THE SPY REPORT 1.0: PLAYING IN THE WORLD OF SPIES

Ninjas and Superspies is an RPG devoted to roleplaying game in a world of powerful martial artists and superspies, but aside from skill programs, covers, cybernetics, and super vehicles, there is really little focus on the espionage aspect of the game. This document, as well as the ones to follow will attempt to fix that by offering new options, variations, new material, and most importantly new information and ideas on the espionage world.
Hopefully, I'll be able to generate one of these a week (I've got lots of material to work with ), however time constraints, as well as writer's block may see these appear over a much longer time period. In addition, I haven't abandoned doing material for the martial arts aspect of the game, so I'll most likely be alternating between doing material. Eventually, I plan to add this material to the N&S GMs Netbook, with an eye toward vast expansion once I begin finalizing all of the current projects I'm working on (which isn't to say new projects won't pop up, Erick Wujcik Syndrome is a problem we all have to face (that's working on so many different projects that you never really get any done for those of you who don't already know)). These Spy Reports may also have guest writer's appear from time to time, so don't be surprised if you see someone else posting one. (NOTE:: If anyone has an idea for a spy report, you can contact me through the regular channels.) With that out of the way, let's move on to the purpose of the report, creating characters in an espionage campaign.

Creating the character
Any role-played character is more than just numbers on a sheet of paper, and N&S characters are no exception. Though the Background tables presented in N&S are quite useful in giving a useful Espionage and Family background, the Country of Origin Table is somewhat abbreviated, and, well, Asian-centric. No offense to Erick, but this table could use some work. Luckily I'm in the process of developing a much more expanded Country of Origin table, however with the wide variety of ethnic ''sub-classes' for each country, such a fully detailed table would be most difficult to both generate and use. So here's a somewhat simplified table that may be of some use:

CONTINENT OF ORIGIN
01-06 South America
07-19 Africa
20-79 Asia
80-91 Europe
92-99 North America
00 Australia/Oceania

AFRICA
01 Burundi, speaks Kirundi and French (official), Swahili
02 Somalia, speaks Somali (official), Arabic, English, Italian
03 Rwanda, speaks Kinyarwanda, French, and English (all official)
04 Zambia, speaks English (official) and local dialects
05 Niger, speaks French (official); Hausa; Songhai; Arabic
06 Mali, speaks French (official), African languages
07-08 Angola, speaks Bantu, Portuguese (official)
09-10 Madagascar, speaks Malagasy and French (both official)
11-12 Ivory Coast/Cote d'Ivoire, speaks French (official) and African languages (Diaula esp.)
13-15 Mozambique, speaks Portuguese (official), Bantu languages
16-19 Kenya, speaks English (official), Swahili (national), and several other languages spoken by 25 ethnic groups
20-23 Algeria, speaks Arabic (official), French, Berber dialects
24-28 Sudan, speaks Arabic (official), English, tribal dialects
29-35 Congo (Democratic Republic of), speaks French (official), Swahili, Lingala, Ishiluba, and Kikongo, others
36-44 Egypt, speaks Arabic
45-59 Nigeria, speaks English (official), Hausa, Yoruba, Ibo, and more than 200 others
60-67 Ethiopia, speaks Amharic (official), English, Orominga, Tigrigna, over 70 languages spoken
68-73 South Africa, speaks Xhosa and Zulu (official), English, Afrikaans, Ndebele, Sesotho sa Leboa, Sesotho, Swati, Xitsonga, Setswana, Tshivenda
74-77 Tanzania, speaks Swahili and English (both official), local languages
78-81 Morocco
01-98 Morocco proper, speaks Arabic (official), French, Berber dialects, Spanish
99-00 Western Sahara, speaks Hassaniya Arabic, Moroccan Arabic
82-84 Uganda, speaks English (official), Swahili, Luganda, Ateso, Luo
85-87 Ghana, speaks English (official), Native tongues (Brong Ahafo, Twi, Fanti, Ga, Ewe, Dagbani)
88-89 Cameroon, speaks French and English (both official); 24 major African language groups
90-91 Burkina Faso, speaks French (official), tribal languages
92 Zimbabwe, speaks English (official), Ndebele, Shona (85%)
93 Senegal, speaks French (official); Wolof, Serer, other ethnic dialects
94 Malawi, speaks English and Chichewa (both official)
95 Tunisia, speaks Arabic (official), French
96 Chad, speaks French and Arabic (official), more than 100 tribal languages
97 Benin, speaks French (official), African languages
98-00 Minor Country, roll on following table:
01-04 Botswana, speaks English (official), Setswana
05-08 Cape Verde, speaks Portuguese, Criuolo
09-13 Central African Republic, speaks French (official), Sangho, Arabic, Hansa, Swahili
14-17 Comoros, speaks French and Arab (both official), Shaafi Islam (Swahili dialect), Malagasu
18-22 Congo, speaks French (official), Lingala, Kikongo, others
23-26 Djibouti, speaks Arabic and French (both official), Afar, Somali
27-30 Equatorial Guinea, speaks Spanish (official), French (2nd official), pidgin English, Fang, Bubi, Creole
31-33 Eritrea, speaks Afar, Bilen, Kunama, Nara, Arabic, Tobedawi, Saho, Tigre, Tigrinya
34-37 Gabon, speaks French (official), Fang, Myene, Bateke, Bapounou/Eschira, Bandjabi
38-43 Gambia, speaks Native tongues, English (official)
44-47 Guinea-Bissau, speaks Portuguese Criolo, African languages
48-51 Guinea, speaks French (official), native tongues (Malinkéé, Susu, Fulani)
52-55 Lesotho, speaks English and Sesotho (official); also Zulu and Xhosa
56-61 Liberia, speaks English (official) and tribal dialects
62-67 Libya, speaks Arabic, Italian and English widely understood in major cities
68-71 Mauritania, speaks Arabic (official) and French
72-75 Mauritius, speaks English (official), French, Creole, Hindi, Urdu, Hakka, Bojpoori
76-80 Namibia, speaks Afrikaans, German, English (official), several indigenous
81-84 Sao Tome and Principe, speaks Portuguese
85-88 Seychelles, speaks English and French (both official), and Seselwa (a creole)
89-92 Sierra Leone, speaks English (official), Mende, Temne, Krio
93-96 Swaziland, speaks English and Swazi (official)
97-00 Togo, speaks French (official), Ewéé, Mina (south), Kabyéé, Cotocoli (north), and many dialects

ASIA
01 Uzbekistan, speaks Uzbek 74.3%, Russian 14.2%, Tajik 4.4%, other 7.1%
02 Nepal, speaks Nepali (official), Newari, Bhutia, Maithali
03 Afghanistan, speaks Pushtu, Dari Persian, other Turkic and minor languages
04-05 Thailand, speaks Thai (Siamese), Chinese, English
06-07 Turkey, speaks Turkish
08-09 Philippines, speaks Filipino (based on Tagalog) and English (both official); regional languages: Tagalog, Ilocano, Cebuano, others
10-13 Pakistan, speaks Punjabi 48%, Sindhi 12%, Siraiki (a Punjabi variant) 10%, Pashtu 8%, Urdu (official) 8%, Balochi 3%, Hindko 2%, Brahui 1%, English, Burushaski, and others
14-17 Bangladesh, speaks Bangla (official), English
18-23 Indonesia, speaks Bahasa Indonesia (official), Dutch, English, and more than 583 languages and dialects
24-51 India, speaks Hindi (official), English (official), Bengali, Gujarati, Kashmiri, Malayalam, Marathi, Oriya, Punjabi, Tamil, Telugu, Urdu, Kannada, Assamese, Sanskrit, Sindhi (all recognized by the constitution). Dialects, 1,652
52-86 China, speaks Chinese, Mandarin, also local dialects
87-90 Russia Federation, speaks Russian, others
91-93 Japan, speaks Japanese
94-95 Iran, speaks Farsi (Persian), Azari, Kurdish, Arabic
96-97 Vietnam, speaks Vietnamese (official), French, English, Khmer, Chinese
98 South Korea, speaks Korean
99 Burma (Myanmar) , speaks Burmese, minority languages
00 Minor Country, roll on following table:
01 Armenia, speaks Armenian
02 Bahrain, speaks Arabic (official), English, Farsi, Urdu
03 Bhutan, speaks Dzongkha (official)
04 Brunei, speaks Malay (official), Chinese, English
05 Cyprus, speaks Greek, Turkish (official), English is widely spoken
06 East Timor, speaks Portuguese (official), Bahasa Indonesian, and Tetum
07 Jordan, speaks Arabic (official), English
08 Kuwait, speaks Arabic (official), English
09-10 Singapore, speaks Malay, Chinese (Mandarin), Tamil, English (all official)
11-13 Azerbaijan, speaks Azerbaijani Turkic, 82%; Russian, 7%; Armenian, 2%
14-17 Cambodia, speaks Khmer (official), French, English
18-24 Syria, speaks Arabic (official), French and English widely understood
25-31 Sri Lanka, speaks Sinhala (official), Tamil, English
32-39 North Korea, speaks Korean
40-47 Malaysia, speaks Malay (official), Chinese, Tamil, English
48-56 Iraq, speaks Arabic (official) and Kurdish
57-64 Saudi Arabia, speaks Arabic, English widely spoken
65-72 Taiwan, speaks Chinese (Mandarin)
73-79 Yemen, speaks Arabic
80-85 Kazakhstan, speaks Kazak (Qazaq), official language spoken by over 40% of population; Russian, official language spoken by two-thirds of population and used in everyday business
86-87 Tajikistan, speaks Tajik
88-89 Israel, speaks Hebrew (official), Arabic, English
90-91 United Arab Emirates, speaks Arabic (official), English as a second language
92 Kyrgyzstan, speaks Kyrgyz (official); Russian is de facto second language of communication
93 Laos, speaks Lao (official), French, English
94 Lebanon, speaks Arabic (official), French, English
95 Maldives, speaks Dhivehi (official); Arabic, Hindi, and English are also spoken
96 Mongolia, speaks Mongolian, 90%; also Turkic, Russian, and Chinese
97 Oman, speaks Arabic (official); also English and Indian languages
98 Qatar, speaks Arabic (official); English is also widely spoken
99-00 Turkmenistan, speaks Turkmen, 72%; Russian, 12%; Uzbek, 9%

EUROPE
01 Andorra, speaks Cataláán (official), French, Spanish
02 Albania, speaks Albanian (Tosk is the official dialect), Greek
03 Bosnia-Herzegovina, speaks The language that used to be known as Serbo-Croatian but is now known as Serbian, Croatian, or Bosnian, depending on the speaker's ethnic and political affiliation. It is written in Latin and Cyrillic.
04 Croatia, speaks What was once known as Serbo-Croatian is now known as Serbian, Croatian, or Bosnian, depending on the speaker's political and ethnic affiliation.
05 Denmark, speaks Danish, Faeroese, Greenlandic (an Inuit dialect), small German-speaking minority
06 Estonia, speaks Estonian (official), Russian, Finnish, English
07 Finland, speaks Finnish, Swedish (both official); small Sami- (Lapp) and Russian-speaking minorities
08 Georgia, speaks Georgian (official), 71%; Russian, 9%; Armenian, 7%; Azerbaijani, 6%
09 Iceland, speaks Icelandic
10 Ireland, speaks English, Irish Gaelic
11 Austria, speaks German 98% (small Slovene, Croatian, and Hungarian-speaking minorities)
12 Sweden, speaks Swedish
13-14 Hungary, speaks Magyar (Hungarian), 98.2%; other, 1.8%
15-16 Czech Republic, speaks Czech; Slovak minority
17-18 Serbia/Montenegro (Yugoslavia), speaks Serbian 95%, Albanian 5%. What was once known as Serbo-Croatian is now known as Serbian, Croatian, or Bosnian, depending on the speaker's political and ethnic affiliation. It is written in Latin and Cyrillic
19-22 Netherlands, speaks Dutch, Frisian
23-28 Poland, speaks Polish
29-36 Ukraine, speaks Ukrainian
37-45 France, speaks French, declining regional dialects (Provenççal, Breton, Alsatian, Corsican)
46-57 Germany, speaks German
58-66 United Kingdom, speaks English, Welsh, Scots Gaelic
67-74 Italy, speaks Italian; small German-, French-, and Slovene-speaking minorities
75-80 Spain, speaks Castilian Spanish 74% (official), Catalan 17%, Galician 7%, Basque 2%
81-84 Romania, speaks Romanian (official); Hungarian- and German-speaking minorities
85 Greece, speaks Greek
86 Belarus, speaks Belorussian (White Russian)
87 Belgium, speaks Dutch (Flemish), 57%; French, 32%; bilingual (Brussels), 10%; German, 0.7%
88 Portugal, speaks Portuguese
89 Bulgaria, speaks Bulgarian
90 Switzerland, speaks German, French, Italian (all official), Romansch
91 Latvia, speaks Latvian
92 Lithuania, speaks Lithuanian (official), Polish, Russian
93 Luxembourg, speaks Luxermbourgish, French, German
94 Macedonia, speaks Macedonian, which uses the Cyrillic alphabet, 70%; Albanian, 21%; Turkish, 3%; other, 6%
95 Malta, speaks Maltese and English (both official)
96 Moldova, speaks Moldovan (official; virtually the same as Romanian), Russian, Gagauz (a Turkish dialect)
97 Norway, speaks Two official forms of Norwegian: Bokmåål and Nynorsk
98 Slovakia, speaks Slovak (official), Hungarian
99 Slovenia, speaks Slovenian; most can also speak Serbo-Croatian
00 Minor Country, roll on the following table:
01-25 Vatican City, speaks Latin, Italian, and various other languages
26-50 San Marino, speaks Italian
51-75 Liechtenstein, speaks German (official), Alemmanic dialect
76-00 Monaco, speaks French (official), English, Italian, Monéégasque

NORTH AMERICA
01 Haiti, speaks Creole and French (both official)
02 Honduras, speaks Spanish (official), English widely spoken in business
03 El Salvador, speaks Spanish
04-05 Cuba, speaks Spanish
06-07 Dominican Republic, speaks Spanish, English widely spoken
08-28 Mexico, speaks Spanish, Indian languages
29-85 United States, speaks English, sizable Spanish-speaking minority
86-92 Canada, speaks English, French (both official)
93-95 Guatemala, speaks Spanish, Indian languages
96-00 Minor Country, roll on the following table:
01-07 Antigua and Barbuda, speaks English
08-14 Bahamas, speaks English
15-21 Barbados, speaks English
22-28 Belize, speaks English (official), Creole, Spanish, Garifuna, Mayan
29-35 Costa Rica, speaks Spanish
36-42 Dominica, speaks English (official) and French patois
43-49 Grenada, speaks English
50-57 Jamaica, speaks English, Jamaican Creole
58-64 Nicaragua, speaks Spanish
65-72 Panama, speaks Spanish (official); many bilingual in English
73-79 St. Vincent & the Grendines, speaks English (official), French patois
80-86 St. Kitts & Nevis, speaks English
87-93 St. Lucia, speaks English (official) and patois
94-00 Trinidad & Tobago, speaks English (official), Hindi, French, Spanish

OCEANIA
01 Fiji, speaks Fijian, Hindustani, English (official)
02 Kiribati, speaks English (official), I-Kiribati (Gilbertese)
03 Marshall Islands, speaks both Marshallese and English are official languages. Marshallese is a language in the Malayo-Polynesian family.
04 Micronesia, speaks English is the official and common language; major indigenous languages are Chukese, Pohnpeian, Yapase, and Kosrean
05 Nauru, speaks Nauruan (official) and English
06 Palau, speaks Palauan, English (official)
07-31 Papua New Guinea, speaks English, Tok Pisin (a Melanesian Creole English), Hiri Motu, and 717 distinct native languages.
32-92 Australia, speaks English
93-95 New Zealand, speaks English (official), Maori
96 Samoa, speaks Samoan and English
97 Solomon Islands, speaks English, Solomon Pijin (an English pidgin), over 60 indigenous Melanesian languages
98 Tonga, speaks Tongan (an Austronesian language), English
99 Tuvalu, speaks Tuvaluan, English
00 Vanuatu, speaks Bislama (a Melanesian pidgin English), English, French (all 3 official)

SOUTH AMERICA
01-12 Colombia, speaks Spanish
13-20 Peru, speaks Spanish and Quééchua (both official), Aymara, and other native languages
21-24 Chile, speaks Spanish
25-75 Brazil, speaks Portuguese
76-86 Argentina, speaks Spanish (official), English, Italian, German, French
87-93 Venezuela, speaks Spanish (official), various indigenous languages in the remote interior
94-97 Ecuador, speaks Spanish (official), Quechua
98-99 Bolivia, speaks Spanish (official), Quechua, Aymara, Guarani
00 Minor Country, roll on the following table:
01-25 Guyana, speaks English (official), Amerindian dialects
26-50 Paraguay, speaks Spanish (official), Guaraníí
51-75 Suriname, speaks Dutch (official), Surinamese (lingua franca), English widely spoken
76-00 Uruguay, speaks Spanish

In addition to using the Background tables provided (or modified here), the player should ask some basic questions.
1. Does the character have a secret (which would typically be kept from the other characters)?
2. What is this character's personality?
3. What are the character's likes, dislikes, and interests?
4. How and why did the character get involved with espionage?
5. Did this character have any unusual incidents in his or her life?
6. When the mission is over and everyone goes home, where does this character go and who does the character hang around with?
7. What does the character physically look like (height, weight, eye/skin/hair color, distinguishing tatoos, general build, piercings, scars, birthmarks or other distinguishing features)?
8. How does the character typically dress (major items of clothing and equipment should be thought of, as well as color and style)?
9. What are the character's moral, ethical, economic, political, and religious beliefs? What lengths will the character go to defend those beliefs? Who or what taught those beliefs to the character? Remember that a character's moral and ethical beliefs, not necessarily his behavior, defines his alignment. What is his/her alignment?
10. Does the character have any unusual habits or physical traits? What are they? What do they stem from? How do others tend to react to them?
11. What kind of relationships does the character currently have? Does he/she have any close friends? Bitter enemies? If so, who? What are they like? What is the history of the character and this person's relationship?
12. Does the character have any mental problems? Phobias? If so, what are they? What do they stem from?
13. How does the character generally treat others? Does she/he trust easily? Or not? How does the character relate to people? Is he shy and withdrawn or outgoing and friendly?
14. Does the character have a notorious or celebrated ancestor? What did he/she do? What do people assume about the character when his/her ancestry is known? Does the character actively try to live up to the reputation, try dispel it or try to ignore it?

These questions generate enough detail about your character that you can get a good feel for the character, without going overboard. Long character descriptions and histories are nice, but the more time you spend on them, the more you become attacked to the character, and since character death is a common phenomenon in a violent game setting, this isn't a good thing.
In general, when designing the background, personality, and appearance of your character, you should be able to summarize the cognizant points in three paragraphs. Not surprisingly, these paragraphs are called background, personality, and appearance. In the background paragraph the country of origin (including any ethnic ''sub-class'), family information, and rough history of growing up should be covered. Major points of a character's history includes countries lived in, education taken (usually a who or where question), major disruptions, and any significant recognition of the character's actions that occurred. Personality should cover quirks, likes, dislikes, habits, secrets, moral, ethical, economic, political, and religious beliefs, and how strongly he is biased toward those beliefs. Appearance covers the remaining questions; what does the character look like, does the character have any distinguishing features, what does the character typically wear or have with him (NOTE:, this shouldn't be a full equipment list, just the most notable equipment such as clothing and large items that would be recognizable).

Skills and Martial Arts
The skills that a character gets can also be prime material for developing background. With the wide variety of skill programs and secondary skills often available to characters, it may seem like a wise idea to choose from as many different skills as you can, however these ''skill-experts' don't necessarily have a good background for why they have all these skills, so make your selections sensible, even at the cost of duplicated skills.
Beware when selecting languages. Make your choices sensible and believable. Try to come up with reasons why your character can speak a particular language. A Vietnam vet who knows Vietnamese, a Canadian who speaks French and English as two native languages, and a Scotsman whose native language is Scottish Gaelic, or even a character who went to a Catholic school and had Latin forced upon him; it may seem useless at first glance, but remember that Latin is the basis for Portuguese, Spanish, French, Italian, and Romanian. A smart GM will not allow my character to translate major portions of these five languages, but he may permit my character to get some idea of what's being said. Of course, Russian, Korean, Arabic, and Chinese might prove useful, too.
Do not generate your character so that he becomes a know-it-all in one small geographical area. If the campaign shifts to another country or continent, which is a common occupational hazard in espionage (especially if your cover is blown), you'll be left high and dry.
Secondary skills are often an overlooked resource that typically represent filler areas used to get those few available skills you couldn't fit in to the skill programs. While this is sensible for some things (though many GMs disagree, physical skills often get chosen as secondary skills, since they're lack of percentages in most areas mean that being chosen as a secondary skill isn't a penalty, however, I personally feel that if a character doesn't already have them, this is the spot to pick up the climbing, swimming, and prowl skills, since those are some of the most useful physical skills in the game), it makes no sense in other areas (in other words, getting all those other physical skills just to bulk the character's stats up). When designing a character's background, some thought should be given to hobbies and historical education of the character that would result in them getting skills to fill out that background, the most common area for these background skills is obviously the cultural/domestic category, with the physical category receiving often unfair attention (as described above), however some other areas that are overlooked are the piloting skills and technical skills (and for those games using them, wilderness or performing arts skills). All of these little skills, which may not seem that useful at a first glance (RPG Design anyone?) can often be used to further develop the uniqueness of each character, besides, you never know when you may need them (""We could parachute out of this place if we had some way to sew the holes in the parachute shut..."").
Martial Arts are a bit more of a challenge, as many players choose their martial art based on one of two things, stats or the ''cool' factor. While picking a style due to it's perceived ''coolness' does make for interesting game play for the player, it is often at odds with the character's background. To make the character more believable, the style chosen should reflect either the character's country of origin, or if they've moved around a lot (ala the Wandering Free Agent), the country the character most likely learned the style in. However, with the expansion of martial arts instruction available nowadays, this becomes less of a problem, unless all of the character's come from the same country, where only limited access to that style would reduce the chance that all of the characters are masters of the same style (not applicable to martial artist characters). Another consideration is for agencies or militaries, both of these typically have only one or two styles that are taught to agents/soldiers. Of course in the case of soldiers, many of whom may be stationed in other countries, there's somewhat more flexibility available. One last note, don't get bogged down in N&S's use of Exclusive, Primary, and Secondary Forms, if the GM allows it, you can completely discard these references and restrictions entirely (a suggested method for those of you with the revised edition of N&S).

Espionage Templates
While N&S has several generic classes for spies and superspies, there are some specific areas of espionage that need to be looked at. The following templates provide an optional method of further fleshing out the spy and his area of expertise within the agency. Another option available are the additional O.C.C.s in the N&S GMs Netbook. NOTE: Skill Programs has a wide variety of additional skill programs that can be made available to games if the GM wants to.

Administrator
Area of Expertise: This is not officially an agent's role unless the GM has a character in the field or positioned where action can take place. Administration is, theoretically, where agents who have worked in the field come to retire. Having survived at least four missions to get into administration, the agent/player should have plenty of ideas on how to design and moderate missions. Administrators often contact an operator to assemble a team of agents for a particular mission. The administrator then uses agency resources to supply and pay the chosen operator, who in turn supplies and pays the selected (or surviving) agents.
Attribute and Alignment Requirements: I.Q. 11 or higher. NOTE:: Administrators are typically fifth level or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Private Eye, Academy Officer, Worldly Martial Artist.
Required Skill Programs: Spy Network Administration
Other Useful Skills: Basic Espionage Program, Agent Program, Information Gathering Program, Security Specialist Program, Surveillance Specialist Program., and Advanced Infantry Program. Leadership, Strategy, Tactics, Business and Finance skills.
Special Options: Receives a higher base pay (typically double that of a regular agent).
Social Contact Modifiers: Since the character has been around the block a few times and survived, add +10% to all normal Social Contact percentages.

Analyst
Area of Expertise: The job of analysts is to examine and interpret bits of information or physical evidence. Analysts rely on their memory and observation to assemble clues into useful knowledge. Analysis is primarily a desk job; analysts rarely venture into the field to collect their own data. An analyst in the field is a talking encyclopedia, and may have inside information that other agents are not aware of. Analysts should have a high skill percentages and several skill programs, and should be able to speak several languages. Experienced analysts may become kidnaping targets of enemy agencies, because they can be pumped for information.
Attribute and Alignment Requirements: I.Q. of 13 or higher.
Available to the following O.C.C.s: Gadgeteer Agents, Operative Agents, Private Eyes, Professional Free Agents, Wandering Free Agents, Dreamer Gizmoteers, Gizoid Gizmoteers, Tinker Gizmoteers, and Academy Officers.
Required Skill Programs: Information Gathering.
Other Useful Skills: Agent Program, Basic Espionage Program, Security Specialist Program, Surveillance Program, Any Gizmoteer or Basic Skill Program. Research skill.
Special Options: The character may add a one-time bonus of +5% to any five skills.
Social Contact Modifiers: Due to the character's extensive research, the character has an additional +10% chance of recognizing any figure in the character's particular field of expertise.

Assassin, Physical
Area of Expertise: The infamous yet regretfully necessary assassin is primarily a cold-blooded murderer of prominent persons and secret agents. These agents perform dangerous, often suicidal, tasks in the line of duty. The Physical Assassin is a character who specializes in up close and personal combat rather than relying on explosives, poisons, or firearms.
Attribute and Alignment Requirements: P.S. of 12 or higher, M.E. of 12 or higher.
Available to the following O.C.C.s: Worldly Martial Artist, Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Academy Officer, Commando Mercenary, Cyborg Soldier, and Veteran Grunt.
Required Skill Programs: Assassin Program, Covert Assassin Program, or Bodyguard/Assassin Program.
Other Useful Skills: Physical Program, Ancient Weapons Program. Physical and/or Ancient W.P. skills.
Special Options: Due to the Physical Assassin's reliance on hand to hand combat, the GM may allow the character without access to a martial art style access to a non-Exclusive style, at the cost of two skill programs. In addition, since Ninjutsu is often thought of as an assassin's art, the GM may allow a character to purchase Ninjutsu at the cost of four skill programs.
Social Contact Modifiers: Due to the character's specialized line of work, they have a 10% chance of recognizing other assassins and bodyguards and a +5% chance of recognizing significant targets in their line of work.
Assassin, Ranged
Area of Expertise: The infamous yet regretfully necessary assassin is primarily a cold-blooded murderer of prominent persons and secret agents. Ranged Assassins are experts in the use of firearms or explosives (occasionally both).
Attribute and Alignment Requirements: P.S. of 12 or higher, M.E. of 12 or higher.
Available to the following O.C.C.s: Worldly Martial Artist, Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Academy Officer, Commando Mercenary, Cyborg Soldier, and Veteran Grunt.
Required Skill Programs: Assassin Program, Covert Assassin Program, or Bodyguard/Assassin Program.
Other Useful Skills: Weapon Construction Program, Explosive Construction Program, Basic Military Program, Guerilla Warfare Program, ""Black"" Operative Program, Basic Modern Weapons Program, Airborne Ranger Program, Airborne Program, Assassin: Overt and Covert Program, Demolitions Program, Military Demolitions Program, Night Ops Program, Ranger Program, Recon Program, SEAL Program, Sniper Program, Special Forces Program. Sniper, any Modern W.P., any Demolitions skill.
Special Options: These characters may, at the GMs option, be eligible for the Triad Assassin martial art, at the cost of one skill program.
Social Contact Modifiers: Due to the character's specialized line of work, they have a 10% chance of recognizing other assassins and bodyguards and a +5% chance of recognizing significant targets in their line of work.

Bodyguard
Area of Expertise: Bodyguards are a subclass of assassins. Instead of killing and destroying, bodyguards try to prevent such acts. They are trained in assassination and sabotage techniques in order to better protect against them. Protectors of live targets are called bodyguards, and are trained to use their own bodies as shields to protect other agents or VIPs.
Attribute and Alignment Requirements: P.S. of 12 or higher, M.E. of 12 or higher.
Available to the following O.C.C.s: Worldly Martial Artist, Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Academy Officer, Commando Mercenary, Cyborg Soldier, and Veteran Grunt.
Required Skill Programs: Bodyguard/Assassin Program
Other Useful Skills: Weapon Construction Program, Explosive Construction Program, Basic Military Program, Guerilla Warfare Program, ""Black"" Operative Program, Basic Modern Weapons Program, Airborne Ranger Program, Airborne Program, Assassin: Overt and Covert Program, Demolitions Program, Military Demolitions Program, Night Ops Program, Ranger Program, Recon Program, Security Specialist Program, Surveillance Program, SEAL Program, Sniper Program, Special Forces Program. Sniper, any Modern W.P., any Demolitions skill.
Special Options: Due to their specialized line of work, many bodyguards learn a martial art. If the GM allows it, the character without access to a martial art style may take a non-Exclusive style at the cost of two skill programs.
Social Contact Modifiers: Due to the character's specialized line of work, they have a 10% chance of recognizing other assassins and bodyguards and a +5% chance of recognizing significant targets in their line of work.

Confiscator
Area of Expertise: This agent is the hands of an espionage body. A confiscator's main concern is seizing property. Most confiscators are well-coordinated and familiar with all types of valuable goods and security systems. Security detection and deactivation are a confiscator's strengths, with picking pockets and gambling as sidelines. Confiscators generally report to their personal or team operator instead of an admin.
Attribute and Alignment Requirements: P.P. of 11 or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Private Eye, Professional Free Agent, Wandering Free Agent, Thief, Dreamer Gizmoteer, Tinker Gizmoteer, Gizoid Gizmoteer.
Required Skill Programs: Security Specialist Program.
Other Useful Skills: Agent Program, Basic Espionage Program, Information Gathering Program, Professional Thief Program, Spatial Intrusion Engineer Program, Computer Hacking Program, Electronic Communications Program, Locksmith and Security Systems Program, Electronic Warfare Program. Appraise Goods, Pick Locks, Pick Pockets, Gambling (any), Security Systems, any electronic, communications or rogue skill.
Special Options: At the GMs option, the character can add a one-time bonus of +5% to their security related skills.
Social Contact Modifiers: There is a +10% chance of finding another confiscator among the character's regular contacts (i.e. the Pro Free Agents base numbers for criminals (40%) and known espionage agents (15%) would have a +10% chance if the character was trying to find a criminal or known espionage agent in the same line of work).

Guard
Area of Expertise: Guards are a subclass of assassins that protect installations, vehicles, or valuable objects. Instead of killing and destroying, they try to prevent such acts. They are trained in assassination and sabotage techniques in order to better protect against them.
Attribute and Alignment Requirements: P.S. of 12 or higher, M.E. of 12 or higher.
Available to the following O.C.C.s: Worldly Martial Artist, Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Academy Officer, Commando Mercenary, Cyborg Soldier, and Veteran Grunt.
Required Skill Programs: Security Specialist Program.
Other Useful Skills: Weapon Construction Program, Explosive Construction Program, Basic Military Program, Guerilla Warfare Program, ""Black"" Operative Program, Basic Modern Weapons Program, Airborne Ranger Program, Airborne Program, Assassin: Overt and Covert Program, Demolitions Program, Military Demolitions Program, Night Ops Program, Ranger Program, Recon Program, Security Specialist Program, Surveillance Program, SEAL Program, Sniper Program, Special Forces Program. Sniper, any Modern W.P., any Demolitions skill.
Special Options:
Social Contact Modifiers: Due to the character's specialized line of work, they have a 10% chance of recognizing other assassins, guards, saboteurs, and bodyguards.

Hunter
Area of Expertise: Not necessarily a killer at all, a hunter traces the movement of prey, learns its habits, its strengths, and its weaknesses. The hunter is often a loner who blends in with the shadows, tries to find the target, and often forces the surprised target out into the open. Once this occurs, other agents can investigate, confiscate, or assassinate the target. A hunter generally reports to an operator, but can organize a manhunt personally if necessary.
Attribute and Alignment Requirements: P.S. of 12 or higher, M.E. of 12 or higher, I.Q. of 11 or higher, P.P. of 11 or higher, M.A. of 11 or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Academy Officer.
Required Skill Programs: Assassin Program, Covert Assassin Program, or Bodyguard/Assassin Program. Additionally, they must also have Surveillance Specialist or Deep Cover.
Other Useful Skills: Weapon Construction Program, Explosive Construction Program, Basic Military Program, Guerilla Warfare Program, ""Black"" Operative Program, Information Gathering Program, Surveillance Specialist Program, Basic Modern Weapons Program, Airborne Ranger Program, Airborne Program, Assassin: Overt and Covert Program, Demolitions Program, Military Demolitions Program, Night Ops Program, Ranger Program, Recon Program, SEAL Program, Sniper Program, Special Forces Program, Any Basic Program. Sniper, Photography, Language (any), any Modern W.P., any Demolitions skill, any espionage skill.
Special Options: The GM may allow the character without access to a martial art style access to a non-Exclusive style, at the cost of two skill programs (or, for characters with access to non-Exclusive styles, access to an Exclusive style at the cost of one additional skill program (or two for Thai Kick Boxing or Ninjutsu)). Due to the character's specialized focus on information gathering, a one-time +5% skill bonus can be added to any five information gathering skills.
Social Contact Modifiers: Due to the character's specialized line of work, they have a 10% chance of recognizing assassins and bodyguards and with the focus on gathering information, the character gets a +5% bonus to recognizing any contacts.

Infiltrator
Area of Expertise: Infiltration goes beyond surveillance; an infiltrator must become part of a group or organization in order to uncover its goals, aims, and secret activities. They usually report their findings to an operator. Infiltrators may eventually be called on to subvert or destroy the group from inside.
Attribute and Alignment Requirements: I.Q. of 11 or higher, P.P. of 11 or higher, M.A. of 11 or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent.
Required Skill Programs: Deep Cover
Other Useful Skills: ""Black"" Operative Program, Information Gathering Program, Surveillance Specialist Program, Guerilla Warfare Program, Basic Military Program, Explosives Construction Program, Demolition Program, Military Demolition Program, Assassin/Bodyguard Program, Covert Assassin Program, Overt or Covet Assassin Program, Any Basic Program. Photography, Language (any), any espionage skill.
Special Options: With the character focusing on infiltrating organizations, the GM can allow the character to add a one-time bonus of +5% to Disguise, Impersonation, Intelligence, Imitate Voice, and/or Forgery skills.
Social Contact Modifiers: If the character successfully infiltrates and organization for a period of time, they gain a +50% chance of recognizing any members of that organization in the future.

Investigator
Area of Expertise: This agent is the eyes and ears of an espionage body. Primarily an information-gatherer, an investigator observes, inquires, and examines the situation or target systematically, often using surveillance equipment. An investigator needs a good memory. Investigators should be proficient in electronics, languages, photography, and tailing. They generally report to their personal or team operator instead of an administrator.
Attribute and Alignment Requirements: I.Q. of 11 or higher, P.P. of 11 or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Private Eye, Professional Free Agent, Wandering Free Agent, Academy Officer.
Required Skill Programs: Surveillance Specialist.
Other Useful Skills: ""Black"" Operative Program, Information Gathering Program, Any Basic Program. Photography, Language (any), any espionage skill.
Special Options: Due to the character's specialized focus on information gathering, a one-time +5% skill bonus can be added to any five information gathering skills.
Social Contact Modifiers: With the focus on gathering information, the character gets a +5% bonus to recognizing any contacts.

Logistician
Area of Expertise: The logistician's job is to procure, distribute, maintain, and replace agency equipment and personnel; they are equipment handlers. A logistician may need to perform the opposite of a confiscator's job: altering and returning stolen items without being detected. Travel documents, tickets, ammunition, and the necessities of life are supplied by the logistician. When agents need to flee as quickly as possible along the shortest route, a logistician is the person who knows where to go and how to get there.
Attribute and Alignment Requirements: I.Q. of 11 or higher, M.A. of 11 or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Professional Thief, Dreamer Gizmoteer, Gizoid Gizmoteer, Tinker Gizmoteer, Veteran Grunt, Academy Officer.
Required Skill Programs: Fence.
Other Useful Skills: Any Basic, Rogue, or Espionage Program. Appraise Goods, Pick Pockets, Pick Locks, Safe-Cracking, Research.
Special Options: To determine item availability for an agency, under the appropriate category (i.e. outfits, equipment, weapons, or vehicles) consider a level of 1 (None) to have a 5% base chance, 2 a 10% base chance, 3. A 25% base chance, 4. A 50% base chance, 5. A 75% base chance, and 6. A 95% chance. The character has a base chance of 25%+5% per level of experience of being able to obtain an item outside the agency.
Social Contact Modifiers: Increase any chance of recognizing criminals by +10%. The character will also be able to identify many figures in the legal supply system (40% chance) and black market (20%).

Magician
Area of Expertise: Masters at sleight of hand, confidence games, and deception, magicians are welcome on any missions that are conducted in public view. Magicians are escape artists, masters of disguise, and alluring entertainers all in one.
Attribute and Alignment Requirements: I.Q. of 11 or higher, P.P. of 11 or higher, M.A. of 11 or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Thief, Dreamer Gizmoteer, Tinker Gizmoteer, Gizoid Gizmoteer.
Required Skill Programs: Surveillance Specialist or Deep Cover. Additionally, they must also have Security Specialist, Locksmith & Security Systems, or Fence.
Other Useful Skills: ""Black"" Operative Program, Surveillance Specialist Program, Agent Program, Basic Espionage Program, Information Gathering Program, Professional Thief Program, Spatial Intrusion Engineer Program, Computer Hacking Program, Electronic Communications Program, Locksmith and Security Systems Program, Electronic Warfare Program, Guerilla Warfare Program, Basic Military Program, Explosives Construction Program, Demolition Program, Military Demolition Program, Assassin/Bodyguard Program, Covert Assassin Program, Overt or Covet Assassin Program, Any Basic Program. Photography, Language (any), Appraise Goods, Pick Locks, Pick Pockets, Gambling (any), Security Systems, any electronic, communications, performing arts, or rogue skill.
Special Options: The character may add a one-time bonus of +5% to any ten skills.
Social Contact Modifiers: There is a +15% chance of finding another magician among the character's regular contacts (i.e. the Pro Free Agents base numbers for criminals (40%) and known espionage agents (15%) would have a +15% chance if the character was trying to find a criminal or known espionage agent in the same line of work). The character will also be able to identify many figures in the legal supply system (45% chance) and black market (35%).

Mechanic
Area of Expertise: Mechanics are agents whose role is to create ""accidents."" Like wizards, mechanics rely on tools and are concerned with subtlety and secrecy. Often working alone with explosives, gases, poisons, and special devices, mechanics must rely on technical knowhow. While mechanics occasionally aid assassins, they perform many other jobs as well. Mechanics work well with saboteurs and hunters. They usually report to personal or team operators.
Attribute and Alignment Requirements: P.S. of 12 or higher, M.E. of 12 or higher, I.Q. of 12 or higher.
Available to the following O.C.C.s: Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, and Academy Officer.
Required Skill Programs: Assassin Program, Covert Assassin Program, or Bodyguard/Assassin Program. Any one Gizmoteer skill program.
Other Useful Skills: Weapon Construction Program, Explosive Construction Program, Basic Military Program, Guerilla Warfare Program, ""Black"" Operative Program, Basic Modern Weapons Program, Airborne Ranger Program, Airborne Program, Assassin: Overt and Covert Program, Demolitions Program, Military Demolitions Program, Night Ops Program, Ranger Program, Recon Program, SEAL Program, Sniper Program, Special Forces Program, any Gizmoteer and Basic Skill Programs. Sniper, any Modern W.P., any Demolitions skill, Communications, Computer, Electrical, Mechanical, and Technical skills..
Special Options: The character may add a one-time bonus of +10% to any five skills.
Social Contact Modifiers: Due to the character's specialized line of work, they have a 10% chance of recognizing other assassins and bodyguards and a +5% chance of recognizing significant targets in their line of work and an additional +10% chance of finding a known figure in his or her chosen field of expertise.

Operator
Area of Expertise: In the field, an operator is the boss. The operator leads the team, pays its members, enforces team regulations, and reports directly to the administrator. Most operator duties are mundane and bureaucratic, such as recruiting and training new agents. Many operators, tired of the constant danger of field work, strive to become administrators, whose lives are safer. An operator is personally responsible for the actions of agents under his control. An operator also is responsible for the proper use and care of expensive or valuable special equipment borrowed from the agency. An operator may be a resident of the area where a mission is being carried out.
Attribute and Alignment Requirements: I.Q. of 11 or higher, M.A. of 11 or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Private Eye, Academy Officer.
Required Skill Programs: Spy Network Administration.
Other Useful Skills: Basic Espionage Program, Agent Program, Information Gathering Program, Security Specialist Program, Surveillance Specialist Program., and Advanced Infantry Program. Leadership, Strategy, Tactics, Business and Finance skills.
Special Options: Since operators are team leaders and often responsible for agency missions, they typically have a higher salary than the average agent (usually 1.5 times normal salary).
Social Contact Modifiers: Because of their recruitment duties, the Operator has to know a wide variety of people, add +5% to any social contacts.

Poisoner
Area of Expertise: The infamous yet regretfully necessary assassin is primarily a cold-blooded murderer of prominent persons and secret agents. Rating high in Physical Strength and Mental Endurance, these agents perform dangerous, often suicidal, tasks in the line of duty. Poisoners are a subclass of the assassin, one specializing in using chemicals, toxins, venoms, and biological agents to eliminate their targets.
Attribute and Alignment Requirements: I.Q. of 12 or higher, M.E. of 12 or higher.
Available to the following O.C.C.s: Worldly Martial Artist, Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Academy Officer, Commando Mercenary, Cyborg Soldier, and Veteran Grunt.
Required Skill Programs: Poisoner (New!)
Poisoner Skill Program
Use/Recognize Poison (+20%)
Toxicology (+10%)
Biology (+5%)
Chemistry (+5%)
Botany (+5%)
NBC Warfare (+10%)
Criminal Science/Forensics (+10%)
Chemistry: Analytical (+5%)
Select one ancient and one modern W.P.
Other Useful Skills: Weapon Construction Program, Explosive Construction Program, Basic Military Program, Guerilla Warfare Program, ""Black"" Operative Program, Basic Modern Weapons Program, Airborne Ranger Program, Airborne Program, Assassin: Overt and Covert Program, Demolitions Program, Military Demolitions Program, Night Ops Program, Ranger Program, Recon Program, SEAL Program, Sniper Program, Special Forces Program.
Special Options: +2 to save vs Poison (due to the poisoner's unique knowledge of poison and antidotes).
Social Contact Modifiers: The character will have some knowledge of the medical, forensics, and pharmacological scene with a chance of recognizing famous persons within those fields (30%).

Saboteur
Area of Expertise: Not mad bombers or political terrorists, saboteurs are dazzling, fast-acting experts with a toolbox. Not only must saboteurs know how to stop a machine or a process, but they must know how the mechanism should work properly. To sabotage a series of machines, saboteurs must remove or destroy the same part on each, so a few of them cannot be repaired by cannibalizing parts. Saboteurs work well with mechanics.
Attribute and Alignment Requirements: I.Q. of 11 or higher, M.A. of 11 or higher, M.E. of 12 or higher, P.S. of 12 or higher, P.P. of 11 or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Academy Officer, Dreamer Gizmoteer, Gizoid Gizmoteer, Tinker Gizmoteer.
Required Skill Programs: Assassin Program, Covert Assassin Program, or Bodyguard/Assassin Program. Additionally, they must also have Security Specialist, Locksmith & Security Systems, or Fence.
Other Useful Skills: Weapon Construction Program, Explosive Construction Program, Basic Military Program, Guerilla Warfare Program, Agent Program, Basic Espionage Program, Information Gathering Program, Professional Thief Program, Spatial Intrusion Engineer Program, Computer Hacking Program, Electronic Communications Program, Locksmith and Security Systems Program, Electronic Warfare Program,""Black"" Operative Program, Basic Modern Weapons Program, Airborne Ranger Program, Airborne Program, Assassin: Overt and Covert Program, Demolitions Program, Military Demolitions Program, Night Ops Program, Ranger Program, Recon Program, SEAL Program, Sniper Program, Special Forces Program. Appraise Goods, Pick Locks, Pick Pockets, Gambling (any), Security Systems, Sniper, any Modern W.P., any Demolitions skill, any electronic, communications or rogue skill.
Special Options: At the GMs option, the character can add a one-time bonus of +10% to ten of their demolition, electrical, mechanical, and technical skills.
Social Contact Modifiers: Due to the character's specialized line of work, they have a 10% chance of recognizing other saboteurs, assassins, guards, and bodyguards.

Seductress/Seducer
Area of Expertise: The seductress is the spy who specializes in observing things: both from up close and at a distance. They are skilled and well trained and often like to play the role of ditzy airhead or dumb beefcake. This is always an act, and they use their wiles to secure many secrets about organizations and individuals.
Attribute and Alignment Requirements: P.B. of 12 or higher, M.A. of 12 or higher. NOTE:: Seductresses are almost always female, the role for male seducers is very limited in the mostly male-dominated society of international espionage, however wives, girlfriends, lovers, and other acquaintances of targets may have some potentially useful information...
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operateive Agent, Professional Free Agent, Wandering Free Agent, Thief.
Required Skill Programs: No specific program, the character must select a skill program that gives access to the seduction skill.
Other Useful Skills: ""Black"" Operative Program, Deep Cover, Information Gathering Program, Surveillance Specialist Program, Guerilla Warfare Program, Basic Military Program, Explosives Construction Program, Demolition Program, Military Demolition Program, Any Basic Program.
Special Options: With the focus on the soft side of information gathering, the character may have a +10% to either Charm/Impress or Trust/Intimidate at the GMs option.
Social Contact Modifiers: Since the character interacts with people on a regular basis, they have a +10% to all social contacts.

Sleuth
Area of Expertise: As information experts, sleuths are valuable assets on highly technical missions where quick, clear thinking is a must. Brilliant, systematic, charming but never assuming, sleuths often solve the problems they pose. Sleuths are cautious yet surprising, and often fool those they come in contact with. Wiretapping and code breaking are two of a sleuth's strong points.
Attribute and Alignment Requirements: I.Q. of 13 or higher, P.P. of 11 or higher, M.A. of 11 or higher.
Available to the following O.C.C.s: Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Dreamer Gizmoteer, Gizoid Gizmoteer, Tinker Gizmoteer, and Academy Officer.
Required Skill Programs: Surveillance Specialist or Deep Cover. Any Gizmoteer Skill Program.
Other Useful Skills: ""Black"" Operative Program, Information Gathering Program, Surveillance Specialist Program, Guerilla Warfare Program, Basic Military Program, Explosives Construction Program, Demolition Program, Military Demolition Program, Assassin/Bodyguard Program, Covert Assassin Program, Overt or Covet Assassin Program, any Gizmoteer and Basic Skill Programs. Photography, Language (any), Communications, Computer, Electrical, Espionage, Mechanical, and Technical skills.
Special Options: The character may add a one-time bonus of +5% to any ten skills.
Social Contact Modifiers: With the focus on gathering information, the character gets a +10% bonus to recognizing any contacts.

Specialist
Area of Expertise: Specialists are highly trained in one specific field of study. They are limited to this one job, which they perform very well. In other skills, specialists will have average training at best. A specialist chooses a specialty when the character is created, and is called on to perform only that function. The specialist is extremely dedicated. Specialists will rarely be allowed to leave their low-profile desk jobs to accompany a team of agents on a mission. They are, however, experts in their fields and hence may be called on to perform a specific function.
Attribute and Alignment Requirements: I.Q. of 15 or higher.
Available to the following O.C.C.s: Operative Agent, Professional Free Agent, Dreamer Gizmoteer, Gizoid Gizmoteer, and Tinker Gizmoteer.
Required Skill Programs: The character must devote two Gizmoteer Skill Program slots to the same Gizmoteer Skill Program, resulting in a one-time bonus of double the normal usual skill program bonuses. This can only be done once.
Other Useful Skills: Any Gizmoteer or Basic Skill Programs.
Special Options: In addition to the required skill program bonus, the character receives a one time bonus of +25% to the Basic Gizmoteer Construction Skill.
Social Contact Modifiers: The character has a whopping 75% chance of finding someone in his or her specialized field of expertise, however, this means there's also a 50% chance of being recognized in that field of expertise.

Technician
Area of Expertise: The technician is a generalist who usually is seen only in support roles, and rarely is placed in the field. The technician operates equipment, bandages injuries, analyzes compounds, or studies special devices. Those few who are assigned to work with assassins, confiscators, and investigators can expect an equal share of the hazards and difficulties. Many technicians carry no weapons, relying on team members for protection.
Attribute and Alignment Requirements: I.Q. of 12 or higher.
Available to the following O.C.C.s: Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Dreamer Gizmoteer, Gizoid Gizmoteer, Tinker Gizmoteer, and Academy Officer.
Required Skill Programs: Any one Gizmoteer skill program.
Other Useful Skills: Gizmoteer and Basic Skill Programs. Communications, Computer, Electrical, Mechanical, Medical, and Technical skills.
Special Options: The character may add a one-time bonus of +5% to any five skills.
Social Contact Modifiers: The character has an additional +10% chance of finding a known figure in his or her chosen field of expertise.
Temptress
Area of Expertise: The Temptress is a type of assassin. They know how to use their sexuality to its best advantage and usually do most of their killing in the bedroom. They generally also like to play the weak woman role to lull men into overconfidence. However, those who underestimate the Temptresses are often the ones who end up dead. They are often fearless and are generally very capable in any situation they find themselves in.
Attribute and Alignment Requirements: P.S. of 12 or higher, P.B. of 12 or higher, M.A. of 12 or higher, M.E. of 12 or higher.
Available to the following O.C.C.s: Cyber Agent, Wired Agent, Gadgeteer Agent, Operateive Agent, Professional Free Agent, Wandering Free Agent.
Required Skill Programs: Assassin Program, Covert Assassin Program, or Bodyguard/Assassin Program. The character must also select a skill program that gives access to the seduction skill.
Other Useful Skills: Physical Program, Ancient Weapons Program. Physical and/or Ancient W.P. skills.
Special Options: Due to the Temptress' reliance on hand to hand combat, the GM may allow the character without access to a martial art style access to a non-Exclusive style, at the cost of two skill programs. Since Wui Wing Chun is a style open to women only, the GM may also allow this martial art to be chosen at the cost of three skill programs (or one if the character does have access to a martial art). In addition, since Ninjutsu is often thought of as an assassin's art, the GM may allow a character to purchase Ninjutsu at the cost of four skill programs (or two if the character does have access to a martial art). With the focus on the cuddly route to getting targets, the character may have a +5% to either Charm/Impress or Trust/Intimidate at the GMs option.
Social Contact Modifiers: Due to the character's specialized line of work, they have a 5% chance of recognizing other assassins and bodyguards.

Wizard
Area of Expertise: At one time wizards were seldom more than safecrackers, but modern technology has expanded their role. Wizards can deactivate security systems, hot-wire vehicles, find hidden openings, and withdraw information from computer files in seconds. These agents nearly always use tools, and are welcome on delicate missions with time restrictions. Wizards work well with sleuths (see above) and generally report to a team operator.
Attribute and Alignment Requirements: I.Q. of 13 or higher, M.A. of 11 or higher, P.P. of 11 or higher.
Available to the following O.C.C.s: Gadgeteer Agent, Operative Agent, Professional Free Agent, Wandering Free Agent, Dreamer Gizmoteer, Gizoid Gizmoteer, and Tinker Gizmoteer.
Required Skill Programs: Any one Gizmoteer skill program. Additionally, they must also have Security Specialist or Fence.
Other Useful Skills: Agent Program, Basic Espionage Program, Information Gathering Program, Professional Thief Program, Spatial Intrusion Engineer Program, Computer Hacking Program, Electronic Communications Program, Locksmith and Security Systems Program, Electronic Warfare Program. Gizmoteer and Basic Skill Programs. Appraise Goods, Pick Pockets, Pick Locks, Safe-Cracking, Research, Gambling (any), Security Systems, any Communications, Computer, Electrical, Mechanical, Rogue, and Technical skills.
Special Options: The character may add a one-time bonus of +10% to any ten skills.
Social Contact Modifiers: The character has an additional +20% chance of finding a known figure in his or her chosen field of expertise.

Covers
N&S includes a wide variety of covers (pages 54-57 of the original edition and pages 56-59 of the revised edition). However, other than a sometimes brief mention in the description, these covers don't have any required skills. Fortunately for us, Agent Bullray (Code Name: Mantisking) has taken the time to develop a list of required skills for the Covers presented in N&S.

Cover-----Skill(s) Necessary
Banker: Business & Finance
Broker: Business & Finance, Law (Securities), Law (International)Computer Consultant(Software): Computer Programming, Computer Language(s)
Computer Consultant(Hardware): Computer Operations, Computer Repair, Basic Electronics
Diplomat: Etiquette, Language(s)
Insurance Agent: Business & Finance, Law (International), Law (Contracts)
Journalist: Writing, Language (if foreign correspondent)
Translator: Language(s)
Courier: Detect Ambush, Detect Concealment
Driver: Pilot: Automobile, Offensive Driving
Freelance Pilot: Pilot: Airplane
Geologist: Geology
Media Representative: TV/Video
Photographer: Photography
Roustabout: Lore: Oil Rigs/Drilling
Sales Representative: Business & Finance, Language(s)
Chef: Cooking, Language(s)
Consulting Engineer: Engineering (Mechanical or Electronic)
Croupier: Gambling (Standard), Gambling (Dirty Tricks)
Nurse: First Aid or Paramedic
Surveyor: Surveying
Cartographer: Cartography
Diamond Trader: Gemology, Law (Customs), Law (Contract), Business & Finance
Gold Trader: Recognize Precious Metals, Law (Customs), Law (Contract), Business & Finance
Import/Export Agent: Law (Customs), Business & Finance
Missionary: Theology, Public Speaking
Tour Operator: Public Speaking, Language(s), Business & Finance, Law (General)
Horse Racing Professional: Horsemanship, Breaking/Taming Wild Horses, Lore: Cattle/Animals
Mercenary/Weapons Dealer: Business & Finance, Recognize Weapon Quality, Law (Contract)
Wine Buyer: Business & Finance, Wine Tasting
Museum Representative: History (choose one), Antiquarian, Ancient Language(s)
Diver: Swimming, Scuba
NOTE: Mantisking made up a few skills for this list. They are as follows.
Law (Customs), Law (Contract), Law (Securities), Law (International), Surveying, Cartography, Theology, Lore: Oil Rigs/Drilling, Wine Tasting, Etiquette.

Also of use may be the additional
Covers found on the N&S GMs Netbook However, since they don't include required skills either, here's the appropriate list for those covers:
Cover-----Skill(s) Necessary
Acquisition Librarian: Research, Literacy in several languages are recommended.
Advertiser: Research, Advertising.
Agricultural Specialist: At least one of the following: Biology, Botany, Farming & Gardening.
Air Traffic Controller: Radar-Sonar Operations, Read Sensory Instruments, Radio: Basic.
Anthropologist: Anthropology.
Antique Dealer: Appraise Goods, History (any or several) is recommended.
Archaeologist: Archaeology.
Band Roadie: Basic Mechanics and/or Jury Rig with Stage Carpentry/Lighting & Assembly, Live Sound Engineer, or Lighting Technician.
Bartender: Mixology, Chemistry is recommended.
E-Business Developer: Computer Operation, Computer Programming, and Computer Networking.
Historian: History (any) and Research.
IT Professional: Computer Operation, Computer Programming, and Computer Networking.
Lawyer: Law (any).
Outfitter: Wilderness Survival, Appraise Goods.
Quality Assurance Inspector: Depending on area of expertise this could be any Mechanical, Electrical, or Technical skill.
Recruiter: No skills necessary, however, Fast Talking, Bargain/Bribe, Persuassion, Seduction, or any other related skill are recommended.
Salvage Specialist: Salvage, though other skills (especially mechanical and technical) may be useful.
Teacher: Basic Math, Advanced Math, Writing, (unless you want to include a Teaching skill in your games), however Fast Talking, Bargain/Bribe, Persuassion, or any other related skill are recommended to simulate teaching ability and skills relating to the subject taught (for subject specific teachers, grade school teachers should have a more general selection of skills).
Veterinarian: Veterinarian.
Video Crew Member: TV/Video. Basic Electronics, Computer Operation, and Radio: Basic are also recommended.

NOTE: For new skills, see Skills for a complete list and descriptions of non-book skills.

Aliases
These differ from regular covers in that they aren't cover occupations, they're just simple disguises for getting one through customs and general ID checks. Like covers, aliases provide a different name, ""look"", and identification papers. Unlike a cover, they do not provide a detailed background or a cover profession, often information for the alias will be illegally inserted into a computer system, to give the ID more weight. Basically an alias is often nothing more than a fake passport with a possible disguise. Other identification documentation, foreign currency, and other small personal items will also often be included with the alias. While covers will often require a whole host of skills to support that cover, an alias requires little more than the Disguise skill and possibly a Language. Most agents typically have four to ten aliases, in addition to their covers. When listing an Alias, the most important things to note are the Name, Nationality, what forms of ID are available to support that identity, and a physical description of the Alias where it differs from the character's normal appearance.

Job precautions
In the N&S game a single mistake can be your last. Though overcautiousness is boring and tedious, there are some very simple precautions one can take to better the odds of character survival.
Though the game does not seem to encourage this, by all means adopt more than one alias. This helps preserve anonymity and frustrate a possible investigation.
An character should never trust any place that he stays for the night, no matter how posh. He should check for bugs just for safety's sake, and keep his room door bolted shut at night. He should also never set booby traps in his hotel room. Characters get no experience points for blowing up the serving staff.
Though the Perception rules from Nightspawn aren't officially a part of N&S, these rules are almost invaluable for espionage games. The ability to notice suspicious things or events, or even hiding your activity against another person attempting the same thing is one of the most basic events that occurs in an espionage game. After all, who would want to play in a spy game where no spying takes place. While technically, I could probably get away with reprinting a condensed but useable version of the Perception rules here, it's much easier for to refer readers to page 66 of the Nightspawn book.
When leaving a rented room, an character can place a strand of hair in the door jamb, near the floor. Upon returning, the character can tell if someone has been in the room if the hair has moved ---- unless, of course, the character is up against experts. In the latter case, the character is in for it anyway.
All characters should have the means to communicate with each other if they happen to split up. Buying a small, concealable radio or asking the agency to lend one is well worth it. Such a radio can also be used as a bugging transmitter if the character is near the place he wants to stake out. If the radio looks innocuous enough, it can be left in an enemy character's room, while the player characters listen on another radio in the room across the hall.
Establish a routine when approaching a strange door, especially if you happen to be breaking into a hostile complex. Listening at the door, checking for alarms and traps, seeing if the door is locked, and looking under the door to see if any lights are on are good starting procedures. It cuts down on surprises.
When a group is going to break into a building, it is wise to keep one or two people as back-ups, usually with an escape vehicle handy. Though it may be boring for the players whose characters are stuck with this duty, usually a considerate GM will have something cooked up to keep them busy. This idea is recommended only if the break-in is just a small part of the adventure. No one wants to sit for four hours of real time just waiting for their fellow players to finish the exciting mission.
There may be times when your character is assigned to follow a courier on a route through several drop points. Never interrupt the drop unless you are certain no one is running interference on the goods. Otherwise, your character may find out the hard way that several enemy characters have been keeping an eye on the package to prevent others from interrupting the route. Hang back and follow the package all the way to the terminal point.
Finally, if your character ever visits a country governed by a dictatorship or police state, he should never assume that the local populace is going to come to his aid if the secret police drag him away. He will be lucky to find three people who will admit that the incident even took place!

Cybernetics
Some GMs may not feel that the inclusion of cybernetics in an espionage game works, if that is the case, don't sweat it, however GMs should take the time to provide alternatives (most likely additional skill programs) to the loss of these ''powers' for their games. Also, since N&S has a relatively limited selection of cybernetics (and a somewhat dated idea of cybernetic prothesis), the GM should look toward adding additional cybernetic options for their games. Home-brewed cybernetics, cybernetics and bionics from other Palladium games (most notably Heroes Unlimited and Rifts), and even other game systems such as Shadowrun, Cyberpunk and Cyberpunk 2020, as well as GURPS Cyberpunk, all add additional cybernetics options for N&S games. NOTE:: Official policy prevents me from listing conversions of cybernetics from such games as Shadowrun, Cyberpunk and GURPS, however, there is no law against doing these conversions for your own games.
As for selecting from the available cybernetics, Implants and Cyber-Disguises are the best choices for agents. The Implant Augmentation Options are also especially valid selections, especially for those characters whose missions send them all over the world and to places with security screens that they may have to pass through. While Cyber-Attachments can augment an agent's attributes, they are often bulky and difficult to conceal, reducing the chance of successfully pulling off a covert mission.

Equipping the character
A good mission requires about 75% planning and 25% execution. If you take into consideration the things characters may run up against and plan for them, you will have fewer nasty surprises come up in the actual mission. Some players call this boring. These players are easy to spot, since they can be found rolling up a new character every other game or so.
One of the first things a new character selects is a weapon. Obviously, you want something that is reliable, accurate, fast, and concealable. Unfortunately, N&S doesn't have any form of concealability rating, so Gms are left to device their own method of dealing with this problem. I prefer opposed Perception checks myself, however I have yet to see any basic system for giving items a rating to oppose the check. A simple D20 based system would work best for this, based on the size and shape of the object. This is why buying an Uzi or an M-16 as your character's initial weapon is pretty silly, but only for espionage aspects, more military special operations oriented games make these types of weapons a staple of agents. Rifles, carbines, and most submachine guns and shotguns are not concealable on one's person and are more of a liability than an asset. Select a gun that is fairly fast and packs a good punch. Looking through the list of pistols in both N&S and the Compendium of Contemporary Weapons, high powered yet small pistols (such as the .45 or higher caliber pistols), machine pistols (most notably the Skorpian and Beretta M93) and small or specially designed submachine guns (the Ares FMG Folding SMG, FN P90, H&K MP5K (especially with brief case or courier bag accessory), M231 (with brief case accessory, not found in either book, but still useful nonetheless), Calico M950 (which, unlike the description in the CoCW, is fully automatic, though it's later version, the M950A is not), and KFAMP Assault Machine Pistol all come to mind) are the best selections. Avoid large or flashy guns like the Uzi, large MP5s, big bore revolvers, the ever popular Desert Eagle (aka Dessie), and other such weapons, while they may do lots of damage and look impressive, they're also more memorable and less concealable.
As stated earlier, weapon concealability is irrelevant if the missions are geared more toward military special operations. In that case, a good submachine gun and some assault rifles fit the bill nicely. The Uzi or the British Sterling are classic, tried-and-true weapons, but the H&K MP5, FN P90, and many other new weapons have developed recently that provide reliability and ease of use.
I personally tend to stay away from assault rifles for espionage agents, especially in urban or other close in environments where range is less of a factor. However, for those outside special operations where more firepower is warranted, there are several assault rifles that can be of use, the most common being the Kalishkinov AK line of assault rifles and the M-16 with all of its variants. H&K's dependability also makes H&K assault rifles a valid selection.
Shotguns, though often large and bulky can also be used for either covert, espionage style missions, or the military special operations where more firepower is needed. Pistol-grip or sawed-off shotguns are very useful for those up close and personal attacks, or forcefully opening a door. Semi-automatic or even fully automatic combat shotguns also provide a fairly light alternative to heavy firepower when it may be needed.
For sniping applications, there is a wide variety of rifles to choose from. However, these rifles tend to come in two basic types; modified bolt-action rifles and modified assault rifles. The best rifles seem to be gearing toward 7.62mm rounds, or the new .380 Lapua round, specially developed for sniping applications. However, this does not rule out .22 or even 5.56mm sniper rifles, especially based on ammo availability.
A silencer is also a good investment, but remember two things. First, silencers are illegal in most nations. Secondly, they do not work on revolvers, since revolvers are not self-enclosed guns and allow explosive gases to escape. A good scope is essential for a sniping rifle. For the more spy oriented, a pistol can easily be converted into a makeshift sniper rifle. Simply add a butt stock, extended barrel (usually with silencer/flash suppressor) and a scope. The GM may want to extend the range on this specialized weapon, or they may not, however, no matter if the range is extended, the makeshift sniper weapon will never have the range or accuracy of a purpose-built sniper rifle.
There are also a variety of other weapon gadgets that can be used for either assassination or covert defense of an agent, Heroes Unlimited 2nd Edition provides several examples of use.
For a close-in weapon, a throwing knife in a neck sheath or a stiletto in a boot is sufficient. Even a folding knife in a rear pocket is better than nothing. A second pistol never hurts, provided it is small, like a .22 Beretta or even a .22 pen.
Of course, the type of mission an character gets influences what sort of equipment he buys or borrows from the agency. But there are certain items that virtually bear the tag line, ""Don't leave home without it."" As mentioned before, communication is important, especially considering the possibility of characters separating during a mission. Nothing is more frustrating (and dangerous) than a few characters becoming trapped and outnumbered in a firefight while the rest of their team is out of ear-shot, with no one having any way of calling for help.
A lock pick set is also a must for every character, with the lock picking skill. Keep a pair of gloves handy, too; fingerprints can be traced. If gloves are too conspicuous or awkward given the situation, a simple handkerchief (or better yet, wet wipes) will do.
It makes sense to get equipment that relates to an character's skills. Computer skills could justify acquisition of a portable computer or modem. Use your imagination, tempered with common sense. Having the skill Pilot Tank does not mean an character must own an M1 Abrams
A specific example of this involves a character who is a registered Medical Doctor with a medical bag. Within the bag are a surprising variety of small, useful things including; hypodermic needles, sodium pentathol (truth serum), ether (to knock out surprised enemies), sleep gas capsules as cold capsules a glass cutter amidst the scalpels, plastique and smoke bombs hidden in rolled-up bandages, in addition to basic first-aid items. The bag also had a false bottom with a dart gun and sleep darts. Furthermore, since the character is a licensed medical doctor, the bag passes easily through customs.
Other mundane items have uses in executing a mission. A can of normal aerosol spray, carried along on break-in missions, can detect electric eye beams without setting them off. The character need only spray a mist when coming to a doorway. The moisture reflects the electric beam. A penlight can mean the difference between being able to work in an unlit area and stumbling around uselessly in the dark. A golf ball can be used as a distraction (something to throw to draw attention) or as a means of disabling a car by dropping the ball in the gas tank to cut off the fuel line. Cheap, disposable cameras, the tourists' staple, are also a good espionage tool.
Never assume that your character has everything he needs all the time. One of the most frustrating things for an GM arguing with someone who claims that because his character has a particular occupation or skills, it means the character just so happens to have a piece of corresponding equipment just lying around. Write all your character's equipment down! If it doesn't all fit on your character sheet, then attach a piece of paper to it. Never allow yourself to be limited by a one-page character sheet!
Concealing equipment can also be a challenge. This is especially true when crossing international boundaries, and even more so when entering hostile nations. The following are proven methods of concealing that piece of equipment that otherwise raises the eyebrows of the customs officer and wins you a free interrogation session. Some characters put thin blades in the collars of their shirts or blouses, code books inside other books, ether in bottles of nail polish remover, plastique in lipstick cases, and sleep gas in deodorant spray cans. An character can hide a phone bug on the back of a watch, or a hypodermic syringe in a walking stick. Piano wire can be stored in a belt or shirt collar.
Pistols pose more of a problem when it comes to concealment. Metal detectors are awfully good at picking up hidden guns on one's person, especially nowadays with the heightened airport security. Aside from taking a weapon apart and hiding the individual pieces, an character can get by customs with a weapon by having a job cover that allows guns. A private detective, a security guard of some sort, or even false ID for a well-known enforcement agency (such as Interpol) would help. These covers should only be used if traveling within western nations, since they may arouse suspicions elsewhere.
Beware! The myth of Glock pistols' ceramic and plastic construction allowing them to pass through metal detectors is the result of poor airport security, not any lack of metal within the gun. Contrary to popular belief, while the casing and many of the components are made from high density ceramics and plastics, the gun still contains many metal parts (not to mention bullet casings), at levels enough to set off a metal detector. However, in the somewhat technologically advanced world of N&S, GMs may allow all plastic or ceramic guns, with no metal components (which would mean special, non-metalic bullet casings and bullets) to be available. Of course, agencies and other groups with access to higher security will likely be aware of such weapons and have detectors designed to detect other recognizable firearm parts, such as gunpowder.
Some characters who know exactly where they will be staying in a foreign country (a rare luxury) have mailed their weapons to the address. Although one would be trusting a prize weapon to the mail system, this tactic is usually successful. Though alert enemy agencies will be on to this tactic, and may have the package watched, if they're aware of the contents.
A more expensive idea, but a good one if your character constantly goes to the same international airports time and time again, is to hire out lockers in those same airports, stashing weapons and other gear in each of them. Of course, widespread agencies often have such lockers available to characters. Another possibility is agency safe-houses which can provide, weapons, ammo, explosives, and other eye-raising equipment to characters when they enter that country.
No one in real life has exactly the same possessions as anyone else. The personality of the character should be reflected in what sort of equipment he owns. Nowhere in the rules does it say that an character must have a gun. Tailor your equipment to fit the character, Do not hesitate to include things which have no immediate espionage value. A dapper character may pack his own Armani tuxedo, for those lavish international parties he expects to attend, while his female partner contributes to the subterfuge by taking along expensive jewelry and a D&G dress.
As for automobiles, this can be a trap for people who enjoy fantasy shopping. If your characters are going to rent a car, please don't take a lot of game time and actual time selecting some ridiculously special car. Fancy cars attract attention, which is exactly what characters are trying not to do. Get something simple and dependable that won't fold up like an accordion when cars and trucks ram it. Note that this means most motorcycles, sports cars and compacts are unusable.
After you have equipped your character, have him carefully check all equipment. Try out the radios and electronic devices. Clean out the pistol and make sure it can fire. Align the telescopic sights on the sniper rifle. While there are no official rules in N&S for equipment breakage or failure, enterprising GMs may decide to have these effects in their games (such rules can be found in Rifter#17). Hopefully, this precaution will prevent most such incidences. Nothing can be as embarrassing (and fatally so) as pointing a loaded gun at an enemy character, saying good-bye, and pulling the trigger ---- only to discover the gun has jammed. Also, an often overlooked benefit of such action is that it can be used to garner (some) experience points in games with the more alert GMs.

Mission execution
The only way an character is going to know what he is expected to do is by being briefed. During this time, the GM reads off the who, what, when, where, and why of the situation. If there is any time when the players should be alert, it is now. Listen especially for details, inconsistencies, or other clues to investigate. Take notes. A briefing can tell you a considerable amount. Upon being briefed, the players should pick a leader. If using the optional templates above, this character will often be an Operator (and occasionally an Administrator), and can be chosen by the players during character creation. This person would probably also be the caller who tells the GM what the group intends to do at any given time. However, even as the caller, this doesn't mean that the leader shouldn't get input from the other players before making decisions. This is especially important considering that all characters have a percentage chance of successfully doing a number of different tasks, and it is hard for the GM to listen to eight different players trying to deactivate several doors and alarms at the same time. When selecting a leader, keep the following in mind. The highest level character is not necessarily the best candidate for leadership. With different experience tables available, many characters advance at much quicker levels than others. In most cases, espionage agent OCCs have higher experience requirements than the other OCCs, which means that they aren't going to be as high of a level as other characters. These other characters in turn, may not have the skills or abilities to successfully lead the team.
Neither is the person who has played the greatest number of role-playing games the best candidate. A person may play 25 different role-playing games, attend a dozen game conventions, and subscribe to three role-playing game magazines, but all it may mean is that he is terrible at 25 different games and likes to travel and read. This is especially true with spoiled rich kids who like to flaunt their money and collection of RPG material, yet are fatal to party cohesion and generally disruptive in game play (yes, that's right, I'm talking about Munchkins).
A leader commands trust and respect; in this game, these qualities should be in both the player and his character. The leader has to be able to inspire cooperation and give orders without coming across as an egotist. Let's face it, a leader who cannot get people to obey his orders is a liability, since even his good ideas may be challenged or disobeyed out of principal or spite. Look for the people who are organized, polite, and not prone to knee-jerk reactions to difficult situations. Oddly enough, the best candidates for leadership are the ones who usually do not insist on leading.
Once this is done with, set the goals for the mission. A mission is sometimes open-ended enough that the party could very well accomplish more than one thing. Pace yourselves. Set up a timetable if the mission has no immediate time constraint. If you have four days to catch a traitor, perhaps the goal for day one could be to stake out his hotel room and try to discover his routine. Day two's goal could be to find and eliminate anyone who is assigned to aid the traitor, and so on. Never try to cram everything into one day. You may miss out on some truly interesting things.
Once all the planning is out of the way, get your team to the mission area. If your GM is thorough and detail-conscious, he may play you through the traveling part of the mission. Try not to let things drag. Make getting from here to there as simple and quick as you can. Keep a low profile. Draw as little attention to your character as possible. Unless the mission specifically calls for it, it is not wise to travel first class in flamboyant style. Remember, in N&S many characters are spies, not jet-setters. Be inconspicuous. If you wish, have the characters dress up as tourists ---- anything to keep suspicion away.
As mentioned earlier, if characters need to rent transportation, get something simple and dependable. A distinctive model or color of car is useless if an character want to tail someone without being seen. Blend in with the environment. After all, one does not see real spies running around with gimmicks plastered all over them, driving a silver Corvette with a license plate saying ""I-SPY"" and a bumper sticker declaring ""I brake for defectors.""
If the mission involves a break-in, keep a few points in mind. Night is the best time to attempt this action. If breaking into a business building, characters have far fewer personnel to worry about.
Watch for the guards' patrol patterns. As mentioned earlier, the Perception rules are an invaluable aid to espionage games. Keep some food in your pocket just in case you run into a guard dog. Nastier characters might lace the food with something poisonous.
Another approach is to have someone infiltrate the place as a customer, candidate for group membership, or solicitor, and disable the locks and alarms from the inside. Of course, it is considerably more dangerous than the first method. Remember to keep a person or two on hand with the escape vehicle at the ready, in case a quick getaway is needed. Keep in touch with everyone by pen radio.
If characters can get blueprints, maps, or a detailed layout of the target, all the better. A bit of research at the city hall or library, or even on the internet can help here, revealing some little-known entrances. We live in an information-saturated society, and your characters can certainly benefit from this. All it takes is knowing where to look for what you want.
Whatever you do, always check for alarms. Security techniques have improved considerably over the years, and the most inconsequential doors can be alarmed or otherwise secured. Make sure characters have several sets of tools and lock picks among them. If an character springs an alarm, he should run like heck. The old adage about discretion being the better part of valor is extremely appropriate in this event.
Security also entails possible encounters with NPCs, and this makes it a convenient time to switch to a more controversial topic: violence and its use. Violence and sex are two very commonplace aspects of our world. One need only open a newspaper to see this. Since N&S draws heavily from the modern world (campy 80s setting aside), there is the temptation to be just as violent and perverted as society can be.
Prolonged firefights and blowing prisoners away are not necessary for a successful espionage game. In fact, the fewer times one has to fire a weapon, the better. Characters should use brains instead of fists. Often the best espionage game is the one in which the fewest NPCs know what happened? In Mission: Impossible, the enemy rarely knew what hit them, yet the actual execution of the mission is usually very tense and exciting, as well as very dangerous.
A weapon should be used for defensive purposes. When it boils down to either your character or the enemy getting killed, opt for the latter, playing defensively. Do not go out of your way looking for some NPCs to kill. Notice how many more experience points you get for non-violent missions than violent ones? Characters are not supposed to be terrorists. Belting an opponent and tying him up shows more class than blasting him into oblivion. A dose of ether, a sleep dart, or sleep capsule are all effective, quiet and quick.
There are the times when an assignment calls for the elimination of a human target (a deed known by various creative and crude euphemisms). Even in these situations, it can be done in a relatively decent way. Do not bore the GM (and the other players, who may not be as enthusiastic about death) with the graphic details of how the target is dispatched. Play a quick, clean kill. If your character is in a position to kill an NPC immediately and means to do so, then say so to the GM and keep playing. Don't linger over it.
While we are on the subject of graphic violence, let's discuss torture. Since N&S does have violent aspects, torture can be described in detail or just limited to dice rolls and results. However it is dealt with should be discussed by both players and the GM. Even if going into detail about torture (how the particular technique is applied, or where), try to keep the details to a minimum, don't go overboard with torture descriptions as it just drags the game down.
Of course, since N&S is also a game about martial arts and military actions, combat and combat oriented missions do occur, in this case, a character should fight to the best of their ability and hopefully survive to fight another day. Remember, though that combat often means taking damage, in these cases it's wise to have rudimentary first aid training, and at least one character in the party with more advanced medical training. Even if a character doesn't have first aid, several other skills may be allowed to simulate some form of repair to a character. Herbology, botany, chemistry, and even biology may be usable to fix up that damaged character if no other skill can do so.
Sex is another classic problem. There is no need to go into the details of how your character seduced the lovely enemy character; be content with telling the GM that your character makes advances and, if the NPC is interested, the usual happens. The GM will mark the passing time, and play can continue normally. There are a variety of methods of dealing with this, from the classic movie fade-to-black, to glossed over details about the encounter. In instances when playing out a small part of a romantic tryst is justifiable, keep the lewd discussions to a minimum.
While we are discussing relations with NPCs, it is important to remember that NPCs have great playing value. Interact with them and put some fun into the game. A good GM gives give his NPCs at least a partial fleshing out, especially the ones who have a crucial part to play in the adventure. Here is the opportunity to build your own character's personality.
When trying to get information from contacts, there are two methods which can be used to pass the information in game play. The GM can rely on statistics or they can switch to ingenious conversation. In general, initial contact should be resolved on the dice; if things get more involved, you can have the discussions.
It also helps to double up on an NPCs. Someone may have the courage to face up to your fist, but who is going to argue with three characters holding Walther PPKs in his face?
Bribery can be a very unreliable way of dealing with contacts. This is not the bribery of a maitre d' for a good table or a hotel desk clerk for someone's room number. Rather, it is the bribing of stool pigeons, government officials, troops, and the like. With these sorts of people, the fact that you could pay them to do something for you means that an enemy character could come along and pay them more to turn them against you.
After your character has accomplished his goals, his next hurdle is to get out intact. Once again, make sure he has a back-up of several reliable characters or some sort of contingency plan. If entering a dangerous country, make sure your character's papers are above reproach, and have him leave such a country from a different exit. Do not flee! Guilty people flee. When you run, you attract attention. Spies just melt into the background and slip away.
If your character happens to be captured, don't have him rush the three machine-gun-toting guards who have a bead on him. Have him bide his time. GMs eventually get careless and he may have a chance to escape, especially if you have him pull a trick so unexpected that you manage to surprise not only the GM's NPCs, but also the GM himself!
If your character is locked in a cell, make the GM tell you in detail what the surroundings are. Get to know every part of the place of confinement, and use your imagination in finding commonplace items to aid in an escape. Has anyone reading this ever watched MacGyver? That character makes useful weapons out of the most ordinary items. While such a situation more commonly applies to the useful and fun Gizmoteer OCCs, don't count out other OCCs! Draw upon your character's skills. Even if you do not know something, your character with the Chemistry skill may know just the thing needed to escape. If all else fails, you can always hope for a prisoner exchange. This may take time and could mean keeping the character out of play for a long time.
Assuming escape is no problem, one's next concern is covering one's tracks. This helps especially in avoiding those nasty complications that the GM, humiliated by your ease in solving the problem, springs upon your unsuspecting characters. This is one aspect of the game where graphic detail has its place. Your characters may have to make an assassination look like an accident or death by natural causes. In the latter case, the old trick of dousing the late victim with alcohol, putting him in his car, and rolling it over a cliff can draw suspicion away from what really happened. Of course, even this is not foolproof. (""Hassan ben Working never drank in his life! He doesn't even own a car! He rides a camel."") The techniques are many and do not bear coverage in great detail. While there is little useful advice in covering your tracks; invest the time to do so to the best of your ability (I recommend watching those boring forensics shows on Discovery or TLC, they often provide quite a bit of useful information). Do not let elation over completing a mission cause your character to become careless. Hired assassins have a knack for finding complacent characters.
If any hostile NPCs happens to survive the adventure and knows some of the teams' faces, characters should respectfully ask their controlling officer for a transfer to another continent until things cool down.

Anything can go wrong
Despite all the time you can spend planning a mission, there is always the element of the unknown. The agency's briefing could be inaccurate, a teammate could bungle something, or a totally unplanned circumstance could arise. Good GMs of espionage games love to involve several plot twists to shake things up.
The first thing to do in the event of a crisis is to avoid panic. If you think that the situation could not get any worse, think again. If an character does something incredibly hasty and stupid, then you'll See just how worse things can get. Keep a cool head and remember, game time is not actual time. However, be warned, some GMs like to make players react fast to both speed up game time and simulate actual events taking place! When possible, take a few extra seconds and plan actions and reactions. Think through your moves, and make sure the GM's descriptions of the situation are accurate in every detail. Just like real life, the more you know, the better you can deal with things.
If your character's cover has been blown, then the restriction of keeping secrecy is lifted. There are times when whatever else you do could not get you into worse trouble. At times like these, desperate moves are allowed.
If the mission objectives were achieved when the character's cover is revealed, he should proceed with all possible haste back to safe ground, casting aside all subtlety. Ramming a border crossing gate with a bus is appropriate here. Besides, it adds drama.
However, if your character still has not met his goals when discovered, then reconcile yourself to the possibility of a mission failure. Failures do happen and unless your organization punishes failure by death, your character may get another chance to do it right. ""He who fights and runs away, lives to fight another day"" applies amazingly well in N&S. If attired much like the occupants and can speak their language fluently, then characters may use ""they went that away"" trick, especially if the complex has so many people that it is impossible for anyone to know everyone.

Conclusion
Finally, just a few parting words about playing the game. Essentially, you are probably teamed up with a group of diverse individuals who are trying to accomplish some difficult task. No one can do it alone. Teamwork is imperative if you want any chance of success. Certainly, you may have some minor goals that pertain only to your character ---- but, all in all, you are supposed to work together as a group. Do so. Your survival depends on it. Be cautious of other characters with selfish or evil alignments (even if you're not positive of their alignment), they may just decide to abandon or betray your character at a critical moment.
Remember to role-play your character. Besides garnering experience points for your character, it adds some color to the game. Do not let yourself get stuck in a rut. Give your character originality, especially in solving problems. Keep the GM guessing, giving you the chance to give him a taste of his own medicine. Take a precaution or two and write it down on a separate piece of paper, keeping it folded up but in sight of everyone. Then, when the GM pulls off a surprise, reveal the secret that your character has been keeping, if appropriate. In essence, an GM can allow himself to be influenced by what he already knows of your characters. Keeping a secret or two from him, by recording it and placing it where he can see it and know that you have not hastily rewritten your precaution, can give you the chance to surprise him right back! Be warned that not all GMs will accept this tactic.
While combat is often prevalent in N&S games, it is not welcome in a world in which laws prevail and discretion is mandatory. For every spy account we read in the newspaper, there are hundreds that are unreported or unknown. That's because real spies work behind the scenes. Make sure your spies do, too.
Avoid red herrings. Some GMs (Erick Wujcik anyone ) are notorious for including false leads and blind alleys. Keep in mind your mission, and do not let yourself get sidetracked. Treat such distractions as you would a real life distraction. Avoid them, since their only purpose is to wear your force down by attrition.
Keep your sense of humor. Spy stories and television shows abound with everything from slapstick humor to dry British wit. A small bit of silliness keeps the atmosphere relaxed. Do not be afraid to give a character a weird sense of humor. Someone in my campaign has a British character with an alias of Monty Cleese, code-named Python (get it?).
Finally, do all things in moderation. There is no need to make every single aspect of the character into a melodramatic masterpiece; one or two interesting things should suffice. Of course, more interesting aspects can develop as the character runs into all sorts of interesting people, places, or things. Such is the life of a Superspy.

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