-
3
table of contentsChapter 1:the united states of america . . . .
. . . . . . . . 5
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . 6Leadership . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6
President Dwight David Eisenhower . . . . . . . . . . . . . . .
. 6President John Fitzgerald Kennedy . . . . . . . . . . . . . . .
. . 7President Lyndon Baines Johnson . . . . . . . . . . . . . . .
. . . 9President Richard Milhous Nixon . . . . . . . . . . . . . .
. . . 10
Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . 11Espionage and Intel l
igence Agencies . . . . . . . . . . . . . . . . . . 12
Central Intelligence Agency (CIA) . . . . . . . . . . . . . . .
. . . 12Defense Intelligence Agency (DIA) . . . . . . . . . . . . .
. . . .14Federal Bureau of Investigation (FBI) . . . . . . . . . .
. . . . 15National Reconnaissance Office (NRO) . . . . . . . . . .
. . . 16National Security Agency (NSA) . . . . . . . . . . . . . .
. . . . . 16
Tradecraft . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . 17Communications Intelligence
(COMINT) . . . . . . . . . . . 17Domestic Intelligence (DOMINT) . .
. . . . . . . . . . . . . . . . 17Electronic Intelligence (ELINT) .
. . . . . . . . . . . . . . . . . . . 17Human Intelligence (HUMINT)
. . . . . . . . . . . . . . . . . . . . 18Imagery Intelligence
(IMINT) . . . . . . . . . . . . . . . . . . . . . 18Signals
Intelligence (SIGINT) . . . . . . . . . . . . . . . . . . . . .
19Technological Intelligence (TECHINT) . . . . . . . . . . . . .
19
Operations . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . 19Air America . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . 19Chaos . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . 20Corona . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . 20Hero . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
21Mongoose . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . 22Sniper . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 23
L ifestyle . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . 23Art and Architecture . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 23Literature . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . 23Education . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . 24Fads and Fashion . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . 24Social Reform . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
25
Washington D.C. Chase Map . . . . . . . . . . . . . . . . . . .
. . . . . . . . 26
Chapter 2: the union of soviet Socialist Republics . . . . . . .
. . . . . . . . 27
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . 28Leadership . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
29
Nikita Khruschev . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . 29Premier Aleksey Kosygin . . . . . . . . . . . . .
. . . . . . . . . . . . . 31
Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . 33Espionage and Intel l
igence Agencies . . . . . . . . . . . . . . . . . . 34
Glavnoye Razvedyvatelnoye Upravlenie (GRU) . . . . . . 34Komitet
Gosudarstvenoi Bezopasnosti (KGB) . . . . . . . 35Ministerstvo
Vnutrennykh Del (MVD) . . . . . . . . . . . . . . 37Smert Shpionam
(SMERSH) . . . . . . . . . . . . . . . . . . . . . . 38
Tradecraft . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . 39Communications Intelligence
(COMINT) . . . . . . . . . . . 39Domestic Intelligence (DOMINT) . .
. . . . . . . . . . . . . . . . 39Electronic Intelligence (ELINT) .
. . . . . . . . . . . . . . . . . . 40Human Intelligence (HUMINT) .
. . . . . . . . . . . . . . . . . . . 40Imagery Intelligence
(IMINT) . . . . . . . . . . . . . . . . . . . . . 40Signals
Intelligence (SIGINT) . . . . . . . . . . . . . . . . . . . . .
40Technological Intelligence (TECHINT) . . . . . . . . . . . . .
41
Operations . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . 41Operation: Bear Claw . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . 41Operation: Epigoni
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
42Operation: Kedr . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . 43Operation: Omut . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . 43Operation: Pandora . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 44
Operations: Pochin and Proba . . . . . . . . . . . . . . . . . .
. . . 44Operations: Pressing and Krab . . . . . . . . . . . . . . .
. . . . . 44Operation: Spirt . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . 45Operation: Trezor . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . 45
L ifestyle . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . 45Art and Architecture . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 46Literature . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . 46Education . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . 47Fads and Fashion . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . 47Social Reform . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Moscow Chase Map . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . 48
Chapter 3:the Balance of power . . . . . . . . . . . . . . . . .
. . . . . 49
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . 50China . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
50
The People’s Republic of China . . . . . . . . . . . . . . . . .
. . . 50The Republic of China . . . . . . . . . . . . . . . . . . .
. . . . . . . . . 51The Game in China . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . 52Leadership . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . 52Espionage
and Intelligence Organizations . . . . . . . . . 52China the Ally .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
54China the Enemy . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . 54
Cuba . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . 54The Game in Cuba . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . 55Leadership
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . 55Espionage and Intelligence Organizations . . . . . . . .
. 55Cuba the Ally . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . 56Cuba the Enemy . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . 56Soviet Ground Station . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 56
East Germany . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . 58The Game in East Germany . . . . . .
. . . . . . . . . . . . . . . . . 58Leadership . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 58Espionage
and Intelligence Organizations . . . . . . . . . 59East Germany the
Ally . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59East
Germany the Enemy . . . . . . . . . . . . . . . . . . . . . . . . .
60
The United Kingdom . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . 60The Game in The United Kingdom . . . . . .
. . . . . . . . . . . 60Leadership . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . 60Espionage and
Intelligence Organizations . . . . . . . . . 61United Kingdom the
Ally . . . . . . . . . . . . . . . . . . . . . . . . . . 62United
Kingdom the Enemy . . . . . . . . . . . . . . . . . . . . . . .
63HMS Vigilant . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . 63
Vietnam . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . 64The Game in Vietnam . . . . . .
. . . . . . . . . . . . . . . . . . . . . . 64Leadership . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
64Espionage and Intelligence Organizations . . . . . . . . .
65Vietnam the Ally . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . 66Vietnam the Enemy . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . 66North Vietnamese POW Camp . . . . .
. . . . . . . . . . . . . . . . 67
West Germany . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . 68The Game in West Germany . . . . . . .
. . . . . . . . . . . . . . . 69Leadership . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . 69Espionage and
Intelligence Organizations . . . . . . . . . 70West Germany the
Ally . . . . . . . . . . . . . . . . . . . . . . . . . . . 70West
Germany the Enemy . . . . . . . . . . . . . . . . . . . . . . . .
70West Berlin Fussgangerzone . . . . . . . . . . . . . . . . . . .
. . . 70Berlin Chase Map . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . 72
Chapter 4: Turning points . . . . . . . . . . . . . . . . .
73Signs of the T imes . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . 74
Bloodbath . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . 74Clear Skies . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . 74Cold Snap . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
74
-
4
the 1960sCooler Heads Prevail . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . 75Creeping Paranoia . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . 75Death to Spies! . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
75Doldrums . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . 75Domino Effect . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . 75The Freshmen . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75Golden
Age . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . 75The Great Experiment . . . . . . . . . . . . . . . .
. . . . . . . . . . . . 75Open Season . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . 76Peace in Our Time . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 76Strange
Days . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . 76Under the Weather . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . 76Walking on Eggshells . . . . . . . . . .
. . . . . . . . . . . . . . . . . . 76
Running a 1960s Campaign . . . . . . . . . . . . . . . . . . . .
. . . . . . . . 76Major Crises: Year by Year . . . . . . . . . . .
. . . . . . . . . . . . . . . . 77
1960: The U-2 Incident . . . . . . . . . . . . . . . . . . . . .
. . . . . . 771961: The Bay of Pigs . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . 781962: The Cuban Missle Crisis . . . . .
. . . . . . . . . . . . . . . 791963: Kennedy Assassinated . . . .
. . . . . . . . . . . . . . . . . . 801964: Khruschev Removed From
Power . . . . . . . . . . . . . 811965: China Joins the Arms Race .
. . . . . . . . . . . . . . . . . 821966: French Troops Leave NATO
. . . . . . . . . . . . . . . . . . 821967: The Six-Day War . . . .
. . . . . . . . . . . . . . . . . . . . . . . 841968: Tet Offensive
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 851969:
Moon Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . 85
MInor Crises: Year by Year . . . . . . . . . . . . . . . . . . .
. . . . . . . . 871960 . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . 871961 . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . 881962 . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . 891963 . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 901964
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . 901965 . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 921966 . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . 921967 . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . 931968 . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
931969 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . 94
Chapter 5:Alternate Campaign Styles . . . . . . . . . . . . . .
95
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . 96The 1960s Mi l itary Campaign . . . .
. . . . . . . . . . . . . . . . . . . . . 96The Swingin’ S ixties
Campaign . . . . . . . . . . . . . . . . . . . . . . . 104The
Telefantasy 1960s Campaign . . . . . . . . . . . . . . . . . . . .
. . 111
Chapter 6:new Agent Options . . . . . . . . . . . . . . . . . .
. . . . . . . . . 119
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . 120New Agent Options From Other
Products . . . . . . . . . . . . 120
Spycraft Espionage Handbook . . . . . . . . . . . . . . . . . .
. 120Modern Arms Guide . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . 123Soldier/Wheelman Class Guide . . . . . . . . . . .
. . . . . . . . 126Fixer/Pointman Class Guide . . . . . . . . . . .
. . . . . . . . . . 128Faceman/Snoop Class Guide . . . . . . . . .
. . . . . . . . . . . . 130Gentlemen’s Agreement Season Book . . .
. . . . . . . . . . 133
Al legiance . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . 137New Backgrounds . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 138Existing
Departments . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . 139New Departments . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . 140Central Intel l igence Agency (CIA)
. . . . . . . . . . . . . . . . . . . . 142Komitet Gosudarstvennoi
Bezopasnosti (KGB) . . . . . . . . 143The Fourth Estate . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Wire (New Base Class) . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . 148Attaché (New Prestige Class) . . . . . . . . .
. . . . . . . . . . . . . . 150Code Breaker (New Prestige Class) .
. . . . . . . . . . . . . . . . . 152Menace (New Prestige Class) .
. . . . . . . . . . . . . . . . . . . . . . . 153Spymaster (New
Prestige Class) . . . . . . . . . . . . . . . . . . . . 155New Ski
l l Uses . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . 156New Combat Actions . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . 160New Basic Combat Feats . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . 161New Chase
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . 162New Covert Feats . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . 162New Gear Feats . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 163New
Advanced Ski l l Feats . . . . . . . . . . . . . . . . . . . . . .
. . . . . . 164New Standard- Issue Gear . . . . . . . . . . . . . .
. . . . . . . . . . . . . 166New Weapons . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . 166New Gadgets
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . 170
Chapter 7: new Rules . . . . . . . . . . . . . . . . . . . . . .
. 175Introduction . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . 176Gambl ing Revisited . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . 176
Game Descriptions . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . 176Rolling the Dice . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . 177More Than Luck . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 177Competitive
Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
178House Games . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . 181
Secuction Revisited . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . 183Innuendo . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . 183Sense Motive . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
184Bluff . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . 185The Benefits of Secuction . . . . .
. . . . . . . . . . . . . . . . . . 185
Long-Term Contacts . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . 186Acquiring a Contact . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . 186Benefits of Contacts . . . . .
. . . . . . . . . . . . . . . . . . . . . . . 186Losing Contacts .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
187Overextending Contacts . . . . . . . . . . . . . . . . . . . . .
. . . . 187Roleplaying Contacts . . . . . . . . . . . . . . . . . .
. . . . . . . . . . 187
Stress . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . 187Stress Effects . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . 188Recovering
from Stress Effects . . . . . . . . . . . . . . . . . . 188
New Threat Agendas . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . 189NPC Classes . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 190
Academic . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . 192CIA Field Officer . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . 193Community Criminal . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 194Conscript . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . 194Contract Killer . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . 195Counter-Intelligence Officer . . . . . .
. . . . . . . . . . . . . . . 196KGB Agent . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 197The Lackey . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. 198Operative . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . 199Police Official . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . 200Professional . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
200Wingman . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . 201
Chapter 8: Threats . . . . . . . . . . . . . . . . . . . . . . .
. . . 203The Goodchi ldes . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . 204The New Spartan Order . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 212The November
Revolution . . . . . . . . . . . . . . . . . . . . . . . . . . . .
218Operation: Turnsti le . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . 223The Si lencers . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 228The Sleeping
Water Society . . . . . . . . . . . . . . . . . . . . . . . . .
233
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8
the 1960sKennedy’s greatest triumphs were yet to come. The
Cuban Missile Crisis erupted in 1962, as U.S.
intelligencespotted Soviet mobile launch platforms being built
inCuba that could launch a nuclear assault on the easternU.S.
seaboard. Some theorize that this action was a Sovietresponse to
U.S. strategic assets in Turkey, within strik-ing distance of
Moscow. Kennedy and his staff not onlydefused the crisis, but
retained the nation’s position inTurkey as well. They even ratified
a limited test nuclearban treaty between the United States and the
SovietUnion.
Yet despite Kennedy’s accomplishments, his legacy iscolored by
his actions in Vietnam, where he increased thenumber of U.S.
advisors from roughly 700 to over 15,000for no perceptible
advantage or reward. Later in thedecade, when the conflict in
Vietnam exploded, the UnitedStates became embroiled in a long,
bloody conflict thatscarred it forever.
Though Kennedy’s initial election platform focusedprimarily on
foreign policy, he didn’t ignore domesticproblems. He was quite
successful in asking the Americanpublic to give more of themselves
for their country, butwas less popular in the conservative halls of
Congress.Coupled with his apparent dislike for congressional
poli-ticking, this resulted in the defeat of several of his
keylegislations, including bills to cut taxes, improve civilrights,
and increase educational funding. Kennedy was anardent supporter of
the space program, and swore to put aman on the moon by the end of
the decade. Though he did-n’t live to see it, this goal was
achieved.
Despite his lack of significant domestic policy suc-cess, and
his early mistakes overseas, Kennedy wasincredibly popular.
Arguably the most charismaticAmerican President, even overwhelming
public supportcouldn’t save him from a sniper’s bullet. He was shot
andkilled by Lee Harvey Oswald on November 22, 1963, pre-maturely
ending his life, and his presidency.
Vice President Lyndon Baines Johnson(1961– 1963)
Kennedy’s nomination of Lyndon Johnson as his VicePresident
defied conventional wisdom, stunning politi-cians and the press.
Neither man particularly liked theother, and their styles sharply
contrasted: Kennedy wassmooth, sophisticated and charismatic,
Johnson boorish,bullying, and egotistical. Johnson’s acceptance of
theappointment was doubly surprising, as it actually meant
adecrease in his political power. Having served for years asthe
Senate majority leader, second in influence and politi-cal power
only to the President, Johnson now possessednegligible personal
sway over decisions of national import.
Following his election, Johnson’s influence graduallydiminished,
despite his best efforts to maintain it. ThoughKennedy granted him
general supervision over most spaceand defense programs, the Vice
President lacked anypower to make policy. Eventually, in an effort
to salvage hisVice President’s flagging spirits — and to grant him
somemuch needed exposure — Kennedy sent Johnson on astring of
foreign missions and goodwill tours.
-
21
The United States of AmericaThough the first CORONA photographs
provided little
in the way of useful intelligence, they proved that CORO-NA
could be indispensable for future spy missions. Theirpromise was
quickly fulfilled, as later the same yearCORONA’s product revealed
the first Soviet ICBM site atPlesetsk. This established the layout
of such sites for theCIA’s analysts, but when later CORONA
surveillancefailed to yield evidence of more sites, justifiable
fearsabout development of the Soviet missile program
wereundermined. Many American intelligence agenciesrevised their
estimates of the Russian nuclear arsenal,concluding that initial
estimates were overblown.
While this conclusion was correct, subsequent esti-mates came in
low. This came to light within the year,thanks to turncoat KGB
agent Oleg Penkovskiy, code-named HERO by his American
handlers.
HEROOnce a GRU officer on the fast track to a general’s
rank, Colonel Oleg Penkovskiy’s career stalled with
therevelation that his father was a political liability. Thisblow
came just before Penkovskiy was to assume theGRU’s residency
position in India, stranding him inMoscow as a colonel. There would
be no promotion tomajor general, and the KGB was to blame.
Disillusioned and embittered by this treatment —treatment earned
through heritage, not any disloyalty ofhis own — Penkovskiy made
several attempts to indicateto various American, British, and
Canadian visitors to theSoviet Union that he had valuable
information to share.His advances were ignored, for fear that he
was a Sovietagent provocateur. After several consultations
betweenthe CIA and MI5, however, the spy services decided to
han-dle Penkovskiy jointly, and share all intelligence gained.The
CIA codenamed him HERO.
In late 1960, Greville Wynne, a representative of pri-vate
British manufacturing interests — and an MI5 agent— contacted
Penkovskiy during a visit to Moscow. Thefirst exchange of hard
intelligence occurred nearly fourmonths later, when Penkovskiy
passed a package con-taining classified GRU and KGB documents to
his newhandler. Two weeks later, the GRU Colonel arrived inLondon,
ostensibly to gather intelligence on Britishindustrial technology.
In fact, he was debriefed at lengthby his CIA and MI5 handlers.
Along with a second package he passed to Wynne short-ly after
arriving at Heathrow Airport, this session yieldedincredibly
valuable intelligence data, including 78 hand-copied pages of
Secret and Top Secret Soviet documents.Though many subjects were
covered in the debriefings,Penkovskiy’s most impressive offerings
included informa-tion about cutting-edge Soviet military hardware
and theprogress of the Soviet nuclear program. In exchange
forPenkovskiy’s gesture, the western agencies provided himwith
enough data to please his superiors in the GRU, and
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2
“They say that the Soviet delegates smile. That smile is
genuine. It is not artificial. We wish to live in peace,
tranquility. But if anyonebelieves that our smiles involve
abandonment of the teaching of Marx,
Engels, and Lenin, he deceives himself poorly. . .”
- Premier Nikita Khrushchev
The Union of Soviet SocialistRepublics
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36
the 1960sJust as the KGB maintained a careful watch on
various
State facilities, so too did it keep an extensive roster of
special departments assigned to observe various armedforces and
defense related institutions. Each military district, naval vessel,
and infantry command wasassigned a KGB officer to monitor the unit
for dissent andideological missteps.
The KGB was a highly centralized organization, con-trolled
strictly from the top. Central staff kept a close watchon the
operations of each of its branches, leaving the latterminimal
policy-shaping power or autonomy. Unlike mostUnion-Republic
agencies, these subordinate State com-mittees answered only to the
central KGB committee,and operated independently of any local civil
authority.
At its highest level, the KGB was directed by achairman,
formally appointed by theSupreme Soviet (though actually selectedby
the Politburo — see the sidebar onpage 33). Beneath the
chairmanserved one or two first deputychairmen and several —
usu-ally six, though never more —deputy chairmen. Key policyand
planning decisions werebrought before the KGBCollegium, made up of
themen listed above along withcertain directorate chiefs
andchairmen of KGB republicorganizations.
Unlike most ministerialagencies in the Soviet Union, theKGB’s
official charter was notpublicly disseminated. The KGB’stasks were
generally broken downinto four major areas of responsibili-ty,
according to official State publica-tions, as follows.
• Struggle against foreign spies andagents.
• Expose and investigate political and economiccrimes by
domestic citizens.
• Protect State borders.
• Protect State secrets.
The Committee was further tasked with ferreting outand
eliminating the causes of both political and mundanecrime, for
which they were granted an incredible degree oflatitude.
Generally speaking, the KGB’s operations division wasbroken down
into five chief directorates, and several lesser directorates, as
follows. These directorates weren’tnecessarily enumerated in a
particular order, as their creation, re-tasking, and disbanding
created inconsisten-cies in the agency’s numerical structure.
First Chief Directorate: The KGB’s First ChiefDirectorate was
responsible for all foreign operations andintelligence gathering
activities. Its functions were divided into broad categories,
including the training andmanagement of covert agents, intelligence
analysis, andthe collection of political, scientific, and
technologicalintelligence. The Directorate was further regionally
divided into Departments — the 1st Department, for exam-ple,
handled the United States and Canada, while the 2ndDepartment
handled Latin America.
Second Chief Directorate: The Second ChiefDirectorate was
responsible for the Soviet Union’sinternal political security. Its
mandate was broad andfar-reaching, empowering and requiring it to
inves-
tigate political crimes including treason, espi-onage,
terrorism, sabotage, anti-Soviet
agitation and propaganda, divulgenceof State secrets, smuggling,
and ille-
gal entry and exit to and from theSoviet Union. The
SecondDirectorate also concerneditself with economic crimes,such as
the theft of Stateproperty by appropriation,embezzlement, and
abuseof official position, as wellas theft of State property onan
especially large scale.
Frequently, the KGB enlistedthe MVD to instigate pro-
ceedings against the perpe-trators of crimes that didn’t
fall directly into the KGB’sjurisdiction (see page 37 for
more
about the MVD).Third Chief Directorate: The
Third Chief Directorate dealt withmilitary counter-intelligence
and polit-
ical surveillance of the Soviet armedforces. This Directorate
was divided into
twelve major departments that oversaw the vari-ous military and
paramilitary organizations con-
trolled by the Soviet government. Each level of theSoviet armed
forces was assigned a KGB officer, all the
way down to individual companies, in every military dis-trict
and every naval group.
Fifth Chief Directorate: Created in 1969, the FifthChief
Directorate took up the burden of several of the disbanded Second
Chief Directorate’s duties, specificallythose relating to
monitoring and combating political dissent. It maintained several
special operational depart-ments, each intended to handle specific
problems, such asreligious dissent, national minorities, the
intelligentsia,and the artistic community.
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46
the 1960s
Art and ArchitectureMuch Soviet art was also dictated by the
CCCP at vari-
ous levels. Due to the close strictures placed on freedomof
expression in the Soviet Union, artists had to eithercarefully
monitor their own work for material that couldbe considered
politically subversive, or go underground.In the latter case, the
art produced sometimes saw thelight of day only in the West,
transported via the blackmarket, friendly Western contacts or
Soviet turncoats,and other intermediaries.
State sponsored art programs were widespread,though they were
almost always oriented toward subsi-dizing art that encouraged
conformity and subordinationof one’s own well being for the sake of
the Party and State.Even great Soviet talents were encouraged by
the Party toproduce work that even the lowliest peasant could
under-stand and sympathize with, and that simultaneously
dis-couraged independent thought and encouraged identifi-cation
with Proletarian ideals.
In the arena of architecture, very little from theCzarist era
survives to the 1960s. With only a few
exceptions, examples of pre-revolution architec-ture were
destroyed, either by the Nazi inva-
sion during Operation: BARBAROSSA or dur-ing the subsequent
Stalinization of Sovietcities. During this period, most cities
fea-ture bulky, blocky architecture that variesonly slightly from
building to building,with the exception of government facili-ties
and monuments, which retained theirdistinctively czarist
influences.
LiteratureLike most venues of expression,
Soviet literature is tightly restrictedby the State, once again
requiringindependent writers, such as YuliDaniel and Andrei
Sinyavsky, toseek publication outside the
nation. Such endeavors rarelyended well — in the case of
theaforementioned authors, bothwere arrested and imprisoned.
State sponsored literaturestrove to reinforce Communistideals
through demonstration,though whether these idealswere truly
Proletarian or thepropaganda of the CCCP variedfrom case to case.
Callow Youth(1962) similarly follows thegrowth of a young man, but
is
notable for a flood which damagesonly private homes, sparing
State-run
housing. I Want to Live (1966) demonstrates thedanger inherent
in associating with those the statebrands as criminals: an old man
shares the warmth of hiscabin with a gulag escapee, only to be
brutalized in return.
Even when State-endorsed literature featured themesof rebellion
against one’s superiors, the overseers wereportrayed as slothful
and careerist, perhaps even withCapitalist leanings, while the
youth — the hero of the story— had nothing but the best interests
of the State and theParty at heart.
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50
the 1960s
IntroductionBy the 1960s, most European nations were aligned
with one the two superpowers and their respective
treatyorganizations. NATO, led by the United States,
largelydominated Western Europe, while the Warsaw Pact, controlled
by the Soviet Union, occupied most of EasternEurope.
These alliances are both military and political, thoughFrance
became the exception to the rule in 1965 when itwithdrew its
military forces from NATO unified command(see page 82) — by the end
of 1966, no element of theFrench military was attached to NATO
forces.
Similarly, the Warsaw Pact was politically stable, witha couple
of exceptions. Though it formally remained amember, Albania halted
military support to the WarsawPact in 1962. Later, after the Warsaw
Pact invasion of fellow member state Czechoslovakia in 1968,
Albania formally (and successfully) withdrew.
Optional Rule: When making a transportation favorcheck to travel
from a NATO nation to a Warsaw Pactnation (or vice versa), the
agents must spend 1 additionalaction die.
ChinaDuring the 1960s, China is divided between the main-
land territory and Taiwan. The former makes up thePeople’s
Republic of China, controlled by Mao Zedong’sChinese Communist
Party, while the Nationalist ChineseKuomintang control the latter.
Ironically, though thePeople’s Republic of China includes the
lion’s share of the nation’s population and land mass, the
Nationalistgovernment is recognized by most Western powers — andthe
United Nations — as China’s rightful ruler, thankslargely to Cold
War tensions, and healthy apprehensionabout communist
leaderships.
The People’s Republic of ChinaDespite ideological common ground
between the
Soviet Union and the People’s Republic of China,
relationsbetween the two nations were strained at the outset of
the1960s. This came to a head when, following two diplomat-ic
visits by Khrushchev to Beijing, Mao accused the SovietPremier of
being an American stooge. Soviet advisorswere withdrawn from
Beijing, and the two mightiest
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66
the 1960sthreat 20, range 5 ft. — thrown dmg 1d6), Kalashnikov
AK-47 assault rifle +2 (dmg 3d6, error 1, threat 19–20, range150
ft., qualities and mod: CS, DP — 30 shots); Face 1square; Reach 1
square; SA None; SQ None; SV Fort +2, Ref+2, Will +3; Str 10, Dex
14, Con 10, Int 10, Wis 14, Cha 12;Skills: Demolitions +1,
Diplomacy +2, Driver +2, Hide +3,Listen +3, Sense Motive +3, Spot
+3, Survival +3. Feats:Armor Group Proficiency (Light, Medium,
Heavy), DaringAmbush, Weapon Group Proficiency (Handgun,
Melee,Rifle, Tactical). Gear: Weapons, 60 extra shots of7.62×39mm
Soviet military ball ammunition, demolitionskit (1-lb. bomb).
Vehicles and Gadgets: None.
Army of the Republic of Vietnam (ARVN): The Armyof the Republic
of Vietnam served under the directcommand of the South Vietnamese
President untilhe was overthrown in 1963. The nation wasthereafter
ruled by a cadre of high rankingARVN generals, until the 1967
election ofNguyen Van Thieu. The Army of theRepublic of Vietnam
remained primarily in South Vietnameseterritory, relegating
thelion’s share of NorthVietnamese- destinedsorties to
Americanmilitary forces.
AverageARVN Agent,1st-level minion(standard NPC — 23MP if used
as basis forminion type): CR 1. SZ M;v/wp 13/12; Init +1 (+1
class);Spd 30 ft.; Def 12 (+2 armor); Atk:Colt M16A1 assault rifle
+1 (dmg 4d4,error 1–4, threat 20, range 125 ft., quali-ties and
mod: no burst — 30 shots); Face 1square; Reach 1 square; SA None;
SQ DR 7/C;SV Fort +3, Ref +1, Will +0; Str 12, Dex 11, Con 12,Int
10, Wis 10, Cha 10; Skills: Climb +2, Demolitions+2, Driver +1,
First Aid +2, Intimidate +2/+1, Jump +3,Profession (Soldier) +2,
Spot +2, Survival +1, Swim +2, UseRope +1. Feats: Armor Group
Proficiency (Light, Medium,Heavy), Toughness, Weapon Group
Proficiency (Handgun,Hurled, Melee, Rifle, Tactical). Gear:
Weapons, 60 extrashots of 5.56×45mm military ball ammunition, flak
vest,military helmet. Vehicles and Gadgets: None.
Vietnam the AllyWhen either North or South Vietnam is an ally of
the
agents’ home nation, the agent team may tap the follow-ing
resources.
North Vietnam: When the team is “in country,” an agent may make
a favor check (DC 25) to imprison acaptured foe in a POW camp for a
number of days equal tohis agent level. The prisoner endures the
brunt of thecommandant’s attentions during that time, and for
eachday the prisoner spends in the camp, he suffers 1 point
oftemporary Wisdom damage. A character’s Wisdom scoremay not be
reduced below 1 in this fashion. Once freed, thevictim must succeed
with a Will save (DC equal to thenumber of days he was in
captivity); otherwise, G of theWisdom damage suffered becomes
permanent (roundeddown). All temporary Wisdom damage heals at a
rate of 1 point per day, as usual.
South Vietnam: When the team is “in country,” an agent may spend
1 action die during the Gearing
Up phase of any serial in order to requisition acovert chopper
to transport his team, without
the expenditure of gadget points. The teamis inserted into North
Vietnamese terri-
tory within 1d4 miles of a location ofthe agents’ choosing.
Exactly
24 hours later, the chopperreturns to recover the
team. If the team is notpresent when it
arrives, it waits 15 minutes
before dust-ing off,not to
r e t u r n .The chopper’s
pilot possesses avehicle skill bonus
equal to the requisi-tioning character’s agent
level +2, and a threat range of19–20.
Vietnam the EnemyWhen either North or South Vietnam is
an enemy of the agents’ home nation, the GCmay tap the following
resources.
North Vietnam: When North Vietnam is an enemyof the agents’ home
nation, and the team is “in country”and the bush, the GC may — once
per session — spend 1action die to set a booby trap within 20 ft.
of the team’scurrent location. If an agent enters the square
containingthe trap and fails a Spot check (DC 15 + the team’s
averageagent level), he triggers the trap, suffering an amount
ofnormal blast damage equal to 1d4 × the team’s averageagent level
with a blast increment of 5 ft.
Should the GC wish to use North Vietnam as a full-fledged
threat, he should use the following statistics:
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77
turning pointsAn espionage climate prompted by a major crisis
lasts
until it’s replaced by another espionage climate, while
anespionage climate prompted by a minor crisis lasts untilthe end
of the last serial involving the crisis or until it’sreplaced by
another espionage climate (whichever comesfirst).
At the conclusion of any event or plot hook, the GCshould gauge
the agents’ performance and adjust theespionage climate as
follows.
• If the agents achieved the majority of their goals,
theespionage climate listed under the event or plot hook’s“Victory”
entry takes effect immediately.
• If the agents achieved some of their goals, but werestymied by
others, the event’s starting espionage climate continues until
replaced.
• If the agents are foiled, the espionage climate listedunder
the event or plot hook’s “Defeat” entry takeseffect
immediately.
The clear skies espionage climate is in effect on January 1,
1960, unless the GC wishes to start with a different climate to
reflect the flavor of his campaign.
Major Crises:Year by Year
One major crisis is presented here for each year of the1960s.
Some are matters of public record, while others arehypothetical
scenarios surrounding historical events.
Crisis DescriptionsFollowing each crisis event’s name and
description are
three plot hooks, each with a starting espionage climateand the
following information. Each crisis event’s espi-onage climate
remains in effect until another espionageclimate replaces it, even
following the crisis event’s conclusion.
Victory: The espionage climate and other conditionslisted here
take effect when the agents achieve the major-ity of their goals
during the crisis event. This climateremains in play until a new
crisis event is prompted, even after the crisis event’s
conclusion.
Defeat: The espionage climate and other conditionslisted here
take effect when the agents fail to foil the crisis event’s
mastermind or otherwise botch their objec-tives. This climate
remains in play until a new crisis eventis prompted, even after the
crisis event’s conclusion.
Special: Sometimes, certain aspects of a crisis eventhave
lasting ramifications beyond mere victory or defeat.Should the
conditions listed in any crisis event’s specialentry be met, the
espionage climate listed here replacesthe climate listed in the
victory or defeat entry.
The Victory and Defeat results listed throughout thissection
assume the agents serve America or an alliednation. If the agents
work for the Soviet Union, simplyapply the results in reverse (i.e.
when successful, Sovietagents trigger the espionage climate listed
in the Defeatentry).
1960: The U-2 IncidentDuring a U-2 reconnaissance flight over
Soviet territo-
ry, pilot Francis Gary Powers is shot down near
Sverdlosk,allegedly by a Soviet surface-to-air missile.
Subsequentinterrogation proves that — despite the 1955 U.S.
‘OpenSkies’ proposal — the United States continues to violateSoviet
airspace in order to perform reconnaissanceflights. Infuriated by
this breach, Khrushchev cancels a scheduled summit between America,
France, the SovietUnion, and the United Kingdom.
Though President Eisenhower initially claims no suchflights
occur, he recants when faced with the accumulatedevidence and
agrees to suspend U-2 reconnaissanceflights. This is insufficient
to placate Khrushchev, howev-er, and the summit never takes
place.
U-2 sorties into Soviet airspace are discontinued,though the
program continues elsewhere in the world.Some mystery surrounds the
incident, however — whilethe Soviet Union claims the aircraft was
struck by a surface-to-air missile, the U-2 was designed to operate
ataltitudes well outside the reach of such weaponry.
Plot Hook # 1 (Strange Days)Powers is not the victim of a Soviet
missile, but sabo-
tage, and U.S. forces arrest the Soviet saboteur responsi-ble
for the U-2’s malfunction only hours after contact islost with
Powers’ plane. Under interrogation, the saboteurreveals that many
similar incidents are currently in theworks — operations designed
to further embarrass theUnited States. Through the coming year,
American intelli-gence assets around the world are revealed
throughSoviet sabotage and espionage, and it’s up to the agents
tofoil these operations, while simultaneously keepingAmerican
assets out of the spotlight.
Victory (Doldrums): Though the U-2 incident provesan
embarrassment, espionage is an accepted facet of modern foreign
relations. The wider Soviet effort failsto expose the breadth of
American espionage operations.
Defeat (Under the Weather): Soviet assets uncover a wide variety
of American operations, especially thosetargeting nations friendly
to America — perhaps eventhose targeting American citizens, such as
COINTELPRO(see page 15). This colors the global political
landscapewith greater mistrust and confusion.
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111
alternate campaign stylesradio-controlled robot that can
manipulate weather pat-terns. They also discover the villain’s next
nefarious plotto use the robots…
Possible Red Scare Schemes: • Using his extensive contacts,
Jackson Johnson
arranges to seed the local cloud cover over New YorkCity with
tiny robots designed to induce serious levelsof acid rain. Though
not lethal, the rainfall stripsmake-up and frizzes hair, damaging
the Americanpublic’s hipness. As people are forced to do
withoutflashy makeup and the latest hairstyles, the streets ofNew
York look more and more like the gray streets ofMoscow in the
summer. Johnson’s Soviet handlerplans to visit the United States
soon, and he plans tocite the newly “Sovietized” city as proof of
his opera-tional genius.
• A sudden spate of extremely acidic rain on the WestCoast
sizzles massive swaths of land to a crisp.Though the storm passes
seemingly without furtherresult, continuing East, the agents soon
discoverJackson’s ultimate goal — burning a tremendous ham-mer and
sickle across the crops of the Midwest, solarge it can be seen from
orbit.
• A tropical storm in the Gulf of Mexico approaches thecoast of
Louisiana, its winds quickly picking up speed.Yesterday, a U.S.
destroyer was capsized by the power-ful winds, and in a week, the
storm will arrive in NewOrleans — at the height of Mardi Gras! The
agentsmust put a stop to Jackson’s mad weather manipula-tion before
he destroys the biggest party in the UnitedStates!
The Telefantasy 1960s Campaign
Telefantasy is over-the-top espionage fiction thataired on 1960s
television, much of it made in Britain.Often tongue in cheek,
sometimes serious, always exag-gerated, the telefantasy 1960s
campaign involvesextreme plotlines, from attacks by alien plant
life to mindswapping to freakish mutations of scientific laws.
Futurescience is heartily encouraged in telefantasy, especiallywhen
used by villains and as plot devices.
Mission: Highly ImprobableShortly after the release of this
book, Spycraft fans
worldwide will be presented with an all-new campaignbook by
AEG’s latest Spycraft engine partner, New Breed— Mission: Highly
Improbable. This thrilling collection ofserials, departments, feats
and gadgets is designedexpressly to support telefantasy
roleplaying, though play-ers will find it useful in many 1960s
campaigns. We
present an agency and a threat suited to Mission:
HighlyImprobable in this section, as a preview of things
tocome…
Campaign TropesThe telefantasy 1960s campaign generally
includes
the following tropes.
• The first thing you notice about telefantasy is thatthere
aren’t many folk about. Roads are traffic-free,city squares are
empty, and minions, passers-by, andother extras kept to a
budget-friendly minimum.
• Wild and outlandish super-science devices are com-mon, but not
usually in the hands of agents. Instead, asingle device, with
effects that at first appear paranor-mal or inexplicable, might be
the focus of a master-mind’s plot. When the device is finally
revealed, ourheroes examine it with a wry smile. It is not
consid-ered polite to remark on the fact that the device breaksthe
laws of physics. Nor do agents save the device foruse in next
week’s serial.
• The Cold War is a constant backdrop in telefantasyserials, but
seldom referred to directly. An agent mightcasually ask of a corpse
“Was he one of ours, or one oftheirs?”, but wouldn’t feel the need
to spell out who“they” are. Politicians are given equally short
shrift:agents are cool, poised and detached, while politicians(and
generals) are always shouting and getting need-lessly agitated over
minor matters, such as the mas-termind threatening to wipe out
London with hisDestructo™ ray.
• Telefantasy serials are fun, tongue-in-cheek, and iron-ic.
They may contain moments of high camp butthey’re not whimsical.
Tongue-in-check is when thecountry squire is killed by an exploding
cowpat.Whimsy is when leprechauns are painting cows green.There’s
no excuse for that kind of thing.
Campaign RulesThe following global rules changes apply during
tele-
fantasy campaigns.
∑• ∑Telefantasy agents eschew wanton gunplay in favor ofwit and
charm. During any telefantasy campaign, thecooler heads prevail
espionage climate is always ineffect (see page 74 for more about
political climate con-ditions). This condition applies at all times
in additionto any other political climate conditions triggered
byevents or circumstances, and has no effect whenanother cooler
heads prevail climate is in effect.
∑• ∑People are frequently injured or killed in
telefantasyserials, but you never see any blood. Agents and
spe-cial characters automatically stabilize upon being
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122
the 1960s
• Clothing: Fatigues are a single, solid color in the1960s,
rather than patterned. When an agent wearsfatigues, his
circumstance bonus to Hide checks madein natural surroundings and
darkness is only +1.
• Communications Gear: No communications gear fea-tured in the
Spycraft Espionage Handbook is availablein the 1960s.
• Computers: Only huge mainframes possessing powerratings of up
to +6 and gadget-based computers pos-sessing power ratings of up to
+8 are available in the1960s. The former may not be requisitioned
by agents(though they can be accessed with a favor check). The
latter are presented in the New Gadgets section(see page 170).
• Hazardous Terrain Gear: GPS receivers are unavail-able in the
1960s. Further, bomb sniffers, chemicalanalyzers, and Geiger
counters and metal detectorsweigh 5 lb. each.
• Kits: Each demolitions kit produces a bomb possess-ing the
statistics of 2 sticks of dynamite. The weightsof all kits are
doubled.
• Medical Gear: Liquid skin patches and stimulantshots are
unavailable in the 1960s.
• Optics Gear: Night vision goggles and thermalimagers are
unavailable in the 1960s. Further, binocu-lars weigh 3 lb.
• Surveillance Gear: Micro-tape recorders, basic videobugs,
voice-activated bugs, digital cameras, dispos-able cameras, and IR
filter lenses are unavailable inthe 1960s. Further, a number of
changes are made tothe following items.
• Basic audio bugs possess a range of H milethrough open air, G
mile in cities, and 300 ft.underground. They weigh ⁄/% lb., their
Listen
check cap is 25 and they have a range incrementof 5 ft. (from
the bug’s placement location).Further, the DCs of all Search and
Spot checksmade to notice bugs are reduced by 4.
• Standard cameras possess a range increment of 20 ft. and weigh
3 lb.
• Miniature cameras possess a range increment of 10 ft., provide
10 exposures, and weigh G lb.
• Professional cameras possess a range incrementof 35 ft. and
weigh 10 lb. The option to increasethe number of exposures in a
professional camerais unavailable.
• Video cameras are replaced with motion picturecameras, which
may only be requisitioned in professional quality, cost 40 BP or
$1,000, weigh40 lb., and provide 30 minutes of recording timeper
tape (which may not be extended).
• ∑Commercial-grade film or tape possesses a Spot/Surveillance
check cap of 16 and provide20 exposures or 30 minutes of recording
time.
• ∑Professional-grade film or tape possesses a Spot/Surveillance
check cap of 20 and provide20 exposures or 30 minutes of recording
time.
• ∑Intelligence-grade film or tape possesses a Spot/Surveillance
check cap of 24 and provide 3 exposures or 5 minutes of recording
time.
• ∑Parabolic microphones weigh 10 lb., possessrange increments
of only 50 ft., cannot be hookedup to a computer, and require a
successful Listencheck (DC 25) when used to pick out sounds
fromambient noise.
• ∑Personal tape recorders weigh 1 lb. and possessdimensions
nearly double that of their moderncounterparts (2 in. × 4 in. × 8
in.), and cost 3 BP or $30.
• Weapons Accessories: Laser sights are unavail-able in the
1960s.
VehiclesAll vehicles seen in the Spycraft Espionage Handbook
are available without modification to 1960s agents exceptthe
following.
Air Vehicles: Space shuttles, ultralights, and VTOLsare
unavailable in the 1960s. Jet packs are only availableif allowed by
the campaign style (see Chapter 5).
Armored and Heavy Vehicles: Bullet trains and hover-craft are
unavailable in the 1960s.
Ground Vehicles: The standard sports car statisticsshould be
used for 1960s sports cars and the classic car statistics should be
used for earlier vintage cars
The Little ThingsIn the modern world, we take many items for
granted that weren’t available in the 1960s. Some ofthese common
lifestyle amenities follow.
Photocopiers, Scotch tape, personal computers,erasable ink, cell
phones, satellite imaging, video-tape, cassette tapes, CDs,
computer graphics, big-screen televisions, digital watches, velcro
(except atNASA), microwave ovens, global positioning (GPS)systems,
more than 4 or 5 channels on TV, cordlessphones, portable radios,
most electrical appliances,most items whose name includes the word
“instant”,realistic cinematic special effects, live
televisionreporting of major events anywhere in the
world,inexpensive Asian-made cars, flavored potato
chips,vacuum-persevered dinners, and aluminum cans.
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155
new agent options
SpymasterThis is a prestige class.The spymaster is the
quintessential secret agent,
a mission centerpiece coordinating whole teams and multiplying
the effectiveness of every member. The mostrenowned spymasters
orchestrate vast operations involving hundreds of agents in dozens
of nations, allwhile taking the field to complete the most critical
partsof the mission themselves.
Abilities: Possessing highly flexible tactics and need-ing to
interface with agents of any other class, the spy-master requires a
balance of all abilities.
Vitality: 1d10 plus Con modifier per level.
RequirementsAgent level: 5+.Bureaucracy: 2+ ranks.Diplomacy: 4+
ranks.Innuendo: 6+ ranks.Profession (Espionage): 8+ ranks.Feats:
Training.
Class SkillsThe spymaster’s class skills and key abilities
are:
Class Skill Key AbilityBluff ChaBureaucracy ChaCultures
WisDiplomacy ChaGather Information ChaInnuendo WisKnowledge
IntLanguages WisListen IntOpen Lock DexProfession WisSearch
IntSense Motive WisSpot WisSurveillance Wis
Skill Points at Each Additional Level: 6 + Int modifier.
Class FeaturesAll of the following are class features of the
spymaster.Class Feats: At 1st level, the spymaster gains the
following feats.
Armor Proficiency (Light)Armor Proficiency (Medium)Weapon Group
Proficiency (Handgun)Weapon Group Proficiency (Rifle)
Problem Solver: When the spymaster spends 1 actiondie to make an
inspiration check, he may also make a favor check at no additional
cost. This is the spymaster’score ability.
Voice of Experience: At 1st level, as a full action,
thespymaster may choose 1 skill with which he possesses atleast 1
rank and grant a number of ranks with that skill toa teammate with
whom he’s in verbal or visual contact, upto a maximum of H of the
spymaster’s ranks in the skill(rounded down). The teammate may not
gain any ranks ina skill for which a feat is required (such as a
psionic featin the Shadowforce Archer world setting) unless
healready possesses the required feat. These temporaryranks do not
stack with any ranks in the skill already pos-sessed by the
teammate, and may not exceed the team-mate’s standard skill rank
maximum (i.e. his agent level +3). These temporary ranks remain
with the teammate for1 minute or until he makes 1 skill check using
them,whichever comes first, after which they are lost. The
spy-master’s ranks with the skill are unaffected during thisperiod.
The spymaster may use this ability a number oftimes per session
equal to H his agent level (roundeddown).
At 5th level, if the spymaster’s threat range with the chosen
skill is greater than that of the teammate, the teammate also gains
the spymaster’s threat range forthe same duration.
At 9th level, the maximum number of ranks the spymaster may
grant with the chosen skill is equal to histotal ranks in the skill
(though these ranks may still notexceed the teammate’s skill rank
maximum).
Versatility: At 2nd level, the spymaster may select 4
cross-class skills to become class skills for him.
At 7th level, the spymaster may choose an additional 4
cross-class skills to become class skills for him.
If the spymaster chooses Craft, Hobby, or Sport tobecome class
skills for him, all focuses for the chosenskill also become class
skills for him.
Team Player: The spymaster knows how to make themost of his
agency’s resources. At 3rd level, the spymas-ter’s GP cost to
requisition intelligence resources fromhis organization is reduced
by –2 per resource (for moreinformation about intelligence
resources, see theFaceman/Snoop Class Guide, page 113).
At 7th level, the spymaster’s GP cost to requisitionintelligence
resources from his organization is reducedby –4 per resource.
This ability may never reduce the cost for requisition-ing an
intelligence resource below H its standard cost(rounded up).
Hot Line: The spymaster is privy to special codes toprompt
immediate action from the home office. At 4thlevel, the spymaster
may spend 1 additional action diewhen making a favor check to
reduce the time requiredfor that check to H standard (rounded down,
minimum 1 minute).
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193
new rules
CIA Field OfficerCIA field officers operate throughout the world
as the
Western intelligence community’s front line of defenseagainst
the Eastern Bloc and their Communist allies. CIAfield officers tend
to operate as skill handlers deep behindenemy lines, cultivating
“agents” within the native popu-lation and priming them to turn
against their masters.
MP Cost: 3 per level + 10 (vitality die).
Full Skil lsThe CIA field officer’s full skills and key
abilities are:Full Skill Key AbilityBluff ChaSense Motive Wis
Half Skil lsThe CIA field officer’s half skills and key
abilities are:Half Skill Key AbilityBalance DexDriver DexHide
DexInnuendo WisMove Silently DexSearch IntSpot WisSurveillance
Wis
Class FeaturesAll of the following are class features of the CIA
field
officer.Allegiance: The CIA field officer begins play with
the
American allegiance.Starting Feats: At 1st level, the CIA field
officer gains
the following feats.Armor Group Proficiency (Light)Armor Group
Proficiency (Medium)Weapon Group Proficiency (Handgun)Weapon Group
Proficiency (Melee)Weapon Group Proficiency (Rifle)
Department Training: At 1st level, the CIA field officergains
all the benefits of one department option from theCIA
macro-department, including its bonus feat.
Field Operative: At 2nd level, the CIA field officergains the
Field Operative feat.
Uncanny Dodge: At 4th level, the CIA field officer gainsthe
ability to instinctively react to danger. He always retainshis
Dexterity bonus to Defense, even when caught flat-footed (though
the bonus is still lost if he’s immobilized).
An NPC possessing the uncanny dodge ability frommultiple classes
may combine levels from all such classesin a limited fashion to
determine this ability’s effective-ness. The NPC’s level in each
class is rounded down to thenearest multiple of 4 before the levels
are added together todetermine the extent of the NPC’s uncanny
dodge ability.
Table 7 . 16 : The Academic (NPC Class)Base Fort Ref Will Def
Init
Lvl Vitality Att Bon Save Save Save Bon Bon Special1 4 +0 +0 +0
+2 +1 +1 Specialty2 6 +1 +0 +0 +3 +2 +1 Scholarly3 9 +1 +1 +1 +3 +3
+24 11 +2 +1 +1 +4 +3 +25 14 +2 +1 +1 +4 +4 +36 16 +3 +2 +2 +5 +5
+4 Advanced Skill Mastery7 19 +3 +2 +2 +5 +6 +48 21 +4 +2 +2 +6 +6
+59 24 +4 +3 +3 +6 +7 +510 26 +5 +3 +3 +7 +8 +6 Grand Skill
Mastery
Table 7 . 17 : The CIA F ield Officer (NPC Class)Base Fort Ref
Will Def Init
Lvl Vitality Att Bon Save Save Save Bon Bon Special1 6 +0 +1 +1
+1 +1 +1 Department training2 9 +1 +2 +2 +2 +1 +1 Field Operative3
13 +2 +2 +2 +2 +2 +24 16 +3 +2 +2 +2 +2 +2 Uncanny dodge (Dex bonus
to Def)5 20 +3 +3 +3 +3 +3 +36 23 +4 +3 +3 +3 +4 +4 Stars and
Stripes7 27 +5 +4 +4 +4 +4 +48 30 +6 +4 +4 +4 +5 +5 Handler9 34 +6
+4 +4 +4 +5 +510 37 +7 +5 +5 +5 +6 +6 Flag Waver
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223
threats2. As option #1, except that the buyer is actually a
KGB
plant hoping to trick Mark Dmitryevich into revealinghis
November Revolution allies. If the agents are KGB,they are unaware
of their own agency’s plot and mighteasily find themselves trapped
within the organiza-tion when the hammer falls and the sickle
swings.
3. Mark Dmitryevich performed the theft for himself. He believes
that one item in the collection — an oldRussian cavalry sword —
once belonged to his great-grandfather, the last member of his line
to serve roy-alty and possess a decent standard of living.
Markhopes that he can use the sword as proof of his lineageand
force his way back into Russia’s upper crust. He iswrong, however —
the sword is merely an intriguingheirloom of another man’s family,
and can do nothingfor him. When Mark’s plan fails, he trades on
hisknowledge of the November Revolution, leading toassassination
attempts and other violent retribution,with the agents caught in
the middle.
Plot Hook #2 In an effort to promote their capitalist goals,
the
November Revolution fronts a new wagering sport — SpyKiller — in
which a name is chosen at random from thelong list of U.S. and
Russian agents who have tracked (yetfailed to find) the
organization. The Revolution puts out acontract on the spy whose
name is drawn, offering a lucra-tive “finder’s fee” to the first
person who brings the spy’shead to Ruchek’s safe house. The agents
might be taskedwith protecting the named spy, extracting him from
anoperation in progress, or even getting themselves to safe-ty (if
one of them is named).
Possible Ripples in the Contest:
1. Spy Killer is actually a clever ruse orchestrated by
theRevolution to cover the named spy’s defection to theirranks.
With the world at large believing the targetdead, the Revolution
can call upon him freely, withoutworry that his agency will come
looking for him.
2. Spy Killer is a scam — or at least Roman assumes it is.The
Revolution has staged everything and plans to simply clean up from
the rigged competition. Butwhen the target’s head crops up and the
Revolution’scoffers are quickly emptied, a traitor is revealed
with-in their ranks and the organization is left vulnerableto
attack. The attack arrives mere days later, when oneof the other
organizations in this chapter makes amove to ‘collect’ the
Revolution as is latest subsidiarybranch. Investigating agents
discover the false targetand may trace its creation back to the
Revolution, justin time to watch the fireworks (and potentially
naboperatives from two threats in one fell swoop).
3. Spy Killer is compromised from within — the name isactually
an Agency trigger-code roughly equivalent to“SOS”. The only problem
is that the Agency doesn’thave anyone on the inside with the
NovemberRevolution. The agents must come up with a way to
infiltrate the organization (perhaps by supplying a false body
meeting the named spy’s description) and learn who sent the code,
and why. Once inside, the agents find that the Revolution is
actually muchlarger than they ever could have expected — and that
itseemingly controls parts of the Agency, its Russianequivalent,
and several other world espionage organs.The Revolution is using
the intelligence cells to gener-ate capital toward a plot to “buy”
a nation of its own,then crush Russia under its heel.
Operation: TURNSTILE Starting Threat Code: Red.The short-season
(3-serial) threat is appropriate for a
team of 5th-level agents.
This season allows a group of agents, probably Soviet,to uncover
a secret plot to corrupt the Soviet Union’s accu-mulated nuclear
technology. Two Soviet spies planteddeep inside the American
nuclear community have beenturned and are passing false information
to their Soviethandlers in an attempt to set back the Soviet
nuclear pro-gram. During this season, the agents follow a clue
chainbeginning in Russia and ending in a white-breadAmerican
suburbia, where the season’s mastermind — a lethal assassin posing
as a housewife — works to under-mine her former superiors.
Richard and Karen Goldberg were once devoted Sovietassets.
Recently, their loyalties shifted and they startedworking for the
CIA, handling at least one pivotal opera-tive back in their
homeland against the Russian govern-ment (see Serial One). It’s
undetermined here whetherthey simply had a change of heart, fell
victim to someblack op CIA mind control experiment, or were
affected bysome other means. Regardless, their KGB training is
nowsupplemented by CIA covert operations and combat skills,making
them a force to be reckoned with.
MP Cost: 310Wealth: 5 (65 BP for mastermind, 45 BP for each
henchman and foil, 30 BP for each minion, 20 BP for
eachspecialist; minions gain 1 piece of personal ordnance or 1
ground or water vehicle up to 7 GP, or personal vehi-cles up to 3
GP)
Technology: 5 (5 GP per serial)Loyalty: 6 (+6 to loyalty
checks)Influence: 1 (favor check notice = 1, 1 influence
effects
per serial)Scope: 3 (regional threat)Agenda: Takeover (see page
190).
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228
the 1960s
The Silencers Starting Threat Code: Yellow.This short-season
(3-serial) threat is appropriate for a
team of 16th-level agents.
The Soviet government has never brooked traitors andenemies for
long, and has developed organizationsexpressly for the purpose of
eliminating them. One suchgroup — known colloquially as SMERSH — is
widelyregarded as having performed the most brutally
efficientmurders in the history of espionage. Though officially
dis-banded in 1946, many suspect that the organization per-sists,
in one form or another, to this day. Yet SMERSH is only charged
with killing enemy spies. Recently, the Soviet government
implemented the following teamof assassins, the Silencers, and
granted them a muchbroader charter — to eliminate all enemies of
theMotherland with extreme prejudice.
Comprised of former SMERSH assassins, rogue operatives from
intelligence agencies around the world,and even contract killers
once known to work for the high-est bidder, the Silencers are fast
becoming one of themost feared parties in the Cold War.
MP Cost: 667Wealth: 4 (76 BP for mastermind, 56 BP for each
henchman and foil, 41 BP for each minion, 31 BP for
eachspecialist; minions gain 1 ground vehicle up to 5 GP orpersonal
vehicles up to 2 GP)
Technology: 11 (11 GP per serial)*Loyalty: 10 (+10 to loyalty
checks)Influence: 2 (favor check notice = 1–2, 2 influence
effects per serial)Scope: 4 (national threat)Agenda:
Assassination (see page 189)** This threat begins with this agenda
at level 1 (see
Serial Three).
Serial Three: The Butcher This serial features the season’s
mastermind and one
henchman, and also ‘raises the bar’ twice as described onpage 94
of the Fixer/Pointman Class Guide. It conse-quently awards +20% XP
to agents who successfully complete it.
Artur Stanislovich Nazorov Artur Stanislovich Nazorov is not
known to the CIA by
any code name. The master of the Silencers, and the mostdeadly
of all its assassins, Artur nonetheless carries him-self with the
comportment of another social clime. An handsome early-’30s
gentleman with a cultureddemeanor, he stands 5 ft. 10 in. tall and
always dresses inthe most immaculate of fashions. He possesses fine
bones
and an indeterminate bone structure, allowing him topass as a
native of nearly any country, and his hands aredelicate, like a
surgeon’s.
Favoring razors and other cutting implements, Arturis also
trained to fight with swords and knives and is never without a
blade somewhere on his person — evenwhen he sleeps. Artur
Stanislovich is a cold and ruthlesskiller, but his personality
hides underneath a veneer ofsophistication. Only when the blades
come free do his victims see him for the monster that he truly
is.
Artur Stanislovich lives in a posh Manhattan pent-house that’s
been converted to house his minions andthose of his less refined
partner, the Butcher (see the nextpage). Every room of the
penthouse — including the widebalcony, where some routine training
is conducted — is wired for crude sound and video, and every
corridor is laced with lethal traps having challenge ratings
equalto Artur’s own. When the agents finally track theSilencers
back to Artur’s hideout, he withdraws into a hidden room central to
the complex, from which he peltsthem with Carmina Burana as the
Butcher and his minions hunt them down. Only when half of his
minionsare down or fled does he exit the panic room and engagethem
himself (it takes him that long to get dressed for
theoccasion).
Artur Stanislovich Nazorov, 5th-level fixer/10th-level contract
killer/4th-level menace (mastermind — 95MP): Department: Orphan. CR
19. SZ M; v/wp 106/10; Init+15* (+3 Dex, +12 class); Spd 30 ft.;
Def 24 (+3 Dex, +11class); Atk: stiletto blades (×4) +21 (dmg
1d6+5, error 1–2,threat 20, qualities and mods: custom handle,
perfect bal-ance, gadgets: personalized fighting knife), sword
cane+25 (dmg 1d6+12, error 1–2, threat 19–20, qualities andmods:
custom handle, expert craftsmanship, lethal tun-ing, perfect
balance, gadgets: personalized fighting cane);Face 1 square; Reach
1 square; SA may perform coup degrace as a half action, sneak
attack +4d6; SQ DCs of allattempts to seduce Artur are increased by
+11, “before I kill you…” (taunt, master plan), continuity
(EscapeArtist, Gather Information, Hide, Listen, Move Silently,Open
Lock, Sense Motive, Search, Sleight of Hand, Spot),dexterous,
evasion (no damage with successful Ref save),extensive dossiers,
“just follow the plan!” (Assassinationagenda), procure, uncanny
dodge (Dex bonus to Def); SV Fort +12, Ref +13, Will +11; Str 18,
Dex 17, Con 10, Int 14,Wis 14, Cha 10; Skills: Balance +16†, Bluff
+6, Bureaucracy+6, Climb +6†, Concentration +8, Cultures +6,
Demolitions+6, Disguise +5, Driver +5, Escape Artist +12†,
GatherInformation +8, Hide +15, Innuendo +5, Intimidate
+10/+6,Knowledge (Espionage) +14, Knowledge (Target) +6,Languages
+4, Listen +15†, Move Silently +22†, Open Lock+15, Sleight of Hand
+8, Search +8, Sense Motive +8,Sleight of Hand +10, Spot +10.
Feats: Armor GroupProficiency (Light, Medium), Career Operative,
Cleave,