiency (Handgun,
+7, Ref +7, Will +5; Str 12, Dex 14, Con 12, Int 10, Wis 12, Melee, Rifle, Tactical). Gear: Weapons, stealth holster, average
Cha 9; Skills: Bluff +0 (trained), Climb +2, Demolitions +3, (casual) street clothes, combat boots. Vehicles and Gadgets:
Diplomacy +3, Driver +5, Hide +5 (threat 19–20), Listen +3, Land Rover (off-road SUV — SZ L, Occ 1/3, Hnd –4, Spd 400
Move Silently +5 (threat 19–20), Search +1, Sense Motive +5, ft., MPH 40/80, Def 5, WP 100, Hrd 6, qualities and mods:
Spot +4, Surveillance +2, Survival +3, Swim +3, Tumble +3. ORD, ordnance: none).
Feats: Armor Group Proficiency (Light, Medium, Heavy), Point
Blank Shot, Sidestep, Stealthy, Weapon Focus (SIG-Sauer P- Vidgis Gunnarsson
220 service pistol), Weapon Group Proficiency (Handgun, Dr. Gunnarsson’s daughter is 17 years old, due to graduate
Melee, Rifle, Tactical). Gear: Weapons, stealth holster, average high school in a matter of months. Until her kidnapping, she
(casual) street clothes, combat boots. Vehicles and Gadgets: was an outgoing, fun-loving youngster with dreams of
Land Rover (off-road SUV — SZ L, Occ 1/3, Hnd –4, Spd 400 becoming an ecologist. Now, she’s terrified of her captors,
ft., MPH 40/80, Def 5, WP 100, Hrd 6, qualities and mods: rightly suspecting that they plan to kill her as soon as she out-
ORD, ordnance: none). lives her usefulness. Though she seems helpless at first glance,
she seizes the first opportunity to get revenge on the farm-
Farmhouse Guards (third-tier — target average agent level house guards, and this may place her in unexpected jeopardy
13), 6th-level mercenaries/6th-level operatives (minions, during the agents’ assault of the location.
squads of 2 — 68 MP): Department: Special Forces. CR 11. SZ
M; v/wp 72/12; Init +14 (+2 Dex, +8 class, +4 feat); Spd 30 Vidgis Gunnarsson (first-tier — target average agent level
ft.; Def 19 (+2 Dex, +7 class); Atk: fist/punch +11 (dmg 1d3+1 3), 1st-level smart minion (standard NPC): CR 1/2. SZ M; v/wp
subdual, error 1), knife +11 (dmg 1d4+1 normal, error 1, threat 6/10; Init +0; Spd 30 ft.; Def 11 (+1 class); Atk: fist/punch +0
20, thrown range 10 ft. — 1 shot), 9mmP SIG-Sauer P-220 (dmg 1d3 subdual, error 1); Face 1 square; Reach 1 square; SA
service pistol +12 (dmg 1d10+1 normal, recoil 13, error 1, None; SQ None; SV Fort +0, Ref +1, Will +4; Str 9, Dex 10,
threat 20, range 25 ft. — 9 shots of standard military ball Con 10, Int 12, Wis 14, Cha 15; Skills: Appraise +3,
ammunition); Face 1 square; Reach 1 square; SA sneak attack Bureaucracy +4, Computers +5, Concentration +6, Craft
+1d6; SQ daredevil, DR 1/—; SV Fort +9, Ref +11, Will +7; Str (Poetry) +4, Cultures +3, Diplomacy +5, Driver +3, Electronics
12, Dex 14, Con 12, Int 10, Wis 12, Cha 9; Skills: Bluff +2, +2, Hide +2, Hobby (Hiking) +5, Knowledge (Ecology) +2,
Climb +4, Demolitions +13, Diplomacy +2, Driver +8, Hide +7 Knowledge (General Science) +2, Profession (Student) +4,
(threat 19–20), Listen +4, Listen +4, Move Silently +14 (threat Search +2, Sense Motive +3, Spot +4. Feats: Armor Group
19–20), Search +3, Sense Motive +4, Spot +7, Surveillance +4, Proficiency (Light), Weapon Group Proficiency (Handgun,
Survival +4, Swim +4, Tumble +5. Feats: Armor Group Melee). Gear: Average (street clothes), cell phone. Vehicles and
Proficiency (Light, Medium, Heavy), Improved Initiative, Point Gadgets: None.
Blank Shot, Sidestep, Stealthy, Weapon Focus (SIG-Sauer
P-220 service pistol), Weapon Group Proficiency (Handgun, Vidgis Gunnarsson (second-tier — target average agent level
Melee, Rifle, Tactical). Gear: Weapons, stealth holster, average 8), 6th-level smart minion (standard NPC): CR 5. SZ M; v/wp
(casual) street clothes, combat boots. Vehicles and Gadgets: 23/10; Init +2 (+2 class); Spd 30 ft.; Def 15 (+5 class); Atk:
Land Rover (off-road SUV — SZ L, Occ 1/3, Hnd –4, Spd 400 fist/punch +3 (dmg 1d3 subdual, error 1); Face 1 square;
ft., MPH 40/80, Def 5, WP 100, Hrd 6, qualities and mods: Reach 1 square; SA None; SQ None; SV Fort +2, Ref +3, Will
ORD, ordnance: none). +7; Str 9, Dex 10, Con 10, Int 12, Wis 14, Cha 15; Skills:
43 44

Appraise +5, Bureaucracy +6, Computers +9, Concentration 28/12; Init +4 (+2 Dex, +2 class); Spd 30 ft.; Def 14 (+2 Dex,
+10, Craft (Poetry) +6, Cultures +5, Diplomacy +7, Driver +6, +2 class); Atk: fist/punch +2 (dmg 1d3+1 subdual, error 1),
Electronics +6, Hide +6, Hobby (Hiking) +7, Knowledge knife +2 (dmg 1d4+1 normal, error 1, threat 20, thrown range
(Ecology) +6, Knowledge (General Science) +4, Profession 10 ft. — 1 shot), 9mmP SIG-Sauer P-220 service pistol +3 (dmg
(Student) +6, Search +4, Sense Motive +5, Spot +6. Feats: 1d10+1 normal, recoil 13, error 1, threat 20, range 25 ft. — 9
Armor Group Proficiency (Light), Weapon Group Proficiency shots of standard military ball ammunition); Face 1 square;
(Handgun, Melee). Gear: Average (street clothes), cell phone. Reach 1 square; SA None; SQ None; SV Fort +4, Ref +4, Will
Vehicles and Gadgets: None. +3; Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 9; Skills:
Demolitions +2, Move Silently +4. Feats: Armor Group
Vidgis Gunnarsson (third-tier — target average agent level Proficiency (Light, Medium, Heavy), Sidestep, Weapon Focus
13), 11th-level smart minion (standard NPC): CR 10. SZ M; (SIG-Sauer P-220 service pistol), Weapon Group Proficiency
v/wp 41/10; Init +4 (+4 class); Spd 30 ft.; Def 19 (+9 class); (Handgun, Melee, Rifle, Tactical). Gear: Weapons, standard
Atk: fist/punch +5 (dmg 1d3 subdual, error 1); Face 1 square; holster, 20 extra shots of standard 9mmP military ball ammu-
Reach 1 square; SA None; SQ None; SV Fort +3, Ref +5, Will nition, average clothes (uniform), combat boots, tactical radio.
+9; Str 9, Dex 10, Con 10, Int 12, Wis 14, Cha 15; Skills: Vehicles and Gadgets: None.
Appraise +7, Bureaucracy +8, Computers +11, Concentration
+12, Craft (Poetry) +8, Cultures +7, Diplomacy +9, Driver +8, Volcano Base Guards (second-tier — target average agent
Electronics +8, Hide +8, Hobby (Hiking) +9, Knowledge level 8), 4th-level mercenaries/3rd-level operatives (minions,
(Ecology) +8, Knowledge (General Science) +9, Profession squads of 2 — 48 MP): Department: Special Forces. CR 6. SZ
(Student) +10, Search +8, Sense Motive +9, Spot +10. Feats: M; v/wp 46/12; Init +6 (+2 Dex, +4 class); Spd 30 ft.; Def 16
Armor Group Proficiency (Light), Weapon Group Proficiency (+2 Dex, +4 class); Atk: fist/punch +7 (dmg 1d3+1 subdual,
(Handgun, Melee). Gear: Average (street clothes), cell phone. error 1), knife +7 (dmg 1d4+1 normal, error 1, threat 20,
Vehicles and Gadgets: None. thrown range 10 ft. — 1 shot), 9mmP SIG-Sauer P-220 service
pistol +8 (dmg 1d10+1 normal, recoil 13, error 1, threat 20,
Vidgis Gunnarsson (fourth-tier — target average agent level range 25 ft. — 9 shots of standard military ball ammunition);
18), 16th-level smart minion (standard NPC): CR 15. SZ M; Face 1 square; Reach 1 square; SA None; SQ DR 1/—; SV Fort
v/wp 57/10; Init +6 (+6 class); Spd 30 ft.; Def 23 (+13 class); +7, Ref +7, Will +5; Str 12, Dex 14, Con 12, Int 10, Wis 12,
Atk: fist/punch +8 (dmg 1d3 subdual, error 1); Face 1 square; Cha 9; Skills: Bluff +0 (trained), Climb +2, Demolitions +3,
Reach 1 square; SA None; SQ None; SV Fort +5, Ref +7, Will Diplomacy +3, Driver +5, Hide +5 (threat 19–20), Listen +3,
+12; Str 9, Dex 10, Con 10, Int 12, Wis 14, Cha 15; Skills: Move Silently +5 (threat 19–20), Search +1, Sense Motive +5,
Appraise +9, Bureaucracy +10, Computers +15, Concentration Spot +4, Surveillance +2, Survival +3, Swim +3, Tumble +3.
+14, Craft (Poetry) +12, Cultures +9, Diplomacy +12, Driver Feats: Armor Group Proficiency (Light, Medium, Heavy), Point
+10, Electronics +10, Hide +12, Hobby (Hiking) +11, Blank Shot, Sidestep, Stealthy, Weapon Focus (SIG-Sauer
Knowledge (Ecology) +12, Knowledge (General Science) +13, P-220 service pistol), Weapon Group Proficiency (Handgun,
Profession (Student) +12, Search +10, Sense Motive +11, Spot Melee, Rifle, Tactical). Gear: Weapons, standard holster, 20
+12. Feats: Armor Group Proficiency (Light), Weapon Group extra shots of standard 9mmP military ball ammunition,
Proficiency (Handgun, Melee). Gear: Average (street clothes), average clothes (uniform), combat boots, tactical radio.
cell phone. Vehicles and Gadgets: None. Vehicles and Gadgets: None.

Volcano Base Guards (third-tier — target average agent level


Scene 3: Fire and Ice 13), 6th-level mercenaries/6th-level operatives (minions,
The following NPCs are encountered during Scene 3 and squads of 2 — 68 MP): Department: Special Forces. CR 11. SZ
later as described in the serial text. M; v/wp 72/12; Init +14 (+2 Dex, +8 class, +4 feat); Spd 30
ft.; Def 19 (+2 Dex, +7 class); Atk: fist/punch +11 (dmg 1d3+1
Volcano Base Guards subdual, error 1), knife +11 (dmg 1d4+1 normal, error 1, threat
The guards that Boregy employs are all cut from the same 20, thrown range 10 ft. — 1 shot), 9mmP SIG-Sauer P-220
cloth, former Eastern Bloc soldiers who lost their jobs in the service pistol +12 (dmg 1d10+1 normal, recoil 13, error 1,
drawdown of the armed forces. All have a totally mercenary threat 20, range 25 ft. — 9 shots of standard military ball
attitude toward their current employment — they do what they ammunition); Face 1 square; Reach 1 square; SA sneak attack
do so long as they’re paid well and remain relatively safe. +1d6; SQ daredevil, DR 1/—; SV Fort +9, Ref +11, Will +7; Str
Boregy is generous, so all are fairly loyal. At the volcano base, 12, Dex 14, Con 12, Int 10, Wis 12, Cha 9; Skills: Bluff +2,
the guards wear bland uniforms and openly carry handguns. Climb +4, Demolitions +13, Diplomacy +2, Driver +8, Hide +7
None expect anyone to find, let alone assault, the base. (threat 19–20), Listen +4, Listen +4, Move Silently +14 (threat
19–20), Search +3, Sense Motive +4, Spot +7, Surveillance +4,
Volcano Base Guards (first-tier — target average agent level Survival +4, Swim +4, Tumble +5. Feats: Armor Group
3), 1st-level mercenaries/1st-level operatives (minions, squads Proficiency (Light, Medium, Heavy), Improved Initiative, Point
of 2 — 28 MP): Department: Special Forces. CR 1. SZ M; v/wp Blank Shot, Sidestep, Stealthy, Weapon Focus (SIG-Sauer
45 46

P-220 service pistol), Weapon Group Proficiency (Handgun, SV Fort +2, Ref +4, Will +9; Str 10, Dex 10, Con 10, Int 17,
Melee, Rifle, Tactical). Gear: Weapons, standard holster, 20 Wis 16, Cha 11; Skills: Bureaucracy +2, Computers +6,
extra shots of standard 9mmP military ball ammunition, aver- Concentration +8 (threat 19–20), Craft (Machining) +4, Driver
age clothes (uniform), combat boots, tactical radio. Vehicles +1, Electronics +6, Gather Information +6, Knowledge
and Gadgets: None. (Biology) +3 (threat 19–20), Knowledge (Chemistry) +11
(threat 19–20), Knowledge (Geology) +8 (threat 19–20),
Volcano Base Guards (fourth-tier — target average agent Knowledge (Physics) +8 (threat 19–20), Knowledge
level 18), 9th-level mercenaries/8th-level operatives (min- (Vulcanology) +6 (threat 19–20), Languages +5, Mechanics +7,
ions, squads of 2 — 88 MP): Department: Special Forces. CR Profession (Scientist) +7, Search +6. Feats: Armor Group
16. SZ M; v/wp 101/12; Init +15 (+2 Dex, +9 class, +4 feat); Proficiency (Light), Scholarly, Weapon Group Proficiency
Spd 30 ft.; Def 22 (+2 Dex, +10 class); Atk: fist/punch +16 (Handgun, Melee). Gear: Average clothes (uniform), standard
(dmg 1d3+1 subdual, error 1), knife +16 (dmg 1d4+1 normal, boots. Vehicles and Gadgets: None.
error 1, threat 20, thrown range 10 ft. — 1 shot), 9mmP SIG-
Sauer P-220 service pistol +17 (dmg 1d10+1 normal, recoil 13, Volcano Base Technicians (third-tier — target average agent
error 1, threat 20, range 25 ft. — 9 shots of standard military level 13), 6th-level researchers/5th-level academics (standard
ball ammunition); Face 1 square; Reach 1 square; SA sneak NPCs): CR 10. SZ M; v/wp 30/10; Init +5 (+5 class); Spd 30 ft.;
attack +2d6; SQ daredevil, DR 1/—; SV Fort +11, Ref +14, Will Def 19 (+9 class); Atk: fist/punch +5 (dmg 1d3 subdual, error
+12; Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 9; Skills: 1); Face 1 square; Reach 1 square; SA None; SQ man of letters
Bluff +3, Climb +5, Demolitions +17, Diplomacy +3, Driver (see pattern); SV Fort +3, Ref +6, Will +13; Str 10, Dex 10, Con
+10, Hide +8 (threat 19–20), Listen +5, Move Silently +17 10, Int 17, Wis 16, Cha 11; Skills: Bureaucracy +5, Computers
(threat 19–20), Search +4, Sense Motive +5, Spot +9, +8, Concentration +10 (threat 19–20), Craft (Machining) +6,
Surveillance +5, Survival +5, Swim +5, Tumble +6. Feats: Driver +2, Electronics +10, Gather Information +9, Knowledge
Armor Group Proficiency (Light, Medium, Heavy), Improved (Biology) +4 (threat 19–20), Knowledge (Chemistry) +13
Initiative, Point Blank Shot, Sidestep, Stealthy, Weapon Focus (threat 19–20), Knowledge (Geology) +10 (threat 19–20),
(SIG-Sauer P-220 service pistol), Weapon Group Proficiency Knowledge (Physics) +11 (threat 19–20), Knowledge
(Handgun, Melee, Rifle, Tactical). Gear: Weapons, standard (Vulcanology) +8 (threat 19–20), Languages +8, Mechanics +9,
holster, 20 extra shots of standard 9mmP military ball ammu- Profession (Scientist) +11, Search +9. Feats: Armor Group
nition, average clothes (uniform), combat boots, tactical radio. Proficiency (Light), Scholarly, Weapon Group Proficiency
Vehicles and Gadgets: None. (Handgun, Melee). Gear: Average clothes (uniform), standard
boots. Vehicles and Gadgets: None.
Volcano Base Technicians
The technicians living and working at Boregy’s volcano Volcano Base Technicians (fourth-tier — target average
base are an intentionally mid-level brain trust. Boregy learned agent level 18), 9th-level researchers/7th-level academics
the hard way with Gunnarsson and his colleagues on the (standard NPCs): CR 15. SZ M; v/wp 43/10; Init +8 (+8 class);
BANEFIRE project not to rely too heavily upon geniuses, as Spd 30 ft.; Def 23 (+13 class); Atk: fist/punch +7 (dmg 1d3
they come to believe they can choose their own fates. Once the subdual, error 1); Face 1 square; Reach 1 square; SA None; SQ
initial work on BANEFIRE was complete, Boregy killed all the man of letters (bookworm, see pattern); SV Fort +5, Ref +8,
truly gifted researchers except for Gunnarsson and restocked Will +14; Str 10, Dex 10, Con 10, Int 17, Wis 16, Cha 11; Skills:
his base with those who could easily be bought or intimidated. Bureaucracy +7, Computers +10, Concentration +13 (threat
18–20), Craft (Machining) +7, Driver +3, Electronics +13,
Volcano Base Technicians (first-tier — target average agent Gather Information +12, Knowledge (Biology) +6 (threat
level 3), 1st-level researchers (standard NPCs): CR 1/2. SZ M; 18–20), Knowledge (Chemistry) +17 (threat 18–20),
v/wp 4/10; Init +0; Spd 30 ft.; Def 11 (+1 class); Atk: Knowledge (Geology) +13 (threat 18–20), Knowledge (Physics)
fist/punch +0 (dmg 1d3 subdual, error 1); Face 1 square; +15 (threat 18–20), Knowledge (Vulcanology) +10 (threat
Reach 1 square; SA None; SQ None; SV Fort +0, Ref +2, Will 18–20), Languages +10, Mechanics +11, Profession (Scientist)
+5; Str 10, Dex 10, Con 10, Int 15, Wis 16, Cha 11; Skills: +15, Search +12. Feats: Advanced Skill Mastery (Scholarly),
Electronics +3, Gather Information +4, Knowledge (Physics) Armor Group Proficiency (Light), Scholarly, Weapon Group
+3, Profession (Scientist) +4, Search +3. Feats: Armor Group Proficiency (Handgun, Melee). Gear: Average clothes
Proficiency (Light), Weapon Group Proficiency (Handgun). (uniform), standard boots. Vehicles and Gadgets: None.
Gear: Average clothes (uniform), standard boots. Vehicles and
Gadgets: None.

Volcano Base Technicians (second-tier — target average


agent level 8), 3rd-level researchers/3rd-level academics (stan-
dard NPCs): CR 5. SZ M; v/wp 18/10; Init +3 (+3 class); Spd
30 ft.; Def 16 (+6 class); Atk: fist/punch +2 (dmg 1d3 subdual,
error 1); Face 1 square; Reach 1 square; SA None; SQ None;
47 48

Agent Commendation Certificates


Medal of Honor Congressional Favor
Cert Qualities: Accomplishment. Cert Qualities: Accomplishment, Finite (1 use).
Benefit: A U.S. military agent bearing this cert possesses a Benefit: Once, and once only, an agent bearing this cert
U.S. Medal of Honor decoration (see the U.S. Militaries may call upon U.S. Congress to grant any 1 favor check with
Sourcebook, page 82). He gains a +4 gear bonus with all a DC of 20 or lower, or any 1 intelligence resource costing no
Bureaucracy, Diplomacy, Gather Information, Intimidate, more than 8 GP. In either case, the agent need not spend any
Perform, and disposition checks targeting U.S. military action dice nor make any skill check to procure the benefit
personnel (this bonus is reduced to +2 when targeting members (except as required to determine a subsequent scaled result).
of other nations’ militaries). Also, the agent gains an When the agent uses this benefit, the GC destroys this cert and
additional 4 promotion points per Medal of Honor earned adds the following notation to the Certs section of the agent’s
(without maximum, though it should be the rarest circumstance career dossier for the current mission:
possible when any agent earns more than one).
Special Note: Only a U.S. military agent may gain this “Used Finite Cert: Congressional Favor.”
benefit; civilian agents and agents belonging to another
nation’s military service may not.

Distinguished Cross
Cert Qualities: Accomplishment.
Benefit: A U.S. military agent bearing this cert possesses a
U.S. Distinguished Service Cross/Navy Cross/Air Force Cross
decoration, as appropriate to his branch of military service
(see the U.S. Militaries Sourcebook, page 82). He gains a +3
gear bonus with all Bureaucracy, Diplomacy, Gather
Information, Intimidate, Perform, and disposition checks
targeting personnel from the agent’s service branch (this
bonus is reduced to +2 when targeting members of other U.S.
service branches). Also, the agent gains 3 promotion points
for the first Distinguished Cross earned, 2 promotion points
for the second, 1 promotion point for the third, and 0 for each
subsequent Distinguished Cross he earns.
Special Note: Only a U.S. military agent may gain this
benefit; civilian agents and agents belonging to another
nation’s military service may not.

Presidential Favor
Cert Qualities: Accomplishment, Finite (1 use).
Benefit: Once, and once only, an agent bearing this cert
may call upon the Office of the U.S. President to grant any 1
favor check with a DC of 30 or lower, or any 1 intelligence
resource costing no more than 12 GP. In either case, the agent
need not spend any action dice nor make any skill check to
procure the benefit (except as required to determine a
subsequent scaled result). When the agent uses this benefit,
the GC destroys this cert and adds the following notation to
the Certs section of the agent’s career dossier for the current
mission:

“Used Finite Cert: Presidential Favor.”


49 50

The Open Game License


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have
contributed Open Game Content; (b) “Derivative Material” means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d) “Open Game Content” means the game
mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) “Product Identity”
means product and product line names, logos and identifying marks including trade
dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dia-
logue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or audio representa-
tions; names and descriptions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are
used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in
terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content distributed
using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or
You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICES
Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules
Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Star Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.;
Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook, Copyright
2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.;
Authors Patrick Kapera and Kevin Wilson.

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