TEXT: Spy Genre Charts
  The Spy Genre Charts are for roleplaying games of spies, secret agents, and interna-
  tional intrigue. Players who are creating games of espionage and secret intelligence 
  should use these charts to create their adventures.
  Spy Adventure Types Chart
  d10
  1. Stop a Plot to Destroy the World - Madman planning to destroy world, cities, etc.
  2. Recover the Secret Plans - Important scientific blueprints or secure military documents.
  3. Assassination - Prevent the bad guys from killing a very important person, or kill a very important person.
  4. Recover Work - Go into enemy territory to save an agent or asset, or help a defector come to your side.
  5. Recover the Spy MacGuffin - Get back a nuclear warhead, space aircraft, phaser ray, etc.
  6. Intrigue/Entanglement (I can’t think of the word I want) - Perform a mission that will tip the 
  scales of complicated events, such as bankrupting a terrorist to force him to turn informant.
  7. Infiltrate - Some terrorist is threatening the world and an agent must infiltrate into 
  his organization or at least find him out in a search and destroy.
  8. Spy vs. Spy - Square off against a deadly operative or assassin and stop them before it’s too late!
  9. Cold War Heatup - Some increasingly tense international situation has two major 
  powers ready to fight, and agents are needed to avoid a serious loss of life.
  10. Terrorist Lord - Some ingenious, ruthless, and very worthy opponent threatens a nation or perhaps all 
  of civilization, and can only be stopped by the desperate efforts of the greatest secret agents in the world.
  Spy Opposition Chart
  Assassin or Politician
  Blackmailer or Evil Mastermind
  Cat Thief or Foreign Anti-Spy Agency
  Clever Criminal Agent or Terrorist Organization
  Conspiracy or Insane Billionaire
  Corrupted Politician or Secret Agent
  Crime Lord or Secret Organization
  Criminal Genius or Mad Scientist
  Criminal Schemers or Master Thief
  Criminal Syndicate or Sniper
  Criminal Thug or Femme Fatale
  Defector or International Criminal
  Dictator or Blackmailer
  Double Agent or Criminal Syndicate
  Evil General or Murderer-for-Hire
  Evil Mastermind or Spy Agency
  Evil Military Officer or Double Agent
  Evil Organization or Former Secret Agent
  Exotic Murderer or Powerful Cabal
  Extremely Resourceful Gentleman or Spy Agency
  Femme Fatale or Conspiracy
  Forces Within Own Government or Traitor
  Foreign Anti-Spy Agency or Villainous Mastermind
  Foreign Criminal Syndicate or Terrorist Organization
  Former Secret Agent or Soldiers
  Gunman or Defector
  Insane Billionaire or Assassin
  International Criminal or Secret Organization
  Kidnapper/Ransomer or Terrorist Organization
  Mad Scientist or Cat Thief
  Master Killer or Evil Organization
  Master Thief or Dictator
  Megalomaniac or Secret Agent
  Murderer-for-Hire or Traitor
  Out of Control Agents or Evil General
  Politician or Evil Organization
  Powerful Cabal or Foreign Anti-Spy Agency
  Ruthless Murderer or Corrupted Politician
  Secret Agent or Villainous Mastermind
  Secret Oligarchy or Megalomaniac
  Secret Organization or Terrorist Troopers
  Sniper or Crime Lord
  Soldiers or Extremely Resourceful Gentleman
  Spy Agency or Assassin
  Terrorist Organization or International Criminal
  Terrorist Troopers or Dictator
  Traitor or Criminal Genius
  Unstoppable Marksman or Conspiracy 
  Villainous Mastermind or Out of Control Agents
  White Collar Criminals or Double Agent
  d100
  001-002
  003-004
  005-006
  007-008
  009-010
  011-012
  013-014
  015-016
  017-018
  019-020
  021-022
  023-024
  025-026
  027-028
  029-030
  031-032
  033-034
  035-036
  037-038
  039-040
  041-042
  043-044
  045-046
  047-048
  049-050
  051-052
  053-054
  055-056
  057-058
  059-060
  061-062
  063-064
  065-066
  067-068
  069-070
  071-072
  073-074
  075-076
  077-078
  079-080
  081-082
  083-084
  085-086
  087-088
  089-090
  091-092
  093-094
  095-096
  097-098
  099-100
  
  Acceptance or Ego
  Acceptance Of Facts or Knowledge
  Achievement or Commit Evil
  Acquire Secrets/Plans or Wreck Economy
  Acting Out/Misdirected Hostility or Unknown
  Addiction or Harm Enemies
  Adventure or Gain the Upper Hand
  Altruism or Power
  Amusement/Entertainment or Achieve Destiny
  Appreciation for Beauty or Wantonness
  Approval or Advanced Evil Plans
  Assist Allies or An Important Object
  Balance or Survival
  Be Different or Achieve Destiny
  Collect Reward or Turn Someone
  Compassion or Gain the Upper Hand
  Confidence or Hatred
  Cooperation or Fulfill Scheme
  Creativity or Gain Wealth
  Curiosity or Gain a Powerful Item/Technology
  Debt or Hatred
  Desperation or Feel Strong
  Destroy Nation or Ransom
  Devotion or Gain the Upper Hand
  Discover Secrets or Gain Ally
  Discovery/Experience or Gain Access/Power
  Disrupt the Enemy or Get Money
  Do Good or Knowledge
  Eliminate the Enemy or World Domination
  Ennui/Boredom or Cause Chaos
  Envy or Cause Trouble
  Escape One’s Fate or Take Over the World
  Excitement or Get Paid
  Faith or Cowl/Repress Others
  Fame/Infamy or Gain Territory/Holdings
  Fear or Gain the Upper Hand
  Feel Big or Gain Access/Power
  Feel Intelligent or Become Rich
  Feel Wanted/Loved or An Important Object
  Financial Security or Revenge
  Follow Dreams or Destroy Someone
  Follow Orders or Cowl/Repress Others
  Freedom or Unknown
  Fulfill Duties/Responsibilities or Knowledge
  Gain a Fortune or Ideological Reasons
  Gain Ally or Collect Reward
  Gain Favor or Manipulation
  Get Money or Discover Secrets
  Glory or Greed
  Goal or Survival
  Health & Well-Being or Harm Enemies
  Hedonism or Gain Wealth
  Honor or Greed
  Ideological Reasons or Patriotism
  Infiltration or Gain a Fortune
  Impress Someone or Help People
  Incorrect Beliefs/Confusion or Save Lives
  Independence or Fulfill Scheme
  Is a Stooge for Another or Status
  Jealousy or Commit Evil
  Justice or Cowl/Repress Others
  Law or Gain a Powerful Item/Technology
  Live Up To Morals/Ethics or 
  Advanced Evil Plans
  Love or Commit Evil
  Loyalty or Appease Masters
  Lust or Control
  Mastery or Feel Superior
  Meaning or Get Paid
  Misguidedness or Cause Suffering
  Money or Manipulation
  Mortality or Get Revenge
  Nourishment or Status
  Novelty or Revenge
  Obligations or Unknown
  Order or Cause Suffering
  Patriotism or Acquire Secrets/Plans
  Peace or Cause Trouble
  Personal Growth or Anger
  Philanthropy or Wantonness
  Please Authorities or Take Control
  Pleasure or Feel Strong
  Prejudice or Gain Promotion/Office
  Pressured or Land/Holdings
  Pride or Power
  Property or Get Paid
  Protection or Cowl/Repress Others
  Prove Oneself or Cause Chaos
  Rage or Gain Promotion/Office
  Ransom or Disrupt the Enemy
  Reached Your Limits or Cause Trouble
  Rebel or Help People
  Recognition or An Important Object
  Redemption or Knowledge
  Religion/Superstition or Control
  Reputation or Take Advantage of Someone
  Resources or Harm Enemies
  Respect or Commit Evil
  Responsibility or Survival
  Rest or Knowledge
  Safety or Advanced Evil Plans
  Security or Cowl/Repress Others
  Self-Esteem or Harm Enemies
  Self-Sabotage or Gain the Upper Hand
  Shake Things Up or Domination
  Share Something or Unknown
  Social Cohesion or Commit Evil
  Spontaneity or Take Over the World
  Stability or Get Revenge
  Support Family or Upset Authorities/Rulers
  Support Friends or Control
  Survival of Others or Cause Chaos
  Teach/Mentor or Commit Sabotage
  The Opposite Sex or Wantonness
  To Move Ahead or Commit Evil
  Turn Someone or Destroy Nation
  Understanding or Harm Enemies
  Work/Vocation or Manipulation
  World Domination or Infiltration
  Wreck Economy or Eliminate the Enemy
  d1000
  001-009
  010-017
  018-026
  027-034
  035-043
  044-052
  053-060
  061-068
  069-076
  077-085
  086-094
  095-102
  103-110
  111-118
  119-126
  127-135
  136-144
  145-152
  153-160
  161-168
  169-176
  177-185
  186-194
  195-202
  203-210
  211-218
  219-226
  227-235
  236-244
  245-252
  253-260
  261-268
  269-276
  277-285
  286-294
  295-302
  303-310
  311-318
  319-326
  327-335
  336-344
  345-352
  353-360
  361-368
  369-376
  377-385
  386-394
  395-402
  403-410
  411-418
  419-426
  427-435
  436-444
  445-452
  453-460
  461-468
  469-476
  477-485
  486-494
  495-502
  503-510
  511-518
  519-526
  527-535
  536-544
  545-552
  553-560
  561-568
  569-576
  577-585
  586-594
  595-602
  603-610
  611-618
  619-626
  627-635
  636-644
  645-652
  653-660
  661-668
  669-676
  677-685
  686-694
  695-702
  703-710
  711-718
  719-726
  727-735
  736-744
  745-752
  753-760
  761-768
  769-776
  777-785
  786-794
  795-802
  803-810
  811-818
  819-826
  827-835
  836-844
  845-852
  853-860
  861-868
  869-876
  877-885
  886-894
  895-902
  903-910
  911-918
   
  919-927
  928-937
  938-946
  947-955
  956-966
  967-974
  975-984
  985-989
  990-995
  996-000
  Spy Motivations Chart
  
  Abandonment 
  of Principles
  Abandonment
  Abuse
  Acceptance
  Adjustment
  After Life
  Alienation
  Ambition
  Anger
  Anxiety
  Appearance 
  vs. Reality
  Appearances
  Appeasement
  Appreciation
  Beauty
  Beauty of 
  Simplicity
  Belief
  Belonging
  Benefits of 
  Limiting Government
  Betrayal
  Birth
  Bondage
  Bravery
  Brotherhood
  Building Character
  Bullies
  Capitalism
  Capitalism v. 
  Communism
  Caring
  Censorship
  Challenges
  Change
  Change of Power
  Change vs. 
  Tradition
  Chaos and Order
  Character
  Chasing Dreams
  Civilization
  Civilization vs. Nature
  Class/Status
  Coming of Age
  Commitment
  Communication
  Community
  Companionship
  Conflicting Values
  Conformity
  Conquering 
  the Unknown
  Conquest
  Convention
  Cooperation
  Coping
  Corruption
  Country Before 
  Everything Else
  Courage
  Courage vs. Fear
  Cultural Diversity
  Customs
  Dangers of 
  Ignorance
  d1000
  001-003
  004-006
  007-010
  011-013
  014-017
  018-020
  021-023
  024-026
  027-029
  030-033
  034-036
  037-039
  040-042
  043-045
  046-049
  050-052
  053-055
  056-058
  059-061
  062-065
  066-068
  069-073
  074-078
  079-082
  083-085
  086-088
  089-091
  092-095
  096-098
  099-101
  102-104
  105-107
  108-111
  112-114
  115-117
  118-120
  121-123
  124-127
  128-130
  131-133
  134-136
  137-139
  140-143
  144-146
  147-149
  150-152
  153-155
  156-159
  160-162
  163-165
  166-168
  169-171
  172-175
  176-181
  182-184
  185-187
  188-192
  193-196
  197-200
  Darkness
  Darkness vs. Light
  Death / Dying
  Deception
  Demonizing Opponents
  Denial
  Descent into Decadence
  Desire
  Desire to Escape
  Destruction
  Destruction of 
  Beauty
  Destruction of 
  Character
  Determination
  Dictatorship v. 
  Democracy
  Differences v. Similarities
  Discovering Strength
  Discrimination
  Disillusionment
  Disillusionment 
  and Dreams
  Displacement
  Diversity
  Divine Right
  Doing Immoral Work
  Dominance
  Doubt
  Dreams
  Consequences of Duty
  Emigrants
  Emotions
  Empowerment
  Emptiness
  Envy
  Escape
  Escaping Social 
  Constraints
  Eternity
  Ethical Dilemmas
  Everlasting Love
  Evils of Racism
  Experience
  Facing Darkness
  Facing Reality
  Fading Beauty
  Failure
  Faith vs. Doubt
  Fall from Grace 
  Family
  Fate
  Fate and Free Will
  Fatherhood
  Fear
  Fear of Failure
  Feelings
  Finding Hope
  Following the Rules
  Forgiveness
  Free Will
  Freedom
  Freedom v. Control
  Friendship
  Fulfillment
  Gender Issues
  Generation Gap
  Getting Along
  201-203
  204-206
  207-210
  211-213
  214-217
  218-220
  221-223
  224-226
  227-229
  230-233
  234-236
  237-239
  240-242
  243-245
  246-249
  250-252
  253-255
  256-258
  259-261
  262-265
  266-268
  269-271
  272-274
  275-278
  279-282
  283-285
  286-288
  289-291
  292-295
  296-298
  299-301
  302-304
  305-307
  308-311
  312-314
  315-317
  318-320
  321-323
  324-327
  328-330
  331-333
  334-336
  337-339
  340-343
  344-346
  347-349
  350-352
  353-355
  356-359
  360-362
  363-365
  366-368
  369-371
  372-375
  376-378
  379-381
  382-384
  385-387
  388-390
  391-393
  394-395
  396-397
  398-400
  Good vs. Evil
  Gratitude
  Greed
  Grief
  Growing Up
  Guilt
  Handicaps
  Happiness
  Hard Work vs. Play
  Hazards
  Heartbreak
  Hero(ine) vs. Villain
  Heroism
  Hierarchy
  Hierarchy in 
  Nature
  History
  Honesty
  Honor
  Hope 
  Hopelessness
  Hubris
  Human Depravity
  Humor
  Hypocrisy
  Identity Crisis
  Ideological Purity
  Ignorance
  Illusion of Power
  Illusions
  Immigrants
  Immorality to 
  Good Ends
  Immortality
  Importance of Family
  Individual vs. Society
  Individuality
  Inevitability
  Initiation
  Injustice
  Inner and 
  Outer Self
  Inner vs. Outer 
  Strength
  Innocence
  Intentions
  Intergenerational 
  Divide
  Interrogation
  Intolerance
  Invincibility
  Isolation
  Isolationism
  Jealousy
  Journey
  Judgment
  Justice
  Knowledge
  Knowledge vs. 
  Ignorance
  Leadership
  Learning
  Life After Loss
  Life’s Traumas
  Loneliness
  Losing Hope
  Loss
  Loss of Individualism
  401-403
  404-406
  407-410
  411-413
  414-417
  418-420
  421-423
  424-426
  427-429
  430-433
  434-436
  437-439
  440-442
  443-445
  446-449
  450-452
  453-455
  456-458
  459-461
  462-465
  466-468
  469-471
  472-474
  475-478
  479-482
  483-485
  486-488
  489-491
  492-495
  496-498
  499-501
  502-504
  505-507
  508-511
  512-514
  515-517
  518-520
  521-523
  524-527
  528-530
  531-533
  534-536
  537-539
  540-543
  544-546
  547-549
  550-552
  553-555
  556-559
  560-562
  563-565
  566-568
  569-571
  572-575
  576-578
  579-581
  582-584
  585-587
  588-591
  592-594
  595-597
  598-600
  Loss of Innocence
  Lost Cause
  Lost Honor
  Lost Love
  Lost Past
  Love
  Love and Sacrifice
  Love Is Not Enough
  Loyalty
  Loyalty to Your Nation
  Making Choices
  Man vs. Machine
  Man vs. Man
  Man vs. Nature
  Man vs. Self
  Man vs. Society
  Manipulation
  Materialism
  Materialism as 
  Downfall
  Media
  Memories
  Mercy
  Morals
  Motherhood
  Nationalism
  Nature
  Nature as Beauty
  Necessity
  Necessity of War
  Necessity of Work
  New Beginning
  Obligations
  Old Age
  Oppression
  Oppression of Women
  Optimism and 
  Overcoming
  Overcoming Fear
  Overcoming 
  Obstacles
  Overcoming Vice
  Overcoming 
  Weakness
  Pain of War
  Passing Judgment
  Patriotism
  Peace
  Peace and War
  Peer Pressure
  Perseverance
  Political Ambition
  Poverty
  Power 
  Power and 
  Corruption
  Power of Silence
  Power of Tradition
  Power of Wealth
  Power of Words
  Power Through 
  Intelligence
  Prejudice
  Pride
  Progress
  Quest
  Quest for Discovery
  Quest for Power
  601-603
  604-606
  607-610
  611-613
  614-617
  618-620
  621-623
  624-626
  627-629
  630-633
  634-636
  637-639
  640-642
  643-645
  646-649
  650-652
  653-655
  656-658
  659-661
  662-665
  666-668
  669-671
  672-674
  675-678
  679-682
  683-685
  686-688
  689-691
  692-695
  696-698
  699-701
  702-704
  705-707
  708-711
  712-714
  715-717
  718-720
  721-723
  724-727
  728-730
  731-733
  734-736
  737-739
  740-743
  744-746
  747-749
  750-752
  753-755
  756-759
  760-762
  763-765
  766-768
  769-771
  772-775
  776-778
  779-781
  782-784
  785-787
  788-791
  792-794
  795-797
  798-800
  Race Relations
  Racial Tension
  Rebellion
  Rebirth
  Redemption / Forgiveness
  Relationships
  Religion
  Responsibility
  Reunion
  Rights and Responsibilities 
  of Rulers
  Role of Government
  Role of Men
  Role of Religion
  Role of Women
  Roles
  Sacrifice
  Security
  Self-Awareness
  Self-Destruction
  Self-Esteem
  Self-Preservation
  Self-Reliance
  Separation and Loss
  Silence
  Social Change
  Social Mobility
  Standing up for 
  What Is Right
  Strength
  Struggle of Faith
  Suffering
  Survival
  Taking a Stand
  Teamwork
  Technology
  Technology in 
  Society
  Telling the Truth
  Temporariness
  Temptation
  Temptation and 
  Destruction
  Totalitarianism
  Toxicity of Family
  Traditions
  Tragedy
  Tragedy of War
  Trust
  Values
  Vanity
  Violence
  Virtue
  Vulnerability
  Vulnerability of 
  the Meek
  Vulnerability of 
  the Strong
  Wants vs. Needs
  War
  Wealth
  Will
  Will to Survive
  Wisdom
  Wisdom of Experience
  Working Class Struggles
  Youth
  Youth and Beauty
  801-803
  804-806
  807-810
  811-813
  814-817
  818-820
  821-823
  824-826
  827-829
  830-833
  834-836
  837-839
  840-842
  843-845
  846-849
  850-852
  853-855
  856-858
  859-861
  862-865
  866-868
  869-871
  872-874
  875-878
  879-882
  883-885
  886-888
  889-891
  892-895
  896-898
  899-901
  902-904
  905-907
  908-911
  912-914
  915-917
  918-920
  921-923
  924-927
  928-930
  931-933
  934-936
  937-939
  940-943
  944-946
  947-949
  950-952
  953-955
  956-959
  960-962
  963-965
  966-968
  969-971
  972-975
  976-978
  979-981
  982-984
  985-987
  988-991
  992-994
  995-997
  998-000
  Spy Themes Chart
  
  Abduction or Pursued
  Abrupt Change of Events or Fire
  Accusation or Red Herring
  Alcohol/Drugs or Doubt
  Ally or Ulterior Motive
  Ambush or Manipulation/Mind-Control
  Animal(s) or Travel Problems
  Authorities Interfere or The Tables Turn
  Battle or Important Decision
  Being Detained or Ignorance
  Being Framed or Devotion
  Being Stalked/Hunted or Guardian
  Blown Cover or Spying
  Bureaucracy or Misunderstanding
  Catastrophe or Suspiciousness
  Cautiousness or Lack of Information
  Change of Heart or Trap
  Code of Conduct or Love Interest
  Competition or Extra Support
  Conscience or Misunderstanding
  Crime/Criminals or Over-Dependent
  Crisis or Ally
  Darkness or Moral Dilemma
  Death or Lost
  Debt or Inclement Conditions
  Deity or Insult
  Diplomacy or Lateness
  Disaster or Lost Equipment/Items
  Disbelief or Need Help
  Disgrace or Refusal to Cooperate
  Disorder/Riots or External Conflict/War
  Doubt or Accusation
  Dwindling Resources or Guilt
  Education or Unforeseen Intervention
  Effort or Survival Threatened
  Emotions or Villain After You
  Emptiness or Double Cross
  Enemies or Injury
  Energy or Laziness
  Enthusiasm or Lack of Clarity
  Equipment Failure or Hearing Trouble
  Exposure or Delay
  Faith or Influence of Money
  Faked Death or No Help Available
  False Accusations or Lost Equipment/Items
  False Confession or Deception
  Fame or Side-Tracked
  Fear or New Goal
  Fish Out of Water or Running Out of Time
  Forgotten Information/Facts or Imagined Trouble
  Foul Weather or Inconvenienced
  Happiness or Lies
  Hunger/Thirst or Fish Out of Water
  Ignorance or Control
  Important Decision or Disappointment
  Imprisonment or Unexplored Area/Situation
  Impulsiveness or Kidnapping
  Incompetence or Random Confrontation/Attack
  Inconvenienced or Recurring NPC
  Indiscretion or Relationship Trouble
  Insult or Unexplained Event
  Intolerance or People/Guards on Alert
  Lack of Clarity or Unhelpful Rumors/Lies
  Lack of Communication or Delay
  Lack of Information or Turn for the Worse
  Lack of Money/Poverty or Disaster
  Lack of Trust or Reversal of Fortune
  Language Difference or Differing Motivations
  Laziness or People/Guards on Alert
  Legal Trouble or Fire
  Lies or Lack of Money/Poverty
  Loss or New Opportunity
  Loyalty or Running Out of Time
  Manipulation/Mind-Control or Animal(s)
  Mechanical Trouble or Side-Tracked
  Media/Popular Attention or People on Edge
  Memory Loss or Darkness
  Mental Illness or Emotions
  Misguided Friendship/Love or Crisis
  Misled or Betrayed
  Mistaken Identity or Enthusiasm
  Misunderstanding or Strange Sighting
  Money or Bureaucracy
  Moral Dilemma or Safety Endangered
  Murder or Temptation
  Mystery or Destruction
  Nature or Interrupting Troublemakers
  Need Help or Health Trouble
  New Goal or Refusal to Cooperate
  New Opportunity or External Conflict/War
  No Solid Proof or Someone Screaming / Calling Out
  Obligation or Forgotten Information/Facts
  Observed or Loud Noises
  Occupation by Hostiles or Authorities Interfere
  Old Friend or Low Supplies
  Opposition or Unforeseen Intervention
  Oppression or Spying
  Over-Visibility or Bad News
  Parting Ways or Abrupt Change of Events
  Persecution or Missing the Right Tool/Item
  Pivotal Decision Required or Witnesses
  Promise/Vow or Strange Sounds
  Pursued or Inclement Conditions
  Puzzle/Riddle or Loud Noises
  Random Confrontation/Attack or Lateness
  Recovery or Crash
  Recurring NPC or Destruction
  Red Herring or Thugs/Troublemakers
  Reinforcements Arrive or Ambush
  Relationship Trouble or Friend in Need
  Religion or No Leads/Clues
  Reprisal or Observed
  Reputation Problem or Over-Visibility
  Revealed Secret or Courage
  Reversal of Fortune or Double Cross
  Reward or Incompetence
  Running Late or Freedom Threatened
  Running Out of Time or Argument/Fight
  Sabotage or Government Interference/Influence
  Sacrifice Required or Boiling Tensions
  Safety Endangered or Delay
  Security or Alcohol/Drugs
  Seduction or Confinement
  Sickness or Old Friend
  Social Contract Pressure or Bad News
  Societal Custom or Low Supplies
  Someone Has a Vendetta or Cautiousness
  Someone Is Tipped-Off or Betrayed
  Someone Screaming/Calling Out or Trickery
  Someone Wants Vengeance or Trap
  Something Missing or Addiction
  Special Circumstances or Friend in Need
  Squabbling or Interrupting Troublemakers
  Supernatural/Strange Occurrence or Lack of Attention
  Suspiciousness or Unlucky
  Tail-Chasing or Barrier
  Temptation or Missing the Right Tool/Item
  The Tables Turn or Deception
  Trap or Double Cross
  Travel Problems or Contract
  Trickery or Dwindling Resources
  Turn for the Worse or Unexpected Advantage
  Ulterior Motive or Physical Problem
  Unexplained Event or Foul Weather
  Unexplored Area/Situation or The Tables Turn
  Unhelpful Rumors/Lies or Lack of Information
  Unlucky or Mystery
  Unwanted Attention or False Accusations
  Unwelcome Guest or Squabbling
  Witnesses or Puzzle/Riddle
  d1000
  001-007
  008-014
  015-020
  021-027
  028-034
  035-040
  041-047
  048-054
  055-060
  061-067
  068-074
  075-080
  081-087
  088-094
  095-100
  101-107
  108-114
  115-120
  121-127
  128-134
  135-140
  141-147
  148-154
  155-160
  161-167
  168-174
  175-180
  181-187
  188-194
  195-200
  201-207
  208-214
  215-220
  221-227
  228-234
  235-240
  241-247
  248-254
  255-260
  261-267
  268-274
  275-280
  281-287
  288-294
  295-300
  301-307
  308-314
  315-320
  321-327
  328-334
  335-340
  341-347
  348-354
  355-360
  361-367
  368-374
  375-380
  381-387
  388-394
  395-400
  401-407
  408-414
  415-420
  421-427
  428-434
  435-440
  441-447
  448-454
  455-460
  461-467
  468-474
  475-480
  481-487
  488-494
  495-500
  501-507
  508-514
  515-520
  521-527
  528-534
  535-540
  541-547
  548-554
  555-560
  561-567
  568-574
  575-580
  581-587
  588-594
  595-600
  601-607
  608-614
  615-620
  621-627
  628-634
  635-640
  641-647
  648-654
  655-660
  661-667
  668-674
  675-680
  681-687
  688-694
  695-700
  701-707
  708-714
  715-720
  721-727
  728-734
  735-740
  741-747
  748-754
  755-760
  761-767
  768-774
  775-780
  781-787
  788-794
  795-800
  801-807
  808-814
  815-820
  821-827
  828-834
  835-840
  841-847
  848-854
  855-860
  861-867
  868-874
  875-880
  881-887
  888-894
  895-900
  901-907
  908-914
  915-920
  921-927
  928-934
  935-940
  941-947
  948-954
  955-960
  961-967
  968-974
  975-980
  981-987
  988-994
  995-000
  Spy Complications Chart
  
  Abandoned House/Building
  Agency Offices/Headquarters
  Airplane/Helicopter
  Airport
  Alleyway
  Apartment
  Apartment Building
  Aquarium
  Archeological Site
  Army Camp
  Art Gallery/Museum
  Artisans Workshop
  Assembly Hall
  At a Protest
  At Cards Table
  Athletic Competition
  Attack/Ambush Site
  Attic
  Auction House
  Auditorium
  Auto Race
  Backroom
  Bakery
  Balcony
  Bank
  Bank Vault
  Bank/Financier’s Office
  Bar
  Barber Shop
  Barn
  Basement
  Bathroom
  Battlefield
  Bay
  Beach
  Bed and Breakfast
  Bedroom
  Behind Enemy Lines
  Belltower
  Board Meeting
  Boarding House
  Boxing/Martial Arts School
  Brewery
  Bridge
  Brothel
  Building Site
  Burial Ground
  Business Office
  Busy Street
  Butcher/Slaughterhouse
  Cabin
  Cafe
  Camp
  Canals
  Capital City
  Casino
  Castle/Palace
  Catacomb
  Cathedral
  Cavern
  Cellar
  Cemetery
  Chapel
  Church
  City
  City Outskirts
  City Streets
  Cliff
  Convention Center
  Corporate Building
  Country Estate
  Country Manor
  Countryside
  Courthouse
  Courtroom
  Crime Scene
  Crossroads
  Dam
  Dam/Reservoir
  Dance Club
  Dangerous Part of Town
  Dark Alley
  Deep Forest
  Desert
  Detective’s Office
  Diner
  Dining Room
  d1000 
  001-002
  003-007
  008-010
  011-013
  014-015
  016-019
  020-021
  022-023
  024-025
  026-027
  028-029
  030-031
  032-033
  034-035
  036-038
  039-040
  041-042
  043-044
  045-047
  048-049
  050-051
  052-054
  055-056
  057-058
  059-061
  062-064
  065-066
  067-068
  069-070
  071-072
  073-074
  075-076
  077-078
  079-080
  081-084
  085-086
  087-088
  089-091
  092-093
  094-095
  096-097
  098-099
  100-101
  102-103
  104-105
  106-107
  108-109
  110-112
  113-116
  117-118
  119-121
  122-125
  126-127
  128-129
  130-134
  135-141
  144-148
  149-152
  153-156
  157-160
  161-164
  165-168
  169-172
  173-176
  177-180
  181-184
  185-188
  189-192
  193-196
  197-200
  201-202
  203-204
  205-208
  209-212
  213-216
  217-220
  221-224
  225-228
  229-232
  233-236
  237-240
  241-244
  245-248
  249-250
  251-253
  254-255
  256-258
  Spy Locations Chart
   
  Docks
  Doctor’s Office
  Downtown
  Drawing Room
  Dreams
  Drop-Off Place
  Dungeon
  Enemy City
  Enemy Country
  Entranceway
  Estate Grounds
  Exhibit
  Exotic Shop
  Expedition Site
  Factory
  Famous Landmark
  Fancy Hotel
  Fancy Party
  Fancy Restaurant
  Fancy Suite
  Farm
  Farming Community
  Farmland
  Festival
  Fields
  Financial Market/Stock Exchange
  Fishing Pond
  Foreign Country
  Foreign Embassy
  Foreign Ghetto
  Foreign Land
  Forest
  Forest Path
  Furnace Room
  Gardens
  Gathering Place
  Gentlemen’s Club
  Ghost Town
  Gorge/Ravine
  Government Facility
  Government Offices
  Government Offices/Record Halls
  Grand Hotel
  Graveyard
  Grocery Store
  Grove/Orchard
  Gym
  Hallway
  Haunted Area
  Headquarters
  Hedge Maze
  Hidden Chamber
  Hideout
  Hiding Place
  High Elevation
  High School
  Highrise
  Highway
  Hill
  History Museum
  Home
  Horse Stables
  Hospital
  Hotel
  Hotel Room
  House
  Hunting Grounds
  In a Car
  Infamous Place (Evil Castle, 
  Cursed Ruin, etc.)
  Inn
  Interrogation Room
  Island
  Island Fortress
  Jail
  Jungle
  Junkyard
  Kennel
  Kitchen
  Kremlin
  Lair
  Lake
  Landmark
  Large City
  Lawyer’s Office
  Library
  Livestock Yard
  259-262
  263-264
  265-267
  268-269
  270-271
  272-275
  276-278
  279-280
  281-283
  284-285
  286-287
  288-290
  291-292
  293-294
  295-296
  297-299
  300-303
  304-307
  308-311
  312-315
  316-317
  318-319
  320-321
  322-323
  324-325
  326-327
  328-329
  330-333
  334-338
  339-340
  341-344
  345-346
  347-348
  349-350
  351-352
  353-354
  355-357
  358-359
  360-361
  362-364
  365-367
  368-371
  372-375
  376-377
  378-379
  380-381
  382-383
  384-385
  386-387
  388-391
  392-395
  396-399
  400-403
  404-407
  408-409
  410-411
  412-413
  414-415
  416-417
  418-420
  421-422
  423-424
  425-427
  428-430
  431-433
  434-435
  436-437
  438-441
  442-445
  446-447
  448-451
  452-455
  456-460
  461-463
  464-467
  468-469
  470-471
  472-475
  476-480
  481-484
  485-487
  488-490
  491-494
  495-496
  497-498
  499-503
  Lobby
  Locked Out
  Lodge
  Lost/Stranded
  Lounge
  Luxury Goods Store
  Luxury Lodge
  Mall
  Mansion
  Marketplace
  Marsh
  Meadows
  Meeting Place
  Meeting Room
  Military Base
  Military Installation
  Military Offices/Academy
  Mine
  Monument
  Moors
  Mountains
  Movie Theater
  Murder Scene
  Natural Clearing
  Neutral City
  Newspaper Office
  Nice Part of Town
  Observatory
  Ocean
  Office(s)
  On a Blimp
  On a Landmark
  On a Plane
  Opera
  Orchard
  Outer Space
  Outpost
  Park
  Parking Lot
  Parliament
  Parliament Hall
  Party
  Physician’s Office
  Pier
  Pit
  Plains
  Police Offices/Station
  Pond
  Pool
  Port
  Printer (News, Book Publishing)
  Prison
  Pub/Tavern
  Public Event
  Race Track
  Religious Offices
  Remote Estate
  Remote House
  Remote Lodge
  Remote Place
  Research Facility
  Reservoir
  Restaurant
  Retreat (Mountain, Forest, etc.)
  Rich Estate
  Rich Part of Town
  River
  Road
  Rooftop(s)
  Ruins
  Rustic Village
  Safehouse
  Sanitarium/Infirmary
  School
  Science Laboratory
  Sea Liner/Cruise Ship
  Seaside Port/Town
  Seaside Resort
  Secret Agency Headquarters
  Secret Base
  Secret Government Installation
  Secret Lair
  Secret Passage
  Secret Room
  Secret Testing Site
  Servant’s Quarters
  Sewers
  504-506
  507-508
  509-510
  511-512
  513-516
  517-518
  519-521
  522-525
  526-528
  529-532
  533-534
  535-536
  537-540
  541-544
  545-548
  549-552
  553-556
  557-558
  559-560
  561-562
  563-566
  567-568
  569-573
  574-575
  576-578
  579-581
  582-584
  585-586
  587-588
  589-590
  591-593
  594-595
  596-599
  600-602
  603-604
  605-608
  609-610
  611-613
  614-615
  616-619
  620-623
  624-627
  628-629
  630-632
  633-634
  635-636
  637-638
  639-640
  641-642
  643-644
  645-646
  647-648
  649-651
  652-655
  656-657
  658-659
  662-663
  664-666
  667-668
  669-670
  671-674
  675-676
  677-678
  679-682
  683-686
  687-688
  689-690
  691-692
  693-694
  695-697
  698-699
  700-704
  705-706
  707-709
  710-713
  714-715
  716-717
  718-720
  721-725
  726-728
  729-732
  733-735
  736-738
  739-742
  743-745
  746-747
  748-751
  Shark Tank
  Ship
  Ship Cabin
  Ship’s Deck
  Shopping Mall
  Sky
  Skyscraper
  Sleeping Room
  Small Town
  Smoking Room
  Spa/Bathes
  Space Ship/Shuttle
  Space Station
  Speech/Ceremony
  Stables
  Stadium/Ballpark/Gymnasium
  Staircase
  Stateroom/Cabin
  Store
  Storehouse
  Stream
  Street
  Streetside Cafe
  Studio
  Study
  Submarine
  Suburbs
  Swamp/Fen
  Tailor/Clothes Shop
  Tavern
  Temple
  Tenement
  Terrible Place
  Terrorist Base
  Testing Ground
  Theatre/Stage
  Tomb
  Torture Chamber
  Tourist Village
  Tower
  Town Hall
  Town Square
  Townhouse
  Trading Market
  Train
  Train Car
  Train Station
  Tunnels
  Under the Sea
  Underground
  Underground Base
  Underground Laboratory
  Undertakers
  University
  Valley
  Villa
  Village/Town
  Vineyard
  Walking Path
  Warehouse
  Water Treatment Plant
  Waterfall
  Well
  White House
  Wilderness
  Wine Cellar
  Wonder (Pyramid, 
  Massive Statute, etc.)
  Woods
  Yacht
  Zoo
  752-755
  756-758
  759-760
  761-762
  763-764
  765-766
  767-770
  771-772
  773-775
  776-778
  779-780
  781-783
  784-785
  786-789
  790-791
  792-793
  794-795
  796-799
  800-803
  804-809
  810-811
  812-816
  817-821
  822-825
  826-828
  829-834
  835-840
  841-842
  843-846
  847-848
  849-851
  852-853
  854-857
  858-864
  865-867
  868-870
  870-876
  877-879
  880-884
  885-892
  893-896
  897-899
  900-906
  907-912
  913-916
  917-925
  926-929
  930-932
  933-936
  937-941
  942-946
  947-952
  953-955
  956-958
  959-960
  961-964
  965-966
  967-969
  970-974
  975-976
  977-980
  981-982
  983-985
  987-988
  989-990
  991-992
  993-994
  995-996
  997-998
  999-000
  
  Abandon
  Abuse
  Accelerate
  Accept
  Accuse
  Activate
  Advance
  Agree
  Aid
  Alert
  Ally
  Ambush
  Amuse
  Antagonize
  Appease
  Argue
  Arm
  Arrive
  Assassinate
  Assault
  Assemble
  Assist
  Attach
  Attack
  Attain
  Attend
  Attest
  Attract
  Avenge
  Avoid
  Battle
  Befriend
  Begin
  Bestow
  Betray
  Blackmail
  Block
  Break
  Break into
  Break Out of
  Build
  Burden
  Calculate
  Capture
  Carry
  Celebrate
  Challenge
  Change
  Chase
  Clean
  Clear
  Close
  Coach
  Collect
  Combat
  Comfort
  Communicate
  Compete
  Complete
  Con
  Conceal 
  d1000
  001-004
  005-007
  008-011
  012-014
  015-018
  019-021
  022-024
  025-026
  027-029
  030-032
  033-035
  036-039
  040-042
  043-045
  046-048
  049-051
  052-054
  055-057
  058-060
  061-064
  065-067
  068-071
  072-074
  075-078
  079-082
  083-085
  086-088
  089-091
  092-095
  096-099
  100-103
  104-106
  107-109
  110-112
  113-115
  116-119
  120-123
  124-126
  127-129
  130-132
  133-136
  137-139
  140-143
  144-146
  147-149
  150-152
  153-156
  157-160
  161-163
  164-166
  167-169
  170-173
  174-176
  177-178
  179-182
  183-185
  186-189
  190-192
  193-196
  197-199
  200-203
  Confirm
  Confiscate
  Confuse
  Conspire
  Construct
  Contact
  Control
  Convince
  Copy
  Correct
  Cover Up
  Create
  Crush
  Deactivate
  Debase
  Deceive
  Decide
  Decrease
  Deduce
  Defeat
  Defend
  Delay
  Deliver
  Desert
  Destroy
  Develop
  Disable
  Disappoint
  Discover
  Discredit
  Discuss
  Disguise
  Dispute
  Disrupt
  Distract
  Divide
  Dominate
  Drain
  Drive Out
  Duel
  Eliminate
  Enact
  Enchant
  End
  Endure
  Enthuse
  Escape
  Escort
  Estimate
  Evade
  Examine
  Excite
  Explain
  Explore
  Expose
  Extract
  Extravagate
  Fail
  Fend
  Fight
  Find
  204-206
  207-209
  210-212
  213-215
  216-218
  219-222
  223-226
  227-229
  230-231
  232-235
  236-239
  240-242
  243-245
  246-248
  249-251
  252-255
  256-259
  260-262
  263-266
  267-270
  271-273
  274-276
  277-279
  280-282
  283-286
  287-289
  290-292
  293-295
  296-299
  300-302
  303-305
  306-308
  309-312
  313-316
  317-319
  320-322
  323-325
  326-328
  329-332
  333-335
  336-339
  340-342
  343-345
  346-349
  350-352
  353-355
  356-358
  359-361
  362-364
  365-367
  368-370
  371-373
  374-377
  378-381
  382-384
  385-387
  388-390
  391-394
  395-397
  398-401
  402-405
  Fire
  Flee
  Foil
  Follow
  Fool
  Force
  Forfeit
  Forge
  Frame
  Free
  Gather
  Get Back
  Give In
  Gratify
  Guard
  Guide
  Haggle
  Halt
  Harass
  Harm
  Hasten
  Heal
  Help
  Hide
  Hijack
  Hire
  Humiliate
  Hunt
  Hurt
  Idolize
  Imitate
  Impersonate
  Implore
  Imprison
  Improve
  Increase
  Indulge
  Infiltrate
  Inform
  Inherit
  Inquire
  Inspect
  Interfere
  Intimidate
  Intrude
  Invade
  Invent
  Investigate
  Join
  Judge
  Kidnap
  Kill
  Launch
  Lead
  Learn
  Lessen
  Liberate
  Listen
  Locate
  Lose
  Make
  406-408
  409-412
  413-416
  417-419
  420-422
  423-425
  426-428
  429-431
  432-434
  435-437
  438-441
  442-444
  445-447
  448-450
  451-454
  455-458
  459-461
  462-464
  465-468
  469-471
  472-474
  475-477
  478-481
  482-484
  485-487
  488-490
  491-493
  494-497
  498-501
  502-504
  505-507
  508-510
  511-513
  514-516
  517-519
  520-522
  523-525
  526-528
  529-532
  533-535
  536-538
  539-541
  542-544
  545-548
  549-551
  552-554
  555-557
  558-560
  561-563
  564-567
  568-570
  571-574
  575-577
  578-581
  582-585
  586-588
  589-591
  592-595
  596-598
  599-601
  602-605
  Manage
  Manipulate
  Meet
  Mimic
  Mistrust
  Mollify
  Move
  Murder
  Negate
  Neglect
  Negotiate
  Observe
  Obtain
  Open
  Oppose
  Oppress
  Organize
  Outwit
  Perform
  Persecute
  Persuade
  Pick Up
  Plan
  Play
  Plunder
  Poison
  Postpone
  Praise
  Predict
  Pretend
  Proceed
  Produce
  Promote
  Propose
  Protect
  Provoke
  Punish
  Purchase
  Pursue
  Push
  Quarrel
  Quest
  Quit
  Race
  Raid
  Rally
  Recover
  Recruit
  Rectify
  Refuse
  Reject
  Release
  Remake
  Report
  Represent
  Rescue
  Research
  Resist
  Resolve
  Retrieve
  Return
  606-608
  609-611
  612-614
  615-617
  618-621
  622-625
  626-629
  630-632
  633-635
  636-638
  639-642
  643-646
  647-649
  650-652
  653-656
  657-660
  661-663
  664-667
  668-671
  672-675
  676-678
  679-682
  683-685
  686-688
  689-691
  692-694
  695-697
  698-700
  701-704
  705-708
  709-711
  712-714
  715-717
  718-721
  722-724
  725-727
  728-730
  731-734
  735-737
  738-740
  741-743
  744-747
  748-750
  751-754
  755-757
  758-761
  762-764
  765-768
  769-772
  773-776
  777-779
  780-782
  783-785
  786-788
  789-792
  793-795
  796-799
  800-803
  804-806
  807-810
  811-813
  Reveal
  Revenge
  Reward
  Right
  Ruin
  Rule
  Sabotage
  Sacrifice
  Save
  Scare
  Secure
  Seduce
  Seize
  Sell
  Separate
  Serve
  Setup
  Shut Down
  Slander
  Smuggle
  Solve
  Spy
  Start
  Steal
  Stop
  Stow
  Struggle
  Suffer
  Summon
  Support
  Survive
  Take
  Tap
  Teach
  Test
  Testify
  Threaten
  Tire
  Track
  Trade
  Trail
  Transform
  Trap
  Travel
  Trick
  Trip-Up
  Triumph Over
  Truce
  Trust
  Uncover
  Unmask
  Unseat
  Usurp
  Vindicate
  Violate
  Volunteer
  Waste
  Watch
  Weaken
  Win
  Work
  814-817
  818-821
  822-824
  825-826
  827-828
  829-831
  832-835
  836-837
  838-839
  840-842
  843-845
  846-848
  849-851
  852-854
  855-856
  857-858
  859-862
  863-865
  866-868
  869-871
  872-874
  875-878
  879-882
  883-884
  885-886
  887-889
  890-893
  894-896
  897-900
  901-904
  905-907
  908-911
  912-914
  915-918
  919-921
  922-924
  925-927
  928-931
  932-934
  935-937
  938-940
  941-943
  944-946
  947-949
  950-952
  953-956
  957-959
  960-962
  963-964
  965-966
  967-969
  970-972
  973-975
  976-978
  979-981
  982-984
  985-987
  988-990
  991-993
  994-997
  998-000
  Spy Actions Chart
  
   
  Abduction(s)
  Academic
  Accusations
  Acid Weapon
  Actor
  Advice
  Affair
  Agent Handler
  Agents
  Agreement
  Airforce Base
  Airforce One
  Airplane(s)
  Alcohol
  Allies
  Ambush
  Amnesia
  Ancient Artifact
  Animals
  Antagonist
  Archeologist
  Armor
  Armored Truck
  Armored Vehicle/Tank
  Army
  Arson
  Art Collection
  Artist/Artwork
  Assassin
  Assassination Attempt
  Assault
  Assignment
  Athletic Team
  Attack
  Attraction
  Attractive Person
  Auction
  Automobile
  Bad Luck
  Balance
  Bank Robbery
  Bargain
  Barricade
  Battle
  Bed
  Beggar
  Belligerent Person(s)
  Benefit(s)
  Betting
  Big Event
  Birds
  Birth
  Birthday
  Black Market
  Blackmail
  Blizzard/Snowstorm
  Blood
  Blueprints
  Boat/Ship
  Bodyguard(s)
  Bomb
  Bombing
  Book
  Book Collection
  Bottle/Vial
  Boxer/Boxing
  Bragging/Boasting
  Brawl
  Breakthrough
  Bribe
  Bruises/Injuries
  Bug
  d1000
  001-003
  004
  005
  006-007
  008
  009-010
  011-012
  013-014
  015-016
  017
  018
  019
  020-021
  022-023
  024
  025-026
  027
  028
  029
  030-031
  032
  033
  034
  035
  036-037
  038
  039-040
  041
  042-043
  044-045
  046-047
  048-049
  050
  051-052
  053
  054-055
  056-057
  058-059
  060
  061
  062-063
  064
  065
  066-067
  068-069
  070
  071-072
  073-074
  075-077
  078
  079
  080
  081
  082
  083-084
  085
  086
  087-088
  089
  090
  091-092
  093-094
  095-096
  097
  098
  099
  100
  101
  102
  103-105
  106
  107-108
  Bulletproof Armor
  Bully
  Bunker/Underground Base
  Burden
  Bureaucracy
  Burglar
  Business
  Businessman
  Butler
  Callousness/Cruelty
  Captives
  Card Game
  Cargo
  Case/Bag
  Cat Burglar
  Celebration
  Cell
  Chair
  Charity
  Chase
  Chef/Cook
  Chemicals
  Chemist
  Chemistry
  Child/Children
  Cloaking/Invisibility Device
  Clock
  Clothes/Wardrobe
  Clues
  Cocktail Party
  Code
  Code Book
  Collector
  Commandos
  Committee
  Competition
  Computations/Mathematics
  Computer Network
  Computer(s)
  Con-Man
  Confinement
  Connoisseur
  Conspiracy
  Construction
  Contract
  Corruption
  Cost
  Cover Story
  Cover Up
  Covert Mission
  Creature(s)
  Credentials
  Crew
  Crime Boss
  Crime Gang
  Crime Kingpin
  Criminal
  Crowd
  Cutting Edge Research
  Cybernetics
  Cypher
  Dancer/Dance
  Daring Heist
  Date
  Dead Body
  Deadly Ambush
  Deal
  Death
  Debate
  Debt
  Deed
  Defenders
  109
  110
  111
  112
  113-114
  115
  116-117
  118
  119
  120
  121-122
  123
  124
  125-126
  127-128
  129
  130
  131
  132
  133
  134
  135-136
  137
  138-139
  140
  141
  142
  143
  144-145
  146-147
  148-150
  151-153
  154
  155-156
  157
  158
  159
  160
  161-162
  163-164
  165
  166
  167-168
  169
  170
  171-172
  173
  174-175
  176-177
  178-179
  180
  181
  182
  183
  184
  185-186
  187
  188
  189-190
  191
  192
  193
  194-195
  196
  197-198
  199
  200-201
  202
  203-204
  205
  206
  207
  Deformity
  Deliveryman
  Demands
  Deserter
  Despair
  Destitution
  Destruction
  Detective
  Diamond Thieves
  Diary
  Digging
  Dinner
  Dinner Party
  Diplomacy
  Disappearance
  Disaster
  Disease(s)
  Disgraced Person
  Disguise
  Dispute(s)
  Divorce
  Doctor
  Dog/Cat
  Doomsday Device
  Door/Gate
  Double Cross
  Dreams
  Dress
  Drinks/Drinking
  Drop-Off Point
  Drowning
  Drug Dealer
  Drugs
  Drunkenness
  Eavesdropping
  Elements
  Embezzlement
  Emotions
  Encoded Message
  Enemies
  Engineer/Mechanic
  Escape Plan
  Escort
  Espionage
  Etiquette/Manners
  Excess
  Exile
  Expectations
  Expensive Goods
  Explorer/Exploration
  Explosions
  Explosive Charge
  Explosives
  Extensive Training
  Extravagance
  Extremists
  Eye-Witness Account
  Failure
  Faked Death
  Family
  Famine
  Farmer
  Favor
  Femme Fatale
  Festival
  Fight(s)
  Fighter Plane/Bomber
  Financial Deals
  Financial Holdings
  Fire/Conflagration
  Firearms
  Fist Fight/Hand to Hand
  208
  209-210
  211-212
  213
  214
  215
  216-217
  218
  219-220
  221
  222
  223-224
  225-226
  227-229
  230-231
  232
  233
  234-235
  236-237
  238
  239
  240
  241
  242-244
  245
  246-247
  248
  249
  250-251
  252
  253
  254
  255
  256
  257-258
  259
  260
  261
  262-264
  265
  266-267
  268-269
  270
  271-272
  273
  274
  275
  276
  277
  278-279
  280-281
  282-283
  284
  285-286
  287
  288-289
  290
  291
  292-293
  294
  295
  296
  297-298
  299-300
  301-302
  303-304
  305
  306-307
  308-310
  311-312
  313-314
  315-316
  Flight
  Flood/Flooding
  Flowers/Plants
  Flying Object
  Follower
  Food
  Foreign Travel
  Foreigner
  Fortune
  Fortune Teller
  Freedom
  Friends
  Friendship
  Fugitive
  Funeral
  Furniture
  Gadgets
  Gambler/Gambling
  Game
  Gathering
  Gemstones
  Genetic/Radiation Experiments
  Gift
  Girl
  Global Catastrophe
  Goals
  Gold
  Goon Assassin
  Goons
  Gossip
  Government
  Government Agency
  Government Agent
  Government Plans
  Graves
  Greater Powers
  Greed
  Grudge
  Guard
  Guide
  Guilt
  Guns
  Gym/Working Out
  Hacking
  Hallucinations
  Harsh Conditions
  Hat
  Heavily Armed Vehicle
  Heavy Weapons
  Heir
  Helicopter
  Hicks
  Hidden Clues
  Hidden Instructions
  Hiding
  Hiding Place
  Hijacking
  Hired Muscle
  Hired Thugs
  Historical Item/Treasure
  Holiday
  Homelessness
  Honor
  Horse(s)
  Hospitality
  Hostage
  Humiliation
  Hunger
  Hunt
  Hunter
  Illicit Goods
  Illness
  317-318
  319
  320
  321
  322-323
  324-325
  326-327
  328-329
  330
  331-332
  333
  334-335
  336
  337-338
  339-340
  341
  342-344
  345-347
  348-349
  350-351
  352-353
  354-355
  356-357
  358-359
  360-361
  362
  363-364
  365
  366
  367
  368
  369-370
  371-372
  373-374
  375
  376
  377-378
  379
  380
  381
  382
  383-384
  385
  386-387
  388-389
  390
  391
  392
  393
  394-395
  396-397
  398
  399-400
  401
  402
  403
  404-405
  406-407
  408
  409
  410
  411
  412
  413
  414-415
  416-417
  418
  419
  420
  421
  422
  423
  Key
  Kidnapping
  Knocking Outside
  Immortality
  Important Event
  Important Family
  Imprisoned
  Inheritance
  Injury
  Innocence
  Insanity
  Insects
  Insomnia
  Inspiring Figure/Leader
  Intellectual
  Intelligence
  Intercontinental Missile
  Intrigue
  Invasion
  Invasion Plans
  Invention
  Investigator
  Investments
  Invisibility
  Irresponsibility
  Island Fortress
  Isolation
  Jealousy
  Jewelry
  Journal/Memoire
  Journalist
  Just End
  Justice
  Key
  Kidnapping
  Laboratory
  Lady
  Laser
  Law
  Lawsuit
  Lawyer
  Leader
  Letter
  Lieutenants
  Lightning
  Listening Device
  Local Contact
  Locked Door
  Loose Nuclear Warhead
  Lost Powers
  Lost Time
  Love
  Loved One(s)
  Lover(s)
  Luck
  Lust
  Magic Tricks/Illusionism
  Mail
  Map
  Marriage
  Mask
  Massacre
  Mayor/Congressman
  Meal
  Medical Treatment/Surgery
  Medicine
  Meeting
  Megalomaniac
  Mercenaries
  Message(s)
  Microchip
  Military
  424-425
  426
  427
  428
  429
  430
  431
  432
  433
  434
  435-436
  437
  438
  439-440
  441-442
  443
  444
  445
  446
  447-448
  449
  450
  451-452
  453
  454
  455-456
  457
  458-459
  460-461
  462-463
  464
  465
  466-468
  469-470
  471
  472
  473-474
  475-476
  477-478
  479
  480
  481
  482-483
  484
  485
  486-487
  488-489
  490-491
  492
  493
  494
  495-496
  497-498
  499-500
  501
  502-503
  504
  505
  506-507
  508-509
  510-511
  512-513
  514
  515-516
  517
  518
  519
  520-521
  522-523
  524-525
  526
  528
  Spy Things Chart
  
  Military Base
  Military Craft
  Military Deployments
  Military Plans
  Mind Control
  Mirror
  Misfortune
  Missile Base
  Mission
  Mission Briefing
  Mob
  Mob/Organized Crime
  Mobster
  Money
  Moon
  Moon Laser
  Motorcade
  Motorcycle
  Movie/Theater
  Mud
  Mugger
  Murder
  Murder Scene
  Murderer
  Music
  Music/Musicians
  Mysterious Death(s)
  Mysterious Events
  Mystery
  Natural Disaster
  Nature
  Navy
  News
  News Clippings
  Newspaper
  Newspaper Story
  Noises
  Notes
  Nuclear Subs
  Nuclear Weapons
  Old Man/Woman
  Opposition
  Optimism
  Orders
  Orders From HQ
  Orphan
  Outlaw(s)
  Owner/Proprietor
  Package
  Pain
  Paranoia
  Parents/Grandparents
  Payment
  Peace
  Penitence
  People
  Performance
  Performer/Entertainer
  Persecution
  Personal Library
  Personal Research
  Personal Vendetta
  Pessimism
  Pet
  Philosophy
  Photograph(s)
  Photographer/Photographry
  Pick-Pocket
  Piracy
  Pistol
  Pit
  Plane Car
  Plans
  Plastic Explosives
  Plotters
  Poison/Venom
  529
  530-531
  532
  533-535
  536-537
  538-539
  540
  541-542
  543
  544
  545
  546-547
  548
  549-550
  551-552
  553-554
  555
  556
  557-558
  559
  560
  561
  562-563
  564
  565
  566-567
  568
  569
  570-571
  572
  573
  574
  575
  576-577
  578
  579-580
  581
  582-583
  584-585
  586
  587-588
  589-590
  591-592
  593-594
  595-596
  597
  598
  599
  600-601
  602-603
  604
  605-606
  607
  608
  609-610
  611-612
  613-614
  615-616
  617
  618-619
  620
  621
  622
  623
  624-625
  626-627
  628
  629-630
  631-632
  633
  634-635
  636
  637-638
  639-640
  641
  642
  Police
  Police Officer
  Police Raid
  Police Reports
  Police Stakeout
  Politician
  Politics
  Popularity
  Portal
  Possessions
  Postal Service/Postman
  Powder
  Power Outage
  Powerful Weapon
  Pranksters
  Prayer
  Pre-Emptive Strike
  Precious Metal
  Prediction
  Press Conference
  Prestige
  Price on Head
  Priceless Item/Artifact
  Prison
  Prisoner
  Professor
  Promises
  Propaganda
  Proposal
  Prostitute
  Protestors/Protest
  Proto-Type Weapon
  Psychic
  Psychic Powers
  Psychologist/Psychiatrist
  Psychopath
  Public Panic
  Public Works
  Punishment
  Quarrel
  Question
  Quit
  Race
  Racism/Bigotry
  Radio/Television
  Rain
  Random Encounter
  Rations/Supplies
  Rats
  Recklessness
  Records
  Redemption
  Refugee
  Relationship
  Religion
  Religious Faith
  Religious Fanatics
  Representative(s)
  Repression
  Reputation
  Research Facility
  Research Notes
  Research/Experiments
  Respite
  Responsibility
  Rest
  Restlessness
  Revenge
  Revolution
  Reward
  Riches
  Riddle
  Riot/Rioters
  Rival(s)
  River
  Robber(s)
  643
  644-645
  646-647
  648
  649-650
  651
  652
  653-654
  655
  656-657
  658-659
  660-661
  662-663
  664
  665-666
  667-668
  669
  670
  671
  672
  673-674
  675
  676-677
  678-679
  680-681
  682
  683
  684
  685
  686
  687
  688
  689
  690
  691
  692
  693
  694
  695
  696-697
  698
  699
  700
  701
  702
  703
  704
  705
  706-707
  708-709
  710-711
  712
  713
  714
  715-716
  717-718
  719
  720-721
  722
  723
  724
  725
  726
  727-728
  729-730
  731
  732
  733-734
  735
  736
  737-739
  740-741
  742
  743-744
  745-746
  747-748
  Robbery
  Robotic Arms/Limbs
  Rockets/Missiles
  Romance
  Rope
  Route
  Royalty
  Ruler
  Rules
  Rumors and Hearsay
  Sacrifice
  Sailor
  Salesman
  Scapegoat
  Scheme
  Scholar
  Science
  Science Experiment
  Scientist
  Screaming Woman
  Scuba Diving
  Sea
  Seclusion
  Secret
  Secret Account(s)
  Secret Agent
  Secret Deal
  Secret File
  Secret Identity
  Secret Meeting
  Secret Mission
  Secret Operation
  Secret Place
  Secret Plans
  Secret Research
  Secret Society
  Secretive Figure
  Secure Line
  Security
  Seduction
  Seemingly Innocuous Spy Device
  Servants
  Shadows
  Shark
  Sheriff
  Ship
  Shipment
  Shipping/Transport
  Shipwreck
  Shoe/Footprints
  Shotgun
  Showbusiness
  Sickness/Plague
  Side-Effects
  Signal
  Singer
  Sleep
  Smoke
  Smuggler/Smuggling
  Snakes
  Snitch
  Social Standing
  Social Upheaval
  Society
  Soldier
  Song/Rhyme
  Spaceship
  Spiders
  Spirits/Alcohol
  Splinter Group
  Sports
  Spouse
  Spy
  Spy Wristwatch
  Stalker(s)
  Star/Celebrity
  749
  750-751
  752-753
  754
  755-756
  757
  758
  759-760
  761-762
  763
  764
  765
  766
  767
  768-769
  770
  771-772
  773
  774
  775
  776
  777
  778
  779-780
  781
  782
  783
  784
  785
  786
  787-788
  789
  790
  791
  792
  793
  794
  795
  796
  797
  798
  799-800
  801
  802
  803-804
  805
  806-807
  808-809
  810
  811
  812
  813
  814
  815-816
  817-818
  819
  820
  821
  822
  823
  824
  825
  826-827
  828
  829
  830
  831-832
  833-834
  835
  836-837
  838
  839
  840
  841-842
  843
  844
  Statue
  Sting Operation
  Stolen Goods
  Stolen Plans
  Stolen Weapons
  Store
  Storied Past
  Storms
  Story
  Student
  Submarine
  Submarine Car
  Success
  Suffering
  Suicide(s)
  Suit(s)
  Super Villain(s)
  Superstition(s)
  Surgeon/Surgery
  Surprise Attack
  Survival
  Swanky Event
  Swarms
  Swindler
  Symbol
  Tattoo
  Taxes
  Teacher
  Team of Govern-
  ment Agent
  Technical Plans
  Technologically 
  Advanced Weapon
  Teenagers
  Tensions
  Terrible Events
  Test
  Thief/Thieves
  Threat
  Threats
  Thugs
  Thunderstorms
  Tickets
  Tools/Toolset
  Top Secret Mission
  Torture Device
  Torturer/Torture
  Tough Guy
  Tour
  Townspeople
  Tracks
  Trade
  Traffic
  Train
  Train Travel
  Traitor
  Transformation
  Translation
  Transport
  Trap Door
  Traps
  Traumatic Event
  Travel
  Treasure
  Treaty
  Tree
  Trial
  Troubled Youth
  Truck
  Twins
  Tycoon
  Tyranny/Oppression
  Underwater Fight
  Underwater Travel
  Unforeseen Consequences
  Union
  845-846
  847
  848
  849
  850
  851
  852
  853-854
  855
  856
  857
  858
  859-860
  861
  862
  863
  864
  865
  866
  867-868
  869-870
  871-872
  873-874
  875
  876
  877
  878
  879
  880
  881
  882
  883-884
  885
  886-887
  888
  889-891
  892-893
  894-895
  896
  897
  898
  899
  900
  901-902
  903
  904
  905-906
  907
  908
  909-910
  911
  912
  913-914
  915
  916-917
  918
  919
  920-921
  922
  923
  924-925
  926
  927
  928
  929-930
  931
  932-933
  934
  935-936
  937
  938
  939-940
  941
  942-943
  944
  945-946
  University/School
  Unusual Behavior
  Vacation
  Vehicle
  Veteran
  Vices
  Vision
  Voices
  Voyage
  Vulnerability
  Wanted Individual
  War
  Warning(s)
  Warrant
  Water
  Wealth
  Weapon Plans
  Weapons
  Weapons of Mass Destruction
  Weather
  Wedding
  Wild Animals
  Will
  Wine
  Wisdom
  Wishes
  Witnesses
  Women
  Workers
  Worry
  Writer/Author
  Writing Tools/Typewriter
  Writing/Poetry
  Xenophobia
  Yes Men
  Young Man
  Young Woman
  Zealot/Zealotry
  947-948
  949
  950-951
  952-953
  954
  955
  956-957
  958-959
  960
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  969-970
  971
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  977
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  982-983
  984
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  987-988
  989-990
  991
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  995-996
  997
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  999
  000
  
  A Distant Glimpse - Someone believes they saw someone they once knew, but is now thought dead, missing, or perhaps sup-
  posed to be on the other side of the world.
  A Fancy Party - Agents must infiltrate or utilize a fancy social event in order to complete their mission.
  A Few Good Gophers - NPCs won’t help until the PCs help them first.
  A Likely Story! - No one believes the PCs or NPCs about some important tale.
  A Liking Too - One of the PCs gets a romantic or platonic admirer they can’t lose.
  A Little Extra for Information - A local expert or in-the-know NPC offering to help out the characters is nothing but a fraud.
  A Little Jealousy - An NPC uses a character to make their significant other or a potential suitor madly jealous.
  A National Treasure - An item of extreme public importance has been stolen, is missing, or is under active danger.
  A Real Charmer - A criminal or agent uses their romantic charms to win over someone, who is then used to further their plans.
  A Real Nice Guy - A really nice person, friendly coworker, or likeable hero isn’t who they seem to be!
  A Scoop - An author or journalist character is determined to write a story about some secret operation they have found out about.
  A Warning - The bad guys or foreign rivals send a threat, or perhaps even mildly dangerous trap, in order to warn off or taunt the heroes.
  A Well Respected Man - Some powerful, rich, or connected person is really a villain or stooge for foreign powers.
  A Willingness to Negotiate - The villains demand the heroes give them what they want in exchange for hostages, not blowing 
  up the planet, etc.
  Abandoned - A ship, plane, or military installation is discovered with all it’s occupants missing or killed in some bizarre manner.
  ABCD&D Murders - Strange murders have been occurring with some obvious, though possibly deceptive pattern.
  Accidents Happen - An NPC is killed or seriously injured in some freak accident.
  Addict - A character complicates a mystery or problem with their addiction to alcohol or drugs.
  After My Death… - A terrorist villain has his evil plans carried out after his death, using some very reliable and loyal agents of course.
  Agent Out of Water - Agents have the difficult time moving within, or perhaps even trying to blend in to, a very different 
  culture than what they come from.
  Aha! - A character is found with a murder weapon on their person or in their belongings.
  An Offer You Shouldn’t Refuse - Organized crime threatens the PCs or NPCs.
  An Unresolved Past - Someone or some group engaged in some terrible activities in the past and were either killed or fled 
  what they did without ever fixing it.
  And Then There Were None - The PCs find themselves in a confined area as people around them are murdered one by one.
  Answer Me! - Characters are asked a difficult, and likely dangerous, question concerning their mission, and may not be sure 
  of how to give the right answer.
  Appropriate Response - A terrorist act or wanton actions by a rival government force a suitable response to show that such 
  things won’t be taken lying down.
  Are You Just Gonna Stand There? - The heroes actively witness an act of abuse, oppression, or immorality by a powerful person or group.
  Arguments - A dead victim was in a heated exchange shortly before they died, casting obvious suspicion on the other party.
  Assassinations - Villains carry out a series of hasty murders to quickly remove all their enemies, or other powerful figures 
  standing in their way.
  Asset in Danger - An important defector or other intelligence asset is being hunted for by a foreign power, and must be hidden 
  and protected by competent agents.
  At Every Turn - A villain trails the heroes and tries to stop/injure them at every turn.
  Authorities Have Given Up - The local police or even greater authorities don’t want to deal with the problem or have even 
  abandoned the area completely.
  Avoid the Temptation - Characters are provided opportunities for easy vice, but little do they know who is watching.
  Bad Friends - Just when agents think they have accomplished their mission, they discover one of their supposed allies is really an enemy.
  Bad Partner - Someone’s supposed partner and ally is really scheming behind their back, perhaps planning to sell them out or 
  murder them cold bloodedly.
  Band, Jomes Band - Agents take on covers to meet a devious mastermind or get a chance to infiltrate a potential bad guy stronghold.
  Be Careful What You Wish For… - Someone makes a deal with a foreign power, but begins to regret what is required of them afterward.
  Befriend the Target - Agents are sent to befriend, through whatever means necessary, some potentially important intelligence 
  target or resource in neutral territory.
  Behind the Curtain - A character was hiding somewhere close to an event and overheard or saw something important.
  Being Held - An operative was discovered and is currently being held in the clutches of the enemy.
  Being Watched - Someone has raised the suspicions of some secret and dangerous group who is following what they do.
  Best Case Scenario… - The heroes need people in positions of authority or power to disobey the rules or laws they serve 
  under in order to help them save the day.
  Black Flag - Someone attempts to frame an agent as being a double agent.
  Spy Plot Devices
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  Blacked Out Windows - Someone is taken somewhere, whether they agreed or not, but were not allowed to see or know where 
  they were going.
  Blackmail - An NPC is blackmailed into do something important for a foreign power.
  Bloody Letter - An evil character taunts, threatens, or terrorizes a victim with letters, phone calls, or some other means of 
  indirect communication.
  Blown Operation - An undercover agent is outed and their resulting death or capture demands an emergency response.
  Bomb Threat - An intelligence agency discovers information about a credible threat against a large ship, aircraft, or public event.
  Bonus Cash - The agents are given some extra money to throw around during their mission, possibly as part of their cover, or 
  maybe just as a bonus.
  Break In - Some legitimate place, like a museum or record hall, holds an important item that the PCs need, but can’t get 
  access to without breaking in and swiping.
  Breaking and Entering - The PCs must bust into a secure location to achieve their goals.
  Bring Her to My Private Yacht - The bad guy spares an attractive, though deadly, female agent in order to gloat to her as his 
  plan finally comes to fruition.
  Bring the Files - Someone tricks an NPC into giving over important information or secret plans.
  Broken Arrow - An important bit of military hardware such as a warhead, submarine, or flying aircraft carrier is lost or stolen.
  Bugged - The characters discover (or perhaps don’t discover) that their room is bugged, with someone else listening in nearby.
  Bungling Authorities - The local authorities couldn’t be of less use if they tried.
  Bureaucrats - An agency receives political pressure from important politicians or bureaucrats, and may have to undertake 
  special operations in order to resolve the pressure or win friends.
  Burglarized the Wrong House - Robbers, mischievous children, or other intruders get far, far more than they bargained for by 
  trespassing into the wrong place.
  Buried Past - An important government official or diplomat is assassinated, or at least targeted, not because of their current 
  position, but because of their past affiliations.
  Burn It Down - An important building catches fire, perhaps with the characters still inside.
  Burn Notice - An agent is accused of being a defector.
  Burnt, Badly - An evil leader will not tolerate another failure from one of his underlings.
  Business Partners - Two business partners are really revealed to be a case of a blackmailer and his victim, giving him informa-
  tion or access in exchange for silence.
  But He’s Off the Grid - The heroes need the help of, or must generally find, a reclusive person who is likely hiding out in 
  some remote region of the world.
  Can You Trust Them - Paranoia features strongly in this adventure as characters discover reasons that it isn’t safe to trust one 
  another, perhaps one not being who or what they claim to be.
  Can’t Find the Tracks - Enemy agents or terrorists have managed to leave no tracks or traces at the scene of one of their 
  crimes, making it unclear how it was accomplished.
  Car Attack! - Agents are ambushed while driving along, unaware that they are in any danger.
  Car Chase - The villain attempts a get-away using a very powerful sports car.
  Cavalry - An agent has an operation go sour on them and needs emergency help, as fast as other agents can get there and provide it.
  Change of Heart - At the last second a villain, or neutral character, decides he doesn’t want to see a certain hero die, or part 
  of the world destroyed.
  Changed Personality - A character seems to be having their personality change over time, perhaps causing them to do things 
  they never would have before.
  Check the Calendar - A villain plans his evil scheme around an important date on the calendar or a holiday, likely some politi-
  cally relevant anniversary.
  Chemical Supplies - A villain switches or taints a supply of medicine, fuel, or industrial chemicals as part of some greater scheme.
  Chess Master - A villainous person or being has a way to control the minds of those they spend time with.
  Come Back Now, Ya Hear! - Intelligence agents must pose as someone of a different nationality, complete with all their habits 
  and idiosyncrasies.
  Commercial Sabotage - Intelligence agents discover a plot to sabotage a plant or shipment in some way in order to make 
  financial gain.
  Common Scum! - An unlikable character can’t help but express their disdain for lower classes, and their belief that they are 
  less human than they are.
  Competitive Evil - The characters run afoul of two separate villainous groups who also dislike each other.
  Compromised Contact - Someone has gotten to your agency’s local liaison, in some manner or another, before you arrived.
  Convenient Jerks - The hero faces a situation with bullies, jerks, and other abusive types, who don’t realize who they really are.
  Coordinated Work - A crime or terrorist act is perpetrated so quickly that no one may be able to do anything about it until it’s too late.
  Crooked Dealer - A dastardly person attempts to cross someone they’ve made a deal with.
  Crossing the Wrong Person - Someone now faces a terrible fate due to angering the wrong person.
  Crying Dogs - Something is causing animals to act irritated or frightened.
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  Cut-Throat Office Politics - In order to get ahead, some in management may sabotage operations or even cut deals with 
  foreign agencies in order to make others look incompetent.
  Dangerous Truth - Some information known to certain individuals or contained in some record holds truths the government 
  doesn’t want people to know.
  Daring Escape - The only way the heroes can get away is with a desperate plan that will involve a lot of chases, firefights, and death defying stunts!
  Dark and Stormy - The adventurers are beset with bad storms and rainy weather.
  Day of the Jackal - Agents must contend with an incredibly skilled sniper, who may be nearly impossible to stop even with 
  advanced warning.
  Dead Villain - The villain is orchestrating things from beyond the grave.
  Deadly Feast - Someone plans to poison a dinner in order to kill a certain target or targets.
  Deadly Passerby - Some NPCs seem to die just walking down the street and bumping into someone.
  Deal With the Devil - A character is forced to make a deal with an evil group.
  Death Machine - The villain looks forward to sticking captured heroes into some elaborate death device they have spent a lot 
  of time and effort designing and building.
  Defector - A foreign agent or military asset defects to a foreign power, and higher ups decide they must be eliminated before 
  too much damage is done.
  Defector’s Tale - The stories of a foreign defector, who survived some terrible horror or knows of secret villainous plans fea-
  ture prominently in this adventure.
  Did You Hear That? - Someone or something creeps past the adventurers at night.
  Disappearance - Some important NPC, or a character close to the heroes, strangely isn’t around and can’t be found when 
  searched for, inspiring some amount of panic.
  Disastrous Affair - A botched mission or bad event which reflects poorly on agency leadership causes firings and/or other pressure.
  Disco Dancing - The agents may need to infiltrate or just check out the nightlife and clubs of a certain city in order to keep up 
  with their mark or to find important information.
  Don’t Disturb Anything - The PCs stumble across a dead body with clues and possible exciting items.
  Don’t Trust Anyone - Several highly powerful NPCs are suspects as traitors, and some may want to help or hinder the PCs.
  Doppelganger - A villainous agent completes their schemes by making people think they’re somewhere they’re not, or by 
  being two places at the same time.
  Dramatic Locals - Some characters may confidently dismiss the worries and fears of dummy locals.
  Drop Off Point - Agents must find or have found a drop off point for intelligence used by foreign agents.
  Dropped Personal Effect - An intelligence agent or asset accidentally drops behind some identifying personal item someplace compromising.
  Ecoterrorism - Domestic terrorists with a side agenda threaten important national resources or structures.
  Ego-Check - The characters must put up with an egotistical, dominant NPC who seems reflexively focused on keeping every-
  one’s status below his, even when more important matters are at hand.
  Emergency Orders - Agents must cut their current operations short and report back in to handle a matter of national import!
  Endangered Your Family - Someone has caused villains to get back at them by getting to their family.
  Expeditionary Mission - Someone wants to or already has mounted a mission to infiltrate or set up a network in some danger-
  ous neutral territory.
  Extraction - A high ranking foreign officer or scientist wishes to defect, but will need help from agents in order to successfully get away.
  Extracurricular Relationship - An agent becomes intimately attached to someone while working in the field, perhaps compro-
  mising themselves or endangering their operation.
  Failure Is Not Tolerated - A lesser villain betrays a major villain by not doing what they were told, or simply failing to because 
  they were stopped by heroes, and now the consequences will be severe.
  Fake Badges - Terrorists or criminals fake being local law enforcement in order to confuse agents into letting them complete their schemes.
  Fake Police - The heroes or NPCs are duped by goons pretending to be police, security, or military personnel.
  Fake Story - Someone or someones claim they were the victim of a robbery or other crime, but clues show that their story 
  does not add up.
  Faked Death - Someone fakes their own death, likely to prevent their enemies for making sure it really happens.
  False Feed - A character is blackmailed into telling the authorities or heroes false information that the villain wants them to think is true.
  False Information - Higher ups leak false information to trick foreign intelligence, or perhaps help turn out a double agent.
  False Note - A character receives an order or request, but it’s really a fake being used to trick them!
  False Surrender - The villain surrenders to the heroes, but it’s all a part of his plan…
  Falsified Records - Someone within an agency has changed records or other information in order to cover up something, but who and why?
  Familial Double Cross - Someone’s own spouse, parents, children, etc. have begun working for an enemy power, likely using 
  them for information and so on.
  Family Life - Family problems, or perhaps even an affair, causes personal troubles between agents.
  Family Trouble - An agent’s family member is in danger and they consider ways they may be able to help them using their 
  position or training.
  Fence Painting - Someone tricks the PCs into doing their work for them.
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  Find the MacGuffin! - Some very important object needs recovered fast!
  Flat Tire - The PCs’ means of conveyance breaks down in some way, necessitating they stop for repairs, or perhaps leaving them stranded!
  Follow These Directions Precisely - Characters are given exceedingly precise directions in order to accomplish something, and 
  failure to obey direction can have unfortunate consequences.
  Following Us - A character notices they have a likely tail following after them.
  Fools’ Gold - What the PCs thought was valuable turns out not to be.
  Forcible Extraction - An enemy agent has a scheme to capture an important enemy agent and take them back to their country.
  Foreign Bank Transfers - Someone gains a tremendous amount of wealth, success, or good fortune through strange and unac-
  counted for means.
  Foreign Syndicate - A foreign, or international, group of organized criminals are involved in this mission.
  Found Dead - An intelligence agent is found dead someplace they shouldn’t have been anyway, with no obvious suspects, or 
  perhaps even signs of another person around to have killed them.
  Framed for a Kill - Someone tries to frame a secret agent for an assassination, perhaps making it look like they have turned 
  dangerously rogue.
  Friendly Fire - Friendly agents or assets mistake one another, perhaps in a deadly incident.
  Gambling Problem - One of the characters is an addicted gambler, who makes some very poor decisions.
  Get a Job at the Paper - An agent takes a job someplace in order to gain unique access or other resources in order to get their 
  work or schemes done.
  Get It Somewhere Safe - The villains find their way into a secure military base, research lab, or well guarded vault to claim an 
  important scientific or top secret prize, and the only way to stop them is for its guardians to take it and flee!
  Get Me Outta Here - The PCs run into a character looking desperately for help, likely help getting out of this terrible place.
  Getting Even - An agent is betrayed by a traitor, but having survived the ordeal, now has a personal score to settle.
  Give Them the Slip - Someone who is being watched makes a clever attempt to give their surveillers the slip.
  Good Boy - A pet has begun to act strangely around certain people or areas, though it isn’t obvious why.
  Gordian Knot - The PCs must find an outside the box way to solve an unsolvable puzzle.
  Gorgeous Mark - An agent or agents are assigned to protect or work with an exceedingly attractive, or perhaps even purpose-
  fully seductive, asset or VIP.
  Government Budget Increase - The heroes get the opportunity to get a nice, new headquarters, or at least improve on the one they have.
  Grabbed Off the Street - An otherwise likeable NPC has been kidnapped!
  Grisly Scene - The PCs come across or investigate a gruesome murder or massacre.
  Guard Dogs - Someone makes use of dogs to protect their property, possibly ending in a savage attack!
  Guru - A mystical leader who claims to bring his followers higher understanding enters the plot.
  Half the Fun - An adventure finds the PCs as they are going somewhere else more important.
  Handler - An agent must sneak into a country under false pretenses in order to gain information from a double agent or other leak.
  Heart Attack - Some important character dies of natural causes, right at a time that causes a lot of trouble for a certain nation.
  Help Me Out - Someone who has become entangled with terrorists, criminals, or foreign intelligence powers wants help getting away from them.
  Hey Bonesy! - A corpse has something important in his grave or must be dug up.
  Hidden Crypt - Some underground crypt, catacomb, or tunnel system rests underneath someplace the PCs are investigating.
  Hidden Within - Intelligence data is hidden within an everyday item, quite possibly one that isn’t designed to be opened or have compartments.
  Hiding in the Wilderness - A character is trying to live out in nature or far away from civilization, perhaps in order to keep 
  people from knowing they are there.
  His Credentials Don’t Check Out - Someone finds information that suggests a foreigner isn’t who or what his background 
  claims he is.
  His Old Case File - Some dead or incapacitated NPC has left clues behind in his personal notes.
  Honeypot - A charming plant attempts to distract or compromise agents so they can’t do their mission.
  Honeytrap - The bad guys use an attractive member of the opposite sex to lure an agent into a dangerous ambush.
  Hostages - The bad guys are using hostages for leverage or to lure the heroes into a trap.
  House Call - Villains figures out where an agent lives or can be found and has goons make a direct attack.
  House Secret - Some suspicious or evil individual seems to be trying to keep whatever is going on in his property a secret.
  Hunted - An agent is hunted after by their own side after being framed, or just caught, as a double agent, perhaps requiring 
  them to flee for their life.
  I Can Help You Son… - Villains trick a child into some scheme with their lies.
  I Thought You Were Dead! - A character thought dead reappears...
  I’ll Have My Revenge - A PC faces an avenger who blames them for the death of a colleague, loved one, etc.
  I’ll Say Good Day to You Sir! - A PC or NPC accidentally insults the honor of some overly dramatic but important character.
  I’m Not Leaving - Someone won’t depart from their homeland or family despite the danger.
  I’m Surrounded - A hero or good NPC finds themselves surrounded by enemies, or even disapproving police, and must find a clever way to escape!
  I’ve Been Murdered! - Someone attempts to fake their own death and implicate another for committing their murder.
  Identity Switch - Some villainous person or being has taken on an innocent person’s identity.
  325-326
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  If You Can Make This Boat Go Faster… - A child manages to be of assistance to the heroes in surviving and solving this adventure.
  Illuminati - A club of powerful individuals, all pursuing some common goal toward power, features in this adventure.
  Impossible Love - Someone is shamed by, or is forced to keep secret, their relationship with another person, possibly someone 
  who would arouse suspicion of intelligence officials.
  In Route - The agents must stop a raid on some means of transport, such as a train, ship, or airplane carrying a very import-
  ant object or person.
  In the Dungeon - A character is left stuck in a prison of some kind, but can use their time wisely to scheme against the villains.
  In-Transit Dangers - The characters may face a danger while on a boat, train, or other constraining means of conveyance.
  Information Exchange - Allied or neutral nations attempt to negotiate a deal to share top-secret information with each other, 
  though some scheme is involved.
  Information… For a Price - A mysterious foreign contact approaches an intelligence agency offering incredibly important 
  intelligence information or technology in exchange for an appropriate price.
  Ingratiate Yourself - An agent is sent to befriend an important target, perhaps a foreigner in a neutral or enemy country who 
  could serve as tremendous asset.
  Inmates Running the Asylum - A villain uses/releases prisoners or inmates to help them complete their dastardly plans, or just 
  to cause chaos.
  Integrated Back In - An individual who spent several unknown years abroad has come back and found great success, perhaps 
  putting them in the perfect position to be a spy.
  Interagency Cooperation - Multiple government agencies are attempting to handle the same case or problem, likely making 
  everything more difficult for each other.
  Interagency Operations - Agents team up between nations, perhaps reuniting with old friends, in order to stop a villainous 
  mastermind or crack a tough case.
  Into the Vault - Thieves come up with an ingenious method to get into a seemingly impregnable vault to steal the valuable 
  items or information within.
  Into the Wilderness - Characters are required to go into remote place such as the desert or jungle in order to do their job.
  Intricate Killing Device - Someone has something in their home or office booby-trapped to only go off when they use it, or 
  perhaps use it a certain way in order to more precisely set when it goes off.
  Is Anybody There? - Someone tries to kill a character while they sleep.
  Isolation at Its Worst - Characters find themselves far from civilization or help, as a situation develops.
  It Was Me All Along! - Someone uses a disguise to make someone they already know think they are someone else.
  It Was the Butler! - One or more of the staff at a party, gala, or other event, are really deadly assassins, waiting to strike.
  It’s a Chase! - Agents must run down some enemy agent or terrorist before he gets away.
  It’s Abandoned… - The PCs come across a totally abandoned boat/house/building.
  It’s All Closed Off - Somehow the PCs find themselves quite stuck wherever they are.
  It’s All Greek to Me - A clue or important item in the story is written in a language or cipher nobody around can read.
  It’s All Your Fault - A character is blamed by another party for being responsible for some wrong, perhaps necessitating outside protection.
  Joint Cooperation - Two foreign agencies work together on an operation to combat a threat to both of their countries.
  Just Flat Out Left - A character is distraught over the disappearance of a loved one who left for some unknown reason, perhaps asking for help.
  Keepin’ an Eye Out - Agents are made or suspected and are being followed by discreet henchmen.
  Killer’s Message - The apparent murderer has left behind some message written on a wall or note near the victim.
  Killing Spree - Some group of twisted individuals takes to murder as a pastime.
  Last Little Push - An elderly person of great importance and power is knocked off a tad early by some murderer.
  Legitimate Business - Some shop, club, or other business is being used as a front by evil doers.
  Let Me Lure You Out Here - Characters are convinced by some villain to come out to a remote area…
  Let Them Onboard - Villains or terrorists slip onboard to an airplane, or into some other secure location where they can 
  kidnap or kill their intended VIP target.
  Let Us Go! - The PCs are detained or interrupted by some powerful though neutral group for some reason.
  Leveraged Agent - An otherwise loyal person is blackmailed into supporting the agent, perhaps using very powerful leverage 
  such as a kidnapped loved one.
  Leveraged Asset - Someone within an agency or even a powerful government official assists the villain in their evil plans for some reason.
  Lifted It - A character finds themselves missing an important data chip, file, or their weapon after a friendly NPC picks it off 
  them while they aren’t paying attention.
  Local’s Trap - PCs or NPCs must deal with a prepared trap to take advantage of them, perhaps a false guide, wrong informa-
  tion, an attractive young female, etc.
  Locked Away - A compromised intelligence asset finds themselves in secret captivity, appearing to still be living fine, but un-
  able to leave or do what they wish.
  Locked Room - All the characters are stuck somewhere together, danger and death likely joining them.
  Look What I Almost Stepped In! - The PCs find strange residue or odd items/materials around the scene of a crime or break-in.
  Loose Cannon - A very talented agent is proving to be too much of a liability due to their cavalier attitude or reckless tactics.
  453-454
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  Lose That Tail! - Characters become involved in a white knuckle chase scene.
  Lost Fortune - A missing fortune features in this mystery, perhaps plundered jewels from halfway across the world, long lost 
  gold shipments from the New World, or something else similar.
  Lost the Money - An agent of a terrorist organization has misappropriated funds for his own personal use.
  Love Defection - An agent decides to defect to a foreign rival because they have fallen in love with someone of that nation.
  Lying in Wait - Agents must travel to and guard the site of a potential terrorist attack.
  Make Me an Offer - A contact for a foreign power is willing to trade information of some kind to a group willing to pay a 
  satisfactorily huge sum.
  Manchurian Candidate - An evil intelligence agency attempts to train a sleeper assassin, who will unwillingly be used to elimi-
  nate a very important target.
  Manhunt - Someone or something needs found, recovered, or captured.
  Meet Cute - An agent is required to bump into and befriend a target or potential asset.
  Microfiche Plans - Important technical or scientific plans or equipment have been stolen.
  Mind Control - Some group attempts to use mind control technology to influence enemy agents or public officials.
  Misappropriated Funds - A government agency’s funds or bank account seems to have been taken advantage of by someone, 
  money having disappeared.
  Mistaken Identity - A PC or NPC is confused for someone else.
  Moby Dick - A character has a lifelong obsession with getting even with, finding evidence of, or perhaps has some other need 
  with a person or group.
  Most Dangerous Game - An insane foreign agent or evil mastermind likes hunting down dangerous targets, such as talented 
  secret agents, either in their own environment or by trapping them in some defined game reserve.
  Moved Body - A murderer has killed his victim then placed the body someplace else, perhaps even putting it on a moving 
  object to carry it away.
  Mr. Big - The heroes must deal with a villain or henchman who greatly outmatches them physically, and they can’t just assassi-
  nate him from a great distance.
  Mrs. Deathfire - An agent or assassin needs to significantly change their looks in order to complete an incredibly important 
  mission, or perhaps after doing one in order to stay alive.
  Mwahahaha - The villain uses a large public event, like a fair or gala, to lure lots of people together before springing a trap on 
  them, capturing them all or threatening their lives of they don’t get what they want.
  My New Helper - A character finds a new assistant, follower, sycophant, or even sacrifice, perhaps rescuing them from difficult circumstances.
  Mysterious Benefactor - Some unknown person is helping you out, but why you don’t know.
  Mysterious Sedan - Characters glimpse someone who may be watching them, or get the feeling they are being followed.
  Needed Leverage - An agent of an enemy organization has had his misdeeds or disloyalty revealed and may be willing to turn seek help.
  New Clues - A criminal attempts to plant clues at a crime scene in order to indict another, or throw confusion onto matters.
  New Holiday - This adventure occurs around a foreign holiday that the PCs may not know much about.
  No Normal Neighbor - A character’s neighbor, co-worker, or friend proves to be a plant, pretending to be someone else so 
  they can stay close by.
  Note of Meeting - A victim is found with a note about a meeting with a certain person or at a certain place still on them or in their things.
  Office Strike - Terrorists attempt to hit an intelligence agency right at their headquarters.
  Official Cover-Up - The authorities are lying about something the heroes know to be otherwise. But why?!
  Official Crime - Convoluted circumstances demand agents commit some crime, such as a museum theft or bank robbery, in 
  order to complete a mission for a greater good.
  Oh no! - A close NPC friend or ally to the heroes is killed by the evil villain.
  On a Long Journey - This adventure requires, or is all about, a long journey to some far off place.
  On Vacation - Agents must travel under cover, though they may run into trouble on the way during a plane or train ride, or 
  perhaps assassins or agents await them at their hotel.
  One Million Dollars! - A villain holds a country for ransom or threatens to cause some devastating attack.
  Ounce of Prevention - The PCs are tipped off to some evil group about to do something evil.
  Paranoia - Someone’s fear of being betrayed or assassinated begins to break through into their behavior, causing very para-
  noid and perhaps violent actions.
  Party Crasher - A villain surprises a party, likely filled with important and/or wealthy guests.
  Past Secrets - Some character seeks to discover the dark secrets of past family members or fellows.
  Pawn - A former mastermind becomes the pawn or unwitting agent of a former group that he formed and controlled.
  Pay Them - Blackmailers blackmail a nation or intelligence agency, and it may seem like the best option is to pay them.
  Personal Journal - The PCs get information about some amazing/horrifying story or event from a deceased NPC’s journal and notes.
  Personal Mission - A hero gets a lead to find a foreign agent or terrorist that they have a personal vendetta against.
  Plane Bomb - A terrorist plants, or is attempting to plant, a bomb on an airplane.
  Playing Favorites - Office politics work their way into foreign intelligence agencies too, as operatives become jealous of each 
  other or resent unfair treatment between them from above.
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  Pleasure Cruise - Agents must infiltrate a villain’s yacht, mansion party, or private island in order to get closer to them.
  Poison in the Reservoir - A villain plans to kill a large number of people by poisoning their water, food, or other commonly 
  used things.
  Poisoned Drink - The villains take advantage of someone’s open drink, attempting to poison them.
  Poisoned Trap - An assassin makes use of an ingenious, or at least devious, trick in order to poison or infect their intended victim.
  Policing Action - Agents must deal with common criminals and organized crime, perhaps holding no bars in dealing with them.
  Prison Break - A major operation is undertaken to spring a terrorist leader or important secret agent from captivity, possibly 
  involving armed commandos.
  Prisoner Break - Prisoners get away, or get loose inside a secure compound, either run by a government, or perhaps an evil 
  terrorist organization.
  Promising Dupes - Some powerful or rich characters are fooled into helping the forces of evil in exchange for some rewards.
  Protect the Innocents - The PCs must protect a group of innocent people in addition to completing their mission.
  Prove Yourself - A character is given a difficult mission or test of loyalty in order to join or move up the ranks of some group.
  Psychotic Danger - A character is so delusional and paranoid that they conspire to harm others as a part of the strange narra-
  tive they believe they are a part of.
  Public Event - A villain attack a public event, like a theatrical show or sporting competition.
  Put Together Your Team - Someone assembles a team of experts in order to handle some tough problem.
  Q Branch - A character is given an important gadget, weapon, or defense that will allow them to complete their upcoming mission.
  Quite a Shock - A character looks quite shocked or alarmed after receiving a letter or some other message, prompting odd 
  behavior or flight on their part.
  Rare Aquarium - The villain or villains have  collection of rare and deadly animals, an aquarium of sharks and poisonous 
  fish, or a zoo collection of lions, tigers, and other deadly carnivores.
  Recurring Villain - He’s back! And this time it could even be personal.
  Repairman - Agents must pose as workers or something similar in order to gain access to someone’s home to leave taps, explo-
  sives, commit an assassination, etc.
  Revolutionary Discovery - Someone believes they have uncovered some scientific or military breakthrough that will turn over everything.
  Rogue - An agent suspected of being a double agent traitor is hunted by his former colleagues.
  Romantic Equal - A character becomes smitten with another character who has talents and abilities commensurate with their own.
  Rookie Agent - A recently recruited agent who is still learning the ropes is involved in this operation.
  Room Recovery - Someone must slip into an agent’s hotel room or home and steal some information or item, either by break-
  ing in or by clever ruse.
  Room Service - Agents or assassination targets come under threat by delivery staff, or other seemingly innocuous servants.
  Sabotage - The characters find themselves trapped or nearly killed due to sabotage, likely to their means of travel.
  Safe House - An asset must be protected and hidden in a safe house while in dangerous territory.
  Save the President! - A person of national importance, like the President, is besieged by villains, likely intending to kidnap them.
  Scientist Assassinated - An important scientist or researcher is killed, leaving no one behind who can replicate or understand his research.
  Secret File - Some villain or scheming individual is hiding an important letter, legal document, or perhaps even details of a state secret.
  Secret Lever - The characters find (or can find) a secret entrance to a secret room or secret passage leading to even more secrets!
  Secret Order - The PCs seem to draw the attention of a shadowy group of NPCs who seemed alarmed at what they are inves-
  tigating, though for what reasons, no one knows.
  Secret Room - A character takes advantage of a secret room in order to do their schemes.
  Set-Up - Someone sends a supposedly good friend, loved family member, or trusted associate into a trap, ambush, or other 
  terrible situation in order to get rid of them.
  Sharing Between Friends - An allied nation or agency seeks to increase their intelligence load by getting their friend to share 
  their knowledge.
  Shorting the Stock - A villain plans to manipulate the markets through sabotage or assassination, making themselves a fortune 
  in the process.
  Silent Weapon - Villains plan to use a silent/secret weapon on a character so that they may attack them even in a crowded 
  space, killing or maiming them before anyone can guess what has happened.
  Smart Voice - Someone makes use of an audio recording or voice modulator to sound like another person, in order to fool 
  their enemies.
  Sneak Attack - The villain brings a strike force to attack some important location while it is totally unprepared.
  Sneak Into Work - An agent or other good guy must obtain some record or other evidence contained within their own agency, 
  but fear someone there, perhaps a superior, may try to stop them.
  Sneaking Assassin - Someone has been murdered by an assassin who makes use of high up windows, attics, or other surprising means.
  Sniper - A murderer wishes to do in his victim from a safe distance, but must of course arrange circumstances so that he’s able 
  to get his shot.
  Something’s Not Right Here - The PCs notice something is very amiss after arriving in a new location.
  Sour Reaction - Someone is acting rather strangely and in a negative or pessimistic manner during an operation.
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  Space Walk - An enemy foreign power or terrorist organization takes control of a space satellite, shuttle, or even larger space 
  installation, and must be stopped!
  Special Delivery - An agent sends a special package to someone that they weren’t expecting to get.
  Special Weapon - There’s a specialized weapon or device that can render ships, tanks, or other military weapons useless.
  Spiteful Revenge - A villain may have been defeated, but he still has a plan to finish off the heroes with him.
  Spy Car - A character has a specially outfitted vehicle to use in their mission, perhaps armed with advanced weaponry, ejec-
  tion seats, or rocket boosters (to throw out a few ideas).
  Spy Hole - Characters are being watched through a secret hole or recording device.
  Staged Crisis - The villains create a stage accident or catastrophe in order to distract the heroes for a little while.
  Staged Death - An NPC pretends they die, perhaps spectacularly.
  Staged Wreck - The villains cause a traffic accident or similar problem in order to trap a person they want.
  Stalking Me - Some possibly victimized character is sure someone is following or stalking them, perhaps at a specific time or 
  through a specific place.
  Strange Cipher - Spies use an odd code or cipher, perhaps so ingenious it doesn’t even look like a form of language.
  Strange Illness - A character has fallen victim to some strange illness, perhaps directly after becoming involved in complicated events.
  Strange Intuition - A character receives a strong intuition that something is not right, or where certain clues may be found.
  Strange Job Offer - A person receives an excellent job offer, but it requires some strange sacrifices, requests, or circumstances.
  Strange Parcel - Someone receives a bizarre package from someone they don’t know, perhaps even with gruesome contents inside.
  Strange Trip - A character up and took off on a strange trip, possibly without telling anyone before they left about it.
  Super Hitman - The villain hires another villain who specializes in being able to kill anybody, and can match any super spy in a fight.
  Surrender Them to Me - A dastardly villain demands a group turn over a certain character or face increasing levels of de-
  struction until they do.
  Surround and Liquidate - The PCs are tricked into some remote area which is surrounded by evil henchmen or soldiers.
  Suspected Mole - Someone in an agency is thought to be a mole, but who???
  Swarms - A swarm of rats, insects, or other assorted beasts is involved in this adventure.
  Swept Off the Street - An important person to intelligence agents, or maybe even an agent themselves, is waylaid and quickly 
  secreted away into captivity by an opposing organization.
  Switch the Chip - The heroes must recover or switch an important data chip/hard drive in an important computer system.
  Symbol of Doom - People claim to see a strange creature or symbol that supposedly foretells impending disaster.
  Symbols - Recurring strange symbols or methods of building may be spotted by the PCs or other characters, tipping them off 
  that some group is at work in the area.
  Take the Job - Some character takes a job that sends them far off from their normal contacts and regular life.
  Taken - Enemy agents or henchmen grab one of the heroes’ allies or friends, perhaps busting in on them where they’re staying 
  or grabbing them off the street.
  Taken Unaware - Henchmen get the drop on secret agents, capturing them, and leaving the agents wondering just how deadly 
  an outcome this may lead to.
  Tall Tale - Someone comes to the PCs with a hard to believe story, but asking for their help.
  That’s an Interesting Briefcase - An immoral character involved in espionage discovers someone around them possesses secret 
  knowledge or materials and plans to sell them out for a reward.
  That’s Not Authorized - The government/military/authoritarian organization does not approve of the mission the heroes 
  want to do.
  The Cold War - The PCs cannot solve the main problem, but can help in some other, likely lesser, way.
  The Coverup - Someone has begun a vicious cycle of violence and murder in order to cover up their increasingly heinous acts.
  The Dame Was Trouble - An NPC causes havoc, trouble, or fights between others characters.
  The Dead Body - A dead body is found with clues all around...
  The Drug Trade - Agents need to infiltrate a drug cartel, or perhaps even, rather amorally, gain their assistance in completing 
  some important mission of national defense.
  The Dumb Hayseeds - An agent or intelligence agency uses local superstitions to scare local persons, or assist them in gaining 
  leverage. Even if the locals feel like they should know better.
  The Help of a Big Strong Man - The characters are called to aid an innocent or helpless victim, but may discover down the 
  line that things were not as they have been set-up to seem.
  The Last Guys - A group of PC-like characters already tried and failed, perhaps giving the current PCs some direction on 
  how to succeed.
  The Meetup Signal - An agent or informant is tricked into a meeting by an enemy who has figured out their code or system of communication.
  The Moral of the Story - Someone or someones have received a horrible end as a result of their unethical actions.
  The New Guy - An intelligence agency brings aboard a trained spy or assassin, though some may have their suspicions about them.
  The Perfect Time to Settle Scores - Amazing and deadly events give someone the chance to get revenge or settle scores with 
  unrelated parties.
  The Villain Explains Himself - An agent meets or is brought before the bad guy, who explains himself or his plans.
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  Their Reputation - A traitor is now so afraid that their misdeeds will destroy their family’s reputation that they will go to great lengths to spare them.
  Then Kill Them - A bad guy murders everyone tangentially involved in his schemes who isn’t directly one of his henchmen, 
  or is trying to at least.
  There Is a Mole - A department suspects that there is a double agent among their ranks.
  There’s Going to Be an Accounting - Someone who previously betrayed his fellows, now faces their wrath as they intend to get 
  their own justice for what he did.
  They’re Getting Away - The villains take off in a ship, helicopter, etc. and the heroes must try to stop them.
  This Is *******!!! - The characters discover after doing some important or nasty work that no appreciates what they’ve done, or believes their stories.
  This Room Is… - The characters realize they are under close surveillance, and may even need to find a way to escape it so 
  they can communicate.
  Ticking Clock - The PCs need to complete a task or challenge before it’s too late.
  Time to Deal with Him - The villain sends a deadly assassin or soldier team to deal with a secret agent or other annoying threat.
  Tinkering Around - A character figures out a cool new addition to their normal gadgetry, which may help out the team.
  Toll Ambush - The bad guys attempt to kill their enemies while they are traveling, perhaps blowing up their train car, leaving 
  explosives on their train, or sending a firing squad of machine gunners to fire into their car.
  Tossed in the River - An agent was forced to unload their intelligence materials in order to avoid being caught, but now they 
  need to recover them!
  Tracking Device - A character unknowingly has a tracking device put on them or their vehicle.
  Train Mystery - Agents spend time in an isolated location, such as a ship or train, and must complete a mission during the 
  little time they have there.
  Trap Meeting - A rendezvous is really a set-up or the plans for it have been leaked, meaning it now may be a deadly trap!
  Trusting Anyone - An agent or individual involved in intelligence affairs tells someone they know about what they are up to or 
  details about a mission, possibly before things go wrong…
  Trying the Latch - A character is disturbed in their sleep by someone attempting to find a way into their room…
  Unexpected Friend - The heroes make friends with someone who turns out to have surprising skills or resources that can help them.
  Unidentified Dead Body - A murder victim is found in possession of secret materials or espionage tools, but no one is sure who it was.
  Unwanted Elements - An evil organization plans to permanently remove certain individuals or institutions from society as 
  their first step to claiming power.
  VIP Taken - An important official, dignitary, or just extremely rich person is kidnapped and offered back for ransom.
  Vixen - Some girl or woman seems to have an easy way with men, perhaps through less mundane means than just their good looks!
  Waiting For Me Right Where I Was - A character develops a relationship with an old friend or colleague.
  Warning Letter - The heroes are given a warning of some kind to stay away, perhaps in a letter, or even with a somewhat 
  deadly trap designed to get the point across.
  Washed Ashore - Officials recover the dead body of an apparent special agent who is still in possession of secret documents or 
  other important items.
  Watch Him Closely - A spy is ordered to secretly watch a fellow agent for some suspicious activity.
  Watchers Everywhere - Agents must be careful as the enemy has spotters looking out for them everywhere they are likely to go.
  We Don’t Need You - Locals or local authorities don’t want the PCs around, maybe for good reason, or maybe they actually 
  are doomed without them.
  We Have a Mole - An agency suspects they have a mole within their ranks, or perhaps they have a mole within their ranks 
  who is preparing to betray them.
  We Have to Go In There? - The PCs must go into someplace dirty, smelly, or unpleasantly dangerous.
  We Regret to Inform You - An agent must face an enemy power, or even specific agent, who is responsible for the death of a 
  colleague, friend, or lover.
  We’ll Take the Help - The heroes are enlisted by allied local authorities to solve a problem they can’t.
  We’ll Teach Them - Members of a repressed or just evil group have plans to teach the rest of the world a lesson they won’t soon forget!
  We’re All Gonna Die Here! - The characters are all trapped someplace in a very perilous situation.
  We’re Bankrupt! - Villains hatch a scheme to steal all the money of a wealthy person or institution through some ingenious 
  criminal means.
  Went Missing on the Ride - Something is stolen during transport, on a ship, train, or truck. The theft may not have even be 
  noticed at the time, indeed it may seem to have been impossible!
  What a Scandal - A person of power’s vices lead them to a position of being blackmailed for fear of having their behaviors revealed.
  What About My Family? - A desperate character takes action in order to take care of or save the people they care about.
  What Do I Want? - A super secret agent must deal with a powerful doubt that they no longer want to save the world for a living.
  White Collar Assassination - A villain decides to wipe out financial competitors or the board of a company which is causing 
  them trouble.
  Who Wouldn’t Like Her? - A character has a terrible suspicion about an otherwise likeable or perhaps simply desirable outsider.
  Who’s This Guy? - Some stranger, perhaps from a far off land, seems kind of odd and probably evil.
  Why He Was Just Here - Someone was seen someplace, and minutes or even seconds later they’ve vanished from sight.
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  Copyright © 2014 Frank Lee
  Witch Hunt - Some powerful figure is searching for enemies within their own country or agency, with little regard to also 
  catching innocents.
  Workaholic - A hero suffers major personal life troubles as they are too busy saving the day and never being around.
  Yes Mother - A character is still under the thumb of their domineering mother or other maternal figure.
  You Can’t Outrun Your Past - A character who has committed past transgressions finds themselves in present trouble because 
  of what they’ve done.
  You Didn’t See Nothin’ - A powerful group or NPC demands the PCs not reveal what they know.
  You Know Too Much - A character’s life is imperiled because they know too much about the workings of some group.
  You Won’t Take Me Alive! - A villain refuses to ever surrender, and have many ingenious schemes to stop the heroes from 
  getting to him.
  You’ll Tell Me Everything - A character falls into the clutches of the villains and faces merciless torture.
  You’re Crazy Man - An important NPC or friend is certifiably insane.
  You’re Goin’ Downtown - One of the PCs friends or assistants is thrown into jail.
  You’re Not From Around Here - The locals/yokels/watch don’t take kindly to the PCs.
  You’re Not Working Together - Heroes need to join forces to stop a major threat, but don’t naturally get along.
  You’re Off the Case - The local authorities try to run off the PCs or forbid them from being involved.
  You’re Out - An agent or agency higher-up is taken off an operation or forced out entirely, only to discover that they may be 
  needed to defend their nation or friends, even if they must do so in a private capacity.
  Your Cover Is Blown - Characters discover the enemy knows some of their secrets, but they don’t know how…
  Your Only Warning - Someone receives a mysterious warning, perhaps causing them to act strangely in the aftermath, or 
  perhaps foreshadowing their eventual death.
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SOURCE: textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/Covetous Poet/The Spy Genre Pack.pdf