I ISBN 1-55h3V-254-3 d GURPS

The Secret WorM of Assassins, Spies and Counterspies By Thomas M. Kane Additional Material by Michael Hurst Edited by Michael Hurst and Steve Jackson Cover by Jeffrey K. Starling Illustrated by Darrell Midgette and Gary Washington Additional Illustrations by Timothy Bradstreet, Guy Burchak, Dan Frazier, Rick Harris, John Robiison, Doug Shuler and Ruth Thompson

GURPS System Design by Steve Jackson Jeff Koke, Managing Editor Loyd Blankenship, F'roduct Development Manager Chris McCubbin, Art Director Page Layoutand Typography by Clair LaVaye and Monica Stephens Production by Laura Eisenhour, Jeff Koke and Monica Stephens Derek Pearcy, Print Buyer

Unindicted Cophytesters: Heather AbbotI, Richard Ammons, Paul "Monty" Ashley, Bill Barton, Stephanie Brach Tim Carroll, William Collins. Greg Daniel, John M. Ford, D. Gene Frye. Mike Gibbons, C. Lee Graham. Ron Hauser, Ken Katano, Matthew L. he.Kevin MacKay, John Perrault, John C. Post, David L. Pulver, Ravi Rai, Matt Reeves, Kim Reeves-Wheatley, Dave Seagraves, Allan Shock, Ray Sinclair, Beverley Spring, Bill Spring, Lisa Steele, M. Craig Stockwell, Marlin Stout, Andrew Wardell, Viola Wardell, Stephanie Wardwell Charlie Wheatley, Shawn White, Todd A. Woods, Mary Zawacki. Steven T. Zieger, and the Illuminati BBS.

GURPS, IUuminaU, RorCplaycr md thc all-peeing pymmid are regis& ~adonarlirof SsveJackson Gams Incorpaarcd. AU names of other products published by Stwe JAGarrm hm-tedmrcgislaed w&m!a or trademarks of Steve Jackrao Games Incm,or used under liceasc. GURPSErpiowp is eopydght Q 1992 by Steve Jackson Games IncopmIed AU righll resaved Rioted in the U.S.A.

ISBN 1-55654-2S4-3 12345678910 STEVE JACKSON GAMES Blackmail ...... 72 The Recruiting of Wllie ...... 72 and Double Cmss ...... 73 Recruiting Agents ...... 74 CONTENTS Disinfomurtion in WWII ...... 74 CountainteIligence ...... 75 INTRODUCTION ...... 3 The Accidental Spy ...... 38 Sabotage in WWU ...... 75 About CURPS ...... 3 The ...... 39 A Dirty Dick ...... 76 About rha Aurhor ...... 3 The Hidden Agenda ...... 39 Pmpganda in WWII ...... 76 Keepins Options Open ...... 39 Disinfomtion ...... 77 1. CHARACTERS ...... 4 Lm!s and Scandals ...... 40 Bodyguani Wont - How to Roleplay a Spy ...... 5 The Best of Enemies ...... 40 The Shooting of Ronald Reagan .. 77 Chawter'Ilpeo ...... 5 The Life of a Spy ...... 41 Sabotage ...... 78 Analyst ...... 5 HistoricdEspio~ge ...... 41 Ekbeth's Advice to Sph ...... 78 Cinematic Spy ...... 6 Campaign Crossovers ...... 42 Propaganda ...... 79 Cut-Out ...... 6 China ...... 42 Assassi~tion...... 79 Controller ...... 7 Cli€tlangers ...... 42 Bodyguard Work ...... 80 Counterspy ...... 8 Cops ...... 42 Historical. Assarsimtion. Techniques 80 Femme Fatale ...... 9 Horn ...... 42 Assass~nahon...... 81 GueniUa ...... 9 Fmtasy andScience Fiction Hostile Extraction ...... 82 Mickey. the Walk-In Spy ...... 10 Espw~ge...... 42 Hostile Extraction ...... 83 sleeper ...... 10 Illuminati ...... 43 Friendly Extraction ...... 83 Spccial Agent ...... 11 Magic and Psi ...... 43 Rescue ...... 83 Stringer ...... 11 Martial& ...... 44 Rescue ...... 84 Techno-wiuud ...... 11 Prisoner ...... 44 Friendly Exrraction In Iran ...... 84 Turntist ...... 12 Special Ops ...... 44 The Coup d'Etat ...... 85 Wealthypatron ...... 12 Quiet Work ...... 44 Coup d'E&t in the Seychelles ...... 85 Real-Life Spies ...... 13 Plumbing ...... 86 Louise dc Bettignies ...... 13 Border Crossing ...... 87 Dr .slsbeth SchragmuUer ...... 13 Friendly Fin ...... 87 Christopher Boyce and Anhw Lze 14 Escape and Evasion ...... 88 Mata Hari. Femme Fatale ...... 14 Transporntion ...... 88 Emily ...... 15 Computer ...... 89 Alexandr Dmitrevich Ogorodnik .... 16 The Hamover Hackers ...... 89 Karl F. Koecher ...... 16 Adventure Design ...... 90 Advantages ...... 17 Frameups ...... 90 Disadvantages ...... 19 Pmps ...... 91 SIdlIs ...... 2Q 5 INTELLIGENCE Jobs and Income ...... 25 . Govemmmt Agents ...... 25 ORGANIZATIONS ...... 92 Job Table ...... 25 British Intelligence Services ...... 93 Sample Character: Ahmd Bashir ...... 27 The Meaningless Numbers ...... 93 2 THE ESPIONAGE 3. SPY-TECH ...... -45 Terrorism ...... 94 . Weapons ...... 46 Canadian Intelligence Services ...... % CAMPAIGN ...... 28 Gear ...... 49 French Intellieence Services ...... % Campaign Tone ...... 29 Escape and Evasion Gear ...... 51 ~or~dwuze-lnsurgenrOrganizations . . % Black and White vs .Shades of Gray . 29 Illegal Envy Gear ...... 53 German Intelligence Services ...... 97 Cinematic Spying ...... 29 Communications Equipment ...... 54 Japanese Intelligence Senices ...... 99 Current Affairs vs .Cinematic Flair . . 30 False IdenhT~cationand Documents ..... 55 Russian lntellinence Senices ...... 100 High Security vs .High Action ...... 30 Miscellanwus ...... 56 South A£ri*m&telli.gence Services .... 100 AgentBumou ...... 30 Weird Stuff ...... 60 Miscelhour Fmnr Organizariom 100 High-Tech vs . Sci-fi ...... 31 Chemicals ...... 62 USSR Intelligence Services ...... 101 The Spy Schools ...... 31 United States Intelligence Services .... 101 The Campaign Theme ...... 32 4. The Most Secret ofAgencies ...... 101 Spy vs . Spy ...... 32 AND MISSIONS ...... 65 Espio~geTraining Facilities ...... 102 The Enemy Within ...... 32 Tnlcks of the Trade ...... 66 Miscellaneous Intelligence Services ... 103 Spy Gadgets ...... 32 Kurt Ludwig andNazi OldSpiesNeverDie ...... 103 Wan Hot and Cold ...... 33 Strategic Recon~i~sance...... 66 The Green House ...... 104 Big Business ...... 33 Espionage Organization ...... 67 The StapBehind Armies ...... 105 Special Devices Labomtories ...... 33 Combat &tics ...... 67 Warsaw Pact Intelligence Services ..... 106 Political Movements ...... 34 Mission 'Qpes ...... 67 World War1 ...... 106 The PCas a ...... 34 Shdtegic Reconnaissance ...... 67 Hall of Plasurnb* Delights ...... 107 The Wddemess of Mirrors ...... 35 The ll2 Affair .Modem The Red Orchesrra ...... 108 The Double Agent ...... 35 Tactical Recon~issance...... 67 The Oslo Squad ...... 108 Mixed Loyalties ...... 35 Economic Intelligence ...... 68 Inventing New Intelligence Game Master Resources ...... 36 ...... 68 Organizations ...... 109 The Disaffected Agent ...... 37 Tactical Military Reconnaissance .... 69 The Mired Bureau ...... 109 The Rogue Operation ...... 37 Blackmail ...... 70 What's the Point? ...... 37 Economic Intelligence ...... 71 6. SPOOKTALK ...... 110 The Set-Up ...... 38 Technical Intelligence ...... 72 BIBLIOGRAPHY ...... 123

Contents I WTBODUGTIOW Espionage ranks not only among humankind's oldest occupations but among About GURPS its favorite topics for adventure tales. A spy story can combine the intellectual Steve Jackson Games is commiaed to stimulation of carefully plotted treachery with the animal thrill of gunfight on a full support of thc GURPS system. Our ad- misty pier. What fictional figure is so glamorous as the secret agent, alone among dnss is SJ Games. Box 18957, Austin TX 78760. Please include a self-addressed- the enemy? stampedcnvelope (SASE) each heyou Espionage adventures emphasize adventure and action. A secret agent is a write us. Resources now available include: sanctioned outlaw, always at war with enemy agents and always running from Rolcphyer: This bimonthly newsletter includes new rules, new mces, beastp, infor- capture. People associate spy stories with gunfights and car chases. Even gamers mation on upcoming releases, scenario who emphasize realism may not wish to deny themselves the excitement of daring ideas and mmc. Ask your game Wexor feats and raging battles. write for subscription iafonnation. Nevertheless, Espionage is not merely a game of combat For a simple com- New suppkmaa Md advrmurrs. We'n alwavs wWeon new maDrial and we'll mando raid, the planners of secret operations would employ the military. GURPS be Gpyto kt-you know what's available. Special Ops provides information on this sort of adventure. Espionage empha- A cmtcatalog is available for a SASE sizes mystery and intrigue. Errata ~v&one makes mistakes, in- cluding us - but we do wr best to fu thc An Espionage game can be. extremely realistic. At this moment, real secret errors. Up-to-date errata sheets for all operations are taking place. Any GM who wished wuld base a campaign on GURPS nleases, including this book, arr current affairs, taking adventure ideas out of newspapers. By stressing the available fmm SJ Games. Be sure to include a SASE with yourroquest of the PCs' operations, a skillful GM can create the illusion that the adventures QdtA. We do our best to answer any might actually have happened. game question accompanied by a SASE Science fiction off& another type of Espio~geadventure. Asecret operation Gamer inpul. We value your comments. can become exciting very fast if agents discover some mt of technological or We will consider them, not only for new pmducts. but ahwhen weupdate this book supernatural breakthro~~h.~sionics, sorcery and advanced technology could all in later printings. revolutionize a secret agent's world In the hands of villains, such assets present a BBS. For those of you who have home threat the heroes cannot ignore. In the hands of friendly agents, these devices offer computers, SJ Games operates a multi-line BBS with discussion areas for several a way to undertake missions generally regarded as impossible. games. including GURPS. Much of our Both realistic and cinematic spy campaigns can take place in other eras. The playtest feedback for new products comes World Wars provided a wealth of espionage history and fiction. This sourcebook from tk BBS. It's up 24 hours per day at 512-447-4449, at 300, 1200 or 2400 baud. applies as much to 1915 or 1943 as it does to 1992. Give us a call! Pags References Rules and statistics in this booL are spe- cifically for UE GURPS Basic Sat, Third Edition. Any page reference that begins Veterans of established intelligence organizations try to make spying sound withaB referstoapageintheUaskScl- almost dull. Readem of "authentic" books on espionage learn that field operatives e.&. p. BlOZ mrms p. 102 of theIkrok SrL, do not infiltrate enemy organizations in disguise. According to these books, real Third Edition. Wgc references that begin with an SO rcfa to GURPS Special Op, spies do nothing more exciting than tender money to traitors who know secrets and UT designates GURPS Ultra-Tech. and are willing to sell them. As for the more sensational missions, the kidnap pings, the midnight break-ins, the parachute drops into hostile temtory, official sources dismiss these as myths. About the Author None of this debunking need discourage gamers. In the field of espionage, Tom Kanc enjoys stralcgy and roleplay- reports from "official sources" are not necessarily true. Clandestine operations ina eamcs of all W, and vublishes mate- occur in a shadowy, violent underworld of agents and organizations which offic- I&-for both sods. Among other publica- tions, he wmte the GURPS China supple- ially do not exist. Therefore, a GURPS Espionage campaign can meet the require- ment for SJ Games. He also contributes to ments of both drama and realism. Just remember that both the heroes and villains Atlas Games' Licensed Cyberpunk line. As a of the spy world keep their exploits out of the press. wuhibuting editorfor Comdmagarine. Whether the setting is real or cinematic, historical or fantastic, a spy's busi- Tom maintains his interest in wdg. wim regard to this book, Tom & th;t ness remains the same. Espionage is a game of secret wars, fought beneath the the firot thing he ever ouhlishd concerned surface of society. Spies employ deception and cunning to accomplish what direct the Top SSC& game. kmwrote this book action cannot. These dangerous, secret missions provide ideal challenges for a at his safehouse in the Maine woods. be- neath the rotors of passing helimptus. GURPS game. Introduction CHARACTERS i . ..

.,;.-iI, 1!. , I i;!,, i1:,!;I ,;,:!I,,I

Characters -4- Agents of all types desewe higher point totals in cinematic he believe passionately in some cause? h he pathologically de campaigns. In these cases, 150 points becomes the norm for all ceptive? Does the spy's cover identity reflect some hidden fan- charactus. tasy? Well-played spies live in constant tension between their real The veteran of rigorous training, whether in a "spy school" or selves, their false selves and the zone where the two merge. military commando camp, might begin play with higher point Espio~gecan accommodate any Son of character players values. The Special Ops rulebook contains rules for characters desire. One need not base their backgrounds on any particular with up to 400 points. However, most of these points must go into stereotype. Spies never want to seem like spies. Secret agents the skills picked up in training. Even a 400-point character cannot with completely unexpected backgrounds and personalities not put more than 100 points into attributes, and the OM may limit only have an easier time developing cover stories, they provide this to 80. lots of fun in the "eame. Gamers should also remember that the Spe- cial Ops rules cover warriors who spend their lives in training. Most spies spend their time woIlring instead. In a campaign allowing char- acters with over 150 points, players should de- velop extensive character histories. The PCs must choose skills and advantages which reflect their personal histories, not the players' plans for a super-agent. Game Masters might also design a game spe- cifically for less experienced characters. A spymaster does not always want the most com- petent agents available. When a spy must pose as an innocent civilian, no amount of training can compensate for a touch of genuine naivete. Furthermore, spy handlers consider inexperi- enced spies much easier to control. Those who enjoy the challenge of playing ordinary civil- ians might generate characters of 25-50 points, who have special skills useful m some espio- nage agency. How to Roleplay a Spy All GURPS worldbooks advise players to hone their skills at roleplaying. Espionage re- quires real-lqe spies tn do just that. Spying is a roleplaying game played for keeps, in which one's life depends on one's ability to feign whatever identity or emotion the moment de- mands. These truths apply even when everyone knows an agent's identity. Spies live by plying contacts for information. They must be able to alternately assume the roles of confidant, supe- rior, seducer, partner-in-crime or whatever other personality-type their informants find easiest to talk to. Garners in an Espionage campaign must roleplay roleplayers. The key to portraying a spy lies in knowing how and why the character lives a life of lies. Is she a trained actress? Does Character Types Analyst The intelligence analyst takes the data spies produce and con- denses it into truly valuable information. This involves a little Perhaps the greatest difference between movie spies and real deductive logic in the fashion of SberlOCkHolmes. However, lies in the data wllect secret d°CUments most analysis work consists simply of sifting through mind- seldom contain plots to rule the world. Instead, spies collect numbing quantitiesofdata, noting picking reams of bureaucratic files, trivial anecdotes and technical docu- out useful and orgag it all, ments on impossibly esoteric topics. Many of these documents information Intelligence analysts do not limit themselves to stolen docu- pmve false, irrelevant or available to the public. Many others ments, Many of their most useful from newspa- seem absolutely worthless until cross-referenced with other find- pers, Spy agencies employ nmrous agents do nothing ings. more clandestine than living in a foreign country, keeping abreast -5- Characters Surveillance Gear Antenn-Eye details.) Therefore, the real challenge to a spy lies not in hiding a microphone but in finding ways to tisten to a room without plac- This commercially available device resembles a standard car ing electronic devices within it. Laser and ultrasonic micro- radio antenna However, the knob on the top contains a pinhole phones (described below) offer one popular solution. Also, if an lens for a TV camera, and the device can perform video surveil- intelligence agency can contrive to participate in lance of a 360-degree area. Agents most commonly use it in cars the architeclud design of a building, it can turn the walls themselves into bugs. or large portable radios for discreet spying. The device rotates Properly designed acoustical beams can transmit sound from any while in use. Wary individuals may receive a Vision roll to notice donof a strUCbln to recordinp: devices anywhere else in thc $2,500.4 - the instrument pounds. building. The price for a bug ranges from $100 to $500. Wben designing Binoculars a building for surveillance pqoses, add 10% to the building's Standard binoculars are 8 power and weigh 2 lbs. Add +I to cost. The weight of all such devices is negligible. Vlsion mlls and $20 to cost for each doubling of magnification; these would be +3 and $60. The most powerful hand-held bimoc- 1 ulm are 20 power and would cost abut $200.

Bugs Concealable microphones come in a staggering variety of types and sizes. Modem technology can produce bugs the size of a shirt button, containing all necessary apparatus to pick up con- versations within three yards and broadcast them to a recording device up to 400 yards away. The recording machinery itself need be no larger than a cigantte carton. Its tape lasts for 2 hours of conversation. AVOX (voiceactivation) circuit can keep the bug from operating during periods of silence, thereby saving the bat- tery. W~tha VOX the batteries in a bug can function for six weeks. Numerous other bugs exist A microphone as small as om centimeter in diameter can pick up the sounds of human activity, Camcorder although not the words of conversations. In areas of airwave A consumer model, with telephoto lens and Wdate stamp. interference, spies can connect a bug to its recorder by wires $900.18 lbs. instead of radio. Civilians can easily buy the components of bugs, and often, Camera the bugs themselves. One must make a simple Electronics Oper- ations mll to build a tiny micqhone from spare parts. An impm- A 35mm camera, with flash attachment, tight meter, zoom lens vised bug is slightly larger than a professional model. usually and assorted accessories. $550.3 lbs. about the size of a matchbox. Any room containing a telephone is a bugger's paradise. W~th Computer isp ( Gear) a few simple modifications, spies can implant a microphone to This device, the size. of a small briefcase, picks up ambient pick up conversations in the room and transmit them to any cho- radio emissions from standard computer monitors. It can display sen phone number. Tlis device functions even when the phone is the current scnen of any computer within twenty yards. Any on the hook. One must make an mectronics Operations mll to form of electronic shielding prevents operation of this device. modify a telephone for this purpose. The user must make an Electronics Operations mll at -3 to distin- Despite the advances in creating bugs, modan technology is guish one computer from the many in a modem offlce building. equally effective at detecting them (See Bug Detectors, p. 56, for $U).000,3 lbs. Fume Sponge lhis square of absorbent tissue can come in any variety of shapes. The user exposes this sponge to thc air in a target srea allowing it to collect dust, smokes, chemical dmplets and other materials. A chemist can then analyze the sponge to identify thc nature and sources of the airborne materials. This device can alea agents to industrial activity, such as factories, air traffic, secret laboratories pmducing atomic bombs. etc. An indoor model can also register the presence of particular people in a room. by means of their chemical "fingerprints" of toiletries, hair particles and body odor. To analyze the materials on a fume sponge, make a Chemistry roll. A simple success reveals the presence of all signikant con- tamination. More elusive materials, such as the effluent of one reasonably clean factory in an industrial area, require a roll at a -2 penalty. When agents use the indoor version of this device, a -49- Spy-Tech Abort (noun): A failed mission. opinions in the media, disguising them as independent conmen- AccomrnodarZon Address: A personal address used by wuri- w. ers to receive mail which they forward to intelligence services. Bigot I&: A list of people who know the identities of fmign Accountabk Document Control System (ACDS): System nationals working for an intelligence agency. The Bigot List itself used to mrdaccess to secret data. is highly classified Action Age& An agent hired for some operation involving BlneR Bag: The diplomatic pouch, in which embassy officials violence, explosives, breaking and entering or similar activity. may send mail across borders without going through customs Active Measures: Soviet term for covert action and propa- searches. ganda, as opposed to mere collection of information. BlncR-Bag Work (contempomry): Breaking and entering, Active Opposilion: Counterintelligence agents. usually for the purpose of implanting bugs. Addilive: A set of digits or letters added to a code in order to encipher it The key to a code. Admfnistdvely Confido& Information which, while not officiallysecret, would severely embarrass important officials. ADSO: Assistant Director of Special Operations. CIAchief of clandestine activity. Aerofit: Russian national airline, often a front for KGB activ- ity. Age& A spy. TechnicaUy. an "agent" is a criminal, usually a foreign national who does the "dirty work" of an intelligence organization. Legitimate employees of the CIA, etc., call them- selves "Officers." AgentAssessment: Reports sent to headquarters on an agent's performance, justifying the spy's salary. Agent Development: Cultivation of social, professional, friendly or romantic relationships in order to gain influence over a prospective spy. Agent In Place: A foreign citizen who wishes to defect, but remains in his current position in order to collect information. Agent Provocateuc A govenunent agent who tries to lure people into treason, and arranges their arrest if they succumb. Agent Tenninalion/Dkposal: This term does not mean assas- sination. Instead it refers to the more-or-less cordial dismissal of a SPY. AgenbBolvan: A decoy spy used to fool the opposition. The agent-Bolvan may or may not know his role. This term originated among the Soviets but is now universal. Agents of Influence: Operatives valuable to their agency be- cause of their resoms or political power rather than their access to information. AGILE: Anti-GueniUa Insurgency Light Equipment. Black-Bag Work (ou*iclled): The smuggling of money Alert Memo: Atip about potential opportunities for spies. through diplomatic "black bags." Although agents still use the AItermtc Meet: A pn-planned meeting which takes place if term "black-bag work," it has acquired a completely different an agent and controller fail to make contact at the ordinary time. meaning, as described below. Appamt The entire agent network deployed against a certain Bhck Box: Arecording device. target. Black Designation: A telephone line, computer terminal or Area Division: The geographical area of operations of a cer- other information conduit wbich handles only encoded messages. tain department within a spy agency. Bhck fit: Any colledion of sensitive data. Most oftee a Assets: A spy's contacts. This can also indicate the entire orga- "blacklist" describes the enemy agents suspected of operating in nization in a certain area - "we have few assets in Chile since the an area. coup." Block Mid: A compliment, used to describe an agent pew Authenticfation: Any system used in communications to iden- tive enough to see through enemy intrigues. tify friendly users. BhcR Operations: Operations which an agency cannot ofic- Authorized Persons: Those officially allowed access to classi- idly sponsor. Usually, an agency cannot admit to black opera- fied information. tions even for internal pluposes. For example, in the United Back ChnnneZs: Asecret communications network which by- States, an executive order forbids the CIA to engage in assassina- passes ordinary radio frequencies or telephone lines. The CIA tion. Therefore, any murder must be a black operation, arranged maintains a backchannel system in most U.S. embassies. through informal conversation and known only to the agents in- Backslop: Any arrangements made to support a cover story. volved. An example might be renting an apartment in an area where one Bhck PropaghPropaganda in which the authors lie about is pretending to live. their identities. For example. Soviet agents might attempt to dis- Bi-Weekly Propaganda Guidance: A booklet issued by the guise their documents as the work of American peace activists. CIA to its stations around the world, explslinmg agency opinions Blind Zone: An ana immune to bugging devices. on various world events. Agents then altempt to propound these Blipsqueak: See Burst Zhznsmbsion.

Spooktalk Cryptanalysis skill, 21. Fraulein Dolaor, 13. Gypfology, 21. Freedom fsbters, 12 CUKR. 108. Freelancers, 41. C-, 63. Friendly fire. 87. Cut-outs, 6. Froel*b Rene, 66. Cyanide. 62. Fuchs. Klaus, 69. 2 ~znhinsbsquare. 108. Bomb, noiseless b&n 58;pbtu. de Jean, Maurice, 70. Fuel Contn~ts.4.5 .22 Csliber atomic bomb, 62. 47;sniffer;56. Dead dmp, 67. Fugu, 64. ABV, 106. Bond, James, 4494,124,125. Deaptioh 28. Fum sponge, 49. Abwehr, 73.97. Borchardt. Dr Pad, 66. Defense Iniclligence Senice, 93. Gadgc(8.11.32 33,45-62: high-tech, Acid. 62. Border crossing. 87. Delusion disadvantage, 24. 31; sciewefction. 31; TL7,60- Acting skill, 22. BOSS. 101. Depemnent 12, 108. 61; TL8, 61; TL9+.62. Addiction disadvantage. 24. Botulin, 63. Depmment 13.108. Gas, mmt 57; scnnner, 57; tube, 47. Adminimtion, Ditorate of, 101. Boycc, Christopher, 14. Department 14. 108. Geheleh Rei103. Advantages. 5. 17-18. Break-in, 40. Dependents disadvantage, 19. Geneva Cooveotioo, 70. Advenfure design, 90. Briefmgs. 91. Destmctible paper, 54. Geophones. 57. Adversaries. 23,32. Budgets, 93. Det cmd, 46. Gestapo,95.97.98-59; am-itiier, 59; Ageoaes, secret, 101. Bugs, 8, 11,21,49,50: derecro,: 49, Detect Lies skill. 59. rivd 97. Agendas. hidden 39. 56;tmkng. 51; typewriter; 51. Deuxitme Bureau. 96. Cehrm SLaaYpolilei, 98. Agents, bumoul. 30: diraffecte4 37; Burglar dm,56. Devices, see Gadgets. Global poailioning sym.52 double, 32, 34.35;fieId. 36; for- Buriedsables, 57. DGI. 104. eign. 8;pmfessionol, 7; recruiting, Bushmarten. 51. DGSE, 96. 74: rogue, 37; Spciol, 11; see "C." 94. DI5.94. olso Counterspy, Spy Caller ID, 57. DIA, 101. Agitpmp, 24. Camcorder, 49. Dimethyl sulfaxide. 63

Airdams. 52. Camera, 49.55; micm. 50: miniare ~i~lomas.56. Cira&hoppns, 61. ~ Alcohol, 62. video. 51; drwnte,: 51; video Diplomacy M, 90. Green Home. 104. Alice. 13. lases, 51; Wescm mount, 51. Diplomatic Immunity advantage, 18. ~reenglars,hvid69; EtheL 69. Aliens. 31. tCamp Peary. 102. DirecmIes. 101; K 108; S, 108; 1: GRU, 106-107;pay. 25. Alliancs. 40. Campaigns, 28-44; Chk42; 108; First Chicf: 108: Tkiniof the Guard mbots, 60. Allies advantage, 20. cimmtic, 3.5: Cliffhanpers.- 42: KGB. 108. Guards. 88. Aman, 104. Cops, 42: ~Ormr:42: IIlvninoti, Disadvantages, 19-20: menrd 29. Guenillas. 9, 77.

Amateurs. 20. 43:, Mnrriol ~-Arrs ~-. 44:, renli~tk.~~ 3: Disguised explosives, 46. Hackem 89. Americ&~ivilLibmics Union, 30. Tke Prisoner: 44: tom, 29. Disinformation,74,77. HAHO skill specialization,23. Ammunition, inccndiav, 47; sub- Cads,Adm. Wrlhelm, 97. Dissidents, 99. Hall of Pleasurable Delights, 107. sonic, 47. Carbon, 54. DMSO, 63. Hallucinogens, 2463. Analysts, 5. Causes. 29. DNA-matching, 21. HALO skill spseiali&an, 23. Andmids. 31. CBR suits, 57. Documents,fake, 55, n;puak,91; Hem's Draugk 64. Antenn-Eye, 49. Cells. 35. scnnner; 57. Hedy freu~ckers.51. Anti-infrmd clolhing, 51. Cenual Conhol of Information, 104. Donovan, Wdd Bii, 103. Henchmen. 91. Anti-vehicle barriers. 46. Characters, point$, 4; $am&, 27; DONS. IW. Hems. 28. :* Antwup. WWI espionage school a, types. 5-13. ~oub~emss, 73. Himmler, Heinrich, 98. 13; Tem'blc Blonde of: 13,78. Cheka, 106, 107. Dr. No, 44. Hinclrley, John, 77. Anxiolfic tranquilizers, 64. Chemicals, 62-64. DS, 106. Hider. Adolf, 98. Aphrodisiacs, 64. Chemisuy skill, 49.72. DST, 96. Hoare. "Mad Mike," 85. Armored He cabinets, 57. Certificates. birth 55; dearh. 55. Ejection seats, 52 Hollow teah, 52. Army, flay-behind, 105. Chloral hydrale, 63. Elecwnic Data Svslsms, 83. Holographic images, 55. Amru 8. Chrysanthemums, 99. Electronic eraio ions (Surveillance) Honey traps, 9.

&%people, 61. CIA, 14, 16.101. + skill, 21. Hoover. I. Edgar, 102. ASIO, 103. CID, IW. Emily, 15. Hydrogen cyanide, 62. Assassins. 33. Ciphers, 21. .. Employas, 2.9. Hydrophones, 58. . 79-81. Clones, 31. Encryption, 21. Idenfification, faise, 55; techniques, Atomic ring, 69. Code of Honor disadvantage. 24. Enemies disadvantage, 19. 55. Ampine. 63: sulfnte. 64. Codes. 11.21. Engineering skill. 72 Illegal. 7.75. Audio compass. 51. Cold War. 30.32.33.82. Enlightened Ones. 44. Illuminati, 43-44. Austria. 106. Communication equipment, 54-55. Escape. 88; hots, 52. Impmvisa(ion, 88. Authorization. 40. Communins. 30. Espionage. cinemofic,5.44; com- Imm. 25. Auto ignition remote control. 56. Compromising positions, 73. purer. 89:fontmy, 42; hinoricd, Inflatable, r@t, 53: zodiac boa 54 Autoinjectar, 56. Compulsion disadvantage, 24. 41; orgmkatios 65.67; schwlr. Informants, 80. Back dmn. 90. Compulsive Behavior disadvantage, 13,31; sciencefiction, 42. Information, semirive. 68. Bad guys, 29. 19.,. Evasion, 88. Ink. invisible, 54. Baden-Baden, espionage schwl at. 13. Compulsive Liar disadvantage, 59. Explosives blanket. 57. Insurgent groups, 35. Base (chemical), 62. Computers, personal, 21.58; sentient. Extraction, 10: friendly, 83.84: hos- skill, 22 Bashitr, Ahmed, 27. 31; rap, 49. tile, 82.83. Intelligence, dyst,5; Aurrmlinn Behavior conditioning rig, 61. Contlics 91. Eye of Dawn. 14. 105: Bn'rirh. 15.93-95; c'7nadiw Beirut, 16. Connoisseur skill specialization,24. False naes. 39. %; Communist China 1W. c* Belgium. 14. Conspiracies, 28.44. .~-. . ~-- ven. 71; Cuban, 104, Czechosh- Belladoma alkaloid. 63. Contacts. 74: advantage, 18. Fast-Thlk shll. 24,5590 kinn 16,110: Directorae & IOL: Betrayal, 29. Conmollen, 7. Federal Bmau of Investigation (FBI). EmGerm~ 108,109; econmic, Bettignies. Louisede. 13. Cooking ski11,63. 8.66.1Wpay. 25 68.71; French 15.96: Gem BfV, 97. Counter-espionage. 14. Femme fatale, 9. 15, 97,106. lmli, 1M, Irolinn Binoculars. 49. Counterintelligence. 73.75; see also Fiber-optic scopes, 50. 106. Iopowsc. 99.107; miscelb-

-Black ~er&.~~~ ~.108 -~ Counter-espionage, Comterspy. Ra~sand Seals skill specialization. mom setvices, 103; orgmim Blaclonail, 70-72. Countesspies 7, 8. 22. riom, 92-109; orgm'zafiow BND, 98. Coups. 86; d'ew 85. Flechettes, 46. (inwnting), IW; Rwsinn 106; Bcdveuards. 77. Covers, 31; blow 41. Food poisoning, 63. Sourh Africa 100, technical, 68, ~oeiher,LUCY. 66. Criminals. 11. Forensics, 21. 72; UniredStates, 101; USSR, Bolo munds, 46. Crossbows, 46; rubber-band hnnd 48. Fo~ery.55,~kill. 22; WW11, 110. 106: Wnrsnw Pact. 1M109, Bolshevik, 106. Cryonic fanltn, 62. Frameups. W. World WmlI. 88. Index Intematimal Reporting and Infm- Nachhichteodicnat, 106. Reauimnt, 7,38.74. Subsonic dtion,47. tim savice. IM. Narcoanalysis, 64. Red OrcbesIrn. 108. Subversion, 28. Interngation, 8; skill. 22 National Security Agewy, 102. Replation advmtngt, 17. Su~till~~~e,8; gear, 49-51. Inuigue. 28. Nelson, Steve, 69. Rescues, 83.84. Swallows. 70.121. Infmsim rsdarsyskm. 58. Nm,ogenr. W,gas, 30. Resources. GM. 36; maegic, 71. Swimmer deliwry vehicles. 53. Invisibilityraymachines, 63. Ninth Division for Ttrm end Subver- Retirement. 41. SwiMkn4 71. IQ, 22. sioq 108. Rewl"tiwaric4 86. Sword-umb~Ilas,48. IRIS. 1Dt. Nitewatch systems. 58. Rogues. 20,32,37,39,82 86. Isbun, 64. Imn Legioo, 103. NKVD,107. Rcsenbug, Julius and Ethel, 69. Tactical kadscts. 54. Ja",me,s. 59. Noise suppesors, 60. Rote Kapelle. 108. Wtics. 65. .*, Jargm, 110-122 Nonverbal telephone communicators. RSHA. 98. TecbnicalexpM, 11. . Jetpacks, 60. .$4.. TechniEians, 80. Jews, $9. NSA, IM. Techno--, 11. Jobs, 25; fable, Z-26. Og0mdni4 Alwrandr DmiVevicb, 16. Technology, 29,45W Direoomtr of NMAR Ascender. 53. OGPU. 107. Safes, 59. Science md, 101. Kalfmbnurw, hst.98. ON4 105. Sarin, 64. Teb-, 84. Kempci Tai, 99. Opaationg Dimloralc of, 101. Satellites.-~~~~~~~~-, IM. Telephones. 49. KGB, 14,107. Oppenheimer, Robert, 69. Sav0"-Psire 24. TEMPEST gear, 49. Khokhlw, Nikolai. 81,108. options, 39. Scandals, 40. Tam&% 79.94-95. Knockout dmpg 63. Scmers, 51.55; document. 57; gar. Tamrists. 12; orgonizaions, 96-99, Koan Choa Cho, 99. Oslo Squad. 108. .. n, retinal, 5% rhumbprint, 55. Wiumimdiatsq 63.81. Kwh,Karl, 16. OSS. 103. Schmls, espionage,. . 13.31; WWII, Tnumograpbic tilm, 50. Kriminalpoli~ci,98. Palmcordem. 50. 102. Third WmI4 33. Kripo. 98. Parachutes. airfoil 53. Schragmullcr.Dr. Elsbeth, 13.78. 'liger Eyes, 13. Ku Klux Klan, 103. Science and Technology, Dimtorate ?imctranlcrs, 31. Labor unions, 33. ~aramilitary,32. of. 101. Tmnlcasc, be&, 64;poisowN64. Lebuatories, 33. Paranoia divmtag+ 27 Science iiaion. 31. Toxins, 63:p@erprh, 64. LALO slill specialiratiw. 23. Passports, 55.56. Scramble4 54. Trademarks. 44. Languages, 6. Passwads. 89. scuba gear, 53. Traitom 8.37. Laxr crmmunicalors. 54. PeeLumumba University, 1102. SDEJZB. %. Tranquilim, 24. LeaUets, 79. Patrons,~. 12: mivmraee. 17. Secrecy, 41. lhmpomtion, 88. kks"40. Pay, 25. Secret, disadv~~oge.2Q wars, 32. Traps skill. 57. Lee, Andrew, 14. Pen-knives, 47. Secret InleUigence Service, 94. lhtskx h.80.108. Legal Enforcement Powers advantage, Periscopes, 50. Secret Scrvice. 103. lt"th serum, 61. n Puot, H. Ross, 83. Security, 30: clcamnce. 56: risk 37; UZ 67. ~egal.7. Pm~el,93. syItdmr. 11. 57. Ultra-tech, 31. Licenses. bdng, 5% clip-onplae, Phobia disadvmtage. 24. Seductioh 73. Ulhalight aimaft, 54. 52; driver* 55.56; w~ge,56: Phones, bomb, 47: top, 50. Sensors. 57. Uleasonic, 57; mqppec 59 pilor's, 56:pmfcsioml, 56: m kilL Phosphorescent powder, 50. service& 108. Uleaviolet sienallem 53. 31. Photographs, 91. Set-ups, 38. ~ndergmun~31. Liil8; de~ctw58. Photography skill, 22. Seychelles. 85. University degnes, 56. Linthmwing rh,53. Plastic. explosive, 110: surgery. 58. Shadowing skill. 24. UTEL undewater radios. 54. Lime. Dr. Walter. 82. Plotters. 86. SharansLy.Anatoli. 17. Vandeabeg Air Fodc Base, 102. hepotions. 64. Plumbing. 86. Shemtei Habilahm. 105. Vehicular, oilspmyer, 52; painr Loyalty, 29.87; &d 35. Poisons. 30. spmyer: 562; TCgiSWiO% 56: LSD. 63. Police. 8; secret 10. sm. 106. smokescreen. 52: mike dmec.. 52 Polygmphs, 58. Silenced outboard motor. 53. "very IW pli&p1e,41. ~-.. . Porcupines. 48. Silencers, 48. VrrC 110. Madmd, Margaret Gertru4 14. Porhbk IR spectroscopes. 59. Simons, Col. "Bull." 83. Wdeotape editors. 59. MAD. 98. Potassium penmuganate. 63. Skills, 5.20-25; acquisirion, 20. Vdains, 6.28.29. Math, 44. Powerboat skill, 23. Sleep, LO. vi.56. Magazines. mended, 47. Powers, Gary,67. SMERSH. 80.108. Voice masks, 55. MB~C,43. kogcrutch. 61. Smenshpionen. 80.108. Voice stress nnalm59. Magnetic. media disrupfor. 58; hincioals. 7. Smugglers. 55.88. VOX. 49. s* 55. -~~~~~-.--. Social engineering. 90. VX. 64. Masons. 44. LOmrs.21. Sodium, mytol. 64; cyanide. 662; pen- Wakm Ring. pay. Z. Mata Had. 13-14. Propaganda, 79; WWII, 76. rothal. 64. Walsingham Sir Francis, 94. Mathematical Ab~lityadvantage,21 Props, 91. Solid tires. 52. wars, 33. Mathematics. 21. Psimics. 3.43. Sonar, 59. Water jets. 54. Maugham, So~xmset95. Psychics. 31. Space flight 102. Wealth advantage, 17. Mecsnhy, smam 10-eph, 72. Psychology skill. 23. Space shuttle, 102. Weapons, 8: awomaric, 47; impm- Mercader, Ramon, 80. Pufier fsh toxin, 64. Spain, 15. vised ovromnri~47; imprwiscdsi- Mercendes. 11.41. hmching spikes, 48. Special Operations Executive. 94.95. Iencers, 48; Marim. 48;pennir. Metal dels(ors. 58. Radar, 57; detecmr, 53: inrmion sys- Spoilers, 52. 56; seminutom.c, 47; silencers, m,73.93. tem, 58; man-po&, 58. Spies, accidcntd 38; cinematic, 5.6, 48: submachine gum. 48; nick MI6 94. Radistiw dctstirm equipment. 59. 29; cmbnuy, 41; old, 10% ring, sun, 48. Miclrcyg 10; "Mickey Finn," 63. Radical chic. 12 67; scMs, 13.31; w&-in, 10; White Lnm Lodge. M Microphones, 49; hr,50: long- Radios, 54.61; Jammer, 59; UTE wt- su olro Agcnfs. Cwmrspy. White-phanphorus shotshell d, mnge, 50. derwater, 55. Spymasten. 5.38. 46. MIL-ND. 98. Raids. 28.79. Stnshiarky, Bogdq 81. Whitwwlh, Jeny Alfndpay, 25. Military IDS. 56. Swi. 108. W&, 23. Military llank advantage, 17. Stati*tics. 93. WSe. 72. Miniature pontwn boats. 53. m,110. WE. saw, 52; rap. 30, wearing, 21. MkedBmu, 13,109. Sualth skill. 57. World War I, 13. 15,31.41,54,95, Moles. 32.37.68.75. Stethoscopes, 50. 106. 109,110. Momard Jacques, 80. Stieber, Wilhelm, 106. World War U. 11.31,41,69.73.74, IM, 105. Strategic resourocs. 71. 75.76.88.95, 103, 105, 108. MVD-OMON, 108. Stringem, 11. Zubilin, Vasili, 69. rn 107. Submarines, atmmobile, 61; mini. 53. Index STUCK FOR AN ADVENTURE? NO PROBLEM. Warehouse 23 sells high-quality game adventures and supplements in print and PDF formats.

● Free downloadable adventures for GURPS and In Nomine!

● Fun gaming accessories – shot glasses, shirts, specialty six-siders, and more!

● PDFs from Atlas Games, Amarillo Design Bureau, Goodman Games, and many others – plus gems from the up-and-comers.

● Original material for Transhuman Space and new GURPS supplements from Kenneth Hite, Phil Masters, David Pulver, Sean Punch, and William Stoddard!

● Fully searchable files of GURPS Fourth Edition supplements.

● Digital editions of out-of-print classics, from Orcslayer and the complete run of ADQ to GURPS China and GURPS Ice Age.

● Buy boardgames and roleplaying PDFs in the same order! Download digital purchases again whenever you need to. ®

STEVE JACKSON GAMES warehouse23.com