You are on page 1of 29

Special Agency

The role-playing game for agents and criminals

Short rulesJuancho Duma Dragunov


2nd Ed.
Short Rules Special Agency

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
1
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.

Cases and Actions


Agents will propose solutions to
common cases: robberies, murders or
kidnappings. If they are criminals they will
perform criminal actions from the other
spectrum. The possibilities are endless. A
look at a crime series or movie can help to
find a common thread, but they don't have to
limit themselves to that. Agents can be part
of a special operations team overseas,
conducting paramilitary activities in the
jungle or desert; or they can be local agents

2
Short Rules Special Agency

Basic Mechanics Hits and Misses


To work on their missions, Not all failures and not all
Agents have skills and characteristics. In a successes are equal. The further away from
Case or Action, players will use their skills the target number the failure is, the worse the
and characteristics, ideally with synergy consequences will be; the further away from
between them. The Overseer is in charge of the target number the success is, the better
deciding when and which skill or the action will have been performed. Thus,
characteristic tests are performed during the an Agent who is very good at the particular
game. skill is unlikely to do things extremely badly;
more often than not, even his failures are not
Rolling d100 disastrous and his successes can be seen as
To determine the success or failure commonplace. On the other hand, an Agent
of an action on the medium, players possess not very skilled in a particular action may get
characteristics and skills, with values usually it right by pure luck, and even his successes
defined between 0 and 100.
may be considered as coincidences. This is of
This value, modified if necessary, is
narrative interest, but also in the mechanics
the objective value of the skill or characteristic
in the form of critical and failure rules.
test.
When an action is likely to fail,
a roll is made with two ten-sided dice,
specifying before the roll which of the two will
point to the units and which to the tens. The
player in charge of rolling the dice narrates
what he intends to do and waits for the
Overseer to indicate which skill is the
appropriate one and if he has any modifier on
it. A result equal to or less than the target
number will succeed. A higher result will fail.
Once the result is known, the Overseer
specifies what happened.

3
Special Agency Short Rules

Critical and 01 Fumble and 00


When an Agent is very skilled, it No matter how skilled an Agent
will not only be difficult for him to fail and is, there is always the possibility that he will
do things very well; there is also the fail in his actions. If in a skill or characteristic
possibility that his actions are so spectacular test the result is equal to or higher than the
that they seem to be pure magic. If in a skill negative decimal of the basic percentage, the
or characteristic test the result is equal to or action will fail miserably, regardless of the
less than 10% of the basic percentage, the modifiers applied. In addition, during the
action will be successful, regardless of the narration, additional peculiar effects will
modifiers applied. In addition, the narration occur that may range from hilarious to lethal,
will produce additional spectacular effects at the Overseer's discretion and depending
that allow the Agent to show off. on the mood of the scene or campaign.
Mechanically, a critical success may have Mechanically, a fumble may result in
major effects, such as performing double dropping a weapon, losing a turn, forgetting
damage, taking half the time to perform the a fundamental issue, or any other
action, the action not counting towards the consideration that seems appropriate.
action limit, or any other consideration that Regardless of the base percentage for the test,
seems appropriate. Regardless of the base a result of 00 is always a Fail and produces
percentage for the test, a result of 01 is always the worst possible effect on the action.
critical and produces the best possible effect
on the action. Example: McFry is in a bind
and decides to throw explosives
Example: McFry must throw himself down the elevator to discourage
from the bridge to reach the ship. It his pursuers. The Overseer
is an Athletics roll (48%) with a warns him of the risk involved,
mountain of penalties (-60%), but if but McFry does not have time.
he fails, Simon will take off with his He must take a Demolitions
loot. The Overseer warns him that skill test with 18%. He rolls
the fall damage could kill him, but the dice and rolls 94. The
McFry doesn't give up easily. The explosion generates a chimney
player rolls the dice and rolls 04. effect in the elevator shaft. He
Since the result is less than 10% of is covered in debris and his
his base percentage, the action eyebrows are scorched. He has
succeeds. McFry grabs onto a ship's destroyed another floor in the
antenna in his fall and miraculously process and provoked the wrath
makes it to the deck alive. of the police, as well as
alerting his enemies to his
location.

4
Short Rules Special Agency

Crital and fumble table


Resolve an action without
% Critical Fumble rolling dice
01-10% 01% 90-00% During the game it is common for
11-20% 01-02% 92-00% a player to want to perform an action that
21-30% 01-03% 93-00% seems complicated but has no conflict. Dice
31-40% 01-04% 94-00% are rolled when there is conflict with the
41-50% 01-05% 95-00% environment, with other Agents or with
51-60% 01-06% 96-00% secondaries. If an Agent wants to perform a
61-70% 01-07% 97-00% task and the conditions are suitable, there is
71-80% 01-08% 98-00% plenty of time to perform it and the related
81-90% 01-09% 99-00% skill or characteristic has a suitable level, the
91-100% 01-10% 00% action will automatically succeed. There is no
>101% +1% per 10% 00%
need to roll dice to drive a car, just a basic
knowledge check. The higher the level of the
Resolving an action by skill or characteristic involved, the more
rolling the dice often an Agent can perform actions without
rolling dice. The Overseer examines the skill
When the outcome of any action
table by percentage and determines if the
is in doubt, or when there is a conflict with
action can be performed in the absence of
the environment, other Agents or
conflict.
secondaries, the dice must be rolled. The
Overseer decides in each case which skill is Percentage skill table.
required and directs the action of the turn. 01-04% Almost total uselessness. If it does
anything, it will be by chance.
05-20% He has seen how it is done
but has never trained.
21-40% He has trained and dedicated
himself to it for a while.
41-60% Professional competence, he
could dedicate himself to it.
61-80% Trained to teach and earn
a living.
81-100% A lifetime of practice,
doctor in the field.
>100% Great master, probably
famous in his field.

5
Special Agency Short Rules

The Turn What if I don't have the


To manage the game time, the necessary skill?
game is divided into turns. The Agents and
This question will be answered by
secondaries perform their actions in this
the Overseer, depending on the realism
turn, establishing the time it takes for each
sought, how close to the rules of the group
action to be performed. As long as there is no
and the tone of the game. Someone without a
combat or the tactical action has not been
good percentage of Locksmithing could use
initiated, the turn can last an indeterminate
Manual: Mechanics or even Driving to open
time, depending on the actions performed. A
a car, although the modifiers will be
turn in combat lasts between three and five
atrocious. Perhaps he can even afford a
seconds, but a turn in which quiet activities
Knowledge roll, hoping to roll a critical,
are performed, such as repairing an engine or
perhaps representing that that particular
investigating a room, may last a few hours.
model of car was possessed by the Agent and
To establish order during a turn, it is only
knows how to open it.
necessary that everyone involved has the
opportunity to act. When the action and
Bonuses and penalties
combat begins, turns are determined by
All actions have a modifier that
Initiatives, as described in chapter 4-The
represents the ease or difficulty of what you
Action.
want to do. Once the Agent has decided
which action to perform and the Overseer
How long does each has indicated which skill is the most
action take? appropriate and how long it will take, a
Outside of combat, each action difficulty is determined. Performing more
can last an indeterminate time, to be defined than one action during a turn penalizes -20%
by the Overseer. An Alert action, for for both actions. A routine task should not
example, is relatively quick on the ground, even have to be rolled. A simple task will
but can last for hours on board a ship, while have a +20% bonus. A difficult task will have
the lookout examines the fog and the a -20% penalty. If the situation is very
horizon. It is wise to be cautious with timing complicated, requires much less time or you
and consistent with the rolls and skill levels do not have the right skill, the final penalty
of the Agents. Unlocking a car can be an should be -40% or higher. Additional
almost automatic task for someone with 80% complications, such as not having proper
Locksmithing; but even with a success, tools, working in the dark or communicating
someone with 20% in Locksmithing will take in another language may have similar
quite a long time. penalties. If the penalty is higher than the

6
Short Rules Special Agency

basic percentage, any critical will be a simple


hit; but it is more appropriate for the Overseer
to indicate to the Agent that his action has very
little chance of success and that he should think
of an alternative way of dealing with the
problem.
Action modifiers
+20% Simple task.
-20% Minor complication.
-20% In half the time.
-20% Skill is not adequate.
-20% More than one action.
-20% Additional complication.

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.

7
Special Agency Short Rules

Confronting tests and chases


When two or more contestants Example: McFry has made a bet
compete to see who is the best at a particular with a mobster that if he wins a race
skill or characteristic, they will make one or with his Pontiac Firebird he will
receive valuable information. It is
more opposed rolls. The classic example
determined that the winner of three
might be an arm wrestle (with Strength) or a
head-to-head rounds of Driving will
race (with Athletics). It can be established that
win the race. McFry has 68%, while
the winner will be decided in the first round,
Mark Slater, in his Corvette, has
best of three, best of five, whoever wins two or 70%. The bets are even.
three in a row first... it is open to the The first roll results in 80 for Mcfry
Overseer's decision. A failure always loses, and 55 for Slater, so Slater wins.
even against another failure. If both The second round is 25 for McFry
contestants make a critical, compare the base and 32 for Slater; although both are
value with the result; the one who has correct, the greater distance to their
succeeded by the greatest distance with base percentage goes to McFry. The
respect to his base percentage will be the third round is 02 for McFry and 07
winner. In the same way, between two for Slater; both are critical, but
contestants who hit their rolls, the winner will McFry's is better and wins on a tight
be the one who has done it with the greater turn.
The fourth round is 98 for McFry
distance with respect to his base percentage. If
and 99 for Slater. Both cars collide
both contestants fail, the winner will be the
and puncture their tires; therefore
one who failed by less %. A critical will always
both lose, no one adds up and the
win over a simple success, just as a simple
score remains 2-1 for McFry. In the
failure will always win over a failure. fifth round both cars accelerate
breaking axles. McFry scores a 52
and Slater a 65. The result favors
McFry, who stands victorious and
sets out to get the information he
came for from Slater.

8
Short Rules Special Agency

Combined tests At other times the action in


coherence should not be an average, if what
There are times when the most
the characters do is to help each other. In that
appropriate skill to perform an action is
case, choose a leader, who will use his basic
neither one nor the other; an Agent may try
percentage; the rest of the characters will
to fit a heavy gun found on his way to install
contribute with 10% of their skill or
it on a vehicle. The most appropriate skills to
characteristic being used. If the % reaches
perform a correct installation of a cannon
100, the action needs no test and succeeds.
and its ammunition would involve the use of
Use consistency to set the maximum number
a Mechanics skill and a Firearms skill. The
of people that can help in an action.
Overseer may decide that a single roll is most
appropriate: the percentage for a combined
test will be the average between the required Example: McFry and his
skills or characteristics. companions search a subway car
for evidence of a vigilante who has
Shared tests killed several people. It is decided
that a Forensics roll should be
and Support Action made. McFry will be the leader
When two or more characters
with 59% in Forensics and the rest
decide to act and their actions are identical or
will contribute with their 40% (4%)
affect the environment in the same way, it can
and 32% (3%). The roll is made by
be decided that their actions are shared. The
McFry with 59+7=66%.
skill test is performed on the average
percentage of the skill values of the characters
involved. Who rolls?
It is very appropriate for Agents
Example: McFry wants to escape to know each other's skills. One specialist
with his partner from an ambush may be able to do a task very well, but
set by thugs. It is decided that both another could get ahead of him, and
would make a Stealth roll, but the eliminate his chance, if they did not know
Overseer believes that a shared test who is the best for each task. Keep in mind
is more appropriate. McFry has
that there are tasks that require time: two
18% in Stealth and his partner
people cannot try to open a door at the same
42%. Either can roll the dice with a
time, but fail or succeed, the time will be
percentage of 30%.
wasted - and a failure could destroy the
mechanism.

9
Special Agency Short Rules

choice to limit the draggable weight,


The characteristics depending on the action and the
As we have seen, characteristics
environment. Strength modifies the damage
are the innate numbers that define a
done by physical attacks.
character. In the game, characteristics have a
normal base value; a x5 value, on which the Example: Whitaker has Strength 15,
rolls corresponding to the characteristic tests and adds +1 to his attacks. He
are made; a trait if applicable; a characteristic decides to carry the HK417, a 7.62
maximum (20 by default), which may be with an M320 grenade launcher, as
reduced due to serious wounds and other much ammunition as he can, and
ailments; and the current value of the his pistol. The Overseer counts the
characteristic, as this could be momentarily instruments Whitaker is carrying in
modified. his bandolier and determines it to be
about 25Kg. As he has exceeded the
load limit, he suffers a -20% to all
Strength his actions. In any case, Whitaker
A character's Strength determines could carry 90Kg (FUE15x6),
the pure physical power he is able to although the penalties would be too
generate. Strength is linked to several derived great to be able to work on anything
values, such as the load the Agent is able to else (-100%) and he could only walk,
carry and the added damage his melee attacks without performing any other
can do. It also influences the Agent's Health action.
Points. As with other characteristics, when
Strength Damage
performing a Strength test, the value
1-4 -2
corresponding to the FUEx5 is used as if it
5-8 -1
were a percentage. If you want to increase
9-12 0
realism, consider that a character can
13-16 +1
normally carry the equivalent of his Strength
17-18 +2
in kg, not counting any clothing or
19-20 +d4
accessories he might be wearing. The weight
limit a character can carry is set to his FUEx6
in kg, with a -20% modifier to all his actions Strength Load
for every fraction over the maximum. To STR-STRx2Kg -20%
push or pull heavier weights, the Agent must STRx3-STRx4 -40%
make a Strength test, pulling or pushing only STRx4-STRx5 -60%
3 meters per turn. It is up to the Overseer's STRx5-STRx6 -80%
Up to STRx6 Kg -100%

10
Short Rules Special Agency

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.
11
Special Agency Short Rules

Intuition situation, where no suitable skill exists for a


It is the measure of how particular action, in which case the percentage
perceptive the character is of the world roll may be altered by modifiers.
around him. It can be considered as a "sixth Most often an Agent will invoke
sense", but also common senses. The higher the Trait of a characteristic in order to
this value, the better the character will be at perform an extra effort in an action. This is
unraveling riddles, counting the number of called Invoking the Trait of a characteristic,
bullets left in his opponent's hand, hearing the and is explained below, and suffers no
deer he wants to kill or smelling an enemy modifiers of any kind.
buried under the mud.

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

12
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.

13
Special Agency Short Rules

Determination is checked when suffering or Loss of Cause


Mental Health
inflicting violence or when an event that
d4 In case you are threatened with death
triggers the test occurs around it. When a or your livelihood is threatened.
Determination test fails, the character d6 You suffer a permanent wound, end up
continues forward losing Mental Health. Not with negative Life Points, kill or
seriously injure an acquaintance, a
all events are equally painful and failing prisoner or a bond, torture or see a
Determination will have different effects on fellow human being tortured, or in
general suffer significant damage or
Agents. cause such damage to someone close to
you.
Life threatening
d8/d10 Murdering an innocent person, a bond
-In case of being threatened with death (the or a friend, relative, being guilty of the
first time you are shot in a scene, attacked by death of a friend or relative or generally
being responsible for the death of an
a carnivore or other large animal, strangled) innocent person.
or seeing your way of life threatened (being d20 Special.
fired, being sentenced to jail) a
Determination test is performed. Failing it Catastrophic events
results in a loss of 1d4 points of Mental -Other events may require additional rolls
Health. and effects at the discretion of the Overseer.
Serious damage
A failure in the Determination or
-Any time you suffer a permanent wound,
Mental Health roll results in the maximum
end up with negative Health Points, kill or
possible loss in each case.
seriously wound an acquaintance, prisoner or
link, torture or see a fellow human being Immunization
tortured, or generally suffer significant harm A critical does not produce any
or cause such harm to someone close to you, type of loss and depending on the tone could
roll Determination. Failing the roll means immunize the subject against the event that
losing 1d6 points of Mental Health. triggered the roll. This is known as
Deaths "Immunize to". The particular type of event
that triggered the Determination roll will no
-Murdering an innocent, bonded or friend,
longer trigger further rolls from now on.
relative, being guilty of the death of a friend
or relative, murdering in cold blood and face Others
to face any other person who cannot defend -Grotesque or strong activities in appropriate
themselves, or generally being responsible contexts, such as body manipulation,
mutilation or organ removal, or autopsies
for the death of an innocent person requires
may produce Determination rolls, at the
a Determination roll. Failing it reduces
Overseer's discretion.
Mental Health by d8 or d10. Even if you
succeed, you lose 1 point of Mental Health.

14
Short Rules Special Agency

Mental Health Mental Breakdowns


At the end of a particularly violent If during an action scene a
or unpleasant scene, when the Agent's drama character loses more than 5 points of Mental
is internal, and the emotional response is Health, he must break in action. Usually the
very strong, the Overseer may request a Overseer is spoken to to see what kind of
Mental Health roll. Mental Health rolls crisis it entails: he might flee from combat; he
should be limited to one or two, at most, might surrender or submit; or he might be
throughout a Case or Game Session and affected by a murderous rage, with disregard
should be interpreted appropriately. They for his own safety. A broken character
represent moments of introspection that may suffering a Mental Crisis is handled by the
delve into guilt or feelings, with the Agent Overseer until the scene ends. A companion
mentally reviewing the negative events he or could make a Persuasion or Psychotherapy
she has experienced. Failing a Mental Health roll on the affected character, and if
roll reduces one's Mental Health by 1d6. successful, bring him out of the crisis.
Flight. The character flees the
scene in panic with no regard for anything
Mental Health failed roll but his own safety.
Loss of Mental Health Cause Submission. The Agent stays
d6 Introspection about the where the crisis occurred, crying and
events suffered.
surrendering immediately to circumstances
0/d6 Encountering a
psychokinetic, time traveler,
or enemies.
zombie, alien, ghost, witch, Murderous Rage. The Agent goes
vampire, werewolf, mutant on a frenzied rampage against anyone nearby
or similar, or clearly
supernatural magical effects. who appears to be even the slightest bit
hostile, regardless of the circumstances and
1/d10 Being in contact with a regardless of the safety of himself or others.
supernatural entity, being
psychically assaulted, Mental Breakdowns (loss > 5 MH/Scene)
observing a supernatural
event that causes harm or Flight. The character flees the scene in terror with
kills a fellow human being. no regard for anything but his own safety.

2/d20 Complete abduction,


discovery of a parallel world, Submis The Agent stays where the crisis occurred,
encounter with a sion. crying and surrendering immediately to
primogenitor, infernal circumstances or enemies.
possession. Murder The Agent goes berserk and launches an
ous attack on anyone nearby who appears to be
Rage. even the slightest bit hostile, regardless of
the circumstances and regardless of the
safety of himself or others.
Recovering from a breakdown: A successful
Psychology (sum of d6 SM) or Persuasion roll is made.

15
Special Agency Short Rules

Mental disorder Recovering Mental Health


Losing an equivalent to Willpower There are a few ways in which a
in Mental Health points in the same game character can improve their Mental Health.
session leads to acquiring a mental disorder or One is to spend character development
psychosis, which is similar to Permanent points, representing taking a vacation,
Damage but only affects psychological acquiring entertainment, playing sports, or
characteristics. Choose Personality, Intuition or meeting certain life goals. The other way is to
Will at random and reduce it by 1d6. have another character make a successful
Appropriately reduces all abilities and
Psychotherapy roll on us. This is a time-
maximums of derived characteristics, as well as
extended action and can only be performed
the maximum value of the affected
once during a game session. A success allows
characteristic. If any characteristic reaches zero
you to recover 1d6 Mental Health Points. A
due to this, the character becomes unplayable
critical doubles the amount. A failure reduces
and suffers the same effect as if he had died: he
is unrecoverable and must retire. Perhaps he Mental Health by 1d6.
has become catatonic, unable to interact with
others or to react, or he has committed suicide, Adaptation to violence
unable to recover. A character without Mental
Health is adapted to violence and must not
make any more Mental Health rolls. He
cannot break in action or acquire disorders.
However, to get here it is possible that he
may have been psychologically very touched.
The Agent will still be affected by issues that
force the loss of Mental Health and may still
suffer additional disorders. He will not be
able to invoke Trait Traits or voluntarily lose
Mental Health. If forced to make Mental
Health rolls, these are always considered
failed, although the dramatic effect must be
agreed upon.
A character does not "go insane"
by losing his Mental Health points and
should not be discarded if the player does not
want him to. The character is still able to
participate, although the difficulty to perform
most tasks will be much higher.

16
Short Rules Special Agency

The supernatural element Traits


During adventures and Cases Traits define uncommon
presented for Agents it is possible to characteristics, either high or low. Traits can
encounter some types of supernatural be invoked during the game to reroll an
elements. Although this is not usual, it will inadequate result.
affect the characters in a similar way as other
violent or unpleasant events do. When a Invoking a Trait
supernatural event occurs a Mental Health To invoke the Trait of a
test is made instead of Determination. characteristic, an Agent must ask for it
Depending on the event and the roll, more or immediately after making a roll whose result
less Mental Health will be lost, represented does not convince him. The Trait can be
by a value if the roll is hit or miss (x/dx). At
positive or negative, it does not matter. The
the Overseer's discretion and depending on player crosses the Trait off the character's
the tone, repeated events could come to be sheet. This Trait cannot be used again during
considered purely natural and become that game session or adventure. He then loses
regular phenomena to be dealt with by 1 point of Mental Health to represent the
Determination alone. effort, and roles appropriately how the Trait
helps him in the action. Finally, he makes a
Minor event roll on the Trait's percentage, unmodified. If
-Encountering a psychokinetic, time traveler, the roll succeeds, there is a single success on
zombie, alien, ghost, witch, vampire, the action for which the roll was repeated.
werewolf, mutant or similar, or clearly Caution: if the roll fails, a worse effect than
supernatural magical effects 0/d6. the original one will be produced.
Complex event Example: McFry has to jump from
-Stay in contact with a supernatural entity, be the Kayatomi building to the one
psychically assaulted, observe a supernatural next to it before it explodes. He
event that causes harm or kills a fellow needs to pass an Athletics test. His
human 1/d10. percentage is 48% with -20%. He
rolls 81. McFry would fall hopelessly,
Major event so the player invokes his Feline
-Complete abduction, discovery of a parallel Reflexes Trait. Cross out the Trait,
world, encounter with a primordial, infernal reduce one point of Mental Health
possession 2/d20. and roll the dice with the percentage
of the unmodified characteristic of
90%. In case of failure, the fall
would be much worse than the
original one...

17
Special Agency Short Rules

LINKS AND Motivations


Motivations involve the Agent in
MOTIVATIONS an intimate and personal way. In case a
Bonds and Motivations can be
Motivation becomes present, the Agent must
positive or negative, depending on how the
roll for Determination. In case of failure, he
player has decided to propose his character.
will lose 1d4 points of Determination,
Bonds and Motivations can be an important
ignoring that Motivation in the scene. In case
element in the Agent's role-playing and
of passing it, he will be forced to act
interpretation, but they can also be used by
according to his motivation. The Agent will
the Overseer to force an Agent to follow the
be bound to that activity; if he ignores it, he
path of his morality.
will immediately lose 1d4 points of
Determination.
Links
Agent Links allow you to call for
help from your connection to the real world.
Damaging a Link by omission - ignoring
family, not supporting a friend in trouble -
requires a Mental Health roll. In case of
failure, you lose 1d4 points of Mental Health
immediately. Taking care of the Bonds,
acting actively for their benefit, produces a
1d4 increase in Mental Health, although the
Overseer must check and agree that the help
was effective. If a Link is damaged by an
external factor or by the Agent's continued
omission, he must roll Mental Health. If he
succeeds, he will lose 1 point of Mental
Health. In case of failure, he will lose 1d10
points of Mental Health. If the link is
destroyed, the Agent will immediately lose
1d20 points of Mental Health, which can
unleash immediate trauma.

18
Short Rules Special Agency

3-Advanced. Can speak and write (the latter


LANGUAGES and if you have Knowledge of at least 30%),
communication although you lose tonality, idioms, irony,
Languages are simulated by subtle and complex concepts, and cannot
ranges, where each range allows you to write more than short passages subject to
express or understand more or less. misunderstanding. You have a -20% in the
transmission and understanding of concepts
0-None. You don't know that language and requiring rolls.
probably have never heard of it.
4- Complete. The understanding of the
1-Basic. Can communicate simple ideas: language is complete according to its
Enemy, hunger, friend. Has a -60% in the
Knowledge, but still has an accent and may
expression of complex ideas and can neither
resist intrinsic or exclusive cultural concepts.
read nor write.
This is the maximum of a non-native
language. It can be written with Knowledge
2-Colloquial. Allows for very simple
of 30% or more.
conversation with simple sentences, if
participants are attentive and careful
5-Mother language. The character has a
speaking and listening. Some words can be
complete command of the concepts,
read with a Knowledge of 30% or more. You
according to his condition and Knowledge. It
have -40% in the transmission and
can be written with Knowledge of 30% or
understanding of concepts that require rolls.
more.

Example: McFry has a Survival of


9%. It is clear that he does not know
how to pull his chestnuts out of the
fire almost anywhere and has to rely
on his contacts.

Examples of specialization: Desert,


Jungle, Jungle, Savannah, Steppe,
Tundra, Arctic, High Mountain,
City of... Region of... Underworld,
High society, Sewers, The
Wasteland.

19
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.

20
Short Rules Special Agency

The action turn The actions


Combat in Special Agency is Actions are the things a character
divided into action turns that last between 3 does during his turn. Each additional action
and 5 seconds, these being dynamic and in a turn after the first one penalizes -20% to
approximate. When a tactical combat begins, all actions of the turn: if he jumps a fence and
the Overseer announces it out loud so that all shoots that's two actions; that's a -20%
players understand that a combat has begun penalty to Athletics and Firearms. If you
and must wait for the Overseer to give them a jump a fence, shoot and look for cover, it is
turn in order of Initiative to perform their two actions after the first one: it will be a
actions. -40% to Athletics, Firearms and Dodge. If at
any time the penalty exceeds -100% due to
performing too many actions, you cannot act
The Initiative anymore. See the Maximum Penalty section
During a turn, all those involved
below. This avoids that someone may
in a combat act in order of Initiative,
attempt against the spirit of the game by
announcing first and then performing as
doing a multitude of actions in which he has
many actions as they want/can. Initiative is
little chance of success.
calculated by adding d10 to the Coordination
and subtracting the result according to the Actions are divided into simple,
modifier (MD) of the weapon being used. In singular, free, one-time and special actions.
case of a tie the actions happen at the same
time, but the one with the highest >>Simple actions can be performed as many
Coordination will act first. The Initiative is times as desired/possible during a turn.
established at the beginning of a combat, as
long as no Stealth or Alertness rolls have >>Singular actions can only be performed
been made that modify it. Initiative remains once in a turn, but can be performed in
in the same order throughout the scene. If conjunction with other single actions.
you prefer to speed up the process, you can
eliminate the d10 roll. >>A single action is one that does not allow
further actions to be taken during the turn.

>>Free and special actions are those that do not


disturb the action and can be performed
without penalty, at the discretion of the
Overseer.

21
Special Agency Short Rules

from disfigurement (reduced Personality) to


The Damage neurological damage (reduced Coordination,
A wound that produces at least
etc.). Seeing Life Points reduced to less than
one point of damage is immediately
zero generates the same Permanent Damage
accompanied by the associated negative
effects as a Disabling Injury and Endurance
penalties. A wounded character has a -20%
must be rolled to check for these effects.
penalty to his actions. As long as the wounds
do not exceed half of his health points, the
character is lightly wounded.
When, as a result of the damage, Health Points. Slightly injured Serious injury
-20%. -40%.
the health points are reduced to less than
20 19-10 9-2
half, the character is seriously wounded and
19 18-10 9-2
suffers an additional -20% penalty to his
18 17-9 8-2
actions (-40%). All penalties are cumulative.
17 16-9 8-2
16 15-8 7-2
Disabling Injuries and 15 14-8 7-2

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.

successful, there is no trace left but an ugly


scar. If the roll fails, randomly choose a Stun
characteristic and reduce it by 1d6. If, as a Due to specific situations, an
result of this, the Resistance is reduced to less Agent may be Stunned. While stunned an
than 3 points, the victim falls into a coma and additional -20% penalty is suffered, until an
is irrecoverable. The Overseer and the Agent Endurance roll is passed.
must find a coherent story to explain the
reduction of the characteristic:
22
Short Rules Special Agency

Concussion and Combat modifiers

unconsciousness Action. Type Modifier


Additional action. Simple -20%
Being concussed means that only
Prepare/Aim. Single +20%
free actions can be performed. Certain faults
Draw. Simple -
or states of the character can lead to this,
Shoot 2-3-4... times Simple 20-30-40%...
such as Disabling Injury. A character whose per action.
Life Points are reduced to less than 3 is Point-blank shot. Simple +20% +1HP
immediately concussed. If the Life Points are Sneak Attack Simple +20%, attack first.
reduced to less than 0, the Agent will remain (Stealth vs). Hit is critical.

concussed and, if he suffered a Disabling


Bulk attack. Simple +20%
Injury, he will lose another point per minute
Unarm Single Disarms the target.
until he dies. While in this situation, he must (Unarmed vs).
make Stamina rolls to avoid being Neutralize/seize. Single Neutralizes the
unconscious, also every minute. An target. Special.

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%

23
Special Agency Short Rules

Damage Penalty to actions


Critical Mortality
Slightly wounded HP>1/2 -20%
Critical Mortality is a value
Severely wounded HP<1/2 -40%
associated with some weapons, damage and
Disabling Injury -20%
types of shots. Some weapons are so
Stunned -20% Stamina eliminates.
powerful, or there are such powerful
Concussed 0-2PV Only free actions
explosions, falls or blows, that it doesn't
Concussed <0PV Pass Stamina or
unconsciousness. With
matter how tough a human is: the chance of
Disabling Injury, -1 HP dying is simply too great. The Critical
per minute until death.
Mortality value is added to the critical
percentage of the attack roll and to the base
Special effects percentage as a bonus when automatic fire is
performed. If there is no attack roll, as in the
Some of the rules presented below
case of a fall from a great height, the Critical
may be difficult for beginners. If the Overseer
Mortality will be the value of the applicable
deems it appropriate, he may introduce these
critical +0. If a hit occurs with a value
rules gradually in his games to improve the
between 01 and the summed value of Critical
players' understanding of the special effects.
Mortality and the normal critical, the targets
suffer the automatic reduction of their Life
Points to the negative minimum; that is,
automatic death occurs, regardless of the
protections that were being used.

Example: McFry has had enough of


good manners and has pulled out
his M27. He fires at four mobsters
threatening to kill him from the
other sidewalk and uses a burst of
10 projectiles to cover them all.
McFry's Critical % with Firearms is
8 (78% base) and the M27
increases the Critical and base Kill
value by +10%. He rolls the dice
and rolls 15. The four mobsters fall,
knocked out by the automatic rifle
burst.

24
Short Rules Special Agency

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).
25
Physical Inspection Name and nickname
Special Agency Works in

Characteristic Value x5 Trait MAX Current

Description Date and place


STRENGTH 0 20 of birth

ENDURANCE 0 20 History & Notes Equipment

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

Skills Other Skills Languages Rank

Alert (INT) % Dodge (COO) % %


Motivations
Anthropology (INT) % Pharmacy (INT) % %

C. C. Weapons (COO) % Faking (PER) % %

Firearms (COO) % Forensics (INT) % % Special trainings


Art (PER) % Law (INT) % %

Athletics (COO) % Manual (COO) % %

Bureaucracy (PER) % Heavy Machinery (COO) % %

Search (INT) % Medicine (INT) % %

Locksmith (COO) % Ride (COO) % Armor: + Damage:


Science (INT) % Swimming (COO) %
Weapons % Damage Bullets/Clips/CM DM Perfora Distances Caliber
Computers (INT) % Navigation (INT) %

Drive (COO) % Insight (INT) % Unarmed % - - - - -

Knowledge (INT) % Persuasion (PER) % %


Conspiracies (INT) % Pilot (COO) %
%
Account (INT) % First Aid (COO) %

Criminology (INT) % Psychotherapy (PER) % %

Demolitions (COO) % Stealth (COO) % %


Unarmed (COO) % Survival (INT) %
This document is binding and official. Top Secret, Special Agency.
Do you like action, do you like research, do you like cheap, quality role-
playing, do you want to directly support the creators? Special Agency is your
game, this is your project. A system implemented to play action and
investigation and a line of games and supplements that never ends.
Get the full content of this catalog in :

patreon.com/AgenciaEspecialRPG

You might also like