Sleijpen, Johann

by Dave McAlister

Codename: None
Aliases: None
Nationality: Dutch
Gender: Male Handedness: Right
Height: 5 ft. 10 in. Weight: 160 lbs.
Eyes: Blue Hair: Blonde
Place of Birth: Brunnsum, Holland
Date of Birth: 1971.06.20
Distinguishing Characteristics: Wears glasses

BACKGROUND
Johann was born in Brunnsum on 20 June 1971. His father was an officer with the Dutch Air Force who served in many NATO establishments and embassies across Europe. As such, Johann spent his childhood, and early teenage years, following his father from country to country. Although some might consider this an inconvenient childhood, Johann found that he had an aptitude for learning new languages and quickly became fluent in English, the “common” language of NATO establishments. Additionally he quickly learnt Danish, French, German, Italian, Porteguese, Spanish, and Swedish.

This international background gave Johann an interest in politics and he attended Oxford University, reading Political Science. Finishing the course in the top 5%, Johann was approached by the Dutch Air Force and offered a position as an analyst. While not something he had originally thought about, Johann was keen to follow in his father’s footsteps and so agreed.

For the first few years the position was rather mundane and Johann was only required to provide analytical information regarding the political structures of various governments and organisations. However, following a very successful analysis of a small terrorist organisation operating within the Netherlands (which resulted in the capture of a complete cell, without loss of life) Johann was promoted into the Intelligence Department. Here he relished the added responsibility, although the required weapon training was not something he enjoyed. In fact, during the final stages of the training, Johann’s nerve broke and he hid until the “danger” was over. Thankfully the instructors did not notice this and it is not noted on his record.

LOW-LEVEL VERSION
Department: D-3: Computer Espionage
Class: Snoop
Level: 4
Strength: 10 Intelligence: 19
Dexterity: 10 Wisdom: 16
Constitution: 10 Charisma: 12

Vitality: 23 Wounds: 10

Defense: 13 (+3 class)
Initiative Bonus: +2 (+2 class)
Speed: 30 ft.

Fort: +1 Ref: +2 Will: +5

Skills: Bureaucracy +8, Computers +13, Driver +7, Electronics +13, Gather Information +8, Hide +7, Languages +10, Knowledge (Political Science) +11, Search +11, Sense Motive +10, Spot +10, Surveillance +10

Feats: Run, Safe House, Safe House Hub

Special: Astute, flawless search, intuition 1/session, jury-rig +2, back door

Attacks: SIG-Sauer P-220 9mm P +2 (1d10+1, error 1, threat 20, range 25 ft.)

Gear: Laptop computer +2, Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalised tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), SIG-Sauer P-220 9mm P, 50 rounds, electronics kit, computer kit, leatherman (2 BP remaining)

MID-LEVEL VERSION
Department: D-3: Computer Espionage
Class: Snoop
Level: 9
Strength: 10 Intelligence: 20
Dexterity: 10 Wisdom: 16
Constitution: 10 Charisma: 12

Vitality: 48 Wounds: 10

Defense: 17 (+7 class)
Initiative Bonus: +5 (+5 class)
Speed: 40 ft.

Fort: +3 Ref: +4 Will: +7

Skills: Bureaucracy +13*, Computers +20*, Driver +12, Electronics +20*, Gather Information +13*, Hide +12*, Languages +10, Listen +11, Knowledge (Political Science) +17*, Search +17*, Sense Motive +15, Spot +15, Surveillance +15*
* skill mastery

Feats: Expertise, Increased Speed, Run, Safe House, Safe House Hub

Special: Astute, flawless search, intuition 1/session, jury-rig +5, back door (2), special ability (intelligence analysis, skill mastery)

Attacks: SIG-Sauer P-220 9mm P +4 (1d10+1, error 1, threat 20, range 25 ft.)

Gear: Laptop computer +3, Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalised tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), SIG-Sauer P-220 9mm P, 50 rounds, electronics kit, computer kit, leatherman (20 BP remaining)

HIGH-LEVEL VERSION
Department: D-3: Computer Espionage
Class: Snoop
Level: 14
Strength: 10 Intelligence: 21
Dexterity: 10 Wisdom: 16
Constitution: 10 Charisma: 12

Vitality: 73 Wounds: 10

Defense: 21 (+11 class)
Initiative Bonus: +8 (+8 class)
Speed: 40 ft.

Fort: +6 Ref: +7 Will: +10

Skills: Bureaucracy +18*, Computers +26*, Driver +17, Electronics +26*, Gather Information +18*, Hide +17*, Languages +10, Listen +16, Knowledge (Political Science) +22*, Read Lips +10, Search +22*, Sense Motive +20, Spot +20, Surveillance +20*
* skill mastery

Feats: Career Operative, Expertise, Increased Speed, Run, Safe House, Safe House Hub

Special: Astute, flawless search, intuition 2/session, jury-rig +7, back door (3), special ability (intelligence analysis, intercept communication, skill mastery), master cracker 1/session, global search

Attacks: SIG-Sauer P-220 9mm P +7 (1d10+1, error 1, threat 20, range 25 ft.)

Gear: Laptop computer +4, Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalised tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), SIG-Sauer P-220 9mm P, 50 rounds, electronics kit, computer kit, leatherman (28 BP remaining)

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Fixer/Pointman Class Guide)

Lee, Jin

by G Littlejohn and Dave McAlister

Codename: None
Aliases: None
Nationality: Taiwanese
Gender: Male Handedness: Ambidextrous
Height: 5 ft. 7 in. Weight: 160 lbs.
Eyes: Brown Hair: Black
Place of Birth: Taiwan
Date of Birth: 1979.07.28
Distinguishing Characteristics: None.

BACKGROUND
Jin was born in Taiwan and had to learn the hard way of life living in constant fear of China. He was smart and fast and learned how to use those reflexes to survive. Being ambidextrous was a huge advantage for him, and his intellect won him scholarships. He was recognized as a leader right away and when the time came for him to give back to his country he did. Joining the National Security Bureau he was a natural to be nominated for a position on the new United Nations Intelligence Team.

LOW-LEVEL VERSION
Department: Damage Control
Class: Pointman
Level: 4
Strength: 12 Intelligence: 14
Dexterity: 15 Wisdom: 14
Constitution: 10 Charisma: 15

Vitality: 28 Wounds: 10

Defense: 17 (+2 class, +3 Dex, +2 department)
Initiative Bonus: +5 (+2 class, +3 Dex)
Speed: 30 ft.

Fort: +2 Ref: +5 Will: +6

Skills: Bluff +12*, Bureaucracy +8, Computers +6, Cultures +6, Diplomacy +10*, Disguise +10, Driver +6, Electronics +6, First Aid +6, Gather Information +7, Intimidate +7/+9*, Sense Motive +6, Spot +6
* threat range 19-20

Feats: Ambidexterity, Persuasive, Two-Weapon Fighting

Special: generous, versatility (computers, cultures, disguise, electronics, gather information, intimidate, spot), assistance (1/2 time), lead 1/session, tactics 1/session

Attacks: FN Five-seveN +5 (1d10+1, error 1, threat 20, range 25 ft., qualities AP, DS)

Gear: 2 FN Five-seveN, 100 rounds, 2 holsters, Command Post Bundle (hardshell electronics case, laptop computer (+2 power rating) with a/v feed, laser printer, portable fax, projector, signal tapper and global mapping software, first aid kit, photo development kit, fire extinguisher, universal power supply, 6 headset radios, police scanner, wall-size local map), average clothing, sunglasses, handcuffs

MID-LEVEL VERSION
Department: Damage Control
Class: Pointman
Level: 9
Strength: 12 Intelligence: 14
Dexterity: 15 Wisdom: 14
Constitution: 11 Charisma: 15

Vitality: 58 Wounds: 11

Defense: 20 (+4 class, +3 Dex, +3 department)
Initiative Bonus: +7 (+4 class, +3 Dex)
Speed: 30 ft.

Fort: +5 Ref: +8 Will: +9

Skills: Bluff +19*, Bureaucracy +8, Climb +6, Computers +6, Cultures +6, Diplomacy +16*, Disguise +16, Driver +6, Electronics +6, First Aid +6, Gather Information +12, Intimidate +13/+15*, Sense Motive +11, Spot +6, Tumble +7
* threat range 18-20

Feats: Advanced Skill Mastery (Persuasive), Ambidexterity, Career Operative, Persuasive, Two-Weapon Fighting

Special: generous, versatility (climb, computers, cultures, disguise, electronics, gather information, intimidate, spot, tumble), assistance (1/2 time), lead 4/session, tactics 2/session (+2 bonus), cross-class ability (uncanny dodge (Dex bonus to Def), evasion (no damage on save))

Attacks: FN Five-seveN +8 (1d10+1, error 1, threat 20, range 25 ft., qualities AP, DS)

Gear: 2 FN Five-seveN, 100 rounds, 2 holsters, Command Post Bundle (hardshell electronics case, laptop computer (+2 power rating) with a/v feed, laser printer, portable fax, projector, signal tapper and global mapping software, first aid kit, photo development kit, fire extinguisher, universal power supply, 6 headset radios, police scanner, wall-size local map), trendy clothing, sunglasses, handcuffs, PDA, disguise kit, evidence kit, 2 disposable cameras

HIGH-LEVEL VERSION
Department: Damage Control
Class: Pointman
Level: 14
Strength: 12 Intelligence: 14
Dexterity: 15 Wisdom: 14
Constitution: 12 Charisma: 15

Vitality: 102 Wounds: 12

Defense: 23 (+6 class, +3 Dex, +4 department)
Initiative Bonus: +9 (+6 class, +3 Dex)
Speed: 30 ft.

Fort: +7 Ref: +10 Will: +12

Skills: Bluff +26*, Bureaucracy +9, Climb +6, Computers +6, Cultures +6, Diplomacy +22*, Disguise +22, Driver +6, Electronics +6, First Aid +6, Gather Information +13, Intimidate +14/+16*, Sense Motive +12, Spot +6, Surveillance +7, Tumble +8
* threat range 17-20

Feats: Advanced Skill Mastery (Persuasive), Ambidexterity, Career Operative, Grand Skill Mastery (Persuasive), Persuasive, Two-Weapon Fighting

Special: generous, versatility (climb, computers, cultures, disguise, electronics, gather information, intimidate, spot, surveillance, tumble), assistance (1/4 time), lead 6/session, tactics 3/session (+2 bonus), cross-class ability (uncanny dodge (Dex bonus to Def), evasion (no damage on save), flawless search), serendipity 1/session, strategy 1/session

Attacks: FN Five-seveN +12 (1d10+1, error 1, threat 20, range 25 ft., qualities AP, DS)

Gear: 2 FN Five-seveN, 100 rounds, 2 holsters, Command Post Bundle (hardshell electronics case, laptop computer (+2 power rating) with a/v feed, laser printer, portable fax, projector, signal tapper and global mapping software, first aid kit, photo development kit, fire extinguisher, universal power supply, 6 headset radios, police scanner, wall-size local map), trendy clothing, sunglasses, handcuffs, PDA, disguise kit, evidence kit, 2 disposable cameras, 15 BP remaining

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, The Archer Foundation, Fixer/Pointman Class Guide)

Castle, Jerry

by Dave McAlister

Codename: Rook
Aliases: None.
Nationality: American
Gender: Male Handedness: Right
Height: 6 ft. 1 in. Weight: 210 lbs.
Eyes: Blue Hair: Blonde
Place of Birth: Los Angeles, USA.
Date of Birth: 1968.07.01
Distinguishing Characteristics: None.

BACKGROUND
A career military grunt, Castle enlisted in the US Army immediately after finishing High School, and has served in many theatres of operation. Given his natural ability with a rifle, Castle quickly obtained his marksman’s award and was allocated as a sniper. His training has been called upon on numerous occasions for covert and, in some cases, ‘black’ operations.

LOW-LEVEL VERSION
Department: D-2: Military Operations
Class: Soldier
Level: 4
Strength: 10 Intelligence: 12
Dexterity: 21 Wisdom: 14
Constitution: 12 Charisma: 14

Vitality: 37 Wounds: 12

Defense: 17 (+2 class, +5 Dex)
Initiative Bonus: +8 (+3 class, +5 Dex)
Speed: 30 ft.

Fort: +7 Ref: +7 Will: +3

Skills: Climb +3, Demolitions +4, Driver +8, First Aid +5, Intimidate +3/+5, Hide +8.5, Spot +11, Survival +5, Use Rope +8

Feats: Far Shot, Point Blank Shot, Precise Shot, Zen Focus, Zen Shot

Special: accurate, damage reduction 1/-, armor use +1

Attacks: Walther WA 2000 .300 Win Mag +10 (3d6+2, error 1, threat 18-20, range 338 ft., qualities AA, BB, BP, CU, IN 2.5x telescopic sight, adjustable bipod, muzzle brake)

Gear: Walther WA 2000 .300 Win Mag, 40 rounds, fatigues, encrypted head-set radio

MID-LEVEL VERSION
Department: D-2: Military Operations
Class: Soldier/Sniper
Level: 5/4
Strength: 10 Intelligence: 12
Dexterity: 22 Wisdom: 14
Constitution: 12 Charisma: 14

Vitality: 73 Wounds: 12

Defense: 20 (+4 class, +6 Dex)
Initiative Bonus: +13 (+7 class, +6 Dex)
Speed: 30 ft.

Fort: +9 Ref: +13 Will: +4

Skills: Climb +5, Concentration +3, Demolitions +5, Driver +10, First Aid +6, Intimidate +4/+6, Hide +12, Spot +13, Survival +5, Use Rope +10

Feats: Extreme Range, Far Shot, Increased Precision, Marksman, Point Blank Shot, Precise Shot, Sharp-shooting, Zen Focus, Zen Shot

Special: accurate, damage reduction 1/-, armor use +1, precise, reposition (run), magic touch +1, deadly aim (1d6), one shot

Attacks: Walther WA 2000 .300 Win Mag +17 (3d6+2, error 1, threat 18-20, range 450 ft., qualities AA, BB, BP, CU, IN 2.5x telescopic sight, adjustable bipod, muzzle brake)

Gear: Walther WA 2000 .300 Win Mag, 40 rounds, fatigues, encrypted head-set radio, first aid kit, 3 days MRE

HIGH-LEVEL VERSION
Department: D-2: Military Operations
Class: Soldier/Sniper
Level: 5/9
Strength: 10 Intelligence: 13
Dexterity: 22 Wisdom: 14
Constitution: 12 Charisma: 14

Vitality: 108 Wounds: 12

Defense: 23 (+7 class, +6 Dex)
Initiative Bonus: +17 (+11 class, +6 Dex)
Speed: 40 ft.

Fort: +12 Ref: +16 Will: +6

Skills: Climb +10, Concentration +8, Demolitions +5, Driver +15, First Aid +6, Intimidate +9/+11, Hide +18, Spot +18, Survival +5, Use Rope +10

Feats: Bullseye, Extreme Range, Far Shot, Increased Precision, Lay Down Fire, Marksman, Point Blank Shot, Precise Shot, Sharp-shooting, Sniper, Weapon Focus (Walther WA 2000), Zen Focus, Zen Shot

Special: accurate, damage reduction 1/-, armor use +1, precise, reposition (run, mobility, increased speed), magic touch +2, deadly aim (2d6), one shot, surprise shot, disappear

Attacks: Walther WA 2000 .300 Win Mag +24 (3d6+2, error 1, threat 17-20, range 450 ft., qualities AA, BB, BP, CU, IN 2.5x telescopic sight, adjustable bipod, muzzle brake)

Gear: Walther WA 2000 .300 Win Mag, 40 rounds, fatigues, encrypted head-set radio, first aid kit, 8 days MRE

(References: Spycraft Espionage Handbook, Shadowforce Archer Worldbook, Modern Arms Guide)

New Espionage RPG: Spy – a game of action and espionage

New intelligence has surfaced of a new espionage-themed roleplaying game so we sent an agent undercover to find out more. This is their report:

Spy - a game of action and espionagePlayers create agents who belong to a covert tactical response organization, called the Factory. The Factory was created to protect America from Threats both Foreign and Domestic. Are they officially known? To the general public, this organization does not exist. For those in the field of intelligence they are fully aware of the Factories existence.

The Factory’s reach is global and their connections run deep. Agents are specially selected from all walks of life- Military, Criminal, and Civilian. They believe the varied backgrounds of their Agents brings unique and beneficial areas of expertise that could be of value to the organization.

Spy is a Roleplaying game that brings us back to what games used to be- easy to learn and best of all affordable. Inside this book you will find a Complete game with the following…

  • Overview of the Factory
  • Character Creation
  • Archetypes so you can jump right into playing the game
  • Combat rules
  • Equipment list
  • Driving and chase rules
  • Mission Director advice
  • Adversaries
  • Sample Mission

Our agent further reports that it can be obtained from DriveThruRPG and RPGNow for $9.99.

Ice Station Characters

by Matthew Reilly (character statistics by Dave McAlister, Maghook statistics by mouthymerc)

A change of pace for today’s character. Not one with three different sets of statistics, but three different characters with one set of statistics each. The following are all characters from Matthew Reilly’s Scarecrow novels and are used with the kind permission of Matthew Reilly. The statistics are “snap-shots” of the characters during the events of Ice Station. The official Matthew Reilly website can be found here.

Lieutenant Shane Schofield

Codename: Scarecrow
Nationality: American
Gender: Male
Height: 5 ft. 10 in.
Eyes: Blue
Hair: Black
Age: 32
Distinguishing Features: Vertical scars over eyes.

Leader of the Marine Reconnaissance Unit sent to Antarctica to investigate the discovery of a potential spacecraft. Former Marine pilot, shot down over Bosnia in late 1995. Taken prisoner by Bosnian Serb troops and tortured. During this torture, one particularly nasty Serb used a rusty razor blade to carve two straight, vertical lines down across Schofield’s eyes, blinding him. After Schofield’s rescue from Bosnia by a crack team of United States Marines, he was sent to Johns Hopkins Medical Centre where his eyesight was restored through laser surgery. But the scars remained, leaving him with the codename ‘Scarecrow’.

Lieutenant Shane Schofield, 5th-level Soldier/5th-level Tactician: CR 10. SZ M; v/wp 100/14; Init +11 (+8 class, +3 Dex); Spd 30 ft.; Def 18 (+5 class, +3 Dex); Atk: H&K MP5-N +12 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +1 to attack rolls when attacking during a Ready action, Accurate, Damage reduction 1/-, Armor Use +1, Wily, Stratagem (self), Tempo (surge), Ambush tactics, Break away (retreat), Soldier’s soldier (1 grade); SV Fort +7, Ref +9, Will +6; Str 12, Dex 16, Con 14, Int 13, Wis 14, Cha 10; Skills: Balance +9, Demolitions +3, Driver +11, Hide +5, Jump +7, Knowledge (Military History) +8, Listen +7, Pilot +5, Profession (Military) +11, Search +6, Sense Motive +7, Spot +13, Survival +5, Swim +4, Tumble +9, Use Rope +4. Feats: Acrobatic, Armor Proficiency (Light, Medium, and Heavy), Bullseye, Combat Instincts, Jump Up, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Sidestep, Surge of Speed, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, and Tactical). Gear: H&K MP5-N, Sunglasses (mirrored), Night vision goggles, 38 BPs; Gadgets and Vehicles: Armalite MH-12 Maghook, 3 GPs.

Sergeant Gena Newman

Codename: Mother
Nationality: American
Gender: Female
Height: 6 ft. 4 in.
Eyes: Brown
Hair: Black (shaven)
Age: 34
Distinguishing Features: Fully shaven head

At six-foot-four and nearly 200 pounds, Mother Newman is a force to be reckoned with. She is a lean, mean fighting machine. Her codename, ‘Mother’, stems not from any maternal instincts. It is short for ‘motherf***er’. But she has a heart of gold, and she acts on more than one occasion as a sounding board for Schofield’s self-doubt. Oh, and what about that kiss!

Sergeant Gena Newman, 5th-level Soldier/3rd-level Grunt: CR 8. SZ M; v/wp 107/16; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 16 (+2 Dex, +4 armor); Atk: H&K MP5-N +9 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +3 department bonus to education checks, Accurate, Damage reduction 1/-, Armor use +1, Hot-blooded, Alpha-strike, Overkill (+1d8, 1/session); SV Fort +9, Ref +6, Will +8; Str 16, Dex 14, Con 16, Int 12, Wis 14, Cha 12; Skills: Climb +7, Demolitions +5, Driver +6, First Aid +6, Intimidate +7, Jump +7, Profession (Military) +6, Spot +6, Survival +6, Swim +7. Feats: Armor Proficiency (Light, Medium, and Heavy), Coolness Under Fire, Endurance, Hard Core, Iron Will, Lay Down Fire, Machine Gun Basics, Point Blank Shot, Speed Trigger, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, and Tactical). Gear: H&K MP5-N, Kevlar vest (and insert), Military helmet, 1 BP; Gadgets and Vehicles: Armalite MH-12 Maghook, 2 GPs.

Lance-Corporal Elizabeth “Libby” Gant

Codename: Fox
Nationality: American
Gender: Female
Height: 5 ft. 6 in.
Eyes: Blue
Hair: Blonde
Age: 26
Distinguishing Features: None

Intelligent and attractive, Libby Gant’s codename, Fox, find its origins in a compliment that was once bestowed upon her by an admiring male colleague. Compact and fit, athletic and smart, Gant hides only one thing behind her very impressive exterior-a hidden affection for Shane Schofield.

Lance-Corporal Elizabeth “Libby” Gant, 5th-level Soldier: CR 5. SZ M; v/wp 53/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+2 Dex, +4 armor); Atk: H&K MP5-N +6 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ +5 BP to each mission budget, Accurate, Damage reduction 1/-, Armor use +1; SV Fort +5, Ref +5, Will +2; Str 10, Dex 15, Con 12, Int 16, Wis 12, Cha 18; Skills: Balance, +10, Climb +4, Driver +10, First Aid +5, Jump +4, Spot +9, Survival +9, Swim +4, Tumble +10. Feats: Armor Proficiency (Light, Medium, and Heavy), Jump Up, The Look, Martial Arts, Rapid Shot, Snap Shot, Speed Trigger, Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, and Tactical). Gear: H&K MP5-N, Kevlar vest (and insert), Military helmet, 43 BPs; Gadgets and Vehicles: Armalite MH-12 Maghook, 3 GPs.

Armalite MH-12 Maghook

The Maghook is a portable powered grappling hook for use in climbing. The head of the Maghook works as a normal grappling hook, but also has a high-powered magnet built in so it can be used on smooth metal surfaces as well. The Maghook looks like a small rifle with a grappling hook sticking out of the barrel. Fired like a rifle, it propels the grappling hook into the air where it will latch on with its hooks or the magnet. A small motor can then be activated to reel in the line. By hanging on to the Maghook, it will pull you up to the grappling head.

Gadget Point Cost: 3
Weight: 8 lbs.
Spot DC: 10 (obvious)
Mechanics: Treat it as a ranged touch attack when it is fired at an inanimate target. The Maghook has a maximum range of 150 feet and range increments of 30 feet. If it is fired at someone, it will do 1d6 subdual damage and is treated as a normal weapon against the targets defenses. The Maghook may be fired 50 times before a cartrige containing propellant and a battery must be replaced. A button on the Maghook folds up the hooks so that the head may be retracted. The Maghook allows for the full use of a character’s Climbing skill (as per the Climbing kit). Carrying capacity is 400 pounds.

Almanderez, Jamie

by Chris Gunning and Dave McAlister

Codename: Darkmist
Aliases: Jorge Rodriguez, James Alexander
Nationality: Mexican
Gender: Male Handedness: Right
Height: 5 ft. 9 in. Weight: 156 lbs.
Eyes: Brown Hair: Black
Place of Birth: Mexico D.F., Mexico
Date of Birth: 1976.07.29
Distinguishing Characteristics: Jamie normally sports a short pony-tail.

BACKGROUND
Jamie grew up among the squalor of the truly poor in Mexico. His house was one of many set up in tenement-like housing in the dumps and refuse of the huge city. However, for a young Jamie the area was a vast playground, one for him to constantly explore and discover. At a young age Jamie began to experiment with the trash laying around seeing what different concoctions and combinations would produce.

As he grew up, his fascination with rudimentary chemistry never abated. Though he never received an education above grade school, Jamie became well known as a capable chemist and became involved with the only business that would utilize his interest – producing narcotics. Though he loathed the people he had to work with, Jamie was legitimately interested in the technical processes involved.

Over a few years Jamie could no longer justify his association with the drug factory and left in the night. He knew he would be followed and ran as fast and as far as he could, eventually arriving in Tijuana. There, while looking for work, Jamie had a chance meeting with an agent on a mission in need of some untraceable explosives. Jamie was more than happy to help once he figured out that his talents would not be used in association with narcotics nor reveal his location to his former employers. A week later Jamie was approached and offered a more formal education with the explosive and chemical experts within the agency. He jumped at the chance and has been an enthusiastic member of the group ever since.

Jamie is quite adept with explosives and more than willing to test his ideas in the field alongside more seasoned agents. He is an eager learner and well versed in the intricacies of street life. The hisghest leaders of the agency have earmarked Jamie’s file for early promotion and an accelerated training regimen and are interested in teaming him with a stable agency cadre to give him so more field experience. Though a generally likeable fellow, Jamie continually distances himself from any ops that might involve narcotics – afraid that his old contacts might become aware of his continued existence.

LOW-LEVEL VERSION
Department: “The Basement”
Class: Fixer
Level: 4
Strength: 12 Intelligence: 17
Dexterity: 16 Wisdom: 14
Constitution: 12 Charisma: 10

Vitality: 27 Wounds: 12

Defense: 16 (+3 class, +3 Dex)
Initiative Bonus: +5 (+2 class, +3 Dex)
Speed: 30 ft.

Fort: +2 Ref: +7 Will: +5

Skills: Appraise +10, Bluff +7, Demolitions +11, Driver +10, Electronics +10, Hide +12*, Knowledge (Chemistry) +10, Listen +9, Move Silently +12*, Search +10, Sleight of Hand +10, Spot +9
* threat range 19-20

Feats: Explosive Basics, Stealthy, Talented (Demolitions)

Special: dexterous, procure, evasion (no damage on save), sneak attack +1d6, uncanny dodge (Dex bonus to Defense)

Attacks: Colt M1911A1 .45 ACP +6 (1d12, error 0, threat 19-20, range 25 ft., qualities RG, TD)

Gear: Colt M1911A1 .45 ACP, 40 rounds, holster, EOD Bundle (heavy locking carrying case, 1 set fatigues, bomb squad suit, bomb blanket (1 level), fiberscope, 2 bomb disposal kits), bomb sniffer, electronics kit, 1 set average clothing, cell phone, PDA, leatherman

MID-LEVEL VERSION
Department: “The Basement”
Class: Fixer/Saboteur
Level: 5/4
Strength: 12 Intelligence: 18
Dexterity: 16 Wisdom: 14
Constitution: 12 Charisma: 10

Vitality: 55 Wounds: 12

Defense: 20 (+7 class, +3 Dex)
Initiative Bonus: +7 (+4 class, +3 Dex)
Speed: 40 ft.

Fort: +4 Ref: +9 Will: +7

Skills: Appraise +16, Bluff +8, Concentration +5, Demolitions +17, Driver +15, Electronics +16, Hide +18*, Knowledge (Chemistry) +16, Listen +14, Mechanics +7, Move Silently +18*, Search +16, Sleight of Hand +11, Spot +14
* threat range 18-20

Feats: Explosive Basics, Increased Speed, Run, Stealthy, Talented (Demolitions)

Special: dexterous, procure, evasion (no damage on save), sneak attack +2d6, uncanny dodge (Dex bonus to Defense), anti-tampering, demolition man (false start, mastery), “if you see me running…”, chain reaction, like a whisper (advanced)

Attacks: Colt M1911A1 .45 ACP +9 (1d12, error 0, threat 19-20, range 25 ft., qualities RG, TD)

Gear: Colt M1911A1 .45 ACP, 40 rounds, holster, EOD Bundle (heavy locking carrying case, 1 set fatigues, bomb squad suit, bomb blanket (1 level), fiberscope, 2 bomb disposal kits), bomb sniffer, electronics kit, 1 set average clothing, cell phone, PDA, leatherman, bomb sweep detonator, GPS receiver

HIGH-LEVEL VERSION
Department: “The Basement”
Class: Fixer/Saboteur
Level: 5/9
Strength: 12 Intelligence: 19
Dexterity: 16 Wisdom: 14
Constitution: 12 Charisma: 10

Vitality: 55 Wounds: 12

Defense: 25 (+12 class, +3 Dex)
Initiative Bonus: +11 (+8 class, +3 Dex)
Speed: 40 ft.

Fort: +6 Ref: +11 Will: +10

Skills: Appraise +21, Bluff +8, Concentration +10, Demolitions +21, Driver +20, Electronics +21, Hide +24*, Knowledge (Chemistry) +21, Listen +19, Mechanics +12, Move Silently +24*, Search +21, Sleight of Hand +11, Spot +19
* threat range 17-20

Feats: Explosive Basics, Increased Speed, Mobility, Run, Stealthy, Talented (Demolitions)

Special: dexterous, procure, evasion (no damage on save), sneak attack +2d6, uncanny dodge (Dex bonus to Defense), anti-tampering, demolition man (false start, mastery, improvise, supremacy, quick use), “if you see me running…”, chain reaction, like a whisper (advanced, grand), cookbook, “…try to keep up!”, rock steady

Attacks: Colt M1911A1 .45 ACP +12 (1d12, error 0, threat 19-20, range 25 ft., qualities RG, TD)

Gear: Colt M1911A1 .45 ACP, 100 rounds, holster, EOD Bundle (heavy locking carrying case, 1 set fatigues, bomb squad suit, bomb blanket (1 level), fiberscope, 2 bomb disposal kits), bomb sniffer, electronics kit, 1 set average clothing, cell phone, PDA, leatherman, bomb sweep detonator, GPS receiver, demolitions kit (3 lbs.)

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear)

Beckinback, Dick

by Dave McAlister

Codename: Flush
Aliases: Tricky Dicky
Nationality: American
Gender: Male Handedness: Right
Height: 6 ft. 2 in. Weight: 180 lbs.
Eyes: Gray Hair: Black
Place of Birth: Dallas, Texas, USA
Date of Birth: 1963.12.30
Distinguishing Characteristics: Commonly wears “ten-gallon” hat.

BACKGROUND
Not much is publicly known about Dick Beckinback’s early life, other than he’s a Texan and proud of it. He first appeared on the Las Vegas casino circuit about 10 years ago and has been a regular ever since. Occasionally, he will disappear for a few weeks at a time, but always returns to his second home.

The truth behind the story is a little more interesting than that though. Beckinback works, on an “as required” basis, for the CIA and his disappearances coincide perfectly with missions that he has undertaken for them. It is the payment from this “sideline”, as he calls it, that bank-rolls his gambling habit.

LOW-LEVEL VERSION
Department: D-1: The Power Brokerage
Class: Faceman
Level: 4
Strength: 10 Intelligence: 14
Dexterity: 14 Wisdom: 12
Constitution: 14 Charisma: 19

Vitality: 36 Wounds: 14

Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +5 (+3 class, +2 Dex)
Speed: 30 ft.

Fort: +4 Ref: +3 Will: +3

Skills: Bluff +13*, Diplomacy +15*, Driver +9, Gather Information +11, Intimidate +7.5/+11.5*, Sense Motive +8, Sleight of Hand +9, Spot +8
* threat range 19-20

Feats: Card Shark, Persuasive, Play the Odds

Special: adaptable, linguist +3, cold read 1/session, quick change 1/session, backup 1/session

Languages: English, Italian, Porteguese, Spanish

Attacks: Desert Eagle .50 A.E. +5 (3d6+1, error 1-2, threat 19-20, range 45 ft., qualities TD) or Knife +3 (1d4, error 1, threat 20, range 5 ft.) or SIG-Sauer P-232 .32 ACP +5 (1d6+1, error 1, threat 20, range 15 ft., qualities DP)

Gear: Desert Eagle .50 A.E. (with custom grip and chrome finish), 50 rounds (.50 A.E.), shoulder holster (for Desert Eagle), knife, designer clothing, mirrored sunglasses, “ten-gallon” hat, cell phone, PDA, evidence kit, leatherman, playing cards, hand-held lie detector, SIG-Sauer P-232 .32 ACP (back-up pistol), 50 rounds (.32 ACP), concealable holster mark I (for back-up pistol)

MID-LEVEL VERSION
Department: D-1: The Power Brokerage
Class: Faceman/Gambler
Level: 5/4
Strength: 10 Intelligence: 14
Dexterity: 14 Wisdom: 12
Constitution: 14 Charisma: 20

Vitality: 72 Wounds: 14

Defense: 17 (+5 class, +2 Dex)
Initiative Bonus: +9 (+7 class, +2 Dex)
Speed: 30 ft.

Fort: +6 Ref: +7 Will: +8

Skills: Bluff +20*, Diplomacy +22*, Driver +10, Gather Information +17, Intimidate +13/+17*, Listen +5, Move Silently +6, Search +6, Sense Motive +13, Sleight of Hand +14, Spot +13
* threat range 18-20

Feats: Advanced Skill Mastery (Persuasive), Card Shark, Charmer, Persuasive, Play the Odds, The Look

Special: adaptable, linguist +3, cold read 1/session, quick change 2/session, backup 1/session, derringer, devil’s luck (fortunate, lady luck), “I hardly ever bluff…”, pass it on 1/session

Languages: English, Italian, Porteguese, Spanish

Attacks: Desert Eagle .50 A.E. +7 (3d6+1, error 1-2, threat 19-20, range 45 ft., qualities TD) or Knife +5 (1d4, error 1, threat 20, range 5 ft.) or SIG-Sauer P-232 .32 ACP +7 (1d6+1, error 1, threat 20, range 15 ft., qualities DP)

Gear: Desert Eagle .50 A.E. (with custom grip and chrome finish), 50 rounds (.50 A.E.), shoulder holster (for Desert Eagle), knife, designer clothing, mirrored sunglasses, “ten-gallon” hat, cell phone, PDA, evidence kit, leatherman, playing cards, hand-held lie detector, SIG-Sauer P-232 .32 ACP (back-up pistol), 50 rounds (.32 ACP), concealable holster mark I (for back-up pistol), 20 BP remaining

HIGH-LEVEL VERSION
Department: D-1: The Power Brokerage
Class: Faceman/Gambler
Level: 5/9
Strength: 10 Intelligence: 14
Dexterity: 14 Wisdom: 13
Constitution: 14 Charisma: 20

Vitality: 107 Wounds: 14

Defense: 19 (+7 class, +2 Dex)
Initiative Bonus: +13 (+11 class, +2 Dex)
Speed: 30 ft.

Fort: +8 Ref: +9 Will: +10

Skills: Bluff +26*, Diplomacy +29*, Driver +10, Gather Information +22, Intimidate +20/+24*, Listen +10, Move Silently +11, Search +11, Sense Motive +18, Sleight of Hand +19, Spot +18
* threat range 17-20

Feats: Advanced Skill Mastery (Persuasive), Card Shark, Charmer, Grand Skill Mastery (Persuasive), Hard Core, Mark, Persuasive, Play the Odds, Silver Tongue, The Look

Special: adaptable, linguist +3, cold read 1/session, quick change 2/session, backup 1/session, derringer, devil’s luck (fortunate, lady luck, fortune’s favor), “I hardly ever bluff…”, pass it on 2/session, “…and I never, ever cheat”, ace up the sleeve

Languages: English, Italian, Porteguese, Spanish

Attacks: Desert Eagle .50 A.E. +9 (3d6+1, error 1-2, threat 19-20, range 45 ft., qualities TD) or Knife +7 (1d4, error 1, threat 20, range 5 ft.) or SIG-Sauer P-232 .32 ACP +9 (1d6+1, error 1, threat 20, range 15 ft., qualities DP)

Gear: Desert Eagle .50 A.E. (with custom grip and chrome finish), 50 rounds (.50 A.E.), shoulder holster (for Desert Eagle), knife, designer clothing, mirrored sunglasses, “ten-gallon” hat, cell phone, PDA, evidence kit, leatherman, playing cards, hand-held lie detector, SIG-Sauer P-232 .32 ACP (back-up pistol), 50 rounds (.32 ACP), concealable holster mark I (for back-up pistol), 35 BP remaining

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Modus Operandi)

Le Blaque, Dante

by G Littlejohn and Dave McAlister

Codename: None
Aliases: None
Nationality: French
Gender: Male Handedness: Right
Height: 5 ft. 8 in. Weight: 170 lbs.
Eyes: Brown Hair: Black
Place of Birth: Paris, France
Date of Birth: 1978.12.19
Distinguishing Characteristics: None

BACKGROUND
Born to a family of criminals that go way back. They took their jobs seriously and were not about getting anyone hurt. Dante looked forward to the day when he would be able to “contribute” to the family name.

It was at this time that the Le Blaque family ran out of luck and most of the family was put out of business by rivals who had no moral or ethical code. Dante’s father arranged for Dante to have an audition for a new client (DGSE). They loved his talents and he was brought into government service and his family became protected by the government.

Dante has been nominated to be a representative to the new United Nations Intelligence Team.

LOW-LEVEL VERSION
Department: D-0: The Home Office
Class: Fixer
Level: 4
Strength: 12 Intelligence: 12
Dexterity: 19 Wisdom: 12
Constitution: 12 Charisma: 12

Vitality: 27 Wounds: 12

Defense: 17 (+3 class, +4 Dex)
Initiative Bonus: +6 (+2 class, +4 Dex)
Speed: 30 ft.

Fort: +3 Ref: +8 Will: +2

Skills: Appraise +5, Balance +7, Bluff +5, Driver +7, Escape Artist +10*, Forgery +5, Hide +10*, Innuendo +4, Intimidate +4, Listen +6*, Move Silently +10*, Open Lock +10*, Search +7*, Sense Motive +4, Sleight of Hand +10*, Spot +6*, Surveillance +4, Tumble +7
* threat range 19-20

Feats: Alertness, Magician, Stealthy

Special: +2 department bonus to any action die roll, 3 cross-class skills become class skills (intimidate, sense motive, surveillance), dexterous, procure, evasion (no damage on save), sneak attack +1d6, uncanny dodge (Dex bonus to Defense)

Attacks: H&K USP 9mm P +7 (1d10+1, error 1, threat 20, range 25 ft., qualities DP)

Gear: H&K USP 9mm P, 50 rounds 9mm P, concealable holster mark II, appraisal kit, forgery kit, lockpicking kit, trendy clothing, cell phone, PDA, electric lockpick, swiss army knife

MID-LEVEL VERSIONDepartment: D-0: The Home Office
Class: Fixer
Level: 9
Strength: 12 Intelligence: 12
Dexterity: 20 Wisdom: 12
Constitution: 12 Charisma: 12

Vitality: 57 Wounds: 12

Defense: 22 (+7 class, +5 Dex)
Initiative Bonus: +9 (+4 class, +5 Dex)
Speed: 30 ft.

Fort: +5 Ref: +11 Will: +4

Skills: Appraise +7, Balance +10, Bluff +7, Computers +3, Driver +10, Escape Artist +15**, Forgery +7, Hide +15**, Innuendo +6, Intimidate +6, Listen +9*, Move Silently +15**, Open Lock +15**, Search +10*, Sense Motive +6, Sleight of Hand +14**, Spot +8*, Surveillance +6, Tumble +10
* threat range 19-20
** threat range 18-20

Feats: Advanced Skill Mastery (Magician), Advanced Skill Mastery (Stealthy), Alertness, Magician, Stealthy

Special: +3 department bonus to any action die roll, 4 cross-class skills become class skills (computers, intimidate, sense motive, surveillance), dexterous, procure, evasion (no damage on save), sneak attack +4d6, uncanny dodge (Dex bonus to Defense, can’t be flanked), skill mastery (escape artist, hide, listen, move silently, open lock, search, sleight of hand, spot)

Attacks: H&K USP 9mm P +11 (1d10+1, error 1, threat 20, range 25 ft., qualities DP)

Gear: H&K USP 9mm P, 50 rounds 9mm P, concealable holster mark II, appraisal kit, forgery kit, lockpicking kit, trendy clothing, cell phone, PDA, electric lockpick, swiss army knife, police scanner, lie detector (hand-held), binoculars, disposable camera

HIGH-LEVEL VERSIONDepartment: D-0: The Home Office
Class: Fixer
Level: 9
Strength: 12 Intelligence: 12
Dexterity: 21 Wisdom: 12
Constitution: 12 Charisma: 12

Vitality: 87 Wounds: 12

Defense: 26 (+11 class, +5 Dex)
Initiative Bonus: +11 (+6 class, +5 Dex)
Speed: 30 ft.

Fort: +7 Ref: +14 Will: +5

Skills: Appraise +9, Balance +12, Bluff +9, Computers +3, Driver +12, Escape Artist +18*, Forgery +9, Gather Information +3, Hide +18*, Innuendo +8, Intimidate +8, Listen +14*, Move Silently +18*, Open Lock +18*, Search +14*, Sense Motive +8, Sleight of Hand +16*, Spot +12*, Surveillance +8, Tumble +12
* threat range 18-20

Feats: Advanced Skill Mastery (Alertness), Advanced Skill Mastery (Magician), Advanced Skill Mastery (Stealthy), Alertness, Magician, Stealthy

Special: +4 department bonus to any action die roll, 5 cross-class skills become class skills (computers, gather information, intimidate, sense motive, surveillance), dexterous, procure, evasion (no damage on save, fail saves for 1/2), sneak attack +6d6, uncanny dodge (Dex bonus to Defense, can’t be flanked, +1 vs. traps), special (skill mastery (escape artist, hide, listen, move silently, open lock, search, sleight of hand, spot), master thief), defensive roll 1/session, wildcard gadget

Attacks: H&K USP 9mm P +16 (1d10+1, error 1, threat 20, range 25 ft., qualities DP)

Gear: H&K USP 9mm P, 50 rounds 9mm P, concealable holster mark II, appraisal kit, forgery kit, lockpicking kit, trendy clothing, cell phone, PDA, electric lockpick, swiss army knife, police scanner, lie detector (hand-held), binoculars, disposable camera, 14 BP remaining

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear)

Reilly, Benjamin James

by Dave McAlister

Codename: Bishop
Aliases: Ben Reilly, BJ Reilly
Nationality: British
Gender: Male Handedness: Ambidexterous
Height: 6 ft. 1 in. Weight: 200 lbs.
Eyes: Hazel Hair: Brown
Place of Birth: Canterbury, England
Date of Birth: 1976.05.12
Distinguishing Characteristics: Tattoo of a white bishop chess-playing piece on upper right arm.

BACKGROUND
Born the son of a British Army officer, it was taken as read that Bishop would follow in his father’s footsteps and join the army. Unlike his father though, Bishop didn’t wait until he could obtain a commission, and enlisted at the age of 17 into the REME. However, although he enjoyed the lifestyle of deploying to hot-spots around the world, he found the work boring and, after 4 years service he applied to join the Special Air Service. Passing through selection training with relative ease, Bishop found that this was the life he was looking for.

Bishop, so called because of his place of birth, still serves with the SAS and, like most within the Regiment, can be called upon by Britian’s Intelligence agencies from time to time.

LOW-LEVEL VERSION
Department: Special Forces
Class: Soldier
Level: 4
Strength: 14 Intelligence: 12
Dexterity: 19 Wisdom: 12
Constitution: 14 Charisma: 14

Vitality: 41 Wounds: 14

Defense: 16 (+2 class, +4 Dex)
Initiative Bonus: +7 (+3 class, +4 Dex)
Speed: 30 ft.

Fort: +6 Ref: +8 Will: +2

Skills: Climb +5, Craft (Gunsmithing) +5, Demolitions +7, Driver +8, First Aid +4, Intimidate +6, Knowledge (Firearms) +4.5, Spot +4, Survival +4, Tumble +7

Feats: Ambidexterity, Sidestep, Speed Trigger, Two-Weapon Fighting

Special: Accurate, damage reduction 1/-, armor use +1

Attacks: .357 Magnum Desert Eagle +10 (3d4+1, error 1-2, threat 19-20, range 30 ft.)

Gear: 2 .357 Magnum Desert Eagles (each with red dot laser sight), 100 bullets, 1 set average clothing, sunglasses, cell phone, gun cleaning kit, first aid kit, and 2 shoulder holsters.

MID-LEVEL VERSION
Department: Special Forces
Class: Soldier/Triggerman
Level: 5/4
Strength: 14 Intelligence: 12
Dexterity: 20 Wisdom: 12
Constitution: 14 Charisma: 14

Vitality: 86 Wounds: 14

Defense: 19 (+4 class, +5 Dex)
Initiative Bonus: +12 (+7 class, +5 Dex)
Speed: 30 ft.

Fort: +7 Ref: +12 Will: +4

Skills: Climb +7, Craft (Gunsmithing) +12, Demolitions +9, Driver +11, First Aid +7, Intimidate +8, Knowledge (Firearms) +8, Spot +7, Survival +7, Tumble +10

Feats: Ambidexterity, Point Blank Shot, Precise Shot, Improved Two-Weapon Fighting, Quick Draw, Quick Reload, Sidestep, Speed Trigger, Two-Weapon Fighting

Special: Accurate, damage reduction 1/-, armor use +1, gun-fu basics, trigger happy, gunplay +1, weapons expert

Attacks: .44 Magnum Desert Eagle +17 (2d6+2, error 1-2, threat 19-20, range 35 ft., TD quality)

Gear: 2 .44 Magnum Desert Eagles (each with red dot laser sight), 200 bullets, 1 set average clothing, sunglasses, cell phone, gun cleaning kit, first aid kit, and 2 shoulder holsters.

HIGH-LEVEL VERSION
Department: Special Forces
Class: Soldier/Triggerman
Level: 5/9
Strength: 14 Intelligence: 12
Dexterity: 20 Wisdom: 12
Constitution: 15 Charisma: 14

Vitality: 131 Wounds: 15

Defense: 22 (+7 class, +5 Dex)
Initiative Bonus: +16 (+11 class, +5 Dex)
Speed: 30 ft.

Fort: +8 Ref: +14 Will: +6

Skills: Climb +9, Craft (Gunsmithing) +16, Demolitions +12, Driver +13, First Aid +9, Intimidate +10, Knowledge (Firearms) +13, Spot +9, Survival +9, Tumble +12

Feats: Ambidexterity, Coordinated Fire, Point Blank Shot, Precise Shot, Improved Two-Weapon Fighting, Lay Down Fire, Lightning Draw, Quick Draw, Quick Reload, Sidestep, Snap Shot, Speed Trigger, Two-Weapon Fighting

Special: Accurate, damage reduction 1/-, armor use +1, gun-fu basics, trigger happy, gunplay +2, weapons expert, personal arsenal, gun-fu mastery

Attacks: .50 A.E. Desert Eagle +22 (3d6+1, error 1-2, threat 19-20, range 45 ft., TD quality) or Walther PPK +22 (2d4, error 1, threat 20, range 20 ft., DS, DT qualities)

Gear: 2 .50 A.E. Desert Eagles (each with red dot laser sight) Walther PPK, 300 bullets (.50 A.E.), 150 bullets (7.65mm P), 1 set average clothing, sunglasses, cell phone, gun cleaning kit, first aid kit, and 2 shoulder holsters, concealable holster mark II (ankle holster, containing Walther PPK).

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Soldier/Wheelman Class Guide)

The Thorium Incident

Written by Glenn Davisson

The setting for this scenario is Vancouver, British Columbia, Canada. Vancouver has a large, busy international port and popular tourist destination, with millions of international visitors per year. It is also less than 25 miles from the US border. This makes it a hub of intelligence gathering activity, as well as a neutral meeting ground for major political powers, but there is very little in the way of “black ops” to be found in peaceful, law-abiding Canada.

The characters are CIA field officers—spies, in the traditional sense—who are recent graduates from the CIA training facility (“The Farm”) in Langley. They all graduated with good marks, but for various reasons beyond their control, all have something of a cloud over their heads within the Agency. They have been assigned to Vancouver, despite all being rated for field work, to keep them out of trouble. They do not know if this was arranged by their enemies, to crush their careers before they even start, or by their friends, to keep them out of sight, out of mind, until the political climate in Langley changes.

Download The Thorium Incident (with accompanying maps)