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Short Rules Second Edition
Short Rules Second Edition
Short rules
Introduction
What is Special Agency? The world of Special Agency
Special Agency is a tabletop role- Special Agency World is the same
playing game that allows you to participate as the one we find ourselves in. The Agents
with your imagination (and some rules) in and the Overseer are players in a living
contemporary action and adventure movies, environment, which works by the same rules
series, books, comics and video games. as our own. Special Agency gets you right
Players take on the role of police agents in into conspiracies, adventures and
any of their multiple facets: federal, local or exploration, political intrigues, criminal
international; or get into the skin of actions or police investigations. In the style of
terrorists, thieves and criminals in general, action series and movies, players can be at
with the aim of having a good time of fun, any level of an organization or be lone
investigation and tactical action. wolves; control the judicial apparatus of a
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Special Agency Short Rules
city or become vigilantes with their own who come across a theft case that they must
agenda. They can also choose a date between investigate Hercule Poirot-style. They can
1850 and 2099 for their Cases and Actions also be unscrupulous mercenaries in the
and a tone for their adventures: comedy, 1990s, transgressing Prohibition in interwar
suspense, action, horror, adventure or Chicago, searching for a psychopathic killer
tragedy. Although the game is centered in in the U.S. or provoking the armed forces of
North America, it can be set anywhere in the a foreign country in a false flag attack.
world.
Your gaming group may prefer
Agents and Criminals the action to resemble a particular series,
Special Agency players will be novel or movie. Go ahead, any action and
able to choose between being a group of adventure can be emulated with Special
police agents - federal, local, spies or Agency. Just keep in mind that in this world,
vigilantes... - or becoming criminals - Agents can suffer serious injuries that will
terrorists, thieves, mercenaries, assassins or eventually retire them, or worse: they can die
simply gangsters. The choice they make at quite easily if exposed to danger.
the beginning will include them in one group
or another, but it is possible that they can
change sides in the middle of a story,
although this is not very common. In Special
Agency all Player Characters are called
Agents in this and other documents,
regardless of whether they are Police Agents
or criminals.
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Special Agency Short Rules
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Short Rules Special Agency
Overwhelming difficulty
Some circumstances overcome
Agents far beyond a simple modifier. If the
roll has a penalty that would lead the
character to have less than 10% of his skill,
that is, if he could only hit by a critical, the
Overseer may choose to add greater difficulty
without penalizing with a negative modifier.
To do so, the action is declared to have a
Overwhelming difficulty. When rolling the
d10 dice to establish a result between 01 and
100, choose the higher result for the tens. A
character who was to make a roll with Special
Training is immune to the crushing difficulty
of a roll and would always follow the Special
Training rule.
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Endurance
The Endurance of a character Personality
exposes the purely physical toughness
Is the character a true leader or is he/
against the environment it presents. It is the
she unable to speak in public? It could be that
ability to walk without fainting, to overcome
the character with a low Personality suffers
a poison or a disease, to climb a mountain
from a speech defect, has a serious hygiene
or to endure twelve rounds of boxing.
problem or is simply socially useless. A high
Endurance includes only the most physical
attribute will indicate that he/she knows how
characteristic, but not the mental or spiritual
to communicate, understands others and
strength. Endurance influences an Agent's
empathizes with them, and may be better
Life Points - like Strength, which represents
considered for a position (even if another is
muscular strength - and is essential to his
more suitable). Personality influences the
Endurance. The physical elements of the
way an Agent takes things around him:
environment have Endurance as a basic
whether he is nervous or calm, attentive or
characteristic: a door, a rock or a car have
inconsiderate, cowardly or courageous. In
Endurance, which will be equal to the
this case we refer to the character's attitude
Damage Points they can resist until they are
and coolness. A high attribute will indicate
destroyed. In addition, a resistance greater
that the character knows how to get out of
than 20 will add a natural Armor.
uncomfortable situations, withstand the
Coordination adrenaline pumping in his heart in a hurry,
tolerates the ways of others and has the
Coordination represents the
ability to abstract and cope with situations
Agent's ability to move and react in his
that would otherwise put him in danger. A
environment with ease. It is the base value
low attribute can indicate anything from a
for determining Initiative and Movement. It
mania such as nail biting or nervous laughter
also influences a good part of the action
in extreme situations, to being unable to see a
skills. In a game of action and investigation,
corpse without shitting his pants. Personality
Coordination is a very important
is a basic attribute in Determination and
characteristic. Together with Intuition, it
fundamental to social relationships.
represents a fundamental binomial to start
with a well-established Agent in the most
important issues. Coordination can be
affected by objects such as large weapons;
this will reduce a character's Initiative and
speed if he wants to use the object in hand
that turn. See the Action chapter for more
information on this.
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Special Agency Short Rules
Will
Will defines the ability of
characters to overcome situations that could
break them emotionally, the intensity with
which they perform any job, the ability not to
fall asleep, the resistance to interrogation or
torture, and above all, the long-term
psychological strength of a character. A high
Will indicates that the Agent is well-balanced
and emotionally strong, and that it will be
difficult to get on their nerves, bore them or
tire them out. Will has a derived
characteristic, Willpower, which represents
how the ability to stay alert and attentive
varies throughout a day and how long the
character can stay awake.
Using a characteristic
Usually, it will be the Overseer
who will ask for a characteristic x5 roll in
situations that require it, or will ask for its
values to be temporarily or permanently
modified. Percentage rolls for a characteristic
should only occur in response to a very rare
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Short Rules Special Agency
derived
characteristics
The derived characteristics are Health Points
related to the main characteristics. They
Health Points represent the
represent the physical and mental state of the
damage absorbing capacity of a character.
Agent. None are affected by modifiers of any
Twice the Life Points represent the
kind and their checks are always free actions.
maximum damage the character's body is
able to take before dying. Half of the Life
Will Points
Points indicate the limit of an Disabling
Willpower, or Will point (WP), is
Injury and indicate the limit of a serious
the physical and mental energy that allows
wound. For more information about Life
the Agent to work, and is measured in points.
Points, check the Damage rules in the next
Willpower is necessary to resist physical and
chapter. Life Points can be recovered
mental work.
according to the Death and Healing rules in
Each point of Willpower allows
the next chapter.
you to stay awake and alert for two hours.
When more than half of the VF points have
been lost, a -20% penalty is applied to all Stamina
actions. If an Agent wants to remain up and Stamina is the character's ability
alert when his VF points have reached zero, to physically cope with situations that can
he adds a crushing difficulty penalty, and knock him out of combat. Stamina is usually
requires a Determination roll for every action checked due to pain and accumulation of
he takes, even free ones. If the roll fails, he wounds, some poisons, suffocation, stun,
can still act by spending 1 point of Mental Concussion, unconsciousness, disabling
Health. wounds, Permanent Damage effects and
Very intense combat or strenuous healing.
physical or mental activity quickly reduces
Willpower. In this case, 1 point is lost for
each minute of activity (about twelve turns)
Determination
or for each strenuous activity. Determination is the character's
Willpower is recovered by mental toughness that allows him to
sleeping or total rest. Each full hour of sleep overcome his environment, face dangers and
recovers one point of Willpower. Some show himself to the world according to his
stimulants, such as coffee or tobacco, allow to personality. Determination allows us to know
recover d4 points. The WP can never exceed how brave a character is, how he copes with
its maximum value. setbacks and how he shows it to others.
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Special Agency Short Rules
Special trainings
An Agent's special trainings
represent things he is used to doing and will
rarely fail at. Specializations are earned with -Internal Compass (Navigation).
Development Points, as specified in the -Resist Order 99 (Persuasion).
Character Upgrade. -Photography (Journalism).
A specialization is a very specific -Strangle (Unarmed).
concept. It is not a type of skill, nor a -Karate (Unarmed).
-Ninja (Stealth).
variation of a skill. It is confined to a defined
-In the Shadow (Dodge).
object, place, situation or concept related to a
-Parachuting (Athletics).
governing skill. For example, Sniper can only
-A10 Thunderbolt II (Pilot).
be used with a sniper rifle and as long as the
-Shameless Lying (Faking).
action is used to aim with the telephoto lens; -Lethal Poisons (Pharmacy).
Rock Climbing will only work if climbing on -Jiu-Jitsu (Unarmed).
natural rock, and so on. -Duel (Firearms).
Whenever the circumstances for -Large Cylinder (Drive).
the use of specialization are given, the player -Emergency Truck (Drive).
decides after rolling the dice which of them -Unlikely Contact (Bureaucracy).
designates the units and which of them -Equipment Control (Bureaucracy).
designates the tens. All other rules remain the -Code breaking (Computer).
same. -Short Wave Radio (Computer).
Specializations can be a multitude and -Military Drones (Pilot).
it is difficult for them to be the same in two -Artistic Photography (Art: Photography).
-I Don't Speak Your Language (Faking).
different characters. There is no limit to the
-Internal Affairs (Bureaucracy).
number of specializations a character can
-Last Question (Forensic).
have, nor is there a limit to the number of
-In the Neighborhood (Survival).
times they can be used. Specializations are
-Bacterial Genetics (Science: Biology).
used automatically, although the table must -In the desert (Survival).
know that they are being used. -Carterista (Stealth).
Overseer and Agent must agree -The Favors of the Street (Bureaucracy).
on the use of the specialization. If it is too -Trust Me (Persuade).
unspecific and powerful, the Overseer is free -Mitsubishi A6M Zero (Pilot).
to include rules limiting the use. For -Photography (Forensics).
example, he could force not to fail any roll
related to the specialization under penalty of
unleashing Determination tests.
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Special Agency Short Rules
Permanent Damage 14
13
13-7
12-7
6-2
6-2
Taking damage equivalent to half 12 11-6 5-2
or more of the original hit health points 11 10-6 5-2
results in a Disabling Injury. A Disabling 10 9-5 4-2
Injury is a very great trauma for the affected 9 8-5 4-2
person. A Determination roll is made 8 7-4 3-2
immediately. On failure, the victim falls to 7 6-4 3-2
the ground and is concussed until he passes 6 5-3 2
an Endurance roll. 5 4-3 2
When the scene is over, and if the 4 3 2
affected person is still alive, check the Concussion 2-0. Concussion and roll Stamina or
unconsciousness with negative HP. Disabling
possible Permanent Damage of the Disabling Injuries (>PV/2) and negative HP, also loses 1PV/
Wound. To do so, roll Stamina. If the roll is minute until death.
unconscious character cannot act in any way. Parry/Avoid Simple Prevents damage
from a c. c. attack.
Throwing Simple 1/2STR<STR metres -
20%
Example: McFry suffers a shot to Localized attack Simple -40%
the abdomen that causes 8 points Slightly wounded - -20%
of damage, which is a disabling HP>1/2
wound that leaves him in serious Very fast target - -40%
condition. He rolls Determination, Immobile target - +20%
fails and falls to the ground in Large Target - +20%
shock. McFry rolls Stamina each Moving target - -20%
turn to be able to act. As he lies Severely wounded PV<1/2 - -40%
helpless on the ground, his enemy Disabling injury -20%
kicks him until his hit points are
Concussed Single Free actions only
exceeded and he is left for dead.
McFry is again concussed with -4 Stun - -20%
hit points. He must now roll Critical Mortality - +% variable.
Stamina to avoid being Instantaneous death
unconscious, and will remain Light cover - -20%
concussed until his hit points Medium cover - -40%
return to positive. Heavy cover - -60%
Total cover - -80%
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Critical Mortality
and covers
Critical Mortality is nullified by Some weapons only have Critical
any cover that may be in the way. If the roll is Kill when fired in automatic bursts. Others
simply a hit or the target has cover (and even are so powerful that a single hit gains the
if Critical Mortality was hit) the dice values ability to produce Critical Mortality with the
of the units and tens (a 49=4+9=13 Health indicated %, such as a missile, an explosion
Points) are added together to find out the or artillery.
damage done. If a failure occurs, the target(s)
must make a Determination roll in order to Damage with
act, according to the Suppression rules. In
addition, the cover may be pierced and hit
automatic weapons
anyway. If the result is equal to or less than An automatic weapon can fire
10% of the basic percentage, the impact will semi-automatically or automatically. In the
occur even if the penalties exceed the basic second case, it gains the Critical Mortality
percentage. In that case Critical Mortality rule and starts doing damage according to
does not work either and only the dice are those rules. Remember that the Critical
added for damage. Mortality value is added to the critical
percentage of the attack roll and to the basic
Example: McFry continues shooting,
percentage as a bonus when automatic fire is
this time at five other gangsters at 30
performed. Automatic weapons can fire in
meters. He groups them into two in
bursts that count as a single action. On
the open and three under cover
behind a car. Both actions penalize impact, all targets in the area of effect suffer
him with -20%. M27's automatic fire the damage.
grants +10% to hit and Critical
Mortality for a total of 68% and 18
Critical Mortality. He gets a 32
against the group in the open and
wounds them both with 3+2 hit
points. The group in cover penalizes Shots Radius
him with -40%. He gets a 14 against 3 projectiles. One target.
the group in cover and they receive 1 5 projectiles. 1 metre.
+4 hit points, as the cover negates the
10 projectiles. 2 metres.
Critical Mortality, but it is not
20 projectiles. 3 metres.
enough to protect from the weapon.
30-50 projectiles. 5 metres.
Any result below 08 would have been
Critical and produced the weapon's
maximum damage (d12+1=13).
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Physical Inspection Name and nickname
Special Agency Works in
COORDINATION 0 20
PERSONALITY 0 20
INTUITION 0 20
WILL 0 20
Photo
Psychological Inspection 0
Value Status MAX Min
Health Points 0 20 0
Will Points 0 20 00
Determination 0 0 00
Stamina 0 100 00
Links
Mental Health 0 0 00
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