I suggest you copy and paste these

The basic rules

Each player has 25 base points to create their charector(some of this will be taken by their profession) with. They must also choose a government and a profession. After government is chosen the player chooses items, skills, and disadvantages for their charector.

When charectors are built and the GM has been given a copy of them the GM will send each player information that his charector would know, his charectors long term alterior motive, and the information that the charector doesn't want spread. After you complete missions whatever was done on those missions is added to your sensitive information file.

After charectors are built and contracts assigned the player E-mails around to various other charectors that may suply information for their mission. All E-mails to other players must be carbon copied to the GM. If this is not done the player will recive a warning, if the player continues the player's charector will imidiately be killed and the player must start over.

At any time during the game a player can buy an item, remove a dissadvantage, or learn a skill. A player cannot buy a dissadvantage, also a player cannot buy an item with experience points after the game has started. To get a skill during the game, or to lose a disadvantage during the game, they must have acumulated points equal to the skill's cost, or equal to the disadvantage's bonus.

Experience points are scarce during gameplay. They are acumulated by playing in charecter. If your role is convincing you get points.

The object

The GM will give you a mission to complete, there will be a reward, a period of time in which they must complete the mission(usually one week), and an objective for the mission. The objective in in question form. Ie: what is the current state of the russian nuclear missle silo in trinoble? The player may choose to accept this mission or not. All costs of the mission must be paid out of the players pocket. Ie hotels, oprah tickets, bribing people. Be aware it is posible to loose money on a mission. They complete the objective by collecting information from other players or the computer datbase. Be aware that if you ask the wrong person the wrong question you may cross them. Cross a person five times and they put a contract out on your head. After a contract is completed any actions taken on that mission are added to that player's sensitive information.

Crossing X

A player crosses you when you find that they are seeking information that is sensitive to you. A normal cross procedes like this. A player crosses you, you inform the GM, the GM informs the player that has crossed you with a simple E-mail that has only This symbol (X). Depending on how sensitive information was you will recieve more crosses, adding up IE:XX,XXX,XXXX,XXXXX. The player is not informed who they have crossed. If you recieve a message with five crosses you are in grave danger, a player may issue a contract on you or seek your life himself. After the mission completed one cross from each player on you as a result of the mission is eliminated

Governments

American- you recieve contracts from the american govt

British- you recieve contracts from the british govt

French- you recieve contracts from the french govt

Russian- you recieve contracts from the russian govt

German- you recieve contracts from the german govt

Japanese- you recieve contracts from the japanese govt

Free-lance- you recieve contracts from no one country. All coutries you work for will see you as a security risk eventually but pay you well. Your life will likely be short.

Professions

Each player must pick one profession their profession will influence the type of missions they will recieve and how they will interact with other charectors. A merchant would be very nice to other players and probably wouldn't want too much information. He would just sell them their stuff and be happy with his profit. An assassin would be very touchy about new people because vengence can be bitter, and he is likely to eventually have contracts out on him. The professions and what they require is listed below.

Assassin- Requires: Assassin/3 Defense/2. Missions usually require the death of somone. Will not last too long but it will be interesting. Recomended: Assassin/4 Defense/4

Hacker- Requires: Hackery/3 and a computer. Missions will usually be information based. Murder is not normal. Recomended: personal file bug and anti hack/2

Merchant- Requires: black market and financial inteligence. You will not usually get country missions unless another spy from your country desprately needs supplies. Recomended: theft/3.

Informant- Requires: pursuasion/3 mind power/2. Missions could come from countries or players, you can get the info and they want it.

Thief- Requires: Theft/3, hacker/2 and a computer. Missons are usually to sabotage other players. Recomended Theft/4 hacker/3 defense/3

Double Agent- Requires: a second job and two countries. You are loyal to one country and not the other. The country you are loyal to knows that you are a double agent and will send you contracts for information on your second country. Your secondary country does not know you have a primary alignment.

Basic player skills

There are three basic skills that you need to worry about. Combat, mind power, and hackery. These nubers a picked in this fasion. First you pick a number from 0-4, then take that number and subtract it from 9. The final nuber is your second number on this particular skill. So the number sets are: 0,9 1,8 2,7 3,6 4,5. Now how this works is pretty simple. A player E-mails the GM that he would like to hack a computer, confuse someone, or would like to atempt to kill someone. With this nuber he sends his chosen number. If his numbers are 0,9 then he can pick 0 or 9. The GM then informs the targeted player that he must wager one of his numbers on the chosen subject. If he has the pair 2,7 he can pick 2 or 7.

Theft works a little differently. You inform the GM of the player you want to rob and the item that you want to rob from him. If you name an item that the player does not have you cannot steel anything.

Here is a sample. Player A e-mails the GM that he wants to confuse player B with a 9. Player B Decides that he will play his 8. The outcome is the difference. Check the apropriate table below. Hacking works differently. Player A sends his number and player B plays whichever of his numbers is closer. You can only stop a hack if you have a personal file bug. Combat must be for a mission or for 5 or more crossings.

Combat

0 the attack fails and the victim is givin all information on his attacker*

1-2 the attack fails and the victim is informed who tried to kill him*

3-5 the attack fails

6+ the attack is successfull and the victim dies

Hackery

0-1 The hack fails and the victim is informed who tried to hack him.**

2-4 The hack fails

5+ The hack is successfull and information may be obtained

Confusion

0-4 the trick fails and the victim is informed of his predator.***

5+ the trick is successfull and the next person to talk to the victim will have all questions answered at no risk of crossing the person.

Theft

0-1 the theft fails and the victim is informed of his attacker**

2-4 The theft fails

5-7 the thief steels the selected item

8+ the thief gets the selected item an all other items the robbed player has

*this counts as a level 5 crossing

**this counts as a level 3 crossing

***this counts as a level 2 crossing

Player to player contracts

If a player wants to issue a contract to another player he may do so by sending an E-mail to the GM telling him what the contract is and what his reason for wanting to issue it to this player is. The player issuing the contract may remain anonomys if he wishes to. The player issuing the contract may issue any reward, an item, money, the removal of crosses, whatever. The contract is completed in the same fassion as any other.

Items- may be purchased only during the game

Wire tap- $4000- a person must cross you to be able to tap them. A wire tap makes every e-mail the tapped player sends to another player, or informant is forwarded to the tapper by the GM. Wire taps are eliminated after the mission that they crossed you on is completed.

Free wire tap- $10,000- a player need not cross you to tap them. Free wire taps are not eliminated after the mission is completed.

Computer (required to be able to hack)- $1000- having a computer allows you to access the database for information on your contract.

Safe Haven- $10,000- a safe haven allows you to eliminate all crosses on you and start over, losing your current contract. You will still have all acumulated items, but taps in use will be lost, as will the wire taps on you be lost.

Bail out- $3000- a bail out allows you to drop the current contract and eliminate all crosses on you from it.

Stable contract- $2000- the contract you are working on cannot be stolen by another player, but you also can't bail out of the stable contract. one use.

De-bugger- $5000- Destroys all wire taps on the selected player. (one use)

Personal file bug(required to stop any hacking attempts)- $2000- if any player requests information about your charector the E-mail is forwarded to you. This also results in that player crossing you, if you are bothered by what they're asking for.

Items before game cost one point for every $1000, also for one point you can purchase $1000

Skills and specials- before or during game

(skills with the \n\ listing cost 1 point per level number, IE level one hacker costs 1 point, to upgrade to level two it will take 2 points, a total of 3)

Black market connection- 4 points- all items bought after charetor creation cost 25% less.

Persuasion-n- you must piss of a person above level N for you to get any crosses from them. (you cannot have persuation 5)

Mafia connection- 4 points- When a player has crossed you enough times to warrent his death you may issue a contract to the maffia to kill him. The maffia assassin counts as having assassin/2 must be offered $3,000 minimum. His numbers are determined randomly.

Assassin-n- After numbers are revealed in a combat in which you are the attacker your number is changed plus or minus N to make the difference bigger.

Defense-n- After numbers are reavealed in a combat in which you are the victim your number is modified plus or minus N to make the difference smaller.

Mind power-n- after numbers are revealed in a confusion attempt the number is modified plus or minus N in your favor.

Theft-n- after numbers are revealed in a robbery attempt in which you were the attacker your number is modified plus or minus N to make the difference bigger.

Anti-theft-n- after numbers are revealed in a robbery attempt in which you are the victim your number is modified plus or minus N to make the difference smaller.

Hacker-n- After numbers are revealed in a hcking attempt in which you are the attacker your number is modified plus or minus N to make the difference bigger.

Anti-hack-N- After numbers are revealed in a hack attempt in which you are the victim your number is modified plus or minus N to make the difference smaller.

Financial inteligence- 2 points- every money gain after charector creation is increased 25%.

Fast acting-n- You may attack another player that has crossed you N times less than five (you cannot have fast acting 5)

Disadvantages

Brash- +3 points- whenever a player has crossed you, they are informed who they have crossed.

Over cautious- N points- a player must cross you N times more than five before you can kill them or have them killed.

Bad cover- +2 points- if a player looks into your personal file the government that you work for will be availiable.

Loud mouth- +4 points- you must e-mail to at least two players anytime that you are E-mailing to any player in the game.

Too slow-+3 points- Your number is always revealed to your victim before they pick their number.

Copyright Matthew Casey 1998