Classified
Classified
Classified
by
Joseph Browning
Art by
mike Perry
Table of Contents
Introduction |Chapter One.................................................................................................................................00003
Character Creation |Chapter Two...................................................................................................................00007
Skills |Chapter Three..............................................................................................................................................00017
Reputation |Chapter Four.....................................................................................................................................00031
Hero Points |Chapter Five...................................................................................................................................00033
Experience |Chapter Six......................................................................................................................................00035
Combat |Chapter Seven......................................................................................................................................00037
Chases |Chapter Eight..........................................................................................................................................00049
Interactions |Chapter Nine.................................................................................................................................00057
Equipment |Chapter Ten......................................................................................................................................00065
Missions |Chapter Eleven....................................................................................................................................00099
Non-Player Characters |Chapter Twelve....................................................................................................000103
OSIRIS |Chapter Thirteen...................................................................................................................................000119
Resources |Chapter Fourteen..........................................................................................................................000129
Introduction
Chapter One
Strength, Dexterity, Willpower, Perception, and Intelligence. A
character also has Skills influenced by one (or more) of the five
Characteristics. A character also has three Abilitiesthree skills
in which the character begins with a high-level of knowledge,
but which cannot be increased during play: Connoisseur, Native
Language, and First Aid. A character can also choose one skill from
a shortened skill list to turn into an Ability. Finally a character has a
former Profession, one or more Fields of Experience, and perhaps a
Weakness. Characteristics, Skills, and Abilities are used to determine
the Base Chance a character has to succeed in an action. The higher
the Base Chance, the more likely the character succeeds.
When a player wishes to perform an action, he announces the
action to the GM and the GM decides if it is undertaken through a
characteristic, skill, or ability check and the GM also decides the
Difficulty Factor of the action. The Success Chance of the action is
then determined by multiplying the Base Chance by the Difficulty
Factor ( for very difficult actions, 10 for very easy actions). The
player or the GM (for checks in which a player shouldnt objectively
know the result) rolls a d100 and compares the result of the roll
against the Success Quality table (see page 4). Successes come in
four Success Qualities; Fair (4), Good (3), Great (2), and Superb (1).
Failure is also an option, of course.
As can be seen, the Difficulty Factor is the core of the Classified
System. The easier the Difficulty Factor, the easier it is for a character
to achieve success, and to also achieve a better Success Quality. An
action with a Difficulty Factor of 2 is significantly more difficult
than an action with a Difficulty Factor of 8. The base Difficulty
Factor is 5 and the difficulty of all actions are adjusted up or down
from this point. Regardless how difficult or easy an action, it can
never have a Difficulty Factor less than or greater than 10.
Because the Success Chance is determined by multiplying the
Base Chance by the Difficulty Factor of the action, the Success
Chance is a number from 1 to 300. This number indicates which
row is used on the Success Quality Table for the d100 roll. Note that
even though the Success Chance can be greater than 100, when the
d100 is rolled, the final result is one of the four Success Qualities;
Fair (4), Good (3), Great (2), and Superb (1). In other words, if a
character can get to a Success Chance above 100, success in the
action in guaranteed unless the player rolls a 100 on the d100. A 100
is always a failure. For success chances less than 100, the characters
action fails if the player rolls above the top number in the Success
Chance (indicated by SC on the Success Quality Table) on the d100.
Some actions require achieving a certain Success Quality to
avoid failure. For example, if a check calls for a Good (3) or better
Success Quality, if the character only achieves a Fair (4) result, the
action is counted as a failure instead of a Fair success. Most actions,
however, only require any Success Quality for success.
00003
Difficulty Factor
Success
Chance
Superb
(1)
Great
(2)
Good
(3)
Fair
(4)
1-10
3-5
6-SC
Base
Chance
2
10
10
12
14
16
18
20
11-20
1-2
3-4
5-10
11-SC
12
15
18
21
24
27
30
21-30
1-3
4-6
7-15
16-SC
12
16
20
24
28
32
36
40
31-40
1-4
5-8
9-20
21-SC
10
15
20
25
30
35
40
45
50
41-50
1-5
6-10
11-25
26-SC
1-6
7-12
13-30
31-SC
12
18
24
30
36
42
48
54
60
51-60
14
21
28
35
42
49
56
63
70
61-70
1-7
8-14
15-35
36-SC
16
24
32
40
48
46
64
72
80
71-80
1-8
9-16
17-40
41-SC
18
27
36
45
54
63
72
81
90
81-90
1-9
10-18
19-45
46-SC
10
10
20
30
40
50
60
70
80
90
100
91-100
1-10
11-20
21-50
51-SC
11
11
22
33
44
55
66
77
88
99
110
101-110
1-11
12-22
23-55
56-99
1-12
13-24
25-60
61-99
12
12
24
36
48
60
72
84
96
108
120
111-120
13
13
26
39
52
65
78
91
104
117
130
121-130
1-13
14-26
27-65
66-99
14
14
28
42
56
70
84
98
112
126
140
131-140
1-14
15-28
29-70
71-99
15
15
30
45
60
75
90
105
120
135
150
141-150
1-15
16-30
31-75
76-99
16
16
32
48
64
80
96
112
128
144
160
151-160
1-16
17-32
33-80
81-99
17
17
34
51
68
85
102
119
136
153
170
161-170
1-17
18-34
35-85
85-99
18
18
36
54
72
90
108
126
144
162
180
171-180
1-18
19-36
37-90
91-99
1-19
20-38
39-95
96-99
19
19
38
57
76
95
114
133
152
171
190
181-190
20
10
20
40
60
80
100
120
140
160
180
200
191-200
1-20
21-40
41-98
99
21
10
21
42
63
84
105
126
147
168
189
210
201-210
1-21
22-42
43-98
99
22
11
22
44
66
88
110
132
154
176
198
220
211-220
1-22
23-44
45-98
99
23
11
23
46
69
92
115
138
161
184
207
260
221-230
1-23
24-46
47-98
99
1-24
25-48
49-98
99
24
12
24
48
72
96
120
144
168
192
216
240
231-240
25
12
25
50
75
100
125
150
175
200
225
250
241-250
1-25
26-50
51-98
99
26
13
26
52
78
104
130
156
182
208
234
260
251-260
1-26
27-52
53-98
99
27
13
27
54
81
108
135
162
189
216
243
270
261-270
1-27
28-54
55-98
99
28
14
28
56
84
112
140
168
196
224
252
280
271-280
1-28
29-56
57-98
99
1-29
30-58
59-98
99
1-30
31-60
61-98
99
29
14
29
58
87
116
145
174
203
232
261
290
281-290
30+
15
30
60
90
120
150
180
210
240
270
300
291-300
00004
Classified Campaign
Styles
Note: Agreeing on a style of play is important to
ensure fun is had by all. The discrepancy between
the desired game and the realized game is what
causes much of the friction within a gaming group.
Get everyone on the same page from the very
beginning and a better experience will be had by
all involved.
Non-Classified Games
00005
character creation
Chapter Two
PHYSICAL TRAITS
CHARACTERISTICS
00007
SKILLS
REPUTATION POINTS
00008
Character Creation
Points
Note: Characters receive the following number
of Character Creation Points depending upon the
characters rank. Consult the brief table below.
Rookies are recommended for new players as they
have the fewest points and are thusly the simplest
to create and play.
Rank
Creation Points
Rookie
300
Agent
600
Special Agent
900
APPEARANCE TABLE
Appearance
Ugly
12
20
Plain
16
10
Normal
20
Good Looking
16
10
Attractive
12
20
Stunning
35
Gorgeous
50
FEMALE
Weight
Height
Weight
Creation
Points
Reputation
Points
< 54
< 135
< 5
< 105
40
54-55
135-149
5-51
105-114
20
56-57
150-164
52-53
115-119
12
10
58-59
165-179
54-55
120-124
16
510-511
180-194
56-57
125-134
20
6-61
195-209
58-59
135-149
16
62-63
210-224
510-511
150-174
12
10
64-65
225-239
6-61
175-189
20
> 65
> 239
> 6 1
> 189
40
Now that the physical traits of the character have been chosen, it CHARACTERISTICS TABLE
is time to determine the characters Characteristics and choose Skills.
Characteristic Value
Creation Points
Characteristics start with a value of 5 and increasing their value costs
5
0
the listed amount of Character Creation Points. Characteristics play
6
10
an important role in Skills as every Skill is modified by at least one
7
20
(sometimes two) Characteristics as indicated by the Skills formula.
8
30
If a character does not have any Skill Ranks in a particular skill, the
9
40
10
50
Base Chance is solely determined by the underlying Characteristics.
11
60
As can be seen thusly, Characteristics are quite important.
12
80
NOTE: The maximum Skill Ranks a character may possess in a
13
100
Skill (except Language) cannot be more than 2 points greater than
14
120
the value of the highest underlying Characteristic of that Skill.
15
140
After choosing the characters Characteristics, Skills and Skill
Ranks are purchased. Every character begins with Charisma and
Driving Skill Rank 1 as these skills are of vital importance to any SKILLS TABLE
field operative. Additionally, every character has Connoisseur, First
Skill
Creation Points
Aid and the characters Native Language as Abilities with a fixed
Each Skill
10 per skill
Base Chance of 20. The player can pick one of the skills from the
Each Skill Rank
2
Potential Abilities list to the right as the characters fourth Ability.
A new skill starts at Skill Rank 1
This Ability provides a chance to customize the background of the
character. Remember, however, that Abilities cannot be increased as
can skillsonce chosen, this Ability will be forever frozen at a Base
POTENTIAL ABILITIES LIST
Chance of 20.
Boating
Cryptography
Demolitions
Disguise
Diving
Electronics
Gambling
Language
Mountaineering
Pickpocket
Piloting
Riding
Science
00009
Weaknesses
Note: Theres always the chance that players will
jump all over weaknesses for the initial bonus
Character Creation Points, resulting in a party of
characters riddled by human frailty to such an
extent that actually completing missions becomes
problematic. Because of this, a GM may want to
gently remind the players that if a Weakness exists,
theres a good chance that temptation will appear
with some frequency during adventures. After all,
a character gets bonus Creation Points because
Weaknesses are supposed to lead to complications.
WEAKNESSES
Weakness
Description
Type
CP
Acrophobia
Agoraphobia
Fear of heights.
Fear of open spaces.
The character drinks more than is
recommended. This is not alcoholism, but its
leaning in that direction. The character finds
some difficulty turning down drinks.
Fear of spiders.
Fear of enclosed spaces.
Fear
Fear
5
5
Distraction
Fear
Fear
8
5
Distraction
13
Fear
Distraction
10
Distraction
10
Distraction
10
Distraction
10
Distraction
10
Distraction
Alcohol
Dependence
Arachnophobia
Claustrophobia
Drug
Dependence
Fear of Snakes
000010
000011
Professions List
MILITARY
CRIMINAL
FREELANCER
JOURNALIST
LAW ENFORCEMENT
MILITARY INTELLIGENCE
PROFESSIONAL
SCIENTIST
A character can choose to substitute two of the below Fields of Experience for one Field of Experience listed
under one of the above professions.
Fields of Experience: American Football, Baseball, Board Games, Computers, Cricket, Economics/Business,
Football, Golf, Ice Hockey, Linguistics, Polo, Snow Skiing/Boarding, Squash/Racquetball, Tennis, Wargaming,
Water Skiing
00012
00013
Additional Information
211-280
15
60
00014
Damage Rank
<9
9-13
14-15
PER + DEX
Speed
<8
8-15
SPEED
2
3
Willpower
Stamina (hours)
<6
24
6-10
28
11-13
30
14
33
15
36
Reputation Points
000015
Skills
Chapter Three
Great (2)
Good (3)
Fair (4)
Failure
Time
Information
100%
90%
75%
50%
False
00017
SKILL FORMULAS
Skill
Boating
Charisma
Cryptography
Demolitions
Disguise
Diving
Driving
Electronics
Evasion
Fire Combat
Gambling
Hand-to-Hand Combat
Interrogation
Language
Local Customs
Lockpicking/Safecracking
Mountaineering
Pickpocket
Piloting
Riding
Science
Seduction
Sixth Sense
Stealth
Torture
Characteristic
Total Score
Strength
2.5
Dexterity
Willpower
Perception
Intelligence
As can be seen, Intelligence is the most
important, and Strength the least important, of all
the Characteristics regarding how they influence
Skills. When creating characters, consider the
relative value of each Characteristic and how that
influences the overall Skill profile for the character
and the archetype that the character is designed to
fill. Skills arent the only things that Characteristics
influence, but their relationship with Skills is
something that should be kept in mind.
00018
BOATING
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
CHARISMA
10 minutes
Variable based upon Success Quality. See
SUCCESS:
Interactions |Chapter Nine.
The GM provides the gathered information
INFORMATION:
based upon the Success Quality.
REPAIR: N/A
Charisma influences the impressions you make upon others and
how well you can get what you want from them. Charisma determines
initial NPC reactions as well as the persuasiveness of a character.
BASE TIME:
CRYPTOGRAPHY
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
1 hour
Variable based upon the Success Quality.
Variable based upon Success Quality as indicated
in the Skill Time and Information Table.
12 hours
00019
DEMOLITIONS
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
10 minutes
Any success results in the explosives detonating.
N/A
Damaged demolition equipment is useless and
cant be repaired.
DM
Situation
-5
-5
-3
+1
+2
+3
DISGUISE
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
00020
00021
DIVING
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
Situation
Rule Suggestions
Snorkle depth
Snorkel duration
Scuba depth
Swim speed
DRIVING
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
A character with this skill can drive many different types of wheeled
land vehicles. Driving is primarily used during chases, but can be
used in any situation where the GM believes a character is doing
something out-of-the-ordinary with a vehicle.
ELECTRONICS
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
1 hour
Any success is successful.
Variable depending upon character goals.
4 hours
00022
EVASION
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
FIRE COMBAT
1 round
SUCCESS: Determines the Damage Rank of a wound.
INFORMATION: N/A
REPAIR: 6 hours
Fire Combat is used when the character uses firearms, rockets,
and other missile weapons like bows or crossbows that launch a
projectile. Thrown weapons (like grenades) use Hand-to-Hand
Combat. If a character is using a weapon that is physically mounted
onto a vehicle, the appropriate vehicle Skill (Boating, Driving,
Piloting) should be used in place of Fire Combat.
For more information on combat, see Combat |Chapter Seven.
Remember that most weapons that use the Fire Combat Skill have
a Jam range within which die rolls result in weapon jams instead of
what the normal Success Quality would have been.
BASE TIME:
GAMBLING
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
N/A
Increases the chance of winning.
N/A
N/A
00023
HAND-TO-HAND COMBAT
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
1 round
Determines the Damage Rank of a wound.
N/A
1 hour
INTERROGATION
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
18 hours
Variable based upon the Success Quality.
Variable based upon the Success Quality as
indicated in the Skill Time and Information Table.
Repair: 2 hours
LANGUAGE
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
00024
Fluency
1-3
4-7
The character has a basic understanding of the language. The character can
read most signs and read longer blocks of written text. The character can
hold a basic conversation. The character has a thick accent.
8-11
The character has beginning fluency in the language. The character reads
simple material and can hold average conversations. The character has a
noticable accent.
12-14
The character has fluency in the language. Complex written materials and
conversations are easily engaged. The character has a slight accent
15-19
The character has true fluency in the language. The character sounds like a
native speaker and can adopt a regional accent if required.
20+
The character uses language as only the elite can do and is capable of the
most complex and subtle writing and conversation. The character is familiar
with variant forms of the language, such as local dialects that have some
divergence from the standard language and old versions of the language,
such as Middle English or New High German. The character always
succeeds when adopting an accent.
LOCAL CUSTOMS
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
N/A
Failure results in everyone knowing the character
does not belong. Success varies how well the
character fits in and/or how much information is
gained.
Variable based upon the Success Quality as
indicated in the Skill Time and Information Table
N/A
Locul Customs
Success Quality
Reaction Difficulty
Factor Modifier
Falure
-1
Fair (4)
Good (3)
+1
Great (2)
+2
Superb (1)
+3
00025
LOCKPICKING/SAFECRACKING
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
This skill allows characters to open locks and safes providing they
have the appropriate tools. Some tools may provide + Difficulty
Factor Modifiers.
MOUNTAINEERING
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
Distance Fallen
in Feet
Damage Inflicted
< 10
None
11-20
Light Wound
21-60
Medium Wound
61-150
Heavy Wound
151-250
Incapacitated
> 250
Killed
PICKPOCKET
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
N/A
Any success is full success. Failures allow the
target a chance to detect the attempt.
N/A
N/A
00026
Dificulty Factor
Modifier
Situation
+2
Pickpocking at night
-2
-2
-4
PILOTING
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
RIDING
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
SCIENCE
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
1 hour
Variable
Variable based upon the Success Quality as
indicated in the Skill Time and Information Table.
18 hours
00027
SEDUCTION
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
SIXTH SENSE
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
N/A
Variable
Variable based upon the Success Quality as
indicated in the Skill Time and Information Table
N/A
STEALTH
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
00028
TORTURE
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
10 hours
Variable based upon the Success Quality.
Variable based upon the Success Quality as
indicated in the Skill Time and Information Table.
6 hours
CONNOISSEUR
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
N/A
Any success is success.
See below.
N/A
FIRST AID
BASE TIME:
SUCCESS:
INFORMATION:
REPAIR:
10 minutes
Any success is success.
N/A
N/A
000029
reputation
Chapter four
Disguise Success
Quality
Reputation Difficulty
Modifier
Superb (1)
-5
Great (2)
-3
Good (3)
-1
Fair (4)
Failure
+2
Action
Reputation
Gained
Killing a Henchman
10
Killing a Villain
15
20
20
REPUTATION TABLE
Reputation
Range
Superb (1)
< 51
P
51-100
Y
101-150
Y
> 150
Y
Success Quality
Great (2)
Good (3)
N
N
P
P
Y
P
Y
Y
Fair (4)
N
N
P
P
00031
hero points
Chapter five
00033
experience
Chapter six
Modifier Reason
Modifier Amount
+0 Experience Points
Successful Mission
Rookie / Punk
< 125
+0 Experience Points
Agent / Criminal
126-250
Failed Mission
> 250
Good Role-Playing
Poor Role-Playing
Agent Rank
Spending Experience
Points
Skill Rank
New Skill
Characteristic
Reputation Reduction
Personal Equipment
00035
combat
Chapter seven
Combat Rounds
00037
ruling would be the character was shot halfway across the ally, but
momentum kept him going and hes now lying behind the dumpster.
The first is probably the better ruling as the shot characters action
wasnt completed because it was interrupted, but the second ruling
isnt necessarily a bad one, however, because its not a stretch of the
imaginationan object in motion does tend to stay in motion and
an alleyway isnt really that much space to cross. As can been seen,
a GM needs to be flexible when dealing with interrupted actions.
DRAW SITUATIONS
Speed
+0
+20
+40
+60
Movement During
Combat
NORMAL MOVEMENT
DEFENSIVE MOVEMENT
00038
Combat Damage
Note: For example, a Character with a 9 Strength
has a Hand-to-Hand Damage Rank of B. If the
character wields a knife (+1 DR), the characters
Hand-to-Hand Damage Rank increases to C.
Note: Some weapons have a Damage Rank such
as L(3). These weapons are very deadly, inflicting
three L Damage Rank Wounds upon a target with
a successful hit. When used with Multiple Target
Fire, such a weapon would do L Damage Rank on
three targets.
Note: Note: Pain Resistance roll Difficulty Factors
are provided on the next page in the description of
each individual Wound Rank.
Old
Wound
Light
Medium
Heavy
Incap.
Light
Medium
Heavy
Incap.
Success
Quality
Superb (1)
Light
Medium
Medium
Heavy
Heavy
Incap.
Incap.
Killed
Killed
Killed
Killed
Killed
Great (2)
Light
Light
Medium
Medium
Heavy
Heavy
Incap.
Incap.
Killed
Killed
Killed
Killed
Good (3)
Stun
Stun
Light
Light
Light
Medium
Medium
Heavy
Incap.
Incap.
Incap.
Incap.
Fair (4)
Stun
Stun
Stun
Stun
Light
Light
Light
Light
Light
Light
Medium
Heavy
00039
00040
STUN TABLE
d100 Roll
Rounds of Stun
1-20
21-40
41-60
61-80
81-90
91-100
Wound Rank
5%
Medium Wound
15%
Heavy Wound
25%
Incapacitation
SCAR LOCATION
d100 Roll
Location
1-5
Face
6-10
Neck
11-30
Back
31-49
Chest
50-59
Left Arm
60-69
Right Arm
70-79
Left Leg
80-89
Right Leg
90-95
Right Hand
96-100
Left Hand
AREA WEAPONS
BODY ARMOR
Damage
Rank
< 10
11-20
21-30
31-40
Vehicle with
0-10 Mod. Points
N/A
Vehicle with
11-50 Mod. Points
1 Damage Rank
Vehicle with
51-200 Mod. Points
2 Damage Ranks
Vehicle with
> 200 Mod. Points
3 Damage Ranks
Wood
Up to 1 Damage Rank
Reinforced Concrete
Up to 2 Damage Ranks
Iron
Up to 2 Damage Ranks
Steel
Up to 3 Damage Ranks
00041
Hand-to-Hand Combat
PUNCH
-2
Throw
None
Stand
Punches are any attacks made using the upper body, such as hands,
elbows, or headbutts. Punches include hand-to-hand attacks made
with weapons.
KICK
Kicks are any attacks made using the lower body, such as feet, knees,
and shins. A successful Kick attack deals +1 Damage Rank to the
target, but Kicks are made a -1 Difficulty Factor. Kicks deal more
damage, but are harder to land.
SPECIFIC ACTION
00042
00043
00044
THROWN WEAPONS
As a general rule, a character can throw a hand-held weapon designed Note: For example, a character with a Strength of
can throw a thrown weapon 100 feet, while a
for throwing 10 feet for every point of Strength. A character can 10
character with a Strength of 9 can throw the same
throw an equal number of weapons designed for throwing as his weapon 90 feet.
Speed. Other things can be thrown, of course, and a GM should Note: For the effects of the different grenades, see
decide the appropriate ranges for the various objects that will Equipment |Chapter Ten.
inevitably end up flying at an opponent. Heavier objects should deal
more damage, but have proportionally shorter ranges.
Grenades and grenade-like weapons (such as Molotov cocktails
and other small explosive/incendiaries) have specific rules given
their unique nature as thrown weapons. Grenades can be thrown up
to 10 feet for every point of Strength. When thrown, where a grenade
lands is dependent upon the Success Quality of the Hand-to-Hand
Combat roll. Superb (1) rolls result in the grenade landing exactly
where the character wishes. Great (2) rolls result in the grenade
landing 20% away from the target area, Good (3) rolls result in the
grenade landing 30% away from the target area, Fair (4) rolls result
in the grenade landing 40% away from the target area, and Failures
result in the grenade landing 50% away from the target area.
For example, a character throws a grenade 60 feet towards a
target area. On a Superb (1) result, the grenade lands exactly where
the character wished. On a Great (2) roll, the grenade lands 12 feet
away (20% of the throw length) from the target area. On a Good (3) OFF-TARGET GRENADE
roll, the grenade lands 18 feet away (30% of the throw length) from DIRECTION (1D10)
the target area. On a Fair (4) roll, the grenade lands 24 feet away
(40% of the throw length) from the target area, and on a Failure, the
grenade lands 30 feet away (50% of the throw length).
Off-target grenades end up in a direction indicated by a D10 roll
using the keyed illustration to the right.
For game ease, grenades explode when they hit the ground, but
a GM can adjudicate special instances where grenades roll or slide
depending upon the circumstances. It is then recommended that a
GM allow characters to spend a Hero Point to throw a grenade away
where it does no harm when it explodes unless the character rolls a
Superb (1) Success Quality on a Difficulty Factor 5 Dexterity check,
in which case the character has thrown the grenade back to the
throwers original location. NPCs can use a Villain Point to throw a
grenade away, but cannot return them back to sender.
Some game advice about the use of grenades: they are very, very Note: A result of 98-99 results in a dud grenade
does not explode. A 00 results in a grenade
lethal. In general, its recommended that grenades be rare and/or that
exploding before it reaches its target. The GM
of more non-lethal varieties. If the enemies of the characters start should adjudicate the effects of an early fire
based upon circumstances and type of
lobbing grenades in any number, the character will perish, even grenade
grenade in question.
with the use of Hero Points. Because of their lethality, grenades
are weapons that characters should know they have a likelihood of
encountering before they encounter them. Foreknowledge can be
the difference between a dead group and a living one.
10
00045
Fire Combat uses the Fire Combat skill. The base Difficulty
Factor for Fire Combat is 5. A character can fire a firearm at a single
target as many times per round as he has Speed, up to the Rate of
Fire of the weapon. Unless the player decides to use the Multiple
Target Fire option below, a character can only fire upon one target
per round.
Fire Combat occurs at three ranges: Close, Average, and Long.
Each firearm indicates what distances fall within those three
categories. At Close range the firer gains a +1 Difficulty Factor
Modifier and deals +1 Damage Rank. At Long range the firer is
penalized by a -1 Difficulty Factor Modifier and deals -1 Damage
Rank. Average range has no bonuses or penalties.
There are four different Fire Combat options in Classified:
Normal Fire, Multiple Target Fire, Taking Aim, and Specific Fire.
NORMAL FIRE
TAKING AIM
Fire Combat
Action
+4
Target Surprised
+3
+2
+1
-1
-1
-2
Specific Fire
-2
-2
-2
-4
-4
SPECIFIC FIRE
00046
Weaponry
Healing
00047
chases
Chapter eight
00048
A chase round has eight steps. This may seem like a lot, but it is
very simple to use at the table and play flows quickly. Below is the
order of a chase round.
00049
4. The first party declares the maneuver used in the round and the Note: Below is a table listing the various maneuvers
success or failure of the first partys maneuver is determined. and at what ranges they can be used.
If a success occurs, the effect takes place immediately. If a CHASE MANEUVER RANGES
failure, there is a chance for an accident.
Maneuver
Ranges Of Use
Follow/Escape
All
Stunt
All
Ram
Close
180 Turn
Close, Average
Fast Turn
Step 2: Bidding starts at Difficulty Factor 7. Bidding the lowest Note: Below are some Difficulty Factor Modifiers
to chases after bidding. Its important to
Difficulty Factor allows the bidder to choose who goes first in the applied
remember some equipment can remove negative
round. The bids are the Difficulty Factors that are applied to the modifiers, such as night-vision gear removing the
maneuvers chosen for the round. Sometimes its beneficial to go first penalty for night chases.
in the round, other times its beneficial to go second. As a rule of CHASE MODIFIERS
thumb, characters bid separately if they are not all together and bid
Difficulty Factor
Reason
Modifier
all together if they are in a group. If the characters are in a vehicle,
-3 to +3
Vehicle Performance Modifier
the pilot, captain, or driver of the vehicle does the bidding as that
+1
Familiar With Chase Location
character will be the one performing the maneuver.
-1
Drunk or Drugged
GMs bid for the opponents all at once to speed play, even if
-1
Storm,
Rain, Snow, Fog
opponents are to perform different maneuvers.
-2
Severe Weather
If vehicles are in the chase, their Performance Modifiers apply
-2
Night Chase
to the bid once bidding is through. Vehicles are given a Performance
Limit which limits how low a Difficulty Factor can safely be bid
00050
Step 5: The first party can engage in fire combat if desired. Fire
Combat is discussed in Combat |Chapter Seven.
Steps 6 and 7: As steps 4 and 5 above, but for the second party.
Chase Maneuvers
00051
180 TURN
FAST TURN
FOLLOW/ESCAPE
Control: Difficulty Factor 6
00052
track of how many ranges beyond Distant the pursued travelled FOLLOW/ESCAPE TABLE
(Distant +1, Distant +2, etc.) and use those ranges when determining
Success
1
2
3
Quality
if the pursuer catches up to them or if the chase is over.
The pursued can always choose to allow the pursuer to come
Range
4
3
2
Change
closer without needing to make any rolls. In this case, the pursued
decides the amount of distance reduced.
Restrictions: If using a vehicle, the Follow/Escape maneuver is
not possible for the first party if the first partys vehicles maximum
speed is less than the second partys vehicles cruising speed. Also,
if the first party is on foot and the second party is in a vehicle,
Follow/Escape cannot be chosen by the first party. In other words, a
character on foot cannot Follow/Escape from an enemy in a vehicle,
nor can a character in a much slower vehicle Follow/Escape from an
enemy in a significantly faster vehicle.
4
1
STUNT
RAM
00053
Rams can do more than cause accidents. Rams can cause the
opponent to go where the rammer wants them tosuch as forcing a
plane to land, or an automobile into a different lane. Attempts such
as this are done with a -2 Difficulty Factor because they require
more finesse to succeed. Success on these types of rams indicates
the opponent moves where the rammer desires.
Restrictions: Rams can only be attempted at Close range. If a ram is
attempted on a target on foot, a success indicates that Hand-to-Hand
Combat has been initiated and the chase is over.
180 Turn
Fast Turn
Follow/Escape
Stunt
Ram
00054
Accidents
Note: Obstacles are one source of accidents during
chases. As a chase progresses, the surrounding
typically present challenges above-and-beyond the
challenges associated with performing maneuvers.
Avoiding an obstacle requires a successful skill
check against a pre-determined Difficulty Factor,
but a GM may decide that some unusually difficult
obstacles also require a minimum Success Quality
to avoid. A few examples are suggested below
(with Difficulty Factors in parenthesis), but the GM
is urged to create his or her own obstacles based
upon the circumstances and location of the chase.
Water Obstacles:
A low bridge lies ahead. (5)
The PC sees a waterfall not far off. (5)
Sharp rocks or a high coral reef makes travelling
here dangerous. (6)
A vessel with an sadly unobservant captain gets
in the way. (4)
An old WWII mine lurks ahead. (3)
Land Obstacles:
A police roadblock lies ahead. (5)
The road ends in a cul-de-sac or parking lot. (4)
A parade or running/biking competition blocks
the way. (3)
A garbage truck pulls out ahead of the PC. (4)
Construction has closed the road ahead. (2)
Driving off-road in a non-off-road vehicle (7)
A drunk foolishly wanders in the way. (6)
GPS error shows a road that doesnt exist. (4)
Air Obstacles:
A weather balloon slowly ascends ahead. (6)
A flock of birds flies by. (4)
The engine inexplicably stalls. (2)
Heavy, thick fog makes flying in the mountains
quite dangerous. (5)
Ice starts forming on the aircraft. (3)
VEHICLE DAMAGE
CHARACTER DAMAGE
VEHICLE DAMAGE
Vehicle
Damage
Speed
Percentage
Difficulty
Factor Modifier
Light
75%
-1
Medium
50%
-2
Heavy
25%
-3
Incapacitated
-4
Killed
0%
N/A
Tailing
00055
Interactions
Chapter Nine
00056
Reaction
Note: Before considering the reaction of an NPC to
a character, the first thing a GM should do is check
if the NPC recognizes the character via a Reputation
roll (page 31), and vice versa. Remember,
reputation should only be checked aginst the
characters by NPCs who are in the business and
have a chance to know about a characters covert
professional history.
00057
00058
Reaction
Superb (1)
Helpful
Great (2)
Friendly
Good (3)
Neutral
Fair (4)
Unfriendly
Failure
Opposed
Difficulty
Factor Modifier
Reason
+1
+1
-1
-1
-6
NPC Member of
Opposed Organization
is a failure the NPC remains Neutral to the character since this was
only a chance for a positive improvement. Conversely, if the NPC
saw the character use a civilian to their advantage in a firefight, there
would be a roll to see if the NPCs opinion of the character had
moved from Neutral to Unfriendly.
Persuasion
Seduction
00059
Difficulty
Factor Modifier
+4
Character is Gorgeous
+2
Character is Stunning
+2
+2
NPC is Male
+1
Character is Attractive
-1
Character is Normal
-2
Character is Unattractive
-2
-3
Character is Ugly
Interrogation
00060
Torture
00061
Gambling
Note: If the GM expects the characters to engage
in a lot of gambling during a session, pre-rolling
for the NPCs will greatly speed up play and allow
the action to remain on the players rolls. If the
GM makes a series of double rolls and records the
Success Quality of each pair, the players will stay
focused on their characters.
Note: Characters should remember that they can
spend Hero Points while Gambling, but enemies
cannot spend Villain Points. Unlike normal,
however, characters cannot spend Hero Points for
other characters when Gambling.
BACCARAT
BLACKJACK (TWENTY-ONE)
00062
BACCARAT TABLE
2nd Success Quality
1st SQ
St
St
St
St
St
BLACKJACK TABLE
2nd Success Quality
1 SQ
Nat
Nat
Nat
Nat
Nat
st
CHEMIN DE FER
st
POKER
Perhaps the most popular betting card game, poker comes in POKER TABLE
many different varieties. The object of poker is to have the more
2nd Success Quality
valuable hand at the end of bettingvalue being determined by
1st SQ
1
2
3
4
probability. Poker is a game very dependent upon player skill
1
1*
1
1
2
because losing hands can beat winning hands due the prime role
2
1
2
2
2
bluffing plays in the game. As such, the results indicate the winner
3
1
2
3
3
without indicating the absolute value of the hand.
4
2
3
3
4
On the poker table to the right, a 1* beats a regular Superb (1)
F
3
4
4
F
Success Quality. Hand-wise, its a high straight flush or a royal flush.
F
2
3
4
F
F
00063
equipment
Chapter ten
WEAPON CHARACTERISTICS
Below is a brief explanation of each weapon characteristic.
If two numbers are listed, the number after the dash is for burst
or automatic mode.
PM (Performance Modifier): This number is a Difficulty
Factor Modifier applied when using this weapon based upon how
easy it is to use and how effectively it performs.
RoF (Rate of Fire): The maximum number of shots that can
be fired in a combat round.
Ammo (Ammunition): The maximum number of bullets in
a full load. When this is depleted, the weapon must be reloaded.
DR (Damage Rank): The amount of damage a weapon
deals to a human targetthe higher the letter, the more damage.
If a weapon has more than one RoF there are two DR letters. The
first is used in Normal Fire or Multiple Target Fire and the second
used when in burst mode and all the shots are at a single target.
For Hand-to-Hand weapons, the DR is the number of Damage
Ranks added to the characters Hand-to-Hand Damage Rank as
determined by Strength.
Close (Close Range): A weapon used against a target within
this range (given in feet) receives a +1 Difficulty Factor Modifier.
Damage Rank
Base Time
Multiple
1-3
Light
x1
4-5
Medium
x2
Heavy
x3
Incapacitated
x6
Killed
x12
Long (Long Range): A weapon used against a target within
this range (given in feet) receives a -1 Difficulty Factor Modifier.
CM (Concealment Modifier): This number is a
Difficulty Factor Modifier used when observers have a chance
to notice a character carrying the weapon. Thus negatives
make a weapon easier to conceal and positives make a
weapon harder to conceal. Detecting a concealed weapon
requires a successful PER check with a Difficulty Factor 5.
N/A is a non-concealable weapon in usual circumstances.
MIS (Misfire): A roll that falls within this range indicates the
weapon has Misfired. A smaller range indicates a more reliable
weapon. See the Weaponry section in Combat |Chapter Seven for
information concerning misfires.
Draw (Draw): This number modifies the d100 roll done
during a Draw Situation. Positive numbers are beneficial while
negative numbers are detrimental. See Combat |Chapter Seven for
information concerning Draw Situation.
RL (Reload): This number is the number of combat rounds
required to reload the weapon.
Price (Price): The cost of the weapon in USD.
00065
Weapon Name
PM
RoF Ammo
+0
Beretta M9
+0
Browning Hi-Power
+0
FN Five-seven
+1
DR
Close
0-20
15
0-40
13
0-30
20
0-50
Long
CM
MIS
Draw
RL
Price
80-120
-4
98-99
+0
$300
100-200
+1
99
+0
$600
130-190
99
+0
$950
140-200
+1
99
+0
$1,000
PISTOLS
Glock 19
+0
15
0-30
80-180
-1
99
+20
$550
+0
15
0-30
120-180
-1
99
+0
$1,100
Kel-Tec PF-9
+0
0-20
80-140
-3
97-99
+20
$300
+1
12
0-40
120-180
+0
98-99
+20
$1,000
+0
0-50
120-250
+2
99
-20
$1,300
+0
0-30
80-130
-1
99
+0
$800
Walther P99
+1
15
0-30
120-200
-1
98-99
+0
$700
Walther PPK
+1
0-30
120-180
-2
98-99
+20
$800
Walther PPS
+0
0-20
80-140
-3
98-99
+40
$600
2/10
30
I/L
0-200
1,000-1,400
n/a
98-99
-60
$900
AK-74M (rf)
+1/+0
+1
0-90
180-450
n/a
99
-60
$1,200
+0
2/5
10/20
H/K
0-80
160-400
n/a
96-99
-60
$2,500
FN P90 (sb)
+1
2/10
50
E/H
0-130
400-800
n/a
97-99
-60
$2,000
+0
2/6
30
F/I
0-120
450-700
+3
99
-40
$2,000
M4 Carbine (rf)
+1/+0
2/10
30
J/L
0-200
800-1,500
n/a
99
-60
$1,100
Mossberg 590A1(st)
+0
0-60
150-350
n/a
99
-40
$700
+1
0-500
1,500-2,500
n/a
99
-60
$2,000
+1
0-800
2,000-3,000
n/a
99
-80
$2.500
Uzi (sb)
+0
2/8
32
F/I
0-100
400-600
+5
96-99
-40
$1,500
+2
0-800
2,200-4,500
n/a
99
-60
$55,000
+0
25
200
L(3)
0-2,000
5,000-7,000
n/a
98-99
-100
$15,000
M134 Minigun
+2
100
500-5k
K(3)
0-1,000
2,000-3,000
n/a
98-99
-100
$20,000
M240B
+1
20
100
J(3)
0-1,000
2,500-4,000
n/a
98-99
-80
$12,000
M252 Mortar
-1
300-3,000
10,000-15,000
n/a
99
n/a
$14,000
+2
3,000-15,000
18mi-22mi
n/a
99
n/a
10
$90,000
+1
300-5,000
10,000-15,000
n/a
99
n/a
$40,000
Pepper Spray*
+0
10
0-2
8-10
-5
99
+20
n/a
$15
Speargun
+0
0-40
100-180
n/a
99
-40
$150
Switchblade Drone
-1
300-15,000
5mi-15mi
n/a
99
-100
n/a
$25,000
Taser*
-1
0-5
11-15
-3
99
+0
$300
+0
n/a
n/a
+2
n/a
n/a
-2
n/a
+20
n/a
$50
HEAVY WEAPONS
MISCELLANEOUS WEAPONS
HAND-TO-HAND WEAPONS
Expandable Baton
KA-BAR Knife
+1
n/a
n/a
+1
n/a
n/a
-4
n/a
+20
n/a
$100
M67 Grenade
+0
n/a
n/a
n/a
n/a
-2
99
-60
n/a
$50
Shuriken
+0
n/a
+1
n/a
n/a
-5
n/a
+20
n/a
$10
Rapier
+0
n/a
n/a
+2
n/a
n/a
n/a
n/a
+0
n/a
$500
Sword
+0
n/a
n/a
+3
n/a
n/a
n/a
n/a
-20
n/a
$500
* Less-Than-Lethal Weapon Effects: Pepper spray and tasers cause no real damagethe injuries received by an attack only trigger
Pain Resistance rolls. Once the target succeeds on one Pain Resistance roll, he does not need to make another. Additionally, pepper
spray causes a -1 Difficulty Factor Modifier on all actions taken during the next minute while tasers drop an opponent prone and Pin
him for one round.
00066
Vehicle Name
PM
PL
Cruise
Max
Range
Ram
MP
Price
CARS (C), OFF-ROAD VEHICLES (0), TRUCKS (T), AND VANS (V)
+1
80
140
520
$38,000
+3
120
175
300
$205,000
+2
130
190
300
$290,000
+1
80
130
510
$33,500
+1
90
155
400
$85,000
BMW Z4 (c)
+1
80
155
360
$70,000
+3
150
250
250
$1,850,000
+0
80
140
410
11
$65,000
+1
120
190
375
$85,000
+1
80
140
425
$32,000
-1
65
90
600
47
$85,000
+2
140
200
330
$265,000
+0
60
100
380
$12,500
+0
70
110
325
$29,000
-1
60
100
495
10
$32,000
+1
80
140
570
$35,000
+1
70
120
380
$25,000
+0
65
110
450
$28,000
+0
65
110
450
$24,000
+1
55
75
150
11
$65,000
Jaguar XK (c)
+1
110
170
360
$85,000
+0
60
105
340
$24,500
+3
150
245
305
$550,000
+3
140
215
310
$390,000
+2
140
200
360
$215,000
+1
60
90
475
10
$39,000
-1
55
90
1,900
11
110
$200,000
+2
70
140
395
$25,000
+0
60
90
75
$32,500
Peugeot 308
+0
60
125
360
$28,000
+2
130
195
315
$165,000
-1
55
105
225
$2,500
+0
60
115
390
$17,000
+0
55
100
575
$29,000
-1
60
110
430
$29,000
+0
60
110
395
$26,000
+1
40
60
450
19
$195,000
Vauxhall Astra
+1
70
135
485
$32,000
Volkswagen Polo
+0
70
135
600
$16,500
+0
50
100
110
$12,000
+1
80
130
330
$19,000
+0
60
115
215
$15,500
+1
60
105
250
$5,000
+1
50
90
90
$10,000
+1
80
155
220
$11,000
+2
90
165
160
$14,500
Vehicle Name
PM
PL
Cruise
Max
Range
Ram
MP
Price
00067
Vehicle Name
PM
PL
Cruise
Max
Range
Ram
MP
Price
$14,000
12 Airboat (b)
+0
25
120
+0
10
30
170
$9,500
+1
30
60
170
$48,000
+0
35
50
386
12
$240,000
+1
25
50
200
26
$415,000
+2
40
85
200
15
$350,000
+1
30
50
280
55
$3,500,000
80 Magnum (b)
+1
30
60
440
13
180
$5,250,000
+0
15
35
3,300
22
500
$7,000,000
+0
15
30
4,500
31
975
$31,000,000
+0
10
75
$350,000
+2
35
90
70
$30,000
-1
20
$850,000
+0
15
100
$2,100,00
+1
25
70
70
$17,500
+1
25
65
70
$14,500
+1
25
50
45
$8,500
+0
550
635
9,500
25
610
$290,000,000
+1
130
150
600
$2,600,000
+0
510
545
6,500
85
$60,000,000
+0
565
595
9,500
16
254
$195,000,000
+0
150
195
450
23
$35,000,000
+0
420
480
1550
38
$27,000,000
+1
390
495
1,300
$2,650,00
+0
170
195
875
$7,000,000
+1
110
190
500
$31,000,000
+2
1,000
1,500
2,600
26
$47,000,000
+0
90
135
675
$4,000,000
+0
525
580
5,000
43
$38,250,000
+0
560
610
8,050
49
$65,000,000
-1
90
115
240
$260,000
+1
175
215
1,380
10
$22,000,000
Vehicle Name
PM
PL
Cruise
Max
Range
Ram
MP
Price
VEHICLE CHARACTERISTICS
Each vehicle in Classified has several different characteristics.
Below is a brief explanation of each characteristic.
PM (Performance Modifier): This number is a Difficulty
Factor Modifier applies when using this vehicle based upon how
easy it is to use and how effectively it performs.
PL (Performance Limit): This number is the lowest Difficulty
Factor that can be bid for the vehicle without incurring an
automatic Control check. If a bid is lower, a Control check must be
made in addition to any other accident checks. The Performance
Limit represents the ability of the vehicle to safely perform during
stressful chases.
Cruise (Cruise Speed): The speed (in mph) of the vehicle
when cruising.
Max (Max Speed): The maximum speed (mph) of the vehicle.
Range (Range): The average distance a vehicle can travel
before it needs refueling.
Ram (Ram): This number represents the mass of the vehicle.
This is added to the Difficulty Factor when used for a Ram
maneuver and subtracted from a Ram Difficulty Factor when it is
the vehicle being rammed. Remember no DF can be above 10 or
below .
MP (Modification Points): This number is used to determine
how many modifications can be made to the vehicle. A single
modification will take a variable number of points based upon the
extent of the modification.
Price (Price): This is the cost of the vehicle in USD.
00068
00069
HAND-TO-HAND WEAPONS
00070
MISCELLANEOUS WEAPONS
00071
00072
00073
00074
Vehicle Modifications
00075
AUTOPILOT
ELECTRICAL PROTECTION
SYSTEM
EMP CANNON
DRONE SYSTEM
EJECTOR SEAT
00076
HIDDEN COMPARTMENT
HEADS-UP DISPLAY
00077
MINE DISPENSER
MORTAR SYSTEM
MODIFIED INTEGRATED
COMPUTER
00078
PERFORMANCE MODIFICATION
QUICK-TINT WINDOWS
STANDARD MODIFICATION
PACKAGES
STRUCTURAL REINFORCEMENT
00079
00080
Miscellaneous Equipment
00081
00082
00083
BINOCULARS
00084
armor reduces the Damage Ranks of firearm/shrapnel, at a Difficulty Factor one step better than the Quality
cutting, stabbing, and bludgeoning weapons by 5 steps. Result of the initial Hand-to-Hand Combat roll or
Cost: Level 4 body armor costs $1,000.
fall unconscious. This means that a Quality Result 4
Hand-to-Hand Combat would require a Quality Result
Ballistic Mesh Shirt: This concealable body armor
3 or better WIL roll. A failure of either roll results in
requires a Difficulty Factor 3 PER check to spot. It
unconsciousness after one minute. During the two rolls
provides the same protection as level 1 body armor
(two Combat Rounds), and the following minute if
against firearms/shrapnel weapons, but provides no
either roll is a failure, the afflicted can do nothing but
protection against cutting/stabbing weapons.
fight off the anesthetizer.
Cost: Ballistic T-shirts Cost $450.
Cost: $150.
Bespoke Body Armor: Bespoke body armor is very
Explosive: The explosive cigarette contains a tiny
concealable for the protection it provides. It requires
shaped charge near the tip. The charge is heat activated
a Difficulty Factor 4 PER check to spot and provides
and goes off about one minute after the cigarette is lit.
protection equal to level 2 body armor.
Due its tiny size it does little damage (Damage Rank B),
Cost: Form-fitted body armor costs $2,500. Two
but it does disorient the smoker for one Combat Round
weeks are required before delivery after a fitting.
unless a Difficulty Rank 3 WIL check succeeds. A
EOD Suit: This level of body armor is worn by secondary use of the explosive cigarette is as a blasting
bomb disposal personal. They do not disperse body heat cap for C4, such as that found in the explosive cigarette
and thusly have a short use periodwith a maximum case below.
of 1 hour in hot temperatures. Mobility is also quite Cost: $50.
limited. While worn, the character performs physical
activities at normal ability/speed. OED suits reduce CIGARETTE CASES
the Damage Rank of all weapons by 6 steps and absorbs Explosive: Appearing no different than a normal
2 wound levels. After absorbing wound levels, the suit high-quality metal cigarette case (often embellished
needs to be replaced for full functionality.
with gold electroplate to disguise its weight), the
Cost: An EOD suit costs $15,000.
explosive case contains an internal layer of 0.5 lbs. of
Raincoat Protector: The raincoat protector looks C4 that is accessed by ripping the fairly weak metal
like a normal raincoat (can be leather or polyester apart. The weakness of the case is that no detonator
exterior) but provides execellent protection at a light is present, but it does present a guaranteed way of
weight (only 7 lbs.). It provides protection equal to concealing a useful amount of high-power explosive.
level 2 body armor and requires a Difficulty Factor 2 Cost: $200 plus 0.5 lbs. of C4.
PER check to identify as body armor.
Throwing Star: The tungsten alloy top cover of
Cost: The raincoat protector costs $3,000 ($3,500 this cigarette case slides out of the back holder. The
for the leather version).
slide-away cover can then be twisted via a central joint
and locked into position, creating an effective shuriken.
CIGARETTES
Cost: $50.
Anesthetizer: At the end of this unique cigarette
a centimeter of tobacco acts as a weak plug keeping CIGARETTE LIGHTERS
a dose of crystallized anesthetic within the remainder Explosive: This luxury liquid-fuel lighter contains
of the cigarette tube. A very thin plastic membrane 0.5 lbs. of C4 within its fuel chamber in addition to
keeps the crystals in place on the filter end. The filter just enough for one minute of continual flame. The
is a false filter: allowing the user to blow the crystals explosive is easily removed by unscrewing a small
and tobacco tube at a target, breaking the thin plastic screw at the base of the fuel reservoir. The explosive
membrane in the process. A successful Hand-to-Hand cigarette lighter has no detonator, but an explosive
Combat attack is required to use the anesthetizer. Those cigarette can be used.
hit by the crystals must succeed on two serial WIL rolls Cost: $50 plus 0.5 lbs of C4.
00085
00086
00087
00088
M18A1 Claymore Mine: The claymore antipersonnel mine has been in service since 1960 and
has spawned many similar mines such as the MON50 manufactured by the Russians, the Swedish FFV013, the Turkish M18 AP, and the Chinese M18. The
claymore is trigged by remote and shoots 700 metal
balls in an 60 fan-shaped pattern up to 100 yards. The
M18A1 deals Damage Rank L damage to any within 25
yards, Damage Rank J within 25-50 yards, and Damage
Rank I within 50-100 yards.
Cost: $500.
00089
GLASSES
HOLSTERS
00090
LOCK PICKS
00091
PENS
MICROPHONES
00092
SECURITY GEAR
00093
00094
SUPPRESSORS
00095
TIES
00096
UMBRELLAS
WATCHES
00097
missions
Chapter eleven
stage, leaving the characters in some nefarious deathtrap from which they must escape. Finally, the Heroic
game would feature the characters infiltrating the
area with some ease, disrupting the smuggling, while
cracking quips back and forth in high fashion. Any of
these games can be fun for the right group of players
and the GM should modify the plot to fall in line with
the style expectations.
MISSION ELEMENTS
00099
000100
TIMETABLE
HENCHMEN
SECURITY
LOCATIONS
CONCLUSIONS, CONSEQUENCES
000101
non-player characters
Chapter twelve
NPC STEREOTYPES
000103
000104
STR
DEX
WIL
PER
INT
10
Charisma 3, Driving 1
Driving 3, Evasion 1
Boating 5, Driving 5
10
10
12
10
10
10
11
10
10
10
10
10
11
10
10
11
10
10
10
10
11
1d10
10
1d10
INT
CIVILIANS
1d10
PER
WIL
000105
FOILS
HENCHMEN
1d10
STR
DEX
WIL
PER
INT
1d10
STR
DEX
WIL
PER
INT
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
1d10
1d10
Boating 10, Driving 10, Evasion 10, Fire Combat 2, Hand-toHand Combat 5, Language 13, Piloting
Charisma 2, Disguise 7, Driving 6, Electronics 5, Hand-toHand Combat 10, Interrogation 5, Language 9, Torture 10
10
10
000106
PRIMARY OPPONENTS
SECURITY
1d10
STR
DEX
WIL
PER
INT
1d10
STR
DEX
WIL
PER
INT
11
11
10
11
11
10
11
11
11
11
11
10
10
11
10
10
10
11
10
11
10
10
10
11
10
10
10
11
10
10
10
1d10
1d10
Demolition 11, Diving 5, Driving 10, Gambling 11, Handto-Hand Combat 5, Language 20, Pickpocket 6, Riding 6,
Science 11
3
4
Boating 3, Charisma 1, Electronics 4, Evasion 10, Hand-toHand Combat 5, Lockpicking and Safecracking 10,
Torture 11
10
Charisma 4, Disguise 11, Driving 5, Fire Combat 3, Hand-toHand Combat 5, Local Customs 5, Mountaineering 5,
Science 11 Charisma 5, Cryptography 11, Diving 6,
Electronics 8, Evasion 4, Fire Combat 6, Gambling 4,
Language 15, Language 15, Sixth Sense 8
10
000107
TECHNICIANS
1d10
STR
DEX
WIL
PER
INT
10
10
12
10
10
11
14
11
12
10
11
1d10
Interrogation 2, Torture 14
10
PHYSICAL TRAITS
EQUIPMENT
Hero Points
Villain Points
Rookie/Punk
1d10 - 4
1d10 - 4
Agent/Criminal
4 + (1d10 - 5)
2 + (1d10 - 5)
Special Agent/Villain
9 + (1d10 - 5)
7 + (1d10 - 5)
000108
Reputation
Rookie/Punk
29 + (3d10 - 10)
Agent/Criminal
81 + (4d10 - 10)
Special Agent/Villain
WEAKNESSES
000109
RANDOM ENCOUNTERS
Primary
Opponent
Recognized
Mysterious
Message
Security +1
Dead
Body
Informant
Covert
Operative
Henchman
Technician
+1
Mysterious Employment
Offer
Message
Assassin
Kidnapping
Contact +1
Pickpocket
Good Luck
Famous
Operative
Henchman Surveillance
Covert
Operative +2
Accident
Security +2
Frosty
Reception
Mysterious
Message
Dead
Body
Attack
Chase
Hotel
Operator
10
Contact
000110
Surveillance Henchman
Bad Luck
10
Hotel
Operator
Chase
Intercepted
Attack
Suspicious
Action
Contact +1
Technician
+2
Pickpocket
Contact
Good Luck
Covert
Operative +1
Accident
Frosty
Reception
Assassin
Agency
Contact
Attack
Foil +1
Suspicious
Questioning
Action
Foil +3
Accident
Intuition
Attack
Pickpocket
Employment
Civilian +1
Offer
Mysterious
Tchnician +1
Message
Paging
Attack
Security
Good Luck
Recognized
Bad Luck
Chase
Foil +2
Henchman
Informant
Primary
Opponent
Technician
+1
Informant
Security
Pickpocket
Thief
Dead
Body
Bad Luck
Covert
Operative
Recognized
Foil +1
Intuition
Suspicious
Action
Employment
Technician
Opportunity Clue Cracked
Offer
+2
Accident
Vehicle
Clue
Assassin
Foil
Surveillance
Intercepted Questioning
Civilian -1
Famous
Operative
Intuition
Questioning
Contact -1
Dead
Body
Surveillance
Hijacking
Tourists
Contact -1
Covert
Operative -1
Foil -1
Contact -1
Foil -1
Technician -1 Intercepted
10
Covert
Frosty
Technician -1
Operative -1
Reception
Computer
Mix Up
News
Hotel
Operator
Opportunity Pickpocket
Security -1
Frosty
Reception
Recognized
Accident
Chase -2
Intercepted
Civilian
Computer
Mix Up
Dead
Body
Bad Luck
Bad Luck
Civilian
Technician
Good Luck
Suspicious
Action
Opportunity
Intuition
Mysterious
Message
Security-1
Mysterious
Message
Hotel
Operator
Assassin
Tourists
Contact -1
News
Questioning
Hijacking
Foil -2
Foil -1
Intuition
News
Arrest
Questioning
Accident
Intercepted
Contact -1
Suspicious
Action
Contact -1
Famous
Operative
Frosty
Clue Cracked
Reception
Security -1
Recognized
Civilian
Informant
Suspicious
Action
Dead
Body
Opportunity
Frosty
Reception
Pickpocket
News
Tourists
Surveillance
Bad Luck
Civilian -1
Computer
Mix Up
Remote
Control
Intuition
Covert
Operative -2
Hijacking Technician -1
10
Hijacking
Security -1
Frosty
Reception
Foil -3
Hotel
Operator
Accident
Security -1 Technician -2
Civilian
Recognized
Covert
Surveillance Pickpocket
Operative -1
via the NPC, who also arrives with some additional useful
equipment.
If the PCs do not work for an agency, this encounter
does not happen and any spent Hero Points are returned.
ARREST: A Primary Opponent or other enemy of the PCs
tips off the authorities that the PCs are carrying concealed
weapons. The PCs are thoroughly searched at their port of
entry. Unless none of the characters are carrying weapons,
they are arrested by locals (Security) and detained. If the
characters are working for a nation-state, their agency clears
the matter up if the arrest was in a nation-state friendly to the
characters. If unfriendly, the PCs are in a world of hurt. If
the characters are working for an influential agency, bribes
or political influence clears the matter up in a few days.
A Good (3) Persuasion Success Quality gleans who
tipped off the authorities from the arresting Security. A Great
(2) Success Quality or better gains the same information, but
in a way that leaves the Security unaware of what they said.
000111
000112
000113
000114
000115
000116
000117
osiris
Chapter thirteen
PLANNING
RANK: VILLAIN
SPEED: 3
HAND-TO-HAND DAMAGE: A
STAMINA: 33 Hours
RUN/SWIM: 55 Minutes
CARRYING: 101-150 lbs.
WEAPON: Walther P99
Ruler: Emperor of OSIRIS, the Duke Lothar Tristan BACKGROUND: Lothar Tristan Eugen Wolf was born in the
debris of East Berlin during the Berlin Airlift. It is rumored that he
Eugan Wolf.
Headed by The Emperor himself, Planning is the
most important of the seven departments of OSIRIS.
Every major operation from any other department
passes through Planning before implementation or
rejection. Planning has had few failures, and managed
to keep those to small affairs. It is through the extensive
tradecraft knowledge of Wolf that OSIRIS remains
unknown to the larger world even as it becomes
increasingly powerful.
came into the world without a single cry. His mother was a Hausfrau
and his father was a former major and Gruppenkommandeur in
the Luftwaffe forced into training Soviet forces. His father was a
brutal, bitter man: a drunkard and wife-beater. When Wolf was 11,
his father beat his mother to death because his soup was cold. After
the death, the pair was removed to Moscow.
Wolf spent three terrible years alone with his abusive father in
a foreign land, where he quickly adopted Russian mores to make
friends in order to avoid returning home. On his 14th birthday,
his father finally succumbed to cirrhosis of the liver, leaving
Wolf alone. He was transferred to a NKVD-run orphanage were
his frighteningly-quick mind, athletic body, and native German
fluency drew the attention of the legendary Soviet spy apparatus at
the age of 16.
For the next four years, Wolf was vigorously trained by
his adopted father, the Kievian spymaster Leonid Alekhin, who
000119
000120
his secret goal with the same tenacity that Mielke admired in the
pursuit of the goals of the Stasi. It was in late May of 1989 that
Wolfs plans finally reached fruition.
After months of labor, Wolf laid a successful trap against
the SIS. Baited with valuable and incriminating disinformation
about the DDR General Secretary Erich Honecker, Wolf knew the
British would send their best agent, especially when they knew that
The Wolf himself was transporting the information. The fight
orchestrated by Wolf against the famed British superspy Mark St
John Smyth, went exactly as planned. During the claustrophobic
train fight, Wolf was thrown out of the car at precisely the right
time. With his death confirmed by a top SIS agent (corroborated
by a body planted by Wolf), and with the subsequent dissolution
of the DDR and confusion that allowed Wolf to expunge all his
files, Lothar Tristan Eugen Wolf, Stasi superspy, was written off
the worlds stage by all the national intelligence services.
The 1990s was the perfect time for financial empire building.
Wolfs knowledge of the former Soviet-controlled states provided
many opportunities for a man with means and a lack of scruples.
Wolf focused most of his efforts in this part of the world, but never
failed to grasp any obvious opportunities elsewhere. During this
period, he started gathering the Royalty of OSIRIS, forming the
Imperial Court to assist in the rapid growth of his organization.
As the new Millennia dawned, Wolf funneled his substantial
gains earned from speculating on (and partially causing) the
Russian financial crisis of 1998 into purchasing operations
on every continent. Achieving this second goal of his plan in
October of 2001, The Emperor of OSIRIS was as stunned as the
rest of the world by the September 11 terrorist attacks. Realizing
the magnitude of the event and the fallout it would cause, Wolf
canceled all of OSIRISs illegal operations for several years. He
believed the intelligence communities were best simply avoided
during this phase of heightened activity. Because of the attacks
and the response to them, OSIRIS stopped using terrorism as a tool
towards aristocratic domination. Wolf knows that the success of
his plan depends on maintaining secrecy and the velvet hand: acts
of terrorism now face much greater scrutiny than before and there
are other ways.
Wolf, now 64, is slowing down, but his mental abilities and
operational skills are still unsurpassed. His vast knowledge on
subjects of fiscal, political, and technological importance, coupled
with his uncanny ability to remain a step ahead of his opponents
makes him a nearly unbeatable foe, once all his attention is focused.
INFORMATION
LOSANG TENZIN
RANK: VILLAIN
SPEED: 2
HAND-TO-HAND DAMAGE: A
STAMINA: 30 Hours
RUN/SWIM: 40 Minutes
CARRYING: 101-150 lbs.
WEAPON: Beretta 950 Jetfire
000121
INFLUENCE
RANK: CRIMINAL
SPEED: 3
HAND-TO-HAND DAMAGE: B
STAMINA: 30 Hours
RUN/SWIM: 40 Minutes
CARRYING: 151-210 lbs.
WEAPON: 00
000122
ASSASSINATION
RANK: VILLAIN
SPEED: 3
HAND-TO-HAND DAMAGE: B
STAMINA: 30 Hours
RUN/SWIM: 40 Minutes
CARRYING: 101-150 lbs.
WEAPON: SIG Sauer P229
proud of their Clan Munro history and instilled this pride in their
daughterwhen not found on the water, she was usually found at
the local library, absorbing the history of her people. At 14, Munro
discovered she enjoyed the martial arts after applying to the only
karate dojo in Thurso.
Munro was also mentally quick and entered the University of
Edinburgh in 1994, receiving a degree in Mechanical Engineering
four years later. It was during her university years that Munro
started fencing, eventually becoming the best in her class. During
her third year Munro started target shooting and finally discovered
her true martial pursuit. At age 21, her love of martial arts and
firearms convinced her to enter the Army Corps of Royal Engineers
where she specialized in Explosive Ordnance Disposal.
After 4 years in the service, Munro felt increasingly stymied.
She desired to become a sniper (having marksmanship easily
qualifying), but was forbidden because of her sex. She left the
Army in 2002 and joined a private military company, serving for
the next 2 years in a number of Middle-Eastern/Central Asian
conflicts. During her private military time she worked closely with
members of various intelligence services and she was recruited by
SIS (MI6) in 2004.
As a SIS field-operative, Munro finally found the position she
desired. After a brief training course, she quickly progressed into
the go to-person for difficult jobs. Munro relished her work until
her parents were assassinated in 2009 as a retaliatory action against
one of her successful missions. After the assassination, Munro
(and the SIS) fruitlessly worked to identify the assassin. Munro
was eventually contacted by an unknown source that provided her
the information she desired.
After settling the issue, Munro was again contacted by the
source and convinced to leave her position at SIS. After meeting
with The Emperor, who elucidated his goal of a return to an
aristocratic society (appealing to her Clan Munro pride), Munro
accepted a position in the Imperial Court of OSIRIS in 2010.
Under Wolfs tutelage, Munro has transformed from a bullet-tothe-head assassin into an elegant, professional mechanic: a killer
who makes her kills look like accidents. This doesnt mean shes
put down the sniper rifle permanently, however. She still sniperkills, but only to send a dramatic message.
Although Wolf values Munros abilities as a top-level assassin,
he knows that she is the least committed of the Imperial Court. He
plans to continue working on her indoctrination by never failing
to highlight the detrimental effects of democracy on the things she
holds dear. Wolf believes (and Dr. Kamari concurs) that Munro
will eventually become quite the zealot for OSIRIS provided she
continues to see the overwhelming benefit of her position.
000123
MILITARY AFFAIRS
RANK: CRIMINAL
SPEED: 3
HAND-TO-HAND DAMAGE: C
STAMINA: 30 Hours
RUN/SWIM: 40 Minutes
CARRYING: 211-280 lbs.
WEAPON: FN Five-seven
000124
Even in childhood, Orlov was a serious person. He enjoyed
physical activities (particularly riding) and had a tendency to bully
those around him. During his teen years he became an excellent
wrestler and boxer, winning several awards. When the time came
for his obligatory military service, Vasily quickly adapted to
military life and excelled.
After training, Orlov was sent to Afghanistan (1982) and he
performed well under fire. His actions drew the attention of his
commander and Orlov was recommended for special services.
Orlov took the opportunity and in 1983 became a member of
Alpha Group, earning the coveted red beret in 1984. During his
deployment in Afghanistan, Orlov grew increasingly critical of
political decisions made by weak political men more concerned
with maintaining their position than implementing a winnable war
strategy. He kept his opinions to himself, of course, and in the
cold and windy mountains of Afghanistan he started to long for the
days when the boyars had the strength to do what was needed to
accomplish their goals.
In 1985, Orlov went to Beruit as part of the team sent to
deal with the kidnapping of four Russian diplomats by Islamic
militants. By the time he arrived, one of the hostages was rumored
as killed, so Orlov (now a team leader) organized the kidnapping
of some of some of the family members of the militants. Orlov
then killed them and sent their dismembered bodies back to the
remaining family. The hostages were quickly released, but Orlov
was reprimanded for his behavior and removed from Alpha Group.
The Soviets quickly created a fake official response to the
situation and leaked it into the intelligence services: one in which
the crisis was resolved by extensive diplomatic negotiations.
From 1986-1994 Orlov worked as a military instructor (and
sometimes as a mercenary) for several nations, mostly in Africa
and South America. In 1995, Orlov was approached by The
Emperor and given the offer of running his own private military
company. Orlov jumped at the offer of meaningful work and has
been the most reliable of the Imperial Court members ever since.
Orlov is the only person that The Emperor completely trusts
and they have a close friendship. It should be noted that, although
Orlov is not legally in charge of Anubis Operations (hes officially
a consultant), he makes all the important operational decisions,
leaving the CEO to deal with the business aspects.
CRIMINAL WEALTH
RANK: CRIMINAL
SPEED: 2
HAND-TO-HAND DAMAGE: A
STAMINA: 30 Hours
RUN/SWIM: 40 Minutes
CARRYING: 101-150 lbs.
WEAPON: Beretta 950 Jetfire
At 16, after an exceptional row with her father, Durand de la
Penne fled to Milan with as much money as she could carry. She
clandestinely lived in the city for about half a year while her father
desperately searched for her. During this period she travelled in
artistic circles and was eventually discovered by the Etro fashion
house, launching her modeling career. It was via this first modeling
campaign that her father finally located her, but seeing that she was
not in danger, he decided to support her career to try and mend
their relationship. He did demand that she continue her studies,
however, and sent tutors to continue her education.
Durand de la Penne quickly rocketed to the top of the fashion
world. Her stunning good looks and patrician demeanor completely
demolished the affected bearing of other models. When she was on
the runway, it was if there were no other models. At the age of 22
after branching out into all types of high-fashion modeling, she was
the most in-demand model in the world, often traveling between
Milan, Paris, New York, London, and Tokyo. Her personal tastes
were the only thing that kept her from becoming a true supermodel:
she refused to model for any plebian products.
During one of her longer trips to Paris in 2001, she encountered
a wealthy French businessman named Lothar Tristan Eugan
Wolf. Although he was significantly older than she, his wit, regal
bearing, and knowledge of fine arts intrigued her. They quickly
became lovers, enjoying life in the city of lights. Both entered the
relationship knowing it as temporary and soon they parted ways.
Durand de la Penne continued living a charmed life until
2004, when her father was killed during a squabble with a rival
ndrine. She quickly returned home and, surprising all of her
fathers associates, declared herself boss of the ndrine (no woman
had ever been a boss in Ndragheta) and after a bit of persuasion
involving four gunshots and two dead underlings, the Viscontessa
assumed her fathers role in the family business.
During the subsequent war among the Ndrangheta over
a woman boss, Durand de la Penne was heavily pressed until a
sudden peace occurred, brokered by none other than her old lover,
Wolf. After a long discussion and an agreement to keep the past
the past, she decided to join OSIRIS and run her familys business
with a new goal. Wolf elevated her to a member of the Imperial
Court in 2007.
000125
LEGAL WEALTH
ODA NAGATOSHI
RANK: CRIMINAL
SPEED: 3
HAND-TO-HAND DAMAGE: B
STAMINA: 30 Hours
RUN/SWIM: 40 Minutes
CARRYING: 101-150 lbs.
WEAPON: Walther PPS
000126
OSIRIS SITES
000127
resources
Chapter fourteen
ANIMALS
ALLIGATOR/CROCODILE
HORSE
PIRANHA
SHARK
HAND-TO-HAND DAMAGE: G
GUARD DOG
000129
Characteristics
Additional
Information
Name:
Rank:
Age:
Height:
Weight:
Appearance:
Reputation:
Hero Points:
Carrying
Capacity
STR
Strength
Running /
Swimming
DEX
Dexterity
Experience Points:
Wounds
LW
MW
HW
Current Cover:
Scars (location):
Hand-to-Hand
Damage Rank
WIL
Weaknessess:
Willpower
Abilities:
Speed
Fields of Experience:
PER
Perception
Weapon
PM
RoF
Ammo
DR
Close
Long
CM
MIS
Draw
RL
Price
Stamina
INT
Intelligence
Vehicle
PM
PL
Cruise
Max
Range
Ram
MP
Price
10
10
12
14
16
18
20
12
15
18
21
24
27
30
12
16
20
24
28
32
36
40
10
15
20
25
30
35
40
45
50
12
18
24
30
36
42
48
54
60
14
21
28
35
42
49
56
63
70
16
24
32
40
48
46
64
72
80
18
27
36
45
54
63
72
81
90
10
10
20
30
40
50
60
70
80
90
100
11
11
22
33
44
55
66
77
88
99
110
12
12
24
36
48
60
72
84
96
108
120
13
13
26
39
52
65
78
91
104
117
130
14
14
28
42
56
70
84
98
112
126
140
15
15
30
45
60
75
90
105
120
135
150
16
16
32
48
64
80
96
112
128
144
160
17
17
34
51
68
85
102
119
136
153
170
18
18
36
54
72
90
108
126
144
162
180
19
19
38
57
76
95
114
133
152
171
190
20
10
20
40
60
80
100
120
140
160
180
200
21
10
21
42
63
84
105
126
147
168
189
210
22
11
22
44
66
88
110
132
154
176
198
220
23
11
23
46
69
92
115
138
161
184
207
260
24
12
24
48
72
96
120
144
168
192
216
240
25
12
25
50
75
100
125
150
175
200
225
250
26
13
26
52
78
104
130
156
182
208
234
260
27
13
27
54
81
108
135
162
189
216
243
270
28
14
28
56
84
112
140
168
196
224
252
280
29
14
29
58
87
116
145
174
203
232
261
30+
15
30
60
90
120
150
180
210
240
270
SKILLS
Boating
Charisma
Cryptography
Demolitions
Disguise
Diving
Driving
Electronics
Evasion
Fire Combat
Gambling
Hand-to-Hand Combat
Interrogation
Language
Local Customs
Lockpicking/
Safecracking
Mountaineering
Pickpocket
Piloting
Riding
Science
Formula
(round down)
[(DEX+PER)/2]
WIL
INT
INT
INT
[(STR+DEX)/2]
[(DEX+PER)/2]
INT
[(STR+DEX)/2]
[(DEX+PER)/2]
PER
STR
INT
INT
PER
DEX
Sixth Sense
[(STR+WIL)/2]
DEX
[(DEX+PER)/2]
[(WIL+PER)/2]
INT
[(WIL+Charisma
Skill Rank)/2]
[(PER+INT)/2]
290
Stealth
WIL
300
Torture
[(WIL+INT)/2]
Seduction
Formula
Total
Skill
Rank
Base
Chance
NPC Name:
Rank:
Works For:
Age:
Height:
Weight:
Appearance:
Scars:
Reputation:
Weaknesses:
Languages:
Abilities:
Fields of Experience:
STR
DEX
WIL
PER
INT
SKILLS
Boating
Charisma
Cryptography
Demolitions
Disguise
Diving
Driving
Electronics
Evasion
Fire Combat
Gambling
H-to-H Combat
Interrogation
Language
Local Customs
Lockpicking/
Safecracking
Mountaineering
Pickpocket
Piloting
Riding
Science
Seduction
Carrying
Capacity
Running /
Swimming
Weapon
Stamina
Speed
PM
Vehicle
RoF
Hero / Villain
Points
Ammo
PM
DR
PL
Hand-to-Hand
Damage Rank
Close
Cruise
NPC Name:
Rank:
Works For:
Age:
Height:
Weight:
Appearance:
Scars:
Reputation:
Weaknesses:
Languages:
Abilities:
Fields of Experience:
STR
DEX
WIL
PER
INT
Sixth Sense
Stealth
Torture
Long
Max
Range
SKILLS
Boating
Charisma
Cryptography
Demolitions
Disguise
Diving
Driving
Electronics
Evasion
Fire Combat
Gambling
H-to-H Combat
Interrogation
Language
Local Customs
Lockpicking/
Safecracking
Mountaineering
Pickpocket
Piloting
Riding
Science
Running /
Swimming
Weapon
Vehicle
Stamina
Speed
PM
RoF
PM
Hero / Villain
Points
Ammo
DR
PL
Hand-to-Hand
Damage Rank
Sixth Sense
Stealth
Torture
Close
Cruise
Long
Max
Skill
Rank
Base
Chance
RL
Price
Notes:
[(STR+WIL)/2]
DEX
[(DEX+PER)/2]
[(WIL+PER)/2]
INT
[(WIL+Charisma
Skill Rank)/2]
[(PER+INT)/2]
WIL
[(WIL+INT)/2]
MIS
Ram
Formula
(round down)
[(DEX+PER)/2]
WIL
INT
INT
INT
[(STR+DEX)/2]
[(DEX+PER)/2]
INT
[(STR+DEX)/2]
[(DEX+PER)/2]
PER
STR
INT
INT
PER
Draw
MP
Formula
Total
Price
Skill
Rank
Base
Chance
RL
Price
DEX
[(STR+WIL)/2]
DEX
[(DEX+PER)/2]
[(WIL+PER)/2]
INT
[(WIL+Charisma
Skill Rank)/2]
[(PER+INT)/2]
WIL
[(WIL+INT)/2]
CM
Range
Formula
Total
DEX
CM
Seduction
Carrying
Capacity
Formula
(round down)
[(DEX+PER)/2]
WIL
INT
INT
INT
[(STR+DEX)/2]
[(DEX+PER)/2]
INT
[(STR+DEX)/2]
[(DEX+PER)/2]
PER
STR
INT
INT
PER
MIS
Ram
Draw
MP
Price
Notes:
EQUIPMENT LISTS
Type
Price
Armor
Level 1
Level 2
Level 3
Level 4
Autopilot
$5,000
$1,000
Drone System
Ejector Seat
$8,000
$2,000
EMP Cannon
$8,500
$500
Gun Ports
Sliding
$1000
Through Skin
$500
$2,000
Night Vision
$5,000
Level 1
Level 2
Level 3
Level 4
Mine Dispenser
$4,000
$1,500
Mortar System
Performance Modification
Quick-Tint Windows
$500
$500
Law Enforcement
Agent
Special Agent
Structural Reinforcement
Tire Slasher
$1,000
$60,000
$50,000
Type
Ammunition
Armor Piercing
Breaching
Frangible
Detail
Hollow Point
Shotgun Slug
Tracer
$1,000
Biometric Lock
$1,250
$4,750
Bulletproof
$2,000
Bullet Resistant
$1,500
Concealed Firearm
$3,000
Covert Linings
$5,000
Electric Security
$750
Garrote
$300
Gas Defense
Hidden Compartment
Belts
Binoculars
Body Armor
Cigarettes
Cigarette Cases
Price
Level 2
Level 3
Level 4
Knife Dispenser
$500
Explosive
$400
$25
$250
Rope Belt
$200
Assassin's
Recording
$1 ,950
Level 1
$250
Level 2
$500
Level 3
$750
Level 4
$1,000
$450
Bespoke
$2,500
EOD Suit
$15,000
Raincoat Protector
Anesthetizer
$150
Explosive
$50
Explosive
Throwing Star
$50
Cigarette Lighters
Explosive
Gas Defense
Chloroform
$100
Haloperidol
$50
Halothane
$85
Hemotoxins
Mark I NAAK
$100
Nerve Gas
Sarin
$10,00
VX
$20,000
Novichok-5
Neurotoxins
Tear Gas (CS Gas)
$15
Thiopental Sodium
Sodium Amytal
Explosives and Incendiaries
$40,000
$500 per snake or $200 per dose
C4
$200
M112
$200
M118
$300
Detonation Cord
Dynamite
$500
MM-1 Mimimore
$400
Molotov Cocktail
$10 or less
Shaving Canister
Flamethrower
Night Vision Goggles
Glasses
Holsters
Lock Picks
Consumer
$600
Law Enforcement
$2,000
Thermal
$4,000
Military
$8,000
Polarized Lenses
$200
Rear Vision
$1,250
Balanced
$50
Concealed
$50
Fast
$50
$200
Electronic Passcard
Cracker
$800
Bump Key
$20 set of 6
Jigglers
$50 set of 10
Lock Picks
Microphones
Pens
Rings
Security Gear
Americas
$50
European
$50
Asian
$50
Elite
$350
Padlock Shim
$25
Slim Jim
$25
Shovit Tool
$15
Snap Gun
$50
Shotgun
$100
Parabolic
$500
Laser
$3,500
Acid
Binoculars
$250
Explosive
$200
Gas Defense
$150
Gun
$250
Poison Compartment
$150
Titanium Utility
$350
Cheap
$200
Expensive
$800
$300
$300
Stationary
$4,500
Wand
$150
Motion Detector
Palm Scanner Lock
$50
Cheap
$3,000
Expensive
$6,000
Thermal Detector
$200
Retinal Scanner
$200,000
Signature Analyzer
Seismic Detector
$10,000
Consumer
$300
HighSecurity
$200,000
Voice Analyzer
X-Ray Scanner
Shoes
Sights
$120,000
Items
$25,000
Backscatter
$175,000
Escape Kit
Explosive
$600
Laser
Pistol
Other
Night Vision
Suppressors
$250
$600
$950
Telescopic
$750
Thermal
$1,250
Silencer
Pistol
$400
Other
$600
Pistol
$200
Other
$400
Flash Suppressors
Hybrids
Surveillance Gear (Bugs)
Mediums
Transmission Types
Storage Options
Power Sources
Pistol
$800
Other
$1,200
Sound
$10
Visual
$20
Location
$30
GSM
$20
UHF
$40
VLF
$40
Radio
$10
Hard-Wire
$40
Fixed
$10
Rolling
$15
Battery
$10
Continuous
Ties
Umbrellas
Watches
$20
Incendiary
$400
Rope
$125
Airgun
$950
Bullet Resistant
$230
Pistol
$1,250
Sword
$275
Garrote
$300
Geiger Counter
$600
Rotary Saw
$450
DESIGNATION OF PRODUCT
IDENTITY AND OPEN GAME
CONTENT
All text in this work is Opegn Game Content, excepting
the term Classified and Expeditious Retreat Press,
logos, artwork, and author and artist names.
If you want to use the term Classified in a product,
please contact Joseph Browning at josephbrowning@
gmail.com.