TEXT:  
   
   
   
   
   
   
   
  
   
   
  1 
   
  Background 
  02 
  The Intelligence Branch 
  02 
  Organization 
  03 
  The Espionage Skill 
  05 
  The Gifted 
  05 
  PC’s & NPC’s 
  05 
  Role Playing Tips 
  06 
  Shadow Agents 
  08 
  Cover Occupations 
  08 
  Agent Subclasses 
  11 
  Starbase Beta 
  18 
  Agent Roster 
  19 
  CSF Aegean Sea 
  19 
    
   
  This fan created product is designed for use 
  with 
  Goblinoid 
  Games’ 
  Starships 
  & 
  Spacemen™ 2nd Edition role playing game, 
  which 
  can 
  be 
  found 
  at 
  www.goblinoidgames.com. Starships and 
  Spacemen™, 
  and 
  associated 
  content 
  owned by Daniel Proctor and Goblinoid 
  Games. 
   
  AUTHOR & ILLUSTRATOR: 
  Scott Mulder 
   
  CGI MODELS & TEXTURES: 
  Simon Schild, Power Fusion 3-D, 3-D-C, 
  Notilize, Coflek Gnorg, Adam Thwaites, 
  Cybertenko, Darriofish, Predatron 3D, 
  Nightshift3D, The Antfarm, Mortem Vetus, 
  and Valander. 
   
  This product contains fan created content 
  under the creative common license. The 
  purchaser of this product may re-print it 
  for personal use.   
   
  ARTWORK: 
  Copy Right 2018. All original or derived 
  artwork contained in this product were 
  created by Scott Mulder and Luminous Design 
  Studio. These works cannot be redistributed 
  or extracted outside the personal use of this 
  product without the expressed written 
  permission of the artist. 
   
  
   
   
  2 
   
   
   
  The controversial existence of a covert 
  clandestine espionage agency within the 
  Galactic Confederation’s Spacefleet is the 
  result of a far too ambiguously worded 
  section of Article #9 in the Articles of 
  Confederation known as “Directive Seven”. 
  This command level directive establishes 
  the necessity of a military intelligence 
  agency or organization with limited 
  oversight to be formed in time of war or 
  imminent crisis. During the second Zangid 
  War the directive was enacted by the 
  Confederation Council and the Spacefleet 
  Intelligence Branch (SIB for short) was 
  born. Since then the SIB has maintained 
  the external appearance as the ethical 
  military Intelligence branch of Spacefleet 
  providing valuable information about 
  internal and external threats to the 
  Confederation. However, internally it often 
  operates by its own rules “off the books” to 
  promote its own agenda which it’s agents 
  believe to be in the best interest of the 
  Confederation. Some of whom were 
  recruited directly from Spacefleet as 
  Officers, bound by the Spacefleet Code, 
  while others are civilians with a somewhat 
  morally flexible galactic view. The agents 
  involved in these clandestine activities 
  work behind the scenes to secure galactic 
  peace. Sometimes by the rule book and 
  sometimes through any means necessary. 
   
  The very public and overtly visible portion 
  of the Spacefleet Intelligence Branch is 
  conspicuously headquartered at Starbase 
  Alpha in the heart of Confederation 
  territory. Here military intelligence is 
  gathered from various sources, analyzed, 
  interpreted, and distributed throughout 
  the fleet by the dedicated officers assigned 
  to this prestigious post. However, this is 
  only an intricately deceptive façade, the 
  real headquarters for the Spacefleet 
  Intelligence Branch is secretly located on a 
  non-descript unlisted section of Starbase 
  Beta on the very edge of Confederation 
  territory. 
  Here 
  agents 
  are 
  covertly 
  recruited, trained, equipped, and deployed 
  for their missions.   
  
   
   
  3 
   
   
  The Spacefleet Intelligence Branch is 
  organized into ten divisions which are 
  overseen by the Branch Director who 
  reports directly to the Confederation 
  Council. These ten divisions are separated 
  into individual sections whose Section 
  Chiefs administer the operations of all local 
  handlers, cells, agents, and assets.  
   
  SIB LEADERSHIP STRUCTURE 
  • Branch Director 
  • Assistant Director 
  • Division Directors 
  • Section Chiefs 
  • Handlers 
  • Agents 
   SIB DIVISIONS 
  01 Office of Analytics 
  02 (Classified) 
  03 Resource Management 
  04 Office of Zangid Affairs 
  05 Office of Videni Affairs 
  06 Office of Logistics 
  07 (Classified) 
  08 Office of Psionic Affairs 
  09 Office of Temporal Affairs 
  10 Office of Compliance 
   
  Division 1: Analytics 
  The office of Analytics is the largest and 
  most publicly visible of all of the Branch’s 
  Divisions. In essence this Division is the 
  public face of the SIB. Here agents collect, 
  analyze, interpret and distribute actionable 
  intelligence 
  about 
  threats 
  to 
  the 
  Confederation and its member worlds. 
   
  Division 2: (Classified) 
  The digits authorizing the creation of this 
  Division had no sooner been entered into 
  the SIB Computer Core before all record of 
  its mandate and purpose were completely 
  erased from existence.  
   
  Division 3: Resource Management 
  The office of resource management is 
  responsible for procuring and distributing 
  the resources needed for Spacefleet 
  Intelligence Branch operations. 
   
  
   
   
  4 
   
  Division 4: Office of Zangid Affairs 
  All SIB activities regarding the Zangid 
  Empire are coordinated and administered 
  by this Division. 
  Division 5: Office of Videni Affairs 
  Like Division Four, all SIB activities 
  regarding the Videni Stellar Empire are 
  coordinated and administered here. 
   
  Division 6: Office of Logistics 
  The Office of Logistics is responsible for 
  organizing, coordinating, and supplying all 
  resources needed for the SIB’s various 
  operations. 
   
  Division 7: (Classified) 
  Any agent at the Spacefleet Intelligence 
  Branch answers the question of what is 
  Division Seven the same way: “What’s 
  that? Sorry, never heard of such a thing.” 
   
  Division 8: Office of Psionic Affairs 
  Division Eight oversees all recruitment, 
  research, training and operations involving 
  the psionically gifted.  
   
  Division 9: Office of Temporal Affairs 
  This 
  Division 
  oversees 
  all 
  activities 
  involving 
  spacetime 
  anomalies, 
  time 
  travelers, and the preservation of timeline 
  continuity. 
   
  Division 10: Office of Compliance 
  If the SIB had an internal affairs 
  department this would be it. Division Ten 
  monitors all agent activity, investigates 
  reports of misconduct, and administers 
  disciplinary action when needed. 
   
   
  
   
   
  5 
   
  The responsibility of the Spacefleet 
  Intelligence Branch is the acquisition and 
  analysis of actionable information about 
  potential threats and adversaries of the 
  Galactic Confederation. The primary skill 
  set discipline they employ is called 
  Espionage which is a catch-all skill category 
  that covers all aspects of interstellar spy 
  tradecraft. 
  This 
  skill 
  set 
  includes 
  surveillance, 
  information 
  gathering, 
  networking, intelligence analysis, counter-
  intelligence, 
  unconventional 
  warfare, 
  tracking, interrogation, forgery, bribery, 
  cryptology, 
  sabotage, 
  infiltration, 
  exfiltration, 
  demolitions, 
  disguise, 
  carousing, and stealth.  Espionage Skill 
  training in alternate / mirror universes may 
  also include abduction, torture, and 
  assassination. Those who work deep cover 
  black operations are collectively known 
  amongst their peers or colleagues as 
  “Shadow Agents” due to their reputation 
  for 
  invisible 
  actions 
  and 
  unofficial 
  existence. The telltale sign of an encounter 
  with a Shadow Agent is their signature 
  remark of “I was never here, and this never 
  happened.”  Those who heed these words 
  find themselves with allies among the 
  shadows. Those who do not find their 
  careers 
  and 
  lives 
  unnecessarily 
  complicated. 
   
   
  Shadow Agents are typically recruited to 
  begin training in their tradecraft at 
  adolescence and those with PSI abilities are 
  highly sought after for their gifts. New 
  recruits that are found to be Psionically 
  gifted during aptitude testing are sent to a 
  special Tauran mind science training 
  program designed to enhance and develop 
  any latent abilities they may have. Any 
  Shadow Agent who is Psionically active 
  may choose one additional PSI power as a 
  benefit of this training. 
  Both Player Characters and Non-Player 
  Characters can use the Shadow Agent class 
  and subclasses found in this supplement. 
  Since this class possesses some powerful 
  
   
   
  6 
   
  benefits it is recommended that players 
  and Star Masters adhere to the class and 
  subclass pre-requisites and use this 
  character class sparingly.   
   
  Shadow Agents usually have common 
  careers in Spacefleet carefully placed 
  within the other branches where they may 
  best fit in. Most Shadow Agents often serve 
  alongside their Spacefleet colleagues until 
  they are activated and called into action. It 
  is important for players who choose the 
  Shadow Agent Class to stay in character 
  and not blow their own cover. Only the SM 
  and the player should know that their 
  character is a Shadow Agent. This means 
  you should avoid showing your fellow 
  players your character sheet. It may even 
  be prudent to create a cover character 
  sheet based on your character’s cover 
  identity. If confronted by another PC or 
  NPC, the player should deny everything 
  and laugh off the absurd notion that such a 
  thing even exists, even if they have this 
  supplement and know it does. A good 
  player will never confirm their player’s 
  status as a Shadow Agent or the nature of 
  their assignment. If you find your cover is 
  blown the closest thing to an admission 
  that should ever be made is “I work for 
  Spacefleet Intelligence.” This will satisfy 
  almost all levels of Spacefleet Command 
  who will immediately drop the topic if they 
  know what is good for their career and 
  offer whatever cooperation they can. Most 
  of the time, PC’s or NPC’s who discover or 
  discern your true character class will 
  assume you are a Field Agent which is the 
  most overt and recognizable of the five 
  subclasses. 
  Let 
  them 
  keep 
  their 
  assumptions but keep the truth to yourself. 
  You should always avoid divulging what 
  subclass or kind of Shadow Agent your 
  character really is. This will require some 
  creative roleplaying which is what makes 
  playing a Shadow Agent so much fun. 
   
  
   
   
  7 
   
  
   
   
  8 
   
  Primary Requisite: INT 10.  
  Primary Skill: Espionage. 
  Skill Progression: Military officer. 
  Uniform: Spacefleet uniform or mission 
  specific clothing. 
  Hit Points (HP): 1d8 per Level until Level 9, 
  then +2 per Level thereafter. 
  Class Benefits: Allowed to pick 1 level of 
  equipment above that which is allowed for 
  their rank. Disavowed-existence, cover 
  Identity, and limited or complete immunity 
  from prosecution. 
   
  One of the most important benefits of the 
  Shadow Agent Character Class is their 
  cover identity. This benefit insulates the 
  agent’s true identity from the one that they 
  use while working under cover. The deeper 
  undercover that an agent works the more 
  layers of cover identity they will have. 
  These 
  layers 
  provide 
  a 
  cloak 
  of 
  disinformation that allows them to work 
  within Spacefleet or civilian agencies 
  without blowing their cover. Should the 
  agent be discovered the elaborately 
  constructed cover identity will either result 
  in a complete dead-end or frustratingly 
  lead to another cover identity. All of the 
  cover identities an agent uses are carefully 
  crafted 
  fabrications 
  that 
  they 
  are 
  meticulously schooled in to create a 
  seamless life forgery. Presented in the 
  chart below are twenty common cover 
  identity occupations that agents maybe 
  assigned with as part of their cover. All of 
  these occupations usually involve travel or 
  interaction 
  with 
  various 
  levels 
  of 
  interstellar government. You can use this 
  chart to pick a random set of cover 
  identities for your Shadow Agent or roll 
  1d20 to randomly generate one. If you get 
  a duplicate roll simply re-roll or pick a 
  different result from the chart. 
   
  ROLL COVER OCCUPATION 
  01 
  Courier 
  02 
  Import / Export dealer 
  03 
  Arms dealer 
  04 
  Free-trader 
  05 
  Spacefleet officer 
  06 
  Corporate employee  
  07 
  Dignitary / Ambassador 
  08 
  Priest / Chaplin / Pilgrim 
  09 
  Gambler / Thrill seeker 
  10 
  Doctor / Medic 
  11 
  Entertainer / Musician 
  12 
  Journalist / Reporter 
  13 
  Deep space explorer 
  14 
  Repair technician 
  15 
  Research scientist 
  16 
  Tailor / Clothier 
  17 
  Starship Pilot 
  18 
  Mercenary / Soldier of fortune 
  19 
  Bodyguard / Private security 
  20 
  Counselor / Therapist 
   
  
   
   
  9 
   
   
  Shadow Agents are offered a unique set of 
  implied legal protections under Directive 
  Seven in Article #9 of the Articles of 
  Confederation. Since their activities range 
  from Top Secret to Ultra Secret in nature, 
  legal 
  prosecution 
  under 
  normal 
  Confederation Law is near impossible. 
  Those Shadow Agents, such as Infiltrators 
  and Field Agents, who straddle the thin 
  grey line between overt and covert 
  activities 
  are 
  only 
  afforded 
  limited 
  immunity against prosecution for those 
  activities sanctioned by the Spacefleet 
  Intelligence Branch. They are also less likely 
  to cross paths with a Remediator as some 
  of their actions still exist in the bright light 
  of public view or scrutiny. For these agents, 
  exceeding their authority has real and 
  potentially 
  disastrous 
  consequences. 
  Secret Shadow Agents such as Covert 
  Operatives, Remediators, and Handlers 
  enjoy the benefit of complete legal 
  immunity 
  from 
  prosecution. 
  These 
  operatives literally have a “license to kill” 
  in a matter of speaking so long as it is 
  within the sanctioned mandate of their 
  mission or duties. However, this does not 
  mean that they are beyond justice. These 
  operatives are still subject to internal 
  corrective action, forced retirement from 
  service, or military justice. Once an agent 
  resigns, is forced to retire, or goes rogue 
  their former legal protections are revoked 
  and rescinded. 
  In the life of a black operations agent, 
  especially those under deep cover, the 
  boundaries can become very thin and very 
  grey. Handlers are employed to keep 
  
   
   
  10 
   
  agents grounded and provide a lifeline as 
  they navigate through the nebulous world 
  of 
  interstellar 
  espionage. 
  However, 
  sometimes that lifeline can be sheered on 
  the hidden breakers between shores. 
  When this happens, an agent can lose their 
  way, become consumed by their own cover 
  identity, or be turned by an enemy agent. 
  Operatives who are turned by, or choose to 
  work for, an enemy government are called 
  Double Agents. The most common reasons 
  why an agent is turned is that they have 
  been discovered and captured by the 
  enemy. Black mail, coercion, and leverage 
  are powerful tools enemy agents use to 
  turn our own agents against us. The 
  Zangids 
  and 
  Videni 
  know 
  that 
  a 
  Confederation Officer or agent would 
  sooner face death over betrayal. So, they 
  often use the threat of injury or death to 
  others to secure the cooperation they 
  seek.  
   
  Sometimes Shadow Agents lose their way 
  entirely and begin to create their own 
  unauthorized 
  missions. 
   
  When 
  this 
  happens, an agent is classified as Rogue 
  and said to be “off mission” or “AWOL”.  If 
  this occurs, handlers will attempt to bring 
  their agent in for debriefing, retraining, 
  reassignment, or forced retirement. If the 
  handlers are unsuccessful and the rogue 
  agent’s activities pose a threat to any of the 
  SIB’s deep cover programs a Remediator 
  will be dispatched to capture or neutralize 
  the rogue agent. Occasionally, agents will 
  burn out and just disappear seeking a way 
  of escaping the web of interstellar 
  espionage. In most cases, if the agent is 
  classified as “Rogue” but remains inactive 
  they will be allowed to retire from service 
  and fade into obscurity. Often it is more 
  trouble than it is worth to hunt down these 
  rogue operatives, so they are just 
  monitored to make sure they stay out of 
  trouble. Any agent that is classified as 
  rogue immediately loses all access and 
  protections offered by their subclass. 
   
  
   
   
  11 
   
   
  There are five Shadow Agent subclasses 
  included in this supplement that provide a 
  variety 
  of 
  specializations 
  for 
  your 
  characters. They include the Infiltrator, the 
  Covert Operative, the Field Agent, the 
  Remediator, and the Handler. Character 
  generation should proceed as described in 
  the 2nd Edition Rulebook with the addition 
  of the class information included herein. 
  The Shadow Agent character class provides 
  a variety of special abilities and benefits 
  that make these characters uniquely 
  powerful in the game universe. To balance 
  these abilities and benefits Star Masters 
  should exercise discretion on their use in 
  the 
  game, 
  enforce 
  pre-requisite 
  requirements during character generation, 
  and council players not to blow their cover 
  by breaking character in-game. If a player 
  breaks character and blows their own 
  cover the Star Master should consider 
  suspending 
  the 
  special 
  protections 
  afforded the agent by their cover 
  identities. If the infraction is severe, the 
  Star 
  Master 
  should 
  consider 
  early 
  extraction from the mission or dispatching 
  an NPC Remediator to clean-up the mess. 
  Players who break character in-game 
  should only receive the experience point 
  allowances for surviving the mission (if 
  they do) and achieving the scenario 
  objectives if the Star Master feels 
  generous. In contrast, players who avoid 
  breaking character in-game, keep their 
  agents cover intact, and demonstrate good 
  role-playing should be rewarded additional 
  experience points for the mission. 
   
   
  Secondary Requisite: WIS 12.  
  Secondary Skill: Technical. 
  Skill Progression: Military officer. 
  Uniform: Mission specific clothing. 
  Hit Points: 1d8/Lv until Level 9, then +2/Lv. 
   
  The 
  backbone 
  of 
  any 
  clandestine 
  intelligence gathering organization is the 
  Infiltrator or Spy. These agents are masters 
  of clandestine infiltration and information 
  acquisition. The Spy is the most common 
  
   
   
  12 
   
  and diverse type of shadow agent utilized 
  by the SIB. Their assignments range from 
  routine intelligence gathering to covert 
  deep cover operations within enemy 
  space. These agents often employ cover 
  identities as free traders, dignitaries, or 
  ambassadors. They broker information, 
  establish intelligence networks among 
  local populations (referred to as assets), 
  and implant disinformation to mislead 
  their adversaries. 
   
  • Dual layer cover identity. 
  • Disavowed-existence. 
  • Limited immunity from prosecution. 
  • Safehouse available at Level 6.   
  • +1 To any skill check related to 
  obtaining or gathering information. 
  • +1 Computer interface roll. 
  • +1 Computer inquiry roll. 
   
  Secondary Requisite: DEX 12. 
  Secondary Skill: Combat. 
  Skill Progression: Military officer. 
  Uniform: Mission specific clothing. 
  HP: 1d8/Lv until Level 9, then +2/Lv. 
   
  Covert Operatives, also known simply as 
  “Operatives" are deep cover Shadow 
  Agents that are used to influence change 
  when diplomatic means are unproductive 
  or unsuccessful. Their very existence is 
  considered preposterous and disavowed at 
  every level of command within Spacefleet. 
  Operatives have no recognized identity, 
  rank, or position yet they have unrestricted 
  security access and command override 
  authorization 
  to 
  everything 
  within 
  Spacefleet. For all intents and purposes 
  these agents are ghosts with the ability to 
  go anywhere and do almost anything 
  without any trace that they were ever 
  there. 
  Operatives 
  are 
  tasked 
  with 
  correcting potentially disastrous incidents 
  through whatever means are necessary 
  short 
  of 
  violating 
  the 
  Articles 
  of 
  Confederation. They are accountable only 
  to their handlers and called into service 
  only 
  under 
  the 
  most 
  extreme 
  circumstances. 
   
   
  
   
   
  13 
   
  • Triple layer cover identity. 
  • Disavowed-existence. 
  • Immunity from prosecution. 
  • Unrestricted access at Level 2. 
  • Safehouse available at Level 6. 
  • +1 To any Skill Check requiring 
  stealth or silent movement. 
  • +1 Computer interface roll. 
  • +1 Computer inquiry roll. 
   
   
  Secondary Requisite: CON 14. 
  Secondary Skill: Combat. 
  Skill Progression: Military officer. 
  Uniform: Mission specific clothing. 
  HP: 1d8/Lv until Level 9, then +2/Lv. 
   
  Remediators, also known as “Equalizers” or 
  “Cleaners” are shadow operatives that 
  specialize in eliminating adversity and 
  neutralizing problems. When a mission 
  goes sideways it is the job of the “Cleaner” 
  to set it straight and get things back on 
  track. Unlike other agents who prefer to 
  work alone, the “Cleaner” must always 
  work alone within the strict code of their 
  sanitized doctrine of complete discretion. 
  Unlike other types of agents, Remediators 
  never have the luxury or discretion to 
  choose or refuse their assignments.  
  If an assignment is refused it is considered 
  to be the agent’s voluntary resignation 
  from service and the mission will be 
  assigned to another “Cleaner”. For this 
  reason, “Cleaners” have to be careful that 
  they do not become personally involved or 
  associated with the problem they are 
  tasked with cleaning up. The consequence 
  of such entanglement is that they may 
  become part of the problem that another 
  remediator will be sent to clean-up. 
  Remediators live their lives in solitary 
  anonymity with their true identities a 
  mystery to their fellow agents and 
  sometimes even to themselves.  
   
   
   
   
   
   
  
   
   
  14 
   
  • Complete anonymity. 
  • Disavowed-existence. 
  • Immunity from prosecution. 
  • Unrestricted access at Level 3. 
  • Safehouse available at Level 6. 
  • +1 To any skill check for stealth. 
  • +1 Computer interface roll. 
  • +2 Computer inquiry roll. 
   
   
  Secondary Requisite: CHA 12. 
  Secondary Skill: Contact. 
  Skill Progression: Military officer. 
  Uniform: Mission specific clothing. 
  HP: 1d8/Lv until Level 9, then +2/Lv. 
   
  While an Operative works behind the 
  scenes under the cloak of anonymity, the 
  Field Agent is the bright side of the same 
  coin 
  serving 
  as 
  the 
  sanctioned 
  representation of Confederation authority. 
  Field Agents are recruited, schooled in 
  their tradecraft, and employed by the 
  Confederation to find and obtain critically 
  sensitive information. They are relied upon 
  to help resolve conflicts in highly contested 
  issues. When interstellar diplomacy has 
  reached a stalemate, it is often a 
  Confederation Field Agent that is sent in to 
  resolve the conflict and find a peaceful 
  solution. The deployment of a Field Agent 
  or an Operative is usually the last resort to 
  prevent a cold war from going hot. They 
  are expert negotiators who are often relied 
  upon to secure the release of hostages or 
  “talk 
  down” 
  terrorists 
  and 
  military 
  warlords. Their reputations proceed them 
  everywhere they go but often what you see 
  is what they want you to see and not 
  necessarily how things really are. They are 
  employed as emissaries sent to convey the 
  will of the Ambassadors and protect the 
  interests of the Confederation. 
  
   
   
  15 
   
  • Triple layer cover identity. 
  • Disavowed-existence. 
  • Limited immunity from prosecution. 
  • Unrestricted access at Level 3. 
  • Safehouse available at Level 6. 
  • +1 To any skill check requiring 
  negotiations, guile, or contact. 
  • +1 Computer Interface roll. 
  • +1 Computer Inquiry roll. 
   
   
  Secondary Requisites: CHA 9, WIS 14. 
  Secondary Skill: Command. 
  Skill Progression: Military officer. 
  Uniform: Spacefleet uniform. 
  HP: 1d8/Lv until Level 9, then +2/Lv. 
  Handlers are officers who have been 
  recruited to manage agents in the field. 
  They are architects of the agent’s missions 
  and keep them on task to complete their 
  assignments. An agent’s handler is often 
  the only point of contact or supervision 
  they will have from the SIB’s command 
  staff or leadership. It’s a job that requires a 
  cool head, restraint, personal detachment, 
  and the clarity of purpose to send good 
  people into harm’s way. Handler’s supply 
  their agents with information, equipment, 
  and duty assignments.  
   
  • Triple layer cover identity. 
  • Disavowed-existence. 
  • Immunity from prosecution. 
  • Command of NPC Shadow Agents. 
  • Unrestricted access at Level 3. 
  • Safehouse available at Level 6. 
  • Secret base available at Level 9. 
  • +1 to any skill check for persuasion. 
  • +1 Computer interface roll. 
  • +2 Computer inquiry roll. 
   
  Each Handler will be assigned a random 
  number of NPC Shadow Agents that they 
  will oversee. These agents will report 
  directly to their Handler for assignment’s 
  and instructions. Each Handler is trained to 
  administer a specific kind of Shadow Agent 
  that best fits their aptitudes and once 
  selected the type cannot be changed. 
  Players who have selected the Handler 
  
   
   
  16 
   
  subclass can either choose a specific type 
  of agent they wish to administer or Roll 1d8 
  on the table below for a random result. 
  Handlers are allowed to assign these 
  agents to assist them directly but should be 
  warned that misuse or abuse of an 
  operative 
  is 
  the 
  fastest 
  way 
  to 
  reassignment, 
  desk 
  duty, 
  or 
  forced 
  retirement from service. Handlers who are 
  retired from service will retain most of 
  their benefits, in the event they are ever 
  required to be reactivated but will no 
  longer be in command of any agents. If one 
  of the handler’s agents is incapacitated, 
  turned into a double agent, or killed they 
  can requisition a replacement at the SM’s 
  discretion. It normally takes 1d20 days for 
  a replacement agent to be available for 
  pick up at a Starbase of the SM’s choosing.  
   
  ROLL AGENT ASSIGNED 
  # 
  1-2 
  Infiltrator 
  1d6 
  3-4 
  Covert Operative 
  1d4 
  5-6 
  Remediator* 
  (1) 
  7-8 
  Field Agent 
  1d4 
   
  * Remediators work alone and any Handler 
  assigned to manage them will only have 
  access to one agent. 
   
   
   
   
  Safehouses are secure hidden sanctuaries 
  in secret locations. Some are established in 
  impossibly hard to find places while others 
  are hidden in plain sight. Shadow Agents 
  use these facilities as a refuge or hideout 
  when things get dicey. Agents are 
  entrusted with the location and access to 
  these secret facilities when they reach 
  Level 6. While elusive to find, Safehouse 
  locations are known to other experienced 
  agents and arriving at an occupied 
  Safehouse without an invitation is always a 
  bad idea. An agent requesting a safehouse 
  must conduct an Espionage Skill check in 
  order to identify the location of a 
  Safehouse which is unoccupied and 
  available for use. At Level 9 Handlers are 
  granted access to their own private base of 
  operations for their network of agents. 
  Unlike Safehouses a Handler’s secret base 
  is exclusive to the Handler it is assigned to.  
   
  
   
   
  17 
   
   
   
   
  
   
   
  18 
   
   
  Starbase 
  Beta, 
  home 
  of 
  the 
  real 
  headquarters of the SIB, is located on the 
  edge of Confederation space near the Xoth 
  Sector. Years of post war incidents in this 
  region 
  have 
  prompted 
  Spacefleet 
  Command to completely refit this Starbase 
  with upgraded facilities, weapons, and 
  defenses 
  to 
  better 
  secure 
  the 
  Confederation’s presence in the region. 
  While the residents on this massive space 
  station have come to suspect the presence 
  of Spacefleet Intelligence Officers on their 
  station it is seldomly questioned or 
  protested due to their proximity to the 
  Xoth Sector. Those residents or visitors 
  who are prone to sticking their nose where 
  it does not belong are often redirected by 
  one of the local agents imbedded in 
  station’s 
  population. 
  The 
  SIB’s 
  headquarters has been hidden deep within 
  the stations core and cleverly disguised as 
  redundant engineering areas that support 
  the upgraded facilities. Starbase Beta is 
  equipped 
  with 
  two 
  Runabout 
  class 
  starships specially designed for the SIB. 
  These vessels have their own private 
  launch bay and an unrestricted flight path 
  to keep their activities concealed from 
  prying eyes. Spacefleet officers are aware 
  that there are a lot of “classified” 
  operations that take place out of the 
  station. However, this is really nothing new 
  at a border station, so it goes largely 
  ignored. 
   
  STARBASE BETA 
  Station Type 
  Confed Starbase 
  Power Pile Base 
  1000 
  Crew Compliment 
  200/2000 
  Command Rank 
  Fleet Admiral 
  Beam Banks 
  8 
  Ion Torpedoes 
  20 
  Teleporter Cap 
  12 at a time 
  Shuttle Ships 
  10 
  Sick Bay Capacity 
  40 
  Cryo-Tubes 
  12 
   
   
   
   
   
  
   
   
  19 
   
  In the Ashdown Universe, Starbase Beta is 
  located in the Alpha Quadrant of the Sol 
  Sector orbiting near the Black Rock Colony 
  in the Vega System. If your characters are 
  playing in this alternate universe you 
  should disregard the description above 
  about the stations proximity to the Xoth 
  Sector. All other details about the station 
  are the same in the Ashdown Universe as 
  they are in the original 2nd Edition setting. 
  There are fourteen NPC Shadow Agents 
  serving aboard Starbase Beta in various 
  capacities 
  or 
  embedded 
  within 
  the 
  resident population. To preserve their 
  anonymity, they have been assigned an 
  alphabet 
  letter 
  as 
  their 
  identifying 
  designation which is known only to the 
  local Intelligence branch section chief. 
  There are three handlers on the station 
  who oversee the various operations of all 
  fourteen operatives and report directly to 
  the section chief.
   
  Agent 
  Type 
  Race 
  Str 
  Dex 
  Int 
  Wis 
  Con 
  Cha 
  “A” 
  H 
  Hu 07 10 12 16 17 15 
  “B” 
  I 
  Da 13 11 10 06 11 04 
  “C” 
  C 
  Hy 11 14 11 07 17 05 
  ”D” 
  H 
  An 08 13 12 15 09 16 
  “E” 
  I 
  Ta 14 11 10 10 15 12 
  “F” 
  C 
  Ri 
  17 15 15 12 10 08 
  “G” 
  I 
  Ta 10 15 13 09 11 12 
  “H” 
  H 
  An 11 16 15 17 09 14 
  “I” 
  C 
  Da 09 14 14 15 12 10 
  “J” 
  I 
  Hu 08 10 17 12 8 
  13 
  “K” 
  F 
  Ta 16 11 19 14 12 15 
  “L” 
  R 
  Go 14 12 10 07 16 09 
  “M” 
  I 
  Hu 09 10 15 12 07 10 
  “N” 
  I 
  Ri 
  16 14 12 10 10 08 
   
   
  The CSF Aegean Sea is a prototype 
  Runabout class starship assigned to the SIB 
  and docked at Starbase Beta. It has its own 
  private launch bay that it shares with its 
  sister ship the CSF Yukon. The ship is 
  equipped with a single person emergency 
  teleporter, polarized hull plating armor, 
  screens and one beam bank. The Aegean 
  
   
   
  20 
   
  Sea has a Class 1 battery bank for reserve 
  power which provides it with an additional 
  5 EU’s that can be stored for up to seven 
  days before requiring recharge. The 
  battery bank temporarily boosts the ship’s 
  PPB by 5points total when activated.  
   
  CSF AEGEAN SEA 
  Ship Type 
  Runabout 
  Hull Size 
  1 
  Power Pile Base 
  25 (30) 
  Crew Compliment 
  2/20 
  Command Rank 
  Ensign 
  Benefit of Rank 
  10 CP 
  Decks 
  2 
  Beam Banks 
  1 
  Ion Torpedoes 
  N/A 
  Teleporter Capacity 
  1 
  Shuttle Ships 
  N/A 
  Sick Bay Capacity 
  N/A 
  Cryo-Tubes 
  1 
  Ship’s Locker 
  4 
  3 
  SHIP’S SYSTEMS 
  Hull Structure, Command Bridge, 
  Computer Core, Life Support System, 
  Living Quarters x1, Nuclear Drive,  
  ¼ Hyperdrive Pod, Hull Plating Armor,  
  Defense Screen Grid, Beam Bank x1, 
  Cryo Revival Tube, Battery Bank I x1. 
  DESIGN FLAWS 
  Unidentifiable Rattle in Air Vents. 
   
  
  21 
  
SOURCE: textdata/thevault/Starships & Spacemen/Starships & Spacemen (osr)/Starships & Spacemen Shadow Ops, Spies, Operatives, & Agents.pdf