TEXT: THE WAR ON TERROR
  Blood & Guts:
  
  War on Teror
  BY CHARLES RICE
  A Note about Blood and Guts:  This product is a companion piece to Blood and Guts: Modern Military, a sourcebook 
  of military and special operations prestige classes, feats, vehicles, and equipment. While not necessary to use this 
  product, Blood and Guts will enhance your use of this product greatly.
  The ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to 
  the terms of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Portions of 
  this work are derived from the d20 System Reference Document.
  d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission. 
  Dungeons & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a 
  subsidiary of Hasbro, Inc., and are used with permission.
  Copyright 2003 © RPG Objects.  All rights Reserved.
  Visit our web site at www.RPGObjects.com.
  COVER ART: 
  JEREMY SIMMONS
  INTERIOR ART: 
  JOSEPH WIGFIELD  
  EDITING: 
  CHARLES BAIZE 
  LAYOUT: 
  CHRIS DAVIS
  WWW.RPGOBJECTS.COM
  RPGObjects’ sourcebooks are heavily supported 
  by its official web site, www.RPGObjects.com.   
  At RPGObjects.com you will find many resources 
  such as web enhancements, character sheets, as 
  well as products only sold via the web.   
  PLAYTESTING: 
  CARRIE BAIZE 
  CHARLES BAIZE
  COREY HODGES
  EDWARD LENNON
  PAULA RICE
  Blood & Guts: 
  TABLE OF CONTENTS
  Terrorism Primer 
  2
  Chapter 1: Terrorism Characters 
  3
  Demagogue 
  4
  Guerilla  
  5
  Organizer 
  6
  PSYOP 
  6
  SWAT 
  8
  Terrorist 
  9
  U.S. Secret Service  
  11
  Protective Detail 
  11
  Y-12 Special Response Team 
  12
  Zealot 
  13
  New Skills 
  14
  New Feats 
  15
  Advanced Training 
  17
  Elite Units 
  18
  Chapter 2: Terror Groups 
  19
  Chapter 3: Allies and Adversaries 
  30
  Feat Table 
  36
  OGL 
  37
  
  War on Terror
  2
  Terrorism Primer
  training personnel, including training on the Homeland 
  Security Advisory system.  All facilities and regulated 
  sectors will be monitored for any weaknesses in security, 
  and all possible steps will be taken to mitigate any 
  weaknesses discovered.
  Blue (Guarded Threat Level):  This condition 
  indicates a general risk of terrorist attack.  In addition 
  to the procedures outlined above, agencies will:  1) 
  Check emergency communication with designated 
  emergency command centers; 2) Review and update 
  emergency response centers; 3) Provide the public with 
  any information that would strengthen its ability to act 
  appropriately.
  Yellow (Elevated Threat Level): This condition 
  indicates a significant risk of terrorist attack.  In addition 
  to the procedures outlined above, agencies will: 1) 
  Increase surveillance of critical locations; 2) Coordinate 
  emergency plans with neighboring jurisdictions; 3) 
  Assess whether the precise characteristics of the threat 
  require refinement of preplanned Protective Measures; 4) 
  Implement, as appropriate, contingency and emergency 
  response plans.
  Orange (High Threat Level): This condition indicates 
  a high risk of terrorist attack, usually in regards to a 
  specific statement by one or more terrorist groups or 
  intelligence of a specific risk of imminent attack.  In 
  addition to the procedures outlined above agencies will: 
  1) Coordinate necessary security efforts with Federal, 
  State, and local law enforcement agencies, or the National 
  Guard, or any appropriate armed forces organizations; 2) 
  Take additional precautions at public events, including 
  consideration of other venues or cancellation; 3) Prepare 
  to execute contingency plans, including relocating 
  command centers or dispersing emergency services 
  personnel; 4) Restricting access to any threatened facility 
  to essential personnel only.
  Red (Severe Threat Level):  This condition indicates 
  a severe threat of terrorist attack, almost always coupled 
  with a specific threat or specific intelligence.  This threat 
  level is not meant to be maintained for extended periods 
  of time.  In addition to the procedures outlined above 
  agencies will: 1) Increase or redirect personnel to address 
  critical emergency needs; 2) Assign emergency response 
  personnel and pre-position and mobilize specially trained 
  response teams or resources; 3) Monitor, redirect, or 
  constrain transportation systems; 4) Close public and 
  government facilities.
  What is Terrorism?
  The official United States definition of terrorism is 
  defined in federal law as follows: “The unlawful use of 
  force or violence against persons or property to intimidate 
  or coerce a government, the civilian population, or any 
  segment thereof, in furtherance of political or social 
  objectives.”
  The FBI also makes a distinction between domestic and 
  international terrorism.
  Domestic Terrorism
  Domestic terrorism is the unlawful use, or threatened use, 
  of force or violence by a group or individual based and 
  operating entirely within the United States or its territories 
  without foreign direction committed against persons or 
  property to intimidate or coerce a government, the civilian 
  population, or any segment thereof, in furtherance of 
  political or social objectives.
  International Terrorism
  International terrorism involves violent acts dangerous 
  to human life that are a violation of the criminal laws 
  of the United States or any state, or that would be a 
  criminal violation if committed within the jurisdiction 
  of the United States or any state. These acts appear to be 
  intended to intimidate or coerce a civilian population, 
  influence the policy of a government by intimidation 
  or coercion, or affect the conduct of a government by 
  assassination or kidnapping. International terrorist acts 
  occur outside the United States or transcend national 
  boundaries in terms of the means by which they are 
  accomplished, the persons they appear intended to coerce 
  or intimidate, or the locale in which the perpetrators 
  operate or seek asylum.
  To this, an added definition is assumed throughout this 
  work, that those forces which attack government and 
  military forces exclusively are guerillas, not terrorists.  
  However, a force which attacks both government/military 
  forces and civilians is considered a terrorist organization 
  throughout this work.
  Homeland Security Advisories
  In an effort to coordinate domestic efforts to combat 
  terrorism, the Homeland Defense Agency issues a daily 
  threat level based on a five-tier color-coded system.
  Green (Low Threat Level):  At this threat level, 
  agencies concentrate on maintaining alertness, and 
  
  “Certain groups of people: Christian Fundamentalists, Jewish Fundamentalists, Muslim Fundamentalists, and just 
  plain guys from Montana, are eventually going to provide us with a great deal of entertainment.” 
  George Carlin
  Max and Bri walked hand in hand down by the water.  Following that business with the Hanmei and Marcel, they 
  had come to South Korea, the place where Bri’s soul could always feel at home.  They were two lovers, trying to 
  rediscover what they’d lost.
  “Bri! Max!”
  They turned, seeing Kimmy running up to them at full tilt.  Max laughed, “I told you the old man would send 
  someone after us.”
  Then they saw the blood. About twenty yards away from the couple, Kimmy collapsed, blood seeping from her 
  shoulder.
  Kimmy woke to find Max and Bri standing over her, she started to sit up.  “Where…”
  Max shook his head.  “Don’t move.  Don’t.  You took a through and through to the shoulder.  I patched you up, but 
  stay still.”
  Kimmy’s eyes wandered lazily around the small minbak the couple had rented.  Max got up, giving Bri room to sit 
  on the edge of the bed.  “Kimmy, it’s Bri honey, we need to know… where’s my father?  You and he went to see the old 
  Korean Folk Village.  Do you remember?”
  Suddenly, the girl’s glazed eyes focused on Bri.  Her hand grabbed the older woman’s forearm in a bruising grip.  
  “They took him Bri.  They had masks, and guns.  I tried to stop them, but they shot me, and then I just ran.  I knew I 
  had to find you.  I knew…”
  And then she was unconscious, those words taking the last of her energy. 
  <<<…>>>
  Max was yelling into the phone.  Bri helped Kimmy sit up so she could sip some tea.
  “No. No. I don’t give a fuck who you are.  I want to speak to General Eiling.  A Japanese citizen was kidnapped 
  today, an ex-Ambassador.  He is a personal friend of the General.  Is this starting to soak through to your ass where 
  the thinking part of you is, Lieutenant?  No, I won’t give you my number.  I’m going to stand here on hold while 
  criminals hold the General’s friend, who is very elderly and could die at any moment, while you haul your ass like it 
  never has been hauled and get the General on the phone for me soldier!”
  Max finally paused for breath, sinking into a chair and exhaling heavily.
  “Ok, I have impressed on Lieutenant Waid the importance of his waking the General up.”
  Bri sat down on the huge bald man’s lap, “You know you’re amazing when you get like that right?”
  Max just laughed.  “Yeah I know, I was here the whole time remember gorgeous? How’s the patient?”
  Bri looked over at the bed, suddenly serious, watching the girl, who was already asleep again.  “Better.  Not a bad 
  job for someone who supposedly had very little medical training.  She just needs rest.  How she made it all the way to 
  us with that wound is a mystery to me.”
  Max shrugged, one arm slipping lazily around Bri’s waist. “She’s tough, that’s how. Listen, there’s something you 
  need to know.  I didn’t think this would be an issue, but I have a pretty good idea who these guys are that nabbed your 
  old man, and I want to tell you before you hear me tell the General.”
  Bri just looked down at him, chestnut and blonde hair a beautiful contrasting frame to the almost perfect oriental 
  cast of her face.  Max steeled himself. He hated it when she did that.  She was the most beautiful woman in the world 
  when she was all quiet and serious like that.
  “Your father wasn’t just an ambassador, Bri.  Your father was a spy.”
  Chapter 1: 
  Terrorism Characters
  
  Characters
  4
  Demagogue
  The character leads Zealots, initiating the young into the 
  doctrines of hate and terror, and driving the faithful into 
  mad holy wars against their enemies.  While Demagogues 
  make poor combatants, they are usually surrounded by a 
  highly loyal core of followers, making them dangerous 
  to any who would confront them, and allowing them to 
  operate from safety while their followers commit acts in 
  their name.
  Requirements
  To qualify to become a Demagogue, a character must 
  meet the following criteria.
  Skills: Bluff 5 Ranks, Craft (Writing) 10 Ranks, 
  Diplomacy 10 Ranks, Intimidate 5 Ranks.
  Feats: Conviction, Enemy, Leadership.
  Class Information
  The following 
  features pertain 
  to the Demagogue 
  Prestige class. 
  Hit Die: 1d6.
  Action Points:  7 + 1⁄2 
  character level, rounded 
  down.
  Class Skills: The 
  Demagogue class skills are as 
  follows: Bluff, Craft (writing), 
  Diplomacy, Disguise, Gather 
  Information, Intimidate, Knowledge 
  (Behavioral Sciences, Civics, Current 
  Events, History, Theology and 
  Philosophy), Research, Sense Motive.
  Skill Points per Level: 5 + 
  Intelligence modifier.
  Class Features
  The following information pertains to the Demagogue 
  prestige class.
  Bonus Feats: At the levels indicated, Demagogue 
  characters gain a bonus feat from the following list:  
  Alertness, Antithesis, Attentive, Confident, Conviction, 
  Creative, Deceptive, Educated, Enemy, Frightful 
  Presence, Home Turf, Renown, Trustworthy, Windfall. 
  The character must meet the prerequisites for any feat 
  taken as a bonus feat.
  Cult of Personality: The Demagogue attracts more 
  radical followers, and those followers are willing to die 
  for his “just cause”.  Characters with this ability gain 
  members of the Zealot advanced class for followers 4th 
  level and above, and suffer no Leadership penalty for 
  followers and cohorts who die in their service.
  Manifesto: Although any character with the Leadership 
  feat may write a 
  Manifesto, as detailed 
  under the Craft 
  (Writing) skill, 
  Demagogues may 
  add their class level 
  to this effort, and may, 
  through refining of their 
  Manifesto, add +1 to their 
  roll each time they gain a 
  level (possibly moving a 
  previous work up into a new 
  category of effectiveness).
  Characters with this ability may 
  also have multiple Manifestos, but 
  all modifiers from all published 
  manifestos are cumulative.
  Holy War: By declaring a holy 
  war on his enemies, the Demagogue 
  gives them a bonus to attack and 
  damage over and above that granted 
  by the Enemy feat.  A Demagogue 
  may only declare a Holy War against 
  TABLE 1-1: DEMAGOGUE
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +0
  +2
  Cult of Personality
  +1
  +2
  2nd 
  +1
  +0
  +0
  +3
  Bonus Feat
  +1
  +2
  3rd 
  +1
  +1
  +1
  +3
  Manifesto
  +2
  +2
  4th 
  +2
  +1
  +1
  +4
  Bonus Feat
  +2
  +3
  5th 
  +2
  +1
  +1
  +4
  Holy War +1
  +3
  +3
  6th 
  +3
  +2
  +2
  +5
  Bonus Feat
  +3
  +3
  7th 
  +3
  +2
  +2
  +5
  Holy War +2
  +4
  +4
  8th 
  +4
  +2
  +2
  +6
  Bonus Feat
  +4
  +4
  9th 
  +4
  +3
  +3
  +6
  Holy War +3
  +5
  +4
  10th 
  +5
  +3
  +3
  +7
  Bonus Feat
  +5
  +5
  
  Characters
  5
  a group he has the Enemy feat for, and only followers 
  with that Enemy gain the listed bonus.
  Except for the fact that the Demagogue must have an 
  Enemy feat to declare a Holy War, there is no limit to the 
  number of Holy Wars he may declare, though only his 
  followers (those gained from the Leadership feat) may 
  gain this bonus.
  Guerilla 
  The character is a revolutionary, and serves a cause he 
  feels almost as passionately about as a Zealot.  In fact, 
  Guerillas and Zealots are often produced by the same 
  groups, and often work toward the same goals (though 
  by different means).  While a Guerilla will sacrifice his 
  own life in pursuit of his cause as readily as the Zealot, 
  the Guerilla will not wantonly attack innocent targets, 
  preferring instead to attack military or government forces, 
  most often in an attempt to bring about a change of 
  government or governmental policies.
  Requirements
  To qualify to become a Guerilla, a character must meet 
  the following criteria.
  Allegiance: One group or cause related to the 
  character’s Conviction feat (the cause the character 
  serves).
  Base Attack Bonus: 3+.
  Feats: Conviction, Home Turf.
  Skills: Knowledge (current events) 3 
  ranks, Knowledge (tactics) 3 ranks.
  CClass Information
  The following features pertain to the 
  Guerilla Advanced class.
  Hit Die: 1d8.
  Action Points:  6 + 1⁄2 character level, rounded 
  down.
  Class Skills: The Guerilla class skills are as follows:  
  Bluff, Climb, Craft (Chemical, Electronic), Demolitions, 
  Disable Device, Drive, Gather Information, Hide, 
  Intimidate, Knowledge (current events, streetwise, 
  tactics), Move Silently, Spot.
  Skill Points per Level: 3 + Intelligence modifier.
  Class Features
  The following information pertains to the Guerilla 
  advanced class.
  TABLE 1-2: GUERILLA
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Guerilla Warfare 
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Bonus Feat
  +2
  +0
  3rd 
  +2
  +2
  +2
  +1
  Suicidal Attack
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Bonus Feat
  +3
  +1
  5th 
  +3
  +3
  +3
  +1
  Guerilla Warfare 
  +4
  +1
  6th 
  +4
  +3
  +3
  +2
  Bonus Feat
  +4
  +1
  7th 
  +5
  +4
  +4
  +2
  Guerilla Warfare
  +5
  +2
  8th 
  +6
  +4
  +4
  +2
  Bonus Feat
  +6
  +2
  9th 
  +6
  +4
  +4
  +3
  Guerilla Warfare 
  +6
  +2
  10th 
  +7
  +5
  +5
  +3
  Bonus Feat
  +7
  +3
  
  Characters
  6
  Bonus Feats:  At the levels indicated, Guerilla 
  characters gain a bonus feat from the following list:  
  Advanced Firearms Proficiency, Alertness, Armor 
  Proficiency (light), Burst Fire, Dodge, Enemy, Low 
  Profile, Mobility, Personal Firearms Proficiency, Point 
  Blank Shot, Renown, Shot on the Run, Stealthy, Strafe, 
  Teamwork, Weapon Focus. The character must meet the 
  prerequisites for any feat taken as a bonus feat.
  Guerilla Warfare:  Each time a character takes 
  this ability, he may either gain a +1d6 sneak attack, or 
  increase the attack and skill bonus granted by his Home 
  Turf feat by +1.
  Suicidal Attack:  By sacrificing himself in the course 
  of an attack, a Guerilla can deliver a deadly blow on his 
  enemies.  The massive damage save of any suicidal attack 
  is increased by the Zealot’s class level.  
  Organizer
  While the Demagogue might be the heart of a terrorist 
  network, the Organizer is its brain, and its wallet.  
  Although this character might look like a tax attorney, in 
  his chest beats the heart of a revolutionary, someone as 
  committed to his cause as the Molotov cocktail throwing 
  soldier in the street.
  Requirements
  To qualify to become an Organizer, a character must meet 
  the following criteria.
  Skills: Computer Use 5 Ranks, Diplomacy 10 Ranks, 
  Gather Information 5 Ranks,  Knowledge (Business) 5 
  Ranks.
  Feats: Conviction, Leadership, Windfall
  Class Information
  The following features pertain to the Organizer Prestige 
  class.
  TABLE 1-3: ORGANIZER
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +0
  +2
  Wealth +1
  +1
  +0
  2nd 
  +1
  +0
  +0
  +3
  Shadow Contact, low-level
  +2
  +0
  3rd 
  +1
  +1
  +1
  +3
  Wealth +2
  +2
  +0
  4th 
  +2
  +1
  +1
  +4
  Bonus Feat
  +3
  +0
  5th 
  +2
  +1
  +1
  +4
  Shadow Contact, mid-level
  +4
  +1
  6th 
  +3
  +2
  +2
  +5
  Wealth +3
  +4
  +1
  7th 
  +3
  +2
  +2
  +5
  Small Bills
  +5
  +1
  8th 
  +4
  +2
  +2
  +6
  Shadow Contact, high-level
  +6
  +1
  9th 
  +4
  +3
  +3
  +6
  Wealth +4
  +6
  +2
  10th 
  +5
  +3
  +3
  +7
  Untraceable
  +7
  +2
  Hit Die: 1d6.
  Action Points:  7 + 1⁄2 character level, rounded down.
  Class Skills: The Organizer class skills are as follows: 
  Bluff, Craft (writing), Computer Use, Diplomacy, 
  Disguise, Gather Information, Intimidate, Knowledge 
  (Behavioral Sciences, Business, Civics, Current Events, 
  History, Theology and Philosophy), Research, Sense 
  Motive.
  Skill Pointer per Level: 5 + Intelligence modifier
  Class Features
  The following information pertains to the Organizer 
  prestige class.
  Wealth: Each time the Organizer gains this ability, 
  he gains the Windfall feat.  The Organizer also gains the 
  listed bonus on all Profession checks to increase wealth. 
  Shadow Contact: Beginning at 2nd level, the Organizer 
  cultivates contacts in shadow organizations.  A contact 
  will not accompany a character on adventures, and must 
  be an Ordinary.  Sometimes the contact will desire to 
  be compensated monetarily, and sometimes the contact 
  will ask for a favor in return.  The same contact may 
  not be called upon more than once per week.  Monetary 
  compensation is DC 10 for a low-level contact, 15 for a 
  mid-level contact, and 20 for a high-level contact.  If the 
  character calls upon a contact with a specialized skill, 
  monetary compensation is always required, at a DC of 10 
  plus the number of ranks the contact has in the skill.
  Bonus Feat:  At 4th level the Organizer gains a feat 
  from the following list: Enemy, Educated, Home Turf, 
  Information Network, Renown, Trustworthy. The 
  character must meet the prerequisites for any feat taken as 
  a bonus feat.
  Small Bills:  The Organizer is skilled at using the 
  monetary system to his advantage.  All Investigate checks 
  to trace money transfers have their DCs increased by +5.
  Untraceable:  As small bills, except the Investigate DC 
  is increased to +10.
  
  Characters
  7
  TABLE 1-4: THE PSYOP
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +0
  +0
  +2
  Talk down one opponent
  +1
  +0
  2nd 
  +1
  +0
  +0
  +3
  Bonus Feat
  +2
  +0
  3rd 
  +2
  +1
  +1
  +3
  Grace Under Pressure 1/day
  +2
  +0
  4th 
  +3
  +1
  +1
  +4
  Bonus Feat
  +3
  +0
  5th 
  +3
  +1
  +1
  +4
  Talk Down several opponents
  +4
  +1
  6th 
  +4
  +2
  +2
  +5
  Grace Under Pressure 2/day
  +4
  +1
  7th 
  +5
  +2
  +2
  +5
  Bonus Feat
  +5
  +1
  8th 
  +6
  +2
  +2
  +6
  Sow Distrust
  +6
  +1
  9th 
  +6
  +3
  +3
  +6
  Grace Under Pressure 3/day
  +6
  +2
  10th 
  +7
  +3
  +3
  +7
  Talk Down all opponents
  +7
  +2
  PSYOP
  PSYOP conducts psychological warfare activities, 
  including propaganda dissemination during peacetime 
  and war.  These soldiers also assist in enemy POW duties, 
  such as interrogations and debriefings.  The class detailed 
  below is for the one active duty PSYOP Unit, the 4th 
  Psychological Operations Group (Airborne) that is based 
  out of Fort Bragg, North Carolina.  Ninety-six percent 
  of all PSYOP soldiers are reserve duty, and have far less 
  combat abilities than the class detailed below, which will 
  frequently be called upon to go behind enemy lines and/or 
  serve in forward areas to assist in psychological warfare 
  operations.
  It is estimated that PSYOP saved thousands of lives 
  in Operation: Desert Storm, when their successful 
  propaganda operations encouraged the defection of 
  thousands of Iraqi soldiers.
  Requirements
  To qualify for PSYOP, a character must meet the 
  following criteria.
  Allegiance:  Active or Reserve Duty (U.S. Army)
  Feats: Interrogation, Psychological Warfare, Personal 
  Firearms Proficiency
  Skills: Craft (Writing) 5 Ranks, Diplomacy 5 Ranks, 
  Intimidate 5 Ranks
  Advanced Training:  MOS Intelligence (Level 3), 
  Jump School, Defense Language Institute
  Class Information
  The following features pertain to the PSYOP Prestige 
  class.
  Hit Die: 1d8
  Action Points: 7 + 1⁄2 character level, rounded down.
  Class Skills: The PSYOP class skills are as follows: 
  Bluff, Climb, Craft (Writing), Decipher Script, 
  Diplomacy, Disguise, Forgery, Gather Information, Hide, 
  Intimidate, Knowledge (behavioral sciences, current 
  events, tactics), Move Silently, Paradrop, Read/Write 
  Language, Sense Motive, Speak Language
  Skill Points per Level: 9 + Intelligence modifier
  Class Features
  The following features pertain to the PSYOP Prestige 
  class.
  Talk Down: A PSYOP of 1st level or higher can talk 
  his or her way out of trouble. Either prior to the start of 
  hostilities or during combat, the PSYOP can talk down 
  a single opponent within 15 feet of his or her position 
  or otherwise able to hear the PSYOP’s voice. The target 
  must be able to understand the PSYOP. That opponent 
  immediately stops fighting and reverts to an indifferent 
  attitude regarding the PSYOP and the situation in 
  general. Any hostile action by the PSYOP or by one of 
  the PSYOP’s allies directed at the opponent allows the 
  opponent to act as he or she sees fit.
  To initiate this talent, the PSYOP must spend a full-
  round action talking to his or her opponent. The opponent 
  makes a Will saving throw. The DC is equal to 10 + 
  PSYOP’s class level + PSYOP’s Charisma modifier. If 
  the save fails, the opponent stops fighting. If the save 
  succeeds, the opponent continues as normal.
  At 5th level, a PSYOP can talk down a number of 
  opponents equal to his or her Charisma modifier within 15 
  feet of his or her position or within 15 feet of a television, 
  radio, or telephone broadcasting the PSYOP’s message.
  At 10th level, the range extends to 30 feet and covers 
  all opponents who can hear and understand the PSYOP’s 
  voice.
  Grace Under Pressure:  At 3rd level, PSYOP 
  characters can add their class level to the following skills 
  once per day: Bluff, Diplomacy, Gather Information, 
  Hide, Intimidate, Move Silently, Paradrop, Sense Motive.  
  At 6th level this ability may be used twice per day, and at 
  9th level it may be used three times per day.
  Sow Distrust: A PSYOP of 8th level or higher can turn 
  one character against another. The PSYOP must spend a 
  full-round action and know the name of the character he 
  
  Characters
  8
  or she is attempting to persuade as well as the name of 
  the character toward whom the target’s distrust will be 
  directed. The target must be able to hear and understand 
  the PSYOP.
  The target makes a Will save. The DC is equal to 10 + 
  PSYOP’s class level + PSYOP’s Charisma modifier. If the 
  target fails the save, his or her attitude toward the other 
  designated character worsens by one step: helpful turns to 
  friendly, friendly to indifferent, indifferent to unfriendly, 
  unfriendly to hostile (see the Diplomacy skill). The target 
  makes a Will save whenever the PSYOP uses this talent 
  against him or her. As long as the target continues to fail 
  the Will save, the PSYOP can continue taking full-round 
  actions to worsen the target’s attitude toward a designated 
  character. When the target’s attitude drops to hostile, he or 
  she attacks the designated character.
  A successful Will save doesn’t restore previous attitude 
  shifts, but it does render the target immune for 24 hours 
  to further attempts by the PSYOP to sow distrust. The 
  PSYOP can’t use this talent on his or her allies.
  Bonus Feats:  At the levels indicated, PSYOP 
  characters gain a bonus feat from the following list:  
  Alertness, Armor Proficiency (light), Armor Proficiency 
  (medium), Athletic, Attentive, Deceptive, Iron Will, 
  Low Profile, Psychological Warfare, Trustworthy. 
  The character must meet the prerequisites for 
  any feat taken as a bonus feat.
  SWAT
  SWAT (Special Weapons and Tactics) 
  units are tactical police special 
  operations units.  As crime has 
  increased, police officers have 
  begun encountering situations 
  never imagined by the fathers of 
  law-enforcement: heavily armed 
  gangs, drug crazed spree killers, and 
  a growing wave of hostage-taking.  
  Law enforcement agencies responded 
  with the creation of SWAT, which 
  uses military-style weaponry, tactics, 
  and training to cope with threats the 
  ordinary police officer is neither 
  trained nor equipped to handle.  
  Although SWAT officers undergo 
  similar training and use similar 
  equipment and tactics to special 
  operations forces, they 
  are, first and foremost, 
  law enforcement officers.  
  Many SWAT officers, like 
  police officers in general, 
  go their entire careers 
  without firing their weapons, and the body armor and 
  assault rifles are both a preparation for the worst, and 
  way to intimidate even hardened criminals into giving up 
  rather than fighting.
  SWAT missions range from hostage rescue, high risk 
  warrant service (to suspects with a history of violence 
  or known to have weapons), to surveillance, to dignitary 
  protection.  SWAT teams typically have several non-
  SWAT characters, including negotiators (for hostage 
  negotiation) and Snipers.  
  This class also covers other elite law enforcement 
  agencies, including the U.S. Marshals, FBI Hostage 
  Rescue Teams, and Bureau of Prisons Special Operations 
  Response Team (SORT).
  Requirements
  To qualify to become a SWAT officer, a character must 
  fulfill the following criteria.
  Allegiance:  Active Duty (one Police force); SWAT is 
  a considerable commitment, with frequent long shifts, 
  and on-call responsibilities.  Some police forces even 
  require SWAT members to sign a 
  contract committing to certain 
  time requirements.  Even if the 
  force the character belongs to 
  has a part-time SWAT team, the 
  character will still need to be an 
  active duty police officer.
  Base Attack Bonus:  5+.
  Feats:  Personal Firearms, 
  Teamwork (Police).
  Skills:  Climb 5 Ranks, 
  Hide 5 Ranks, Intimidate 
  5 Ranks, Knowledge 
  (tactics) 5 Ranks.
  Class Information
  The following features pertain 
  to the SWAT Prestige class.
  Hit Die: 1d8.
  Action Points:  7 + 1⁄2 
  character level, rounded down.
  Class Skills: The SWAT 
  class skills are as follows: 
  Climb, Diplomacy, Drive, Hide, 
  Intimidate, Investigate, Jump, 
  Knowledge (civics, tactics), 
  Move Silently, Sense Motive, 
  Spot, Swim.
  Skill Points per Level: 5 + 
  Intelligence modifier.
  
  Characters
  9
  TABLE 1-5: SWAT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Quick Response +1
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Nonlethal Force
  +1
  +0
  3rd 
  +2
  +2
  +2
  +1
  Quick Response +2
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  5th 
  +3
  +3
  +3
  +1
  Reconnaissance
  +3
  +1
  6th 
  +4
  +3
  +3
  +2
  Quick Response +3
  +3
  +1
  7th 
  +5
  +4
  +4
  +2
  Plan
  +4
  +1
  8th 
  +6
  +4
  +4
  +2
  Bonus Feat
  +4
  +1
  9th 
  +6
  +4
  +4
  +3
  Ambush
  +5
  +2
  10th 
  +7
  +5
  +5
  +3
  Quick Response +4
  +5
  +2
  Class Features
  The following information pertains to the SWAT prestige 
  class.
  Quick Response:  Take the door at 4 am.  Swarm the 
  perp while he’s naked and asleep.  SWAT team members 
  are masters of the swarming assault, using surprise, 
  overwhelming numbers, and a show of force to scare an 
  opponent into quick bloodless submission.  The SWAT 
  character gains the listed bonus to initiative, and also 
  gains the listed bonus to hit a surprised, flat-footed, 
  or flanked target (this bonus is in addition to all other 
  modifiers an attacker gains due to these conditions).  If 
  the character wishes to grapple or trip an opponent to 
  the ground while gaining this bonus, he also gains his 
  Quick Response bonus to any opposed check. Lastly, the 
  character gains his quick response bonus to any Intimidate 
  skill check (again usually used to make a target surrender 
  without violence).
  Nonlethal Force:  SWAT characters are highly trained 
  in subduing opponents.  From this point on, he or she can 
  deal Nonlethal damage with a weapon that normally deals 
  lethal damage (if he or she chooses) without taking the 
  normal –4 penalty on the attack roll.
  Reconnaissance:  Experienced SWAT team members 
  are often sent ahead to reconnoiter an area prior to an 
  assault, so members of the tactical team will know where 
  hostages are, to avoid crossfires and loss of innocent 
  life.  Characters with this ability gain a bonus on all Spot 
  checks equal to the character’s SWAT level.  
  Also, if the reconnoitering character makes a Spot 
  check (DC 25), and the GM is using the optional Crossfire 
  or Friendly Fire rules from Blood and Guts, then any 
  Reflex saving throw to avoid a crossfire gains a bonus 
  equal to the reconnoitering character’s SWAT level.
  Plan:  This ability increases the bonus gained from a 
  successful Knowledge (tactics) skill check by +2.
  Ambush:  On a successful Knowledge (tactics) skill 
  check (DC 20), the character can set up an ambush, 
  gaining a bonus on Hide skill checks equal to 1⁄2 his 
  Knowledge (tactics) skill.  If this Hide check is successful 
  (exceeds the Spot check of enemy forces), those forces 
  receive no action in the surprise round, as opposed to 
  the partial action normally gained, due to the speed and 
  precision of the attack.  Some of the ways this ambush 
  could be achieved are through an aerial insertion (either 
  paradrop or rappelling), blending in with a crowd through 
  native dress, or using cover from which to launch an 
  attack.
  Note: Two of the Elite Units detailed in Blood and Guts, 
  the Marine Special Response Team and the Air Force 
  Phoenix Ravens are special response teams modeled on 
  SWAT.  If a character wishes to play a member of one of 
  these units, the GM may allow the character to take levels 
  of the SWAT prestige class rather than the Elite Unit feat.
  Bonus Feats:  At the levels indicated, SWAT characters 
  gain a bonus feat from the following list: Alertness, 
  Armor Proficiency (heavy), Armor Proficiency (medium), 
  Armor Proficiency (light), Athletic, Force Stop, Point 
  Blank Shot, Precise Shot, Surface Vehicle Operation, 
  Vehicle Expert, Weapon Focus. The character must meet 
  the prerequisites for any feat taken as a bonus feat.
  Terrorist
  The Terrorist is the elite shadow warrior, with training and 
  dedication on par with that of the special operations forces 
  which are likely to be his primary enemies.  Although the 
  terrorist still fights for ideology or national identity, like 
  the Zealot and the Guerilla, he does so in a much more 
  calculating and sophisticated manner.
  Note:  The Terrorist class seems to be more a function 
  of novels and movies regarding terrorist threats than 
  reality.  However, for most Blood and Guts, or War on 
  Terror games, this class is highly appropriate.
  Requirements
  To qualify to become a Terrorist, a character must meet 
  the following criteria.
  
  Characters
  10
  TABLE 1-6: TERRORIST
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +2
  +0
  Suicidal Attack
  +1
  +0
  2nd 
  +2
  +3
  +3
  +0
  Fanaticism; Bonus Feat
  +1
  +0
  3rd 
  +3
  +3
  +3
  +1
  Sneak Attack +1d6
  +2
  +1
  4th 
  +4
  +4
  +4
  +1
  Fanaticism; Bonus Feat
  +2
  +1
  5th 
  +5
  +4
  +4
  +1
  Imp. Suicidal Attack; Sneak Attack +2d6
  +3
  +1
  6th 
  +6
  +5
  +5
  +2
  Fanaticism; Bonus Feat
  +3
  +2
  7th 
  +7
  +5
  +5
  +2
  Sneak Attack +3d6
  +4
  +2
  8th 
  +8
  +6
  +6
  +2
  Fanaticism; Bonus Feat
  +4
  +2
  9th 
  +9
  +6
  +6
  +3
  Sneak Attack +4d6
  +5
  +3
  10th 
  +10
  +7
  +7
  +3
  Fanaticism; Bonus Feat
  +5
  +3
  Allegiance:  One group or cause related to Enemy and 
  Antithesis feats (the cause the character serves to fight his 
  hated enemy).
  Base Attack Bonus: 7+.
  Feats: Antithesis, Conviction, Enemy.
  Skills: Demolitions 8 ranks, Disable Device 8 Ranks, 
  Hide 8 Ranks, Move Silently 8 Ranks.
  Class Information
  The following features pertain to the Terrorist Prestige 
  class.
  Hit Die: 1d10
  Action Points:  7 + 1⁄2 character level, 
  rounded down.
  Class Skills: The Terrorist class 
  skills are as follows: Bluff, Climb, 
  Craft (Chemical), Craft (Electronic), 
  Demolitions, Disable 
  Device, Disguise, Drive, 
  Gather Information, 
  Hide, Intimidate, 
  Knowledge 
  (Civics, Current 
  Events, Streetwise, 
  Tactics), Listen, Move 
  Silently, Navigate, Pilot, Read/
  Write Language, Search, Sense 
  Motive, Speak Language, 
  Survival.
  Skill Points per Level: 5 + 
  Intelligence modifier
  Class Features
  The following information 
  pertains to the Terrorist 
  prestige class.
  Bonus Feats: At the 
  levels indicated, Terrorist 
  characters gain a bonus feat 
  from the following list:  Advanced Firearms Proficiency, 
  Aircraft Operation, Alertness, Armor Proficiency (light), 
  Armor Proficiency (medium), Athletic, Blind-fight, Burst 
  Fire, Cautious, Combat Expertise, Combat Reflexes, 
  Deceptive, Defensive Martial Arts, Exotic Firearms 
  Proficiency, Frightful Presence, Improved Initiative, Low 
  Profile, Point Blank Shot, Renown, Shot on the Run, 
  Stealthy, Surface Vehicle Operation. The 
  character must meet the prerequisites 
  for any feat taken as a bonus feat.
  Fanaticism: Whenever the character 
  gains this ability, he may choose one 
  of his Enemy feats and increase the 
  bonus it gives to attack and skill 
  checks by one.  The character may 
  choose the same Enemy multiple 
  times, or, if he has more than one 
  Enemy feat, may choose a different 
  one each time.
  Suicidal Attack:  By 
  sacrificing himself in the course 
  of an attack, a Terrorist can deliver 
  a deadly blow on his enemies.  
  The massive damage save of any 
  suicidal attack is increased by the 
  Terrorist’s class level.
  Sneak Attack: The character gains 
  the listed damage bonus against 
  surprised, flat-footed, or flanked 
  targets.  If the victim of this 
  attack is surprised and fails a 
  Massive Damage 
  Threshold saving 
  throw, the character 
  is eliminated in 
  complete silence, 
  requiring a Listen 
  check (DC 30) for any 
  nearby guard to notice 
  
  Characters
  11
  TABLE 1-7: U.S. SECRET SERVICE PROTECTIVE DETAIL
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +2
  +2
  +0
  Harm’s Way
  +1
  +0
  2nd 
  +1
  +3
  +3
  +0
  Human Shield +1
  +2
  +0
  3rd 
  +2
  +3
  +3
  +1
  Sentinel 
  +2
  +0
  4th 
  +3
  +4
  +4
  +1
  Defensive Position +1
  +3
  +0
  5th 
  +3
  +4
  +4
  +1
  Human Shield +2
  +4
  +1
  6th 
  +4
  +5
  +5
  +2
  Defensive Position +2
  +4
  +1
  7th 
  +5
  +5
  +5
  +2
  Counter Attack
  +5
  +1
  8th 
  +6
  +6
  +6
  +2
  Defensive Position +3
  +6
  +1
  9th 
  +6
  +6
  +6
  +3
  Advance Warning
  +6
  +2
  10th 
  +7
  +7
  +7
  +3
  Human Shield +3
  +7
  +2
  something amiss.  At the GM’s discretion, in very realistic 
  or gritty campaigns (corresponding to Blood and Guts’ 
  Grit or True Grit campaign styles), Ordinaries may not 
  receive a MDT save against this attack.  See the d20 
  Modern Core Rulebook for the definition of an Ordinary. 
  Improved Suicidal Attack:  At this level, a character 
  gains his Sneak Attack damage bonus to any suicidal 
  attack. Also, the Massive Damage Threshold saving throw 
  is increased by twice the character’s Terrorist levels.
  U.S. Secret Service 
  Protective Detail
  After William McKinley’s assassination in 1901, 
  Congress ordered the Secret Service to protect the 
  President, and this remains the primary mission of the 
  Secret Service to this day.  Although the Secret Service 
  also provides protection for senators and visiting 
  dignitaries, the unit responsible for the protection of 
  the President and the First Family is known as the 
  Presidential Protective Division (PPD).
  Requirements
  To qualify for the U.S. Secret Service Protective Detail a 
  character must meet the following criteria.
  Allegiance: Active Duty (U.S. Secret Service), Loyalty 
  to Country.
  Base Attack Bonus: 5+.
  Feats: Personal Firearms Proficiency, Alertness, 
  Teamwork (Secret Service).
  Skills: Knowledge (Tactics) 5 Ranks, Listen 8 Ranks, 
  Sense Motive 8 Ranks, Spot 8 Ranks.
  Class Information
  The following features pertain to the U.S. Secret Service 
  Protective Detail Prestige class.
  Hit Die: 1d12.
  Action Points:  7 + 1⁄2 character level, rounded down.
  Class Skills: The U.S. Secret Service Protective 
  Detail class skills are as follows: Climb, Diplomacy, 
  Drive, Gather Information, Intimidate, Investigate, Jump, 
  Knowledge (Civics, Current Events, Tactics), Listen, 
  Sense Motive, Spot.  
  Skill Points per Level: 5+ Int. Modifier.
  Class Features
  The following information pertains to the U.S. Secret 
  Service Protective Detail prestige class.
  Harm’s Way: Once per round, if the Secret Service 
  Agent is adjacent to an ally who is targeted by a direct 
  melee or ranged attack (but not an area effect), the Secret 
  Service Agent can subject him or herself to the attack in 
  the ally’s stead. If the attack hits the Secret Service Agent, 
  he or she takes damage normally. If it misses, it also 
  misses the ally.
  The Secret Service Agent must declare his or her 
  intention to place him or herself in harm’s way before the 
  attack roll is made. The Secret Service Agent selects his 
  or her ally either prior to combat or immediately after the 
  Secret Service Agent makes his or her initiative check. 
  The Secret Service Agent can’t change his or her ally for 
  the duration of the combat.
  Human Shield:  Secret Service Agents position 
  themselves around targets to intercept attacks they are 
  not even aware of.  The agent designates an ally, and 
  positions himself somewhere around that ally, choosing 
  forward, left, right, or rear, and granting the listed bonus 
  to Defense and Reflex saving throws against all attacks 
  from that direction.  Multiple agents may combine their 
  efforts to grant an ally this bonus from all directions (four 
  agents are needed for this).
  Should the ally protected by this ability be subjected 
  to an attack, agents can put the ally “on the ground”, 
  granting 1⁄4 Cover for each agent protecting the ally with 
  their body (so one agent provides one-quarter Cover, 2 
  one-half Cover, 3 three-quarters Cover, 4 nine-tenths 
  Cover, and 5 agents provide total Cover). An ally on the 
  
  Characters
  12
  TABLE 1-8: Y-12 SRT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +2
  +0
  Mental Toughness
  +1
  +0
  2nd 
  +2
  +3
  +3
  +0
  Bonus Feat
  +2
  +0
  3rd 
  +3
  +3
  +3
  +1
  Grace Under Pressure 1/day
  +2
  +0
  4th 
  +4
  +4
  +4
  +1
  Bonus Feat
  +3
  +0
  5th 
  +5
  +4
  +4
  +1
  Defensive Position +1
  +4
  +1
  6th 
  +6
  +5
  +5
  +2
  Grace Under Pressure 2/day; Bonus Feat
  +4
  +1
  7th 
  +7
  +5
  +5
  +2
  Defensive Position +2
  +5
  +1
  8th 
  +8
  +6
  +6
  +2
  Bonus Feat
  +6
  +1
  9th 
  +9
  +6
  +6
  +3
  Grace Under Pressure 3/day
  +6
  +2
  10th 
  +10
  +7
  +7
  +3
  Bonus Feat
  +7
  +2
  ground cannot be moved without reducing protection to 
  the normal Human Shield modifier.
  Any attack that misses the target due to this Cover hits 
  one of the agents invoking the Human Shield action.  
  Sentinel:  Secret Service Agents are acutely trained 
  professionals with an extraordinarily high degree of 
  dedication to protect their charges.  While on duty (a 
  maximum of eight hours per day), an agent adds his 
  class level to all Spot, Listen, and Sense Motive skill 
  checks.
  Defensive Position:  The character is trained 
  at fighting defensively.  Any time the 
  character is fighting from cover, he gains 
  the listed bonus to Attack rolls, Defense, 
  Saving Throws, and Initiative.
  Counter Attack:  If the ally the 
  agent is protecting is subjected to an 
  attack, the agent gains a +2 morale bonus 
  to attack rolls, saving throws, and skill 
  checks for one round per class level 
  (starting from the most recent attack).
  Advance Warning:  The agent’s 
  senses are so acute, that even if he is 
  surprised, he is allowed a full action 
  during the surprise round (although the 
  character is still surprised).
  Y-12 Special Response 
  Team
  Department of Energy Plant Y-12, 
  located in Oak Ridge Tennessee is the 
  sole responsibility of this unit, one of 
  the most elite special operations 
  units in the world.  Y-12 
  manufactures and reworks 
  components for America’s nuclear arsenal, dismantles 
  nuclear weapon components, and serves as the nation’s 
  storehouse for Special Nuclear Material (SNM) including 
  weapons-grade plutonium.
  The Y-12 Special Response Team (SRT) is given the 
  awesome responsibility to protect these materials, with 
  deadly force if necessary.  Members of the Y-12 SRT 
  come from varying backgrounds, and it is not 
  unusual to find ex-Army Rangers, Police 
  SWAT, Marines, Special Forces, and Air 
  Force Security personnel serving in this elite 
  unit.
  All Y-12 SRT members go through 
  extensive training to gain their 
  position on the team, and then are 
  tested bi-annually to keep it. The 
  average Y-12 SRT member receives 
  ten times the training given to the 
  typical law enforcement officer.
  Requirements
  To qualify to become a member of Y-12 
  SRT a character must meet the following 
  criteria.
  Allegiance:  Department of Energy 
  (Active Duty).
  Base Attack Bonus: 8+.
  Feats: Personal Firearms Proficiency, 
  Teamwork (Y-12 SRT), Point Blank Shot, 
  Dodge, Mobility, Shot on the Run, NBC.
  Skills: Investigate 8 Ranks, Listen 8 
  Ranks, Spot 8 Ranks.
  Class Information
  The following features pertain to the Y-12 
  SRT Prestige class.
  Hit Die: 1d10.
  Action Points:  7 + 1⁄2 character 
  level, rounded down.
  
  Characters
  13
  TABLE 1-9: ZEALOT
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +0
  +1
  +1
  +0
  Fanaticism 
  +1
  +0
  2nd 
  +1
  +2
  +2
  +0
  Bonus Feat
  +2
  +0
  3rd 
  +2
  +2
  +2
  +1
  Suicidal Attack
  +2
  +0
  4th 
  +3
  +2
  +2
  +1
  Bonus Feat
  +3
  +1
  5th 
  +3
  +3
  +3
  +1
  Fanaticism 
  +4
  +1
  6th 
  +4
  +3
  +3
  +2
  Bonus Feat
  +4
  +1
  7th 
  +5
  +4
  +4
  +2
  Hatred
  +5
  +2
  8th 
  +6
  +4
  +4
  +2
  Bonus Feat
  +6
  +2
  9th 
  +6
  +4
  +4
  +3
  Fanaticism 
  +6
  +2
  10th 
  +7
  +5
  +5
  +3
  Bonus Feat
  +7
  +3
  Class Skills: The Y-12 SRT class skills are as follows: 
  Climb, Demolitions, Diplomacy, Disable Device, Drive, 
  Hide, Intimidate, Investigate, Jump, Knowledge (civics, 
  current events, tactics), Listen, Move Silently, Sense 
  Motive, Spot.
  Skill Points per Level: 7 + Intelligence modifier.
  Class Features
  The following information pertains to the Y-12 SRT 
  prestige class.
  Bonus Feat:  At the levels indicated, Y-12 SRT 
  characters gain a bonus feat from the following list:  
  Advanced Firearms Proficiency, Alertness, Armor 
  Proficiency (heavy), Armor Proficiency (light), Armor 
  Proficiency (medium), Athletic, Burst Fire, Combat 
  Martial Arts, Combat Reflexes, Dead Aim, Double Tap, 
  Endurance, Far Shot, Guide, Heroic Surge, Improved 
  Damage Threshold, Point Blank Shot, Precise Shot, Quick 
  Draw, Quick Reload, Renown, Stealthy, Strafe, Surface 
  Vehicle Operation, Tactician, Toughness, Track, Weapon 
  Focus, Police Training, Paramilitary Training. The 
  character must meet all prerequisites for any feat taken as 
  a bonus feat.
  Mental Toughness:  The character adds his SRT levels 
  to any saving throw to resist fatigue, hunger, torture, 
  brainwashing, fear, combat fatigue, and intimidation.
  Grace Under Pressure:  At 3rd level, Y-12 SRT 
  characters can add their class level to the following skills 
  once per day: Diplomacy, Hide, Intimidate, Listen, Move 
  Silently, Sense Motive, Spot.  At 6th level this ability may 
  be used twice per day, and at 9th level it may be used three 
  times per day.
  Defensive Position:  The character is trained at fighting 
  defensively.  Any time the character is fighting from 
  cover, he gains the listed bonus to Attack rolls, Defense, 
  Saving throws, and Initiative.
  Zealot
  The character has a cause he feels so passionately about 
  that he would gladly give up his own life for it, or take the 
  lives of women and children to support it.  Even publicity 
  towards his cause (in order to rally others to the “just 
  fight”) is worth the deaths of thousands of innocents.
  Requirements
  To qualify to become a Zealot, a character must meet the 
  following criteria.
  Allegiance:  One group or cause related to Enemy and 
  Antithesis feats (the cause the character serves to fight his 
  hated enemy).
  Base Attack Bonus: 2+.
  Feats:  Enemy, Conviction.
  Skills:  Demolitions 3 ranks, Intimidate 3 ranks.
  Class Information
  The following features pertain to the Zealot Advanced 
  class 
  Hit Die: 1d8.
  Action Points: 6 + 1⁄2 character level, rounded down.
  Class Skills: The Zealot class skills are as follows:  
  Bluff, Climb, Craft (Chemical), Craft (Electronic), 
  Demolitions, Disable Device, Drive, Gather Information, 
  Hide, Intimidate, Knowledge (current events, streetwise, 
  tactics), Move Silently, Spot.
  Skill Points per Level: 3 + Intelligence modifier.
  Class Features
  The following information pertains to the Zealot advanced 
  class.
  Bonus Feats:  At the levels indicated, Zealot characters 
  gain a bonus feat from the following list: Alertness, Armor 
  Proficiency (Light), Cautious, Combat Martial Arts, 
  Conviction, Deceptive, Drive-By Attack, Enemy, Home 
  Turf, Low Profile, Personal Firearms Proficiency, Point 
  Blank Shot, Renown, Stealthy, Teamwork, Weapon Focus, 
  
  Characters
  14
  Skills 
  Craft (Chemical) Int
  New Use
  Weaponized Diseases:  The first step in the creation 
  of a biological weapon, a “weaponized” disease is one 
  that has been bred to be especially virulent.  Information 
  on weaponizing virulent diseases is highly restricted, 
  and seeking this information, or someone who has it, 
  will likely trigger an investigation by the authorities.  
  Weaponizing a virus increases the Saving throw by 5, and 
  halves the incubation period.  Below are some examples 
  of weaponized diseases from the Modern Core Rules, 
  with the craft DC needed to create them.
  Craft (Writing) (Int)
  New Use
  Manifesto:  A character may write a manifesto to 
  increase his Leadership score, as shown on the table 
  below.
  Skill Check 
  Effort Achieved
  Leadership Modifier
  9 or lower
  Uninspired Idealist
  -2
  10-19
  Moderately 
  Inspirational
  -1
  20-24
  Inspirational
  +0
  25-30
  Revolutionary 
  Idealist
  +1
  31 or higher
  Radical Idealist
  +3
  TABLE 1-10: WEAPONIZED DISEASES 
  Disease
  Craft DC
  Type
  Incubation Period
  Initial Damage
  Secondary Damage
  Anthrax
  25
  Inhaled DC 21
  13-24hours (12+1d12)
  1 Con
  1d4 Con
  Small Pox
  25
  Inhaled DC 20
  1-2 days
  1 Str and Con
  1d2 Str andCon
  Written Propaganda:  Written propaganda is used 
  to allay fears, or to cement suspicions by those trained 
  in psychological warfare.  This propaganda can take the 
  form of a newspaper, leaflets dropped from aircraft, a 
  website, or any other form of the written word.
  Propaganda, in any form, allows properly trained 
  characters to improve people’s impressions of their allies, 
  and turn them against their enemies. On the Propaganda 
  table, use the first section if the Propaganda is intended to 
  improve relations with an ally, and the second section if it 
  is intended to hurt relations with an enemy.
  Diplomacy (Cha)
  New Use
  Spoken Propaganda:  Spoken propaganda is used to 
  allay fears, or to cement suspicions by those trained in 
  psychological warfare.  This propaganda can take the 
  form of a newscast, documentary, a political rally, or any 
  other form of the spoken word.
  Psychological Warfare:  This use of the Intimidate 
  skill may not be used untrained.  Characters without the 
  Psychological Warfare feat take a –4 penalty to their 
  skill check.  A successful skill check will render a group 
  shaken for the next twenty four hours.  After the first 
  twenty four hours characters affected by psychological 
  warfare may make a will save (DC 15) to recover.  If this 
  is failed it may be rerolled every day.
  Skill Check
  Number Of Characters Affected
  10
  1
  15
  10
  20
  100
  25
  1,000
  +5
  +1,000
  This skill check is modified as follows:
  Modifier
  Action
  +5
  Violent Act
  +10
  Extremely Violent Act
  +5
  Act caused light casualties
  +10
  Act caused a large number of casualties
  +5
  Attack was a Suicidal Attack (the Guerilla/
  Zealot/Terrorist ability)
  Windfall. The character must meet the prerequisites for 
  any feat taken as a bonus feat.
  Fanaticism: Whenever the character gains this ability, 
  he may choose one of his Enemy feats and increase the 
  bonus it gives to attack and skill checks by one.  The 
  character may choose the same Enemy multiple times, 
  or, if he has more than one Enemy feat, may choose a 
  different one each time.
  Suicidal Attack:  By sacrificing himself in the course 
  of an attack, a Zealot can deliver a deadly blow on his 
  enemies.  The massive damage save of any suicidal attack 
  is increased by the Zealot’s class level.  
  Hatred: When the character fights an Enemy, the 
  character gains a damage bonus equal to his Zealot class 
  level with melee and ranged attacks.
  
  Characters
  15
  Table 1-11: Propaganda
  Attitude
  Means
  Possible Actions
  Hostile
  Will take risks to hurt or avoid you
  Attack, interfere, berate, flee
  Unfriendly
  Wishes you ill watch suspiciously, insult
  Mislead, gossip, avoid,
  Indifferent
  Doesn’t much care
  Act as socially expected
  Friendly
  Wishes you well limited help, advocate
  Chat, advise, offer
  Helpful
  Will take risks to help you
  Protect, back up, heal, aid
  Initial
  New Attitude 
  Attitude
  Hostile
  Unf.
  Indif.
  Friendly
  Helpful
  Hostile
  19 or less
  20
  25
  35
  45
  Unfriendly
  4 or less
  5
  15
  25
  35
  Indifferent
  —
  0 or less
  1
  15
  25
  Friendly
  —
  —
  0 or less
  1
  15
  Initial
  New Attitude
  Attitude
  Helpful
  Friendly
  Indifferent
  Unf.
  Hostile
  Friendly
  19 or less
  20
  25
  35
  45
  Indifferent
  4 or less
  5
  15
  25
  35
  Unfriendly
  --- 
  0 or less
  1
  15
  25
  Hostile
  ---
  ---
  0 or less
  1
  15
  Investigate (Int)
  New Use
  Follow the Money:  To track down the shadowy 
  supporters of terrorists, finding their funding is critical. 
  The size of the terrorist group and the amount of money 
  changing hands both affect the difficulty of this check 
  as show on the table below.  For each 2 Resources being 
  transferred the DC is lowered by 1.
  Size of Terrorist Group
  DC
  Splinter Cell
  35
  Cell
  25
  Small
  20
  Medium
  15
  Large
  10
  Retry?: Each time an Organizer transfers funds or 
  equipment to his followers, another skill check may be 
  made.  
  New Feats
  Cell 
  You belong to a small group operating alone, to prevent 
  your parent organization from being detected if you are 
  discovered.
  Prerequisite: Allegiance to the parent organization.
  Effect:  Normally, a large covert organization is easier 
  to detect.  If members of an organization take this feat, the 
  Investigate DC to learn about the larger organization from 
  them is much higher (see the Investigate skill for more 
  information).  Requisition checks to gain equipment from 
  the organization take a –6 penalty.
  Special:  You lose the benefits of this feat for 
  one month if you associate with anyone from your 
  organization that does not have this feat.
  Home Turf 
  You know every nook and cranny of your home territory, 
  gaining advantages when fighting to defend it.
  Effect:  You gain a +1 to hit, and a +2 to the following 
  skill checks in your home territory: Gather Information, 
  Hide, Knowledge (streetwise, tactics), Navigate, Spot, and 
  Survival. This territory may be an area as large as a small 
  country (Israel, Palestine, Great Britain).  For extremely 
  large countries, a portion of that country is your home turf 
  (the State of Texas, southern Quebec).
  Information Network 
  You have informants on the ground that will alert you of 
  trouble.
  Prerequisite:  Leadership.
  Effect:  Each follower you devote to keeping tabs on 
  things grants a +1 to Gather Information or Spot skill 
  checks.  However, there will still be costs associated 
  for information, so you must still pay the usual “fee” to 
  obtain information.
  
  Characters
  16
  Leadership 
  You are a natural leader who attracts followers and brings 
  them under your command.
  Prerequisite: You must be at least 6th level.
  Benefit: Having this feat enables you to attract loyal 
  companions and devoted followers, subordinates who 
  assist you. See Table: Leadership for what sort of cohort 
  and how many followers you can recruit.
  Leadership Score: Your Leadership score equals your 
  level plus any Charisma modifier. In order to take into 
  account negative Charisma modifiers, Table: Leadership 
  allows for very low Leadership scores, but you must still 
  be 6th level or higher in order to gain the Leadership 
  feat and thus attract a cohort. Outside factors can affect 
  your Leadership score, as detailed in Table: Leadership 
  Modifiers.
  Cohort Level: You can attract a cohort of up to this 
  level. Regardless of your Leadership score, you can’t 
  recruit a cohort of your level or higher.
  Number of Followers by Level: You can lead up to the 
  indicated number of characters of each level. 
  Followers: A leader attracts followers who share at 
  least one of the character’s Allegiances. As the leader’s 
  Leadership rises, he can attract more followers. If his 
  Leadership goes down, followers may desert.
  Replacing Cohorts and Followers: If a leader loses 
  a cohort or followers, he can generally replace them, 
  according to his current Leadership score. It takes time 
  (1d4 months) to recruit replacements. If the leader is to 
  blame for the deaths of the cohort or followers, it takes 
  extra time to replace them, up to a full year. Note that 
  the leader also picks up a reputation of failure, which 
  decreases his Leadership score.
  Police Combat Training 
  You have been trained in police-style self-defense.
  Prerequisite: Combat Martial Arts.
  Effect:  You are proficient in punching attacks and 
  are considered armed when making such attacks. You 
  provoke no attacks of opportunity from grapple or disarm 
  checks.  This feat adds Diplomacy, Intimidate, and Sense 
  Motive to your list of class skills.  Police Combat Training 
  attacks are modified by Strength.
  TABLE 1-12: LEADERSHIP
  Leadership
  Cohort
  -- Number of Followers by Level --
  Score
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1 or less
  -
  -
  -
  -
  -
  -
  -
  2
  1st
  -
  -
  -
  -
  -
  -
  3
  2nd
  -
  -
  -
  -
  -
  -
  4
  3rd
  -
  -
  -
  -
  -
  -
  5
  3rd
  -
  -
  -
  -
  -
  -
  6
  4th
  -
  -
  -
  -
  -
  -
  7
  5th
  -
  -
  -
  -
  -
  -
  8
  5th
  -
  -
  -
  -
  -
  -
  9
  6th
  -
  -
  -
  -
  -
  -
  10
  7th
  5
  -
  -
  -
  -
  -
  11
  7th
  6
  -
  -
  -
  -
  -
  12
  8th
  8
  -
  -
  -
  -
  -
  13
  9th
  10
  1
  -
  -
  -
  -
  14
  10th
  15
  1
  -
  -
  -
  -
  15
  10th
  20
  2
  1
  -
  -
  -
  16
  11th
  25
  2
  1
  -
  -
  -
  17
  12th
  30
  3
  1
  1
  -
  -
  18
  12th
  35
  3
  1
  1
  -
  -
  19
  13th
  40
  4
  2
  1
  1
  -
  20
  14th
  50
  5
  3
  2
  1
  -
  21
  15th
  60
  6
  3
  2
  1
  1
  22
  15th
  75
  7
  4
  2
  2
  1
  23
  16th
  90
  9
  5
  3
  2
  1
  24
  17th
  110
  11
  6
  3
  2
  1
  25+
  17th
  135
  13
  7
  4
  2
  2
  
  Characters
  17
  Psychological Warfare 
  You are trained to cause Psychological damage to his 
  opponents.
  Effect:  You may make Intimidate skill checks for 
  Psychological Warfare normally.
  Normal:  Characters without this feat take a –4 penalty 
  to Intimidate skill checks for Psychological Warfare.
  Sleeper 
  You enter a country or join an organization and bide your 
  time, waiting for your opponent’s guard to drop before 
  engaging in a covert action.
  Prerequisite: Low Profile.
  Effect: Each month you go without performing a 
  covert act gives you a +1 bonus to any covert action you 
  undertake.  
  Example: A terrorist gets a menial job as a night 
  janitor at a power company.  Pretending not to speak 
  English, the character is soon a part of the background 
  as he searches desk drawers for passwords, and hacks 
  computer terminals to create backdoors into programs 
  and applications.  After a year, the character’s group 
  sends him the agreed upon signal, and the character uses a 
  computer to cut the power to a major city, gaining +12 on 
  his attempt.
  Splinter Cell 
  You are a member of a covert group that has completely 
  cut itself off from the larger organization in order to 
  increase security.
  Prerequisite: Cell.
  Effect:  The Investigate DC to trace your group back to 
  your organization is even harder.  Characters with this feat 
  take a –10 on all requisition checks to receive equipment 
  from their organization.
  Special:  You lose the benefits of this feat for one month 
  if you associate with anyone from your organization that 
  does not have this feat.
  Police Training
  The following are specialized police fields.  A character 
  that is a member of a police organization may take one of 
  these training packages as a feat any time he is entitled to 
  a bonus feat.
  TABLE 1-13: LEADERSHIP MODIFIERS
  General Leadership Modifiers
  The Leader Has a Reputation for
  Leadership Modifier
  Great prestige
  +2
  Fairness and generosity
  +1
  Special power
  +1
  Failure
  -1
  Aloofness
  -1
  Cruelty
  -2
  Cohort-only Leadership Modifiers
  The Leader
  Leadership Modifier
  Recruits a cohort of a different allegiance
  -1
  Caused the death of a cohort
  -2*
  Cohort shares two Allegiances with character
  +1
  Cohort shares three Allegiances with character
  +2
  *Cumulative per cohort killed. This penalty does not apply to Demagogues.
  Follower-Only Leadership Modifiers
  The Leader
  Leadership Modifier
  Has a base of operations 
  +2
  Has the Home Turf feat
  +1 
  Character has written a Manifesto
  Varies; see Craft (Writing) for more information
  Moves around a lot
  -1
  Caused the death of other followers
  -1*
  *This penalty does not apply to Demagogues.
  
  Characters
  18
  Beat Cop
  You have a regular patrol area, increasing security by your 
  knowledge of the area and the people who live there. 
  Bonus Feat: Home Turf.
  Effect: The bonus of the Home Turf feat to attack and 
  skill rolls increased by +1.
  Bomb Squad
  You are trained in disabling or disposing of dangerous 
  explosive devices.
  Bonus Feat: Cautious.
  Skills:  Add three of the following to your permanent 
  class skill list: Demolitions, Disable Device, Investigate, 
  Knowledge (civics, technology), Search. If a skill you 
  select is already a class skill, you receive a +1 competence 
  bonus on checks using that skill.
  K-9
  You use a well-trained canine partner to assist with a 
  variety of tasks including: suspect apprehension, tracking, 
  drug detection, and explosives detection.
  Bonus Feat: Animal Affinity.
  Skills:  Add the following skills to your permanent 
  class skill list: Handle Animal, Intimidate, Knowledge 
  (Civics), Spot. If a skill you gain is already a class skill, 
  you receive a +1 competence bonus on checks using that 
  skill.
  Internal Affairs
  You have the unsavory, but necessary, job of investigating 
  your fellow officers.
  Bonus Feat: Interrogation.
  Skills:  Add three of the following to your permanent 
  class skill list:  Bluff, Diplomacy, Gather Information, 
  Intimidate, Knowledge (Civics), Listen, Sense Motive, 
  Spot. If a skill you gain is already a class skill, you 
  receive a +1 competence bonus on checks using that skill.
   
  Mounted Police
  You use a horse to control crowds and patrol parks.
  Bonus Feat:  Animal Affinity.
  Skills:  Add the following skills to your permanent 
  class skill list: Handle Animal, Intimidate, Knowledge 
  (Civics), Ride. If a skill you gain is already a class skill, 
  you receive a +1 competence bonus on checks using that 
  skill.
  Undercover
  You pose as a criminal to gather evidence and make 
  arrests.  This specialty is especially useful in police 
  attempts to curb prostitution, drugs, and criminal 
  organizations such as the Mafia. In recent years, 
  detectives have even posed as children to deter Internet 
  criminals.
  Bonus Feat:  Deceptive.
  Skills:  Add three of the following skills to your 
  permanent class skill list: Bluff, Computer Use, 
  Diplomacy, Disguise, Gather Information, Investigate, 
  Knowledge (Civics), Sense Motive, Spot. If a skill you 
  gain is already a class skill, you receive a +1 competence 
  bonus on checks using that skill.
  Elite Units
  Elite Units are for the best of the best within an 
  organization and are a concept that debuted in Blood and 
  Guts for units like the 82nd Airborne.  Below are two Elite 
  Units for the Secret Service.
  Advance Team
  The Secret Service sends agents ahead to insure that 
  conditions are safe for the President.  These teams, called 
  “Advance Teams” will investigate areas about to receive a 
  Presidential visit and make security recommendations to 
  local officials.  They might even, in the case of significant 
  unrest or poor security recommend a delay or cancellation 
  of a visit (although the President has the final say).
  Prerequisite: Active Duty (U.S. Secret Service), Police 
  Training- Undercover, Gather Information 8 Ranks, Sense 
  Motive 8 Ranks.
  Benefit:  The character gains a +1 morale bonus to hit, 
  and a +2 bonus on Gather Information, Sense Motive, 
  Spot, Listen, and Knowledge (Tactics) checks.  If you 
  have the Defensive Position class ability, you gain an 
  additional +1 to Attack rolls, Defense, Saving throws, and 
  Initiative when fighting from cover in an area you have 
  scouted.
  Counter Assault Team
  The Counter Assault Team is a Secret Service unit trained 
  to protect the President through the use of lethal force.  
  Given extra combat training, these agents are responsible 
  for ending any threat against the President by injuring or 
  killing the attacker.
  Prerequisite:  Active Duty (U.S. Secret Service), Base 
  Attack Bonus 6+, Weapon Focus, Sharpshooter, Target 
  Acquisition.
  Effect:  If an ally under your care is attacked, you gain 
  a +1 morale bonus to hit, and a +2 to Spot, Listen, Search, 
  and Sense Motive skill checks for one hour after the 
  attack.  If you have the Counter Attack class ability, you 
  instead increase the attack, saving throw, and skill check 
  bonuses granted by that ability by +2.
  
  It was a week later.  Kimmy and Bri were talking over by the window. Max hung up the phone.  Bri 
  turned, the dusk light making her hair glow as it filtered into the small room.  “What did they say?”
  “They said there are no known currently active terrorist groups in South Korea, there have been 
  no known terrorist attacks in South Korea for… blah blah blah.  They said nothing. Basically.”
  Bri shook her head and headed for her gym bag.  “I’m calling some friends of mine.  They have 
  helped me with stories in the past, back when I worked for the Sentinel.  They will know something 
  and then we…”
  Max reached out and snared her hand, gently pulling her close.  “I’m sorry. He asked me not to 
  tell you.”
  Brianna let herself be pulled closer, speaking softly, “I’m not mad at you per se Max.  But dad’s 
  career was always a big issue for me.  Mom always seemed so worried about him.  About me.  I 
  guess I know why now.  You didn’t lie to me Max. He did.  His whole life was a lie.”
  Max shook his head. “When you’re in that life, you agree not to talk about it.  It’s a solemn duty.  
  There’s things I did in the service I can’t talk about either.  It comes with the territory.”
  Brianna just nodded as she dug out her Palm and started looking for the phone number she 
  needed.  Just before she turned away, in a soft voice she said, “You’re just like him, which is why 
  you always scared me Max.”
  <<<…>>>
  Brianna snarled into the phone.  “You remember that oil deal I clued you into? You owe me you little 
  shit.”
  Kimmy just watched, amazed, then turned to Max.
  “You realize she’s exactly like you don’t you?”
  Max just laughed. “Except she’s meaner.”
  Brianna flipped him off, voice sweet and light now, “Ok listen, you know that thing in New 
  Orleans.  The cop killing.  No. No. The whole thing is being covered up.  I know you were looking to 
  break a big police case, and this might be the biggest one.  I was going to do it myself but…”
  Brianna was writing, nodding.  Max suddenly found himself looking for a cigar.  He knew he had 
  some more around here.  Suddenly she clicked her phone off.  “Ok Max, you were right.  This is 
  about something that happened twenty years ago.  And the government is going to sweep this whole 
  thing under the rug, too.  We have to do something.”
  Max nodded.  That sixth sense of his never let him down.  Biting the end off his cigar, he spit it 
  into the trashcan.  “Right.  We need to meet with some friends of mine first.  This isn’t some prissy 
  little martial arts tournament.”
  Bri just looked at him.  “This is Korea.  Do you have any idea how hard it will be to get your 
  hands on a gun?”
  Max laughed, lighting up.  “In the first place, darlin, we’ll need guns not gun. And in the second 
  place, I know a guy.”
  Chapter 2: 
  Terrorist Groups
  
  Terror Groups
  20
  Terror Groups
  Below are described various terror groups, their 
  motivations, and their histories.  Before each group 
  is described, relevant information is provided for the 
  GM, including Holy Wars, Operatives, Size, Cells, and 
  Financial Resources.
  Holy Wars: An organization’s Holy Wars determine 
  which targets Zealots and Terrorists will get bonuses 
  against, and in general who the organization will conduct 
  operations against.  As the campaign progresses, these 
  enemies may change, and a change in leadership in the 
  organization will almost always add an enemy to the list.
  Operatives: This indicates where you are likely to 
  encounter members or affiliates of a group in small 
  numbers.  These affiliates will usually not have access 
  too much of the organization’s resources (maximum 
  requisition value being one-fourth the organization’s 
  resources.
  Size: Size indicates the general size of the organization, 
  including leadership, die-hard members, affiliates and 
  those who provide aid.  Small organizations are more 
  difficult to locate and track through the Investigate skill, 
  but tend to have more resources.
  Home Base: A groups main bases of operations.
  Cells: Cells indicate where the organization has active 
  cells working on future terrorist action.  Members of a 
  Cell will have the Cell or Splinter Cell feat, and thus be 
  much harder to trace back to the home organization with 
  the Investigate skill.  Cells can requisition Equipment at a 
  –6 penalty, while Splinter Cells requisition equipment at 
  a –10.
  Financial Resources: The wealth of the group.
  17 November
  17 November was established in 1975, and named 
  after a student uprising that occurred two years earlier 
  (November. 1973) that protested the government’s 
  military ties to the United States.  The group seeks the 
  removal of U.S. military bases, and the withdrawal of 
  Greece from NATO and the European Union (EU).
  17 November has engaged in the assassination of 
  U.S. and Greek officials, bombing and assassination of 
  EU targets, and attacks on foreign companies investing 
  in Greece.  Kidnapping of foreign businessmen is a 
  possibility, both as a means of raising capital, and to draw 
  further attention to their cause from the international 
  community.  
  Recently, rocket attacks have been conducted against 
  targets of opportunity.  These attacks seem to be more 
  spur of the moment, rather than planned operations.
  Holy Wars:  Greek Government, European Union, 
  NATO, United States.
  Operatives: Europe, Turkey, Cyprus.
  Size: Small.
  Home Base:  Athens, Greece.
  Cells:  Europe.
  Financial Resources: +15 (well funded by a small, 
  committed group).
  Plot Hook: Anniversary Present:  On November 17th 
  group members decide to remind the world of their cause 
  by kidnapping an American serviceman, Capt. Ronald 
  Tracy, having lunch with his girlfriend.  Unknown to 
  the terrorists, the girl is the daughter of an American 
  ambassador.  Since she would make a much better 
  “statement” than a fighter pilot, and one hostage is easier 
  to care for than two, Greek Intelligence believes Capt. 
  Tracy will be killed the moment the group discovers the 
  girl’s identity. 
  At the insistence of the Greek government, American 
  special operations forces must work with Greek 
  authorities and free the hostages before the situation turns 
  into a major international incident.  Also, one member 
  of the Greek forces the PCs are working with is a 17 
  November plant, who will try to alert his fellows to the 
  identity of the girl without being detected.  Worse, if he 
  is unable to do that, he will try to turn any operation into 
  a bloodbath, killing his fellows to turn them into martyrs, 
  as well as the hostages, and damaging both the reputation 
  of the Greek and American forces, but also souring their 
  relations with one another. 
  Abu-Nidal 
  Abu-Nidal (also known as Black September) and its 
  leader, Sabri al-Banna, split from the PLO in the 1970’s.  
  Since that time, Abu-Nidal has engaged in terrorist 
  operations in over twenty countries, killing close to a 
  thousand people.  Targets have included the United States, 
  Great Britain, Israel, the PLO, moderate Palestinians and 
  Arabs.
  Abu-Nidal is believed responsible for the Pan Am 
  Flight 73 Hijacking in 1986, and the assassination of 
  two high-ranking PLO officials in the early nineties.  For 
  unknown reasons, Abu-Nidal has not attacked a Western 
  target since the late 1980’s.
  The membership of Abu-Nidal is believed to be close to 
  five hundred, and in the past the organization has received 
  money, equipment, training, and logistical support from 
  Iraq, Syria, and Libya.  Due to a falling out with Syria in 
  1987, and current United States and British operations in 
  Iraq, it is believed that this organization’s external support 
  has been considerably diminished of late.
  Holy Wars:  Israel, PLO, moderate Arabs, Palestinians, 
  and Muslims; previously the United States (Abu-Nidal 
  has not attacked a United States target since the late 
  eighties.  Future attacks are still a possibility, however, 
  since no formal cessation of hostilities has been declared 
  and the United States continues to work with Abu-Nidal’s 
  enemies, particularly Israel.)
  
  Terror Groups
  21
  Operatives: Europe, Africa, Middle East, Asia.
  Size: Medium.
  Home Base:  Believed to have relocated to Iraq in 
  1998.  Previously believed to be based in the Bekaa 
  Valley of Lebanon.
  Cells: West Bank, Lebanon, Syria, Sudan.
  Financial Resources: previously +25 (considerable 
  external support from Iraq, Syria, and Libya); currently 
  +20 after ongoing operations in Iraq and a falling out with 
  Syria (considerable external support from Libya).
  Plot Hook: The Great Escape:  High-ranking Abu-
  Nidal organizers, trapped in Iraq since the beginning of 
  American and British operations there, have decided 
  the time has come to slip out of the country.  American 
  and British special operations are alerted to the pending 
  escape by Saudi intelligence.  The group’s plan is to slip 
  out of Iraq into Jordan (a country not at all friendly to 
  terrorists), pass through Jordan to Egypt (another country 
  that would happily arrest and kill them) to make their way 
  to Libya where they can expect safe haven.
  Depending on how evil the GM is feeling, the PCs 
  could apprehend the terrorists’ small, heavily-armed 
  convoy in the desert on their way to the Jordan border, or, 
  the PCs could be forced to pursue the terrorists through 
  Jordan and Egypt, where the PCs will not be much more 
  welcome than the terrorists.  Collateral damage or civilian 
  casualties would be a nightmare for America, but the 
  terrorists are considered an important enough target to 
  risk it.  GMs who wish to complicate matters further 
  could have Jordan decline American requests for special 
  operations to seek the terrorists in their country (this is the 
  most realistic response they would have in fact), and have 
  the PCs ordered to attempt a covert, illegal apprehension 
  of the terrorists in Jordan or Egypt.
  Abu Sayyaf
  Abu Sayyaf seeks to create an independent Muslim state 
  in Mindanao, an area of the Southern Philippines with 
  a large Muslim population.  Their leader was killed in a 
  clash with police in 1998, and the current leadership of 
  the group is unknown at the present time.
  Many members of Abu Sayyaf went to fight with 
  the Mujahadin resistance to the Soviet invasion of 
  Afghanistan, and this action led to members returning to 
  the Philippines with Al-Qaeda contacts, as well as better 
  training, battle experience, and more radical views toward 
  America. After September 11th, United States Special 
  Operations units have been aiding the Philippine military 
  in their attempts to combat Abu Sayyaf.
  Throughout April 2002, Abu Sayyaf claimed 
  responsibility for a series of bombings in the Mindanao 
  city of General Santos.  The organization is also known 
  for kidnapping foreign tourists.  Twenty tourists seized 
  in May 2001 were either ransomed for large amounts 
  of money (one of the organization’s methods of raising 
  capital to continue its activities) or killed in June 2002, 
  and the United States, Britain, Australia, and Canada have 
  travel advisories in place warning tourists to avoid the 
  Island of Mindanao, although unexploded bombs were 
  discovered in the northern city of Manila in March 2002.
  Holy Wars:  Philippine Government, United States.
  Operatives: Afghanistan.
  Size: Small.
  Home Base: Southern Phillipines (Mindanao Island 
  and Sulu Archipelago).
  Cells: None.
  Financial Resources: +16 (small group of devoted 
  followers with outside aid from Al-Qaeda, and other Mid 
  East and Asian Islamic terror organizations).
  Al-Jihad
  Al-Jihad seeks to overthrow the government of Egypt 
  and replace it with an Islamic state.  Targets high-ranking 
  Egyptian government officials, such as Cabinet ministers, 
  for assassination.  Assassinated Egyptian President Anwar 
  Sadat in 1981.
  Ayman al-Zawahiri, a key leader of one Al-Jihad 
  faction, is believed to be in Afghanistan right now, and is 
  believed to be a key ally of Bin-Laden’s Al-Qaeda, who 
  provide Al-Jihad with funding.
  Holy Wars: Egyptian Government, Israel, United 
  States.
  Operatives: Africa, Middle East, Europe.
  Size: Medium.
  Home Base: Cairo, Egypt.
  Cells: Afghanistan, Pakistan, Sudan, Britain.
  Financial Resources: +20 (supported by Al-Qaeda, 
  Iran, and Sudan, as well as from Islamic charities and 
  donations).
  Plot Hooks (Devil’s Bargai): Abu-Nidal organizers, 
  fleeing Iraq, with American and British forces nipping 
  at their heels, barter Sarin Nerve gas with Al-Jihad for 
  safe haven and passage to Libya. If the PCs are illegally 
  pursuing Abu-Nidal through Cairo, this would be an 
  especially evil plot twist.  (See the Great Escape plot 
  hook for more information).
  Al-Qaeda 
  Al-Qaeda (“The Base”) grew out of the Mujahadin 
  resistance to the Soviet invasion of Afghanistan.  
  Although this resistance was supported by many, the two 
  forces with the greatest bearing on the eventual formation 
  of Al-Qaeda as it is known today from the Mujahadin are 
  the United States Central Intelligence Agency, and Usama 
  Bin Laden.  
  Many of the Mujahadin were trained in paramilitary 
  and unconventional warfare tactics by the CIA, and felt 
  
  Terror Groups
  22
  there was an implied promise that America would help 
  Afghanistan rebuild from the long and bloody conflict 
  with the Soviets.  When the United States “abandoned” 
  the Mujahadin after the Soviet withdrawal, a deep 
  hatred of the United States was sparked in many of the 
  revolutionaries that had flocked from the Middle East 
  to join the conflict as these soldiers, with their Jihad 
  experience returned home to countries such as Egypt, 
  Algeria, and Saudi Arabia.
  In an effort to fund the Mujahadin, many Arab “money 
  men” were brought into the picture.  One of these was 
  Usama Bin Laden, who, after the Soviet withdrawal 
  from Afghanistan, began to shape the organization, using 
  his vast personal wealth to provide training camps and 
  “courtesy houses”.  United States citizens were recruited 
  to make financial transactions on behalf of Al-Qaeda, 
  allowing these transactions to draw less attention from 
  the authorities.  In the early 90’s, Al-Qaeda issued several 
  Fatwahs, or interpretations of Islamic law stating the 
  just and noble cause of destroying the United States, 
  Israel, and various “illegitimate” governments (those 
  deemed to be supported by the United States, such as 
  Egypt and Saudi Arabia).  One of these Fatwahs stated, 
  “in compliance with God’s order we issue the following 
  fatwah to all Muslims: the ruling to kill the Americans 
  and their allies, including civilians and military, is an 
  individual duty for every Muslim who can do it in any 
  country in which it is possible to do it.”
  After the Gulf War, in 1991, and Operation: Restore 
  Hope in Somalia in 1992, which Al-Qaeda saw as 
  American precursors to occupation of the Holy Land, Al-
  Qaeda became even more focused on the destruction of 
  the United States.
  Al-Qaeda maintains close ties with numerous groups 
  that share its goals, including Al-Jihad and Egyptian 
  Islamic Jihad, and has contacts with terrorist groups in 
  Sudan, Saudi Arabia, Yemen, Somalia, Eritrea, Djibouti, 
  Afghanistan, Pakistan, Bosnia, Croatia, Albania, Algeria, 
  Tunisia, Lebanon, the Philippines, Tajikistan, Azerbaijan, 
  the Kashmiri region of India, and the Chechen rebels in 
  Russia. Al-Qaeda is known or suspected to have cells 
  operating in Kenya, Britain and the United States.
  Since 1993 Al-Qaeda has been involved in attacks in 
  Somalia, Kenya, Tanzania, Yemen and the United States 
  that have resulted in thousands of deaths.
  Al-Qaeda is an umbrella organization.  They provide 
  logistical aid, money and training to small groups who 
  share their goals (usually the destruction of enemies on 
  Al-Qaeda’s Holy War list).  The result of this chaotic 
  network makes Al-Qaeda uniquely difficult to track.  In 
  game terms, each group working under the Al-Qaeda 
  umbrella is a Cell or Splinter Cell.
  Holy Wars:  United States, Israel, “infidel 
  governments” (varies- includes Egypt, Saudi Arabia, all 
  secular governments, and all pro-Western governments).
  Operatives: Global.
  Size: Large (but see below).
  Home Base: Afghanistan.
  Cells:  Africa, Britain, Saudi Arabia, United States.
  Financial Resources:  +40 (virtually unlimited 
  resources; large internal support from leader Usama Bin 
  Laden, as well as extensive external support).
  Alex Bancayao Brigade
  Formed in the mid-1980’s, the ABB performs acts 
  of terror and assassination on behalf of the Manila 
  Communist party, dedicated to turning the Philippines 
  into a communist country.
  ABB has been credited with more than 100 murders, 
  including the death of American Army Colonel 
  James Rowe in 1989.  In the mid 90’s Philippine law 
  enforcement successfully engaged in several successful 
  raids on the organization, killing and imprisoning many 
  key members.  Although thought destroyed by these raids, 
  a subsequent assassination of a high-ranking Philippine 
  official shows the group, though seriously weakened, still 
  maintains the ability to strike.
  Holy Wars: Philippine Government, United States.
  Operatives:  Manila.
  Size: Small.
  Home Base: Manila.
  Cells: None.
  Financial Resources: +10 (small group that has 
  recently taken serious blows due to clashes with 
  law enforcement; some outside assistance from the 
  Revolutionary Proletariat Party).
  Armed Islamic Group 
  An extremely violent group which seeks to replace the 
  Algerian government with an Islamic religious state.  
  Terrorist activities began in the early 90’s when the 
  Islamic Salvation Front (FIS), Algeria’s largest Islamic 
  political party won seats in the first round of a legislative 
  election, and the government voided the results of that 
  election (whether because the election results were tainted 
  or because the government simply wanted to keep the FIS 
  out of power is a subject of some debate).
  GIA engages in frequent attacks against foreigners, 
  particularly journalists and businessmen.  GIA also 
  conducts particularly bloody attacks against villages 
  who disagree with their views, and has massacred entire 
  villages in successive terror campaigns. Also uses car 
  bombs, and is known for kidnapping victims and slitting 
  their throats.
  The GIA hijacked an Air France flight to Algiers in 
  1994, and is suspected of a series of bombings in France 
  in 1995.
  The GIA has an estimated several thousand members, 
  and receives support from Algerian nationals living in 
  
  Terror Groups
  23
  Western Europe.  GIA also receives support from Sudan 
  and Iran. Algeria has severed all diplomatic relations with 
  Iran as a result of their support of the GIA.
  Holy Wars: Algerian Government, United States.
  Operatives: Africa, Iran, Sudan, Western Europe.
  Size: Medium.
  Home Base: Algeria.
  Cells: France.
  Financial Resources: +20 (medium organization 
  supported by Algerian expatriates in Western Europe, as 
  well as receiving support from Iran and Sudan).
  Aum Supreme Truth
  A cult established in 1987, Aum was at one time a legal, 
  legitimate religion under Japanese law and ran candidates 
  for Parliamentary election in 1989. The cult believes 
  that “Armageddon” is near, and will be caused when the 
  United States attacks Japan, starting World War III.
  In the late 80’s the group began its first terrorist 
  activities, targeting rival cult leaders and reporters critical 
  of the group. When the group’s Parliamentary bids proved 
  unsuccessful, the organization became increasingly 
  radical, and attacks moved from those who opposed the 
  cult directly to Japanese and American authorities.
  In 1995 the group’s religious recognition was revoked, 
  but it was not outlawed.  In March of that year, Aum 
  operatives released Sarin nerve gas on the Tokyo subway, 
  killing 12 and injuring 6,000.  The organization also has 
  attempted to use biological weapons without success.
  Although the leader of Aum was arrested and has 
  been charged with 17 counts of murder, the organization 
  continues recruitment, and its website still promotes the 
  group taking over Japan, anti-American sentiment, and 
  the imminence of Armageddon.
  Shortly before the subway attacks, Aum claimed to 
  have 9,000 members in Japan, and 40,000 members 
  worldwide.  Its current membership is unknown, but 
  estimated at 2,000 members.
  However, reports indicate Aum now seeks nuclear and 
  radiological materials, and the Japanese government is so 
  convinced of the movement’s continued danger to public 
  safety that it has successfully expanded police powers to 
  investigate the group. 
  Holy Wars:  Japan, United States.
  Operatives:  Australia, Russia, Ukraine, Germany, 
  Taiwan, Sri Lanka, United States.
  Size: Large.
  Home Base: Japan.
  Cells: Unknown.
  Financial Resources: +21 (large organization with 
  legitimate businesses and many contributors).
  Plot Hook: The stuff of nightmares:  South Korean 
  intelligence alerts PCs that Aum operatives have made 
  contact with North Korean intelligence about purchasing 
  radiological materials suitable for the construction 
  of a dirty bomb (a conventional bomb used to spread 
  radiological materials, and thus spreading toxic radiation- 
  not an atomic or nuclear weapon, but still capable of 
  causing mass casualties by both the explosion itself and 
  lingering radiation).  
  This adventure could be played out in several ways.  
  First, the PCs could seek the materials en route from 
  North Korea to Japan in a fast, well armed, speedboat 
  flotilla.  This would be an especially interesting mission 
  for a SEAL/Special Boat Unit party.  For PCs with a more 
  investigative bent, the adventure could begin with the 
  materials already in Tokyo, with Parliamentary elections 
  underway, the PCs must coordinate with Tokyo police and 
  track the group down before the bomb is constructed and 
  detonated.
  Basque Fatherland and 
  Liberty 
  Formed in the 50’s, ETA (Euzkadi Ta Askatasuna) is 
  devoted to the formation of an independent Basque 
  state, devoted to Marxist ideals from areas now part of 
  Northern Spain and Southern France.  ETA has engaged in 
  bombings and assassination of Spanish judges, politicians, 
  and military forces.  The organization also engages in 
  robberies and kidnappings to finance its operations.
  In addition to ties with Nicaraguan and Cuban Marxist 
  organizations, ETA also has ties with Libyan and 
  Lebanese terrorist groups, as well as the IRA. Cuba has 
  provided safe haven for ETA refugees seeking to escape 
  Spanish and French authorities.
  Holy Wars:  Spain, France.
  Operatives: Libya, Lebanon, Nicaragua, Cuba.
  Size: Medium.
  Home Base: Northern Spain/Southern France.
  Cells: None.
  Financial Resources:  +16 (medium group with 
  training support from Marxist/Communist countries 
  worldwide, particularly Cuba).
  Continuity Irish Republican 
  Army 
  A very small group (estimated around 50 members) which 
  broke away from Sinn Fein (the IRA’s political arm) when 
  peace was signed with Britain that continues the fight 
  to unite Ireland and continues to attack British and Irish 
  Protestant targets.
  Engages in assassinations, bombings, kidnappings, and 
  even the occasional attack on Protestant towns.
  
  Terror Groups
  24
  Holy Wars: Britain, Irish Protestants.
  Operatives: Britain, Ireland.
  Size: Small.
  Home Base: Northern Ireland.
  Cells: None.
  Financial Resources: +15 (very small group, but 
  with outside aid from extremist supporters in the United 
  States).
  Dev Sol (Revolutionary Left)
  Egypt’s largest militant group seeks to overthrow the 
  Egyptian government and replace it with an Islamic state.  
  Dev Sol also signed Usama Bin-Laden’s fatwah calling 
  for attacks against the United States, but claims it does not 
  support Al-Qaeda.
  Has engaged in attacks against Egyptian government 
  officials, Coptic Christians, and moderate Muslims, as 
  well as foreign tourists.  Killed 58 foreign tourists in 
  Luxor in 1998.  Attempted to assassinate President Hosni 
  Mubarak in Ethiopia in 1995.
  Holy Wars:  Egyptian Government, United States.
  Operatives: Global.
  Size: Medium.
  Home Base: Egypt.
  Cells: Britain, Afghanistan, Austria.
  Financial Resources: +20 (Medium group with 
  popular support in home country and external aid from 
  terrorist groups such as Al-Qaeda and Iranian and 
  Sudanese militants).
  HAMAS (Islamic Resistance 
  Movement)
  Formed in 1987, HAMAS seeks to replace Israel with an 
  Islamic state.  HAMAS uses both terrorism, as well as 
  peaceful political activity, such as running candidates in 
  West Bank elections, in order to achieve its goals.
  HAMAS engages in spectacular attacks, including 
  suicide bombings, which target Israeli civilians, 
  Palestinian collaborators with Israel, and rival Islamic 
  groups.  The number of “hard core” members of HAMAS 
  (those willing to engage in terrorism) is unknown, but 
  the organization’s total membership likely exceeds ten 
  thousand.
  HAMAS receives extensive funding from Palestinians 
  living abroad, Iran, and private donations from Saudi 
  Arabia and other moderate Arab states. The organization 
  also conducts fundraising and anti-Israeli propaganda 
  campaigns in Europe and North America.
  Recently, HAMAS has been a major roadblock to 
  peace between Israel and Palestine, using carefully timed 
  terrorist attacks to keep the tensions high between the two 
  forces.
  Holy Wars: Israel.
  Operatives: The Middle East.
  Size: Large.
  Home Base: Gaza Strip and the West Bank.
  Cells: Israel, Jordan.
  Financial Resources: +25 (large organization, 
  extensive fund-raising efforts, both illicit, and openly 
  through charities and mosques and political rallies).
  Plot Hook (Gang War):  The new Palestinian 
  leadership has cracked down on terrorist attacks as 
  part of the “roadmap for peace”, and the result is a 
  counterattack by HAMAS, Palestinian Islamic Jihad, 
  and other militant groups that has thrown the West 
  Bank and Gaza Strip into complete chaos.  The new 
  leadership, teetering on the brink of collapse, has asked 
  the United States for assistance, with one condition: no 
  Israeli Special Operations forces will enter Palestinian 
  held lands; the authorities think all the militant factions 
  would ignore their current differences with each other and 
  the leadership, and concentrate their aggression on the 
  Israelis, sparking a full-scale war.
  The Israelis have agreed to allow use of their territory 
  as a staging area for American special operations, but they 
  warn if the current conflict goes on much longer, that they 
  will intervene to prevent a massacre of Israeli civilians 
  still living in settlements.
  A long, dangerous series of adventures could result 
  from this plot hook, with special operations forces first 
  securing and evacuating Israeli citizens, and then going 
  after the terrorists.  This would be an excellent adventure 
  to introduce a new terrorist mastermind, pulling the 
  strings.
  Harakat ul-Mujahidin (HUM)
  Harakat ul-Mujahidin (HUM)is an Islamic terrorist group 
  with operates in the Kashmir region of Pakistan and India. 
  HUM is a signer of Bin Laden’s 1998 Fatwah calling for 
  attacks against the United States, and terrorist training 
  camps in Afghanistan have been the subject of United 
  States attacks.  These attacks have led HUM to promise 
  retribution against the United States.
  HUM has been responsible for terrorist attacks against 
  India, and numerous operations in the Kashmir region of 
  India and Pakistan.  The organization has also conducted 
  kidnappings and murders of Western tourists.
  Holy Wars: United States, India.
  Operatives: Middle East.
  Size: Medium.
  Home Base: Kashmir region, Pakistan.
  Cells: India.
  Financial Resources: +20 (medium organization, 
  supported externally by Saudi Arabian interests, and also 
  provided aid by Al-Qaeda).
  
  Terror Groups
  25
  Hezballah 
  Also known as Islamic Jihad, Islamic Jihad Organization, 
  Revolutionary Justice Organization, Organization of the 
  Oppressed on Earth, Islamic Jihad for the Liberation of 
  Palestine, Organization of Right Against Wrong, Ansar 
  Allah, Followers of the Prophet Muhammed.
  Hezballah is a Shiite Islamic terrorist group dedicated 
  to the establishment of an Iranian-style Islamic 
  government in Lebanon and the destruction of Israel.  
  Hezballah is also very anti-Western and anti-American in 
  particular.  The organization performs missions on behalf 
  of Iranian supporters, but also has conducted independent 
  operations in the past.
  Hezballah was responsible for the suicide truck 
  bombing of the Beirut Marine Barracks in 1983, has taken 
  American and Western hostages in Lebanon, and attacked 
  the Israeli embassy in Argentina in 1992.  
  Holy Wars: Israel, United States.
  Operatives: Middle East.
  Size: Large.
  Home Base: Lebanon.
  Cells: United States, Canada, Western Europe (various 
  countries), Israel, Gaza Strip and West Bank, Africa 
  (various countries).
  Financial Resources: +25 (state sponsored terrorist 
  group, supported, trained, and directed by Iran; also 
  receives extensive support from Syria).
  Liberation Tigers of 
  Tamil Elam 
  The Tamil Tigers (LTTE) seek an independent Tamil 
  homeland in Sri Lanka, the small island southeast of 
  India, connected to the Indian mainland by a narrow strip 
  of land.  They have massive external support among front 
  organizations and Tamil communities in North America, 
  as well as drug smuggling operations in Europe.
  The Tigers engage in guerilla warfare with the 
  governments of Sri Lanka and India, including terrorist 
  tactics.  Sri Lankan politicians and military leaders have 
  been the targets of assassinations, and suicide bomb 
  attacks have been carried out against both Sri Lankan 
  President Ranasinghe Premadasa in 1993 and Indian 
  Prime Minister Rajiv Gandhi in 1991.  The Sri Lankan 
  capitol of Colombo has also been the target of numerous 
  bombings.
  The Tigers control the north and eastern coast of Sri 
  Lanka, particularly the Jaffna peninsula, where Tiger 
  control is so complete that the movements of strangers are 
  monitored at all times.
  The Tigers have a policy of not attacking foreigners, 
  thinking that to do so would cause a backlash against their 
  foreign front organizations’ fundraising activities.
  The Tigers armed membership is said to top 10,000.
  Holy Wars:  Sri Lanka, India.
  Operatives: Global.
  Size: Large.
  Home Base:  Jaffna, Northern Sri Lanka.
  Cells: United States (fundraising only), Canada 
  (fundraising only), Europe (drug smuggling/fundraising), 
  Asia (fundraising), India (terrorism).
  Financial Resources:  +25 (massive external 
  fundraising among Tamil communities worldwide, with 
  dozens of front organizations raising capital).
  Plot Hook (The Hammer Falls):  A “shore leave” 
  adventure, in which the PCs, employed as special 
  operations forces, mercenaries, CIA, DEA etc. are 
  vacationing in exotic Sri Lanka when the Tigers actually 
  
  Terror Groups
  26
  succeed in toppling the government.  Surrounded by 
  chaos, the PCs would have to choose their course of 
  action.  Do they slip out of the country? Stay and make 
  sure foreign tourists are safeguarded during the chaos? Or 
  do they attempt to reverse the tide and cause the coup to 
  fail.
  Japanese Red Army
  A communist terrorist group, JRA was formed in the 70’s, 
  with the stated intention of overthrowing the Japanese 
  government, including elimination of the monarchy, and 
  “fomenting world revolution”.  During the 70’s, JRA 
  conducted many spectacular terrorist attacks, including 
  the massacre at Lod airport, Israel, in 1972.  The group 
  was also responsible for several hijackings of Japanese 
  airplanes, and attempted to sieze the American embassy in 
  Kuala Lumpur.
  In the 80’s, the group was known to be organizing cells 
  in Asian cities such as Manila and Singapore. In 1988, a 
  JRA member was arrested on the New Jersey Turnpike 
  with explosives. In 1995, a member was arrested in 
  Romania and extradited to Japan.
  It is believed that about eight members, including the 
  group’s leader and founder, remain at large.
  Holy Wars: Japan, United States.
  Operatives: Global.
  Size: Small.
  Home Base: Lebanon.
  Cells: Manila, Singapore, United States.
  Financial Resources: +15 (very small group, with 
  backing from Syria, and possibly some covert support 
  from legitimate Japanese political parties).
  Kach and Kahane Chai
  Kach was founded by radical American Rabbi Meir 
  Kahane.  After his assassination, his son Binyamin 
  founded Kahane Chai, or “Kahane Lives”.  Anti-Arab 
  and Palestinian group with the stated goal of restoring 
  “Biblical” Israel.  Was declared a terrorist group by the 
  Israeli government in 1994 following an attack on a 
  mosque by the group, and the release of anti-government 
  statements by the group.
  Most of the group’s activities are criminal but non-
  violent: harassing and threatening West Bank Palestinians, 
  threatening Arab and Israeli government officials.  
  However, the group has claimed responsibility for several 
  shootings of Palestinians in the West Bank in 1993, 
  including three deaths, and seems to grow increasingly 
  radical and violence-prone over time.
  Kahane Chai is known to receive donations from 
  sympathizers in Europe and America. The exact size of 
  the group is unknown at the present time.
  Holy Wars: Palestine, Arab governments, Israeli 
  government.
  Operatives: Israel and the West Bank.
  Size: Small.
  Home Base: Hebron, West Bank.
  Cells: Unknown.
  Financial Resources: +15 (small group supported by 
  Jewish-American sympathizers).
  Khmer Rouge 
  The Party of Democratic Kampuchea, a Maoist-
  style communist terrorist group attempting to impose 
  “agrarian utopia” communism (sometimes called Mao-
  Style Communism) on Cambodia.  During a four-year 
  reign during the late 70’s, Khmer Rouge killed 1.7 
  million people by torture, slave labor, execution, and 
  starvation.  Despite numerous efforts to bring the leaders 
  of these atrocities to trial, currently only two Khmer 
  Rouge members are awaiting trial, and none have been 
  convicted.
  Recent defections, beginning in 1996 and accelerating 
  since then, have destroyed the Khmer Rouge as a 
  viable insurgent organization capable of overthrowing 
  the Cambodian government.  However, the group still 
  controls some areas of the countryside, and low-level 
  attacks continue.
  The group also attacks Cambodian and ethnic-
  Vietnamese villagers, and has killed foreigners traveling 
  in rural areas.
  Holy Wars: Cambodian Government.
  Operatives: Cambodia.
  Size: Small.
  Home Base: Cambodia.
  Cells: None.
  Financial Resources: +10 (small group, self-supported 
  through banditry).
  Plot Hook (The Extradition):  The United Nations 
  has decided to try some of the old-guard Khmer Rouge 
  leaders for war crimes/crimes against humanity.  The 
  United States is asked to help secure some captured 
  leaders for transport to Geneva.  Making it to the airport, 
  being attacked several times along the way by die-hard 
  supporters, should prove for an exciting adventure. 
  Or perhaps, the attackers are the family of the Khmer 
  Rouge’s victims, seeking a more satisfying brand of 
  justice than that which would be handed down by a 
  tribunal. GMs who enjoy evil moral quandaries can have 
  the PCs’ vehicle surrounded by victims of their charges, 
  missing limbs and bearing horrible scars, and let the PCs 
  decide if protecting some old men who don’t even regret 
  their sins is worth succeeding in their mission.
  
  Terror Groups
  27
  Kurdistan Workers’ Party 
  A Marxist-Leninist communist group composed primarily 
  of Kurds, founded in the mid-70’s, they seek to establish 
  an independent Kurdish state in Southeastern Turkey.  In 
  the ‘90s, they moved from a rural-insurgent group to an 
  urban terrorist group.
  Their primary operations include attacks on Turkish 
  government officials and security forces.  In 1993 and 
  1995, they attacked dozens of Turkish diplomatic facilities 
  throughout Western Europe.  The PKK has attempted 
  to damage Turkey’s tourist industry through attacks on 
  hotels, and the kidnapping of foreign tourists.
  Holy Wars: Turkish Government.
  Operatives: Middle East, Europe.
  Size: Large.
  Home Base: Southeastern Turkey (near the Iraq 
  border).
  Cells: Iraq, Western Europe.
  Financial Resources: +25 (large group, external 
  support from many sympathizers in Western Europe, may 
  also receive modest support from Iran- Syria and Iraq 
  have provided support in the past).
  Manuel Rodriguez Patriotic 
  Front (FPMR)
  Manuel Rodriguez Patriotic Front (FPMR) began as 
  the armed wing of the Chilean Communist Party, which 
  sought to turn Chile into a Soviet client state in the mid-
  80’s.  After a factional split, some of the organization 
  decided to pursue legitimate means and became a political 
  party, while the rest continued armed means of bringing 
  about political change.
  With only 50-100 members and little support, FPMR 
  focuses on lightly guarded targets for terrorist attacks such 
  as restaurants, U.S. businesses, and Mormon churches.  
  Government counter-terrorism actions have been highly 
  successful against this group.
  At least one escaped FPMR member has been granted 
  asylum in Switzerland, which has refused to extradite 
  him.
  Holy Wars: Chilean Government.
  Operatives: South America, Switzerland.
  Size: Small.
  Home Base: Chile.
  Cells: None.
  Financial Resources: +10 (Small organization with no 
  outside support).
  National Liberation Army of 
  Columbia 
  National Liberation Army of Columbia (also known as 
  ELN or the Ejercito de Liberacion Nacional) is a pro-
  Cuban, anti-American guerilla group.  The organization 
  has engaged in ecoterrorism, attacking foreign oil 
  pipelines and causing massive oil spills.  They support 
  themselves through kidnapping of foreign workers and 
  extorting money from local coca and poppy farmers.  
  They also attack government anti-drug forces that seek to 
  restrict coca farming. 
  The National Liberation Army has close to 5,000 armed 
  members, with little or no external support.
  Holy Wars: United States, Columbian Government.
  Operatives: Venezuela.
  Size: Medium.
  Home Base: Columbia-Venezuela border.
  Cells: None.
  Financial Resources: +16 (medium organization, self-
  supported through kidnapping and extortion).
  National Liberation Army of 
  Iran 
  Formed in the ‘60s to combat excessive Western influence 
  in the Shah’s regime, NLA’s ideology is a dangerous 
  mixture of Marxism and radical Islam.  In its history 
  the group has gone from conducting some of the most 
  spectacular and famous anti-American attacks to attacks 
  on the clerical regime that currently rules Iran.
  In the ‘70s, the NLA attacked Americans working on 
  defense projects in Tehran, and killed numerous civilians 
  and military personnel.  In 1979 it supported the takeover 
  of the American embassy in Tehran.
  However, in the ‘90s, the group began a campaign 
  targeting not America, but the Iranian clerical regime.  
  Although this campaign has stressed propaganda over 
  violence, April of 1992 saw attacks on Iranian embassies 
  in thirteen countries, demonstrating NLA’s ability to 
  conduct near-simultaneous global operations.  Recent 
  attacks include bombings and assassinations inside Iran.
  Successful counter-terrorism operations in the ‘80s 
  forced the NLA’s leaders to flee Iran. Eventually these 
  leaders settled in Iraq.
  Holy Wars: Iranian Government, United States.
  Operatives: Global.
  Size: Large.
  Home Base: Iran.
  Cells: Iraq.
  
  Terror Groups
  28
  Financial Resources: +25 (Large organization, 
  extensively supported through front organizations, 
  charities, and expatriate Iranians).
  Plot Hooks (The enemy of my enemy): The PCs, 
  conducting special operations activities in Iraq, seeking 
  terrorists and weapons of mass destruction, come upon a 
  heavily fortified NLA compound, and sieze it, capturing 
  several leaders and dozens of soldiers.  
  In the wake of this exciting adventure, however, the 
  PCs are given an offer by several NLA leaders.  They 
  know the time that an Abu-Nidal convoy (see the Great 
  Escape plot hook included with that organization) is 
  leaving for the Jordan border with a large amount of Sarin 
  nerve gas, which they plan to barter to other terror groups 
  for safe haven and passage to Libya (see the Devil’s 
  Bargain plot hook in the Al-Jihad organization).  
  Both the PCs and the NLA are enemies of Iran; 
  will they trade the leaders’ freedom in return for the 
  information needed to aid the prevention of the sale of a 
  weapon that would kill thousands?
  New People’s Army
  Militant arm of the Communist Party of the Philippines, 
  NPA is a Maoist-style, rural-based communist 
  terrorist group devoted to overthrowing the Philippine 
  government.  The NPA has also developed an urban 
  infrastructure capable of carrying out terrorist attacks in 
  Manila and other large cities.  The group also has elite 
  assassination squads known as Sparrow Units (depending 
  on how cinematic the campaign is, and how high level 
  the PCs are, these Sparrow Units could be mid level 
  Guerillas/Zealots all the way to high level Terrorists).
  Factional infighting and a lack of money have 
  weakened this group in recent years, though the group is 
  still quite active, targeting corrupt politicians, Philippine 
  security forces, and drug traffickers.  The group also 
  imposes “revolutionary taxes” (extortion) on businesses to 
  supplement its waning funds.
  Holy Wars: Philippine Government, United States.
  Operatives: Philippines.
  Size: Medium.
  Home Base: Rural Philippines.
  Cells: None.
  Financial Resources: +15 (Medium group, largely 
  self-supported through extortion).
  Palestinian Islamic Jihad 
  Also PIJ-Shaqaqi Faction, PIJ-Shallah Faction, Islamic 
  Jihad of Palestine, Islamic Jihad in Palestine, Abu 
  Ghunaym Squad of the Hezballah Bayt Al-Maqdis.
  A loosely organized coalition of many groups (each 
  name above is actually a separate faction that works 
  independently, but collectively comprise PIJ) formed in 
  the Gaza Strip in the 70’s.  The PIJ’s stated goal is the 
  destruction of Israel and the creation of a Palestinian state 
  in its place.  The United States is an enemy of the PIJ 
  because of its strong support for the state of Israel, and 
  PIJ also opposes “Western” governments in the Middle 
  East, such as Egypt, Saudi Arabia, and Jordan.
  PIJ has conducted suicide bombings in Israel, the West 
  Bank, and the Gaza Strip.  Has threatened to attack United 
  States interests in Jordan and elsewhere, but so far has not 
  followed through on those threats.
  Although the PIJ conducts most of its operations 
  in the occupied territory, the group’s base and largest 
  concentration of support and followers are in Syria. 
  Holy Wars: Israel, United States, “infidel” Middle 
  Eastern governments (such as Egypt and Saudi Arabia).
  Operatives: Middle East.
  Size: Medium.
  Home Base: Syria.
  Cells: West Bank, Gaza Strip, Israel.
  Financial Resources: +20 (medium group, externally 
  supported by Iran and Syria).
  Revolutionary Armed Forces 
  of Columbia 
  Revolutionary Armed Forces of Columbia (FARC) is the 
  largest, best-trained, and best-equipped of Columbia’s 
  guerilla groups.  It was formed in the ‘60s as a pro-Soviet, 
  anti-American army attempting to establish a Soviet client 
  state in Columbia.  
  FARC carries out frequent attacks against Columbian 
  government, judicial, military, and economic targets, 
  particularly the country’s large oil pipelines.  It also 
  carries out kidnappings of foreigners as a way to raise 
  funds.  FARC also receives money from drug farmers and 
  traffickers, providing protection from both government 
  drug enforcement agencies, as well as other guerilla 
  groups (such as the National Liberation Army of 
  Columbia).
  FARC’s membership is estimated to exceed 10,000 
  armed members.  It is believed, though undocumented, 
  that the group has wide support among Columbia’s rural 
  population.
  Holy Wars: United States, Columbian Government.
  Operatives: South America.
  Size: Large.
  Home Base: Columbia.
  Cells: Venezuela, Panama, Peru, Brazil, Ecuador.
  Financial Resources: +25 (large organization, self-
  support through kidnapping and extortion, as well as 
  external support from drug traffickers and growers for 
  protection and raids against government drug enforcement 
  attempts).
  
  Terror Groups
  29
  Revolutionary People’s 
  Liberation Party
  This is a Marxist group, a splinter faction of Dev Sol 
  that broke away after factional differences in ideology.  
  They have extreme anti-American/anti-NATO views. 
  They have conducted attacks against Turkish military and 
  government officials, along with United States contractors 
  and military personnel living and working in Turkey. The 
  Revolutionary People’s Liberation Party conducted rocket 
  attack against United States consulate in Istanbul in 1992, 
  and assassinated a prominent Turkish businessman in 
  1996.
  This organization is self-supported through kidnapping, 
  robbery, and extortion.
  Holy Wars: United States, NATO, Turkish 
  Government.
  Operatives: Europe.
  Size: Small.
  Home Base: Turkey.
  Cells: Europe, Egypt.
  Financial Resources: +15 (Small group, self-
  supported).
  Tupac Amaru Revolutionary 
  Movement (MRTA)
  Tupac Amaru Revolutionary Movement (MRTA)is 
  a traditional Marxist-Leninist group dedicated to 
  ridding Peru of “imperialist” influences and establish a 
  Marxist-style communist regime in place of the current 
  government.  Recently, the organization has been thrown 
  into disarray by effective government counter-terrorism 
  efforts and a dwindling of support.  Many die-hard 
  members are currently incarcerated, further hindering 
  MRTA’s ability to recover from recent setbacks.
  MRTA has conducted bombings, kidnappings, 
  ambushes, and assassinations targeting government, 
  security, and foreign interests; has also conducted 
  numerous anti-American attacks and operations.  
  In December 1996 the group seizes the Japanese 
  Ambassador’s residence during a diplomatic reception.  
  Government forces eventually stormed the residence, 
  freeing all but one hostage.  This was the last operation 
  undertaken by MRTA.
  MRTA is believed to have less than 100 remaining 
  members.
  Holy Wars: Peruvian Government, United States.
  Operatives: Peru.
  Size: Small.
  Home Base: Peru.
  Cells: None.
  Financial Resources: +10 (small group, with 
  dwindling support, many members currently 
  jailed).
  
  “I told you, I heard something.”*
  “You’re always hearing things.  It’s your deal anyway.”
  Suddenly the window collapsed inward.  The room descended into stunned silence for a moment, the two men 
  looking dumbly at the small round object on the floor.
  Suddenly, the men were on the ground.
  “Grenade!”
  The men covered their ears, waiting for the explosion, curled up into little balls in a vain attempt to protect 
  themselves.  From the hallway of the hotel room outside they heard the sounds of fighting.
  In a moment, the men looked around, the object hadn’t exploded.  A huge bald man wearing a tank top, camo pants, 
  and military boots was crouched on the table where the men had been playing cards.  He smiled at them.
  “What do you know?  Damn thing was a dud.  You guys better hurry up and surrender.  The girls outside are much, 
  much meaner than me.”
  <<<…>>>
  The men turned around as the elevator door opened.  They had been through this routine before.  The hotel staff had 
  been bribed to move everyone off this floor.  And if someone came up here by mistake, they were “encouraged” to get 
  off on the next floor.  As always, one of them waited for the doors to open, face an impenetrable mask of intimidation.
  When the door was only open a crack, a hand reached through and grabbed the Korean thug by his tie and smacked 
  him against the still opening doors.  He slumped to the ground, unconscious.
  There was a moment of quiet disbelief in what had just happened.  In the moment the doors opened all the way, and 
  a second guard, who had been standing behind the first, dropped like a wet sack, as a blur seemed to come out of the 
  elevator.  Brianna crouched on top of the prone guard, and blew a kiss to the other two guards.
  From the room the men were guarding a crash sounded, which caused one of the men to glance away from the 
  woman crouching over his two companions.  The fourth reached into his jacket for a pistol.
  Eyes darkening, Brianna hissed, “Kimmy”.
  The tiny woman emerged from the elevator, and rolled forward, a series of bullets buried themselves in the wall over 
  her head, never seeming to catch up to her.  Suddenly a plaintive scream broke the odd quiet that had descended over 
  the hallway.  The man’s hand, and the gun it held, was lying on the ground.  He seemed dazed, unable to believe he 
  had not felt the blade move through flesh and sinew and bone.
  The man next to him, the lone remaining guard, finally stirred to action by the screams of his friend, reached for his 
  gun, but a Sai pinned his hand to his chest, and before he could free it, Kimmy caught him square across the jaw with 
  her Katana’s sheath, and in a spray of blood and teeth, the last guard was on the ground.
  Behind the two women, the elevator doors closed.
  Brianna just shook her head.  “Where did you learn this again?”
  Kimmy frowned ever so slightly.  “My father thinks he lives in Tokugawa Japan, what can I say.”
  The door to the hotel room opened up, and Max stepped through, carrying a bundle over one broad shoulder.  
  “He’s drugged, and the street outside looks like the DMZ right now, so let’s go.”
  They hit the stairs at a run.
  *Translated from the Korean- your multilingual editor.
  Chapter 3: 
  Allies and Adversaries
  
  Allies and Adversaries
  31
  This section provides the GM with some generic 
  characters of various levels to assist in his campaign, 
  giving him stock characters to use on the fly.
  Demagogue
  Demagogue, High Level; Level 10 (Charismatic 7, 
  Demagogue 3):  CR 10; HD 10d6+10; HP 45; Massive 
  Damage 12; AP 0; Init +0; Spd 30 ft.; Defense 14, Touch 
  14, Flat-Footed 14 (+4 Class); Base Attack Bonus +4 (+3 
  melee +4 ranged); Attack not usually armed; SA Cult of 
  Personality, Manifesto; AL one cause or group (related 
  to Conviction); Occupation Religious (Decipher Script, 
  Listen, Sense Motive); Wealth +6; SV Fort +6 Ref +5 
  Will +5; Str 8 Dex 10 Con 12 Int 14 Wis 11 Cha 15.
  Skills:  Diplomacy +15, Craft (Writing) +15, Gather 
  Information +15, Knowledge (Current Events) +12, 
  Knowledge (Theology) +15, Intimidate +15, Disguise 
  +10, Bluff +8, Knowledge (Behavioral Sciences) +5, 
  Sense Motive +5.
  Talents and Feats: Charm, Favor, Captivate, 
  Conviction, Enemy, Creative (Charismatic bonus feat), 
  Renown (Charismatic bonus feat), Frightful Presence 
  (Charismatic bonus feat), Psychological Warfare, 
  Leadership, Enemy, Information Network.
  Equipment/Possessions: Few personal possessions, 
  mostly books and writing materials.  
  Role: This character is always seeking, through the 
  written and spoken word, to keep his followers on the 
  path of righteousness, including the merciless killing 
  of those he considers Infidels.  A core of highly loyal 
  and well-armed bodyguards, including his cohort, will 
  surround this character.
  Demagogue, High Level; Level 13 (Charismatic 7, 
  Demagogue 6):  CR 13; HD 13d6+13; HP 58; Massive 
  Damage 12; AP 0; Init +0; Spd 30 ft.; Defense 18, 
  Touch 15, Flat-Footed 18 (+5 Class, +3 Equipment); 
  Base Attack Bonus +6 (+5 melee +6 ranged); Attack not 
  usually armed; SA Cult of Personality, Manifesto, Holy 
  War +1; AL one cause or group (related to Conviction); 
  Occupation Religious (Decipher Script, Listen, Sense 
  Motive); Wealth +6; SV Fort +7 Ref +6 Will +7; Str 8 
  Dex 10 Con 12 Int 14 Wis 11 Cha 16.
  Skills:  Diplomacy +19, Craft (Writing) +18, Gather 
  Information +19, Knowledge (Current Events) +12, 
  Knowledge (Theology) +15, Intimidate +19, Disguise 
  +11, Bluff +9, Knowledge (Behavioral Sciences) +5, 
  Sense Motive +10, Listen +4.
  Talents and Feats: Charm, Favor, Captivate, 
  Conviction, Enemy, Creative (Charismatic bonus feat), 
  Renown (Charismatic bonus feat), Frightful Presence 
  (Charismatic bonus feat), Psychological Warfare, 
  Leadership, Enemy, Information Network, Home Turf 
  (Demagogue bonus feat), Enemy (Demagogue bonus 
  feat), Armor Proficiency (Light).
  Equipment/Possessions: Few personal possessions, 
  mostly books and writing materials.  Undercover vest.
  Role: A highly influential character, with many 
  followers and admirers, this character can send whole 
  regions of the world into turmoil through his declarations 
  of “war” against infidel groups.
  Guerilla
  Guerilla, Low Level; Level 2 (Strong Hero 2):  CR 2; 
  HD 2d8+2; HP 11; Massive Damage 13; AP 0; Init +1; 
  Spd 30 ft; Defense 13, Touch 13, Flat-Footed 12 (+2 
  Class, +1 Dexterity); Base Attack Bonus +2 (+4 melee +3 
  ranged); Attack 1d6 Melee (club), 1d6 Ranged (Molotov 
  Cocktail); AL one cause or group (related to Conviction 
  feat); Occupation Student (Computer Use, Research, 
  Knowledge: Current Events); Wealth +0; SV Fort +3 Ref 
  +1 Will +0; Str 14 Dex 12 Con 13 Int 10 Wis 11 Cha 8.
  Skills: Knowledge (tactics) +4, Knowledge (current 
  events) +4, Computer Use +3, Research +3, Repair +2.
  Talents and Feats: Melee Smash 1, Simple Weapon 
  Proficiency (from class), Conviction (one cause or group), 
  Home Turf, Combat Martial Arts (bonus feat).
  Equipment/Possessions:  Molotov Cocktail (2); Club.
  Role:  A disaffected student. This character will rarely 
  take up arms unless driven by desperation or a skillful 
  orator or propagandist.  Usually possesses a great deal 
  of propaganda and information about his causes gleaned 
  from internet research and other sources.  Not dangerous 
  to well-trained resistance except in great numbers.
  Guerilla, Medium Level; Level 5 (Strong Hero 3, 
  Guerilla 2):  CR 5; HD 5d8 +10; HP 35; Massive 
  Damage 14; AP 0; Init +1; Spd 30 ft.; Defense 17, 
  Touch 15, Flat-Footed 16 (+4 Class, +1 Dexterity, +2 
  Equipment); Base Attack Bonus +4 (+6 melee +5 ranged); 
  Attack: 1d4 Melee (knife), 2d8 Ranged (AK-47); SA: 
  Guerilla Warfare (Home Turf +1); AL one cause or 
  group (related to Conviction feat); Occupation Criminal 
  (Disable Device, Hide); Wealth +0; SV Fort +4 Ref +3 
  Will +1; Str 14 Dex 12 Con 14 Int 10 Wis 11 Cha 8.
  Skills:  Knowledge (Current Events) +3, Knowledge 
  (Tactics) +3, Climb +4, Disable Device +4, Hide +4, Craft 
  (Structural) +3, Knowledge (Streetwise) +3, Demolitions 
  +3.
  Talents and Feats: Melee Smash 1, Extreme Effort 
  1, Personal Firearms Proficiency (from Occupation), 
  Conviction (one cause or group), Home Turf, Combat 
  Martial Arts (Strong Hero bonus), Advanced Firearms 
  Proficiency, Armor Proficiency- Light (Guerilla bonus).
  Equipment/Possessions: AK-47; 2 clips 7.62 mm 
  ammunition; 2 Molotov Cocktails; Knife; Pull-Up Pouch 
  Vest.
  Role: A dedicated “soldier of the cause”, this character 
  will fight for his group or cause when called upon, often 
  through sabotage or (clumsily executed) bombings.  When 
  
  Allies and Adversaries
  32
  not working for his cause, this character will support 
  himself through criminal means, such as kidnapping, 
  extortion, drug-running and other unsavory activities.
  Guerilla, High Level (Guerilla Leader); Level 10 
  (Strong 3, Guerilla 7):  CR 10; HD 10d8+20; HP 70; 
  Massive Damage 14; AP 0; Init +1; Spd 30 ft.; Defense 
  20, Touch 18, Flat-Footed 19 (+7 Class, +1 Dexterity, +2 
  Equipment); Base Attack Bonus +8/+3 (+10/+5 melee 
  +9/+4 ranged); Attack 2d8 Ranged (AK-47); SA Guerilla 
  Warfare (Home Turf +1, Sneak Attack +2d6), Suicidal 
  Attack; AL one cause, Active Duty (one guerilla or 
  Paramilitary group); Occupation Military (Knowledge- 
  Tactics, Navigate); Wealth +6; SV Fort +8, Ref +6, Will 
  +4; Str 14, Dex 12, Con 14, Int 12, Wis 13, Cha 14.
  Skills: Knowledge (Tactics) +14, Knowledge (Current 
  Events) +4, Climb +5, Navigate +7, Jump +5, Craft 
  (Structural) +4, Hide +6, Move Silently +6, Drive +7, 
  Bluff +7.
  Talents and Feats: Melee Smash, Improved Melee 
  Smash, Personal Firearms (from Occupation), Conviction, 
  Home Turf, Combat Reflexes (Strong Hero bonus), 
  Advanced Firearms Proficiency, Armor Proficiency- Light 
  (Guerilla bonus feat), Teamwork- Guerilla group (Guerilla 
  bonus feat), Burst Fire (Guerilla bonus feat), Tactician, 
  Leadership.
  Equipment/Possessions: AK-47; 4 clips 7.62 
  ammunition; Pull-Up pouch vest; Beretta 93R; 2 
  Fragmentation grenades, 2 Smoke grenades.
  Role: A dangerous opponent, a former mercenary 
  turned guerilla leader, this character, leading his guerilla 
  forces in well-trained surprise attacks, would be a thorn 
  in the side of any government, and could cause a weak or 
  unstable government to collapse.
  Organizer
  Organizer, High Level; Level 10 (Charismatic 7, 
  Organizer 3):  CR 10; HD 10d6+10; HP 45; Massive 
  Damage 12; AP 0; Init +0; Spd 30 ft.; Defense 14, Touch 
  14, Flat-Footed 14 (+4 Class); Base Attack Bonus +4 (+3 
  melee +4 ranged); Attack not usually armed; SA Shadow 
  Contact- Low Level; AL one cause or group (related 
  to Conviction); Occupation Entrepreneur (Knowledge-
  Business); Wealth +25; SV Fort +6 Ref +5 Will +5; Str 8 
  Dex 10 Con 12 Int 14 Wis 11 Cha 15.
  Skills:  Diplomacy +15, Knowledge (Business) +11, 
  Gather Information +15, Computer Use +7, Profession 
  +10, Knowledge (Current Events) +12, Knowledge 
  (Theology) +12, Intimidate +15, Disguise +10, Bluff +8.
  Talents and Feats: Charm, Favor, Captivate, 
  Conviction, Windfall x2, Dodge (Charismatic bonus 
  feat), Windfall (Charismatic bonus feat), Trustworthy 
  (Charismatic bonus feat), Leadership, Information 
  Network.
  Equipment/Possessions: Virtually anything, but not 
  usually armed.
  Role: The brains and money behind a group, the 
  characters will have to work hard to get close to this 
  character.  Even if they do, they will find him flanked by 
  veteran, well-armed and armored security, including his 
  cohort.
  Organizer, High Level; Level 13 (Charismatic 7, 
  Organizer 6):  CR 13; HD 13d6+13; HP 58; Massive 
  Damage 12; AP 0; Init +0; Spd 30 ft.; Defense 19, Touch 
  16, Flat-Footed 19 (+6 Class, +3 Equipment); Base Attack 
  Bonus +5 (+4 melee +5 ranged); Attack not usually 
  armed; SA Wealth x3 (+9 Wealth, +6 Profession checks 
  to gain Wealth; Shadow Contact- Low and Mid Level; AL 
  one cause or group (related to Conviction); Occupation 
  Entrepreneur (Knowledge-Business); Wealth +31; SV 
  Fort +7 Ref +6 Will +7; Str 8 Dex 10 Con 12 Int 14 Wis 
  11 Cha 16.
  Skills:  Diplomacy +19, Knowledge (Business) +11, 
  Gather Information +19, Computer Use +7, Profession 
  +16 (+26 to gain Wealth), Knowledge (Current Events) 
  +12, Knowledge (Theology) +12, Intimidate +16, 
  Disguise +11, Bluff +18.
  Talents and Feats: Charm, Favor, Captivate, 
  Conviction, Windfall x2, Dodge (Charismatic bonus 
  feat), Windfall x2 (Charismatic and Organizer bonus 
  feats), Trustworthy (Charismatic bonus feat), Leadership, 
  Information Network, Armor Proficiency (Light).
  Equipment/Possessions: Virtually anything, but not 
  usually armed. Undercover vest.
  Role: With such wealth behind it, a terrorist group 
  becomes much more dangerous.  This character, despite 
  the fact that he has likely never touched a gun, is 
  responsible for the deaths of countless innocents.
  Organizer, Extreme Level; Level 17 (Charismatic 7, 
  Organizer 10):  CR 17; HD 17d6+17; HP 76; Massive 
  Damage 12; AP 0; Init +0; Spd 30 ft.; Defense 23, 
  Touch 19, Flat-Footed 23 (+9 Class, +4 Equipment); 
  Base Attack Bonus +7 (+6 melee +7 ranged); Attack not 
  usually armed; SA Wealth x4 (+12 Wealth, +8 Profession 
  checks to gain Wealth; Shadow Contact- Low, Mid and 
  High Level, Small Bills, Untraceable; AL one cause or 
  group (related to Conviction); Occupation Entrepreneur 
  (Knowledge-Business); Wealth +38; SV Fort +8 Ref +7 
  Will +9; Str 8 Dex 10 Con 12 Int 14 Wis 11 Cha 17.
  Skills:  Diplomacy +23, Knowledge (Business) +11, 
  Gather Information +23, Computer Use +7, Profession 
  +20 (+32 to gain Wealth), Knowledge (Current Events) 
  +12, Knowledge (Theology) +12, Intimidate +23, 
  Disguise +15, Bluff +23.
  Talents and Feats: Charm, Favor, Captivate, 
  Conviction, Windfall x2, Dodge (Charismatic bonus 
  feat), Windfall x2 (Charismatic and Organizer bonus 
  feats), Trustworthy (Charismatic bonus feat), Leadership, 
  Information Network, Armor Proficiency (Light), Armor 
  
  Allies and Adversaries
  33
  Proficiency (Medium).
  Equipment/Possessions: Virtually anything, but not 
  usually armed. Concealable vest.
  Role: One of the richest men in the world, this 
  character spends his vast personal fortune to pursue what 
  he sees as his “just cause”.  Perhaps the character simply 
  seeks to set himself up as a king.
  Terrorist
  Terrorist, High Level; Level 13 (Tough 3, Zealot 7, 
  Terrorist 3):  CR 13; HD 6d10, 7d8 +32 (+26 Con, +3 
  Robust, +3 Toughness); HP 97; Massive Damage 15; AP 
  0; Init +2; Spd 30 ft.; Defense 20, Touch 18, Flat-Footed 
  18 (+9 Class, +2 Dexterity, +2 Equipment); Base Attack 
  Bonus +10/+5 (+11/+6 melee +12/+7 ranged); Attack 2d4 
  Ranged (Walther PPK), 1d6 Melee (Club); SA Fanaticism 
  (+3 additional Enemy bonus to attack and skill checks- 
  usually divided between Enemy feats), Suicidal attack, 
  Hatred, Sneak Attack +1d6; AL one group or cause; 
  Occupation Military (Demolitions, Drive); Wealth +2; 
  SV Fort +9, Ref +8, Will +5; Str 12 Dex 14 Con 15 Int 12 
  Wis 10 Cha 12.
  Skills: Intimidate +10, Demolitions +9, Knowledge 
  (Streetwise) +3, Drive +4, Hide +12, Move Silently +12, 
  Disable Device +9, Gather Information +5, Disguise +7, 
  Search +6, Survival +5.
  Talents and Feats: Robust, Remain Conscious, 
  Personal Firearms (from Occupation), Enemy, Conviction, 
  Toughness (Tough Hero bonus feat), Teamwork (extremist 
  faction), Drive-by Attack (Zealot bonus feat), Stealthy 
  (Zealot bonus feat), Enemy (Zealot bonus feat), Cell, 
  Antithesis, Armor Proficiency- Light (Terrorist bonus 
  feat), Splinter Cell.
  Equipment/Possessions: Semtex (2 lbs); Knife; 
  Walther PPK; 2 clips .32 ammunition; AK-47; 2 clips 
  7.62mm ammunition; Pull-Up Pouch Vest; 2 Smoke 
  grenades; 2 Fragmentation grenades.   
  Role: A carefully cultivated commodity, this character 
  is greatly prized by the terror group he belongs to.  
  Although he is willing (indeed eager) to die for his 
  cause, the time and place of his death will be carefully 
  orchestrated to be as spectacular as possible.
  Terrorist, Extreme Level; Level 18 (Tough 3, Zealot 
  7, Terrorist 8):  CR 18; HD 11d10, 7d8 +32 (+54 Con, 
  +3 Robust, +3 Toughness); HP 156; Massive Damage 
  16; AP 0; Init +2; Spd 30 ft.; Defense 29, Touch 23, Flat-
  Footed 27 (+11 Class, +2 Dexterity, +6 Equipment); Base 
  Attack Bonus +15/+10/+5 (+16/+11/+6 melee +17/+12/+7 
  ranged); Attack 2d4 Ranged (Walther PPK), 1d6 Melee 
  (Club); SA Fanaticism (+4 additional Enemy bonus to 
  attack and skill checks- usually divided between Enemy 
  feats), Improved Suicidal attack, Hatred, Sneak Attack 
  +3d6; AL one group or cause; Occupation Military 
  (Demolitions, Drive); Wealth +2; SV Fort +13, Ref +11, 
  Will +6; Str 12 Dex 14 Con 16 Int 12 Wis 10 Cha 12.
  Skills: Intimidate +10, Demolitions +9, Knowledge 
  (Streetwise) +3, Drive +10, Hide +12, Move Silently +12, 
  Disable Device +9, Gather Information +5, Disguise +10, 
  Search +6, Survival +10, Pilot +10, Listen +8.
  Talents and Feats: Robust, Remain Conscious, 
  Personal Firearms (from Occupation), Enemy, Conviction, 
  Toughness (Tough Hero bonus feat), Teamwork (extremist 
  faction), Drive-by Attack (Zealot bonus feat), Stealthy 
  (Zealot bonus feat), Enemy (Zealot bonus feat), Cell, 
  Antithesis, Armor Proficiency- Light (Terrorist bonus 
  feat), Splinter Cell, Improved Initiative (Terrorist 
  bonus feat), Low Profile (Terrorist bonus feat), Armor 
  Proficiency- Medium (Terrorist bonus feat), Aircraft 
  Operation (Helicopters), Aircraft Operation (Heavy 
  Aircraft).
  Equipment/Possessions: Semtex (2 lbs); Knife; 
  Walther PPK; 2 clips .32 ammunition; AK-47; 2 clips 
  7.62mm ammunition; Tactical Vest; 2 Smoke grenades; 2 
  Fragmentation grenades.
  Role: A carefully cultivated commodity, this character 
  is greatly prized by the terror group he belongs to.  
  Although he is willing (indeed eager) to die for his 
  cause, the time and place of his death will be carefully 
  orchestrated to be as spectacular as possible.
  Zealot
  Zealot, Low Level; Level 2 (Tough 2):  CR 2; HD 
  2d10+9 (+4 Con, +2 Robust, +3 Toughness); HP 19; 
  Massive Damage 14; AP 0; Init +1; Spd 30 ft.; Defense 
  13, Touch 13, Flat-Footed 12 (+2 Class, +1 Dexterity); 
  Base Attack Bonus +2 (+3 melee +3 ranged); Attack 
  1d6 Ranged (Molotov Cocktail) 1d6 Melee (Club); 
  SA None; AL one group or cause; Occupation Military 
  (Demolitions, Drive); Wealth +2; SV Fort +4, Ref +1, 
  Will -1; Str 12 Dex 13 Con 14 Int 10 Wis 8 Cha 11.
  Skills: Intimidate +3, Demolitions +3, Knowledge 
  (Streetwise) +3, Drive +4, Survival +2.
  Talents and Feats: Robust, Personal Firearms (from 
  Occupation), Enemy, Conviction, Toughness (Tough Hero 
  bonus feat).
  Equipment/Possessions: Molotov Cocktail (2); Club.
  Role: At the lower levels only the ferocity with which 
  this character pursues his cause will distinguish him from 
  the Guerilla. Where the low level Guerilla will seek a call 
  to action, this character wants a confrontation. In such a 
  confrontation, the Zealot’s anger will carry him, making 
  him very difficult to bring down (with 19 HP or more).
  Zealot, Medium Level; Level 5 (Tough 3, Zealot 
  2):  CR 5; HD 3d10, 2d8 +16 (+10 Con, +3 Robust, +3 
  Toughness); HP 41; Massive Damage 14; AP 0; Init +2; 
  Spd 30 ft.; Defense 16, Touch 16, Flat-Footed 14 (+4 
  Class, +2 Dexterity); Base Attack Bonus +3 (+4 melee 
  +5 ranged); Attack 2d4 Ranged (Walther PPK), 1d6 
  
  Allies and Adversaries
  34
  Melee (Club); SA Fanaticism (+1 additional Enemy 
  bonus to attack and skill checks); AL one group or cause; 
  Occupation Military (Demolitions, Drive); Wealth +2; 
  SV Fort +4, Ref +3, Will +1; Str 12 Dex 14 Con 14 Int 10 
  Wis 8 Cha 11.
  Skills: Intimidate +6, Demolitions +6, Knowledge 
  (Streetwise) +3, Drive +4, Survival +2, Craft (Electronic) 
  +3.
  Talents and Feats: Robust, Remain Conscious, 
  Personal Firearms (from Occupation), Enemy, Conviction, 
  Toughness (Tough Hero bonus feat), Teamwork (extremist 
  faction), Drive-by Attack (Zealot bonus feat).
  Equipment/Possessions: Molotov Cocktail (2); Club; 
  Walther PPK; 2 clips .32 ammunition. 
  Role: A very dangerous soldier, skilled in attacking 
  from a vehicle (motorcycles being preferred for hit and 
  run raids), this character is also growing increasingly 
  skilled with demolitions, able to plant bombs made by 
  others effectively, and even assist extremist bomb makers 
  in the formation of simple triggers and fuses.
  Zealot, High Level; Level 10 (Tough 3, Zealot 7):  
  CR 10; HD 3d10, 7d8 +26 (+20 Con, +3 Robust, +3 
  Toughness); HP 74; Massive Damage 14; AP 0; Init +2; 
  Spd 30 ft.; Defense 16, Touch 16, Flat-Footed 14 (+7 
  Class, +2 Dexterity); Base Attack Bonus +7/+2 (+8/+3 
  melee +9/+4 ranged); Attack 2d4 Ranged (Walther 
  PPK), 1d6 Melee (Club); SA Fanaticism (+2 additional 
  Enemy bonus to attack and skill checks), Suicidal attack, 
  Hatred; AL one group or cause; Occupation Military 
  (Demolitions, Drive); Wealth +2; SV Fort +6, Ref +5, 
  Will +3; Str 12 Dex 14 Con 14 Int 12 Wis 10 Cha 12.
  Skills: Intimidate +8, Demolitions +9, Knowledge 
  (Streetwise) +3, Drive +4, Hide +12, Move Silently +12, 
  Disable Device +9, Gather Information +5.
  Talents and Feats: Robust, Remain Conscious, 
  Personal Firearms (from Occupation), Enemy, Conviction, 
  Toughness (Tough Hero bonus feat), Teamwork (extremist 
  faction), Drive-by Attack (Zealot bonus feat), Stealthy 
  (Zealot bonus feat), Enemy (Zealot bonus feat), Cell, 
  Antithesis.
  Equipment/Possessions: Molotov Cocktail (2); Club; 
  Walther PPK; 2 clips .32 ammunition.
  Role: This character has become a sophisticated 
  shadow warrior, watching his enemies (of which he has 
  several), and waiting for a sign of weakness, the time 
  when his attack will do the most harm.  This character is 
  about to make his first step into the big time, and enter the 
  Terrorist prestige class with his next level.
  SWAT
  SWAT Medium Level, Level 6 (Strong 5/SWAT 1):  CR 
  6; HD 6d8+12; HP 43; Massive Damage 14; AP Varies; 
  Init +1; Spd 30 ft.; Defense 21, Touch 15, Flat-Footed 
  20 (+4 Class, +1 Dexterity, +6 Equipment); BAB +5 
  (+5 melee +6 ranged); Attack 2d8 Ranged M-16A2, 1d4 
  Melee Knife; SA Extreme Effort, Melee Smash, Improved 
  Melee Smash, Quick Response +1; AL Active Duty 
  (Police Force); Occupation Law-Enforcement Diplomacy, 
  Drive, Intimidate, Armor Proficiency (light); Wealth +4; 
  SV Fort +6, Ref +3, Will +1; Str 11, Dex 13, Con 14, Int 
  12, Wis 10, Cha 10.
  Skills:  Climb +7, Hide +8, Intimidate +8, Knowledge 
  (Tactics) +6, Diplomacy +6
  Feats: Simple Weapon Proficiency (from class), Armor 
  Proficiency (light) (from Occupation), Teamwork (Police), 
  Personal Firearms Proficiency, Armor Proficiency 
  (medium), Combat Martial Arts (from Class), Weapon 
  Focus M-16 (from Class), Armor Proficiency (heavy) 
  Equipment/Possessions:  M-16A2, 2 clips 5.56mm 
  ammunition, 2 Tear Gas grenades, Gas Mask, Knife, 
  Tactical Vest.
  Role:  A highly trained police tactical officer.
  SWAT High Level, Level 10 (Strong 5/SWAT 5):  CR 
  10; HD 10d8+20; HP 76; Massive Damage 14; AP Varies; 
  Init +2; Spd 30 ft.; Defense 27, Touch 18, Flat-Footed 
  25 (+9 Class, +2 Dexterity, +6 Equipment); BAB +8/
  +3 (+8/+3 melee +10/+5 ranged); Attack 2d8 Ranged 
  M-16A2, 1d4 Melee Knife; SA Extreme Effort, Melee 
  Smash, Improved Melee Smash, Quick Response +2, 
  Nonlethal Force, Reconnaissance; AL Active Duty (Police 
  Force); Occupation Law-Enforcement Diplomacy, Drive, 
  Intimidate, Armor Proficiency (light); Wealth +4; SV Fort 
  +8, Ref +6, Will +2; Str 11, Dex 14, Con 14, Int 12, Wis 
  10, Cha 10.
  Skills:  Climb +7, Hide +9, Intimidate +13, Knowledge 
  (Tactics) +13, Diplomacy +6, Drive +10, Move Silently 
  +6.
  Feats: Simple Weapon Proficiency (from class), Armor 
  Proficiency (light) (from Occupation), Teamwork (Police), 
  Personal Firearms Proficiency, Armor Proficiency 
  (medium), Combat Martial Arts (from Class), Weapon 
  Focus M-16 (from Class), Armor Proficiency (heavy), 
  Point Blank Shot (from Class), Precise Shot.
  Equipment/Possessions:  M-16A2, 2 clips 5.56mm 
  ammunition, 2 Tear Gas grenades, Gas Mask, Knife, 
  Forced Entry unit.
  Role: A tough customer, this character is the first in, 
  taking down doors. To shield him from the increased 
  danger of his role in the team, he wears heavier armor 
  than most of his teammates.
  SWAT Extreme Level, Level 15 (Strong 5/SWAT 10):  
  CR 15; HD 15d8+30; HP 120; Massive Damage 14; 
  AP Varies; Init +2; Spd 30 ft.; Defense 26, Touch 20, 
  Flat-Footed 24 (+8 Class, +2 Dexterity, +6 Equipment); 
  BAB +12/+7/+2 (+8/+3 melee +10/+5 ranged); Attack 
  2d8 Ranged M-16A2, 1d4 Melee Knife; SA Extreme 
  Effort, Melee Smash, Improved Melee Smash, Quick 
  Response +4, Nonlethal Force, Reconnaissance, Plan, 
  Ambush; AL Active Duty (Police Force); Occupation 
  
  Allies and Adversaries
  35
  Law-Enforcement Diplomacy, Drive, Intimidate, Armor 
  Proficiency (light); Wealth +4; SV Fort +10, Ref +8, Will 
  +4; Str 12, Dex 14, Con 14, Int 12, Wis 10, Cha 10.
  Skills:  Climb +7, Hide +9, Intimidate +18, Knowledge 
  (Tactics) +13, Diplomacy +18, Drive +20, Move Silently 
  +6, Knowledge (Civics) +6.
  Feats: Simple Weapon Proficiency (from class), Armor 
  Proficiency (light) (from Occupation), Teamwork (Police), 
  Personal Firearms Proficiency, Armor Proficiency 
  (medium), Combat Martial Arts (from Class), Weapon 
  Focus M-16 (from Class), Armor Proficiency (heavy), 
  Point Blank Shot (from Class), Precise Shot, Alertness 
  (from Class), Vehicle Expert, Force Stop.
  Equipment/Possessions:  M-16A2, 2 clips 5.56mm 
  ammunition, 2 Tear Gas grenades, Gas Mask, Knife, 
  Tactical Vest.
  Role:  A skilled leader and administrator, this character 
  acts as a field supervisor.  A skilled negotiator who has 
  seen dozens of hostage negotiations, he is able to keep a 
  hostage taker talking until a specialized negotiator comes 
  in, at which time he will assume full control of the tactical 
  team.
  U.S. Secret Service
  U.S. Secret Service High Level, Level 10 (Tough 3/
  Bodyguard 5/Secret Service 2):  CR 10; HD 3d10 +9 
  (+6 Con, +3 Robust) 7d12+14; HP 103; Massive Damage 
  14; AP Varies; Init +5 (+1 Dexterity, +4 Improved 
  Initiative); Spd 30 ft.; Defense 22, Touch 18, Flat-Footed 
  21 (+7 Class, +1 Dexterity, +4 Equipment); BAB +6/+1 
  (+6/+1 melee +7/+2 ranged); Attack 2d6 ranged Glock 
  17; SA Remain Conscious, Robust, Harm’s Way, Combat 
  Sense +1, Sudden Action, Improved Charge, Human 
  Shield +1; AL Active Duty (Secret Service), Loyalty 
  to Country; Occupation Law Enforcement: Drive, 
  Knowledge (tactics), Listen, Armor Proficiency (light); 
  Wealth +4; SV Fort +8, Ref +8, Will +2; Str 10, Dex 12, 
  Con 14, Int 12, Wis 14, Cha 10.
  Skills:  Concentrate +6, Intimidate +6, Spot +8, Listen 
  +8, Knowledge (tactics) +5, Sense Motive +8, Drive +8, 
  Gather Information +6.
  Feats: Simple Weapon Proficiency (from Class), 
  Personal Firearms Proficiency, Combat Martial Arts, 
  Alertness (from Class), Armor Proficiency (medium), 
  Advanced Firearms (from Class), Teamwork (Secret 
  Service), Improved Initiative.
  Equipment/Possessions:  Glock 17, 2 clips 9mm 
  ammunition, radio, Concealable Vest.
  Role:  A dedicated agent, the first line of defense 
  against an attack on our President.
  U.S. Secret Service High Level, Level 13 (Tough 
  3/Bodyguard 5/Secret Service 5):  CR 13; HD 3d10 
  +9 (+6 Con, +3 Robust) 10d12+20; HP 130; Massive 
  Damage 15; AP Varies; Init +5 (+1 Dexterity, +4 
  Improved Initiative); Spd 30 ft.; Defense 24, Touch 20, 
  Flat-Footed 23 (+9 Class, +1 Dexterity, +4 Equipment); 
  BAB +8/+3 (+8/+3 melee +9/+4 ranged); Attack 2d6 
  ranged Glock 17; SA Remain Conscious, Robust, Harm’s 
  Way, Combat Sense +1, Sudden Action, Improved 
  Charge, Human Shield +2, Sentinel, Defensive Position 
  +1; AL Active Duty (Secret Service), Loyalty to Country; 
  Occupation Law Enforcement: Drive, Knowledge 
  (tactics), Listen, Armor Proficiency (light); Wealth +4; SV 
  Fort +9, Ref +9, Will +3; Str 10, Dex 12, Con 15, Int 12, 
  Wis 14, Cha 10.
  Skills:  Concentrate +8, Intimidate +6, Spot +12, Listen 
  +12, Knowledge (tactics) +6, Sense Motive +12, Drive 
  +9, Gather Information +12, Disguise +6.
  Feats: Simple Weapon Proficiency (from Class), 
  Personal Firearms Proficiency, Combat Martial Arts, 
  Alertness (from Class), Armor Proficiency (medium), 
  Advanced Firearms (from Class), Teamwork (Secret 
  Service), Improved Initiative, Police Undercover Training.
  Equipment/Possessions: Glock 17, 2 clips 9mm 
  ammunition, radio, Concealable Vest.
  Role:  This agent will work crowds, and is often sent 
  to sites before hand to assist the advance team in making 
  sure it poses no danger to the First Family.
  U.S. Secret Service Extreme Level, Level 18 (Tough 
  3/Bodyguard 5/Secret Service 10):  CR 18; HD 3d10 
  +12 (+9 Con, +3 Robust) 15d12+45; HP 209; Massive 
  Damage 16; AP Varies; Init +5 (+1 Dexterity, +4 
  Improved Initiative); Spd 30 ft.; Defense 27, Touch 23, 
  Flat-Footed 26 (+12 Class, +1 Dexterity, +4 Equipment); 
  BAB +12/+7/+2 (+12/+7/+2 melee +13/+8/+3 ranged); 
  Attack 2d6 ranged Glock 17; SA Remain Conscious, 
  Robust, Harm’s Way, Combat Sense +1, Sudden Action, 
  Improved Charge, Human Shield +3, Sentinel, Defensive 
  Position +3, Counter Attack, Advance Warning; AL 
  Active Duty (Secret Service), Loyalty to Country; 
  Occupation Law Enforcement: Drive, Knowledge 
  (tactics), Listen, Armor Proficiency (light); Wealth +4; SV 
  Fort +13, Ref +12, Will +5; Str 10, Dex 12, Con 16, Int 
  12, Wis 14, Cha 10.
  Skills:  Concentrate +9, Intimidate +10, Spot +15, 
  Listen +15, Knowledge (tactics) +6, Sense Motive +15, 
  Drive +12, Gather Information +12, Disguise +10, 
  Diplomacy +10.
  Feats: Simple Weapon Proficiency (from Class), 
  Personal Firearms Proficiency, Combat Martial Arts, 
  Alertness (from Class), Armor Proficiency (medium), 
  Advanced Firearms (from Class), Teamwork (Secret 
  Service), Improved Initiative, Police Undercover Training, 
  Deceptive (from Undercover Training), Advance Team, 
  Weapon Focus (Glock 17).
  Equipment/Possessions:  Glock 17, 2 clips 9mm 
  ammunition, radio, Concealable Vest.
  Role:  This agent will work crowds, and is often sent 
  to sites before hand to assist the advance team in making 
  sure it poses no danger to the First Family.
  
  War on Terror
  36
  APPENDIX: FEATS
  Feat Name
  Prerequisite
  Benefit
  Cell
  Allegiance to the 
  parent organization
  Investigate DC to find information about parent organization is more 
  difficult
  Home Turf
  +1 to hit; +2 to Gather Information, Hide, Knowledge (streetwise, 
  tactics), Navigate, Spot, and Survival, in your home territory
  Information Network
  Leadership
  Followers gain +1 to Gather Information and Spot skill checks
  Leadership
  6th Level +
  You attract Cohorts and Followers
  Police Combat Training
  Combat Martial Arts
  Considered armed with punching attacks; you do not provoke attacks 
  of opportunity when making grapple or disarm checks; Diplomacy, 
  Intimidate, Sense Motive become permanent class skills
  Psychological Warfare
  You make Intimidate skill checks for Psychological Warfare at no 
  penalty
  Sleeper
  Low Profile
  Bonuses to covert actions
  Splinter Cell
  Cell
  Investigate DCs from the Cell feat become even more difficult
  Police Training
  Beat Cop
  Bonus feat: Home Turf; increase bonuses from Home Turf by +1
  Bomb Squad
  Bonus feat: Cautious; three of the following: Demolitions, Disable 
  Device, Investigate, Knowledge (civics, technology), Search become 
  permanent class skills
  K-9
  Bonus feat: Animal Affinity; Handle Animal, Intimidate, Knowledge 
  (Civics), Spot become permanent class skills
  Internal Affairs
  Bonus feat: Interrogation; three of the following: Bluff, Diplomacy, 
  Gather Information, Intimidate, Knowledge (Civics), Listen, Sense 
  Motive, Spot become permanent class skills
  Mounted Police
  Bonus feat: Animal Affinity; Handle Animal, Intimidate, Knowledge 
  (Civics), Ride become permanent class skills
  Undercover
  Bonus feat: Deceptive; three of the following: Bluff, Computer Use, 
  Diplomacy, Disguise, Gather Information, Investigate, Knowledge 
  (Civics), Sense Motive, Spot become permanent class skills
  Elite Units
  Advance Team
  Active Duty (U.S. Secret Service), Police 
  Training- Undercover, Gather Information 
  8 Ranks, Sense Motive 8 Ranks
  +1 to hit; +2 to Gather Information, Sense 
  Motive, Spot, Listen, Knowledge (Tactics) skill 
  checks
  Counter Assault Team
  Active Duty (U.S. Secret Service), 
  Base Attack Bonus 6+, Weapon Focus, 
  Sharpshooter, Target Acquisition
  If an ally is attacked you gain +1 to hit; +2 to 
  Spot, Listen, Search, Sense Motive skill checks 
  for a limited time
  
  War on Terror
  37
  Open game license
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” 
  or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. 
  Gary Gygax and Dave Arneson
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  War on Terror Copyright 2003, RPGObjects; Author Charles Rice 
  open gaming content
  Designation of Product Identity: The following terms are designated as product 
  identity as outline in section 1(a) of the Open Gaming License: “Blood and Guts”.
  Designation of Open Gaming Content: The following sections of War on Terror 
  are designated as open gaming content expect for terms define as product identity 
  above.  All illustrations, pictures, and diagrams are Product identity and property 
  of RPGObjects™.
  Terrorism Primer: This entire section is closed content.
  Chapter 1 (characters): The fiction (inside the black box on the chapter title page) 
  is closed content.   The class descriptions are closed content.  The descriptions of 
  the Elite Units are closed content.  All other text is open content.  
  Chapter 2 (terror grops): This entire chapter is closed content.
  Chapter 3 (allies and adversaries): The fiction (inside the black box on the 
  chapter title page) is closed content.   All other text is open content.
  
SOURCE: textdata/thevault/D20 system/D20 Modern/RPG Objects/D20 Modern - RPG Objects - Supplement - Blood & Guts - War on Terror.pdf