TEXT: TM
  TM
  PSI WARs
  BODYGUARD OF LIES 1
  PSI WARs
  CONSPIRACY
  CONSPIRACY
  
  ISBN 1-891153-08-0
  EDN00008
  $16.00 US
  All Artwork ©1998 Eden Studios, Inc.
  Conspiracy X™, Bodyguard of Lies™, Psi Wars™ ,
  specific game terms, icons and personalities are 
  Copyright ©1998 George Vasilakos
  All Rights Reserved.
  In the time and space between slumber and waking,
  a war is being waged. This war is not fought by nations
  or even in the streets of our cities. 
  It is fought in our minds -- in that most private
  place we consider sacred and untouchable. 
  Using nightmares as weapons, the enemy threatens
  to drive the most powerful among us mad with
  terrifying sights and horrific thoughts.
  Such terrors are all the worse because they seem to
  originate from inside our very beings. 
  We did not ask for this war, but we cannot shy away.
  Should we lose it, we could very well lose our minds. 
  The Battlelines have been drawn
  Bodyguard of Lies: Psi-Wars is the first in a series of module/sourcebooks
  for the Conspiracy X roleplaying game. This book includes:
  • A ready-to-run adventure pitting the agents 
  against a terrifying psychological menace
  • New and revised weapons and vehicles stats
  • New character professions, skills, trainings and traits
  • New rules for hazardous materials and fear
  • New uses for contacts and connections 
  • New Seepage-created manifestations
  The Battlelines have been drawn
  
  “In wartime, truth is so precious that she should 
  always be attended by a bodyguard of lies.”
  - Winston Churchill
  BODYGUARD OF LIES
  P S I W A R S
  
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  E d i t o r i a l  S t a f f
  Creative Director
  M. Alexander Jurkat
  Rules Editor
  Proofing
  Bernard C. Trombley
  Susanne Johnson-Haggett
  P r o d u c t i o n  S t a f f
  Art Direction, Layout Design and Graphics, Cover Art
  George Vasilakos
  Interior Illustrations
  Steve Bryant, C. Brent Ferguson, Jeff Reitz, Christopher Shy, George Vasilakos
  Conspiracy X™ , Bodyguard of Lies™ , Psi Wars™ , specific game terms,
  icons and personalities are copyright © 1998 George Vasilakos. All Rights reserved.
  Used under exclusive license by Eden Studios, Inc.
  Printed as disinformation with government approval.
  Reference material for your Conspiracy X campaign may be found at www.llewellyn.com.
  CC OO NN SS PP II RR AA CC YY
  XX ™
  Original Concept by Rick Ernst, Shirley Madewell, Chris Pallace
  Produced and published by Eden Studios, Inc. under exclusive license.
  c/o Dept. X, 15 Ledgewood Drive, Albany, New York 12205
  No part of this book may be reproduced without written permission from the publisher, except for review purposes. 
  Any similarity to characters, situations, institutions, corporations, etc. (without satirical intent) 
  is strictly fictional or coincidental. It’s all a big conspiracy anyway.
  Comments and questions can be directed via the Internet at
  www.conspiracyx.com or via e-mail at Eden Prod@aol.com 
  or via letter with a self-addressed stamped envelope. 
  Thanks.
  Stock EDN00008     ISBN 1-891153-08-0
  Introduction
  Welcome to Bodyguard of Lies: Psi-Wars, the first edition of a regular Conspiracy
  X sourcebook/adventure series. Each volume will feature rules additions and sug-
  gestions, new background material, game statistics and missions. 
  Bodyguard of Lies is intended to be a forum for Conspiracy X supporters. Send us
  your ideas and suggestions, Cell reports and home-made missions. We will send
  them through the editorial team, and publish the best in these pages. All authors
  will receive a byline for their submissions.
  The Conspiracy X RPG line has grown significantly in the last year, and the coming
  year sees more than a dozen supplements in the pipeline. Still, we have a fine col-
  lection of materials that do not fit well inside the sourcebooks to come. Now, with
  Bodyguard of Lies, we have a place for these quality articles, and a place for
  Conspiracy X fans to speak and be heard.
  M. Alexander Jurkat, Creative Director, Eden Studios
  
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  Table of Contents
  Dreaming…………………………………………………...................….4
  A new skill, two new psi-trainings and more 
  by Justin Schmid
  New Credentials ……….………………………...................………..8
  Kameradenwerk, Order of St. John  
  by William Borrall
  New Traits……………....………………………................…………..12
  Alien Allies, Night Terrors and more 
  by Justin Schmid, Bernard C. Trombley
  New Resources..………………………………................…………..14
  Weapons, vehicles and more 
  by Eirik Bull-Hansen, M. Alexander Jurkat, Justin Schmid
  Alternate Weapon Ranges….……….................………………..18
  Realistic weapon ranges
  by Eirik Bull-Hansen
  Alien Technology Resource Point Costs................………..20
  All the alien tech costs in one place 
  by Bernard C. Trombley
  Informational Sources..................................................... 24
  It’s all in who you know 
  by Justin Schmid, Bernard C. Trombley, M. Alexander Jurkat
  Nightscreams..………………………..……………..................…...26
  Fear and insanity
  by William Borrall, Justin Schmid, Bernard C. Trombley, M. Alexander Jurkat
  Manifestations..………………………..……….................…..…...30
  Spice up those pools and loci
  by Stephen Passey
  Hazardous Materials………………..…………..................……..32
  Biological, chemical, and radioactive menaces
  by William Borrall
  Psi-Wars………………………………………………................…...…44
  A complete mission into the mind 
  by Justin Schmid
  
  Dreaming
  Dreams form an important part of almost every human culture and dream study
  dates back to prehistoric times. Dreams are believed by some to be metaphorical
  explorations of the dreamer’s life, fears and hopes. Many dream analysts believe
  that every element in a dream has some kind of significance to the dreamer. They
  try to uncover these unconscious meanings to help the dreamer in his waking life.
  In the past, dreams were seen as portents to the future or as ways for spirits or gods
  to talk to humans. The earliest known work discussing dreams and interpretations
  is the Egyptian Chester Beatty papyrus dating from 2000 B.C. The Greeks thought
  that there were different kinds of dreams and sought healing dreams by sleeping in
  a temple dedicated to Aesculapius, the god of healing. Later, the Romans would
  devise a system of dream interpretation that would remain in widespread use until
  Freud wrote “The Interpretation of Dreams” in 1900, which revolutionized the
  world’s concept of consciousness. Freud believed that dreams represented
  repressed desires of the unconscious and mainly explored dreams within a sexual
  context. Carl Jung similarly saw dreams as an expression of the unconscious, but
  not necessarily repressed desires. Jung explored this theory through the use of
  archetypes or primal conceptions of the universe, which he believed are shared
  through the collective unconsciousness. Jung focused on dream interpretation, but
  instead of being a means for communications from spirits, he saw them as honest
  representations of our perceptions of the world and needs in life. 
  It was only in the 1950s that dreams became associated with the R.E.M. or Rapid
  Eye Movement stage of sleep, a 60 to 90 minute cycle of sleep that involve a deep
  sleep crucial to learning development in children and the sanity of all humans. It is
  currently believed that the dreaming state replenishes chemicals in the brain, keep-
  ing it healthy. Denied these chemicals, the brain deteriorates, leading to mental
  instability and reduced functioning. 
  Dreams generally are perceived in color, but tend to lack olfactory sensations. Only
  the last dream before waking is usually remembered and those memories tend to
  fade after five to ten minutes following waking, unless recorded in some manner. 
  When an agent sleeps, she will experience about four dreams, each lasting longer
  than the last, between ten and ninety minutes in duration. The first dream begins
  approximately ninety minutes after falling asleep.
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  Lucid Dreams
  A lucid dream is one that appears very real to the dreamer. For the most part, they
  take the form of a very realistic dream. Some, however, are much more. In these,
  the dreamer experiences the dream as he would experience life and is able to act
  consciously during the dream, possibly altering its course. This awareness during
  dreams is not uncommon and has been the subject of several studies. Some believe
  this lucid dreaming state is beneficial and allows the dreamer can explore his
  unconscious in a state of semi-consciousness, and thus learn more from the experi-
  ence. Many others are skeptical that this sort of dreaming provides an benefits
  greater than regular dreaming. Some Eastern philosophers believe that lucid
  dreams are unhealthy, demonstrating anxiety levels in the dreamer so intense that
  even in sleep the unconscious is not permitted free reign. 
  New Skill
  Lucid Dreaming (Wil): The character is skilled at gaining control of her dreams.
  Any night that the character falls asleep without the use of drugs or other outside
  agents, she may try to use the Lucid Dreaming skill to control her dreams, suc-
  ceeding with a Variable test. Only one attempt may be made per night. Successfully
  using this skill is required before the character can use any psychic training that
  requires the psychic to be dreaming (Precognitive Dreaming, Dream Bilocation or
  Dreamwalking). The character may also use this skill to stop someone from send-
  ing her dreams through Telepathy or a related psi-training. 
  The character test her Willpower against the sender’s Willpower. Deep Sleepers
  gain +2t when using this skill, Light Sleepers and Insomniacs suffer -2t. 
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  Greys and Dreaming
  Greys do not so much sleep as meditate deeply on a regular basis for about four
  hours a day. During this time, they merge consciousness with the rest of their
  gestalt. This has changed lately, however, due to the adverse affects of the
  Seepage, which creates havoc in Grey sleep patterns. Greys on Earth increasingly
  experience a phenomena which is best likened to dreaming, possibly picking up on
  human dreams. The dreams are damaging to the fragile Grey psyche. This is just
  one of the many ways the Seepage is creating psychosis among Greys. 
  Only Greys who have spent a significant time on Earth may learn dream-related
  psychic trainings and they can only learn Dream Telepathy and Dreamwalking. 
  Greys roll against their Meditation skill instead of Lucid Dreaming to be able to
  use these trainings and must be in their  meditative state at the time. Precognitive
  Dreaming and Dream Bilocation are still not fully understood. Since Greys are used
  to using their psychic talents while fully conscious, the unconscious frightens
  them to some degree. Most Greys will not learn dream trainings because they are
  so disturbing, but the truly insane ones may pursue it.
  
  Psychic Dreaming
  The majority of psychic experiences a human will have occur in or are related to
  dreams. Often, visions of future events are seen or thoughts are transmitted to fam-
  ily or loved ones hundreds of miles away. In some cases, shared dreams occur.
  Some believe that dreams hold the key to discovering past lives, but all agree that
  one draws closer to the paranormal through dreams.
  Dream telepathy has long been of interest to parapsychologists, who believe
  dreams to be highly conducive to psychic activity. Between 1962 and 1974 experi-
  ments with dream telepathy at the Dream Laboratory of the Maimonides Medical
  Center resulted in significant findings. While it sometimes took a day or two for the
  subject to receive the target image in their dreams, their results were still significant
  enough to warrant further research. It was found that rapport between the subject
  and sender was most crucial to the success of the experiments.
  While humans often express unconscious and uncontrolled use of psi while sleep-
  ing, they can learn to control their psychic powers while dreaming. They do so with
  the psi-trainings such as Dream Telepathy, Precognitive Dreaming, Dream
  Bilocation and Dreamwalking.
  New Psi-trainings
  The following trainings are professional only to Project Cygnet professions.
  Dream Bilocation (Clairvoyance): Dream Bilocation requires that the char-
  acter be sound asleep and in a R.E.M. state. A successful Lucid Dreaming skill test
  must also be made. The character may project his consciousness as if using
  Bilocation to travel out of his body. The agent may travel to any place or time in the
  universe through the astral realm and perceive events as if he were physically there.
  The character may use other psychic trainings as if he were physically at the loca-
  tion even if they are not normally allowed to be used while dreaming. The charac-
  ter awakens immediately after emerging from the bilocation and remembers every-
  thing that happened during his travels. 
  The character may travel to a place he has been to before with a successful R3 test.
  Visiting an unknown location is an R2 task. Extreme long distance or time travel
  increases the difficulty by -1 to -2R depending upon how far from the present time
  and location the character is traveling. Travel into the future always uses the
  Precognition discipline as the base, while visiting the past uses Retrocognition.
  Attempting to manifest physically is an R-2 Bio-PK task that costs two Psi Points.
  The psychic must spend one Psi Point per use of this ability, to a maximum dura-
  tion of ninety minutes. The cost is doubled if the character travels in time or over
  extreme distances. 
  Dream Bilocation has a professional CP cost of 5, and a non-professional cost of 10. 
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  Dreamwalking (Telepathy): While
  Dream Telepathy allows the psychic to
  send images and messages to other peo-
  ple through dreams, Dreamwalking
  allows the psychic to actually enter other
  people’s dreams and manipulate them
  while there. This training can only be
  used during sleep, after a successful use
  of the skill Lucid Dreaming. 
  The psychic is able to enter other peo-
  ple’s dreams by making an R2 test and
  spending one Psi Point. Only targets
  known to the psychic can be affected and
  only those individuals who are asleep at
  the time the character makes these tests.
  If the target is willing, all tests are made
  at +1R. However, if the dreamer is
  unwilling, the psychic must also test her
  Willpower 
  against 
  the 
  target’s
  Willpower. If unsuccessful, the psychic
  cannot enter that subject’s dreams that
  night, but may try again the next night.
  If successful, the psychic enters the
  dreams uncontested. 
  Once in another person’s dreams, the
  psychic can alter the dreams in any way
  desired (R2) and even make them into
  nightmares (R1 + 1 Psi Point), which
  result in Df1 Shock tests. The psychic can
  make additional attempts during a
  dreamwalk to increase the severity of the
  nightmare, increasing the difficulty of
  the Rhine test by one per successful
  attempt (i.e., the first increase is to R0 + 1
  Psi Point). Changes in the dreamer’s
  dreams may only be resisted if the
  dreamer successfully uses the Lucid
  Dreaming skill against the sender’s
  Willpower. In this case, the psychic must
  also make a successful contest of
  Willpowers for each change or night-
  mare attempted. 
  Dreamwalking has a professional cost of
  5CPs, and a non-professional cost of
  10CPs.
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  New Credentials
  Kameradenwerk/ODESSA
  Formed sometime in 1943 by a group of
  Nazi industrialists and officers who
  were concerned about their status in the
  event of an unsatisfactory conclusion to
  Hitler’s war, this agency was funded by
  billions of dollars in gold and stolen
  treasures looted from the European vic-
  tims of the Fuhrer’s insanity. Ostensibly
  an escape route for Nazis who might
  need to hide after the war, the
  Kameradenwerk (‘Werk) and its broth-
  er group, Organization der Ehenalige
  S.S. Angehoriger (ODESSA -- the
  Organization of Former S.S.), were soon
  instrumental in politics and business
  throughout 
  the 
  lower 
  Americas.
  Rumors persist to the present day that
  several prominent Nazi scientists and
  businessmen were spirited away at the
  war’s end to assist various American
  projects, both overt and covert. These
  rumors are true, but underestimate the
  number of Hitler’s old cronies who
  remain active independent of any gov-
  ernmental control. With wide reaching
  financial 
  and 
  political 
  pull, 
  the
  Kameradenwerk is alive and well.
  ODESSA strongmen are ready to attack
  at a moment’s notice. Their eventual
  goals are a mystery to all, and the few
  Aegis agents who are recruited from
  this 
  group’s 
  ranks 
  are 
  carefully
  watched by the ISS. 
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  The sections below present two new Credentials for Conspiracy X campaigns.
  Both may give some players pause, and should be ignored if they offend anyone.
  The first, Kameradenwerk/ODESSA is a historical one, with alleged ties to 
  many government organizations. It may be used as a recruiting ground for 
  Aegis or Black Book agents. Its Fascist overtones and unsavory past 
  may render it better suited for use as an enemy.
  
  Kameraden Agent
  Influence: 
  Professional trainings: Awareness, Communications, Politics, Savoir Faire,
  Surveillance, Survival
  Professional skills: Brawling, Cryptology, Diplomacy, Disguise, Engineering,
  Forgery, Humanities, Lockpicking, Repair/Build, Science, Shadow, Small Arms:
  Pistol, Stealth
  ODESSA Stormtrooper
  Influence:
  Professional trainings: Awareness, Communications, Parachutist, Politics,
  Rappelling, Surveillance, Survival
  Professional skills: Athletics, Autofire, Brawling, Demolitions, Heavy Weapons,
  Melee Weapon, Shadow, Small Arms: Pistol, Small Arms: Rifle, Stealth
  Pulling Strings
  Access To Illegal Funds: Because of their huge illegal assets, all members of the
  Kameradenwerk may lower the Difficulty Level of funding tests by 1, or may gen-
  erate double the number of RPs for a single week during any Downtime period.
  Manipulating Government Agencies: Given this group’s unsavory reputation, no
  legitimate government official wants their connection to the Kameradenwerk made
  public. This enables members of the ‘Werk to exert leverage on other groups, allow-
  ing a member of this agency to pull strings in other organizations as if her Influence
  were one level lower. Only valid government groups (FBI, CIA, DIA, DEA, etc.) fall
  prey to this pull. Other groups may also be manipulated, but only at –2 Influence.
  Note that any Pulling String that is listed as NA for the Pulling String trait (see
  Aegis Handbook) may not be used.
  Network Of Safe Houses: The Kameradenwerk has a network of safe spots all over
  the world where its people may hide. These are all untraceable, and fully protected
  by the best security systems money can buy. They are virtually guilded prisons,
  where notorious renegade Nazis can spend their last few days in peace and soli-
  tude, comfortable in their safety from their crimes. Access to these sites is very
  restricted. A successful Df4 Influence test is necessary to find out the location of
  one, and a Df5 test is needed to actually be allowed to use it. Only six people may
  make use of any one facility, and the Cell had better hope that the Kameradenwerk
  doesn’t ask too many questions. These are opulent mansions for Nazi war crimi-
  nals, not flophouses for a Cell that’s down on its luck.
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  Order of Saint John the Evangelist 
  The Catholic Church has always been, at its
  heart, a politically aware organization, and its
  ties to politics have been great throughout his-
  tory. Presidents have made decisions after con-
  sulting their priests, and the people of the
  world have followed the call of the clergy many
  times. Within the Church, groups have risen to
  handle the affairs of the Mother Church when it
  was weak, or threatened.
  Inside the Church today, there is such a group.
  Formed sometime in the Inquisition, the Order
  of St. John the Evangelist exists to ensure that,
  in this secular world, the Church is properly
  protected. To that end, the Order maintains a
  heavy interest in politics and business, and also
  trains its specially selected agents to do what
  must be done, no matter how distasteful. A
  pirate organization, the Order exists without
  the knowledge of the Pope, and its actions are
  not condoned by the Church or its officials.
  Very few people in the world are even aware of
  its existence, and the Order tries very hard to
  ensure that this remains the case. Aegis has
  managed to contact some of the Order’s agents,
  as has Black Book. The Order is highly con-
  cerned over both groups’ agendas, and must
  some day decide which organization it sup-
  ports. Until then, agents of the Order in Aegis
  are cooperative, and bide their time until they
  receive new orders. The Order trains both
  Templars, who handle secular concerns, and
  Shepherds, who deal with the darkness of the
  Seepage, and with the spiritual concerns of the
  Church. Please note that, while only men can
  be Priests in the Catholic Church, this organi-
  zation does employ nuns in its network. All
  agents of the Order are ordained brothers or
  sisters, are typically highly fanatical and must
  possess the Faith trait (see Forsaken Rites: The
  Supernatural Sourcebook).
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  The second, the Order of St. John, is not based in historical record, although some
  have claimed that an organization of rogue priests such as the Evangines actually
  exists within the Catholic Church. As has been said before, Conspiracy X does not pur-
  port to be more than a fictional game, and it should not be treated as more than that. 
  
  Templar
  Influence:
  Professional trainings: Awareness, Politics, Savoir Faire, Survival
  Professional skills: Athletics, Computer Use, Disguise, First Aid, Forgery,
  Lockpicking, Martial Arts, Medical, Meditation, Melee Weapon, Shadow, Small
  Arms: Pistol, Stealth
  Shepherd
  Influence:
  Professional trainings: Awareness, Communications, Politics, Ritual: Banish Spirit,
  Ritual: Basic Blessing, Ritual: Basic Curse, Ritual: Cure Corruption, Ritual: Defuse
  Seepage, Ritual: Emotional Aura, Ritual: Immortality, Ritual: Prophecy, Ritual:
  Stabilize Wound, Savoir Faire, Surveillance, The Protective Circle
  Professional skills: Computer Use, Diplomacy, Disguise, First Aid, Humanities,
  Medical, Meditation, Occult, Parapsychology, Research, Ritual: Ceremonial Magic,
  Science, Teaching
  Pulling Strings
  Brother’s Work: For the good of the Order, there are many resources kept in the
  hands of the Church. A priest in the Order who truly needs assistance can call for
  that help. The Order can pull the strings of another organization if it is fortunate
  enough to have contacts in that group. Roll 1D for the modifier to the normal
  Influence test: 1 to 3= -2 Influence, 4 or 5= -1 Influence, and 6= no modifier. As an
  example, say a Priest of the Order needs to get a presidential order issued. This is a
  Df3 task in the Secret Service. The priest’s influence is 4. The die roll for the modi-
  fier is a 4, so the modifier is -1. The Game Master tells the priest that he knows of a
  decorated Secret Service agent who is a good Catholic, and might do the Church a
  favor. Attempts to pull strings in other agencies may cause questions if they fail.
  The Game Master should determine the reaction to requests based on her knowl-
  edge of the group, and the type of request. Asking a CIA man to turn over an intel-
  ligence van might not raise questions, but trying to kill the President for “the
  Church” will almost certainly provoke an investigation. Note that this pulling
  string does not apply to outside pulling strings listed as NA in the Pulling String
  Trait Table (see Aegis Handbook)
  Sanctuary: The priest will be able to find holy sanctuary for himself in any area
  where there are Catholics at a Df2, +1Df per additional person, and +1Df if they are
  carrying illegal objects or weapons, or seem to be engaged in business against the
  Church’s best interests. This sanctuary is total, good for 1D days, and frequently
  comes with both excellent medical care and an easy escape route.
  Violation Of Confessional: To the Order, the ends justify the means, and therefore
  the sacred sacrament of confessional can be violated if the need is great. A priest of
  the Order may use this to achieve the goals of the Cell, but only at great difficulty.
  A successful Df3 Influence test will garner information pertaining to a specific
  topic. A Df4 test will give information which will lead to 2D RPs (of equipment,
  vehicles, etc) for the current mission. This equipment must be returned after the
  mission is complete. A Df5 will give enough information to provide leverage over
  a person involved in the current affair. Note that these test Difficulty Levels also
  reflect the chances that information is available to Catholic priests in the Order. If
  no Catholics have heard of it, it won’t be in confessional. The exact results and
  extent of information or leverage are up to the GM, but should be fairly useful.
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  New Traits
  New Trait Descriptions
  Alien Ally: The character has received a piece of alien technology from someone
  for one reason or another. An Atlantean seeking a new pawn might give him a gift.
  A Gna-Tall looking at improving relations with Aegis might fed the character a
  Saurian item. A meta-human on the run from the Greys might entrust the charac-
  ter to hold onto something he stole on his way out (he will call on the character for
  help often if the Greys get close). These, or any number of other explanations, might
  be used to allow any character starting access to alien technology. The player or
  Game Master chooses one item off the Alien Technology RP Table (see page 20) to
  be included in the character’s starting equipment. The CP cost of this trait is equal
  to the RP cost of the item chosen. Unlike items purchased through the Alien
  Technology Credential Specific Resource, Alien Ally items are provided with a con-
  dition -- a favor is owed to the character’s benefactor. This favor may be called upon
  again and again. 
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  New Traits Table
  New Trait
  Value
  Cost
  Alien Ally
  - - - 
  RP cost of item
  Connection
  - - - 
  see chart
  Night Terrors
  5
  - - - 
  Pulling Strings
  - - - 
  see chart
  
  Connection: The character knows someone in another organization that he can
  count on for help, and who can count on him for help. This allows the character to
  extend his influence to his connection’s organization for any reason as if it were his
  own (no penalty). Having a connection within the character’s own agency or orga-
  nization grants -1Df to Influence tests within the organization. When the connec-
  tion is taken, the player must choose the connection’s organization from the list pro-
  vided below. A connection does not grant the Influence Icon (see Contact trait), just
  the pulling strings of the chosen organization. The connection may also be consult-
  ed for informational purposes, as adjudicated by the Game Master. The cost varies
  per connection and some are not available. An agent with this trait may not take a
  matching Traitor trait. If this trait is used in combination with  Severed Ties, the
  connection cost 10CPs more and does not grant the –1Df bonus.
  Night Terrors: The character is haunted by vivid nightmares related to some
  horrific event in her past. These nightmares tend to strike when the character is
  under stress, but can manifest at any time. Every night the Game Master should roll
  1D. On a 1, the character suffers nightmares that night and gains no benefits from
  the night’s sleep, awakening disturbed and upset. If the character is trying to sleep
  during a highly stressful time in her life, she suffers nightmares on a 1 or 2 on 1D.
  For characters with the Insomnia trait (see Psi-Wars), replace the 1D roll with a –2t
  penalty on their Variable Willpower test roll to get to sleep. Any character not get-
  ting a good night’s sleep will suffer –1t to all actions the following day. After two
  nights of restlessness sleep, she suffers a –2t penalty; after three nights +1Df. All
  penalties are eliminated once the character gets a good nights sleep.
  Pulling Strings: An agent knowing the right person in the right spot can
  extend his influence outside his parent agency. Either through the use of a relative,
  a friend, a lover, or even blackmail, the agent can use a pulling string from another
  agency as if it were his own. The cost varies per pulling string and some are not
  available. This trait may only be used for the pulling string specified, not for infor-
  mational purposes.
  P
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  W
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  13
  Connection
  Cost
  Kameradenwerk / ODESSA (no Manipulating Gov’t Agencies)
  11
  HHS/CDC (no Hidden Cures)
  27
  Order of Saint John the Evangelist (only Sanctuary)
  5
  Pulling String
  Cost
  Access To Illegal Funds (‘Werk)
  10
  Brother's Work (St. John)
  NA
  Hidden Cures (CDC)
  NA
  Manipulating Government Agencies (‘Werk)
  NA
  Network Of Safe Houses (‘Werk)
  5
  Sanctuary (St. John)
  5
  Violation Of Confessional (St. John)
  NA
  
  New Resources Table 
  14
  B
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  U
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  O
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  L
  I
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  S
  Weapon
  Cost/Ammo
  Crossbow
  1RP/5 units
  X
  X
  1RP/200 units
  Mortar
  1RP
  X
  1RP/40 units
  Vehicle
  Cost
  Cadillac DeVille
  4RP
  X
  X
  X
  Chevrolet Camaro
  3RP
  X
  X
  X
  X
  Dodge Caravan
  3RP
  X
  X
  X
  X
  X
  Dodge Intrepid
  3RP
  X
  X
  X
  X
  X
  Dodge Ram
  3RP 
  X
  X
  X
  X
  X
  X
  Ford Explorer
  4RP
  X
  X
  X
  X
  X
  X
  Ford F-Series
  3RP
  X
  X
  X
  X
  X
  X
  Ford Ranger
  2RP
  X
  X
  X
  X
  X
  X
  Ford Taurus
  3RP
  X
  X
  X
  X
  X
  Ford Windstar
  3RP
  X
  X
  X
  X
  X
  Geo Tracker
  2RP
  X
  X
  X
  X
  X
  Honda Accord
  3RP
  X
  X
  X
  X
  X
  Honda Civic
  2RP
  X
  X
  X
  X
  Honda Civic del Sol
  2RP
  X
  X
  X
  X
  Honda Prelude
  3RP
  X
  X
  X
  X
  Jeep Cherokee
  3RP
  X
  X
  X
  X
  X
  X
  Jeep Wrangler
  2RP
  X
  X
  X
  X
  X
  X
  Lincoln Town Car
  4RP
  X
  X
  X
  Mazda B-Series
  2RP
  X
  X
  X
  X
  Mazda Miata
  2RP
  X
  X
  X
  X
  Mazda Protégé
  2RP
  X
  X
  X
  X
  Oldsmobile Cutlass
  3RP
  X
  X
  X
  X
  Pontiac Firebird
  3RP
  X
  X
  X
  X
  Suburu Legacy 
  3RP
  X
  X
  X
  X
  Toyota Camry
  3RP
  X
  X
  X
  X
  X
  X
  Toyota Celica
  3RP
  X
  X
  X
  X
  Toyota Corolla
  2RP
  X
  X
  X
  X
  Gear
  Cost
  IR Laser Sight     1RP/5 units
  X
  X
  X
  X
  Credential Specific Resource
  Cost
  Organization
  Hemi-Synch (device)
  5RP/1 unit
  CAPS, CAPS-Affiliated, 
  Cygnet, MKULTRA, Rasputin
  RHIC-EDOM
  15RP/1 unit      
  Cygnet, MKULTRA
  
  P
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  15
  B
  B
  B
  B
  uuuu
  llll
  llll
  ----
  H
  H
  H
  H
  aaaa
  nnnn
  ssss
  eeee
  nnnn
  ,,,,
      
  JJJJ
  uuuu
  rrrr
  kkkk
  aaaa
  tttt
  ,,,,
      
  S
  S
  S
  S
  cccc
  hhhh
  mmmm
  iiii
  dddd
  New Weapon Resource Descriptions
  Mortar: This heavy weapon fires a 60mm grenade indirectly towards the target.
  The weapon often has a crew of two people; one gunner and one loader. It takes one
  round to reload the mortar, and it must be fired from a stationary position. If only
  one person fires the weapon, he must do the reloading too and the Rof is halved.
  The weapon has a minimum range of 45 meters and a maximum range of 1800
  meters. A direct hit is very difficult. The shooter must first make a successful Df4
  Heavy Weapons test. A hit means a Luck roll is necessary to determine the impact
  point. Good Luck means a direct hit; Neutral Luck places the shell 2D-2 meters off
  target; Bad Luck moves the hit 3D-1 meters off target. If the shot is a miss, the scat-
  ter range is 1Dx10 meters. On anything but a direct hit, consult the Scatter Diagram
  (see Chapter Four: Tradecraft, Conspiracy X main rulebook). The damage is a
  untamped explosion with a Blast Rating of 6.
  Crossbow: This old-fashion weapon is used in operations where stealth is
  required. The crossbow is a very powerful, modern version of the medieval one. A
  Str3 test is needed to reload the crossbow with a mechanical winch. The crossbow
  is very similar to a rifle in appearance and form, and uses the Small Arms: Rifle
  skill. The crossbow bolts are considered armor piercing, and do Fw3 damage.
  New Vehicle Resource Descriptions
  The Conspiracy X main rulebook provides some generic game statistics for broad
  classes of vehicles. For those interested in more precise makes and models of late
  1990’s vehicles, the following entries should be used.
  Cadillac DeVille: Speed:3  Handling:-1t  Size:6  Crew:1 Passengers:4
  Chevrolet Camaro: Speed:3  Handling:--  Size:5  Crew:1 Passengers:3
  Dodge Caravan: Speed:2  Handling:-1t Size:6 Crew:1 Passengers:7
  Dodge Intrepid: Speed:2  Handling:--  Size:6  Crew:1 Passengers:4
  Dodge Ram: Speed:2  Handling:-1t  Size:6  Crew:1 Passengers:2
  Ford Explorer: Speed:2  Handling:-1t  Size:6  Crew:1 Passengers:5
  (no off-road penalties)
  Ford F-Series: Speed:2  Handling:-1t  Size:6  Crew:1 Passengers:2
  Ford Ranger: Speed:2  Handling:--  Size:6  Crew:1 Passengers:1
  Ford Taurus: Speed:2  Handling:--  Size:6  Crew:1 Passengers:4
  Ford Windstar: Speed:2  Handling:-1t  Size:6  Crew:1 Passengers:7
  Geo Tracker: Speed:2  Handling:--  Size:5  Crew:1 Passengers:3
  (no off-road penalties)
  Honda Accord: Speed:2  Handling:+1t  Size:6 Crew:1 Passengers:4
  Honda Civic: Speed:2  Handling:+1t  Size:5  Crew:1 Passengers:4
  Honda Del Sol: Speed:2  Handling:+1t  Size:5  Crew:1 Passengers:1
  
  Honda Prelude: Speed:3  Handling:+1t  Size:5  Crew:1 Passengers:2
  Jeep Cherokee: Speed:2  Handling:-1t  Size:6  Crew:1 Passengers:4
  (no off-road penalties)
  Jeep Wrangler: Speed:2  Handling:--  Size:5  Crew:1 Passengers:3
  (no off-road penalties)
  Lincoln Town Car: Speed:3  Handling:-1t  Size:6  Crew:1 Passengers:4
  Mazda B-Series: Speed:2  Handling:--  Size:6  Crew:1 Passengers:1
  Mazda Miata: Speed:2  Handling:+1t  Size:5  Crew:1 Passengers:1
  Mazda Protege: Speed:2  Handling:--  Size:5  Crew:1 Passengers:3
  Oldsmobile cutlass: Speed:2  Handling:--  Size:6  Crew:1 Passengers:4
  Pontiac Firebird: Speed:3  Handling:--  Size:5  Crew:1 Passengers:3
  Suburu Legacy: Speed:2  Handling:--  Size:6  Crew:1 Passengers:3
  (no off-road penalty)
  Toyota Camry: Speed:2  Handling:--  Size:6  Crew:1 Passengers:4
  Toyota Celica: Speed:3  Handling:+1t  Size:5  Crew:1 Passengers:2
  Toyota Corolla: Speed:2  Handling:+1t  Size:5  Crew:1 Passengers:4
  16
  B
  O
  D
  Y
  G
  U
  A
  R
  D
   
  O
  F
   
  L
  I
  E
  S
  
  P
  S
  I
   
  W
  A
  R
  S
  17
  B
  B
  B
  B
  uuuu
  llll
  llll
  ----
  H
  H
  H
  H
  aaaa
  nnnn
  ssss
  eeee
  nnnn
  ,,,,
      
  JJJJ
  uuuu
  rrrr
  kkkk
  aaaa
  tttt
  ,,,,
      
  S
  S
  S
  S
  cccc
  hhhh
  mmmm
  iiii
  dddd
  New Gear Resource Descriptions 
  IR Laser Sight: This laser sight works just like a normal laser sight, except that
  the beam and dot are only visible to agents wearing IR goggles. This sight still gives
  the shooter +2t against targets within 30m. It can be mounted on any small arm. 
  New Credential Specific Resource Descriptions
  Hemi-Synch: Although already discussed in detail in Shadows of the Mind: The
  PSI/INT Sourcebook, this device can also be used to help people sleep. The item
  can be used to induce natural sleep in anyone, providing a -2Df bonus to any tests
  required to get to sleep, even in insomniacs. 
  RHIC-EDOM: Developed by the Department of Defense in the 1960s under Project
  Pandora, the RHIC-EDOM was actually a predecessor to the MHIC-EDOM, using
  radio waves instead of microwaves. This reduced its focusing ability at distances,
  but because it was based on well-understood principles and has a long history of
  design testing, it is a solid piece of equipment. Skill at using one version of these
  devices (RHIC-EDOM or MHIC-EDOM) can be used at one level lower for the
  other version.
  The size of a pen-light, the RHIC-EDOM flashes a bright light when used and needs
  a Df2 test to be operated properly. It has a range of 20m and is tested against the
  target’s Willpower to create one of the following effects. 
  Trance: The subject enters a hypnotic trance, taking no notice of anything around
  him, standing or sitting like a zombie. This trance lasts 1D x 10 minutes, during
  which any Hypnosis tests against the target gain a -1Df bonus. Pain or physical
  damage will break this trance.
  Unconsciousness: The subject falls unconscious for 3D rounds. 
  Heart Attack: The subject’s heart rate is suddenly increased and then stopped,
  requiring a Df2 Survival test. Failure results in a heart attack (Sp2, no staging).
  The device can also be used to induce short-term amnesia in targets up to 5m away,
  requiring a Df3 RHIC-EDOM test to program properly. If successful, all within
  range are stunned and dazed for 1D rounds and their memories from up to three
  hours earlier are erased. This device, although similar to the MHIC-EDOM is
  cheaper and easier to produce, hence is far more common.
  A Survival test checks against major shocks to the system that could
  result in instant death or incapacitation.  These shocks are generally related
  to extraordinary manipulation of the mind or body resulting from the use of
  drugs, implants or psychic disciplines.   A Survival test depends on what is
  being challenged. If the shock applies to the subject’s mind, a Mental Survival
  test is made using Wil(siz).  If the shock applies to the subject’s body, 
  a Somatic Survival test is made using Siz(Wil).
  Success at a Survival test generally results in incapacitation for several
  hours.  Failure generally means death.  The specific results of a failed 
  Survival test will be indicated when the test is called for.
  
  Alternate Weapon Ranges
  The new ranges presented below should replace the ranges in the Conspiracy X
  main rulebook and the GM’s Screen. These ranges are more realistic than those list-
  ed previously. The ranges below were gathered from a number of reference books
  on weapons and, in certain cases, direct military experience. Weapons listings
  include one or two examples when possible. 
  Some weapons have increased range, other decreased. An example of the signifi-
  cant changes in heavy weapons: assault helicopters, such as the AH-64 Apache, can
  engage and destroy targets with a chain-gun at 2000 meters. Note that weapons fir-
  ing Magnum ammunition are drastically increased in range. This is no mistake, as
  contest shooting with Magnum Revolvers is conducted at ranges up to 200 meters.
  The incredible force of this ammo, combined with the right skill or targeting equip-
  ment, gives the shooter a reasonable chance of hitting at these ranges. The rifles,
  especially the sniping rifle, also have drastically increased ranges. Note that these
  weapon ranges do not progress evenly from Point Blank to Extreme. Instead,
  weapons are designed to work best a certain ranges. Thus, the gaps between the
  optimal range brackets are much wider. No new ranges are set for grenades, as
  these are based on the character’s strength, and completely realistic. They are listed
  in the table below for completeness sake. Finally, three new weapons have been
  included: the crossbow, the mortar, and the sniping rifle.
  The following optional rule is recommended. Any character wanting to hit a target
  at long or extreme ranges, must be a professional marksman (at least skill level 3).
  18
  B
  O
  D
  Y
  G
  U
  A
  R
  D
   
  O
  F
   
  L
  I
  E
  S
  A
  A
  A
  A
  LLLL
  TTTT
  EEE
  E
  R
  R
  R
  R
  N
  N
  N
  N
  A
  A
  A
  A
  TTTT
  IIII
  VVVV
  EEE
  E
      
  W
  W
  W
  W
  EEE
  E
  A
  A
  A
  A
  PPP
  P
  O
  O
  O
  O
  N
  N
  N
  N
      
  R
  R
  R
  R
  A
  A
  A
  A
  N
  N
  N
  N
  G
  G
  G
  G
  EEE
  E
  S
  S
  S
  S
  
  P
  S
  I
   
  W
  A
  R
  S
  19
  Weapon
  Example
  Point
  Close
  Effect.
  Long
  Ext.
  Autopistol
  Beretta M9
  5
  20
  35
  50
  90
  Hold-Out Pistol
  Walther PPK
  3
  15
  25
  40
  60
  Derringer
  2
  10
  20
  30
  40
  Revolver
  Colt Cobra
  5
  25
  50
  75
  100
  Light Revolver
  Colt  Special
  5
  10
  20
  35
  45
  Magnum Revolver
  S&W Model 29
  10
  50
  90
  125
  200
  Magnum Autopistol
  10
  50
  90
  125
  200
  Desert Eagle
  Machine Pistol
  Skorpion M10
  5
  15
  30
  50
  65
  Submachine Gun 
  MP5
  5
  30
  75
  125
  150
  Rifle
  Enfield No.4 Mk I
  15
  50
  200
  350
  500
  Sniping Rifle*
  M21
  100
  300
  500
  1000
  1300
  Elephant Gun
  10
  50
  100
  150
  200
  Assault Rifle
  M16A2
  15
  90
  175
  400
  500
  Assault Carbine
  5
  30
  75
  125
  150
  Double Barrel Shotgun
  Savage 311 Guardian 10
  30
  70
  90
  100
  Pump Shotgun
  Browning Autoriot
  10
  30
  70
  90
  100
  Sawed off Shotgun
  20 Gauge Sawed Off 3
  8
  10
  15
  20
  Automatic Shotgun HK CAWS
  10
  30
  70
  90
  100
  Light Machinegun
  M60
  20
  150
  500
  1000
  1300
  Heavy Machinegun
  M2HB
  10
  150
  700
  1500
  1800
  Minigun
  15
  200
  600
  800
  1000
  Varmint Rifle
  10
  75
  150
  300
  350
  Frag Grenade
  M2-Pineapple
  10
  20
  30
  40
  50
  Smoke Grenade
  AN-M8 HC Smoke
  10
  20
  30
  40
  50
  Tear Gas Grenade
  10
  20
  30
  40
  50
  Incendiary Grenade 
  “Willie Peter”
  10
  20
  30
  40
  50
  Grenade Launcher
  M79
  20
  60
  200
  350
  400
  Underbarrel GL
  M203
  15
  50
  150
  200
  250
  Automatic GL
  20
  70
  200
  350
  450
  Rocket Launcher
  50
  100
  200
  300
  350
  Mortar
  M19 60mm
  45-1800
  Disposable RL
  M72
  50
  100
  200
  300
  350
  Flamethrower
  30
  40
  50
  60
  65
  Taser
  1
  2
  3
  4
  5
  Can of Mace
  2
  -
  -
  -
  -
  Dart Rifle
  10
  20
  50
  70
  75
  Dart Pistol
  5
  10
  30
  40
  50
  Throwing Knife
  2
  4
  6
  8
  10
  Shuriken
  2
  4
  8
  16
  18
  Crossbow
  15
  50
  100
  150
  175
  * The shooter must be in a position for sniping. If used as an ordinary rifle, 
  use the rifle ranges.
  
  Alien Technology Resource Point Costs
  The Conspiracy X main rulebook presents a couple methods to obtain alien tech-
  nology. The first is the Alien Technology pulling string. With the technology
  detailed in the three alien sourcebooks, Game Masters should have no trouble find-
  ing something to aid the party if this pulling string is employed.
  The second means to obtain alien technology is through the Alien Technology
  Credential Specific Resource for the Groom Dry Lake Research Facility and Project
  Moondust. The main rulebook suggests that the Resource Point (RP) cost is 10RPs
  for any piece of alien technology. With the number, scope and breadth of the alien
  items described in the three alien sourcebooks, a general 10RP cost is no longer
  appropriate. Each item requires a separate RP cost to reflect its power, rarity and
  usefulness. The Alien Technology RP Cost Table below provides these individual
  RP costs. The GM always has final say whether to include these items or their RPs,
  and whether they will be available to player characters in her game world and may
  adjust the RP cost at her discretion. Some items are not easily used by humans.
  Game Masters or players must provide a good explanation for a character possess-
  ing them. They also might require a specific skill or training (GM’s decision) to use.  
  The Saurian items listed on the table are broken down by active clan (see Exodus:
  The Saurian Sourcebook).
  20
  B
  O
  D
  Y
  G
  U
  A
  R
  D
   
  O
  F
   
  L
  I
  E
  S
  G
  R
  O
  O
  M
  D
  R
  Y
  L
  A
  K
  E
  R
  E
  S
  E
  A
  R
  C
  H
  F
  A
  C
  I
  L
  I
  T
  Y
  P R O J E C T
  M O O N D U S T
  
  Alien Technology RP Cost Table
  P
  S
  I
   
  W
  A
  R
  S
  21
  B
  B
  B
  B
  EEE
  E
  R
  R
  R
  R
  N
  N
  N
  N
  A
  A
  A
  A
  R
  R
  R
  R
  D
  D
  D
  D
      
  CCCC
  ....
      
  TTTT
  R
  R
  R
  R
  O
  O
  O
  O
  M
  M
  M
  M
  B
  B
  B
  B
  LLLL
  EEE
  E
  YYYY
  Atlantean Items
  RPs
  Assemblers
  N/A
  Atlantean Starships
  N/A
  Creations: Pet (Guard Dog)
  25
  Creations: Mimic
  N/A
  Creations: Ravager
  N/A
  Creations: Servant 
  20
  Creations: Steed
  20
  Nanotech
  CP costs (see Atlantis Rising: The Atlantean Sourcebook)
  Needle: Poison
  12/each
  Needle: Disassembler 
  12/each
  Needler Pistol
  15
  Particle Accelerator Pistol 
  15
  Particle Accelerator Rifle
  20
  Railgun
  25
  Security Systems: Anti-Nanite Filter
  15/one doorframe
  Security Systems: Cohesion Application
  15/covers 100 square meter surface
  Security Systems: Gas Generator
  24
  Security Systems: Monitor Network
  10/covers 100 square meters of space
  Security Systems: Mutable Floors
  15/3 square meters
  Security Systems: Security Doors
  15/one doorframe
  Security Systems: User ID
  12/per pad
  Seed (any human item)
  Item’s regular RP + 10
  Seed: Automobile
  17
  Seed: Barrier Wall
  10
  Seed: Breach
  10
  Seed: Combat Helmet
  13
  Seed: Comm Set
  14
  Seed: Computer Terminal
  25
  Seed: Emergency Shelter
  13
  Seed: Flyer
  20
  Seed: Gas Generator
  16
  Seed: Motorcycle
  15
  Seed: Needler Pistol (comes loaded with 5 needles)
  25
  Seed: Outpost
  N/A
  Seed: Particle Accelerator Pistol
  19
  Seed: Particle Accelerator Rifle
  24
  Seed: Railgun
  29
  Seed: Spy Panel
  20
  Seed: Solar Powered Generator
  15
  Smart Tools: Briefcase
  8
  Smart Tools: Climbing Claws
  10
  Smart Tools: Clothing
  8/one suit, dress, or other set of clothing
  Smart Tools: Furniture
  7/one piece of furniture
  Smart Tools: Lie Detector
  12
  Smart Tools: Molecular Blade
  10
  Smart Tools: Poison
  10/dose
  Smart Tools: Restraints
  10
  Smart Tools: Silver Suit
  15
  
  22
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  D
   
  O
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  I
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  S
  Grey Items
  RPs
  Grey Spacecraft
  N/A
  Implants
  N/A
  Lens: Amnesia
  18
  Lens: Communication
  15
  Lens: Levitation
  10
  Lens: Microscope
  10
  Lens: Nutrition
  13
  Lens: Paralysis
  15
  Lens: Smelting
  20
  Lens/Psychotron: Psibot Link
  20
  Psibot: Abductor
  N/A
  Psibot: Laborer
  17
  Psibot: Record System
  15
  Psibot: Science
  20
  Psibot: Security Guard
  20
  Psibot: Spyball
  15
  Psychotron
  See Shadows of the Mind: The PSI/INT Sourcebook
  Croll Items
  RPs
  Croll Spacecraft 
  N/A
  Defensive Field
  20
  Drug: Empty Mind 
  5/dose
  Drug: Grace 
  5/dose
  Drug: Perseverance
  5/dose
  Force Tube 
  25
  Gas Guns
  27
  Shard Projector
  18
  Toxins: Standard Croll Poison
  10/dose
  
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  B
  B
  B
  B
  EEE
  E
  R
  R
  R
  R
  N
  N
  N
  N
  A
  A
  A
  A
  R
  R
  R
  R
  D
  D
  D
  D
      
  CCCC
  ....
      
  TTTT
  R
  R
  R
  R
  O
  O
  O
  O
  M
  M
  M
  M
  B
  B
  B
  B
  LLLL
  EEE
  E
  YYYY
  Dreamspeaker Items
  RPs
  Camouflage Fields
  15
  Railgun
  25
  Gna-Tall Items
  RPs
  Alternating Field
  22
  Doomsday Monitor
  15
  Field Generator
  18
  Fusion Bomb
  7/each
  Fusion Bomb Launcher (bombs not included)
  10
  Gna-Tall Spacecraft
  N/A
  Plasma Claw 
  16
  Plasma Harness 
  25
  Pulser
  10
  Stinger
  8
  Torture Device
  13
  Kath-Yal Items
  RPs
  Force Suit 
  18
  Kath-Yal Spacecraft
  N/A
  Personal Flight Device
  12
  Plasma Repeater 
  20
  Te-Mulys Items
  RPs
  Data Siphon
  15/1 siphon
  Defensive Field
  14
  Doppelganger Mask
  16
  Energy Projector 
  25
  Mind Stunner
  14
  Pressor Beam 
  22
  Te-Mulys Spacecraft
  N/A
  Tracking and Listening Devices 
  10/1 bug
  
  Informational Sources
  When conducting an investigation, agents may call upon sources not directly cov-
  ered by the rules, such as their own superiors, contacts and connections they may
  have, or just about anyone they can leech information from. This section presents
  some guidelines for Game Masters in preparing missions. Various sources must be
  devised and the amount of information they impart can be determined. A mission
  specific example of this advanced work can be found in Psi-Wars.
  Initially, Game Masters should prepare a list of subjects the characters may want
  information on, and a list of potential sources for this information. Sources are gen-
  erally broken down by Influence Icons (each character having access to his own
  Influence Icon sources; Contact traits providing access to other Influence Icon
  sources), and by Credentials. 
  The Game Master should then cross reference each subject with each source, and
  assign a base Target Number representing the depth of knowledge possessed by
  that source. These are called Source Knowledge Tables.
  When a character tells the Game Master that he is consulting his sources, the Game
  Master checks the Source Knowledge Table for a base Target Number. The player
  or Game Master adds the character’s Influence attribute, and rolls 2D. If the roll is
  equal to, or less than, the modified Target Number, some information is provided.
  The amount of information revealed depends on the difference between the num-
  ber rolled and the Target Number, as indicated in the Success Rate Table.
  24
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  nnnn
  ffff
  oooo
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  mmmm
  aaaa
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  iiii
  oooo
  nnnn
  aaaa
  llll
      
  ssss
  oooo
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  cccc
  eeee
  ssss
  Success Rate Table
  Difference
  Information Provided
  0-1
  Basic description of the subject.
  2-3
  Basic description and some background on the subject.
  4
  Above, plus deeper background on the subject. 
  5
  Above, plus current affairs of the subject.
  6+
  Above, plus secret agendas or links of the subject.
  The Game Master is preparing a mission in which the players will be investi-
  gating some supernatural activities located in gang territory in a large city. Four
  gangs inhabit the area: the Blues, the Rippers, the Bones and the Homeboys.
  Assuming that the characters will want to meet with one or more of the gangs to
  discuss recent events, the Game Master creates the following Source Knowledge Tables.
  
  The GM decides that the different gangs are associated with different activities. The
  Blues are drug dealers and therefore the S/R and DEA have high numbers along
  with all criminal and police possibilities. The Rippers are basic thugs and most have
  criminal records, but have not drawn much attention. Target Number concerning
  them are low. The Bones are basically good kids who hang out and protect one
  another. They also snitch for the police quite often. Their police connection Target
  Numbers are high. The Homeboys have recently been involved in the theft of cer-
  tain military equipment. This explains why the Military, FBI, and Media know so
  much about them.
  The GM also decides that beyond basic descriptions, background information
  includes their exact territories, deep background includes the names of the leaders
  and their hang-outs, current affairs includes all gang hang-outs, recent operations
  and internal tensions, secrets include the present location of important gang mem-
  bers, their drug and weapon stashes, and their safe houses.
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  S
  S
  S
  S
  cccc
  hhhh
  mmmm
  iiii
  dddd
  ,,,,
      
  tttt
  rrrr
  oooo
  bbbb
  llll
  eeee
  yyyy
  ,,,,
      
  jjjj
  uuuu
  rrrr
  kkkk
  aaaa
  tttt
  Influence Icon
  Subject
  Blues
  2t
  3t
  4t
  6t
  5t
  5t
  Rippers
  2t
  3t
  3t
  7t
  6t
  4t
  Bones
  2t
  3t
  3t
  5t
  7t
  5t
  Homeboys
  5t
  3t
  3t
  6t
  5t
  6t
  Credential/Connection
  Subject
  DEA
  FBI
  Police Connection    Criminal Connection
  Blues
  6t
  5t
  6t
  6t
  Rippers
  2t
  3t
  7t
  5t
  Bones
  3t
  2t
  8t
  4t
  Homeboys
  3t
  5t
  6t
  7t
  
  Nightscreams:
  Fear and Insanity in Conspiracy X
  The following material expands and modi-
  fies the Fear rules presented in the Aegis
  Handbook.
  Much of what an Aegis agent encounters in
  the field has been described in training
  classes, or has been experienced in previ-
  ous missions. Other encounters, however,
  are far beyond the pale of reasonable expla-
  nation, and operatives who are first faced
  with these events can be badly frightened.
  To duplicate the effects of severe emotion-
  al shock and sudden fright on the agents, a
  new Fear test is created.
  Any agent who witnesses a frightening
  event must roll a Willpower test against a
  varying Df, as determined by the GM.
  Some examples are given on the Shock
  Event Table.
  26
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  Shock Event Table
  Event
  Difficulty Level
  Massacre of innocent bystanders
  Df2
  Wild, obviously mad person
  Df2
  Getting shot
  Df2
  Atlantean use of nanotech (noticeable)
  Df3
  Grey (non-threatening)
  Df3
  Cryptozoological creature (non-threatening)
  Df3
  Ghost or paranormal event (non-threatening)
  Df3
  Saurian (in natural form; non-threatening)
  Df3
  Enraged Forsaken
  Df3
  Death or severe injury of comrade
  Df3
  An obviously dangerous, but not immediately threatening Incarnate
  Df4
  Grey abduction
  Df4
  Cryptozoological creature (threatening)
  Df4
  Poltergeist
  Df4
  Death or severe injury of good friend or loved one
  Df4
  Demon
  Df5
  Enraged Incarnate 
  Df5
  Ghost, Poltergeist or paranormal event (threatening)
  Df5
  Saurian (in natural form; threatening)
  Df5
  The agent will continue to react without penalty if he succeeds the test.  
  Failure requires a 2D roll on the Shock Effects Table.
  
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  oooo
  rrrr
  aaaa
  llll
  llll
  ,,,,
      
  S
  S
  S
  S
  cccc
  hhhh
  mmmm
  iiii
  dddd
  ,,,,
      
  TTTT
  rrrr
  oooo
  bbbb
  llll
  eeee
  yyyy
  ,,,,
      
  JJJJ
  uuuu
  rrrr
  kkkk
  aaaa
  tttt
  Shock Effects Table
  Roll
  Description
  Mental Stability Points Gained
  2
  Annoyed
  no points
  3
  Annoyed
  +1 point
  4
  Disturbed
  +1 point
  5
  Disturbed
  +2 points
  6
  Frightened
  +2 points
  7
  Frightened
  +3 points
  8
  Terrified
  +3 points
  9
  Terrified
  +4 points
  10
  Panic Stricken
  +4 points
  11
  Panic Stricken
  +5 points
  12
  Horror Struck
  automatic (+1 permanent point)
  Annoyed: All actions incur a -1t penalty for (6-Willpower) combat rounds.
  Disturbed: All actions incur a -2t penalty until the agent has calmed down.  
  Reroll Fear test in (9-Willpower) combat rounds.  Subsequent results 
  cannot be more serious than Disturbed.
  Frightened: All actions incur a +1Df penalty until the agent has calmed down.  
  Reroll Fear test in (9-Willpower) combat rounds. Subsequent results 
  cannot be more serious than Frightened.
  Terrified: Agent may only act if directly confronted, and will do so at a +1Df 
  penalty to all actions not involving self-defense. Reroll Fear test in 
  (9-Willpower) combat rounds.
  Panic Stricken: Agent is completely unable to act or flees in blind panic.  
  Reroll Fear test in (9-Willpower) combat rounds, or if attacked.
  Horror Struck: Agent is completely unable to act or flees in blind panic.  
  Reroll Fear test in (9-Willpower) combat rounds, or if attacked.
  Subsequent Fear tests called for by the Shock Table need not be 
  made if the frightening event no longer exists.
  All agents with the Combat Experience trait gain a –1 modifier to 
  their rolls when faced with non-paranormal frights.
  All agents with the Death Wish, Detached or Veteran traits gain 
  a –1 modifier to all rolls.
  Agents rolling on the Shock Table a second or subsequent time 
  in the same encounter gain a –2 modifier to their rolls.
  
  Mental Stability (MS)
  Mental Stability is a measure of an agent’s peace of mind. It is recorded in MS
  points. Each agent can safely accumulate MS points equal to three  times her Wil.
  MS points are gained only once in each encounter. Thus, if an agent fails more than
  one Fear test, and rolls more than once on the Shock Effects Table, only the worst
  result applies. For example, if the first roll on the Shock Effects Table was a 3
  (Annoyed, +1 MS point), and the second was 8 (Terrified, +3 MS points), only the
  latter result (+3 MS points) would be applied.
  When the MS point maximum is exceeded, all non-permanent MS points are
  removed and the agent must roll 1D on the Negative Psych Profile Table, adding
  the number of permanent MS points the agent had accumulated prior to this. The
  agents gains the profile that results from this die roll permanently. Any agent sub-
  ject to a Horror Struck result on the Shock Effects Table, must immediately roll 2D
  on the Negative Psych Profile Table and gain that profile for the next 2D days. Such
  an agent loses all MS points accumulated to that point. A permanent MS point is
  gained every time the agent exceeds his maximum.
  During Downtime, an agent can try remove non-permanent MS points. Each
  attempt is a long-term Psychology or Parapsychology project. Each breakthrough
  removes one non-permanent MS point.  Removing permanent MS points requires
  two breakthroughs each, and the breakthrough must occur on successive weeks. 
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  Negative Psych Profile Table 
  Roll
  Trait Gained
  1-3
  Phobia* 
  (GM’s discretion, or roll on the Phobia Table)
  4
  Cautious*
  5
  Detached#
  6
  Jumpy#
  7
  Night Terrors&
  8
  Amnesia 
  (focused around the event)@
  9
  Flashbacks*
  10
  Addiction#@
  11
  Schizophrenia*
  12
  Acute Paranoia*
  13+
  Clinical Depression#
  * Trait detailed in Conspiracy X 
  main rulebook
  # Trait detailed in the Aegis Handbook
  @ Trait detailed in Shadow of the Mind: The 
  PSI/INT Sourcebook
  & Trait detailed in Bodyguard of Lies: 
  Psi-Wars
  Phobia Table
  Roll
  Phobia
  2
  Acrophobia: Fear of heights
  3
  Agoraphobia: Fear of open places
  4
  Astraphobia: 
  Fear of thunder and lightning
  5
  Claustrophobia: 
  Fear of enclosed spaces
  6
  Entomophobia: Fear of insects
  7
  Xenophobia: Fear of the unknown
  8
  Hematophobia: Fear of blood
  9
  Monophobia: Fear of being alone
  10
  Necrophobia: Fear of the dead
  11
  Scotophobia: Fear of the dark
  12
  Teratophobia: Fear of monsters
  
  Addiction
  If the character has an existing addiction, all Willpower tests related to the addic-
  tion gain a +1Df penalty. Otherwise, the character soon picks up an addiction. The
  actual addiction is up to the Game Master but should revolve around something the
  character may actually use. Alcohol may be the most common, but a DEA agent
  who has access to drugs might pick up something stronger. A psychic agent might
  get addicted to some sort of psi-drug.  
  Permanent MS Points
  Eventually any individual that does not get treatment will have his permanent MS
  points reach his maximum MS points. At this point, the individual is a terribly
  insane and beyond help. No amount of psychological help will heal the poor man’s
  mind. Game Masters will probably not let a character continue past this point, and
  Aegis certainly will have the loose cannon “retired” as soon as possible. 
  Morgana rounds a corner of the building and spots a Saurian in its natural form
  crouched behind some crates. She rolls an immediate Fear test at Df3. Morgana’s
  Willpower is 3, and she is a Veteran, so the Df drops to 2, and she automatically suc-
  ceeds. Morgana levels her auto pistol and begins to take careful aim. Suddenly,
  Ajax comes around the other side of the crate, and the Saurian slashes out with a
  Plasma Claw. Ajax gets cut bad, and goes down.
  The shock of seeing her partner injured is a Df4 Fear test for Morgana. With the
  Veteran Df modifier, she must roll a 7 or less to succeed. She rolls a 10 and fails.
  Morgana then moves to the Shock Table, where she rolls a 9. Modified to an 8 by
  her Veteran trait, Morgana is Terrified, and gains +3 MS points. Morgana freezes
  and tries to keep silent as the Saurian delivers a coup de grace to Ajax. During the
  subsequent few seconds, the Saurian moves off. When Morgana is able to move
  again, she is not required to roll another Fear test.
  Several months later, Morgana has accumulated 5 more MS points. After a particu-
  larly nasty encounter, Morgana gains 3 more MS points. She is now over her
  Willpower times 3 threshold and gains a negative Psych trait. She rolls a 3 on the
  Negative Psych Profile Table, and the GM assigns her a phobia related to whatev-
  er caused Morgana’s latest fright. The extra 2 MS points that Morgana gained are
  ignored. Starting now, Morgana has 1 permanent MS point, and subsequent Shock
  Effects Table results will be added on top. 
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  oooo
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  aaaa
  llll
  llll
  ,,,,
      
  S
  S
  S
  S
  cccc
  hhhh
  mmmm
  iiii
  dddd
  ,,,,
      
  TTTT
  rrrr
  oooo
  bbbb
  llll
  eeee
  yyyy
  ,,,,
      
  JJJJ
  uuuu
  rrrr
  kkkk
  aaaa
  tttt
  Morgana Welsh and her Cellmate/close friend Ajax Bram are investigating
  a warehouse for suspected criminal activity. They divide up, but stay in
  hands-free radio communication.
  
  Manifestations
  The following manifestations are provided as new options for creating your own
  Manifestation Tables.  They are suitable for either Neutral, Benevolent or
  Malevolent sites (see Forsaken Rites: The Supernatural Sourcebook).
  Liquefaction
  Often the Seepage energies present at a site warp and twist ordinary matter, caus-
  ing the phenomenon known as liquefaction, or cold  melting. The phenomenon
  rarely affects objects of great size. Most often, cutlery drawers are filled with bent
  spoons, knives, and forks, plastic objects melt to puddles, and pipes bend out of
  shape under their own weight. On a larger scale whole windows, glassware cabi-
  nets, and other objects can be reduced to a fused mess.
  1SP will melt 1D small objects (Size 1). Affects mainly metal, glass and plastic,
  though wood and stone have been seen to liquefy on some occasions.
  Specific Teleportation
  This is a favorite in poltergeist manifestations. Whereas Teleportation affects ran-
  dom objects or similarly-sized groups of objects, this phenomenon will cause small,
  important objects to disappear and reappear somewhere else. Sometimes there will
  be a prolonged space of time, up to a few days, before the object reappears, often in
  a place that has already been searched. Where the object has been in the meantime
  no one knows.  Specific Teleportation has been known to mainly affect objects of
  personal value, and car keys.
  Affects Size 1 objects only and smaller; 2SP per teleportation. The object will total-
  ly vanish for 1D days before reappearing elsewhere.
  30
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  Merge
  Closely related to liquefaction, merge causes objects and even living creatures to
  slip temporarily into the ethereal world of the Seepage. This results in their sinking
  into walls, floors, chairs, tables etc., becoming fused with the solid barrier once the
  manifestation has ended. Once a living thing merges with a solid object or wall, it
  will suffer damage as flesh and internal organs mingle with stone or splinters of
  wood. The initial merger does Wn(1D) damage (no staging), and a further Wn1 (no
  staging) is suffered per hour still merged. It is a very, very difficult operation to
  help such a character, +2Df to any Medical rolls to extract the merged inanimate
  solids. When merging starts to occur, allow agents a Variable Reflex test to avoid
  the phasing areas.
  5SP causes an circular area 5m radius to phase and merge.
  Ectoplasmic Residue/Angel Hair
  Ectoplasm commonly precipitates at the site of paranormal manifestations. It takes
  the form of a thick coating of gooey slime that evaporates over the space of minutes
  or hours. Taking samples is very difficult. The samples that have been secured indi-
  cate that the plasm is formed by the condensation of organic and inorganic matter
  from the atmosphere, combined with mostly water droplets from the air. Angel
  Hair often falls to the ground after UFO sightings. It consists of long, wispy threads
  of a substance not unlike spiders’ webs. This substance also decays rapidly in air,
  and the few samples that survive show that it is made from a borosilicate glass.
  1SP precipitates 10 liters of ectoplasm or 1000 meters worth of strands of angel hair.
  Glossolalia
  In this minor form of possession, spirits take control of a victim’s voice and spew
  meaningless, or equally meaningful syllables. This is also known as speaking in
  tongues. Glossolalia is intended to confuse and mislead. Anyone hearing it per-
  ceives it differently. Characters often hear what they want to hear. These posses-
  sions often occur en masse.
  1SP causes 1D individuals to speak in tongues for 2D rounds each. Whilst doing so
  all actions are at +1Df and, of course, they cannot communicate verbally.
  Spontaneous Human Combustion
  This is nasty. In areas of high Seepage energy, unlucky souls can burst into flames
  spontaneously. The flames consume the bodies and leave little in the way of burns
  or scorching on their surroundings. When this manifests, everyone in the area must
  make a Variable Willpower check. The Game Master should randomly select one of
  those that fail. This victim bursts into flame, becoming On Fire in the first round
  and then Engulfed in Flame in the second round. Other agents may try to save the
  poor guy. If everyone passes their Willpower check the event does not manifest and
  cannot manifest for the rest of the day. Especially good after botched rituals!
  6SP causes a Spontaneous Combustion. 
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  31
  
  Hazardous Materials
  Introduction
  An experimental craft crashes into the desert, spilling radioactive contamination
  from its plutonium reactor core over a four mile area. Terrorists under the order of
  a corrupted Prophet attempt to bring about the final judgment by releasing two
  thousand milliliters of concentrated Mustard gas into a New York City reservoir.
  Croll agents infect a spider monkey with Ebola Zaire, which then escapes into the
  backyard of a preschool daycare center in Los Angeles. 
  These are all nightmare situations, but they could very well happen in a Conspiracy
  X campaign. Aegis agents routinely deal with alien artifacts, oblivious to the risks
  of infection by unknown viruses. Groom Lake fires missiles at alien craft, without
  even a thought to the radioactive elements that may be let loose by the explosion.
  The average Aegis operation deals with unknown hazmat on a daily basis, yet no
  one ever takes even the simplest precautions. Now, with these rules, the agents will
  be faced with a new threat, one which people have been dealing with for years. 
  The Game Master should feel free to ignore all these situations, and certainly
  should not include a hazmat concern in every mission, or even frequently. After all,
  the purpose of the game is to investigate the unknown, not to play disease of the
  week, or to send Cell members to the burn ward with radiation sickness on a regu-
  lar basis. Use this stuff sparingly, and a whole new level of terror may be added to
  the game. Overuse it, and few characters will survive.
  The Trefoil
  There are three wings to the biohazard trefoil, and each has its own unique con-
  cerns. The easiest to deal with from a control standpoint is the chemical toxin.
  Radiation is more difficult to control, and the deadliest of them all is disease. In the
  following sections, a full explanation of both the real world threats and solutions,
  and the game effects of accidental exposure, will be presented in layman’s terms.
  CDC agents, and anyone with the Biohazard Control training, will know all of this
  information, and be ready to use it. All other characters start the game as biohazard
  illiterates, and should not be handling these substances for any reason. All of the
  biohazard materials are like lethal animals, waiting for the agent to become inat-
  tentive for the one millisecond it can take for a fatal exposure.
  Chemical Hazards
  These agents are by far the most common hazard which agents, and real people,
  will encounter. Literally thousands of chemicals are out there which can kill the
  unaware. A few examples may help to illustrate the reality of the chemical threat.
  All of the following are true, and this is far from a complete listing.
  Up until the early 1970s, asbestos was used in the construction of insulation for new
  public buildings. It was placed inside the walls of schools, low rent housing, hos-
  32
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  H
  H
  H
  H
  A
  A
  A
  A
  ZZZZ
  A
  A
  A
  A
  R
  R
  R
  R
  D
  D
  D
  D
  O
  O
  O
  O
  U
  U
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  S
      
  M
  M
  M
  M
  A
  A
  A
  A
  TTTT
  EEE
  E
  R
  R
  R
  R
  IIII
  A
  A
  A
  A
  LLLL
  S
  S
  S
  S
  Parental Discretion
  This article contains graphic descriptions of the effects of hazardous
  materials on humans. Readers with weak stomachs should shy away.
  
  pitals, and offices. Then, in the 1980s, scientists discovered that asbestos fiber was
  not only a carcinogen, but also led to a condition called asbestosis in the unfortu-
  nate few who received direct airborne exposure. With asbestosis, the victim begins
  to have difficulty breathing, then suffers severe chest pains, followed by bleeding
  from the lining of the lungs. This is a result of the microscopic asbestos fibers which
  the victim breathes mutilating the delicate lung tissue. By this point, the victim is
  probably doomed. In most cases, too much damage has been done, and the victim
  slowly expires from massive internal hemorrhage. 
  Of course, as soon as the problem was discovered, the government began subsidiz-
  ing companies to remove all the asbestos insulation from these buildings. The task,
  however, is far from complete. Asbestos removal is a multimillion dollar business
  at present. Each asbestos removal involves dozens of men and women in air-fed
  suits or breath masks, carefully tearing away layer after layer of the deadly fibers.
  Recent studies have shown that asbestos remains tightly wrapped does not become
  airborne and a threat to health. Only where the asbestos casing has been damaged
  must remedial efforts be made. Thus, in some cases, the government policy of
  encouraging removal actually created more risk of airborne contamination as well-
  meaning workers tore out perfectly safe asbestos casings.
  Love Canal is an example of what can happen when companies generate and then
  lose proper control of their industrial chemicals. This canal, which ran through the
  back of a poverty level residential district, was used to dispose of industrial chlo-
  rides and other deadly toxic chemicals. During these years, young children fre-
  quently played in the water. Film of the canal at this time shows a soft green sludge
  on the water’s surface. The grass and ground shrubs around the water had all with-
  ered to brittle brown stalks. On some days, when the wind shifted toward the
  homes, the residents had to leave, because the toxic fumes were burned their eyes.
  By the time the government finally acknowledged that a problem existed, untold
  hundreds of people had received years of exposure to toxic chemicals whose effects
  on the human body are still unknown. The government’s Superfund program, cre-
  ated during the Carter administration to clean up toxic dump sites and industrial
  spilloffs, now lists hundreds of sites which must be cleaned up. At least half are
  within a mile of human habitation.
  Cardboard pressed milk cartons contain a bleaching agent which is used to make
  the paper white. This chemical, dioxin, is known to cause cancer, and also con-
  tributes to the occurrence of a number of birth defects in lab animals. Almost all
  packaging companies use dioxins, and refuse to change to other more expensive
  bleaching processes. When asked why they even bother to bleach the containers,
  companies refer to sales demographics which reveal that sales drop about 20%
  when the cartons aren’t white. Market research reveals that consumers prefer to
  buy the shiny “new-looking” packages over the brown natural cartons. One of the
  heaviest uses for these cartons are in the Federal school lunch program. At a con-
  servative estimate, every child in the United States will drink milk from over two
  thousand dioxin contaminated cartons by the time they graduate high school.
  In recent years, a Japanese radical group attempted a wide scale release of sarin gas
  into the subway system of Tokyo. Their largely foiled efforts still killed sixteen peo-
  ple. American troops in the Iraqi war were very likely exposed to various military
  nerve gasses, although the government still refuses to acknowledge these events or
  provide any background documentation. In Russia, over fifty sites contain vintage
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  1950s chemical warfare agents. These horrific substances sit in rusting steel barrels,
  buried under as little as ten feet of soil. In Tblisi, a string of over 200 children have
  been born without a left arm, a birth defect which may be related to chemical
  weapons manufacturing facilities in the area. Even in our country, an unknown
  number of secret burial sites for nerve toxins exist -- toxins once slated to be used
  against the godless Communists in Europe. 
  All of these toxins are available for sale to the black market. The former Soviet states
  have been selling everything they could find to just about anyone to raise hard, for-
  eign currency. Nerve toxins are the deadliest man-made chemical in existence, and
  there are at least twenty different brands. They all share certain traits: an easy cloud
  dispersal pattern, a short persistence (typically less than an hour), and quick lethal-
  ity. Nerve agents act to inhibit the chloristinase reactions in our body, literally
  starving the body to death cell by cell. Massive hemorrhage and bleeding can also
  result if the toxin is mixed with blistering agents such as Mustard Gas. The entire
  purpose is to render an enemy unable to fight within a very short time, and to ham-
  per their attempts to give adequate medical care to the survivors. A single teaspoon
  of sarin gas would kill or maim every person inside a ten story office building if it
  was introduced into a high capacity ventilation system.
  All of the above toxins are potential threats to an Aegis team. Fortunately, handling
  procedures for these substances are fairly simple. The first stage of dealing with any
  biohazard is always containment: prevent the toxin’s escape to the environment,
  where it might kill more people or become a bigger clean-up problem. Tents and
  airtight containments are moved into place, and all potential exits for water or air
  sealed tight by tape or epoxy. Next, the toxin must be identified. Samples are taken
  by air or physical swipes. The samples are then tested to determine the exact chem-
  ical composition of the threat. 
  From here, things go one of two directions. If the chemical is an industrial sub-
  stance, then the immediate level of lethality is not that high. Personnel in air and
  water tight suits enter the area with mops and wet vacuums to soak up and remove
  all the wet volume. In the event of airborne hazardous chemicals, huge industrial
  vacuums with high grade filters are brought in to ventilate the area, and pull the
  toxin into portable containment drums.
  If the toxin is a military nerve gas, things get a little more tricky. The toxin must be
  forced to neutralize. If it is a short-life agent, then the toxin is most likely allowed
  to go inert on its own. Then water sprayers may be brought in to wash down any-
  thing that the cleanup team wants to keep. More likely, the area will be quaran-
  tined, and everything inside destroyed, or removed. The contaminated space will
  be emptied of everything, and then thoroughly washed down. The water used in
  the wash down is then disposed of as chemical hazardous materials. This typically
  means it is mixed with concrete, and then buried somewhere away from citizens.
  Aegis agents will most likely become involved in the initial discovery of a toxic
  chemical, either because it was spilled from an area that they were investigating, or
  because they were attacked with it by someone suitably sadistic and insane to risk
  playing around with this stuff. In game terms, three types of chemical exposures
  are listed in the Chemical Type Table on the following page.
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  Agents will receive one of several kinds of exposure, all listed in the Exposure Type
  Table. In the real world, many different types of symptoms and effects exist for the
  various chemicals, but the characters are going to have enough trouble dealing with
  the detriments listed below. Why make their lives any more hellish?
  Any agent in a biohazard suit or space suit is immune to all of the above effects.
  Agents carrying antidote injectors have 1D combat rounds to use them after nerve
  gas exposure before the onset of symptoms.
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  Chemical Type Table
  Chemical
  Example
  Carcinogens 
  Dioxin, nonterrestrial chemicals
  Industrial Chemicals
  Love Canal, polyvinyl chlorate
  Military Nerve Gas
  Sarin, D9, Tabin
  Illness Value: 20CP
  The agent is the victim of a chronic illness of some kind, from malaria to 
  progressive cancer. Treatment is long and costly, and will frequently interfere
  with the character's life. Roll a luck test (-2t) each week.  On a Bad Luck, 
  the character is out of action due to a need for treatment, 
  or because of a sudden attack.
  Exposure Type Table
  Exposure
  Effects
  Acute Carcinogen (dripped on hands)
  Wn2 
  Short-term Carcinogen (a few hours)
  Wn4, Bad luck indicates 
  the Illness trait is gained 
  Long-term Carcinogen (a day or more)
  Wn6, Good luck indicates 
  Illness is not gained
  Splashed with Industrials
  Wn(1D) per round until 
  cleaned off
  Soaked in Industrials
  Sp(1D) per round until  
  cleaned off
  Breathed airborne chemicals 
  Sp2 per turn
  Nerve Gas (homemade)
  Sp4, and paralysis, Bad 
  luck indicates death in 
  2D min 
  Military Nerve Gas
  Good luck indicates Sp6 
  and paralysis, otherwise 
  death in 1D min
  
  Radiation Hazards
  This is the most feared and least understood end of the biohazard trefoil. The aver-
  age citizen in the United States is entirely unaware of the true threat behind radia-
  tion, and would not understand its dangers without intensive research. Even so,
  with two very public reactor accidents in the last three decades, and at least four
  more which are not public knowledge, everyone is vastly concerned about the safe-
  ty of nuclear power, and its potential dangers.
  Radioactive particles cause tissue damage both by direct collision with the tissue,
  and by long-term genetic damage to the cells of the body. The long-term effects may
  take several decades to see in all but the very worst exposures, and are not well
  understood. At Chernobyl, an amount of radioactive material as big as a Mack
  truck was blown into the upper atmosphere to later fall across most of Siberian
  Russia. As yet, however, it is impossible to detect any significant long-term health
  effects in the exposed population, who received on the average doses of radiation
  only a few times greater than what a television set gives off during one year. The
  first response team at Chernobyl has suffered the only noticeable radiation effects,
  and their incidence of cancer is still being calculated (among those that survived the
  short-term damage). In any case, the game effects of low level, long-term exposure
  may be ignored, as the character will probably be out of play by the time anything
  would be seen.
  Short-term exposure has been much more accurately cataloged, in part due to stud-
  ies which were done on the survivors of the Hiroshima and Nagasaki tragedies.
  Information has also been gathered through research done illegally on American
  citizens and soldiers during the 1950s by the government. Entirely unethical, and
  performed in many cases without the subject’s permission, these experiments gave
  conclusive evidence of the short-term effects of exposure to the human body (and
  also proved that the government is probably worse than this game assumes). For
  the purposes of the game, it is possible to divide the exposure into several distinct
  levels. Each is described below.
  At the lowest level of exposure, up to 50 rem, the human body does not respond
  beyond minor blood changes, which would only be visible to a blood test. The vic-
  tim will feel tired, and a little weak, and may be slightly more susceptible to infec-
  tion as her white blood cells attempt to deal with what they perceive as an illness.
  This level of exposure is more than any human being involved with nuclear power
  has ever received in the United States. The agent will receive a -1t penalty to all
  physical tasks, which will go away after 1D days.
  The next level of exposure is radiation sickness, commonly up to a 200 rem expo-
  sure. At this point, the body is trying to fight what it thinks is a bad illness, and the
  victim will begin to vomit, and be very susceptible to other illnesses. The agent is
  incapacitated, and will be unable to do much more than walk to and from her bed.
  This level of exposure is survivable in every case. The onset of symptoms from this
  level of exposure is within 1D hours, and the illness lasts 1D weeks.
  Victims of exposures of up to 500 rem enter the first critical period (level one).
  While clinical therapy is effective, the skin lining and tissue has been horribly rav-
  aged by the radioactive assault. The skin will begin to peel, and hemorrhaging
  (known as purpura) will occur along the exposed areas. Hair will fall out, and the
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  immune system will begin to shut down as it is overtaxed. This allows secondary
  infections to worsen the patient’s chances of recovery. Within 1 hour of exposure,
  the victim is totally incapacitated, and will require blood transfusions and antibi-
  otics to pull through. If the agent rolls bad luck, she will die of massive hemorrhage
  and tissue shock within 1D months. This is not preventable by any modern Earthly
  science. Otherwise, after the onset of the illness, the agent will be bedridden for 1D
  weeks. For an additional 1D months after that, the character will be at +1Df to all
  task rolls. Exposure to this level of radiation is often a career ending experience.
  Some survivors of Hiroshima were exposed to this much radiation, as were the first
  responders to Chernobyl.
  Beyond 500 rem, and up to 1000 rem (level two), the character is probably dead.
  Within an hour, the agent will be nonfunctional, and probably in shock. Vomiting
  will occur, as will severe bleeding from all body openings, and massive secondary
  infections are unavoidable. The agent will lose all her hair permanently, and the
  outer layers of damaged skin will slough off as if the patient were severely burned
  (in fact, she has been at these levels). There is almost no chance of recovery. The
  agent must succeed in a Good Luck roll, or she will die of leukemia within a month.
  Even if the agent gets lucky, she will lose one from all physical stats permanently,
  and will be bedridden for 1D months. In order to receive this level of exposure from
  most earthly sources, the victim would have to directly handle radioactive materi-
  als for several hours.
  Above 1000 rem (level three), the victim is doomed. Within 1D x 10 minutes, the
  victim will collapse with an extreme fever. Failure of the intestines leads to sudden
  uncontrollable diarrhea, and the whole body begins to bleed and swell. The agent
  must make two good luck rolls, or she will die within 2D days as the circulatory
  system collapses, without ever having regained consciousness. At this point, med-
  ical help is meaningless, and the doctors are just attempting to alleviate the pain.
  Even with survival, the character is a permanent invalid, and will never be the same
  again. At this level of exposure, secondary cancer is almost certain, and the agent is
  effectively one of the walking dead. No Game Master who wants to walk away
  from the game table in one piece should ever expose a player character to this level
  of radiation without plenty of reason, and lots of warning.
  If a Game Master should ever want to show his players all the horrors of radiation
  exposure, he might choose to expose some hapless NPC to a source in excess of
  5000 rem. The players had better see the victim pretty quick, though. Within 2D
  minutes of exposure, the victim will have collapsed and gone into convulsions as
  his central nervous system shorts out. The lungs and brain will almost explode into
  hemorrhage, and constant tremors will wrack the victim’s body. Within 2 days, the
  victim’s body will have expired, the victim himself having long since ceased to be
  anything resembling a human being. For the Game Master’s information, the offi-
  cial policy at this level of exposure is to give the victim massive doses of sedatives
  to prevent them from ever regaining consciousness. There were six firefighters who
  received this level of exposure at Chernobyl. They all died within five hours, and
  their bodies were so radioactive that they were buried in lead lined coffins.
  Now that the effects are clear, how is radiation controlled? To put it simply, there
  are three ways to control an exposure to radiation: minimize the time of exposure,
  maximize the distance from the exposure source, and use heavy elements to shield
  the source. Radiation exposure lowers exponentially as distance increases, so the
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  best thing to do is stay away from the source altogether. Of course, that isn’t always
  possible. In that case, a few inches of lead or steel, or a few feet of earth or water,
  will cut the exposure by a factor of ten or more.
  Initial responders to the sight of a potential loss of control of radioactive material
  isolate the area, throwing up barriers to prevent anyone from inadvertently enter-
  ing the area. For teams which must enter an area with a radioactive source, the first
  thing to do is determine the exact level and pattern of radiation in the area. Then
  precautions should be taken to ensure that the best possible shielding is in place.
  Sheets of lead or steel are moved into place, and, if possible, the main source of radi-
  ation will be contained in a lead lined box or vault. Next, the agents survey the area
  with portable radiation detectors, while wearing radiation suits, looking for any
  small particles of radioactive contamination that may have been spread about the
  site. Lastly, water or chemical detergent is used to wash down the area, and all the
  clean up items which are not needed are treated as radioactive material. These
  items are buried, just like their chemical brothers. The agents themselves will be
  thoroughly cleaned off, to ensure no accidental contamination of their skin
  occurred; a small contamination on the skin can as much as quadruple the exposure
  to the victim. Cleanup crews for radioactive materials are always in full body suits.
  While these suits do not stop the radiation, they do prevent contamination. 
  Aegis agents will most likely deal with radiation from one of a few sources, all relat-
  ed to Black Book or alien investigation sites. The probable sources would be expo-
  sure to unguarded reactors in secret labs, the discovery of radioactive materials at
  a crash site, or exposure to the opened internals of some piece of alien technology
  which uses a radioactive source for power. For each of these exposures, the initial
  level of exposure, and the amount of time to move up to the next higher level of
  exposure, is presented in the Radiation Exposure Type Chart. 
  Any agent who is carrying a Geiger counter and trained in Biohazard Control will
  know the exposure level in any area before entering it. This will allow them to
  avoid any exposure that they don’t want.  If an agent states that they are exiting the
  area as soon as they discover that they are exposed to a new higher source, they will
  not suffer effects from the exposure to that source unless they handled it, or were
  contaminated (Bad Luck roll). Any agent who is contaminated with the radioactive
  source continues to take exposure at that level until cleaned off and decontaminat-
  ed by someone trained in Biohazard Controls (even internal contamination that has
  been breathed or accidentally ingested can be decontaminated if caught). Agents
  who state that they are trying to use any available shielding or exiting to lower radi-
  ation areas will lower their base exposure level by one, and double the time to the
  next level for the appropriate exposure type. Agents in biohazard suits or biohaz-
  ard space suits are immune to contamination, but will still take the radiation expo-
  sure appropriate for the scene. Agents in radiation suits will cut exposure by one
  38
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  Radiation Exposure Type Chart
  Exposure
  Baseline       Time To New Level
  Running Reactor Without Shielding 
  Level one
  1D hours
  Contaminated Crash Site 
  Level two
  1D x 10 minutes
  Open Power Source/
  Reactor/Unshielded Nuclear Weapon
  Level three
  1D minutes
  
  level. Finally, in the case of multiple sources, use the radiation exposure of the high-
  est source, unless the higher source is only accessible in certain situations. 
  Note that radiation exposure is mostly cumulative over the agent’s life. While some
  chemicals may be used to speed up the removal of radioactive contamination from
  the body, the overall exposure never goes away. Therefore, if an agent has been
  exposed to a level of radiation previously, ignore all lower exposures, and use that
  level as his new base exposure. Use the time to next exposure for whatever expo-
  sure level the agent is currently in, however, not the highest exposed to before.
  Malcolm has been previously exposed to level two radiation while working on an
  atomic power cell. Chris has no exposure. The Game Master knows that the area is
  contaminated to level two exposure, and that all three agents will be exposed as
  soon as they enter the area. 
  Doctor Wallis is wearing her rad suit, and her player tells the Game Master that she
  is being very careful about checking her exposure and ensuring it stays low. For
  her, the level two exposure is cut by one for the suit and one for her precautions, to
  a total of zero. 
  Malcolm realizes the risk, and also tells the Game Master that he’s being careful, but
  since his baseline is two already, it doesn’t do him any good. He has level two expo-
  sure already. 
  Chris wanders off to the side of the crash, and decides to move aside some of the
  rubble. He inadvertently uncovers a cracked neutron reactor, and is now exposed
  to level three. Realizing he may have screwed up, Chris drops the rubble back over
  the source, and moves back to Malcolm. 
  The time to the next level of exposure for all three agents is 1D x 10 minutes. The
  Game Master rolls for each of them, and gets ten minutes for Doctor Wallis, and
  forty minutes for each of her friends. The team spends about twenty minutes in the
  area before the Doctor realizes that her teammates are being exposed. She quickly
  yells at them to get out, and clears out herself. Checking her pocket dosimeter, she
  sees that she has level one exposure now, and knows that her friends must be much
  worse. By the time she cleans off and gets up to the van, Chris is feeling very sick.
  Within another twenty minutes, he is vomiting, and extremely ill. Malcolm is feel-
  ing sick as well, and she radios the nearest intensive care unit to get help for her
  friends. By the time they arrive, both Chris and Malcolm are very ill. The skin on
  Chris’ hand where he touched the rubble has begun peeling off, and he is coughing
  up blood. He makes his Luck roll, and is in for a long recovery period. 
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  Three Aegis agents have responded to the scene of a crashed experimental Black
  Book fighter, shot down over Utah's proving grounds by a Groom Lake Aurora.
  Doctor Wallis, a trained biohazards expert from the CDC, tells her partners
  Malcolm and Chris, to stay well back until she has ensured the area is safe.
  Grabbing a Geiger counter and putting on a radiation suit, the Doctor heads down into the
  wreckage. Unknown to her, her partners decide to try and help, and follow her down.
  
  Biological Hazards
  A young scientist boards a plane in Mombasa, Kenya, returning home to Virginia
  from a research trip into the deep jungles of the Congo. On the flight, he begins
  coughing, then violently sneezing. He complains to the stewardess that his neck
  and back are sore, and asks for some aspirin for his headache. Continually wiping
  his nose, he seems miserable, and makes frequent trips to the restroom to wash his
  face. He seems to be burning up from fever. He has all the symptoms of a bad case
  of the flu. He also has all the symptoms of the onset of Ebola Zaire, one of the most
  lethal filoviruses ever discovered. 
  Dealing with biological control problems is the hardest job that any agent will ever
  have to face. With chemical and radiological problems, if the agent becomes ill,
  there is very little chance that the medical care personnel will also be stricken.
  Nerve gas and industrial dioxins aren’t contagious. The level four virus is, and will
  kill as many people as it can infect. To add to the problem, meters and detectors
  exist that will register the presence of toxic gas and chemicals. The only indicator of
  a virus is infection, whether of the human victim, or of the doctors and nurses who
  are fighting to save her life. Finally, it is impossible to guarantee that the virus is
  totally destroyed during cleanup operations. Most likely, the site of the infection
  will never be usable again.
  The realities of level four viruses are very grim. A single person infected with the
  Ebola virus could board a plane in Africa, and fly to America before the worst of
  her symptoms began. In this way, one infection case could cause secondary infec-
  tions in hundreds of people, followed by a massive uncontrollable spread of the ill-
  ness throughout the country. Biohazard specialists call this a burn. The virus finds
  itself a new home, and happily destroys the target population as fast as it can. Level
  four viruses are hostile. They are called Hot Agents, and the areas where they exist
  are called Hot Zones. At USAMRID and the CDC, samples of all the world’s infec-
  tious diseases are kept. The Hot ones are kept in specially constructed biohazard
  suites. Such suites have facilities attached for the observation of infected patients
  (called the Slammer), and hermetically sealed coffins available for the storage of
  those who don’t get well (these are called Submarines, a ghoulish piece of Hot Zone
  humor -- if you were to go into a Submarine, you’d have gone down, and aren’t
  coming back up).
  USAMRID has developed a three level system for measuring viruses and bacteria.
  Level one viruses are not generally lethal, and commonly have vaccines or cures
  available. Severe flu strains and the common cold are both level one viruses. Any
  agent exposed to these viruses will get sick within 1D days, and will suffer a -1t
  penalty to all actions until well. The virus will burn out in the following 1D days.
  Anyone coming into contact with a level one virus or personnel infected with it will
  catch the disease if they fail to get a Good Luck roll. The light viruses are typically
  the most virulent.
  Level three viruses are generally lethal, but have not become major threats to
  humanity. They have either low levels of virulence, or may be effectively combat-
  ed by medical actions. The classic level three virus is the AIDS virus. It is extreme-
  ly slow in its burn, taking dozens of years to kill its victims. Further, the disease can
  only travel through direct skin contact. Thus, its vector prevents it from really nuk-
  ing humanity. If the AIDS virus ever become airborne, it would probably be reclas-
  sified to level four. 
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  Anyone catching a level three virus is probably dead without medical help. The
  symptoms will appear within 1D days, and the victim will be totally incapacitated
  for 1D x 1D weeks, with whatever symptoms the Game Master chooses to inflict on
  her. At the end of this time, the agent must roll a Df4 Size roll, lowered to Df3 with
  medical attention. Failing this roll means that the agent has died of the illness. With
  success, the healing period will last at least 1D weeks long, in which the agent is
  +1Df to all tasks. Anyone exposed to a level three hot agent will need to roll a Luck
  roll. On Bad Luck, the agent is infected.
  The level four viruses are the stuff of major nightmares -- hot agents which are so
  deadly that the CDC has only a small number of people actually qualified to work
  with them. Level four viruses are efficient killers (50 to 90 percent lethality), for
  which there is no known cure. Fortunately, they are typically very difficult to catch.
  Almost every level four agent can only be caught by direct blood contact, or by
  direct transmission through some kind of intimate personal contact. The most
  famous of these viruses are the Ebola strains, a set of extremely dangerous Hot
  Agents which belong to the very rare filovirus family. Their effects are so hideous
  that they lead to a shock factor in anyone not familiar with their effects. Untrained
  personnel have been known to panic, or become physically ill inside their space
  suits, all from the sheer terror of being in the midst of the Hot Zone.
  Ebola Zaire is the most deadly of the filoviruses. Contracted only through the
  exchange of bodily fluids, Ebola Zaire is 90% lethal. From the initial exposure, the
  victim has a 1D/2-day long breather. During this time, he feels increasingly nasty
  flu-like symptoms: headache, coughing, back aches, and nausea. The victim is now
  a carrier of one of the most hostile organisms known. He’s a walking viral invasion. 
  Within the next 1D days, the nasty symptoms begin. First, the virus finds its way to
  the eyes, where it begins to incubate. The eyes become bloodshot, and swollen. The
  virus also goes into the victim’s intestines, where the explosive chain of lethal trans-
  mission begins. The victim begins to have extreme cramps, and uncontrollable
  bloody diarrhea. The virus will begin breeding in the lining of the lungs. To better
  promote the spread of the virus, the victim is forced into heavy sneezing and chok-
  ing, and huge quantities of mucus begin to flow from the victim’s nose. A fever
  develops, raising the body temperature to in excess of  104 degrees, and the brain
  begins to cook. Strangely, the victim remains somewhat functional, and can move
  about. The personality, however, begins to fragment as the virus kills the forebrain,
  lowering the victim to the simplest of decision-making processes. Doctors have
  reported violent behavior in this stage, and fits of sudden dementia, as victims
  insist that they are fine, and attempt to go home. Finally, the victim begins to bleed
  internally, and his lungs and intestines fill with blood. This phenomenon, called
  first spacing, signals the beginning of the end.
  At the second spacing, the victim collapses, violently expelling black blood and
  mucus from every body opening. Tremors begin to shoot through the body, and the
  brain shuts down, as the person basically dies in stages. Any cut or abrasion in the
  skin bleeds freely, and the skin turns a horrendous purple. The body literally starts
  to liquefy on the inside, as the internal organs are baked by the fever. The lining of
  the skin turns to jelly, and the outer levels of skin begin peeling. Doctors who have
  been unfortunate enough to see a victim in this stage of Ebola have likened the sight
  to massive radiation exposure. In Hot Zone slang, the victim has Gone Down, or is
  Crashing and Bleeding Out. The victim has 1D x 4 hours until the final stage. At this
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  point, the agent is allowed two luck rolls, both of which must come up good luck.
  If the agent fails either of these rolls, he is going on to the third stage, and is effec-
  tively dead. Otherwise, the agent will heal slowly over the course of 1D months,
  bedridden and in great pain. All of the agent’s hair will be gone, but might grow
  back. A host of other minor health problems will follow, as in the Illness trait.
  In the final stage, called third spacing, the victim ceases to function as a human
  being. The autonomous functions of breathing and choking will continue for some
  time, but the body is busily turning to a pasty mass of Ebola virus. The victim
  begins bleeding into the skin surface and literally dripping blood from every sur-
  face of the body. Over the course of 1D hours, the victim will slowly, and very
  messily, expire. Everything that has touched the victim is Hot, and the walls and
  floor of the room are covered in black blood. The virus has probably infected sev-
  eral of the medical personnel, and is burning in them at the time that they proclaim
  the previous host legally dead. While the exact symptomology of level four hot
  agents varies from virus to virus, they are all equally gruesome, and the times
  above can be used to duplicate whatever symptoms the Game Master chooses to
  inflict on the victim.
  The scary part is that these diseases have actually been found, not only in Africa,
  but here in the United States. In the most famous case, near Reston, Virginia, a
  house filled with monkeys bound for experimental labs around the country was hit
  with a strain of Ebola which burnt through the building over the course of two
  months. It killed dozens of monkeys, and may even have gone airborne, but never
  made the break to humans. The strain, Ebola Reston, broke again in Texas in 1996,
  and may still be burning in the wild. Other level four viruses have actually killed
  humans in the country within the last five years. Cases of necrotizing virus were
  responsible for deaths in Georgia and elsewhere in the states.
  To control a Hot Agent, total environmental containment is practiced. The area is
  sealed to the outside, and a Hot Zone established inside, where only Rahall bio-
  hazard space suits are safe.  A gray zone for decontaminating suits, and for enter-
  ing, is established in the entrance of the Hot Zone. The site will then be Nuked:
  everything inside will be cleaned thoroughly with heavy acid detergents and
  bleaches. Anything alive that isn’t a human being is euthanized, and then packaged
  for transfer to special incinerators at USAMRID or the CDC. All humans are trans-
  ferred in special quarantine stretchers to the Slammers, underground at USAMRID,
  Maryland, where they are observed for a minimum of a month to ensure that they
  do not break with the virus. In the meantime, the area is chemically poisoned with
  an extremely toxic cleanser, cooked off into the atmosphere of the site. This will
  continue for several days, until every living thing in the site is dead. Even so, there
  is no way to guarantee that the site is free of microorganisms. The site is left sealed
  or abandoned in most cases. At the monkey house at Reston, the Army moved out
  and returned the building to the owners after literally boiling the air inside with
  sterilizers, but no one has ever reoccupied the site.
  Catching a level four agent is fortunately very hard. Without direct contact with the
  victim or her blood, it is not possible to catch most filoviruses. If the agent comes in
  contact with the blood, or with the victim’s body, then the Game Master should
  impose a Luck roll. The agent catches the virus on Bad Luck if she had only a slight
  exposure. If she had extreme exposure (injected with Hot blood, days of rendering
  medical aid without protection), Good Luck is needed to avoid infection. Anyone
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  trained in Biohazard Control may wear a space suit, and is then totally immune to
  the virus. Still, gray zone must be used to clean up before exiting to a clean area, or
  she runs the risk of spreading the illness. Game Masters are encouraged to be very
  careful using level four viruses, as they will most likely kill characters not suitably
  trained and prepared for the exposure. It is much more likely that an Aegis cell will
  respond to a crash site, or to an alien site, and be forced to deal with alien viruses
  which might have unknown effects on their victims. In these cases, the prudent Cell
  will assume that they are dealing with level four viruses until they know they for
  certain otherwise. Very few viruses are species jumpers (i.e., the flu virus for
  humans is very different from the similar viruses for dogs, or for Grays).
  Unfortunately, level four viruses tend to break into new vectors and populations.
  A final note on working with deadly biohazards: the average person who has never
  worked in a Hot Zone must roll a Df3 Fear test; Df4 if the effects of the particular
  biohazard can be seen in the area. In the event the agent panics, his response will
  always be to attempt to evacuate the area as fast as possible, sometimes even
  endangering himself. This is a real life effect, witnessed in several different cases.
  The terror of direct experience with these biohazards cannot be over-emphasized.
  Author’s Note 
  I am a Navy nuclear power plant operator, trained in hazardous materials control.
  In my general experience, most people are both more and less concerned about haz-
  ardous materials than they should be. This end of the threat chain is very real, and
  I felt that a good treatment of the realities behind the various substances in the Big
  Three would add a new dimension to the threat value in the unknown. Also, it
  empowers the CDC operatives, since they’ll be the best trained guys to handle this
  stuff. I can assure you that the numbers which I have used are as real as I am autho-
  rized to print, and carefully researched. And yes, this article is meant to be scary
  and thought-provoking
  Hidden Cures Pulling String
  CDC agents should get the Hidden Cures Pulling String added to their profiles.
  Hidden Cures: While Black Book has attempted to quash the truth behind the
  origins and cures of many level four biohazards, agents of the CDC have discov-
  ered several effective treatment protocols. The cures are kept in special vaults deep
  inside USAMRID. An agent from the CDC may attempt to get her hands on one of
  these cures, at the price of potentially stirring up trouble for herself in the future.
  Getting just a single vial is Df5 Influence test, with no chance of getting another vial
  for three months. The cures are panimmunity factors: they will work on most level
  four biohazards, but are hideously difficult to manufacture without major labwork
  and months of development time. A single dose will stop the progress of any illness
  unless the patient rolls Bad Luck. In that case, the panimmunity factor fails, and the
  patient is on his own. A single vial of the panimmunity factor would be worth a for-
  tune, and, if it became public that the agent or her cell possessed it, any number of
  groups would come hunting for the characters very quickly. No one could allow a
  story like this to break, and any attempt to tell the press would lead to a firestorm
  of intrigue and strike teams from friend and foe alike. 
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  PsiWars
  A m i s s i o n into
  the MIND
  W r i t t e n  b y  J u s t i n  S c h m i d
  
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  Dream War
  In the time and space between slumber and waking, a war is being fought. This war
  is not fought by nations or even in the streets of our cities. It is fought in our minds
  -- in that most private place we consider sacred and untouchable. Using nightmares
  as weapons, the enemy threatens to drive us all mad with terrifying sights and hor-
  rific thoughts. Such terrors are all the worse because they do not seem to originate
  from an outside point, but from one inside our very beings. We did not ask for this
  war, but we cannot shy away from it. Should we lose this war of thought, we could
  very well lose our minds. 
  Welcome to Psi-Wars, an extended Conspiracy X mission into the depths of the
  mind, and the machinations of aliens bent on the destruction of humanity. Players
  should stop reading now to preserve the secrets and excitement of the mission.
  Chapter Summary
  Chapter One: Introduction presents introductory comments, a chapter summary
  and a synopsis of the adventure. The synopsis outlines the background of entire
  mission in one place for ease of understanding. While Game Masters should read
  through the entire module before running it, this section provides a basic overview
  of the goal of the mission and what has gone before.
  Chapter Two: Catalyst describes the events that draw the agents into the adven-
  ture. Opening scenes and continuing afflictions are detailed. The agents soon real-
  ize that ignoring the warning signs gets more dangerous as more time passes. 
  Chapter Three: Investigation presents all the information characters may uncover
  through pulling strings, sources, research and legwork. The information is orga-
  nized in a series of bulletins about each aspect of the mission, rather than a set pat-
  tern of encounters. The Game Master is expected to determine what particular
  information in uncovered depending on the particular path and success of the char-
  acters’ investigation. Summaries of the groups involved are located in this chapter,
  providing the Game Master with background information on their actions and
  motives should the characters interact with them.
  Chapter Four: Conflict & Obstacles lists a series of possible events and encounters
  that the Game Master can use at any time or certain prescribed times to impede or
  aid the agents. These events and encounters do not always relate to the adventure.
  Others are only loosely tied to the plot. This is the Game Master’s chance to throw
  in red herrings should the characters be advancing to quickly.
  Chapter Five: Climax & Resolution is a combined section since the climax of the
  adventure generally leads to the resolution. The climactic event is designed to spark
  the characters toward dramatic resolution of the situation. While the event may dif-
  fer slightly from group to group, it will typically involve the same basic elements.
  Resolution also describes the probable results depending upon the agents’ actions
  and successes.
  Chapter Six: Supplemental Investigations reveals a series of further adventures
  that could transform this adventure into a full-fledged campaign. Allowing charac-
  ters to explore related topics and events, and interweaving plot threads suggested
  in Nemesis and Shadows of the Mind, greatly extends the adventure.
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  How To Use Psi-Wars
  Psi-Wars exposes a Grey plot to undermine psychics everywhere. The insidious
  attack threatens to neutralize significant numbers of psychics and greatly weaken
  humanity’s resistance to Grey operations. The background material presented in
  Shadows of the Mind: The PSI/INT Sourcebook and Nemesis: The Greys
  Sourcebook are needed to play this module. The Aegis Handbook is useful, but not
  necessary to run this adventure.
  Psi-Wars is a free-form adventure designed for intermediate players and Game
  Masters. No pre-programmed linear sequence of events must be followed for the
  characters to reach the climax. Instead, this adventure is broken into numerous sec-
  tions of information that may be explored and examined in any order. In all, these
  sections form a ready-to-run adventure for your Conspiracy X campaign. 
  Aegis Cells participating in this mission should have a wide range of skills, train-
  ings and traits. At least one character must have some classification in a psychic dis-
  cipline, preferably a information gathering type of ability. If no such character
  exists, the Game Master should assign one of the characters the Latent Clairvoyance
  ability. This should not cost the character CPs, or Downtime development. It is
  merely a devise for hooking the Cell into the adventure. The Game Master need not
  inform the character of her new-found ability, simply trigger the Clairvoyance abil-
  ities at various points before the mission starts, or just after the mission begins.
  Raising a player’s paranoia, and making them feel as if things were slightly out of
  control is one of the central tenets of the Conspiracy X RPG.  
  If this adventure is to be run with a group of newly generated characters, Game
  Masters should take the players and characters slowly through the mission devot-
  ing the whole first session to the initial encounters. The chosen psychic’s disturbing
  visions should be a minor disturbance at first, growing to unbearable levels only in
  later game sessions. This allows the players to get to know the Conspiracy X uni-
  verse and game system a bit better before plunging their characters into a major
  war. If the players are also inexperienced, Game Masters will likely have to be gen-
  erous with information that sources can provide and tone down the conflicts and
  obstacles encountered. Don’t make the mission too easy, but don’t waste them on
  their first time out either.
  
  Synopsis
  As the millennium approaches, the Greys have noticed an increasing concentration
  of psychic activity originating from the Earth. While not as disturbing as the Static
  that first brought the little blue-green planet to their attention, they are now wor-
  ried that humans might relatively soon attain a level of psychic prowess compara-
  ble to their own. This would pose a very real threat to their continued operations
  on the Earth. In addition, the increase in remote viewing around the world has jeop-
  ardized numerous operations, and forced many gestalts to devote more resources
  to patrolling the “astral plane.” These new developments are simply unbearable.
  The Greys struggled to devise effective responses and countermeasures. 
  In the last decade, a new initiative was proposed based on investigations stemming
  back to the mid-1970s. A Grey gestalt, known to the Black Books as Phoenix, had
  long sponsored abductions of psychic humans for study. They noticed a tendency
  on the part of the humans to suffer from more extreme nightmares more frequent-
  ly than normal humans did. Monitoring these night terrors was disturbing, but it
  gave the Greys an insight into the human psyche and its vulnerabilities. Job, a
  member of the Phoenix gestalt and the original Grey prisoner, decided to launch an
  operation to use these nightmares against the human psychics, driving them insane
  through dreams. Although the other Greys of his gestalt disliked this plan, Job’s
  extensive contacts with humans has severely unbalanced him (at least from a Grey
  perspective) and he became psychotically obsessed with the destruction of human
  psychics. Job’s strength of will and mind resulted in the domination of the other
  member of Phoenix, and soon they were all psychically projecting nightmarish
  visions upon the few test psychics they were observing. The project was a complete
  success. The targets were universally disturbed -- three ceased all psychic activity
  and another died by his own hands within a few weeks. Job felt vindicated. He now
  had a way of stopping psychics, permanently.
  Job then brought the nightmare plan to the Grey communal mind on Earth in the
  mid-1990’s. As he expected, he encountered real opposition. Many felt that kind of
  contact with the human mind would no doubt exacerbate the Greys’ mental deteri-
  oration. The resulting debate consumed the Greys and curtailed Grey operations
  for almost two weeks. At that time, the two sides began dominating borderline
  individuals. Job realized that it would probably take months to dominate all those
  opposed to him, and he could not be sure he would be successful. Job decided to
  abandon the old ways. He gathered his allies and broke contact with the commu-
  nal mind. The nightmare plan would go forward, with or without consensus
  among the Greys. This unprecedented break with tradition created the first true
  schism in the Greys, and further evidenced the debilitating effect of Seepage. Many
  on both sides were horrified by this development, and more than a few took their
  lives rather than live under the new order.
  Job began his operation slowly and carefully. He knew that the human psychic
  agencies would quickly figure out what was happening if the Greys began assault-
  ing their agents immediately, so disabling operations held back until a sizable num-
  ber of psychic agents were uncovered. His forces began watching for psychics who
  remote viewed Grey craft and operations, and began keeping records of these indi-
  viduals. Spyballs were dispatched to track them. With in a year, many of the
  world’s top remote viewers became known to the Greys. Monitoring programs
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  were established on these psychics, including most of those at CYGNET. For
  remote viewers, it is difficult to avoid begin drawn to UFOs or psychically active
  beings. Once these are discovered, many found it impossible not to satisfy their
  curiosity and investigate just a little, despite Aegis’ constant warnings against such
  actions. Also during this time, many other types of psychics were located and
  marked for extermination. Essentially, anyone with psychic abilities who came in
  contact with a Grey from Job’s group either psychically or physically was listed and
  a monitoring program was established.
  Once he was satisfied that a significant number of psychics has been discerned, Job
  instructed his forces to begin nightmare projects. In the last year, the Greys have
  conducted an all-out assault on the minds of human psychics. Already, losses
  among psychics have reached epidemic levels, forcing the government to abandon
  many of its secret projects and Aegis Prime to concentrate efforts on detecting the
  cause for this sudden increase in mental breakdowns. Many psychics have been
  permanently disabled either through suicide or mental incapacitation. For their
  part, the Greys actively involved in this project have suffered badly from the strain
  of dealing with human psyches. The project has achieved extraordinary results and
  it shows promise for the future, but its toll on the Greys themselves has been high. 
  While disclosure of this plague of psychosis remains a secret within the govern-
  ment and Aegis, word is slowly leaking through the psychic community that some-
  thing strange is happening. People are beginning to go missing with increasing fre-
  quency and everyone knows someone that had to be put away or died under mys-
  terious circumstances. Fear is spreading, but still Aegis has no clue what is really
  happening and until they know for sure, no meaningful actions can be taken.
  On a different but related front, the Greys have continued their efforts at repopu-
  lating the world with hybrids. They scored a major success a few years past when
  they managed to infiltrate the genetic research project MKOMEGA, which they
  have since altered into a meta-human breeding program. Aegis has not been obliv-
  ious to these infiltrators, and has charged MKULTRA and ISS with the task of root-
  ing them out and discovering the source. Agents within MKULTRA suspect a num-
  ber of MKOMEGA subprojects, but are only investigating them at a distance for
  now, fearing that direct action could spook the unidentified moles, or worse, dam-
  age loyal agents. 
  The characters enter this adventure in the midst of these terrible events, forced into
  it when one of their number is targeted by a Grey nightmare projector. The psychic
  begins to suffer from horrific visions and to question his mental stability. The Cell
  finds only silence when it contacts its superiors, and soon realize they must find the
  answer themselves. The situation is critical, a single error could get them killed by
  either side. Worse, failure could mean the decimation of human psychic forces. The
  Cell has no choice but to succeed.
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  The Hook
  Herbert Lawry is an old coot who lives on a subsistence farm up in the hills nearby
  the Cell’s base of operations. He travels into the nearest small town for supplies
  once a month. During his last visit (a few days ago), Lawry described a disc-shaped
  saucer that streaked overhead silently and landed near Hag’s Lip, an outcropping
  of rock a mile or so from his farm. Lawry claims to have approached the landing
  spot and seen the mostly demolished craft. Most of the locals dismissed it as
  Lawry’s eccentricity but someone passed the story on. Through their contacts, local
  fringe group news reports or their own experience, the characters receive word of
  Lawry’s discover. The tale should not be presented in a way that the characters are
  certain of its veracity, but they should be encouraged to investigate. 
  After talking to townsfolk, and Lawry, the group should arrive in the area of the
  downed saucer. As they approach, a large saucer rises silently from behind a hill
  with a smaller partially destroyed ship hovering slightly below and behind it. It
  appears as if the larger craft is somehow towing the smaller one. The UFO tandem
  halts for a few moments as it nears the party. One of the Cell members present feels
  as if someone were watching them from very close, almost under her skin. A warm
  sensation passes over her body. The Cell should be given the chance to act. They
  may try to stop the craft -- they may even have a rocket launcher handy. Whatever
  they try will not succeed (although the Game Master should not make that too obvi-
  ous). The saucers streak off and disappear.
  Once at the crash site, the party will find traces of metal, psychic coral and Grey
  blood. The latter two items should be secured and analyzed, or delivered to an
  Aegis via dead letter drop. If the team performs its own analysis, the craft was a
  Grey scout ship. More details can be discerned from Nemesis: The Grey
  Sourcebook.
  Rather than visiting the site in person, one of the Cell members might chose to
  remote view it (specifics of remote viewing sessions may be found in Shadows of
  the Mind: The PSI/INT Sourcebook). If so, the character experiences a strong feel-
  ing of being watched after the second question or stage of exploration of the site.
  He also feels a sudden warm sensation pass over his body. Trying to locate the
  source of these feelings is an R-3 Clairvoyance task. If successful, the psychic
  notices a large UFO hovering high above her at the site. The flying UFO, as well as
  the downed craft, quickly vanish as they teleport away. 
  On the first failed test by the psychic, the Greys begin their psychic assault, using
  Psi-Interception to alter the character’s vision. The character suddenly sees a bloody
  corpse among the wreckage and as he gets closer, it looks like a face-down human.
  As he watches, it suddenly moves a little and turns its head to look straight at the
  character. The face is that of the character’s. The character must make a Df4 Shock
  test. The psychic investigation ends if the character fails this test. Otherwise, he may
  continue to investigate, experiencing periodic visions of his own death in a fiery
  crash (more of the Grey’s alteration of the character’s perceptions).
  
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  Little else will result from investigation into the downed UFO. Most pieces have
  been removed and teleported away. The crash site shows that the vessel appears to
  have hit at a very high velocity. Retrocognition will show that the Grey scout ship
  had three inhabitants and was cruising very fast over the nearby hills. Suddenly,
  one of the Greys stiffened and the craft plunged downward plowing into the hill.
  The Greys were killed instantly and the craft was shredded. The larger Abductor
  ship showed a few hours before the characters arrived and spend a long time gath-
  ering the Grey bodies and the downed craft’s pieces.
  Sample Coordinate Remote Viewing 
  Session for Downed UFO
  Stage 1: A smooth circle that the viewer soon feels must be scratched 
  out or scribbled over.
  Stage 2: Grey, smooth, hot, burning, cold. AIs: Beautiful, destruction. 
  EIs: Fear, confusion.
  Stage 3: A black spot in the middle of brown and green, a big expanse of 
  brown and green, high and cold, , on a hill or mountain, the spot 
  is small but long, like a crash site.
  Stage 4: It is a crashed plane, hit the side of and hill or mountain, but 
  there's no people, it's something else, a balloon, no . . . a UFO.
  Stage 5: The UFO is completely destroyed, impacted on the side of the 
  large hill or small mountain, there are no survivors, but there 
  were beings inside. There is no one else around the crash site, 
  it's in the mountains near the Cell's current location.
  Stage 6: The agent can ask for details from the Game Master about the
  site at this point. Remember that it hit at about 500mph, so 
  there is little left. Note to the player that he may now use 
  retrocognition or precognition to further explore the site. 
  Retrocognition shows that five shadowy beings inside the craft 
  were flying along when all of a sudden one became possessed by
  some outside force and aimed the craft for the Earth. A few 
  seconds later it hit. Precognition shows no one finding the site, 
  or if you want, Moondust agents looking it over.
  Stage 7: The character is certain that the craft was a Grey vessel.
  
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  The Marked Character
  However the crash scene plays out, the Game Master should subject one character
  to a feeling of being watched, and then a warm sensation all over the body. The cho-
  sen character should be psychic if possible, but must at least not be a Void, Psink or
  Psychic Burnout. If the character did not already have psychic abilities (other than
  normal ESP and Strong ESP), the Game Master should secretly assign the character
  a Latent classification psychic discipline, most likely clairvoyance. 
  Over the next couple of days, two things will happen to the marked character. If she
  did not previously have psychic capacity, and was secretly assigned Latent
  Clairvoyance, she begins to experience random and uncontrolled manifestations of
  her newfound power. This should be very disturbing.
  Even more disturbing will be the dreams and visions that appear more and more
  frequently. Whether using previously held psychic abilities, or experiences random
  outbursts of new powers, the character will find that terrifying visions appear and
  interrupt his concentration. Also, horrid nightmares plague the character’s sleep.
  These terrors are the result of one of Job’s Greys using psi-interception and
  dreamwalking to try to drive the character insane. 
  If the character wishes, she may try to shield her thoughts to get rid of the visions
  and hallucinations. This involves a test of wills. Depending upon your needs at a
  particular point in the adventure, the Willpower of the other Greys (4) or Job’s (5)
  can be used. If Job is projecting at that time, indicate that the character feels a par-
  ticularly strong entity is affecting him.
  Spyball
  The Greys quickly send a spyball to track the marked psychic. This spyball follows
  the character wherever he goes, able to move at speeds up to 300kph. Only 25cm
  (10 inches) in diameter, it is difficult to see, requiring a Df5 Perception test when
  outside (since it can hover at a fair distance out of sight), and Df3 when indoors.
  Once spotted, the spyball may be attacked. It has an Agility of 4 and a Size ranged
  attack modifier of +1Df. It will attempt to dodge any attack. Then, it will retreat to
  a safe location before resuming its tracking at a later time. If the characters manage
  to destroy or elude it, they escape the Grey’s visions and nightmares for a little
  while. The Greys know who characters are, however, so a new spyball will reac-
  quire the characters in 1D/2 days, +1 day if the character moves at least 1km from
  his last location, +2 days if he moves more than 30km and +3 days over 100km. 
  Spyball
  Size 1   AR 3
  Charge: 4 points Psychokinesis, 4 points Clairvoyance   
  Training: Levitation 
  Movement: Floating 
  (Vehicular Speed 3/Handling --, or Agility 4)
  For more information, consult Typical Psibots, Lenses and Psychotrons, Nemesis: The
  Grey Sourcebook.
  
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  Elisa’s Plight
  Soon after the terrors begin, the characters notice an odd article in their local news-
  paper about a child. The author suggests that the child senses other people’s
  dreams, which are terrifying nightmares. The doctors believe she is doing this psy-
  chically, but of course no definitive proof exists. 
  To make the article more pointed, the Game Master may wish to insert a paragraph
  between the last two paragraphs. In it, the reporter describes one of Elisa’s dreams.
  It should closely resemble one of the chosen character’s terrors.
  Girl Sends Thoughts
  Through Dreams
  Baltimore — A young girl under-
  going 
  dream 
  analysis 
  at 
  the
  American Somnabulatory Research
  Center 
  (ASRC) 
  in 
  Baltimore,
  Maryland may be a boon for sci-
  entists claiming the existence of
  psychic 
  powers. 
  Whatever 
  its
  merit, the evidence is causing a
  stir in even the most skeptical
  of minds.
  Elisa Brook, 7, suffered
  from night terrors much of her
  life before undergoing treatment
  in the dream clinic of the
  Baltimore 
  hospital. 
  The 
  girl
  would waken her parents at night
  with stories of being attacked by
  monstrous creatures that came to
  her in her dreams. 
  Dr. Terrence Young, a
  dream researcher at the ASRC,
  says that 9% of children suffer
  from a condition called night
  terrors, which resemble night-
  mares, but are much more vivid
  and intense. This disability may
  even lead to bed wetting and
  other related problems. While
  psychiatric help is normally the
  doctor’s 
  best 
  advice,
  researchers at the Center have
  experimented with “psychically
  entering” other people’s dreams
  and helping them combat these
  night 
  terrors. 
  While 
  critics
  maintain this is impossible, the
  Center cites a 78% recovery rates
  among its patients.
  Little Elisa appears to
  be an exception. She does not
  benefit at all from the treat-
  ment, and this may be because she
  is receiving the nightmares from
  an outside source. While Dr.
  Young refuses to speculate, he
  did indicate that her dreams
  indicated a source other than
  herself. Experiments are cur-
  rently 
  underway 
  to 
  determine
  whether she is in fact dreaming
  another’s 
  dreams. 
  If 
  someone
  could be located who is experi-
  ences similar dreams, Dr. Young
  suggests that this may lead to
  evidence of psychic transference
  of thought through dreams, a
  focus of research within the
  Center for the last 20 years. 
  The Committee for the
  Scientific 
  Investigation 
  of
  Claims of the Paranormal’s broth-
  er organization, the Skeptic’s
  Association of America, is inves-
  tigating the Center’s findings.
  Paul Hollinger, an SAA spokesper-
  son, believes that Elisa is mere-
  ly 
  experiencing 
  a 
  condition
  called 
  “unconscious 
  thought
  bias,” a very normal and natural
  psychological 
  phenomena. 
  This
  condition leads Elisa to pick up
  on cues from the researchers and
  these influence the descriptions
  that she gives of her nightmares.
  Dr. Young refuses to say that Mr.
  Hollinger is wrong, but he urges
  all to await the results of fur-
  ther tests. 
  
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  The Game is Afoot
  Once these twin opening events have been detailed, the characters are free to pur-
  sue any kind of investigation. Chapter Three: Investigation reveals the various
  paths the Cell can take. 
  If the party is reluctant to investigate young Elisa, the Game Master may want to
  give the players a bit of a push. Vary the degree of terrors depending upon the
  group’s eagerness to investigate. If they do not seem interested in learning more
  about the girl, intensify them.
  The Psi-Terrors
  Throughout the adventure, one or more of the characters will suffer from terrifying
  visions and nightmares, resulting in possible grave psychological damage. The ter-
  rors will start with the marked character but may move to other characters as well.
  The Greys slowly spread their activities from the marked character to all those who
  come into close contact with her. The terrors have two manifestations: psi-terrors
  that arise when the character uses psychic abilities, and night terrors that disturb
  the character’s sleep. 
  Day Terrors
  Whenever the character uses clairvoyance, precognition, retrocognition, telepathy
  or related trainings, he may suffer terrifying visions. The Game Master should roll
  1D. On a 1 to 3, the character may use his ability without difficulty. If the roll is 4 to
  6, the Greys send a terrifying vision. Roll 1D on the nearby Day Terrors Table,
  adding +1 per failed Fear test that the character has already suffered. ESP abilities
  and physical psychic disciplines are less affected. When these are used, roll 1D. On
  a 6 only, the psychic rolls on the Day Terrors Table. Add +1 per previously failed
  Fear test.
  
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  Day Terrors Table
  1-3
  No Effect: The character may use his ability with no effect.
  4-6
  Haunting Feeling: The character experiences a strange feeling 
  that something terribly wrong is going to happen. 
  The character must make a Df1 Fear test.
  7-8
  Nightmarish Visions: The character falls unconscious for a few 
  minutes and suffers a Level 1 night terror as discussed in 
  the Night Terrors section later in this chapter. The character
  must make a Df2 Fear test.
  9-10
  Chilling Thoughts: The character sees a quick vision of someone 
  close to her dying nearby. Then, she gets a chilling desire to 
  kill those around her, similar to Level 2 night terrors detailed
  below. The character must make a Df3 Fear test.
  11-12
  Voices in your Head: The character hears voices in his head 
  telling him to kill someone in particular. These are followed by
  a nightmarish vision similar to Level 3 night terrors as found
  below. The character must make a Df4 Fear test.
  13+
  The Terrors: The character views some nightmarish vision of 
  herself and her Cell. They might be massacring people they 
  are trying to save, or liquid creatures might emerge from 
  their ears leaving them to die in agony. These visions (like 
  Level 4 night terrors below) repeat from now on whenever the 
  character uses any of the mental psychic abilities. 
  The character must make a Df5 Fear test.
  Job and his fellow Greys are using psi-interception training to create these nightmar-
  ish visions. They can intercept telepathic projections, as well as see astral projections
  from individuals using bilocation (R4 due to their Greater Telepathic classification).
  They are able to track the psychic back to his source (R2), or alter the agent's percep-
  tions while he is bilocating, remote viewing or using clairvoyance (R3), changing it
  into terrifying visions. Remember that a +1R is imposed per Psi Point spent by the
  Greys, assuring that success of most tests. 
  
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  The psychic may make a perception test against the Willpower of the Greys (4 nor-
  mally, 5 for Job) to detect this intervention, but only if the agent states that he is try-
  ing to detect some kind of interference. If the character is successful, he detects an
  outside agency and tests his Willpower test against the Grey’s Willpower to avoid
  making a Fear test. If successful, the visions vanish and the character may use his
  psychic ability once without difficulty.
  Night Terrors
  Night terrors are especially vivid nightmares causing intense fear and agitation,
  usually found in children. Members of the Cell experience them as realistic halluci-
  nations of horrific things happening to them and their loved ones. These dreams are
  actually part of the agent’s own dreams, altered by a Grey or meta-human using the
  dreamwalking psi-training (see the new rules portion of this supplement). 
  While the initial night terrors will focus primarily on the psychic. The Greys soon
  learn (via remote viewing or spyball) who the psychic’s Cellmates are. Every night
  of the adventure, use a D6 to randomly determine which agent is affected. If there
  are less than six agents, give the psychic the greatest chance of being affected. If
  there is more than one psychic, give preference to those with informational powers
  (clairvoyance, precognition, retrocognition, telepathy or related trainings), but
  don’t completely ignore the others.
  Non-Player Character Psi Use
  When the Game Master is running non-player character psychics, 
  performing a Rhine test every time that a character tries to use a 
  psychic ability is very burdensome. Instead, the Game Master will most
  often just assume the power works. If success or failure is important
  and not assured, the following method may be used.
  The Game Master determines what the Df of the character's Rhine test
  would be, taking into account the training being used, the classification
  of the psychic ability and any other relevant modifiers. Find the total
  value on the following table to determine the chance of success. 
  While this table does not adequately represent the percentage chance 
  of guessing the cards, it does work in general. It is also faster.
  Total
  Roll
  R0 or less
  Automatic failure
  R1
  Succeeds on a roll of 4 or less on 2D
  R2
  Succeeds on a roll of 6 or less on 2D
  R3
  Succeeds on a roll of 7 or less on 2D
  R4
  Succeeds on a roll of 9 or less on 2D
  R5
  Automatic success
  In a group of four agents, the following odds might be used to
  determine who experiences the night terrors. 
  1: Agent A, 2: Agent B, 3: Agent C, 4-6: The Psychic
  
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  When a night terror strikes, use the following suggestions to describe the charac-
  ter’s dreams. The nightmares are rated in five levels of severity. The Game Master
  should increase the current level suffered by one for each major discovery the char-
  acters make in the mission (such as finding a new lead or uncovering evidence of
  the Grey activities), or when they are failing to make any breakthroughs (as a form
  of negative reinforcement). The Game Master should make an effort to incorporate
  elements from the nightmares into the character’s psychic efforts throughout the
  adventure. For example, if the night terrors have concentrated on terrible deaths
  among the character’s family, when he attempts to use precognition while awake,
  instead he sees his family being killed by aliens.
  There are three different nightmare styles that can be used by Game Masters, either
  on different psychics within the Cell or at different times. They are tradition, per-
  sonal, and exotic. Try to select a night terror style that is most likely to disturb the
  player of the character and modify it so it appears particularly unsettling.
  Remember that the goal of the Greys is to use the humans’ violent minds against
  them to drive the psychics insane and/or to make them fear using their psychic
  abilities. Since the character is receiving this information subconsciously, it is fil-
  tered through her own experience and thoughts. This makes it extremely personal
  and likely to include details that no one else could possibly know. This is what
  makes the whole thing that much more disturbing -- the character is not sure that
  an outside force is acting on them. 
  Level 1 Night Terrors
  This level of nightmare is ideal for beginning the adventure. For each, the character
  awakens at the end with a start and finds it difficult, but not impossible to get back
  to sleep. These nightmares should be disturbing, but almost familiar in their night-
  marish roots. They will be relatively easy to dismiss as nothing. Following these
  nightmares, the character must make a Df1 Fear test.
  Traditional: The character is looking for someone, but cannot find them any-
  where. Finally, he opens a door, and almost falls into an open space. As he clings to
  the door frame, a voice in his head tells him to use his powers to save himself.
  Remarkably, he is able to fly using his powers and easily flies up into the air.
  Suddenly he wonders how he’s doing this wonderful thing, and falls.
  Personal: The character’s dreams are filled with anxiety and fear all night long
  about someone coming to get her and her family. She awakens several times
  throughout the night with a sense that something is very wrong, but cannot tell
  what. If she tries to use her psychic powers in her dream, she sees her family in ter-
  rible danger, but cannot tell why.
  Exotic: The character wakes up in the middle of the night to a strange sound. As
  he investigates, he finds no one around at all. If he tries to use his psychic powers,
  he senses them all underneath him, but they don’t appear to be in the basement.
  Instead, they start coming up through the ground as undead, pulling the character
  down with them. At this point, the character wakes up with a shout.
  
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  Level 2 Night Terrors
  Ideally, the night after the characters
  meet with Elisa, begin Level 2 night-
  mares. These dreams leave the awak-
  ened character with the shakes, and it
  takes several hours to get back to sleep.
  These kinds of nightmares will be dis-
  turbing, possibly a little worrisome, but
  not debilitating. The character must
  make a Df2 Fear test.
  Traditional: The character senses
  something coming after her in her
  dreams, but cannot see who. She tries to
  run, but is on a slippery surface and
  cannot get away. She awakens just as
  the thing reaches her.
  Personal: The character wanders
  through his home, seeing his family
  sleeping peacefully in their beds.
  Suddenly, a bright light shines in
  through the window. Soldiers dressed
  in black burst through every window
  and door, shooting everything and
  everyone. The character manages to
  escape initially while his family is torn
  to pieces by gunfire. Finally, they catch
  him and kill him.
  Exotic: The character wakes up in the
  morning as usual, and progresses
  through her investigation with all of the
  other player characters. Allow them to
  carry on as usual, but as the character
  talks to a contact, tell her that she is
  overcome by a tremendous urge to kill.
  Tell her that she suddenly wishes her
  contact dead and the poor soul clutches
  his chest and drops to the ground. The
  character suddenly starts killing every-
  one around her. Then, she wakes up.
  
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  Level 3 Night Terrors
  When the characters seem stifled, appear to be losing interest or are making too
  much progress, increase the level of nightmares. This level of nightmare is the turn-
  ing point, when they start to get downright nasty. The Greys at this point have
  decided that the characters are a direct threat and must they step up their efforts at
  neutralization. Alternatively, if things seem to be well in hand, the Greys are sim-
  ply carrying their experiment through the next stage. The character will generally
  awaken screaming and not be able to sleep again that night. He must make a Df4
  Willpower test to go to sleep the following night. If the character already has sleep-
  ing problems (like the Insomnia trait), he suffers a +1Df penalty to the Willpower
  test for sleeping the next night. The character must also make a Df3 Fear test.
  Traditional: Very simply, the character awakens and finds that she cannot talk
  to anyone. When she tries to, people point to their heads as if they use telepathy. If
  the character tries to think thoughts, a piercing pain is felt and the character feels
  like crying. She catches her image in a nearby mirror, and finds that blood is drip-
  ping from her eyes, ears and nose. 
  Personal: The character awakens to find himself covered in blood. Turning over,
  he finds his closest family member/friend/lover lying next to him. As he tries to
  awaken, he finds that he cannot. Game Masters should try their best to make it
  seem that the character is awake, using other characters as well. Make up some
  excuse for the dead person being in bed with the character and then have the police
  show up. Put the character through a tense interrogation and have the police bring
  the character down to the morgue where they pull out a slab. Pulling back the sheet,
  the character sees the face of someone he really did kill (or the above person if this
  character never killed before) who turns to look at the character and mouths the
  word, “Why?” Then, the character wakes up.
  Exotic: In this case, the character seems to have an out-of-body experience where
  she travels through the astral realm. Ensure that this event seems like an actual OBE
  and not a dream. Allow the character even to explore a little, and make everything
  seem peaceful and pleasant. Then, just when she’s ready to stop, have her hover
  over her body and sense a strange presence in it. As she tries to get in, she finds that
  she cannot. She watches it get up and meet with the other characters. As she keeps
  trying to get back, some dark spirits with red glowing eyes arise from the ground
  and drag her down into it.
  Insomnia
  The character has trouble getting to sleep at night. She typically suffers 
  from sleepless nights, making her grouchy and distracted. Every night, 
  the agent must make a Variable Willpower test to get a good night's sleep. 
  If she does not, she suffers -1t to all actions the following day. After two
  nights of restlessness, she suffers a -2t penalty; after three nights, +1Df. 
  The character gains a +2t bonus to getting a good night's rest per night
  after the second night without sleep. All bonuses are eliminated once 
  the character gets a good night's rest.
  
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  Level 4 Night Terrors
  At this point, the character should be going quite mad. The nightmares abate a lit-
  tle since the character most likely is unable to sleep. This is good as far as the Greys
  are concerned, since sleep deprivation weakens the character and makes him more
  likely to go insane. At this point, the Greys will likely concentrate on using the char-
  acter’s psychic powers to further attack his sanity. When the character does sleep,
  Level 4 nightmares are particularly bad because the character sleeps through the
  night, seemingly peacefully. In fact, he suffers horrific nightmares from which he
  cannot awaken. When he does wake up the following morning, he gets no benefits
  from the sleep and gains the Insomnia trait. This trait vanishes when the Grey’s
  ability to interfere with the character’s mind is stopped. In addition, the character
  must make a Df4 Fear test.
  Traditional: Take the player aside and describe his dream, which is a review of
  the previous day, seen from a bird’s eye vantage. Describe the day as it happened,
  but then note that he sees the other characters doing strange things, like talking into
  small receivers and giving small smiles to one another when the character talked
  about his dreams or visions. Build a sense of paranoia that the other characters are
  in fact working against the character. In this case, the character sleeps deeply and
  long throughout the night, but awakens very anxious and nervous.
  Personal: This time, the dream is a repeat of the Level 2 personal dream, where
  the character finds herself in her home and sees her loved ones sleeping. This time
  however, they wake up and look at her and ask, “Why are you doing this to us?”
  Then the soldiers in black burst in and repeat the massacre almost detail for detail.
  The character awakens the following day feeling depressed and helpless.
  Exotic: The character knows he is in a dream. He finds himself in a featureless
  room looking over a table with a Cellmate strapped to it. A smaller tray next to the
  table contains all manner of scalpels and medical instruments. The character finds
  himself compelled to torture the Cellmate thoroughly and cannot awaken until the
  cellmate’s body is completely torn apart.
  
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  Level 5 Night Terrors
  The character will reach Level 5 the night before the climax of the adventure. This
  occurs even if she resists using her psychic abilities and does not sleep. At this
  stage, the Greys abduct her and put her through a real nightmare of probing and
  experimentation as they study the effects of their efforts. 
  That night, tell the character that she is suddenly awakened by a feeling of dread.
  She’s not sure if she’s dreaming or not. The Game Master should make sure that the
  reality of the situation is questionable. Three Greys suddenly appear in her room
  out of the darkness. They wave certain featureless devices at her, and the character
  finds herself paralyzed. Everything goes black. The next thing the character knows,
  she is inside some sort of silvery room with no doors, windows or edges to the
  walls. The character is strapped to a raised platform in the middle and finds that
  she cannot move at all. The Greys probe and poke her body all over. A little drill
  drops down between her eyes, drilling through her skull as the character is con-
  scious. She blacks out again. She awakens screaming hysterically and cowering in
  a fetal position, not sure whether this was a dream or real. The character must make
  a Df5 Fear test. Depending upon the character’s mental state before this, she may or
  may not be permanently damaged from the experience.
  If the character undergoes a physical exam, nothing out of the ordinary turns up.
  X-rays of her head and a Medical 3 test will reveal a small device just above her
  nose. This is a monitor implant described in Nemesis: The Grey Sourcebook. This is
  the only evidence that the character vanished. 
  Although it is highly unlikely that a Cell will take precautionary measures, they
  will be ineffective. If the Cell thinks of it, they might place video cameras in the
  character’s bedroom. In this case, they see only static after a few hours, as if the
  camera mysteriously shorted out during the night. If the characters post a watch on
  the sleeper, the watch wakes up in the morning remembering nothing. The
  abductee is returned to another room in the building. The Greys are watching the
  entire facility through remote viewing, so they know what is happening and want
  to further confuse the characters.
  
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  Overview
  For the most part, this chapter reviews the background, history and current actions
  of the various groups and places that may turn up during the character’s investi-
  gation. The Cell’s investigation may take many routes depending on what they
  chose to look into, and when. For that reason, the following sections are not pre-
  sented in any particular order. The Game Master should read through the whole
  chapter and at least familiarize herself with the location of each subject’s informa-
  tion. This will allow her to move from one subject to another smoothly as the
  party’s investigation develops.
  The first few sections of this chapter address general investigative methods, includ-
  ing how the party gets information from its sources. Psychic information gathering
  is also covered.
  The remainder of the chapter focuses on specific subjects. Each subject section is
  devoted to a separate person, group or place, and is presented in a special format.
  The initial Description paragraph reveals material available from anyone who has
  any familiarity with the subject. The subsequent paragraphs detail less commonly
  available information in order of its secrecy. After Description comes Background,
  Deep Background, Current Affairs and Secrets. Each section is rounded out by a list
  of key Personnel, and a Location description. Some of the sections include maps.
  Information Levels
  The material presented in the subject sections can be garnered from those the party
  meets during its investigations. Some of it may also be learned from the Cell’s con-
  tacts and connections. Game Masters should encourage their players to consult
  their sources about the various subjects they uncover. This is easiest way to build a
  critical mass of knowledge, and bring the current crisis to a conclusion.
  Depending on the character’s sources, and a special Influence test, a certain amount
  of information will be learned. This level of information is ranked by a number
  from one to five. The nearby Information Level Description Table indicates what
  each number ranking means.
  Information Level Description Table
  Level
  Information Conveyed
  1
  Basic description of subject
  2
  Basic description and background of subject
  3
  Above, plus deep background on the subject
  4
  Above, plus current affairs at the subject
  5
  Above, plus secrets of the subject
  
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  Sources
  The types of sources the characters can consult are nearly unlimited. Those with
  knowledge helpful to this mission are more limited. The Source Knowledge Tables
  list those that might help.
  The most basic level of contacts a character possesses derive from his Influence
  Icon. The Icon represents a group of people specializing in that area (Military,
  Intelligence, etc.) that the character relies on primarily when requisitioning equip-
  ment. These sources may be consulted for informational purposes, as well. Through
  the various Contact traits (Military, Police, Intelligence, etc.), a character may have
  access to more than one Influence Icon source.
  The second level of contacts held by players stem from their own Credential, any
  Credential Connection traits they enjoy, and either the Hacker or UFO Group
  Connection. These people may also be questioned about a variety of subjects.
  Credentials or Connections that do not appear on the Source Knowledge Tables
  have no useful information regarding the subjects listed.
  The Source Knowledge Tables also list those subjects that may be raised by agents.
  While almost every relevant subject has been detailed, players may ask about
  unlisted subjects. Some unlisted subjects (such as the Pheonix gestalt, Sibyl Systems
  and Elisa) are relatively unknown and require direct investigation by the charac-
  ters. Despite the lack of source information about these subjects, the standard pre-
  sentation is maintained in their individual sections to aid the Game Master in
  deciding what information to reveal given the players’ action. For other subjects,
  Game Masters may decide no information can be obtained, or may wish to devise
  their own tables. The specifics of this section, and the general guidelines presented
  earlier in this book, should be considered when devising new table entries. 
  When a character indicates that he wants to consult one of his sources, the Game
  Master asks about the subject and the source. If the agent is part of, or has a con-
  nection to, any of the Credentials listed in the Source Knowledge Tables, the Game
  Master uses that column. Otherwise, the character’s Influence Icon sources, or those
  provided by a different Icon Contact trait, are used. Depending on the source and
  the subject, the Source Knowledge Table lists a base Target Number revealing the
  general level of knowledge about that subject that the source knows.
  Source Knowledge Tables
  Influence Icons
  Subject
  Mil
  Int
  S/R
  Crim
  Pol
  Med
  ASRC
  5t*
  5t
  6t
  2t
  2t
  6t
  Directorate X
  4t
  4t
  3t
  3t
  2t
  3t
  Lionheart
  3t
  6t
  3t
  2t
  2t
  4t
  MKOMEGA
  3t
  4t
  3t
  2t
  2t
  3t
  MKULTRA
  4t
  5t
  4t
  3t
  2t
  4t
  Psi-Terrors
  4t
  4t
  5t
  2t
  2t
  3t
  Right Choice
  3t
  6t
  3t
  2t
  2t
  5t
  Sibyl Systems
  6t
  5t
  4t
  2t
  2t
  5t
  * if the character is a member of the Navy use 6t
  
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  This base Target Number is increased by the character’s Influence attribute. The
  player then rolls 2D. If she rolls over the Target Number, the source has no useful
  information on the subject. If she rolls equal to, or under the Target Number, some
  material is uncovered. The depth and breadth of that information, as measured in
  Information Levels, depends on how successful the roll was. The Success Rate Table
  gives the details.
  Credentials/Connections
  Subject
  CAPS
  CAPS^ CIA
  CYGNET
  ASRC
  6t
  6t
  6t
  7t
  Directorate X
  3t
  3t
  5t
  5t
  Lionheart
  3t
  3t
  5t
  3t
  MKOMEGA
  3t
  3t
  4t
  3t
  MKULTRA
  4t
  3t
  5t
  6t
  Psi-Terrors
  5t
  5t
  4t
  5t
  Right Choice
  3t
  3t
  5t
  3t
  Sibyl Systems
  3t
  3t
  5t
  3t
  ^ CAPS-Affiliated (see Shadows of the Mind)
  Connections
  Subject
  Hacker#
  UFO Group
  ASRC
  6t
  5t
  Directorate X
  3t
  4t
  Lionheart
  5t
  3t
  MKOMEGA
  3t
  3t
  MKULTRA
  5t
  5t
  Psi-Terrors
  3t
  5t
  Right Choice
  5t
  5t
  Sibyl Systems
  5t
  5t
  # +1t for Master Hacker Connection trait
  Credentials/Connections
  Subject
  DIA
  MKULTRA
  NSA
  Rasputin
  ASRC
  5t
  6t
  5t
  5t
  Directorate X
  4t
  4t
  4t
  6t
  Lionheart
  3t
  3t
  5t
  3t
  MKOMEGA
  3t
  5t
  3t
  3t
  MKULTRA
  4t
  8t
  5t
  6t
  Psi-Terrors
  3t
  5t
  3t
  6t
  Right Choice
  3t
  3t
  5t
  3t
  Sibyl Systems
  6t
  3t
  5t
  3t
  
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  Psychic Investigations
  Characters will most likely get much of their information through sources or inves-
  tigating on their own. Psychic investigations are another means of gathering data.
  Unfortunately, given the Grey assault on the psyche of any Cell psychic, this route
  is fraught with danger. Nevertheless, using psychic powers may be the group’s best
  chance for learning the nature of the menace they are facing. The next few para-
  graphs detail the kind of information that might be gathered using psychic abilities.
  Abilities
  ESP: Most ESP tests can only confirm or deny the character’s suspicions. They
  must present a hypothesis before learning more about the subject at hand. ESP is
  best used in narrowing down fruitful leads, such as determining whether a partic-
  ular individual is directly related to the psychic visions and nightmares. Read Aura
  can be extremely helpful since hybrids and Greys have no aura.
  Bio-PK: A smart psychics will use this ability to help control his powers and try
  to limit outside influence. Trance can be very helpful in boosting the psychic’s abil-
  ities. Should he realize that he has gone insane, it could be the only solution for pre-
  venting him from physically harming himself and his teammates. 
  Clairvoyance: Straight use of clairvoyance is likely to yield the same kind of
  information as gained from ESP, mainly confirmation of the character’s pre-exist-
  ing suspicions. This power could be used to identify the likely source of the terrors. 
  Empathy: When dealing with the various characters in this adventure, Empathy
  will be very useful in learning the true natures of the many hybrids encountered
  (meta-humans have no aura). This should be of interest to the characters, since they
  will be dealing with so many people without auras.
  Success Rate Table 
  Success
  Information Provided
  0-1
  Information Level 1
  2-3
  Information Level 2
  4
  Information Level 3
  5
  Information Level 4
  6+
  Information Level 5
  Jane Reynolds, an intelligence officer in the Air Force with an Influence of 3,
  checks her contacts for information about the ASRC. The Air Force is not list-
  ed as a Credential on the Sources Knowledge Tables, so Reynolds must use her
  Influence Icon sources. Cross-checking the Intelligence Influence Icon and ASRC,
  the Game Master finds a Target Number of 6. Reynolds adds her Influence for a final
  Target Number of 9. She rolls a 5, 4 points better than she needed. Reynolds is told a
  description, background information, and deep background at ASRC. 
  
  Precognition: This power is troubling since it could give the psychic informa-
  tion about the future that could bypass investigative steps and lead straight to the
  mission climax. Game Masters should be careful to answer questions precisely and
  keep in mind that psi powers are weakest when dealing with future events. A
  Game Master might lead the party to believe they will all die horrible deaths, since
  that is the likely event should the Greys not be stopped. Along the same lines,
  answers should be useful, but cryptic. For example, if a character used precognition
  to ask what the source of the nightmares was, answer that they originate from the
  psychic realm. Given a more precise question of where in the psychic realm, the GM
  could answer that they originate from beings. This kind of question and answer
  process can be continued until the character has exhausted her power without
  revealing mission-spoiling information. GMs should not err in the opposition direc-
  tion, either. Psi powers are expensive and should give the characters some edge, or
  useful information.
  Retrocognition: Characters cannot use this power to learn more about the
  nightmares since they do not exist in time in any concrete sense. They could learn
  what happened to a facility after the Directorate X agents passed through, or find
  out about the past of Elisa.
  Telepathy: Using normal telepathy to find out who is sending the nightmares
  and visions will not work since the source is unknown to the characters. This power
  could be used to retransmit the nightmares to another psychic, although this would
  probably not be of benefit to the characters. 
  Trainings
  Bilocation: This is one of the most useful techniques that a psychic could use
  in this adventure. The character could roam the astral plane and search for the
  source of the mental anguish. It is also the training which is most vulnerable to
  Grey sendings since they are manipulating the astral realm when they create the
  visions. Therefore, all Shock tests suffer a +2Df penalty while Bilocating. Once the
  Grey psychic attacks have begun, the character can try to find their source through
  Bilocating. This is an R-1 task, unless the character has some specific clue (like a
  general location or psychic contact with the Greys). In the latter case, the Game
  Master should decrease the Rhine test Difficulty Level. Once the Greys are located,
  the character can investigate them relatively easily, but is vulnerable to psi-terrors
  and other psychic attacks from the Greys.
  Bio-Energetics: This power can be used to soothe disturbed individuals, but
  not the psychic herself. So used, it can remove one Mental Stability point, with a
  successful R3 test, per use. Only one use can be attempted per day.
  Channeling: See Clairvoyance.
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  Coordinate Remote Viewing: This ability will turn up a great deal of
  information assuming the remote viewer has a target. The information retrieved is
  likely to be images of the current operation of a facility or activities of the targeted
  individual. Should the characters seek out the source of their afflictions, they will
  be drawn to the Grey’s abductor ship, which leads to more psi-terrors. 
  Divination: See Precognition.
  Dowsing: This training is not likely to work well in this adventure unless char-
  acters are looking for underground networks below the Sibyl Systems compound.
  Dream Telepathy: A highly useful talent for this mission, this ability allows
  the characters to monitor Elisa’s dreams (R-1) and learn that it is Greys who are in
  the background watching over the dreams. They could also use it to send peaceful
  dreams to her (R2), allowing her to sleep better. The same method may be used to
  ease the plight of other psychics who are badly afflicted by the nightmares. 
  Extended Remote Viewing: See Bilocation.
  Psychometry: See Retrocognition.
  Precognitive Dreams: See Precognition.
  Psi-Interception: This useful power could detect that the psi-terrors are orig-
  inating from a psychic source (R2). Once this is done, the psychic may try to learn
  more about the sending, finding that it is a psychic construct sent to work within
  the victim’s mind to elicit terror and shock related to violence and psychic power
  use (R0). The psychic could also try to block the signal (R-2) or trace it back to its
  source (R-2), which would lead the character to the Greys. This might lead to a psy-
  chic battle.
  Psi-Warfare: Although this is the ability that the Greys are using against the
  characters, knowing that is not going to save them. Further, using it will be difficult
  as they must identify a specific target. 
  Remote Influence: Once again, the characters must identify a target and
  locate it before they can use this ability. However, it may be used to learn more
  from the hybrids involved in this adventure. Due to their susceptibility to
  Domination, remote influencers gain a +1R bonus when targeting them.
  Scrying: See Clairvoyance.
  Telehypnotism: See Remote Influence.
  
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  Subjects of Investigation
  American Somnambulatory Research Center
  Description: The American Somnabulatory Research Center (ASRC) in Dover,
  Delaware assumed the lead in the field of dream research when the Maimonides
  Medical Center redirected its efforts elsewhere in the early 1980s. The ASRC is
  renown throughout the United States and the world for its dream and sleep depri-
  vation studies.
  Background: The ASRC is a federally recognized research clinic that conducts
  government and private research on sleep and dreaming. While some interesting
  research focuses on psychic dreaming, the major programs at the facility concen-
  trate on sleep deprivation and understanding the mechanism of sleep. The complex
  covers ten acres of land just outside of Dover, Delaware. Of the four buildings that
  make up the complex, two are used for research projects, one for administration
  and one houses the researchers. Because the ASRC does some government research,
  its security system is good: armed guards patrol the grounds. 
  The ASRC specializes in dream therapy for abductees who find this a safe place to
  rest and recuperate. The staff also conduct psychic dream research, experimenting
  with telepathic sending through dreams, precognitive abilities and even contacting
  one another through dreams. 
  Deep Background: The majority of the ASRC’s funding comes from the gov-
  ernment. The remainder derives from private sources, which many suspect are
  front for the intelligence community. The ASRC’s sleep deprivation and hypnosis
  research explains the government connection. Their work on psychic dreaming
  could also be getting funding from these black sources, but this is unknown. On  the
  other hand, they have become increasingly vocal about their discoveries of late, and
  this does not mesh with an intelligence sponsor. 
  Some believe that the facility is actually doing research into mind control through
  dreams. The fact that UFO abductees tend to show up at ASRC also raises the pos-
  sibility of a connection between the two. In any case, the psychic research that goes
  on in public view can’t possibly be their real work because it was all done years ago
  at the Maimonides Center.
  Current Activities: The center is currently studying dream deprivation and
  ways of dealing with it. They boast a very successful dream therapy center and
  sleep clinic with a very high success rate. Their research focuses on communication
  through dreams. Their most famous recent case involves Elisa Brook.
  Paul Hollinger of the Skeptic’s Association of America is currently investigating
  Elisa at the facility. He was given a room in the residence and is interviewing her at
  length despite her reluctance to talk to him. His has learned that she does not
  understand what the dreams are or why they are occurring. Hollinger suspects one
  of the doctors is influencing her in some non-psychic manner.
  
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  The Director of Research, Dr. Young, does not like Hollinger’s presence, but puts
  up with it. He has had some of his top psychics try to find who is sending Elisa
  these dreams or where she’s getting them, but her mind is sealed tight and they
  cannot get in. He honestly wants to help her, but would also like to learn how she
  “eavesdrops” on dreams so that he can employ the technique.
  Secrets: A secret section of the ASRC is currently studying the effect of extend-
  ed dream deprivation among Naval volunteers. These experiments are rumored to
  be terminal, but this is just speculation. They are also testing drugs which are
  rumored to artificially create the chemicals released during dreams, allowing
  agents to work for days without sleep and suffer no ill effects.
  The psychic research that is going on is far beyond mere telepathic sending. They
  are working on remote viewing through dreams as well as remote influencing
  while in a dream state. So far, they’ve had a great deal of success. Doctor Young is
  involved with the dream influencing project secretly, but is not in any way influ-
  encing Elisa and will not even admit to knowing about it.
  Security at the center is very lax as much of the work going on is not secretive in the
  least. However, the top floor of the research building is secured against public
  access. The elevator will not open onto that floor without a special key. A pair of
  armed marines are stationed at every entrance to the floor. Only authorized per-
  sonnel are allowed there. 
  Location: The ASRC is located on a large 10-acre pastoral plot. It is carefully
  maintained, and is filled with gardens, trees and chip trails. The four main build-
  ings include an administrative building (two stories), a residence (three floors), a
  treatment center (two stories) and a laboratory building (four stories). The top floor
  of the lab is dedicated to the Naval experiments. The buildings in general have Df2
  locks on the exterior doors and Df1 locks on interior doors. The facilities devoted to
  Naval experiments have Df3 electronic locks, and armed marine guards.
  Personnel: Over a hundred administrative, research and scientific staff work
  at the Center. Only a handful are involved in secretive research. About twenty
  patients live at the facility at any one time. Nearly forty test subjects come and go
  throughout the week. 
  Characters from the Project Rasputin Credential have a chance (1 in 6)
  of recognizing Paul Hollinger. If they do recognize him, Game Masters
  should tell them that Paul seems familiar. Later, when it is most 
  opportune for the plot (perhaps just as Paul is about to kill Elisa),
  they remember him as Polikov Hospitalier, a Russian psychic 
  double-agent who was wanted for a massacre of Soviet psychics.
  
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  Skills
  Brawling 1   Computer Use 2  
  Drive: Auto 2    First Aid 2  Humanities:
  Philosophy 2   Hypnosis 2  Medical:
  General Practice 2   Lucid Dreaming 4
  Meditation 1  Parapsychology 4
  Research 3   Science: Psychology 2
  Teaching 2  
  Training
  Awareness: Detect Lies   Surveillance
  Traits
  Academic Outcast   Cautious
  Connection: Navy   Good Listener
  Dr. Terrence
  Young
  Str 3
  Siz 3
  Agl 3
  Ref 3
  Int 3  
  Will 3
  Per 4 
  Luck 2/12
  Background: Doctor Young started out working at the Maimonides Medical
  Center where he distinguished himself as a premier researcher in psi-dreaming.
  However, in 1980 he suffered a blow to his career when it was discovered that
  the recording microphones in the sleep chambers could be used to transmit
  sound as well and accusations that his people were feeding patients informa-
  tion spread quickly. Although he himself was not aware that the equipment
  could be used in such a way, his reputation was ruined. He has worked in rela-
  tive obscurity since, and enjoys that. These days, he is careful to ensure all
  work is double-checked to ensure that there is no possibility of tampering. He
  has worked long and hard to become Director of Research at the ASRC, and
  head of the Navy's top secret dream-deprivation research.
  Psychic Abilities
  Lesser Empathy   Lesser Telepathy
  Psi-Trainings
  Dream Telepathy
  Marine Guards
  All attributes 3    Luck 2/12
  Skills
  Autofire 3   Brawling 3   Drive: Auto 2   First Aid 2   Gunnery 2
  Heavy Weapons 2   Small Arms: Pistol 3   Small Arms: Rifle 3   Stealth 3
  Trainings
  Communications   Parachuting
  Rappelling
  Traits
  Combat Experience   
  Physical Training
  
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  Skills
  Brawling 1   Computer Use 2
  Disguise 1   Drive: Auto 1  Escape 2 
  Forensics 2   Hypnosis 2
  Language: English/Russian 3
  Lockpicking 2  Martial Arts 2
  Occult 1  Parapsychology 1  Research 1
  Science: Physics 4  Shadow 2
  Small Arms: Pistol 3  Stealth 3
  UFOlogy 2  Video 1
  Training
  Awareness: Detect Lies 
  Awareness: Psychic Activity   Surveillance
  Traits
  Animal Animosity   Connection: Skeptics Association   Conspiracy Buff
  Grey/Human Hybrid: Weak Psi   Killer Instinct   Notoriety: Russia
  Physical Training   Psychic Burn-out   Watched: Greys
  Equipment
  Hold out Pistol    2 clips   Knife   Video Camera   6 cassettes   6 Audio bugs
  Lockpick gun   Bulletproof Briefcase: Auto Pistol w/Laser Sight & Silencer
  4 clips  Hand Grenade: Stun   Cellular phone w/scrambler  Laptop Computer
  Tranquilizer (1 vial w/hypo)   2 sets of Handcuffs   Sports Car
  Paul
  Hollinger
  Str 3
  Siz 3
  Agl 3
  Ref 3
  Int 3  
  Will 3
  Per 4 
  Luck 2/12
  Background: Paul Hollinger is a short, stocky balding man who seems always
  in a foul mood. While trying to infiltrate a Soviet psi-warfare research center
  back in the 80s, he tripped some kind of psychic detection system. Drawn to
  his location, another psychic hit him with some kind of experimental mental
  attack, causing so much feedback that Hollinger’s psychic abilities were 
  forever destroyed. While he still works for the Greys, he's angry at the world.
  He has found a place as a rogue meta-human locator and assassin. 
  He takes great joy in killing renegade meta-humans. 
  In conversation, Hollinger seems to know all about the various con-
  spiracies and discounts them all. In reality, he is constantly on the lookout for
  new leads to possible meta-human traitors. Hollinger is at the ASRC to inves-
  tigate Elisa, who he suspects is a meta-human. Over the course of the char-
  acter's investigation, he will show up regularly. He always attempts to explain
  how something seemingly paranormal could be explained through physics. 
  When Hollinger finally decides that Elisa is a meta-human, he will not kill her
  outright. He has worked to hard to develop an identity that allows him access
  to  conspiracy and psi-related facilities. He will try to kill her secretly, using
  the arsenal in his briefcase to escape if need be. He is a dangerous foe. 
  
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  Directorate X
  Description: Directorate X, also known as the Tenth Directorate, was one of
  the most secret branches of the KGB. To this day, most former agents insist there
  never was a Directorate X and that if there ever was, it has long since vanished.
  Some report that it was involved in black operations in the United States, which
  explains its heavy security. Others claim it was connected to the Soviet’s psychic
  research program, which ended with the fall of the Union in 1989.
  Background: Directorate X was founded in 1979 by a government directive to
  study and try to communicate with extraterrestrials visiting the Earth. With a sig-
  nificant but hidden annual budget, Directorate X gathered the country’s top scien-
  tists under its wing, lending Western analysts to believe they were in fact engaged
  in a very high priority mission. Even crack Spesnaz troops were assigned to the
  Directorate. Since the fall of the Soviet Union, no one has had direct contact with
  them, and most believe they have disbanded.
  Deep Background: Dir X, as some know it, may have been formed to com-
  municate with aliens, but this was soon changed to a seek and destroy mission. The
  agents within this directorate carried out these orders on several occasions accord-
  ing to government reports. In one instance, an underwater UFO was discovered
  and destroyed by a special alien-hunting submarine.
  Initial reports indicated that they set up vast bases in Siberia, far from any civiliza-
  tion. These bases were abandoned in the mid-1980s, when they grew paranoid of
  alien infiltration in the government. At that time, all official records of the direc-
  torate vanished. Some eyewitness reports suggest that they became mobile, work-
  ing from airplanes and ships, although nothing definite was ever recorded. All of
  their agents went underground using false identities, making their tracking impos-
  sible. Following the collapse of the Soviet Union, any chance of locating them van-
  ished forever. They are now presumed to operate world-wide on their own.
  Current Activities: Directorate X is alive and well, using arms sales to vari-
  ous shady governments as a source of funding. They own a fleet of former KGB
  fishing vessels equipped with top-of-the-line surveillance and defense suites. An
  air force consisting of several interceptor fighters and a dozen heavy cargo planes
  is employed as multiple bases of operations. For refueling, they typically stop in at
  various Russian bases and use their mind-control devices to erase any memory of
  their presence. 
  They are continuing their fight, but have split their forces and sent a significant
  group to the United States where they believe they will find aid in their mission.
  Still, they do not trust Aegis or Black Book, and they take what aid they can with-
  out compromising their own security, or revealing to much about their activities.
  Aegis is aware of their existence and continues to try to make contact. So far,
  Directorate X has been incredibly difficult to get a hold of, and always refuse any
  sort of meetings.
  
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  Secrets: The Directorate knows more about the Greys than any other organi-
  zation in the world, including the Black Book and Aegis. They have captured sev-
  eral dozen Greys over the course of their existence, psychically explored Greyworld
  as well as several Grey spacecraft and bases, and even managed to destroy a Grey
  base on Earth. They still do not know why the Greys want to destroy humanity, but
  they know that is the Greys’ goal and that the Greys are using hybrids to replace
  humans. They are very adept at identifying meta-humans, and at killing them. 
  Currently, a section is in the United States investigating the Greys’ infiltration of the
  MKOMEGA project. Their goal is to kill all subjects and operatives from that pro-
  ject. The Greys have tried using the visions and nightmares against Directorate
  members, but the Directorate is very good at concealing themselves from psychic
  detection, so the effort is never prolonged enough to be successful. Worse still, the
  Directorate once managed to find a Grey gestalt that was sending the visions and
  killed every last one of them. The Greys understandably are scared of the
  Directorate and avoid it all costs.
  Location: The agents are currently based out of a warehouse in Baltimore
  equipped with a brig, killing house, telecommunications lines and a mainframe.
  This warehouse is protected by significant security measures including Df4 locks
  on the outside doors, motion sensors and infrared cameras. In addition, incendiary
  explosives are arranged throughout the framework of the building, detonated auto-
  matically by two failed attempts to hack the mainframe (which can only be accessed
  from inside the warehouse since it is not otherwise connected to the telecommuni-
  cations lines) or by radio detonator that the agents carry with them. Such a detona-
  tion would destroy the warehouse and everything inside.
  Personnel: There is a single cadre of six Directorate X agents currently inves-
  tigating the Lionheart Orphanage. They are using the identities of an FBI special
  investigations team, looking into allegations of child abuse at the orphanage. While
  they are not certain that Lionheart is more than it seems, they are using their psy-
  chic abilities to look for any psychic emanations.
  
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  Autofire 3   Computer Use 3
  Demolitions 1   Disguise 2   Escape 2
  First Aid 2   Hypnosis 3
  Language: English 2   Lockpicking 2
  Martial Arts 3   Melee Weapon: Knife 2
  Psychotron 3   Research 2
  Small Arms: Pistol 3
  Small Arms: Rifle 3   Stealth 4
  UFOlogy 3   Visualization 2 
  Training
  Awareness: Psychic Activity
  Communication   Mind Control
  Surveillance
  Traits
  Cautious   Paranoid Delusions
  Health Problems   
  Prejudice: Severe against Greys 
  and meta-humans
  Shadow
  Equipment
  (as FBI Agents, each)
  Auto Pistol   4 clips   Hold-out Pistol   2 clips   Lockpick Gun
  Cellular Phone w/Scrambler   Flashlight   Handcuffs
  (as Assault team, each)
  Sub-Machine Gun w/Silencer   IR Laser Sight & Folding Stock   6 Clips
  Auto Pistol w/Silencer & IR Laser Sight   4 Clips
  Hold-out Pistol   2 Clips   2 Fragmentation Grenades   2 Stun Grenades
  Knife   IR Goggles   Lockpick Gun   B&E Kit   Hands-free Radio w/Scrambler
  First Aid Kit   Camouflage Fatigues   Flak Vest   Helmet
  Vehicles
  SWAT Van   Surveillance Van   3 Compact Cars
  Dir X Operatives
  Str 3
  Siz 3
  Agl 3
  Ref 3
  Int 3  
  Will 4
  Per 3 
  Luck 2/12
  Psychic Abilities
  Greater Telepathy
  Greater Clairvoyance
  Lesser Precognition
  Psi-Trainings
  Bilocation   Coordinate Remote Viewing
  Psi-Interception   Psi-Warfare
  Remote Influence
  
  Elisa Brook
  Description: Elisa is a ten-year old Caucasian girl. She is constantly tired and
  on the verge of falling asleep as her body suffers from sleep deprivation. Elisa
  seems very irritable and dislikes talking to anyone, preferring to play alone with
  her toys. Characters must make Df3 Willpower test to get her to answer each ques-
  tion they ask. 
  Background: Elisa is very disturbed by terrible nightmares almost every
  night, of varying intensity. Typically she wakes up in the middle of the night very
  frightened and cries for much of the rest of the night. As a result, she was, until
  recently, very sleep deprived. Elisa is currently a patient at the American
  Somnabulatory Research Center and is given strong sedatives to help her sleep
  without dreaming. This is not a healthy solution, however, as her sleep deprivation
  has been replaced by dream deprivation. Unless the Center can find a solution, she
  may suffer some sort of brain damage from such extended deprivation.
  Her dreams typically involve bad men hurting other people while she watches.
  Precise descriptions of them will bear a remarkable resemblance to the nightmares
  from the Night Terrors section, up to one level higher than the agents have cur-
  rently experienced. She does not know who the people in her dreams are, although
  there is a 1 in 6 chance that she recognizes the psychic character in the group from
  her dreams. She can sometimes dream nice dreams, “listening” to the dreams of
  people around her. In addition, she sees other monsters watching the dreams, small
  gray men with big black eyes that can’t see her.
  Deep Background: Elisa’s parents, Margery and Wallace Brook, were both
  abducted when they were young and continued to be for several years. They have
  not been abducted in over fifteen years, however. They are members of the
  Intruder’s Survivor’s Association, the ISA, an alien abduction support group. They
  fear that Elisa is being abducted, but will not talk about it unless the characters
  bring up the subject. They will not volunteer the information, but Elisa was adopt-
  ed as Margery lost the ability to have children during one of her abductions. She
  was adopted through the Right Choice adoption agency. The parents have no idea
  who the real parents might be.
  The doctors are astounded by Elisa’s abilities, as she is a very strong psychic, but
  appears only to be able to sense dreams. She cannot send them or perform any tele-
  pathic sending. Doctor Terrence Young, Elisa’s physician, believes that she is a
  strong empath and that she may be receiving other people’s dreams since none of
  the people in her dreams are known to her. He does not know whose dreams she is
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  Characters skilled in Hypnosis will have the best luck in getting information
  out of Elisa. In particular, regression to the dreams will work best to find 
  out what she is dreaming and the particular elements in her dreams. 
  Details of the Hypnosis skills may be found in Shadows in the Mind: The
  PSI/INT Sourcebook. The characters might also use hypnosis to plant the
  post-hypnotic suggestion that she try to block out the nightmares, giving 
  her a good chance of sleeping comfortably.
  
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  picking up or why alien-like beings appear in them, but thinks finding them may
  be the key to Elisa’s recovery. If the characters come forward with their information
  about nightmares, this could be a turning point in Elisa’s condition.
  Current Activities: The doctors are keeping Elisa on medication to prevent
  her from dreaming, but they know it will cause her definite harm if they continue
  it for too long. In the meantime, they are trying to send powerful dreams to her on
  some nights to overwhelm the nightmares she suffers from, but have had little suc-
  cess. Every so often, Elisa is able to sleep peacefully, but these nights have become
  increasingly rare and the nightmares are increasing in intensity. Currently, she is
  highly unstable because the clinic has been drugging her to help her sleep without
  nightmares. This dreamless sleep has resulted in some psychological damage. 
  Secrets: Elisa has very strong and unique empathic abilities. She dreams other
  people’s dreams when she goes sleep. She is particularly sensitive to Grey sendings
  and unwittingly tapped into their nightmare transmissions starting just a few
  months ago. Elisa has picked up on both the Cell’s nightmares, as well as those of
  other agents the Greys are attacking. For this reason, she might recognize the char-
  acter, and will definitely if allowed to dream while sleeping in the same city as the
  affected character does. The Greys are completely unaware of her though, having
  lost track of Elisa’s parents when a ship was destroyed by Directorate X agents
  operating in the U.S. seven years ago. If the psychic character does much remote
  viewing of Elisa or telepathic reading, the Greys may be able to intercept and detect
  it, putting Elisa in danger. They would certainly abduct her and possibly kill her
  after finding out that she exists.
  Skills
  Hobby: Playing 4   Lucid Dreaming 2
  Traits
  Grey/Human Hybrid: Pseudo-Focus
  Drug Intolerance
  Psychic Abilities
  Lesser Clairvoyance  Greater Empathy  
  Lesser Telepathy
  Psi-Trainings
  Dream Telepathy
  Elisa
  Brook
  Str 2
  Siz 2
  Agl 3
  Ref 2
  Int 4  
  Will 3
  Per 4 
  Luck 3/12
  Margery and Wallace Brook 
  All attributes 3  Luck 2/12
  Background: Margery is a real estate agent and Wallace is a teacher at a local
  college. None of their skills or trainings are particularly relevant to this adven-
  ture. They do not know what plagues Elisa, and their only concern is protect-
  ing their only daughter from harm. Neither have implants.
  
  Lionheart Orphanage 
  Description: The Lionheart Orphanage records report that it was founded in
  1983 in Richmond, Virginia. The entire installation was moved in 1990 to Baltimore,
  Maryland. The orphanage is registered as a privately-owned and run facility,
  owned by the Lionheart Corporation.
  Background: The Lionheart Orphanage places all of its children through the
  Right Choice adoption agency. The orphanage listed no children in residence
  between 1987 and 1991. At that point, it gained over thirty babies few in a few
  months. It continues to gain new groups of babies every year or so, placing most of
  them within six months through Right Choice. They have a large number of twins
  and triplets. 
  The Lionheart facility is simply incredible, with state of the art monitoring systems
  and a very skilled care staff. All the babies appear to be very well cared for, and
  appear to be very healthy.
  Deep Background: While the infants from the orphanage show diverse eth-
  nic backgrounds, they are uniformly very healthy babies with no major health con-
  cerns. Orphanage records indicate that the babies come from teenage parents in the
  area, but the hospitals in the region do not report the kind of numbers that the
  orphanage claim to result from such births. The orphanage does not keep records
  of the true parents’ names or any identifying information.
  Lionheart was originally founded as a front company by MKOMEGA to provide a
  cover background for the genetically engineered children. It never really existed as
  the children were raised at the secret MKOMEGA facility in Virginia. 
  Current Activities: The orphanage continues to gain thirty or so babies
  every year and place them within six months. The administrators believe the oper-
  ation is a success since no one has yet caught on to the inordinate amount of chil-
  dren that pass through the place. 
  Secrets: All of the children in the orphanage are genetically-engineered
  hybrids created by MKOMEGA personnel operating out of the Sibyl Systems facil-
  ity. The children are brought to the orphanage after their first month of life to be
  raised and ultimately placed in society. 
  The facility is administrated by Grey meta-humans, and used to infiltrate hybrids
  into all aspects of human society. When the Grey meta-humans assumed control of
  MKOMEGA, they decided the Lionheart paper cover was too risky. They arranged
  the purchase of a failed orphanage in Washington, Sunshine Estates, moved it
  north, and renamed it. This created a separate place to raise the children away from
  Sibyl Systems, which owns the Lionheart company through a holding company
  called Rhyming Diversified. 
  Personnel: There are five meta-human caregivers who live on site, and ten
  non-hybrid workers who work there during normal business hours. Brian McBain
  is the current president of the company and lives on site in one of the master bed-
  rooms. There are thirty hybrid infants in the nursery and ten hybrid children
  between the ages of 3 and 6 living in the upstairs bedrooms.
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  Skills
  Brawling 1  Computer Use 3
  Drive: Auto 1  First Aid 2  Hypnosis 2
  Meditation 3 Psychotron 2  Research 3
  Science: Psychology 3
  Small Arms: Pistol 2  UFOlogy 2
  Training
  Awareness: Psychic Activity  
  Lens Tuning  Savoir Faire
  Traits
  Detached  Disgraced
  Drug Addict: Cocaine
  Grey/Human Hybrid: Drug intolerance
  High Metabolism  Jumpy  Paranoid
  Equipment
  Hypo w/4 doses of Tranquilizer
  several doses of Cocaine
  Taser   Cellular Phone
  First Aid Kit
  Brian McBain
  Str 3
  Siz 3
  Agl 3
  Ref 3
  Int 3  
  Will 4
  Per 3 
  Luck 2/12
  Background: Brian started out a brilliant agent for the Greys, becoming a
  high placed infiltrator at a very important corporation. The fast life proved too
  much for him and he quickly developed a cocaine addiction, which rendered him
  useless to the Greys who needed a reliable agent. He was removed from the
  mission and came to administer the Lionheart agency, a major demotion. Now
  he watches over the child care workers longing for his glorious past and hating
  every minute of his life. He cannot wait for a chance to prove himself, but he
  fears that it will never come. 
  Psychic Abilities
  Greater Bio-PK
  Lesser Clairvoyance
  Greater Psychokinesis
  Greater Telepathy
  Psi-Trainings
  Micro-PK
  Remote Influence
  
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  Location: The Lionheart Orphanage is found in a red brick two-story building
  with a basement. Exterior doors have Df3 locks and both doors and windows are
  linked to a silent alarm which sounds in the security office. Interior doors in the
  building are only Df2 to lockpick. Video cameras watch over shaded areas, feeding
  into the security office which is always manned by a meta-human security guard
  (use Sibyl Systems guards as template, but this one is only armed with a pistol).
  Another guard patrols the facility. The guards exchange stations every two hours.
  The security guards will most likely alert police if they detect intruders, trying to
  protect the children at all costs.
  Security Station: One security guard sits in this room watching the three monitors
  which rotate between the various cameras in the facility. A successful Df2 Stealth
  test is required to avoid being spotted by the guard while in shaded areas of the
  map. This room contains no secret information.
  Offices: These offices are locked at night and contain information on the most
  recent adoptions. They reveal placement with a diverse cross-section of parents
  with regard to ethnicity and geographic location. Almost all are well-off or wealthy.
  Most have government jobs at various levels, or influential jobs in other sectors. 
  Files Room: This room is always locked and contains all information on adoptions
  from the orphanage, but show no information on the children’s true parents. 
  Nursery: There are thirty infants about eight months old in the nursery. A caregiv-
  er is on duty in this room at all times monitoring the babies. This caregiver is
  unarmed and a non-combatant, but is aware of the children’s true natures.
  Bedrooms: The bedrooms have a 2 in 6 chance of containing a child 3-6 years old.
  The two caregiver’s rooms to the north contain four very young children between
  1 and 2 years old, each with a caregiver sleeping in the room. 
  Master Bedroom & Office: This luxurious bedroom is home to Brian, where he can
  be found at night. His office is quite large and contains a great deal of information
  linking the orphanage to Sibyl Systems.
  Storage Rooms: These rooms are filled with old furniture and junk, making visi-
  bility very limited and movement difficult. The southern storage room only has
  junk filling the entranceway, beyond it there is comfortable furniture as if this were
  a meeting room. A camera watches over the room and has a clear view of that door
  and everything around it.
  Teleport Room: This room was built especially for the Greys to be able to teleport
  in and out of the building, but is very rarely used. The room is entirely empty and
  swept clean every few days. Otherwise it is featureless.
  
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  Lionheart
  Orphanage
  Second
  Floor
  Lionheart
  Orphanage
  basement
  
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  1 Reception
  2 Office
  3 Security Station
  4 Library
  5 Sick Room
  6 Nursery
  7 Lounge
  8 Cafeteria
  9 Kitchen
  10 Food Storage
  11 File Room
  12 Play Room
  13 Bathroom
  14 Master Bedroom
  15 Main Office
  16 caregiver’s Bedroom
  17 Bedroom
  18 Laundry
  19 Boiler Room
  20 Storage Room
  21 Lockers
  22 Teleport Room
  Lionheart Orphanage
  Ground Floor
  1
  2
  2
  2
  3
  13
  13
  4
  11
  5
  6
  7
  8
  10
  9
  12
  
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  Pheonix Gestalt Greys
  Description: A gestalt of Greys are working to destabilize psychics across the
  United States.
  Background: The gestalt code-named Phoenix by the Black Book launched an
  operation a few months ago to drive psychics insane. This project followed a series
  of experiments in shocking psychics in the Soviet Union throughout the 1970s and
  1980s. The Greys are suffering from differing stages of insanity as a result of the
  experiments, but are still active, carrying their work to a new level.
  Deep Background: The Phoenix gestalt was one of the first to arrive on Earth
  long ago. These Greys have experienced the longest exposure to humans and
  human thought and as a result, are quite mad. The leader, known as Job by Black
  Book, is the worst among them. He also the most powerful psychic and a genius.
  He was a primary mover in the plan to develop the Sibyl Systems operation, and
  has worked hard at spreading the company throughout the world. Although Greys
  do not normally have leaders, Job has emerged as a powerful Grey on Earth and
  dominates much of the activities of those in his splinter group. Back on Greyworld,
  he is considered completely insane and psychic connections to him and his follow-
  ers were long ago cut. 
  Those who oppose Job have come to suffer from his latest insanity, homicidal ten-
  dencies. He recently dominated the pilot of an scout craft whose gestalt was active-
  ly opposing him, and slammed the UFO into a mountainside killing all inside. Such
  activities are unheard of among Greys and have resulted in a tremendous fear of
  this rogue in their midst. Despite the unprecedented changes Job has sponsored in
  Grey society, he is undeniably achieving results. The nightmare program has
  already resulted in over a dozen psychics dying or being incapacitated..
  Current Activities: The Phoenix gestalt is based out of the underground
  portion of the Sibyl Systems compound. They have an abductor ship hidden with-
  in a lake on the compound. They are entirely devoted to locating psychics and
  destroying them. Job continues to dominate other gestalts and work them into his
  war effort. Opposing Greys are hoping that someone else eliminates him and may
  just help the characters if they attempt to destroy Sibyl Systems.
  Secrets: Job was in fact the first Grey captured by humans. The horrors of this
  experience scarred him forever. A brilliant leader, he now hates humans passion-
  ately and would like to mount an all-out war, but realizes that few of his fellow
  Greys could never join him in such a violent venture. In the meantime, he hopes a
  psychic war may just lead them to understand that a physical war also is needed.
  Since creating the rift in Grey society, Job makes a habit of flaunting Grey tradi-
  tions. He has even taken to training meta-humans in Domination.
  Location: The Pheonix gestalt lives in an underground habitat at the Sybil
  Systems complex in rural Maryland.
  Personnel: There are five Greys in the Phoenix Gestalt. Job is only one who
  stands above his peers.
  
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  Skills
  Computer Programming 3  Computer Use 3
  Hypnosis 3   Lens Breeding 3   Medical 3
  Meditation 4  Operation 2  
  Pilot: Grey Saucer 4  Psibot Programming 3
  Psychotron 3  Research 2  
  Science: Biology 3  Science: Genetics 3  
  Trainings
  Awareness: Psychic Use
  Grey Ship Tuning   Lens Tuning
  Traits
  Psychic Link: Gestalt
  Paranoia   Schizophrenia
  Equipment
  Paralysis Lens
  Phoenix  Greys
  Str 2
  Siz 2
  Agl 3
  Ref 3
  Int 3  
  Will 4
  Per 3 
  Luck 2/12
  Psychic Abilities
  Greater Bio-PK
  Greater Clairvoyance
  Greater Psychokinesis
  Greater Telepathy
  Psi-Trainings
  Bilocation   Domination   Dream Telepathy   Dreamwalking
  Jinx    Psi-Interception   Remote Influence   Teleport    
  
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  Skills
  Brawling 2   Computer Programming 3
  Computer Use 3 Diplomacy 3   Hypnosis 3
  Lens Breeding 3   Medical 3   Meditation 4
  Occult 4   Pilot: Grey Saucer 4   
  Psibot Operation 2  Psibot Programming 4
  Psychotron 4    Research 4   Science: Biology
  Genetics 3      Stealth 5 
  Trainings
  Awareness: Psychic Use, Grey Ship Tuning,
  Lens Tuning, Politics
  Traits
  Homicidal Tendencies   Maverick
  Paranoia   Psychic Link: Gestalt
  Schizophrenia  Severed Ties
  Equipment 
  Paralysis Lens
  Job
  Str 2
  Siz 2
  Agl 3
  Ref 4
  Int 5  
  Will 5
  Per 3 
  Luck 6/12
  Psychic Abilities
  Greater Bio-PK
  Greater Clairvoyance
  Greater Psychokinesis
  Greater Telepathy
  Psi-Trainings
  Bilocation  Domination  Dreamwalking  Dream Telepathy  Jinx   
  Psi-Interception Remote Cardiac Manipulation  
  Remote Influence  Teleportation
  
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  Psi-Terrors
  Description: Many psychics are now suffering from terrifying visions and
  nightmares that appear to focus around their powers and cause grave harm. Some
  believe this to be a warning that these powers are dangerous and should not be
  used. Others feel that some outside agency or intelligence is behind this.
  Background: The psi-terrors are something that seem to afflict all psychics at
  one point or another. Called the Deceivers by some, they appear to be outside spir-
  its that are intent upon driving the psychic insane by feeding her false and disturb-
  ing visions. They do not normally invade dreams, but have been known to. While
  all psychics suffer from psi-terrors on occasion, it is normally a rare occurrence.
  Deep Background: In the Soviet Union during the 1970s and 1980s, a num-
  ber of top psychics suffered very bad psi-terrors, including nightmares in their
  sleep. They all had to be either locked away in asylums or killed. Some even killed
  themselves to make the visions stop. This was a serious hindrance to Project
  Rasputin, but thankfully ended in the mid-1980s for no particular reason. Soviet
  parapsychologists were baffled about it and could not understand what it might
  have been.
  Current Activities: The psi-terrors are currently afflicting psychics within
  all of the top psi-agencies, including Projects MKULTRA, Cygnet, Rasputin and
  Graybeard. Private agency psychics are not suffering as badly, leading some to
  believe that this is a conscious assault on the strongest psychics to destroy them.
  Secrets: The psi-terrors are in fact originating from the Greys who want to
  drive America’s top psychics insane to eliminate them from the competition. They
  located the psychics through watching for agents to remote view their craft.
  
  Project MKOMEGA
  Description: This project was founded in 1983 under MKULTRA’s control to
  develop genetically advanced warriors for the new millennium. The project was
  official discontinued in the 1990s.
  Background: In the 1960s, Project MKULTRA engaged in genetic engineering
  experiments that concentrated on creating perfect humans, mentally and physical-
  ly. All of the subjects wound up insane, and had to be destroyed. After a brief hia-
  tus, Project MKOMEGA began as a new attempt to build super soldiers, learning
  from the previous project’s failings.
  Deep Background: The project was financed by MKULTRA and all of its
  researchers were ex-MKULTRA, but MKOMEGA kept to itself and confined itself
  to a top secret facility in rural Virginia. The children created through the project
  were raised in orphanages throughout the United States, and tracked through
  implants behind their ears. Some were placed with families through Right Choice,
  an adoption agency front created for MKOMEGA.
  MKOMEGA scientists created only two generations of subjects, wanting to watch
  their development before developing new DNA patterns. As a result, the project
  and its charges were largely forgotten since neither of the two generations would
  reach maturity until after the new millennium.
  Current Activities: No one really knows what MKOMEGA is currently up
  to. Most presume they are quietly watching over their children, seeing how they
  turn out. The fact that their secret facilities were abandoned three years ago does
  not seem to disturb anyone. Everyone just assumes that since they are not doing
  any genetic research and only observing, they have no need for it.
  Secrets: MKOMEGA is still very much alive, but in 1987 was seized in a
  bureaucratic coup by the Black Book. The coup was in fact engineered by meta-
  human Black Book members working under Grey direction. Having discovered this
  genetic research facility through one of their plants in Aegis, they decided to use it
  to their advantage. Once all of the scientists were either dominated or replaced by
  other meta-humans, the facility became a breeding center for genetically engi-
  neered hybrids. In other words, these hybrids are stronger and smarter than others,
  but luckily, they didn’t start producing them until 1988, so the oldest ones are no
  more than ten years old. Elisa Brook is one of these children, one of twenty first cre-
  ated by the Greys. 
  In 1993, the Greys decided that their scheme might be uncovered by other govern-
  ment agencies, so they abandoned the Virginia facilities and moved their work to
  the Sibyl Systems base nearby. While this move was in secret, almost all of the
  essential researchers at the MKOMEGA facility handed in resignations within a
  two week period. Their tax forms indicate that they were all hired at Sibyl Systems
  within the month where they all currently work.
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  Personnel: There are no longer any personnel who work officially for
  MKOMEGA. However, Aegis maintains personnel lists from before the project
  vanished, including Doctor Vince Gatsby.
  Background: Doctor Gatsby lives off-base from the Sibyl Systems operation
  and is listed as a scientist who worked on MKOMEGA before its move. He was in
  fact abducted before it moved and dominated by meta-humans into going along the
  with Greys’ plan. This conversion was not too difficult as the meta-humans
  promised and delivered the opportunity to move the bounadries of genetic science.
  As the lead genetic engineer, he knows very well that he has combined alien and
  human genes to create a new super-race of hybrids. Despite his apparent enthusi-
  asm, he is watched closely by the meta-humans and Greys for any thoughts of turn-
  ing against them. After several years, they have granted him more freedoms and let
  him live in a house away from the facility. 
  If the characters want to learn more about MKOMEGA, Gatsby is their best bet, as
  he is in the records, still alive and easily accessible. These days, he is resigned to his
  life in the service of the aliens, whom he has seen on several occasions. He could be
  the characters’ biggest lead, but the Greys keep close tabs on him, and if they detect
  him telling secrets, they will send out a meta-human hit team.
  Location: The MKOMEGA facility is found on a large sixty-acre, heavily forest-
  ed property, consisting of three outbuildings which contain markings indicating
  they are Department of Agriculture buildings. Inside the otherwise unremarkable
  offices and laboratories are elevators leading down into a substantial four level
  underground genetic research facility. The lower levels are accessed by inserting a
  special key in a hidden panel in the elevator (Df4 to lockpick). However, all paper-
  work, equipment and samples are gone, and everything is covered in a thick layer
  of dust. No one has been there in a few years.
  Skills
  Computer Use 2
  Science: Genetic Engineering 4
  Medical: Genetics 4
  Research 4
  Traits
  Abductee   Aged
  Curious   Driven   
  Limp   Puppet  
  Watched
  Dr. Vince
  Gatsby
  Str 3
  Siz 3
  Agl 3
  Ref 3
  Int 4  
  Will 3
  Per 4 
  Luck 2/12
  
  Project MKULTRA
  Description: This project was formed in 1953 by the CIA to study mind con-
  trol techniques. It was renamed MKSEARCH in 1964 and shut down completely in
  1972. Scientists experimented with hypnosis, drugs and electronics for the purpose
  of controlling people’s minds.
  Background: MKULTRA studied LSD extensively in an attempt to use it to
  alter people’s thinking. It also engaged in work with biological and chemical
  weapons for intelligence purposes. Although officially few projects were success-
  ful, the project did yield an incredible array of drugs that could be used to disori-
  ent enemy agents and aid in interrogation as well as a number of electromagnetic
  devices that can be used to create specific brain wave patterns. There was also a
  psychic element to the project, although this was not overly successful.
  Deep Background: The project was never really shut down, it just went fur-
  ther underground. Many of the subprojects MKULTRA explored were highly suc-
  cessful, but kept secret from the public, including the development of a device that
  could be used to alter people’s thinking and destroy their memories, called the
  MHIC-EDOM. Their psychic development program was also very successful in cre-
  ating drugs which enhanced psi-use.
  Current Activities: MKULTRA agents work for a parent agency, which is
  not the CIA. Of late, they have been particularly focused on detection of abductees.
  These abductees are identified, kidnapped and experimented on to learn more
  about alien techniques. Memory screens are used to make the subject believe he
  was just abducted again by the aliens. 
  The organization is also currently hindered by strange psi-terrors afflicting their
  psychics. Very few are unaffected and already a handful have become so psycho-
  logically devastated that they killed themselves. Most are so unstable at this point
  that they are getting little useful intelligence out of them. MKULTRA superiors sus-
  pect that an enemy organization is trying to destroy their psychics through terrify-
  ing visions, but they do not know who or why. 
  Secrets: Currently, MKULTRA agents are investigating Project MKOMEGA,
  which they believe has somehow been infiltrated by enemy agents. They are trying
  to track down MKOMEGA scientists and the children they created to learn more
  before moving to a terminal response. 
  Personnel: There is a single cadre of MKULTRA operatives investigating
  MKOMEGA. They have already been to the former base and found it deserted.
  Now, after some work, they learned about Sibyl Systems and are keeping a watch
  on it. They have noticed strange shipments to the Lionheart Orphanage, which two
  agents are keeping under surveillance. All of these operatives have MKULTRA
  Prophylogical and Tracking implants. Their goal in general is to identify and ter-
  minate meta-human infiltrators in Aegis. In particular, they want to learn what
  happened to Project MKOMEGA, and shut it down forever if need be. Once they
  discover that MKOMEGA created batches of hybrids spread throughout the United
  States, they turn to the task of tracking them down and killing them all.
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  Location: This cadre of MKULTRA agents are currently operating out of a used
  book store in Washington, D.C. Their base of operations has a biohazard suite, a
  brig and a quarantine slammer in the basement designed to hold Greys. Their com-
  puters are connected to telecommunications lines. 
  Skills
  Autofire 3   Computer Use 3
  Demolitions 2   Disguise 2   Drive: Auto 2
  Escape 2   First Aid 2   Hypnosis 3
  Lockpicking 2   Martial Arts 3
  Melee Weapon: Knife 2   MHIC-EDOM 3
  Pilot: Helicopter 2   Small Arms: Pistol 3
  Small Arms: Rifle 2   Stealth 3   UFOlogy 2
  Training
  Awareness: Psychic Activity
  Communication   Mind Control
  Surveillance
  Traits
  Driven   Drug Addict: Psi-Enhancer
  Physical Training    No Records
  Equipment
  (as CIA agents, each)
  MHIC-EDOM (only 1 in group)   Auto Pistol   4 Clips,   Hold-out Pistol   2 Clips
  Lockpick Gun   Cellular phone w/scrambler    Flashlight   Handcuffs
  Kevlar Vest   Hypos with Tranquilizer
  (as Assault team, each)
  Sub-Machine Gun w/Silencer, Laser Sight & Folding Stock   6 Clips
  Auto Pistol w/Silencer & Laser Sight   4 Clips   Hold-out Pistol, 2 Clips
  3 Stun Grenades   Knife   Lockpick Gun   B&E Kit
  Hands-free Radio w/Scrambler   First Aid Kit   Camouflage Fatigues
  Flak Vest & Helmet   MHIC-EDOM (1 per two agents)
  Vehicles
  Surveillance Van    2 Compact Cars
  MKULTRA Operatives
  Str 3
  Siz 3
  Agl 3
  Ref 3
  Int 3  
  Will 3
  Per 3 
  Luck 2/12
  Psychic Abilities
  Greater Clairvoyance
  Lesser Telepathy 
  Psi-Trainings
  Dowsing
  Psychometry
  
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  Right Choice Adoption Agency
  Description: The Right Choice Adoption agency is closely associated with the
  Lionheart Orphanage and is based out of Washington, D.C. The adoption agency is
  part of a national adoption network, placing children from the orphanage in homes
  throughout the United States.
  Background: The Right Choice agency was founded in 1990 by Andrew and
  Brenda Hinkley, both registered social workers in Washington. The agency has
  placed over three hundred children in the last eight years in homes throughout the
  United States. All of the children they place come from the Lionheart Orphanage.
  Deep Background: The majority of parents adopting children from the Right
  Choice are middle aged and have some sort of links to UFO groups or abduction
  support groups. This is only evident if the characters try to match adoptive parents
  names with membership lists of UFO groups. The groups that they belong to are
  scattered, so this may not be easily evident. Andrew and Brenda are not members
  of any such groups, nor do they show any knowledge of UFO lore. They do not
  appear to be aware of that aspect of their adoptive parents’ backgrounds.
  The children’s backgrounds and natal parents cannot be found in the files at the
  Right Choice’s offices. The only information on file reports their date of birth and
  that they came from the Lionheart Orphanage. 
  The company is currently owned by a holding company called Rhyming
  Diversified, with Andrew and Brenda acting as merely co-managers. Contacts in
  the business world or a federal agency such as the IRS or FBI can determine that the
  holding company is actually owned by Sibyl Systems. The holding company also
  owns the Lionheart Orphanage.
  Current Activities: The agency continues to do business as usual without
  much change in their placements, although they are reporting a substantial increase
  in business. Their files seem to indicate that they are sending children all over the
  United States. 
  Secrets: The Right Choice was originally set up as a front company along with
  Lionheart Orphanage for MKOMEGA to help place the children in real homes. It
  was first created in 1984, but then shut down in 1987 because all of the children had
  been placed. Brenda and Andrew gained control of the company at that point and
  started it again, placing children from the also resurrected Lionheart Orphanage.
  Andrew and Brenda are conscious meta-humans doing their part for the Greys. The
  agency is a front for the Grey’s efforts at repopulation through introduction of
  hybrids, however the hybrids placed by the agency are all from the MKOMEGA
  project and therefore quite a bit more advanced than normal hybrids.
  Personnel: The agency employs four adoption agents, including Andrew and
  Brenda, and a receptionist. All employees work long hours, but have their own pri-
  vate residences. A cleaner comes in once a week on Thursday nights at 9pm.
  
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  Location: The Right Choice agency is found on a semi-busy street in
  Washington, D.C. with a simple sign indicating its name. The office itself has little
  of interest other than the records room which contains a complete listing of infants
  placed by the agency. All of these children originated from the Lionheart
  Orphanage. A thoroughly examination of the agency’s records indicate that it is
  owned by Sibyl Systems.
  Andrew and Brenda Hinkley
  All attributes 3    Luck 2/12
  Skills
  Computer Use 3   Drive: Auto 2   First Aid 1   Hypnosis 2   Psychotron 2
  Research 2   Science: Psychology 4   UFOlogy 2
  Background: Andrew and Brenda are extremely pale, have large eyes, and look
  very similar. They are typically found working together. They are in fact twins,
  with the flaw that they, like Greys, dislike violence in the extreme. They do
  everything they can to avoid getting into a fight and are even averse to
  aggressive people. They were chosen for this job because they are good at
  detecting good parents for hybrids, typically people who are unlikely to discov-
  er the true nature of the children they adopt.
  Trainings
  Awareness: Detect Lies
  Awareness: Psychic Activity
  Savoir Faire
  Traits
  Extremely Cautious
  Extreme Pacifist
  Grey/Human Hybrid: Grey Features
  Rapport (with one another)
  Psychic Abilities
  Lesser Bio-PK
  Lesser Clairvoyance
  Greater Empathy
  Greater Telepathy
  Psi-Trainings
  Remote Influence
  Equipment
  Cellular phone
  1 Reception
  2 Office
  3 Coffee Room
  4 Records
  Right Choice Adoption Agency
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  2
  2
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  Sibyl Systems
  Description: A high-tech research firm that primarily does military-related
  contract work for the government. The company headquarters is located at rural
  facility in Maryland, but it has offices in most major cities in the world. 
  Background: Sibyl Systems is a principle contractor to the U.S. government
  for advanced research involving propulsion systems. Many of its technicians are
  among the best in the world. The actual work that the company does is highly clas-
  sified, as is their financial portfolio. The company was founded in 1981. They are
  rumored to work on UFO technology.
  Deep Background: The company is one of the major contractors involved
  with several military bases in the western portions of the country, and is suspected
  of working directly with captured alien craft. This helps explain why they are so
  tight with security. Their facility in Maryland is surrounded by three fences, sophis-
  ticated intrusion alert systems and armed guards. A few ex-employees report that
  several buildings on the site were off-limits and that was where the really secret
  work was going on, but no one knows what that could be. No evidence pointed to
  the nature of the top secret work, but men in dark suits kept coming and going from
  those buildings.
  Current Activities: Sibyl is in fact one of the principle contract companies
  through which the Black Book gains technological information on alien technolo-
  gies. The company uses this front to secure lucrative contracts from the govern-
  ment, which allow it to further expand throughout the United States and world.
  Most recently, they set up a factory in China. 
  The company owns many subsidiary companies through the Rhyming Diversified
  holding company. This includes the Lionheart Orphanage, Right Choice Adoption
  agency, controlling shares in several telephone companies as well as a famous elec-
  tronics company based out of Japan.
  Secrets: Sibyl Systems is nothing more than a front company for Greys and
  meta-humans operating on Earth. The top secret project currently underway at
  their main facility in Maryland is called MKOMEGA. Hybrid children are created
  here, and later shipped to the Lionheart orphanage. 
  Personnel: There are over two hundred employees who work at Sibyl
  Systems, most of whom are human. Twenty security guards work at any one time.
  The president of the company is Irene Starr, who lives in a small cabin on the prop-
  erty. Keith Austin is the public relations officer, who characters will most likely
  interact with in any formal or public relations.
  
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  Skills
  Athletics 2   Computer Use 2   Diplomacy 3
  Drive: Auto 2   Engineering: Electronic 3
  Language: Chinese 3   Medical 4
  Pilot: Helicopter 3   Research 3
  Science: Genetics 3   
  Small Arms: Pistol 4   Stealth 4
  Trainings
  Awareness: Psychic Activity   
  Lens Tuning  Savoir Faire
  Traits
  Death Wish   Detached   
  Grey/Human Hybrid: Pseudo-Focus   
  High Pain Threshold   Killer Instinct
  Paranoid Delusions   Runner
  Equipment
  Auto Pistol w/Laser Sight   4 Clips
  Kevlar Vest  Hold-out Pistol   2 Clips  
  Cellular Phone   Knife   Hands-free Radio
  Irene Starr
  Str 3
  Siz 3
  Agl 4
  Ref 3
  Int 4  
  Will 5
  Per 3 
  Luck 4/12
  Background: Irene has worked a little too closely with the Greys of late, par-
  ticularly in helping them create terrifying visions to attack psychics. As a
  result, she suffered a breakdown and is now teetering on the brink of insanity.
  If the characters mount an assault, or if she discovers that they are close to
  uncovering her secrets, she will fly into a murderous rage. She turns homicidal
  and will stop at nothing to kill the characters. Play her as a horror film killer
  who keeps popping up at the worst possible times and is nearly impossible to
  kill. She will use her psychic abilities to make life difficult for the characters. 
  Psychic Abilities
  Greater Bio-PK
  Greater Clairvoyance
  Lesser Psychokinesis
  Greater Telepathy
  Psi-Trainings
  Bio-Energetics   
  Domination
  Remote Influence 
  
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  Skills
  Brawling 1   Computer Use 2   Diplomacy 4
  Drive: Auto 1   Hypnosis 2
  Language: Chinese 2   Psychotron 2
  Science: Psychology 3   Small Arms: Pistol 2
  UFOlogy 2
  Equipment
  Cellular Phone
  Auto Pistol   2 Clips
  Keith Austin
  Str 3
  Siz 3
  Agl 3
  Ref 3
  Int 3  
  Will 3
  Per 3 
  Luck 2/12
  Background: Keith is a shining example of what a meta-human can do. He is
  now the public relations director for Sibyl Systems, working all over the 
  United States and traveling a great deal to China. Able to use the discipline
  Domination, his diplomatic efforts are often aided by psychic control of peo-
  ple. While he is cautious with its use, he will try first to turn the characters
  away by showing off the harmless research that Sibyl does, then hint at their
  top secret government work. All the while, he ensures that there are no hints
  about the hybrid creation program. If need be, he will call security. Keith's
  office is in the executive's office next to the library and communication's 
  center on the fifth floor of the Sibyl Building.
  Psychic Abilities
  Greater Bio-PK
  Lesser Clairvoyance
  Greater Psychokinesis
  Greater Telepathy
  Psi-Trainings
  Domination
  Remote Influence
  Training
  Lens Tuning
  Savoir Faire
  Traits
  Cautious
  Grey/Human Hybrid: Drug Intolerance 
  
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  Sibyl Technician
  All attributes 3    Luck 2/12
  Skills
  Build/Repair: Electronics 3   Computer Use 1   Drive: Auto 2
  Engineering: Electronics 2   Small Arms: Pistol 2   Stealth 1
  Training
  Communication
  Sibyl Scientist
  All attributes 3    Luck 2/12
  Skills
  Computer Use 1   Drive: Auto  1   First Aid 2   Language: Chinese 2
  Medical 3   Science: Genetics 3   Small Arms: Pistol 1   Stealth 1
  Training
  Awareness: Laboratory Conditions
  Sibyl Security
  All attributes 3    Luck 2/12
  Skills
  Autofire 3   Computer Use 1   Demolitions 1   Martial Arts 2
  Melee Weapon: Baton 2   Small Arms: Pistol 2   Small Arms: Rifle 2   Stealth 2
  Equipment (each)
  Sub-Machine Gun   4 Clips    Auto Pistol   2 Clips   2 Stun Grenades
  Stun Gun    Hands-free Radio    Uniform    Flak Vest & Helmet
  Background: All of Sibyl's security forces are meta-humans. While some are
  psychic, few have any significant ability. Guards encountering intruders first
  ask them to identify themselves, then alert security control and try to sub-
  due the intruders to bring them in for questioning. If the intruders attempt
  to flee, they use non-lethal methods to try to stop them. If the intruders use
  any kind of lethal force, the guards will respond in kind. Similarly, security
  command may order guards to respond with deadly force if they suspect that
  the characters know too much about Sibyl operations.
  Trainings
  Awareness: Detect Intruders
  Surveillance
  Traits
  Latent Telepathy
  Lesser Bio-PK (1 in 6)
  
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  Location: Sibyl Systems is found in rural Maryland, just outside of Arlington,
  less than 60 miles from Washington, D.C. The complex covers several hundred
  acres including a large lake, with seven buildings and an extensive underground
  network of tunnels and facilities. With over two hundred employees, the complex
  is a very busy place with a great deal of work going on constantly, much of it unre-
  lated to the genetic research going on. 
  The land around the complex is heavily forested and hilly, making it difficult to
  travel off the roads or paths already found on the land. An area ten meters (33 feet)
  to either side of the chain link fence that surrounds the property has been cleared
  and has only light growth. The fence itself is two meters (6.5 feet) high, has barbed
  wire leaning outward and signs which read: “Private Property: Do Not Enter.”
  Surveillance cameras are placed on the fence poles at regular intervals. Two guards
  on ATVs patrol the fence from the inside, making the round of the entire fence
  every two hours. They are in radio communication with the security center.
  At the front of the complex is a road leading in from the highway. A guard station
  there is the only gate in or out of the complex and has a security station with two
  guards. They will only allow in cars with valid Sibyl Systems stickers on the wind-
  shield, or people who have set up a meeting with the public relations officer. They
  also have controls for the gate and tire spikes that can be raised or lowered, span-
  ning the width of the entrance.
  The lake to the north of the complex is man-made, and features signs warning
  against swimming in it due to high bacterial counts. The bottom drops off after the
  first few meters. The lake reaches two dozen meters deep, and is bone-chillingly
  cold. An abductor ship lies at the bottom, its resting place when it is not being used
  for operations. The Grey gestalt use it when needed, but normally it just sits there.
  If characters are keeping the lake or property under surveillance, they may note a
  UFO rising up from the lake one night, vanishing soon after into the night.
  The grounds of the facility itself are filled with motion detectors and all clearings
  have tiny video cameras watching over the area. Security command watches over
  all of these. Once inside the parameter fence, characters must make continual Df3
  Stealth tests to not set off a motion detector. If one is set off, they may make a Luck
  test. Good Luck means the security officer dismisses the detection as the result of a
  forest creature passing through. Bad Luck means the character sets off a second
  detector, giving security a vector for the path of the characters, and allowing them
  to set up an ambush. When the characters enter clearings, there is a 2 in 6 chance
  that security officers notice their presence for every minute they spend in it. The
  helipad in the center of the building cluster is similarly under video surveillance,
  but security officers only rarely look at it since it is in the middle of the facility.
  There is only a 2 in 12 chance of being detected there.
  A passenger helicopter can be found on the helipad. The pilot lives in the residence
  and generally can be found there. He will most likely go to the helicopter should a
  general alarm sound, awaiting orders. However, Irene can fly the helicopter herself
  and will do so once she feels she has incapacitated the characters. A concealed trap
  door near the helipad leads to an elevator to the second underground level.
  
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  Sibyl Systems Compound Map
  Parking 
  Lot
  Lake
  H
  1
  2
  4
  7
  5
  6
  3
  1 Administration Building
  2 Residence
  3 Electronics laboratory
  4 Sybil Building
  5 Testing Laboratory
  6 Restricted laboratory
  7 Log Cabin
  H helipad
  
  The Sybil Complex
  Administration Building: This five-story building is gray concrete with lit-
  tle windows dotting its sides. It is home to Sibyl’s administrative concerns, with
  information on the company’s branch offices throughout the United States and the
  world. During the day it is very busy with a mixture of humans and some hybrids
  who oversee Sibyl System’s accounting and operations. Most of the workers in this
  building go home around 5pm. During the night, a single security guard can be
  found sitting in the reception area. 
  Residence: This wooden building is four stories high, and contains the apart-
  ments that are home to the scientists and workers who live on site. The floors are
  divided among men’s, women’s, mixed and executives. There is nothing of interest
  in this building other than uniforms of guards and scientists in their respective
  rooms. The executive’s rooms have little of interest as they are temporary apart-
  ments or home to the most junior executives. All doors are Df1 to pick. 
  Electronics Laboratory: This single-story building is home to the high-
  tech electronics research that Sibyl Systems is reputed for, although this laboratory
  is mainly an experimental research station as most of their true work takes place at
  government facilities under the watchful eye of Black Book operatives. The work-
  ers in this laboratory are mainly human. It is only operated during normal working
  hours. The technologies currently under development relate to highly advanced
  propulsion systems attempting to mimic Saurian pulse detonation technology (of
  course that origin is not obvious). 
  There are no security patrols of this building after hours due to the cameras which
  cover the entrances and main corridor. The locks on the doors are all Df2 to pick. A
  service elevator in the northwest lab lowers into the basement where there is a
  mechanical workshop and electronics storage room. This elevator can be coded (the
  guards know the code) to lower further into the underground where a technologi-
  cal storage room of advanced technology can be found. This room has no obvious
  exits, but a wall slides open to the correct radio pulse revealing a tunnel leading
  north to the Underground growing room. The sliding wall may be noticed with a
  Df4 Perception test. 
  Sibyl Building: This lovely five-story building is designed in beige and light
  pink tones with a modern art sculpture in the front and a huge reception hall staffed
  by a receptionist and a security guard. This building’s exterior doors are seldom
  locked because it is almost constantly active with workers, scientists and executives
  coming and going. The building is alive with people throughout normal business
  hours and continues to be active throughout the night as workers put in late hours.
  Everyone must wear an identity badge to be permitted free access. A second secu-
  rity guard patrols the corridors and two more can be found in the security office
  next to the reception hall. 
  Library & Museum: These rooms contain a wide selection of books and objects
  which relate to electronics and mechanical technologies. They do not betray any
  other interest in the company.
  Offices: These offices are locked at night, but contain no vital information.
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  Reception Hall: The central room of this building is filled with plants and light. A
  large skylight on the top floor makes seem like the brightest part of the building.
  Four glass elevators can be found here, which rise to the top floor and descend to
  the basement. Keying in a special code allows one to descend into the
  Underground, but that level is not listed on the elevator’s buttonpad. The guards
  know this special code.
  Executive’s Offices: These offices hold a great deal of information related to the
  company’s dealings throughout the United States and the rest of the world. Records
  show that Sybil maintains six other main offices in Chicago, Los Angeles, Austin,
  New York, Seattle and Miami. Foreign offices include ones in Vancouver, Toronto,
  Berlin, Moscow, London, Mexico City and, most recently, Beijing.
  Computer Room: These computers require a Df4 Programming test and a Good
  Luck roll to access due to the level of protection found on them. Full access gives
  characters all background information on the company, including locations of their
  foreign offices and the various adoption agencies and orphanages they own
  throughout the world. Unless another Good Luck is rolled, unauthorized access to
  this information will alert security.
  Communication’s Center: This room is filled with computers, radio receivers and
  satellite uplink technology, giving Sibyl international range of communication with
  their outlying facilities. 
  Security Control Center: Four security guards can be found in this room at all
  times watching over the various monitors fed from the video cameras throughout
  the facility, including the motion sensors and related security measures. This is
  where a security alert is signaled and coordinated. Extra weapons and ammunition
  can be found here. 
  President’s Office: Irene Starr can be found in here between six and midnight most
  nights, working on the important issues of where to expand next and how to best
  deal with growing awareness of alien presence. The papers in her office indicate
  that she was working on the nightmare project herself, as many notes allude to hor-
  rifying visions and such. If she is in her office when the alert is sounded, she gath-
  ers her most important paperwork and places it in her safe. She keys an incendiary
  device to explode unless defused in three hours. She shreds the less important
  papers, sets out to hunt down the characters. 
  Basement: The elevator descends into the basement where the various control sys-
  tems for the building’s air, water and power can be found. In addition, file storage
  can be found here, detailing the company’s past accomplishments, which include
  the infiltration of several government agencies by their operatives. A complete list-
  ing of names can be found here, incredibly valuable to Aegis since many of these
  agents also work for Aegis now. 
  Testing Laboratory: This little one-story brick building houses four scien-
  tists working on advanced technologies, including a laser that is capable of leveling
  buildings, in association with the DIA. All doors in this building have signs indi-
  cating that this building is restricted to authorized access only and are Df3 to lock-
  pick. A security patrol passes through the building every hour. The information
  found in the offices and prototypes would be invaluable to laser research, adding -
  2Df to laser research tests. The scientists working in this laboratory are only present
  between noon and six in the evening.
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  Restricted Laboratory: This large gray stone building is home to a labo-
  ratory that is also restricted access, but home to ten scientists who conduct genetic
  research under the MKOMEGA project. Other laboratories are used for assorted
  research involved in isolating the psi-gene. All but the lead scientist are unaware of
  the meta-human cloning project. This building has Df3 locks and a security patrol
  of two guards who check it every hour. A small elevator in the back and a set of
  stairs lead down to the basement where chemicals and raw materials can be found.
  The elevator can be keyed specially to allow access to the Underground where the
  true meta-human genetics program can be found. Only the lead scientist knows this
  special code. 
  Log Cabin: A log cabin is located about a twenty minutes walk from the main
  compound. This is Irene Starr’s residence. The two-story building has a set of cam-
  eras which watch over the front porch and entrances. Panic buttons are scattered
  throughout it and linked to the security control center. Guards can reach the cabin
  in five minutes. There is little of interest in the cabin other than a vault in which
  bonds amounting to $1 million from a Swiss bank can be found. Under the bonds
  are a few records describing meta-humans that have infiltrated Aegis. 
  Underground: The tunnel network under Sibyl Systems includes a high tech-
  nology storage room, a growing center with vats containing hybrid embryos,
  offices for the the geneticists who work there, a series of laboratories and raw mate-
  rials storage for the geneticists working on development of new hybrids and a res-
  idence for Greys. There are eight laborer, four science and one records psibots oper-
  ating in the underground, typically passing between the growing center, storage
  rooms and laboratories. 
  A security guard psibot patrols the underground, ordered to watch for non-hybrids
  entering the area. These people are to be stopped using the paralysis lens. Then, Job
  is to be telepathically alerted. It roves through the area and may be encountered in
  any part of the underground. All doors leading through the underground require
  a coded entry and are Df4 to pick. While meta-human security guards do not patrol
  this area, they can access it. 
  Grey Habitat: Each of these five octagonal chambers are home to a Grey from the
  Phoenix Gestalt. These habitats are surrounded by a garden which is maintained by
  the Greys to make them feel more at home. The Greys can be found here trying to
  maintain their sanity while they are not out in the abductor ship. They have access
  to the rest of the underground, but seldom leave the habitat these days. This is
  where they use their powers from and where remote viewers are likely to locate
  them. The green, lush, dark cavern is breathtakingly beautiful.
  
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  1 Reception
  2 Office
  3 Security Station
  4 Elevator
  5 Storage
  6 Secretarial Pool
  7 Bathrooms
  8 Confrence Room
  Administration Building
  1
  2
  2
  2
  2
  3
  4
  6
  5
  7
  8
  2
  2
  2
  2
  2
  2
  2
  4
  2
  2
  First Floor
  Second Floor
  7
  
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  Residence
  1st Floor - Men’s
  1 Bedroom
  2 Bathroom 
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  2nd Floor - Women’s
  1 Bedroom
  2 Bathroom
  3rd Floor - Mixed
  1 Bedroom
  2 Bathroom
  4th Floor - Executives
  1 Bedroom
  2 Bathroom
  3 Study
  1
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  Electronics Laboratory
  Log Cabin
  1 Laboratory       2 Storage Room
  3 Hidden Elevator
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  1 Living Room
  2 Kitchen
  3 Bathroom
  4 Dining Room
  5 Bedroom
  6 Porch
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  5
  Second Floor
  Ground Floor
  3
  
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  Sybil Building Ground Level
  4
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  1 Office
  2 Kitchen
  3 Cafeteria
  4 Lounge
  5 Bathrooms
  6 Reception
  7 Meeting Room
  8 Museum
  9 Elevator
  10 Coat Room
  11 Security
  12 Confrence 
  Room
  13 Library
  14 Laboratory
  15 Storage
  1
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  Testing Laboratory
  Restricted Laboratory
  Main building
  
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  Sybil Building 2nd to 4th Floor
  Sybil Building 5th Floor
  1 Office
  2 Kitchen
  3 Cafeteria
  4 Lounge
  5 Bathrooms
  6 Confrence 
  Room
  7 Meeting 
  Room
  8 Secretarial
  Pool
  9 Elevator
  10 Storage
  4
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  1 Office
  2 Kitchen
  3 Cafeteria
  4 Lounge
  5 Bathrooms
  6 Confrence Room
  7 Study
  8 Security
  9 Elevator
  10 Gym
  11 Sauna
  12 Comm Center
  13 Library
  14 President’s 
  Office
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  Sybil Systems Compound 1st Level Underground
  1 Elevator to Restricted Laboratory
  2 Elevator to Sibyl Building
  3 Elevator to  Electronics Lab
  4 File Storage
  5 Storage
  6 Repair Room
  7 Ventilation System
  8 Water System
  9 Main Power Station
  10 Raw Material Storage
  11 Chemical Storage
  12 Workshop
  13 Electronics Storage
  14 Boiler Room
  15 Laundry
  16 Stairway to Residence Building
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  Sybil Systems Compound 2nd Level Underground
  1 Growing Center
  2 Tech Storage
  3 Garden
  4 Grey Habitat
  5 Ventilation System
  6 Genetics Labs
  7 Raw Material Storage
  8 Geneticists’ Offices
  9 Geneticists’ Residences
  10 Elevator to Restricted Laboratory
  11 Elevator to Electronics Laboratory
  12 Elevator to Sibyl Building
  13 Elevator to Helipad
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  Overview
  This adventure is designed to be run free-form. Characters may investigate topics
  at their own discretion, and jump from place to place without needing to stick to a
  pre-determined script. Nonetheless, there are certain events that will most likely
  happen over the course of the adventure. The first portion of this chapter details
  these set events. Whether these events are tied to a particular circumstance or arise
  independently, the Game Master should be familiar with them. Most of this infor-
  mation relates to events that transpire outside of the characters’ knowledge. 
  This chapter also details several random encounters and events that can be used to
  spice up the adventure as desired. None are crucial and can be dispensed with if
  deemed unsuitable. 
  Psi-Surveillance
  The Grey gestalt maintains surveillance of the psychic and the Cell through a spy-
  ball, and by remote viewing them at odd times. This can only be interrupted by the
  difficulty of remote viewing by -4R. Shadows of the Mind: The PSI/INT
  Sourcebook contains more information on penalties when remote viewing. One
  example is when a target is located in area of high Seepage concentration (Rhine
  test penalty equal to the Seepage Level of the area). 
  Otherwise, the Greys know and can see everything that the Cell does, including
  who they meet. Through observation of the psychic’s dreams, the Greys can learn
  his thoughts as well. This means that the Greys and meta-humans in this adventure
  are likely to be one step ahead of the characters until they are stopped, or the char-
  acters learn to block out this psychic espionage. Although they may not be aware
  of it, or may be hesitant to do so, disabling their psychic could be the best means of
  countermanding this security leak. 
  Detecting the Greys’ observation is a little harder than normal. While normally it is
  a contested test between the psychic’s Perception and the Grey’s Willpower, in this
  case the psychic suffers a +1Df penalty since the Greys have practiced concealing
  their presence when assaulting psychics. These tests should be rolled by the Game
  Master, to prevent the character from discovering the Greys’ work prematurely.
  Remember the Greys’ Willpower is 4, unless Job himself is doing the spying at that
  moment (1 in 6)
  If the psychic does detect the Greys’ presence, tell him that he feels like he is being
  watched. If he tries to shield his thoughts, allow him to make the test as normal, but
  give the Greys +1 level reflecting their disciplined effort at keeping close tabs on the
  character. The success or failure of this test should be kept secret. If he succeeds, the
  presence appears to vanish. If he fails, the Game Master should make a new test to
  determine whether the character can detect the continued presence of the Greys. If
  this subsequent test fails, the character believes that he has successfully banished
  the psychic observer.
  
  Little Elisa
  While the characters are likely to grasp that there is some sort of connection
  between their nightmares and Elisa’s dreams, their thoughts on what the connec-
  tion is can be very important. Paul Hollinger is constantly watching over her and
  already suspects she is a hybrid. When the characters arrive, he has just learned that
  she was adopted from Lionheart. While the characters work with her, Hollinger
  tries to learn how much she knows about the nightmares, as he is particularly inter-
  ested in how she can see the Greys on the outskirts of the dreams. 
  If the characters recognize this and begin using her to learn who is sending the
  nightmares, Hollinger makes his move and tries to kill her secretly. He most likely
  tries at night or when the characters are away from the hospital. Depending upon
  whether the Game Master wants to give the characters a good source for informa-
  tion, they may or may not be able to save her. In any case, they should learn that
  she was adopted from Lionheart, leading to the next stage of the adventure.
  Lionheart & The Right Choice
  When the characters start investigating Lionheart and/or Right Choice, they may
  note men in dark suits keeping these organizations under surveillance. Depending
  upon the needs of the story, they could be Directorate X or MKULTRA agents. How
  the characters behave while investigating these organizations will also affect how
  the Dir X and the MKULTRA operatives react to them. Both are involved in highly
  sensitive operations and do not appreciate anyone getting in their way. 
  The night after the characters visit the offices of Right Choice, Dir X operatives
  break in, steal all records and burn the building to the ground. The MKULTRA
  agents watching abandon the place, turning their attention to Lionheart. That night
  they launch an operation against Lionheart to copy all of the adoption records
  there. They do this work entirely under the cover of night and disturb no one on
  their way in or out unless the characters get in their way. The night after that
  Directorate X operatives assault the orphanage and kill everyone there, torching it
  as well, unless the characters interfere. 
  Sibyl Systems
  Once the characters learn about Sibyl Systems, the Greys realize that they are on the
  verge of discovering the whole operation and begin shutting down their genetic
  engineering efforts, teleporting their operatives en mass from the place. Depending
  upon how quickly the characters act, they may arrive to find the entire under-
  ground network of laboratories and offices completely empty. Optionally, if they
  move quickly through the adventure, they could discover the meta-humans pulling
  out and see a Grey abductor ship fly up from the lake behind the facility and fly into
  orbit. The ship will return to the base ship off the coast of Costa Rica.
  Despite the fact that the Greys begin shutting down their operations, the rest of
  Sibyl continues to operate as normal and outside observers will note little difference
  in activity. In fact, the MKULTRA observers will note no change, but this is likely
  where the characters encounter them. 
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  &&&&
      
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  If the characters launch an assault or intrusion into the Sibyl Systems facility, they
  may have the MKULTRA go along with them, as the agents want to learn more
  about what is going on inside. However, they may encounter a Directorate X
  assault group doing exactly the same thing, but with a penchant for killing every-
  thing they encounter. Skilled diplomacy under fire might just unite the groups
  against the alien common enemy. Quick trigger fingers could create a four-way war
  at the complex between the Cell, MKULTRA, Dir X and the security guards.
  Random Events 
  Game Masters should read through these random events and decide whether and
  when to use them. While they do not all have to be used, or any of them, the Game
  Master should try to incorporate some red herrings and extra bits to enhance the
  realism of the game. The characters are operating in a real world where other peo-
  ple live out their lives unaware of the grand conspiracies.
  Surprise Visit
  While the characters are staking out some place or someone, they suddenly hear a
  tap on the window. A uniformed police officer wants the characters to step out of
  the car. Officer Greg Findley has the Sixth Sense trait (see Shadows of the Mind: The
  PSI/INT Sourcebook) and got the feeling that the characters are up to no good. He
  gives them a good shakedown unless they’re able to call him off. This could well
  blow their cover on their stake-out. If the characters deal with him respectfully, he
  may just help them out. 
  Scheming Businessman
  While the characters are either talking with Elisa or visiting Lionheart or Right
  Choice, a wealthy Texan businessman called Harvey Clydesdale arrives looking to
  adopt kids with psychic ability, offering $1 million apiece. He is part of Psionics
  Development Technologies, a research firm that specializes in detecting oil fields
  with remote viewing. He wants to use the psychic kids in his firm. This is a red her-
  ring that could lead the characters off on a wild tangent. Play up Harvey as a loud-
  mouthed, arrogant bully who believes he can buy anything. When the characters
  ask why he wants the kids, he turns secretive, but is a lousy liar.
  Curious Thief
  While the characters have a location under surveillance, they notice a single black-
  clad intruder break in to the facilities. He reappears with a satchel full of valuables
  and some electronics. The man, Ted Stone,  is nothing more than a simple thief, but
  he could just get away with valuable items, such as a database containing the names
  and present locations of all of the kids. Ted Stone is a middle-aged cat burglar with
  average abilities, but is very good at escaping and running. He wants nothing more
  than his lawyer when he gets caught, because “he knows his rights.” However, he
  knows nothing about what is really going on.
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  &&&&
      
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  Wash-out 
  While moving through the city on foot, the psychic overhears a drunk lying in the
  garbage who seems familiar. He looks directly at the character and says, “Them
  nightmares getting you down too?” If questioned, the derelict turns out to be a top
  psychic with Project MKULTRA but ran when the nightmares started a few months
  ago. Todd Westermeyer is quite psychotic and a complete drunk. He refuses to use
  his powers and will attack the characters if they try to take him back. He sees no
  hope for himself.
  Professor Red 
  The characters are contacted by Professor Red, an ISS psychiatrist who is looking
  into the psychological problems that have arisen lately. He seems genuinely inter-
  ested in helping the character, but asks a lot of questions about their current inves-
  tigation. He is in fact a meta-human infiltrator. The characters’ first clue is that
  Aegis does not condone the use of psychiatrists working within the agency. His
  therapy will in fact worsen the character.
  Rogue Squad
  If the characters are doing very well, hit them with this nasty surprise. A squad of
  top-notch Greybeard psychic operatives have gone homicidally insane and, under
  orders from the voices in their heads (the Greys), they are seeking the characters to
  kill them. This is an effort by the Greys to stop the characters. The operatives have
  stats identical to those of the Directorate X cadre, except that they all suffer from
  Homicidal Tendencies, Killer Instinct, Schizophrenia, Paranoid Delusions and have
  gone rogue from Aegis.
  
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  Climax
  The most likely climax to this adventure comes when the characters reach Sibyl
  Systems and try to learn more about it, whether through a purely information gath-
  ering intrusion or an all-out assault. Depending upon their previous actions, they
  may have the MKULTRA cadre to back them up. They may also gain the friendship
  of Directorate X agents who will likely stage their own assault of the complex. How
  this occurs is entirely up the Game Master, but a few key features of finale scene are
  discussed in this chapter. 
  General Alarm 
  Any Sibyl Systems security guard or employee can signal a general alarm by
  pulling specially marked handles located close to nearly any doorway in the com-
  plex. Workers will do so if they detect signs of hostile intruders, such as finding the
  bodies of slain guards or workers, sighting heavily armed intruders through cam-
  eras, suffering a black out or similar communication failure. When the alarm
  sounds, red lights begin flashing at every exterior door as well as in major corri-
  dors. Also, all lights drop down to minimal settings imposing a dim light penalty
  (-2t) to all tests requiring light. A klaxon sounds from the middle of the compound.
  Security Guards
  There are twenty security guards on duty at any one time, spread over the com-
  pound, with fifteen more in the residence. When an alarm sounds, all guards keep
  their submachine guns ready and shoot first, asking questions second. They also
  keep in touch with each other and the security command center via hand-free
  radios. The guards at the gate maintain their position while the ATV patrol moves
  to try to intercept the intruders, as do the two guards who watch over the labora-
  tories. The guards posted at reception in the Sibyl and Administrative buildings
  hold their positions watching for intruders. The guards in the command center try
  to direct guards from the residence and in the security office toward intruders. The
  roving guard in the Sibyl building moves to the elevators and holds his position
  there, watching for intruders. The guards’ goal is to defend the complex first and
  capture intruders second, bringing them to security command for interrogation.
  Workers & Scientists
  All of the workers and scientists that the characters encounter are largely non-com-
  batants, but some are hybrids and may have some psychic ability. The Game
  Master should feel free to use the meta-human template for these individuals. All
  workers and scientists will move toward the Sibyl building for safety reasons
  should the alarm sound.
  
  Irene Starr 
  Depending upon the time of the character’s intrusion, Starr may be at her cabin or
  in her office in the Sibyl building. In either case, as soon as the alarm sounds, she
  contacts security and finds out where the intruders are, heading to intercept them
  herself. She uses stealth to ambush the characters and proves to be a most danger-
  ous foe. She employs domination and remote influencing to try to set characters
  against one another. Ultimately, her death wish likely comes true as she prefers to
  attack the characters head on if they succeed in resisting her psychic abilities. 
  Keith Austin
  In most cases, Austin will head to security command to watch the proceedings
  without getting too involved. He will oversee any interrogations of captured
  intruders. If the characters reach security command, he surrenders and tries to
  negotiate his safe extraction from this facility, claiming complete ignorance about
  what was really going on. He claims to be a normal human, duped by the aliens. At
  his first opportunity, he uses his powers to escape.
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  Meta-Human Scientist/Worker
  All attributes 3    Luck 2/12
  Skills
  Brawling 1   Computer Use 3   Drive: Auto 1   Engineering 2   First Aid 1
  Pilot: Grey Saucer 2   Psibot Operation 2   Psychotron 2   Repair/Builder 2
  Research 2   Science: (appropriate sub-skill) 2   
  Small Arms: Pistol 2   UFOlogy 2
  Psychic Abilities
  (any two of the following)
  Greater Telepathy   Greater Telekinesis
  Greater Bio-PK   Lesser Clairvoyance   Lesser Psychokinesis
  Pick two psi-trainings for each psychic ability
  Trainings
  Awareness: Psychic Activity
  Grey Ship Tuning   Lens Tuning
  Traits
  Grey/Human Hybrid: Varies 
  
  Phoenix Greys
  As soon as the alarm sounds, the Greys begin an internal struggle. Most want to
  teleport to the submerged ship and fly away, but Job objects and demands that they
  stay. Job has finally accomplished what he really wanted, a head-on encounter with
  the humans. This time, however, Job cannot overcome the gestalt’s resistance. He
  manages to bend one member to his will but the others prove too strong. Job’s fail-
  ure to gain the upper hand now, when it matters the most, drives him completely
  insane. He, and his dominated pawn, paralyze and strangle the other three Greys. 
  Job and his companion now rage with anger and hatred for every living thing. They
  hide in the garden awaiting the worthy opponents whom they wish to kill. The cou-
  ple will quickly regenerate their Psi Points and will save them for their ambush of
  the Cell. They will use teleportation, remote influence, jinx and a paralysis lens to
  play with the characters, trying to separate them so that they can kill them one by
  one. Once they manage to separate a character from the rest, the cohort uses either
  remote influence or the paralysis lens to hold the character in place while Job stran-
  gles that character to death in 3 rounds. Job does not stop if the characters discover
  him during this time, as he gets so caught up in the murder that he cannot stop. 
  Once Job is dead, the adventure is finished. Effective immediately, the nightmares
  and psi-terrors will stop completely. Other Grey gestalts, aware of what happened
  to Job and his gestalt, cease this tactic completely and withdraw for a time, trying
  to assess what to do next. 
  Resolution
  If the characters manage to kill Job, they have succeeded in stopping the war on
  psychics. The other Greys gestalts will cease operations as soon as they learn Job is
  dead. In addition, the characters gain some time as the Greys must regroup and try
  to figure out what to do after the lose of their leader, and the splintering of their
  society. This means that Grey activity drops off significantly for at least a few
  months following Job’s death. Some Greys remain convinced that Job’s methods
  were correct. These Greys view the characters poorly and will cause them trouble
  at some point. 
  If the characters manage to expose Sibyl Systems at least to their superiors at Aegis,
  separate Cells will be instructed to step up investigations, and attempt shut down
  branch offices throughout the world. The China office is another matter; no Cell is
  in position to work against that branch. Although the Greys pull back from active
  involvement in Earth affairs for a time after Job is killed, the meta-humans left
  behind still have a job to do and will go to great lengths to protect themselves.
  Many go underground. This could result in a whole new infiltration of Aegis as the
  meta-humans begin to launch their own operations.
  Similarly, Aegis is no doubt going to want to track down the many hybrids spread
  throughout America and the world through the adoption agency, if the characters
  managed to learn about that. Although they would most likely want the children
  destroyed, compassionate characters might be able to convince Aegis to give them
  a chance at converting the children when they reach an appropriate age.
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  The cadre’s psychic will most likely need some psychiatric help at the end of this
  adventure. This could lead to a whole new sphere of research: psychic healing of
  the mind. Rasputin team members gain a -1Df bonus toward researching cures for
  the troubled psychics since they are experienced with this kind of mental trauma.
  Depending upon how the characters behaved in this adventure, they might have
  gained a friend in Directorate X and/or MKULTRA. This could be valuable a new
  connection that leads to new discoveries since Directorate X knows a lot about what
  is really going on with the aliens. MKULTRA agents might be able to lend the char-
  acters a hand in the future as well. Of course, if the characters angered either of
  these groups, they could have powerful enemies to face in the future, as neither
  group is particularly forgiving.
  The Black Book was largely ignorant of what was going on at Sibyl Systems, but
  this adventure is likely to bring the matter to their attention, possibly exposing the
  extent of the hybrid breeding program to their leaders. This could cause a rift
  between them and the Greys and create a civil war within the organization. The
  Game Master is free to pursue this in any way desired. 
  The final question to be resolved is whether the characters discover the abductor
  ship lying in the lake bed. If so, it is invaluable since it is a working and undamaged
  example of Grey technology. If not, it is retrieved by the Greys a few weeks later
  when the Sibyl Systems site is quiet. 
  At the resolution of this adventure, assign Aegis Points as suggested in the
  Appendix of the Aegis Handbook. Cells are likely to gain between 0 and 10 points
  depending upon whether they are successful in killing Job, and how much alien
  technology they recover. 
  
  Endings and Beginnings
  Destroying Sibyl System’s home office and killing Job is not the end of Grey
  involvement on the Earth and certainly does not mean the end of the character’s
  operations. Instead, it could serve as a beginning to a series of adventures follow-
  ing up on this pivotal event. This chapter suggests supplementary adventures
  which are linked to this main adventure, but which could be run separately by
  altering some of the background to them. Each adventure is presented with an
  overview, a hook to draw the characters into it, a summary of the antagonists in the
  adventure, some possible plot twists and a likely resolution.  
  The Anti-Alien Factor
  Overview: A particular anti-alien faction of the Black Book is very curious to
  learn what really happened at Sibyl Systems. Through their connections, they learn
  that some sort of alien plot was foiled, but considering their links with the Greys
  and Saurians, they wonder why they knew nothing about it. As a result, a faction
  within the Black Book made up entirely of pure humans begins investigating on
  their own, to try to secure proof that their alien allies are actually breaking the
  treaties they signed and working behind their backs.
  Hook: The characters might learn through various channels that Men in Black
  keep turning up asking questions about the Sibyl Systems affair. While the charac-
  ters are likely to assume the Men in Black are seeking vengeance, they should
  remember that they saw no Men in Black during the course of their investigations.
  Nevertheless, these Men in Black keep turning up and at some point, find the char-
  acters, possibly kidnapping and interrogating them. 
  Antagonists: Faction operatives dress and look like Men in Black, and travel
  in groups of four. Although they are part of a human faction working secretly to
  uncover the true activities of the Greys, they are no friends to Aegis agents and con-
  sider them enemies. Nevertheless, their motive in this adventure is to learn more,
  so they are not out to hurt anyone, just to gather information.
  Twists: The characters at one point awaken in their car in the middle of nowhere
  with no memory of what happened for the last eight hours. Backtracking, they find
  that a black sedan pulled them off the road and interrogated them for hours in a
  small cabin using hypnosis to make them forget. However, their technique at
  inducing amnesia is not that effective, so the characters are able to remember that
  they were asking about Sibyl Systems. This could lead to the characters finding and
  capturing the operatives at some point in the future and finding out about the anti-
  alien faction within the Black Book.
  Resolution: This plot could well lead into a series of adventures, possibly with
  the characters joining forces with the operatives to uncover the alien plots in their
  own midst. Otherwise, the Cell could infiltrate the faction to learn more about it
  themselves, or they could just learn about it from the outside. This could lead to a
  serious rift between the Black Book and the Greys which could destabilize the
  whole situation on Earth. 
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  Space-Jackers
  Overview: A group of hybrids loyal to Job hijack a UFO, possibly the abductor
  ship lying on the bottom of the Sibyl lake. Trying to return to the Costa Rica base
  ship to defend Job’s memory and his tactics, they wind up crashing in the moun-
  tains. However, the landing was soft and none of the hybrids were seriously
  wounded, although they are trapped there.
  Hook: The characters learn of the crashed craft and are sent or go to investigate.
  Their trip is complicated by the fact that the crash site is so remote, requiring some
  special form of transportation, such as a helicopter or parachuting in. Remote view-
  ing the target first shows that the craft is intact and that there are survivors. 
  Antagonists: There are twice as many hybrids as there are characters hiding
  in the mountains. They have enough food and water for a week and are using a
  cave for shelter, but they realize they must get to safety. All of them are quite insane
  and will try to kill the characters.
  Twists: A downed UFO is of interest of several groups, including Project
  Moondust, the Black Book, UFO enthusiasts and the Greys themselves.
  Representatives from some or all of these groups could show up, wanting to either
  claim the craft for themselves or cover up the incident. The characters could well
  get caught in the middle of a very major struggle for this nearly undamaged alien
  technology. Meanwhile, the hybrids are allies to no one and use guerrilla-style tac-
  tics to conduct hit and run raids on the characters and the other groups. The meta-
  humans also use security psibots in their operations.
  Resolution: The characters will either succeed or fail in retrieving the crashed
  craft. If they succeed, they gain prestige and might be able to learn a great deal
  about the aliens. Should they manage to take the hybrids captive, they might be
  able to learn about what was really going on with Job and his fellow Greys. This
  would allow them a better understanding of what they really stopped.
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  S
  S
  S
  S
  U
  U
  U
  U
  PPP
  P
  PPP
  P
  LLLL
  EEE
  E
  M
  M
  M
  M
  EEE
  E
  N
  N
  N
  N
  TTTT
  A
  A
  A
  A
  LLLL
      
  IIII
  N
  N
  N
  N
  VVVV
  EEE
  E
  S
  S
  S
  S
  TTTT
  IIII
  G
  G
  G
  G
  A
  A
  A
  A
  TTTT
  IIII
  O
  O
  O
  O
  N
  N
  N
  N
  S
  S
  S
  S
  Faction Operatives
  All attributes 3    Luck 2/12
  Skills
  Autofire 3   Brawling 2   Computer Use 3   Demolitions 2   Drive: Auto 1
  First Aid 1   Heavy Weapons 2   Hypnosis 2   Martial Arts 3
  Melee Weapons: Knife 3   RHIC-EDOM 3   Small Arms: Pistol 3
  Small Arms: Rifle 2   Stealth 2   Throw 2
  Equipment
  Dark Sunglasses   Black Suit   Auto Pistol   4 Clips   3 Stun Grenades
  Kevlar Vest   Hands-Free Radio   RHIC-EDOM 
  Trainings
  Awareness: Meta-Human
  Communication
  Traits
  Combat Experience
  High Pain Threshold   Quick Draw
  
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  Hybrid Hijackers
  All attributes 3    Luck 2/12
  Skills
  Brawling 2   Computer Use 3   Demolitions 1   Drive 1
  First Aid 1   Melee Weapons: Knife 3   Small Arms: Pistol 3
  Small Arms: Rifle 2   Pilot: Grey Saucer 2   Psibot Operation 3
  Psychotron 3   Science: Physics 2   Stealth 2
  Equipment
  Kevlar Vest   Hands-Free Radio   First Aid Kit   Camouflage Fatigues
  Helmet   Assorted Weapons (see below)
  Psychic Abilities
  Lesser Bio-PK   Lesser Clairvoyance
  Greater Psychokinesis
  Greater Telepathy
  Psi-Trainings
  Bilocation
  Micro-PK
  Remote Influence
  Traits
  Combat Experience   Driven
  High Pain Threshold   Jumpy
  Killer Instinct    Paranoid Delusions
  Trainings
  Awareness: Meta-human
  Grey Ship Tuning
  Lens Tuning 
  To determine the weaponry held by each of the meta-humans, 
  roll 1D for a primary and secondary weapon for each hybrid
  Primary Weapon
  Secondary Weapon
  1
  Machine Pistol
  Hold-out Pistol
  2
  Automatic Shotgun
  Auto Pistol
  3
  Assault carbine
  4 Frag Grenades
  4
  Submachine Gun
  Taser
  5
  Shotgun
  Knife
  6
  Assault Rifle
  C-4 pack w/radio detonator
  
  Visit the Greys
  Overview: The psychics in the cadre, possibly the entire cadre if they all possess
  the bilocation training, travel psychically to the Grey homeworld to explore it and
  learn more about the Greys. While there, they encounter fierce hostility and shock
  that humans could reach this isolated planet.
  Hook: The characters either get an order, take the initiative themselves or during
  an open search find and explore Greyworld to learn more about the Greys. To reach
  this homeworld, the characters travel 40 light years in a matter of seconds and find
  themselves on a planet with two suns. The planet itself is a lush world much like
  earth, but filled with life, all psychic and able to detect the character’s presence.
  Although the Greys are aware of them, most ignore the characters at first.
  Antagonists: In this adventure, the antagonists are the Greys, but only if the
  characters stay for any length of time. Most of the Greys ignore them, appearing to
  suddenly get headaches. If the characters actually touch one, it suddenly stops,
  stares directly at the character, appears to grow shocked and then drops dead. If
  they repeat this, more Greys die until all of the Greys around them begin watching
  them and running as the characters approach. 
  On the other hand, if the characters keep in the background for a time, watching
  and learning, eventually a Grey walks right up to them. He looks at them for some
  time before stating telepathically that they must leave immediately or something
  horrific will happen to them, and they will never return to their bodies again. The
  warning is particularly chilling, as the characters begin to feel themselves being
  psychically trapped on the planet. While this will not happen, make a good impres-
  sion that something bad would happen to them if they stayed.
  Twists: The characters could encounter first generation Blues who have been
  transported to Greyworld for study. These characters might be more friendly to the
  characters and open up a dialogue, leading the characters to learn about the Blues
  on Earth in the form of dolphins. This could lead to a whole series of adventures,
  particularly if the Blues were do to this behind the Greys’ backs. Their accidental
  discovery one day could lead to serious division on Greyworld, possibly a war.
  Resolution: During this first visit, the Greys are largely shocked that a human
  could reach their planet and the shock is too much for the fragile minds of the local
  Greys. Nevertheless, on subsequent visits the Greys are more cautious and some
  will try to use psychic abilities to force the party to forget about Greyworld, which
  could lead to the end of the adventure if the Greys are successful. Meanwhile, the
  Earth-based Greys are contacted and warned about this threat to Greyworld,
  prompting a search for the characters and probably an abduction and the use of the
  amnesia lens to erase all memory of the experience. 
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  S
  S
  S
  S
  U
  U
  U
  U
  PPP
  P
  PPP
  P
  LLLL
  EEE
  E
  M
  M
  M
  M
  EEE
  E
  N
  N
  N
  N
  TTTT
  A
  A
  A
  A
  LLLL
      
  IIII
  N
  N
  N
  N
  VVVV
  EEE
  E
  S
  S
  S
  S
  TTTT
  IIII
  G
  G
  G
  G
  A
  A
  A
  A
  TTTT
  IIII
  O
  O
  O
  O
  N
  N
  N
  N
  S
  S
  S
  S
  
  Psi-Glasnost
  Overview: The Sibyl Systems operation in China continues after the characters
  manage to shut down most branches since it is mainly autonomous and under the
  direction of hybrids not opposed to Job’s tactics. This situation cannot be allowed
  to continue though, and some sort of operation to shut them down is required.
  However, the situation in China is quite different. The company produces calcula-
  tors out of one building in its massive complex, but has factories throughout the
  country, all with mundane machinery on the top floor and several floors of hybrid
  breeding labs underneath. The work is continuing at a massive level, but the chil-
  dren are difficult to infiltrate into the population since the birthrate is already
  deemed too high by the government officials. So, they have launched the ingenious
  plan of replacing normal children with these “changelings” using abductor craft
  throughout the country. As a result, they have replaced tens of thousands of chil-
  dren over the last few years and continue to do so at an alarming rate. In addition,
  the only records of who was so altered are kept on the abductor craft, and the char-
  acters must capture one to learn where the hybrids went. Of course, tracking all of
  these children down will be impossible anyway. 
  Hook: Depending upon how the character’s interactions with the Directorate X
  cadre went, they may have allies or enemies in this group. In any case, the problem
  of the Sibyl Systems Chinese branch still exists and cannot be ignored. Although the
  Directorate will probably launch their own mission to destroy the operation, the
  characters might be invited or go themselves to shut it down, considering their pre-
  vious experience.
  Antagonists: The hybrids running the factories are likely to be the characters’
  biggest opponents. They may also be working against the Chinese government and
  Directorate X, depending upon how they approach this mission. Use the game stats
  for the hybrids and Directorate X agents from the Psi-Wars adventure as templates.
  The Chinese psychics are likely to be trained similarly as Directorate X agents.
  Twists: The characters are working in a foreign land, presumably under diplo-
  matic cover. They face the awesome task of stopping a government-sanctioned cor-
  poration using only whatever equipment they can smuggle in. Most likely, they
  will need Directorate X’s help in doing so, but still they face the difficulty that
  China maintains a strong secret psychic research program that might just be aware
  of the Grey’s plot. If they are, the Game Master must decide whether they are part
  of, or secretly working against the Grey activities. Obviously, the latter would help
  the characters tremendously. Optionally, the characters’ presence is requested by
  the government’s top secret psychic researchers who want to stop the aliens. 
  Resolution: This adventure could take a long time to unfold. Also, it will
  require a great deal of tact and stealth or the Chinese government might uncover
  their efforts and expose the alien menace. This could be a major adventure expos-
  ing alien infiltration or it could be a deep cover mission that takes several sessions
  and involves precision strikes at destroying the aliens’ influence without revealing
  anything publicly. A very sensitive mission, this operation should only be under-
  taken by the most experienced of agents.
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  The Dream Stalker
  Overview: The character’s nightmares are not over with the death of Job. A psy-
  chotic meta-human ally of Job’s who survives the destruction of Sibyl Systems
  decides to continue the operation on his own. A skilled dream researcher, he has a
  good chance of adversely affecting the characters worse than before.
  Hook: The psychic agent begins suffering from psi-terrors again. This time they
  start out at Level 3 nightmares and continue to get worse. 
  Antagonists: This individual, known as Steven Swells, is quite mad due to his
  close association with Job. He was personally involved in crafting the dreams that
  were sent to the characters. He is an expert in dream sending and highly trained in
  manipulating dreams. He stalks the characters quietly, keeping in the background.
  He drives a blue compact and has no allies, making him easy to eliminate, but
  impossible to find since no one knows about him. 
  Twists : At some point, Steven kidnaps a loved one of the psychic’s, such as a kid
  brother or lover. He sends clues to the psychic through the dreams, but keeps sev-
  ering the connection before he can be discovered. He is actually hiding out in a
  house in a local suburb, keeping the victim locked up in the attic.
  Resolution: The characters must find Steven and somehow stop him from con-
  tinuing his attacks through dreams. If he is merely arrested and locked up, he con-
  tinues his dream attacks while he sleeps since he can do this from anywhere. The
  psychic is likely to suffer some kind of shock from having his loved one kidnapped
  and may need some time to recover from this.
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  S
  S
  S
  S
  U
  U
  U
  U
  PPP
  P
  PPP
  P
  LLLL
  EEE
  E
  M
  M
  M
  M
  EEE
  E
  N
  N
  N
  N
  TTTT
  A
  A
  A
  A
  LLLL
      
  IIII
  N
  N
  N
  N
  VVVV
  EEE
  E
  S
  S
  S
  S
  TTTT
  IIII
  G
  G
  G
  G
  A
  A
  A
  A
  TTTT
  IIII
  O
  O
  O
  O
  N
  N
  N
  N
  S
  S
  S
  S
  Dream Stalker
  All attributes 3    Luck 2/12
  Skills
  Brawling 2   Computer Use 3   Demolitions 1   Drive: Auto 1   First Aid 1
  Lucid Dreaming 4   Melee Weapons: Knife 3    Psychotron 3
  Science: Physics 2   Small Arms: Pistol 3   Stealth 2 
  Equipment
  Dark Sunglasses   Black Suit   Auto Pistol   4 Clips
  3 Incendiary Grenades   Kevlar Vest   Hands-Free Radio
  Training
  Awareness: Insanity
  Traits
  Combat Experience   Driven
  Grey/Human Hybrid: Drug Intolerance 
  Killer Instinct   Schizophrenia
  Psychic Abilities
  Greater Bio-PK
  Greater Clairvoyance
  Greater Telepathy
  Psi-Trainings
  Bilocation   Dream Bilocation
  Dream Telepathy   Dreamwalking
  
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  Aeons ago they emerged from the primordial Earth and rose to rule the
  world. Sixty-five million years ago they fought a war so devastating that it
  nearly destroyed the world and everything on it. Those who survived fled
  into the vast night of space, looking for a new home. Today they are here,
  among us. Those who know them call them the Saurions, viscous looking
  lizard men with technology centuries beyond our own. For the moment they
  walk among us, hidden within false flesh, barely recognized as their own.
  Soon more will arrive, many, many more; then the true battle will begin. 
  • Details of the history, culture, operations and technology of the Saurians.
  • Full accounting of the Saurian nations of the past and present.
  • A new rogue group of Saurians that may be used as player characters.
  • A mission that pits the players against a Saurian enemy never seen before.
  EXODUS: The Saurian Sourcebook    
  ISBN 1-891153-05-X     EDN00005    $18.00
  
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  CONSPIRACY
  CONSPIRACY
  Conspiracy X Main Book
  EDN00023
  $28.00
  Aegis Handbook
  EDN00001
  $23.00
  Atlantis Rising: The Atlantean Sourcebook
  EDN00002
  $17.00
  Nemesis: The Grey Sourcebook
  EDN00003
  $16.00
  Shadows of the Mind: The Psi/Int Sourcebook
  EDN00004
  $17.00
  Cryptozoology: Dossier of the Unexplained
  EDN00026
  $18.00
  Forsaken Rites: The Supernatural Sourcebook
  EDN00666
  $17.00
  Conspiracy X GM Screen
  EDN00911
  $16.00
  PRODUCT CATALOG
  For more information on upcoming releases
  check us out online at
  www.edenstudios.net
  
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  You play an abductee trying to escape an
  ever-changing alien vessel. Can you keep
  the other abductees from escaping first?
  FORMAT: Stand-alone card game
  RELEASE DATE: Sept 1998
  72 card deck
  Designed for 2-4 players per deck,
  with 2 decks up to 8 players can play!
  Fast and furious game play 
  (average game 20 minutes)
  Ever-changing ship layout 
  makes each game unique
  Item
  Stock #
  Retail
  Abduction Deck
  EDN2300
  $10.00
  Abduction Display
  EDN2301
  $50.00
  www.edenstudios.net/abduction
  
SOURCE: textdata/thevault/Conspiracy X (unisystem)/1st Edition/Bodyguard Of Lies 1 - Psi Wars [EDN00008 1998].pdf