Set Me Free...
Agent Orientation Package
This is all too important. I haven’t hidden anything here.
Agents use Force to interaction with Blue City. It encompasses all physical activity, with Personalities, Hostiles, and Agents as well as with the City itself. Mystery Agents are direct and focused, able to push through physical and mental fatigue and accomplish their goals. No matter what their level of physical strength or stamina, they’re are able to perform exceptional physical feats in Blue City. They can also be Brutish, Short Tempered, and quick to anger in times of stress.
- Aggression: Kill, Destroy, and Damage
- Athletics: Movement, Chase, and Escape
- Strategy: Incapacitate, Subdue, Capture and Process
Instinct defines how the Agent perceives Blue City. It covers perception, reaction, and intuition and is used primarily when the Agent relies on his judgement and experience to gauge a situation. Mystery Agents are sensitive to their environments and are trained to see carefully observe and react to those environments. They rely on hunches as much as cold, hard facts and are able to make critical decisions without hesitation. Of course, this can lead to impulsive behavior and paranoia in unfamiliar situations, especially when those instincts are misguided.
- Investigation: Searching Crime Scenes, and Analyzing Evidence
- Communication: Interrogation, Persuasion, and Subterfuge
- Intuition: Sensing an Ambush, Sensing General “Wrongness”, and Following Hunches
Access defines the Agent’s ability to requisition material and information from Control. It represents personal charisma, resourcefulness, and “pull” within the Company. It also describes the Agents familiarity with the Map (and affects the Agent’s ability to enter and leave the Blue City). Mystery Agents are adept at navigating the bureaucratic maze of the Company and at procuring equipment and information for missions. They gain a “feel” for the terrain of Blue City and this can prove beneficial when traveling or when entering or exiting. Agents may feel disconnected from the surroundings after too much time in Blue City. Other potential hazards include cynical attitudes toward management, a feeling of hopelessness as case-flies stack up, and petty political squabbles with their peers and supervisors.
- Logistics: Acquisition of Equipment (including Weapons) from Control
- Intelligence: Retrieval of Information from Control
- Navigation: Information about a Zone’s color and Ejecting from Missions.
Because of the nature of a Mystery Agent’s work, injuries, blood loss, and broken bones are not really at issue. Instead, the stress from exerting one’s will upon Blue City can lead to elevated heart rate; this can lead to complications that may put the Agent at risk of debilitating injury or even death. Heart Rate is measured in beats per minute (BMP). There are three values associated with Heart Rate: Resting, Target, and Maximum.
Resting Heart Rate
Resting Heart Rate is the state in which all Mystery Agents enter their mission. Their minds and bodies relaxed and ready to begin. While in the Resting Heart Rate, Agents must their maximum number of dice for an attribute when making Force or Instinct rolls.
Target Heart Rate
The Target Heart Rate is the range at which the Agent operates at peak cardiovascular efficiency. Blood and oxygen flow freely, the mind is aware and alert and the body is going full steam ahead. Resting has both positive and (if elevated to extreme levels) detrimental side effects. While within their Target Rate, Agents may roll any number of attribute dice when making Force or Instinct rolls. This effect lasts for as long as the Agent is withing his Target Hear Rate, as determined by the Agent’s Age.
Maximum Heart Rate
The negative aspect of an elevated Heart Rate is that the increased stress on the Agent’s mind and body may result in injury or death.
Reducing Heart Rate
Agents may lower their Heart Rate only when undergoing no outward stress. The Agent must be in a safe location and must have time to collect his thoughts and concentrate. Heart Rate Reduction is a Technique Agents my acquire doing Character Creation.
Players of the game use six-sided dice to decide success or failure when using their attributes. The player rolls a number of dice equal to the attribute being used, hoping to roll at least a total of 11. This number is added to the Agent’s Heart Rate. Failure to roll at least an 11 causes the Agent to fail the attempted action. If the player wishes to push the roll, he can make another roll in hopes of rolling an 11. The drawback to additional attempts is that each roll adds the sum of the rolled dice to the Agent’s Heart Rate. Talents add a bonus die after the Agent’s normal dice are rolled. Although this die is counted toward the Agent’s total roll, it also adds the sum of the rolled dice to the Agent’s Heart Rate. The advantage of using a Talent is that it can turn a failed roll into a success (without the Agent needing to roll all the dice again). Talents and equipment can also increase the probability of rolling a success with only two dice.
Weapons and Equipment
Aside from the basic uniform and Lacuna Device, all equipment must be procured within Blue City or requisitioned from Control. A successful Access (Logistics) roll is required to transfer the equipment to the Agent. Equipment gained during the course of the mission may assist in Force or Instinct die rolls. Equipment adds a +1 to a roll per Access die rolled. The higher the bonus is, the more impressive or useful the equipment turns out to be. Equipment procured within Blue City grants a +1 bonus, regardless of its nature or utility. Equipment may grant a Force or Instinct bonus but not both. Weapons always grant a Force bonus. These bonuses do not add to the Agent’s Heart Rate.
An Agent that performs a risky action could impair his abilities in the field. “Risky Actions” include combat, high-speed chases, falling or environmental hazards. Failing a risky action reduces the Agent’s Force or Instinct attribute by 1 die. In most cases, Control (or the Team Leader) will request that an impaired Agent eject from the mission. If the Agent’s Force drops to Zero, he must IMMEDIATELY make an emergency Access roll to eject from Blue City or die on the Slab. If an Agent’s Instinct drops to Zero, she must IMMEDIATELY make an emergency Access roll to eject from Blue City or suffer severe psychological trauma and be forced to retire. Agents making Force or Instinct roll while above their Maximum Heart Rate are always considered to be performing risky actions.
Agents recover all lost attribute points in between missions. Any equipment granted in the course of a mission is lost upon ejection. Agents have died, gone insane… are permanently removed from play.
Agents within their Target Heart Rate earn a Commendation Point whenever a 6 is rolled on a single die (including dice rolled from Talents). Agents may spend Commendation Points to push through request for information on equipment while in Blue City. Every Commendation Point spend in this manner adds a +1 to any Access (Logistics) or Access (Intelligence) roll made by that Agent. This bonus may be applied after the dice are rolled and is not added to the Agent’s Heart Rate. Commendation Points are lost when an Agent ejects from a mission before is completion (previously-earned Commendation Points are retained).
Agents can “carry” a maximum of 10 Commendation Points during the course of a mission, extra points earned are simply lost. If an Agent earns 10 Commendation Points during a Mission that agent gains access to a bonus Talent at the end of the mission. An Agent that possess all the Talents within an attribute or on Talent in each attribute my be given a promotion so Senior Agent and a security upgrade to Deep Blue.
Experienced Mystery Agents are able to “bend the rules” and perform unusual or seemingly-impossible actions. This is done using Techniques the Agent picks up from her Mentor or other Agents she works with on a daily basis. These Techniques enable the Agent to interact with Blue City in different ways. The Agent using the Technique can affect change without making a die roll. Most techniques cost a Commendation Point to trigger. Unless otherwise specified, the affects from using a Technique are temporary. Agents that complete a mission are able to unlock one of the Techniques in the tree that her Mentor taught her. Specific Techniques outside this tree may be learned from other Agents. All Agents may learn the Standard Techniques. Techniques are awarded after successful mission as Mystery Agents begin to grow familiar with the strange terrain of Blue City. Some Techniques may be learned from another Agent or a Mentor who feels the student is “ready”.
- Meditation: The Agent may spend a Commendation Point to subtract 1d6 from her Heart Rate. Can only be used when the Agent is in a relatively safe and secure environment.
- Training: The Agent subtracts 10 bpm from his Resting Heart Rate.
- Achievement: The Agent starts with at least 1 Commendation Point before each Mission.
- Endurance: The Agent may extend his Target Heart Rate by 5 bpm in either direction.
- Bulletproof: The agent may spend a Commendation Point to ignore 1 point of Force Attribute Loss.
- ESP: The agent may spend a Commendation Point to ignore 1 point of Instinct Attribute Loss.
- Armed: The Agent has a +0 Weapon in her possession and may spend a Commendation Point to add a +1 Force Bonus to the weapon, this may be done multiple times.
- Driver: The Agent may spend a Commendation Point to have access to a sleek black four-door-ed sedan, equal to a +1 Force piece of Equipment.
- Caller: The Agent may communicate with a distant Agent or Control without making an Access roll. This does not require the Agent to spend a Commendation Point.
- Writer: The Agent may spend a Commendation point to be able to understand written material in Blue City.
- Doctor: The Agent may spend a Commendation point to restore one point of of lost attribute die to either himself or another. Can only be used when the Agent is in a relatively safe and secure environment.
- Thief: The Agent may spend a Commendation point to gain access to a restricted area of Blue City.
- Judge: The Agent may spend a Commendation point to detect falsehoods when questioning a subject
- Spy: The Agent may spend a Commendation point to disguise or hide herself or from Personalities.
- Identity: The Agent has a cover identity in Blue City.
- Documents: The Agent carries official-looking identification.
- Credit: The Agent can acquire provisions and equipment using his Mentor as a reference..
- Contact: The Agent has access to a friendly contact know to the Agent’s Mentor.
- Safe-House: The Agent has access to a safe, secret location setup by his Mentor.