WILDERNESS M I R R O R S of of
John Wick
Wilderness of Mirrors 002 Edition A Little Game Game about about Spies, Spies, Crooks, Missions and Heists
I would not have been able to write this game without my riend, Jared. Tank you, puddin’ head.
Contents Introduction. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 The Big Three Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Part 1: What is My Game About? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Making Your Your Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Expertise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Mission: Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Mission. Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Risk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Narrative Control. Control. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Part 3: What Behaviors Behaviors Does My Game Reward? Reward? . . . . . . . . . . . . . . . . . 8 Trust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Part 4: Why is that Fun? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Mission Prep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Step One: Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Step Two: Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Step Three: Allocation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Olympus 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Secret History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Life as a Hades Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Intelligence Agencies from Around the World. World. . . . . . . . . . . . . . . . . . . 12
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INTRODUCTION Tey dared me to do it. Tey didn’t know it at the time, or at the very least, they weren’t weren’t thinking thinking about it when when they did it, but but this is my story story and I’m sticking sticking to it. My riends Baron and Vach wanted to play a spy game, but all the systems they ound just didn’t do what they wanted. Tey tried everything rom Spycraf to op Secret, but nothing really worked. Every time I talked to them, they were complaining about something or another. In act, they had about twenty pages o house rules or Spycraf to make it into the game they wanted. Tat’s when I said those ateul words. “You know,” I told them, “instead o messing around with someone else’s system, you could just make make your own.” Tey shook their heads and assured me it was ar easy to modiy an existing system than to come up with something rom scratch. “Nonsense,” I told them. “We could come up with a spy game that does exactly what you want in about ten minutes.” Tey looked at me with the kind o disbelie I reserve or Creationists. “No,” I told them. “It’s easy. Look, let’s take it apart, piece by piece.” It actually took me about �feen minutes, but by the time I was done, I had something I was very happy with. Tey both told me it was brilliant... then they continued tweaking Spycraf. I believe the reason or this is because the game I wrote or them wasn’t a real book. It was just an idea I’d written down on paper. Well, perhaps now that this is a real game, in a real book, they’ll look at it twice. Tis is my hope. Maybe i I dare ‘em, they’ll look. Yeah. Tat’s it. Either way, this game is dedicated to my riends Baron and Vach, monster mondo mutant spy ans who want “the perect spy game.” I don’t know i mine is perect (I’m still a huge an o the original James Bond: 007 RPG rom the ‘80’s), but it’s the best I could do. Tat’s got to be good enough, right? Right???
The Big Three Questions My buddy Jared Sorensen likes to run game design seminars. He likes inviting people in with the the allure o speaking speaking to a designer designer they respect respect and admire and then destroying their dreams and wrecking their games with some well-placed
and dangerous questions. It’s like watching a smart missile �re through a chimney and destroy an entire building. Jared Jared opens his seminar seminar by asking the the same questions. questions. 1. What is your game game about? 2. How does does it go go about doing that? 3. What behaviors behaviors does it it reward? reward?
While I don’t don’t base my my entire entire game design philosophy philosophy on Jared’ Jared’s questions (sometimes (sometimes they get in the way), they do provide me with a nice compass when I get lost in the details o a game. I also ask mysel a ourth question: question: 4. Why is that fun?
So, in the spirit o throwing a game out into the public, here are my answers to those questions. Jared would probably �nd them unsatisactory, but then again, he loves ABBA, so what do I care?
HAT P ART 1: W HAT
IS M Y
BOUT? G AME A BOUT My game is about spies. More speci�cally, it’s about creating the kind o atmosphere present in a James Bond or Jason Bourne novel. (Coincidentally, it also creates the same kind o atmosphere in heist novels; my avorite being the Parker novels by Richard Stark, aka, Donald Westlake.) Players want to be James and Jason and we should let them do just that. Not �rst level chumps who have to work their way up the ladder to become Mr. and Mrs. Smith, but the kind o characters who can walk beside Te Saint and Mrs. Peel without eeling like scrubs. But spy novels aren’t just about spies: they’re also about paranoia. Bond never knows exactly who he can trust. Bourne novels are breeding ponds or suspicion. Another popular spy—Sidney in Alias—is surrounded by deceit. Fans o 24 know that Jack Bauer can’t trust anyone... not even himsel. So, we’ve got expertise and trust. wo important elements to re-creating the Agents and kind o spy drama my buddies Baron and Vach love. But there’s another element Operations o spy �lms and novels that I dig the most, and that’s planning. Watching A Quick aside. Player Mission: Impossible teaches us that spies spend an inordinate amount o time characters are “agents” planning a mission, mission, but the real drama begins when when one little thing thing goes wrong. or “spies.” The Narrator Tat, o course, leads to some other tiny thing going wrong, which leads to is “Operations.” another, and another, and another, until �nally, you’ve got one huge rolling 2
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snowball o wrong rolling straight toward the spies. How our protagonists deal with that is why we read and watch. watch. In summary, we have three things that make spy literature so captivating: expertise, trust, and planning. I want players to eel that these three elements are the most important elements in the game. In order to do that, I have to make mechanics based on those elements. Let’s get started. Now that I know what my game is about, it’s time to think o some mechanics that re�ect those goals. Let’s take them one step at a time. Part 2: How Does My Game Do Tat? Answer: By making everyone James James Bond. Now that I know what my game is about, it’s time to think o some mechanics that re�ect those goals. Let’s take them one step at a time.
Making Your Agent Agent When talking talking to my buddies, they all said the same thing: “I wanna be Jason Bourne. I wanna be James Bond.” Well, in a normal roleplaying game, James Bond would have to roll his stats or spend points on them in an effort to make him “balanced” with the other characters. In a antasy roleplaying game where the heroes begin as armboys and armgirls and �ght their way to become heroes, this could be argued as sensible (although don’t ask me to do it), but in a spy game, such a goal is counter-intuitive to the end goal o making characters that emulate spies rom our avorite movies and books. Guys like James Bond and Jason Bourne have top scores in every stat. I we were playing a game... oh, let’s let’s say that used a d20 or all a ll its task resolution, there’s no way Jason Bourne has got anything less than an 18 in every stat. In act, he’s probably got twenties. twenties. I mean, pick a stat stat and try
to justiy a “game balance” that gives Bond less than an 18 in that stat. Go on. I dare you. My buddy Jess Heinig once said something that really inspired me. “I want to design a game that rewards players or their choices, not punish them. them.”” He did it (with (with his amazing Dying Dying Kingdoms LARP) and inspired me to try tr y it here. So, instead o having a system that punishes players or their their choices, choices, I decided to have have a system that rewards them. Also, i you want to be Jason Bourne, you can be. Bourne can do anything, but he’s not the best at everything. every thing. I you’re Bourne, you may have to work a little harder in areas that aren’t in your area o expertise.
Expertise So, instead o stats, we’ve got Expertise. Each and every spy has each Expertise, but each spy is the best at one o them. In this game, there are �ve kinds o Expertise. Tey aren’t based on physical or mental mental abilities, but but on the method method a spy uses to get the job done. And rather than using boring old adjectives, lets use words that sound more like code names. The Fixer
Tis is the guy who uses technology technolog y to get what he needs. The Grifter
Tis is the guy who lies to get what he needs. The Gunman
Tis is the guy who kills people p eople with guns to get what he needs. The Heavy
Tis is the guy who uses his muscles to get g et what he needs. The Shade
Tis is the guy who stays in the dark and steals what he needs.
Thirty-Five Points So, let’s make your agent. First, your agent has a 1 in each Expertise. Next, you get thirty-�ve points to put toward making your Agent better. Here’s the trick: getting the �rst rank is ree, but the second is really expensive. expensive. Getting more ranks is cheaper. Tis means it’s easy to specialize in one Expertise, but it’s really hard to be good at everything. Te costs break down like this: Expertise Cost 1 Free 2 4 3 3 (7) 4 2 (9) 5 1 (10) Any lefover points you have are lost. For Example...
I want my spy to be an expert in gunplay and charm. Tereore, I use my points like this… • Fixer: 2 (four points) •
Grifter: 4 (nine points)
•
Gunman: 5 (ten points)
•
Heavy: 2 (four points)
•
Shade: 3 (seven points)
Tat’s a total o 34 points. One short o my limit. I don’t get to do anything with that extra point; it ades away. Using Expertise When on a Mission, Mission, i you want want your agent to do something risky risky,, roll a number o dice equal to your character’s most appropriate Expertise. rying to do something sneaky? Use your Shade Shade Expertise. Expertise. I that’ that’ss 3, you get to roll three dice. rying to shoot someone? Use your Gunman Gunman Expertise. Expertise. I I that’s 4, you get to roll our our dice. 4
I’ll tell you how to interpret interpret the outcome o the roll in a moment. But beore we get that ar, let’s talk about Te Mission.
Mission: Planning My avorite part o any spy novel or heist movie is the planning. Watch Mission: Impossible or read one o Richard Stark’s Parker novels. Tey are obsessed with planning. At least hal the show or book is planning. O course, the rest o the book or show is what the agents/ crooks do when the plan goes wrong. So, how do you make planning an important and vital part o the game? game ? Easy! Easy ! You You make a mechanic out o it! Step 1: The Premise Every Every game session begins beg ins with Operations (that’s the GM) giving the players a goal. Tis could be to extract extract an important hostage, �nd and eliminate a mole, or even e ven seize the assets o a terrorist org overseas. Operations presents the scenario... and then the players make up the details. In most spy �ction, the agents do all the ootwork beore they go into the mission. Tat means research: �nding out everything they need to know beore they take a single step. Tis is an important part o spy �ction, so let’s make it an important part o our spy game. Operations comes up with the premise and only the premise. He tells the players, “Get the UN Ambassador out o Saudi Arabia,” or “Rob a race horse track.” Once that’s on the table, our players spend spend some time considering considering how they’re they’re going to do that. For Example…
As Operations, I think o a goal or my players. I don’t have to think too hard about it because
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they are going to be the ones adding all the details. All I need is something simple. Tey’ll provide the the complications. complications. And i they they don’t provide enough enough complications, complications, I’ll throw throw some o my own in later as well. So, or this sample Mission, I’ll tell them, “Te President’s daughter has been kidnapped by terrorists.” Tat’s all I need. Now, let’s see what happens next… Step 2: The Plan Te players then spend time planning on how they’re they’re going to complete their assigned goal. Tey start planning… right down to the last detail. Te players tell Operations about the terrorist organization that’s holding the hostage, where the terrorist are keeping the hostage, the men heading up that organization, all the details, all the problems, all the entry points, all the exit points... the the players tell tell Operations Operations everything. In order to add a detail to the Mission, a player must must provide a source or or that detail. detail. He could say, “Witnesses on the scene say…” or “Keyhole photographs rom satellite…” or “Afer interrogators questioned his wie…” or anything else that may provide the agents with the inormation they need. For Example…
Afer giving my players the goal (rescue the President’s daughter rom terrorists), I let them come up with the Mission details. For each detail, I insist they tell me where and how they got that inormation. Te more complicated a detail is, the more Mission Points it is worth. In other words, the more diffi cult the players p layers make the mission, the more they’re rewarded or it.
Like rolling your Expertise, I’ll explain how these work in just a moment. In In act, I’ll do it in the very next section. Step 3: Team Leader Finally, the eam eam selects sel ects a eam eam Leader. L eader. Tis is the Agent who has the most capable skill set or the mission. Te Leader gains a very special bene�t. Te eam Leader can perorm an assist action. I a ellow Agent has ailed to gain g ain any successes on a roll, and the eam Leader is with him, the eam Leader can spend a Mission Point and roll his own Expertise. Te Leader’s roll replaces the Agent’s roll. Te Leader cannot perorm this action i he is not within sight and speaking distance rom the Agent he wants to assist.
The Mission During the Mission, when you have to roll dice, you can trade Mission Points to add to your dice pool. Every Mission Point gives you one additional die to How Many roll. You can spend Mission Points as many Mission do I Get? Points you want How many MPs do I on a roll, but every get or each detail? I’m Mission Point you assuming 1:1. take rom the pool is a Mission Point Te usual ratio is 1:1, you cannot cannot use later. later. but i Operations eels a Whenever Whenever you take detail is particularly juicy, a Mission Point adding a dramatic twist rom the pool, you to the plot, he can award can’t use it again. more. Awarding 2 Mission Points Points per detail should So, be careul with be rare and awarding 3 your Mission Mission Points. Points. should only occur once per Once you use them, Mission at most. they’re gone.
Tat means, even i you have multiple Hitmen, Using Expertise the Gunman’s special effect can only be triggered Now, here’s where Expertise comes into play. once per game. riggering these effects requires When you spend spend a Mission Point Point on an the use o one Mission Point. action, you add it to your Area o Expertise or the number o dice you roll. For example, i you Risk want to shoot shoot someone, you use your Gunman Gunman Expertise. Let’s say your Gunman Expertise is 3. Most roleplaying games say something about I you spend one MP, you roll our dice. I you “whenever your character takes an action, roll spend two MPs, you roll �ve dice to see i he succeeds o dice. Te more dice you roll, the ails.” Well, that ain’t what being Special Effects more narrative control you have a spy is about. Spies don’t “take Once per game, the Fixer over action. actions,” they take risks. With can spend a Mission Point that in mind, let’s look at the Tis encourages players to and have the exact right tool basic resolution mechanic. utilize their Agents’ strengths or weapon he needs. rather than their weaknesses, Whenever Whenever your agent takes takes Once per πgame, the but still does not cripple them. a risk—an action that puts Grifer can can spend a Mission I you are the shooter and the agent or another character Point and make anyone you need to talk, you can still still in danger or signi�cantly sign i�cantly believe anything he wants. roll a ton o dice, but it costs in�uences the plot—roll dice. you more to do it. Tis way, way, Once per game, the Heavy You roll a number o sixeverybody has a 20 in all their sided dice equal to the most can spend a Mission Point stats, but it’s just a little tougher appropriate Expertise. Check and take out up to ten or some guys to do things they the total o your roll with this opponents with hand-toaren’t used to. table to determine the outcome. hand violence. I you need to take a risk but Once per game, the have no Mission Points, roll a Gunman can spend a number o dice equal to your Mission Point and make a Expertise. kill without rolling any dice. Once per game, the Shade Experts can spend a Mission Point and Special and move through any area Effects without being being detected. On your team, whoever has the highest level o Expertise is considered the Expert in that �eld. In other words, i your spy has the highest Gunman, he’s considered the Gunman o the squad. I two or more agents have the same expertise, they are both considered Experts. Once per game, an Expert can trigger an Expertise “special effect.” Each Expertise gets one and it can only be triggered once per game. 6
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Roll 1-5 6-10
11-15 16-20+
Outcome Operations Narrates Operations Narrates with one Agent Veto Agent Narrates with one Operations Veto Agent Narrates
Narrative Control Narrative control has become a subject o obsession or me lately. No reason not to use it here. Narrative control may sound like a newangled high-alutin’ artsy artsy wanna-be wanna-be actor idea, but it’s actually one o the oldest ideas in roleplaying. In most roleplaying games, the Game Master has complete narrative control. Te character takes a risk, the player rolls dice, and the GM says what happens. In this circumstance, the roll determines who gets to narrate the outcome. I the player gets to narrate the risk, he doesn’t have to make his agent succeed. He can orce his agent to ail instead, but he can control control the outcome. ake Indiana Jones or example. He jumps across the pit... and he ails. But he scrambles to �nd a root vine, pulls himsel up, and rolls through through the quickly closing stone wall. Te player got to narrate the scene and he narrated a ailure, but he got to control the ailure. Meanwhile, i Operations gets to narrate the outcome, he doesn’t necessarily have to orce the agent to ail. He can orce the agent to succeed, but he gets to control the success. Han Solo trying to con the intercom on the Death Star... Ray Stanz and the Staypuf Marshmallow Man… Jack Burton Burton and… well, his whole whole lie.
Narrative control, shifing back and orth between Operations and the players, allows a different kind o roleplaying experience. We We do this with two mechanics: rust rust and ime.
Yes, Y es, and…
Te resolution chart notes possible results including getting a “veto.” What kind o veto does Operations Operations or a player get? I would say, or the purposes o challenging the players and making the game un, that you should employ the old improvisational rule o “Yes, but...” or “Yes, and...”. Te veto cannot change a act, but only modiy it. So, i a player is trying to unlock the door and gets a “Success, but Veto” result, he says, “Te door is unlocked.” Operations then says, “Yes, but it set off a silent alarm somewhere in the building.”
HAT P ART 3: W HAT
BEHAVIORS DOES M Y G AME REWARD? •
Betraying Others, and
•
Getting the Job Done Quick
We We do this with two mechanics: rust rust and ime. ime.
Trust Another important element o spy literature is trust. In V shows like Alias, the protagonists have have no clue in whom whom they can place place their trust. trust. Tis, or me, me, is one o the the pivotal elements elements o the spy genre and something no spy-themed spy-themed game has has ever addressed in a real way. So, I did. In the La Femme Nikita Nikita V show (everybody should see the �rst season), agents died lef and right, but not because the missions were dangerous (and they were dangerous), but because Operations (the (the guy in charge) deliberately kills them. As an Agent Ag ent in Section One, you never know when you may be put on “abeyance.” When an agent was put on abeyance, it meant he was disposable. disposable. You You never knew. knew. So, let’s pretend Operations (that’s me) has put one o the Agents on abeyance. I don’t tell the Agent, but I do tell his team leader. leader. And I tell the team leader not to tell the Agent. See, the abeyance Agent Ag ent has been double-dipping: double-dipping : he’s he’s inorming the Enemy about missions. So, what we’re we’re going to do is this: we’re giving him a bomb to set, but the bomb doesn’t have a �ve minute timer, it has a twenty second timer. Te abeyance agent does not know this. When the bomb goes off, it’s the team leader’s job to make sure sure the rest rest o the team team is out o the the way. way. It’s up to him to plan plan a mission that gets the Obeyance Operative killed. Now our unlucky team leader knows the Agent in question is no traitor, but he does not trust Operations, either. So now he has to �gure out a way to keep the Agent alive and clear his name without getting himsel on the Bad Kid List. Betraying Ah, con�ict. How I love thy ways... Operations When the team leader gives the the abeyance agent the the Q: Can I betray b etray bomb, I give the eam Leader three dice. Tese are called Operations and get rust “rust Dice.” (Te name is ironic.) I give a player Dice? rust Dice whenever he does something that actively A: Yes, you can. You sabotages another player. player. Tis does two things. First, duplicitous bastard. it rewards players or betraying each other. Second, 8
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it inorms the other players that the betrayer is up to something. I seed mistrust and doubt. Excellent. Remember: the eam Leader allocates all the Mission Points to the other players. Te only way to get more dice is to actively actively plot against your ellow ellow agents. By the way, or the purposes o rust Dice, Operations Operations is considered considered an agent.
Time Finally, when it’s time to pull the caper, we come down down to the issue issue o time. ime is always an important element in spy literature, but it’s never really addressed in games. Tis is my solution. (Actually, I have three solutions: two rom me and one rom Jess Heinig. I’m providing both because I think both o them work well in different ways. I liked all three mechanics, so I included all al l three. Pick the one you like the most.) Solution #1 For every twenty minutes o real time that passes, subtract subtract 5 rom all the players players’’ rolls. Te longer the Agents take on a mission, the more difficult the mission becomes. b ecomes.
Solution #2 For every twenty minutes o real time, the team gets a point o Setback . At any time during the game, Operations can spend a point o Setback, moving his narrative control up by one notch. I he gets only one veto, he gets ull control; control; i he gets no control, he gets one veto. I he has ull control, control, he can do permanent damage to your agent. You see, agents never get permanent damage. Well, Well, almost never. never. Bond does have have a dueling scar afer all. And he did lose his wie to a sniper... on their wedding day, no less. I’d count that as “permanent damage.” In other words, i Operations spends a point o Setback when he has ull narrative control, he can permanently scar your agent. Solution #3 When I told this this mechanic to Jess Jess Heinig, Heinig, he suggested a slightly sl ightly different different ime Mechanic: or every twenty t wenty minutes o time that passes, every player loses one Mission Point. (You can also do it so that one player player loses a Mission Point. It’s up to you.) Tis also represents the act that as the mission goes g oes on, complications make even simple simp le things thing s diffi cult.
HY IS P ART 4: W HY
THAT
FUN? Finally, let’s ask my question. Why is this un? Well, Well, spies are un. Not Not knowing the outcome outcome o a die roll and improvisin improvisingg around the result is un. And, rankly, being James Bond is un. You get the car, the gadgets, the danger, the exotic travel, and the Bond Girl. Or, i you preer, the Bond Guy. We don’t discriminate. Here, Here, at the end, you have everything you need to play a ast-paced spy game. Everything else is just details. Now, you need to actually read those James Bond and Jason Bourne Bourne novels. novels. Go watch La Femme Femme Nikita, Nikita, Alias, Te Saint, Te Te Avengers, Avengers, and Mission: Impossible (the show, not the movie). It has been brought to my attention that this little ditty would make or a �ne caper game. Te same rules apply. You’ve got a team o capable olks, a mission (in this case, a criminal one), planning, planning , timing and complications. complications. And betrayal. b etrayal. Let’s Let’s not orget betrayal. It hadn’t escaped my notice. Being a an o Richard Stark’s Parker novels, I knew exactly what what I was doing, doing , but I try to ollow a simple rule: “Make “Make a game that does one thing and does it better than anything else.” So, a caper game will ollow, but not now. A little later. Now go on out and get your spy on.
MISSION PREP Step One: Assignment Operations Operations (GM) gives g ives the agents a one sentence mission. “Find the kidnapped kidnapped hostages,” “Assassinate the rogue general,” “Bring back the stolen gold,” etc.
Step Two: Planning Te agents (players) go through all the steps o doing the mission. Tey come up with the obstacles and advantages they’ll need. Operations rewards them with Mission Points. Te more diffi cult the players make the mission or or their agents, ag ents, the more Operations rewards their efforts.
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Step Three: Allocation Allocation Te team leader (the agent with the highest Saturn rating rating)) allocates the Mission Dice to himsel and the other players. Each player also gets a number o bonus b onus Mission Dice equal to the Saturn AOE o the team leader. Te team leader himsel does not get this bonus. Step Four: Te Mission Te agents carry out the mission. Whenever an agent takes a risk, he rolls a number o dice equal to his appropriate appropriate Expertise plus one die per Mission Mission Point Point he spends. Once per game, the Expert o a particular AOE may spend a Mission Point or a speci�c special effect.
OLYMPUS 7 Olympus 7 is a covert organization or use with Wilderness Wilderness o Mirrors. Mirrors. It It is not a riendly riendly place. Olympus gets it’s unding rom various government government intelligence organizations. Te CIA, MI6, NSB, G2 and others secretly support support Olympus 7 or the sole purpose o sharing inormation, manpower and resources. At least, that’s what Olympus 7 tells its sponsors. But it has a special branch, a secret branch that operates without without the knowledge o its sponsors. And that’s the branch your agents work or.
History Olympus 7 began afer the all o the Berlin Wall. Wall. High-ranking members o various various intelligence organizations—in organizations—in an unprecedented unprecedented display o trust—agreed to meet to discuss the
uture. No notes were taken, no record made o the meeting. All that is known is this: they arranged or an independent independent organization that could accomplish what their their own governmen governments ts would not allow. Te head o Olympus 7, a man so secret nobody even knows his name, organizes intelligence and manpower between the various agencies. agencies. He arranged arranged or assassinations, rescues and other black ops. Operations Presidents and Senates and governments orbid, Olympus 7 carried out with ruthless ruthless efficiency. ciency. O7 handles its operations with care and cunning. Agents rom all across the globe are recruited or one mission and then sent back home. Sometimes, agents don’t even know who they were working or. O7 teams commonly consist o agents ag ents rom different agencies. A recent rescue mission was built rom ABIN (Brazil), CIA (US), EGID (Egypt) and Mossad (Israel). (Israel). O7 selects agents ag ents based on their skills, knowledge and contacts. It expects the agents to work together tog ether and keep their mouths shut. Agents who break their their silence are are commonly commonly ound dead… or never ound at all.
Secret History But there’s one part o Olympus 7 even its ounders don’t know about. A secret division o agents that carry out missions that urther the goals o Olympus 7 and not its patrons. It It is a division called “Hades.” And only one person controls it. Here’s how it works. You’re an agent rom an intelligence agency working or O7 on
a standard mission. However, during the mission, O7 akes your death and reports your demise demise back to your your parent organization. organization. Ten, they they bring you in to Hades. Hades. Tey reinvent reinvent you. New lie, new riends, new ace. And they warn you that disobedience will cause painul suffering and eventual death to any loved ones you might have. Congratulations. You are a Hades Agent.
Life as a Hades Agent You don’t know when you are being watched, so assume you are under constant surveillance. You’ve heard rumors that they put a chemical in your bloodstream that makes you obedient. You’ve also heard they put a radiation tablet inside you that lets them track wherever you go. When you are are assigned to a mission, you never know i you’ you’re re coming back. back. All missions are suicide missions. I you survive, that’s a bonus. Tey don’t expect you to survive. But they also expect you to try to run. You’ve seen Hades agents make a break or it. Tey all ail. Tey get caught or they get killed. And the missions make no sense. Sometimes you �ght terrorist cells and sometimes you aid them against others. It seems as i Hades has an agenda so complex, it’s like trying to make seven different jigsaw puzzles �t.
GENCIES INTELLIGENCE A GENCIES FROM A ROUND ROUND THE ORLD W ORLD Argentina Coordinación de Inormaciones de Estado (CIDE) Australia Australia Australian Secret Intelligence Intelligence Service (ASIS) Australian Security Intelligenc Intelligencee Organisation Organisation (ASIO) Australian Army Army Intelligence Intelligence Corps (AUSIN) Australian Federal Federal Police Police Intelligence Intelligence (AFP) Deence Imagery and Geospatial Organisation (DIGO) Deence Intelligence Organisation (DIO) Deence Signals Directorate (DSD) Office o National Nationa l Assessment Asses smentss (ONA) 12
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Bangladesh Directorate General o Forces Intelligence (DGFI) National Security Intelligence (NSI) Belgium Staatsveiligheid / Sûreté de l’État (SV/SE) State Security Service
Brazil Agência Brasileira Brasileira de Inteligência Inteligência (ABIN) Brazilian Brazilian Intelligence Intelligence Agency
Canada Canadian Security Intelligence Intelligence Service / Service Canadien du renseignement renseignement de sécurité (CSIS/SCRS) Communications Security Establishment (CSE) Canadian Forces Intelligence Branch Chile Agencia Nacional Nacional de Inteligenc Inteligencia ia (ANI) National National Intelligence Intelligence Agency
People’s Republic of China Ministry o State Security (MSS) (MSS) Colombia Departamento Administrativo Administrativo de Seguridad Administrative Department of Security Security (DAS) Administrative (of Colombia)
Cuba Dirección General de Inteligencia (DGI) General Directorate of Intelligence
Czech Republic Bezpečnostní inormační služba (BIS) Security Information Service
Úřad pro zahraniční styky a inormace (ÚZSI) Office for Foreign Foreig n Relations and Information
Vojensk Vojenskéé zpravodajství zpravodajství (VZ) Military Military Intelligence
Denmark Politiets Politiets Eferretningstjeneste Eferretningstjeneste (PE) Danish Security and Intelligence Intelligence Service
Forsvarets Eferretningstjeneste (FE) Danish Defence Intelligence Intelligence Service
Egypt Al-Mukhabarat Al-Mukhabarat al-’Ammah al-’Ammah Egyptian General Intelligence Intelligence Directorate Directorate
Mabahith Amn al-Dawla al-’Ulya State Security In�estigation In�estigation Bureau
Al-Mukhabarat Al-Mukhabarat al-Harbeya al-Harbeya (Military Intelligence)
Finland Suojelupoliisi (SUPO) Security Intelligence Service
France Direction Générale de la Sécurité Extérieure Directorate of External Security (DGSE) General Directorate Direction Centrale du Renseignement Intérieur (DCRI) (DCRI) Central Directorate of Interior Intelligence
Germany Bundesnachrichtendienst (BND) Federal Federal Intelligence Intelligence Service
Bundesamt ür Verassungsschutz (B (B V) Federal Federal Office for the Protection Protection of the Constitution
Militärischer Abschirmdienst Abschirmdienst (MAD) Military Military Counterintelligence Counterintelligence Service
Greece Ethniki Ypiresia Pliroorion (NIS) Hellenic National National Intelligence Intelligence Service
India Central Bureau o Investigation (CBI) Deence Intelligence Intelligence Agency (DIA) Intelligence Bureau (IB) National Investigation Agency (NIA) Research and Analysis Wing (RAW)
Indonesia Badan Intelijen Negara (BIN) Iran Ministry o Intelligence Intelligence and National Security (VEVAK) NAJA Intelligence Intelligence and security organization organization o Islamic Revolutionary Revolutionary Guards Corps (SASA) SAVAK Deunct Deunct secret police,replacement police,replacement by VEVAK VEVAK Ireland G2 Army Intelligence (G2) Garda National Surveillance Unit (NSU) Irish Secret Service (ISS) Israel ha-Mossad le-Modiin u-le-Taidim Myukhadim (Mossad) Institute Institute for Intelligence Intelligence and Special Operations Operations
Shirut Bitahon Klali (ISA) Israel Israel Security Agency
Aman Military Military Intelligence Directorate Directorate
Italy Agenzia Inormazion Inormazionii e Sicurezza Interna Interna (AISI) Agency for Internal Internal Information Information and Security
Agenzia Inormazion Inormazionii e Sicurezza Esterna (AISE) Agency for External Information Information and Security
Jordan Dairat al-Mukhabarat al-Ammah Lithuania Valstybės Valstybės Saugumo Departamentas (VSD) State Security Department
Antrasis operatyvinių tarnybų departamentas departamentas prie Krašto apsaugos apsaugos ministerijos (AOD) II-nd In�estigation In�estigation Department
Malaysia Kor Risik DiRaja Royal Intelligence Intelligence Corps 14
Malaysian Special Branch o the Royal Malaysian Police National Security Council (Malaysia) National National Security Division (BKN) Deence Staff Intelligence Division Public Saety & Security Division
Mexico Centro de Investigación y Seguridad Nacional (CISEN) National National Security and In�estigation In�estigation Center Center
Agencia Federal Federal de Investigacion Investigacion (AFI) Federal Federal In�estigation In�estigation Agency
Morocco Direction de la Surveillance du Territoire Directorate of Territorial Territorial Surveillance (DS) Directorate Direction Generale des Etudes et la Documentation (DGED) Netherlands Algemene Algemene Inlichtinge Inlichtingenn- en Veiligheidsdienst Veiligheidsdienst Intelligence and Security Service (AIVD) General Intelligence Militaire Inlichtingen- en Veiligheidsdienst Military Intelligence and Security Security (MIVD) Military Service
Nationaal Coördinator Terrorismebestrijding Counter-T Terrorist Unit Unit (NCb) Domestic Counter‘Fiscale inlichtingeninlichtingen- en opsporingsdienst Information and and (FOID-ECD) Fiscal Information In�estigation In�estigation Service
New Zealand New Zealand Security Intelligence Intelligence Service Ser vice (NZSIS) Government Communications Security Bureau (GCSB) Norway National National Security Authority Authority (NSM) (NSM) Norwegian Police Security Service (PS) Norwegian Norwegian Intelligence Service Serv ice (E-tjenesten) Pakistan Inter-Serv Inter-Services ices Intelligence Intelligence (ISI)
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Military Intelligence Intelligence (MI) Intelligence Bureau (IB) Federal Investigation Agency (FIA) Criminal Investigation Department (CID)
Philippines Office o the th e President Presi dent National Intelligence Coordinating Agency (NICA) Philippine Drug Enorcement Agency (PDEA) Presidential Presidential Security Group - Presidential Intelligence Compan y (PSG-PIC) Department o National Deense Intelligence Intelligence Service o the Armed Forces o the Philippines (ISAFP) ‘’’Philippine ‘’’Philippine Air orce’’’ - 300th Air Intelligence Intelligence and Security Squadron (300H AISG) Philippine Army - Intelligence Security Group (PA-ISG) Philippine Navy - Naval Intelligence and Security Force Force (PN-NISF) Department o Justice National Bureau o Investigation (NBI) Department o Interior and Local Government Philippine National Police - Intelligence Group (PNP-IG) Department o Finance Bureau o Customs - Intelligence Group (BOC-IG) Bureau o Internal Revenue - National Investigation Division (BIR-NID) Department o Transportation and Communications Civil Aviation Authority o the Philippines Security and Intelligence Service (CAAP-SIS) Land Transpor Transportation tation Offi ce - Intelligence and Investigation Division (LO-IID) Philippine Coast Guard - Intelligence, Security and Law Enorcement Enorcement (PCG-ISLE)
Poland Agencja Wywiadu Wywiadu (AW) Foreign Intelligence Intelligence Agency
Agencja Bezpieczeństwa Bezpieczeństwa Wewnętrznego Wewnętrznego (ABW) Internal Security Agency Agency Służba Wywiadu Wywi adu Wojskowego (SWW) Military Military Intelligence Service
Służba Kontrwywiadu Wojskowego (SKW) Military Military Counterintelligence Counterintelligence Service
Portugal Serviço de Inormações Inormações de Segurança Seg urança (SIS) – Security Intelligence Service Serviço de Inormações Inormações Estratégicas de Deesa Strategic Defense Intelligence Service Ser vice (SIED) Strategic Sistema de Inormações da República Portuguesa (SIRP) Intelligence System System of the Portuguese Portuguese Republic
Romania Serviciul Roman R oman de Inormatii Inormatii (SRI) Romanian Information Information Service
Russian Federation Federalnaya Sluzhba Bezopasnosti (FSB) Federal Federal Security Service
Glavnoye Razvedyvatelnoye R azvedyvatelnoye Upravlenie Upravlenie Genshtaba (GRU) Main Intelligence Intelligence Directorate Directorate of General General Staff
Sluzhba Vneshney Razvedki (SVR) Foreign Intelligence Intelligence Service
Saudi Arabia Al Mukhabarat Mukhabarat Al A’a A’amah mah General Intelligence Directorate
Serbia Bezbednosno Inormativna Agencija (BIA) Security Informative Agency
Vojnooba Vojnoobavestajna vestajna agencija agencija (VOA) Military Military Intelligence Agency Agency
Singapore Security and Intelligence Intelligence Division (SID) Internal Internal Security Department (ISD)
Slovakia Slovenská inormačná služba (SIS) Slo�ak Information Service
Vojenská Vojenská spravodajská spravodajská služba služba (VSS) Military Military Intelligence Service
South Africa National Intelligence Agency (NIA) South Arican Secret Service (SASS) South Korea National National Intelligence Service Ser vice (NIS) Spain Centro Nacional de Inteligencia (CNI) National National Intelligence Intelligence Centre
Sweden Kontoret ör särskild inhämtning (KSI) Office for Special S pecial Acquisition
Underrättelsekon-toret (UNDK) Intelligence Office
Republic of China (Taiwan) National National Security Bureau (NSB) Ministry o Justice Investigation Bureau (MJIB) Bureau o Military Intelligence Intelligence Turkey Milli İstihbarat Teşkilatı (Mİ) National National Intelligence Intelligence Organization
Ukraine Holovne Upravlinnya Rozvidky (HUR) (HUR) Central Intelligence Directorate
Sluzhba Bezpeky Ukrayiny (SBU) (SBU) Security Service of Ukraine
Sluzhba Zovnishnioyi Rozvidky Ukrayiny (SZR or SZRU) Foreign Intelligence Intelligence Service of Ukraine Ukraine
United Kingdom Deence Intelligence Secret Intelligence Intelligence Service Ser vice (SIS or MI6) Special Branch 16
Security Service (colloquially MI5) Government Communications Headquarters (GCHQ)
United States Independent agencies Central Intelligence Agency (CIA) United States Department o Deense Air Force Force Intelligence, Intelligence, Surveillance Surveillance and Reconnaissance Reconnaissance Agency (AFISRA) (AFISRA) United States Army Intelligence and Security Command (MI) Deense Intelligence Intelligence Agency (DIA) Marine Corps Intelligence Intelligence Activity (MCIA) National Geospatial-Intelligence Agency (NGA) National Reconnai Re connaissan ssance ce Office (NRO) National National Security Agency (NSA) (NSA) Office o Naval Intelli Inte lligenc gencee (ONI) United States Department o Energy Office o Intelligence Intelli gence and Counterintelligence Counterintellig ence (OICI) United States Department o Homeland Security Office o Intelligence Intelli gence and Analysis Analysi s (I&A) Coast Guard Investigative Investigative Service Ser vice (CGIS) United States Department o Justice Federal Bureau o Investigation (FBI) Drug Enorcement Administration (DEA) United States Department o State Bureau o Intelligence and Research (INR) United States Department o the Treasury Office o Terror Terrorism ism and Financia Fina nciall Intelligence Intelli gence Vietnam Tổng cục 2 (C2)
TOP SECRET W i l d e r n e s s o f M i r r o r s 0 0 2 C h a r a c t e r S h e e t
Agent Code Name:______________________________________________________
Expertise ___ The Fixer
Name: _______________________ _________________________________________________ ____________________________________ __________ Agency:__________________________________________________________
___ The Grifter
Age:____________ Age:____________________ ______________ ______
Sex: ________________ ________________________ _____________ _____
___ The Gunman
Weight: ________________ _______________________ _______
Height: _______________ _______________________ ___________ ___
___ The Heavy
Hair Color: ________________ ____________________ ____
Eye Color: ________________ _______________________ _______
___ The Shade
Handedness:___________________
Expert
The Mission
_______________ _______________________ ______________ ______
The Premise: _____________________________________________________
Special Effect: _______________ _________________ __
_______________ _______________________ ________________ ________________ ________________ ________________ _______________ _________ __
_______________ _______________________ ______________ ______
The Plan Source: ________________ _______________________ _______
Detail:____________________ Detail:_____________ ______________ _______
_______________ _______________________ ________________ ________________ ________________ ________________ _______________ _________ __ Source: ________________ _______________________ _______
Detail:____________________ Detail:_____________ ______________ _______
_______________ _______________________ ________________ ________________ ________________ ________________ _______________ _________ __ Source: ________________ _______________________ _______
Detail:____________________ Detail:_____________ ______________ _______
_______________ _______________________ ________________ ________________ ________________ ________________ _______________ _________ __ Source: ________________ _______________________ _______
Detail:____________________ Detail:_____________ ______________ _______
_______________ _______________________ ________________ ________________ ________________ ________________ _______________ _________ __ Source: ________________ _______________________ _______
Detail:____________________ Detail:_____________ ______________ _______
_______________ _______________________ ________________ ________________ ________________ ________________ _______________ _________ __ Source: ________________ _______________________ _______ Team Leader
Detail:____________________ Detail:_____________ ______________ _______
_______________ _______________________ ________________ ________________ ________________ ________________ _______________ _________ __ Source: ________________ _______________________ _______
Detail:____________________ Detail:_____________ ______________ _______
_______________ _______________________ ________________ ________________ ________________ ________________ _______________ _________ __ Source: ________________ _______________________ _______
Detail:____________________ Detail:_____________ ______________ _______
_______________ _______________________ ________________ ________________ ________________ ________________ _______________ _________ __