Wilderness of Mirrors 002 Edition (6800306)

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    John Wick 

     WILDERNESS       S       R       O       R       R  I         M

    of of 

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     Wilderness of

    Mirrors002 Edition

     A Little Game about Spies,

    Crooks, Missions and Heists

    I would not have been able to write this game withoutmy riend, Jared.

    Tank you, puddin’ head.

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    ContentsIntroduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

    The Big Three Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1

    Part 1: What is My Game About? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

    Making Your Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

    Expertise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

    Mission: Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    The Mission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6

    Risk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    Narrative Control. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

    Part 3: What Behaviors Does My Game Reward? . . . . . . . . . . . . . . . . . 8

    Trust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8

    Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9

    Part 4: Why is that Fun? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    Mission Prep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    Step One: Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    Step Two: Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    Step Three: Allocation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    Olympus 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

    Secret History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

    Life as a Hades Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

    Intelligence Agencies from Around the World. . . . . . . . . . . . . . . . . . . 12

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    INTRODUCTIONTey dared me to do it. Tey didn’t know it at the time, or at the very least, they

     weren’t thinking about it when they did it, but this is my story and I’m sticking toit.

    My riends Baron and Vach wanted to play a spy game, but all the systems theyound just didn’t do what they wanted. Tey tried everything rom Spycraf toop Secret, but nothing really worked. Every time I talked to them, they werecomplaining about something or another. In act, they had about twenty pages ohouse rules or Spycraf to make it into the game they wanted. Tat’s when I saidthose ateul words.

    “You know,” I told them, “instead o messing around with someone else’s system, you could just make your own.”

    Tey shook their heads and assured me it was ar easy to modiy an existingsystem than to come up with something rom scratch.

    “Nonsense,” I told them. “We could come up with a spy game that doesexactly what you want in about ten minutes.”

    Tey looked at me with the kind o disbelie I reserve or Creationists.“No,” I told them. “It’s easy. Look, let’s take it apart, piece by piece.”

    It actually took me about feen minutes, but by the time I was done, Ihad something I was very happy with. Tey both told me it was brilliant...then they continued tweaking Spycraf.

    I believe the reason or this is because the game I wrote or them wasn’ta real book. It was just an idea I’d written down on paper. Well, perhaps

    now that this is a real game, in a real book, they’ll look at it twice. Tis ismy hope. Maybe i I dare ‘em, they’ll look. Yeah. Tat’s it.

    Either way, this game is dedicated to my riends Baron and Vach ,monster mondo mutant spy ans who want “the perect spy game.” I don’tknow i mine is perect (I’m still a huge an o the original James Bond:007 RPG rom the ‘80’s), but it’s the best I could do. Tat’s got to be goodenough, right?

    Right???

    The Big ThreeQuestions

    My buddy Jared Sorensen likes to run game design seminars. He likes inviting people in with the allure o speaking to a designer they respect and admire andthen destroying their dreams and wrecking their games with some well-placed

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    2

    and dangerous questions. It’s like watching a smart missile re through a chimney anddestroy an entire building.

     Jared opens his seminar by asking the same questions.

    1. What is your game about?

    2. How does it go about doing that?

    3. What behaviors does it reward? While I don’t base my entire game design philosophy on Jared’s questions (sometimes

    they get in the way), they do provide me with a nice compass when I get lost in thedetails o a game.

    I also ask mysel a ourth question:

    4. Why is that fun?

    So, in the spirit o throwing a game out into the public, here are my answers to thosequestions. Jared would probably nd them unsatisactory, but then again, he loves

    ABBA, so what do I care?

    P ART 1: W HAT IS M Y  

    G AME A BOUT?My game is about spies.

    More specically, it’s about creating the kind o atmosphere present in a James

    Bond or Jason Bourne novel. (Coincidentally, it also creates the same kind oatmosphere in heist novels; my avorite being the Parker novels by Richard Stark,aka, Donald Westlake.) Players want to be James and Jason and we should letthem do just that. Not rst level chumps who have to work their way up the ladder

    to become Mr. and Mrs. Smith, but the kind o characters who can walk beside TeSaint and Mrs. Peel without eeling like scrubs.

    But spy novels aren’t just about spies: they’re also about paranoia. Bond neverknows exactly who he can trust. Bourne novels are breeding ponds or suspicion.Another popular spy—Sidney in Alias—is surrounded by deceit. Fans o 24 know

    that Jack Bauer can’t trust anyone... not even himsel.

    So, we’ve got expertise and trust. wo important elements to re-creating thekind o spy drama my buddies Baron and Vach love. But there’s another elemento spy lms and novels that I dig the most, and that’s planning. WatchingMission: Impossible teaches us that spies spend an inordinate amount o time planning a mission, but the real drama begins when one little thing goes wrong.Tat, o course, leads to some other tiny thing going wrong, which leads toanother, and another, and another, until nally, you’ve got one huge rolling

     Agents andOperations

    A Quick aside. Player

    characters are “agents”

    or “spies.” The Narrator

    is “Operations.”

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    snowball o wrong rolling straight toward thespies. How our protagonists deal with that is why we read and watch.

    In summary, we have three things that makespy literature so captivating: expertise, trust,and planning. I want players to eel that these

    three elements are the most important elementsin the game. In order to do that, I have to makemechanics based on those elements. Let’s getstarted.

    Now that I know what my game is about, it’stime to think o some mechanics that reectthose goals. Let’s take them one step at a time.

    Part 2: How Does My Game Do Tat?

    Answer: By making everyone James Bond.

    Now that I know what my game is about, it’stime to think o some mechanics that reectthose goals. Let’s take them one step at a time.

    Making Your

     Agent When talking to my buddies, they all said the

    same thing: “I wanna be Jason Bourne. I wannabe James Bond.” Well, in a normal roleplaying

    game, James Bond would have to roll his statsor spend points on them in an effort to makehim “balanced” with the other characters. In aantasy roleplaying game where the heroes beginas armboys and armgirls and ght their way tobecome heroes, this could be argued as sensible(although don’t ask me to do it), but in a spygame, such a goal is counter-intuitive to the endgoal o making characters that emulate spies romour avorite movies and books.

    Guys like James Bond and Jason Bourne havetop scores in every stat. I we were playing agame... oh, let’s say that used a d20 or all its taskresolution, there’s no way Jason Bourne has gotanything less than an 18 in every stat. In act, he’s probably got twenties. I mean, pick a stat and try

    to justiy a “game balance” that gives Bond lessthan an 18 in that stat. Go on. I dare you.

    My buddy Jess Heinig once said somethingthat really inspired me. “I want to design agame that rewards players or their choices, not punish them.” He did it (with his amazing Dying

    Kingdoms LARP) and inspired me to try it here.So, instead o having a system that punishes

     players or their choices, I decided to have asystem that rewards them. Also, i you want tobe Jason Bourne, you can be. Bourne can doanything, but he’s not the best at everything.I you’re Bourne, you may have to work alittle harder in areas that aren’t in your area oexpertise.

    ExpertiseSo, instead o stats, we’ve got Expertise. Each

    and every spy has each Expertise, but each spyis the best at one o them. In this game, thereare ve kinds o Expertise. Tey aren’t based on physical or mental abilities, but on the methoda spy uses to get the job done. And rather thanusing boring old adjectives, lets use words thatsound more like code names.

    The FixerTis is the guy who uses technology to get what

    he needs.

    The Grifter

    Tis is the guy who lies to get what he needs.

    The Gunman

    Tis is the guy who kills people with guns toget what he needs.

    The Heavy 

    Tis is the guy who uses his muscles to get whathe needs.

    The Shade

    Tis is the guy who stays in the dark and steals what he needs.

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    Thirty-Five PointsSo, let’s make your agent. First, your agent has

    a 1 in each Expertise. Next, you get thirty-ve points to put toward making your Agent better.Here’s the trick: getting the rst rank is ree,but the second is really expensive. Getting more

    ranks is cheaper. Tis means it’s easy to specializein one Expertise, but it’s really hard to be good ateverything. Te costs break down like this:

    Expertise Cost

    1 Free

    2 4

    3 3 (7)

    4 2 (9)

    5 1 (10)

    Any lefover points you have are lost.

    For Example...

    I want my spy to be an expert in gunplayand charm. Tereore, I use my points likethis…

    • Fixer: 2 (four points)

    • Grifter: 4 (nine points)

    • Gunman: 5 (ten points)

    • Heavy: 2 (four points)

    • Shade: 3 (seven points)

    Tat’s a total o 34 points. One short o mylimit. I don’t get to do anything with thatextra point; it ades away.

    Using Expertise When on a Mission, i you want

     your agent to do something risky, roll anumber o dice equal to your character’smost appropriate Expertise.

    rying to do something sneaky? Use your Shade Expertise. I that’s 3, you

    get to roll three dice.

    rying to shoot someone? Use your Gunman Expertise. I that’s 4, you get to roll our dice.

    I’ll tell you how to interpret the outcome othe roll in a moment. But beore we get that ar,let’s talk about Te Mission.

    Mission:

    PlanningMy avorite part o any spy novel or heist

    movie is the planning. Watch Mission:Impossible or read one o Richard Stark’s Parkernovels. Tey are obsessed with planning. At leasthal the show or book is planning. O course,the rest o the book or show is what the agents/crooks do when the plan goes wrong.

    So, how do you make planning an importantand vital part o the game? Easy! You make a

    mechanic out o it!

    Step 1: The

    PremiseEvery game session begins with Operations

    (that’s the GM) giving the players a goal. Tiscould be to extract an important hostage, ndand eliminate a mole, or even seize the assetso a terrorist org overseas. Operations presentsthe scenario... and then the players make up the

    details.In most spy ction, the agents do all the

    ootwork beore they go into the mission. Tatmeans research: nding out everything theyneed to know beore they take a single step. Tisis an important part o spy ction, so let’s makeit an important part o our spy game.

    Operations comes up with the premise andonly the premise. He tells the players, “Get theUN Ambassador out o Saudi Arabia,” or “Rob

    a race horse track.” Once that’s on the table, our players spend some time considering how they’regoing to do that.

    For Example…

    As Operations, I think o a goal or my players.I don’t have to think too hard about it because

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    they are going to be the ones adding all thedetails. All I need is something simple. Tey’ll provide the complications. And i they don’t provide enough complications, I’ll throw someo my own in later as well.

    So, or this sample Mission, I’ll tell them, “Te

    President’s daughter has been kidnapped byterrorists.”

    Tat’s all I need. Now, let’s see what happensnext…

    Step 2: The PlanTe players then spend time planning on how

    they’re going to complete their assigned goal.Tey start planning… right down to the lastdetail.

    Te players tell Operations about the terroristorganization that’s holding the hostage, wherethe terrorist are keeping the hostage, the menheading up that organization, all the details, allthe problems, all the entry points, all the exit points... the players tell Operations everything.

    In order to add a detail to the Mission, a player must provide a source or that detail.He could say, “Witnesses on the scene say…”or “Keyhole photographs rom satellite…” or

    “Afer interrogators questioned his wie…” oranything else that may provide the agents withthe inormation they need.

    For Example…

    Afer giving my players the goal (rescue thePresident’s daughter rom terrorists), I let themcome up with the Mission details.

    For each detail, I insist they tell me where andhow they got that inormation.

    Te more complicated a detail is, the moreMission Points it is worth. In other words, themore diffi cult the players make the mission, themore they’re rewarded or it.

    Like rolling your Expertise, I’ll explain howthese work in just a moment. In act, I’ll do it inthe very next section.

    Step 3: Team

    Leader

    Finally, the eam selects a eam Leader. Tisis the Agent who has the most capable skill setor the mission. Te Leader gains a very specialbenet.

    Te eam Leader can perorm an assist action.I a ellow Agent has ailed to gain any successeson a roll, and the eam Leader is with him,the eam Leader can spend a MissionPoint and roll his own Expertise. TeLeader’s roll replaces the Agent’s roll. Te

    Leader cannot perorm this action i he isnot within sight and speaking distance romthe Agent he wants to assist.

    The MissionDuring the Mission, when you have to

    roll dice, you can trade Mission Pointsto add to your dice pool. Every MissionPoint gives you oneadditional die to

    roll. You can spendas many MissionPoints you wanton a roll, but everyMission Point youtake rom the poolis a Mission Point you cannot use later. Whenever you takea Mission Point

    rom the pool, youcan’t use it again.

    So, be careul with your Mission Points.Once you use them,they’re gone.

    How ManyMission Poin

    do I Get?

    How many MPs do Iget or each detail? I’massuming 1:1.

    Te usual ratio is 1:1but i Operations eels detail is particularly juiadding a dramatic twist

    to the plot, he can awarmore. Awarding 2 MissPoints per detail shouldbe rare and awarding 3should only occur onceMission at most.

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    6

    Using ExpertiseNow, here’s where Expertise comes into play.

     When you spend a Mission Point on anaction, you add it to your Area o Expertise orthe number o dice you roll. For example, i you want to shoot someone, you use your GunmanExpertise. Let’s say your Gunman Expertise is 3.I you spend one MP, you roll our dice. I youspend two MPs, you roll vedice. Te more dice you roll, themore narrative control you haveover action.

    Tis encourages players toutilize their Agents’ strengthsrather than their weaknesses,but still does not cripple them.I you are the shooter and you need to talk, you can stillroll a ton o dice, but it costs you more to do it. Tis way,everybody has a 20 in all theirstats, but it’s just a little tougheror some guys to do things theyaren’t used to.

    I you need to take a risk but

    have no Mission Points, roll anumber o dice equal to yourExpertise.

    Experts

    and Special

    EffectsOn your team, whoever has

    the highest level o Expertise isconsidered the Expert in thateld. In other words, i your spy has the highest

    Gunman, he’s considered the Gunman o thesquad. I two or more agents have the sameexpertise, they are both considered Experts.

    Once per game, an Expert can trigger anExpertise “special effect.” Each Expertise getsone and it can only be triggered once per game.

    Tat means, even i you have multiple Hitmen,the Gunman’s special effect can only be triggeredonce per game. riggering these effects requiresthe use o one Mission Point.

    Risk Most roleplaying games say something about

    “whenever your character takes an action, rolldice to see i he succeeds oails.” Well, that ain’t what beinga spy is about. Spies don’t “takeactions,” they take risks. Withthat in mind, let’s look at thebasic resolution mechanic.

     Whenever your agent takes

    a risk—an action that putsthe agent or another characterin danger or signicantlyinuences the plot—roll dice.You roll a number o six-sided dice equal to the mostappropriate Expertise. Checkthe total o your roll with thistable to determine the outcome.

     Special Effects

    Once per game, the Fixer  can spend a Mission Pointand have the exact right toolor weapon he needs.

    Once per πgame, theGrifer  can spend a MissionPoint and make anyonebelieve anything he wants.

    Once per game, the Heavy  can spend a Mission Pointand take out up to tenopponents with hand-to-hand violence.

    Once per game, the

    Gunman can spend aMission Point and make akill without rolling any dice.

    Once per game, the Shade can spend a Mission Pointand move through any area without being detected.

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    Roll Outcome

    1-5 Operations Narrates

    6-10 Operations Narrates withone Agent Veto

    11-15 Agent Narrates with one

    Operations Veto16-20+ Agent Narrates

    Narrative

    ControlNarrative control has become a subject o

    obsession or me lately. No reason not to use ithere. Narrative control may sound like a new-angled high-alutin’ artsy artsy wanna-be actor

    idea, but it’s actually one o the oldest ideasin roleplaying. In most roleplaying games, theGame Master has complete narrative control.Te character takes a risk, the player rollsdice, and the GM says what happens. In thiscircumstance, the roll determines who gets tonarrate the outcome.

    I the player gets to narrate the risk, he doesn’thave to make his agent succeed. He can orcehis agent to ail instead, but he can control

    the outcome. ake Indiana Jones or example.He jumps across the pit... and he ails. But hescrambles to nd a root vine, pulls himsel up,and rolls through the quickly closing stone wall. Te player got to narrate the scene andhe narrated a ailure, but he got to control theailure.

    Meanwhile, i Operations gets to narrate theoutcome, he doesn’t necessarily have to orce theagent to ail. He can orce the agent to succeed,

    but he gets to control the success.Han Solo trying to con the intercom on the

    Death Star...

    Ray Stanz and the Staypuf MarshmallowMan…

     Jack Burton and… well, his whole lie.

    Narrative control, shifing back and orthbetween Operations and the players, allows adifferent kind o roleplaying experience.

     We do this with two mechanics: rust andime.

     Yes, and…

    Te resolution chart notes possible resultsincluding getting a “veto.” What kind o veto does Operations or a player get?

    I would say, or the purposes ochallenging the players and making thegame un, that you should employ the oldimprovisational rule o “Yes, but...” or “Yes,

    and...”. Te veto cannot change a act, butonly modiy it. So, i a player is trying tounlock the door and gets a “Success, butVeto” result, he says, “Te door is unlocked.”Operations then says, “Yes, but it set off asilent alarm somewhere in the building.”

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    8

    P ART 3: W HAT 

    BEHAVIORS DOES M Y  

    G AME REWARD?• Betraying Others, and

    • Getting the Job Done Quick 

     We do this with two mechanics: rust and ime.

    TrustAnother important element o spy literature is trust. In V shows like Alias, the

     protagonists have no clue in whom they can place their trust. Tis, or me, is one o the pivotal elements o the spy genre and something no spy-themed game has ever addressed

    in a real way. So, I did.In the La Femme Nikita V show (everybody should see the rst season), agents died

    lef and right, but not because the missions were dangerous (and they were dangerous),but because Operations (the guy in charge) deliberately kills them. As an Agent inSection One, you never know when you may be put on “abeyance.” When an agent was put on abeyance, it meant he was disposable. You never knew.

    So, let’s pretend Operations (that’s me) has put one o the Agents on abeyance. I don’ttell the Agent, but I do tell his team leader. And I tell the team leader not to tell theAgent. See, the abeyance Agent has been double-dipping: he’s inorming the Enemyabout missions. So, what we’re going to do is this: we’re giving him a bomb to set,but the bomb doesn’t have a ve minute timer, it has a twenty second timer. Teabeyance agent does not know this. When the bomb goes off, it’s the team leader’s job to make sure the rest o the team is out o the way. It’s up to him to plan amission that gets the Obeyance Operative killed.

    Now our unlucky team leader knows the Agent in question is no traitor, but hedoes not trust Operations, either. So now he has to gure out a way to keep the Agent

    alive and clear his name without getting himsel on the BadKid List.

    Ah, conict. How I love thy ways...

     When the team leader gives the abeyance agent thebomb, I give the eam Leader three dice. Tese are called“rust Dice.” (Te name is ironic.) I give a playerrust Dice whenever he does something that activelysabotages another player. Tis does two things. First,it rewards players or betraying each other. Second,

    Betraying

    OperationsQ: Can I betrayOperations and get rustDice?

    A: Yes, you can. Youduplicitous bastard.

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    it inorms the other players that the betrayer isup to something.

    I seed mistrust and doubt. Excellent.

    Remember: the eam Leader allocates all theMission Points to the other players. Te only

     way to get more dice is to actively plot against your ellow agents.

    By the way, or the purposes o rust Dice,Operations is considered an agent.

    TimeFinally, when it’s time to pull the caper,

     we come down to the issue o time.ime is always an important element

    in spy literature, but it’s never really

    addressed in games. Tis is mysolution.

    (Actually, I have three solutions:two rom me and one rom JessHeinig. I’m providing both becauseI think both o them work well

    in different ways. I liked all threemechanics, so I included all three. Pick

    the one you like the most.)

    Solution #1For every twenty minutes o real time that passes, subtract 5 rom all the players’ rolls. Telonger the Agents take on a mission, the morediffi cult the mission becomes.

    Solution #2For every twenty minutes o real time, the

    team gets a point o Setback . At any timeduring the game, Operations can spend a pointo Setback, moving his narrative control up byone notch. I he gets only one veto, he gets ull

    control; i he gets no control, he gets one veto. Ihe has ull control, he can do permanent damageto your agent.

    You see, agents never get permanent damage. Well, almost never. Bond does have a duelingscar afer all. And he did lose his wie to asniper... on their wedding day, no less. I’d countthat as “permanent damage.” In other words, iOperations spends a point o Setback when hehas ull narrative control, he can permanently

    scar your agent.

    Solution #3 When I told this mechanic to Jess Heinig, he

    suggested a slightly different ime Mechanic:or every twenty minutes o time that passes,every player loses one Mission Point. (You canalso do it so that one player loses a MissionPoint. It’s up to you.) Tis also represents theact that as the mission goes on, complicationsmake even simple things diffi cult.

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    P ART 4: W HY  IS THAT 

    FUN?Finally, let’s ask my question. Why is this un?

     Well, spies are un. Not knowing the outcome o a die roll and improvising aroundthe result is un. And, rankly, being James Bond is un. You get the car, the gadgets, thedanger, the exotic travel, and the Bond Girl. Or, i you preer, the Bond Guy. We don’tdiscriminate.

    Here, at the end, you have everything you need to play a ast-paced spy game.Everything else is just details. Now, you need to actually read those James Bond and Jason Bourne novels. Go watch La Femme Nikita, Alias, Te Saint, Te Avengers, andMission: Impossible (the show, not the movie).

    It has been brought to my attention that this little ditty would make or a ne caper

    game. Te same rules apply. You’ve got a team o capable olks, a mission (in this case,a criminal one), planning, timing and complications. And betrayal. Let’s not orgetbetrayal.

    It hadn’t escaped my notice. Being a an o Richard Stark’s Parker novels, I knewexactly what I was doing, but I try to ollow a simple rule: “Make a game that does onething and does it better than anything else.” So, a caper game will ollow, but not now. Alittle later.

    Now go on out and get your spy on.

    MISSION PREP

    Step One: AssignmentOperations (GM) gives the agents a one sentence mission. “Find the kidnapped

    hostages,” “Assassinate the rogue general,” “Bring back the stolen gold,” etc.

    Step Two: PlanningTe agents (players) go through all the steps o doing the mission. Tey come up with

    the obstacles and advantages they’ll need. Operations rewards them with Mission Points.Te more diffi cult the players make the mission or their agents, the more Operationsrewards their efforts.

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    Step Three:

     AllocationTe team leader (the agent with the highest

    Saturn rating) allocates the Mission Dice tohimsel and the other players. Each player alsogets a number o bonus Mission Dice equal tothe Saturn AOE o the team leader. Te teamleader himsel does not get this bonus.

    Step Four: Te Mission

    Te agents carry out the mission. Wheneveran agent takes a risk, he rolls a number o diceequal to his appropriate Expertise plus one die per Mission Point he spends.

    Once per game, the Expert o a particular

    AOE may spend a Mission Point or a specicspecial effect.

    OLYMPUS 7Olympus 7 is a covert organization or use

     with Wilderness o Mirrors. It is not a riendly

     place.Olympus gets it’s unding rom various

    government intelligence organizations. TeCIA, MI6, NSB, G2 and others secretly supportOlympus 7 or the sole purpose o sharinginormation, manpower and resources. At least,that’s what Olympus 7 tells its sponsors. Butit has a special branch, a secret branch thatoperates without the knowledge o its sponsors.And that’s the branch your agents work or.

    History Olympus 7 began afer the all o the Berlin

     Wall. High-ranking members o variousintelligence organizations—in an unprecedenteddisplay o trust—agreed to meet to discuss the

    uture. No notes were taken, no recordmade o the meeting. All that is knownis this: they arranged or an independentorganization that could accomplish what their own governments wouldnot allow.

    Te head o Olympus 7, a manso secret nobody even knowshis name, organizes intelligenceand manpower between the various agencies. He arranged orassassinations, rescues and otherblack ops. Operations Presidentsand Senates and governmentsorbid, Olympus 7 carried out with ruthless effi ciency.

    O7 handles its operations withcare and cunning. Agents rom allacross the globe are recruited orone mission and then sent backhome. Sometimes, agents don’t evenknow who they were working or. O7teams commonly consist o agentsrom different agencies. A recent rescuemission was built rom ABIN (Brazil),CIA (US), EGID (Egypt) and Mossad

    (Israel). O7 selects agents based ontheir skills, knowledge and contacts. Itexpects the agents to work togetherand keep their mouths shut. Agents who break their silence are commonlyound dead… or never ound at all.

    Secret History But there’s one part o Olympus 7 even its

    ounders don’t know about. A secret division oagents that carry out missions that urther thegoals o Olympus 7 and not its patrons. It is adivision called “Hades.” And only one personcontrols it.

    Here’s how it works. You’re an agent roman intelligence agency working or O7 on

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    a standard mission. However, during the mission, O7 akes your death and reports your demise back to your parent organization. Ten, they bring you in to Hades. Teyreinvent you. New lie, new riends, new ace. And they warn you that disobedience willcause painul suffering and eventual death to any loved ones you might have.

    Congratulations. You are a Hades Agent.

    Life as a Hades AgentYou don’t know when you are being watched, so assume you are under constant

    surveillance. You’ve heard rumors that they put a chemical in your bloodstream thatmakes you obedient. You’ve also heard they put a radiation tablet inside you that lets

    them track wherever you go.

     When you are assigned to a mission, you never know i you’re coming back. Allmissions are suicide missions. I you survive, that’s a bonus. Tey don’t expect you

    to survive. But they also expect you to try to run. You’ve seen Hades agentsmake a break or it. Tey all ail. Tey get caught or they get killed.

    And the missions make no sense. Sometimes you ght terrorist cells andsometimes you aid them against others. It seems as i Hades has an agendaso complex, it’s like trying to make seven different jigsaw puzzles t.

    INTELLIGENCE A GENCIES 

    FROM A ROUND THE  W ORLD

     ArgentinaCoordinación de Inormaciones de Estado (CIDE)

     Australia Australian Secret Intelligence Service (ASIS) Australian Security Intelligence Organisation (ASIO)

     Australian Army Intelligence Corps (AUSIN) Australian Federal Police Intelligence (AFP)

    Deence Imagery and Geospatial Organisation (DIGO)Deence Intelligence Organisation (DIO)

    Deence Signals Directorate (DSD)

    Offi ce o National Assessments (ONA)

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    BangladeshDirectorate General o Forces Intelligence(DGFI)

    National Security Intelligence (NSI)

    Belgium

    Staatsveiligheid / Sûreté de l’État (SV/SE)State Security Service

    Brazil Agência Brasileira de Inteligência (ABIN) Brazilian Intelligence Agency

    CanadaCanadian Security Intelligence Service /Service Canadien du renseignement desécurité (CSIS/SCRS)

    Communications Security Establishment (CSE)

    Canadian Forces Intelligence Branch

    Chile Agencia Nacional de Inteligencia (ANI) National Intelligence Agency

    People’s Republic of

    China

    Ministry o State Security  (MSS)ColombiaDepartamento Administrativo de Seguridad (DAS) Administrative Department of Security(of Colombia)

    CubaDirección General de Inteligencia (DGI)General Directorate of Intelligence

    Czech Republic

    Bezpečnostní inormační služba (BIS)Security Information Service

    Úřad pro zahraniční styky a inormace (ÚZSI)Offi ce for Foreign Relations and Information

     Vojenské zpravodajství (VZ) Military Intelligence

    Denmark  Politiets Eferretningstjeneste (PE) Danish Security and Intelligence Service

    Forsvarets Eferretningstjeneste (FE) Danish Defence Intelligence Service

    Egypt Al-Mukhabarat al-’Ammah Egyptian General Intelligence Directorate

    Mabahith Amn al-Dawla al-’UlyaState Security Inestigation Bureau

     Al-Mukhabarat al-Harbeya (MilitaryIntelligence)

    FinlandSuojelupoliisi (SUPO)Security Intelligence Service

    FranceDirection Générale de la Sécurité Extérieure(DGSE) General Directorate of External Security

    Direction Centrale du RenseignementIntérieur  (DCRI)Central Directorate of Interior Intelligence

    Germany Bundesnachrichtendienst (BND) Federal Intelligence Service

    Bundesamt ür Verassungsschutz (B V) Federal Offi ce for the Protection of theConstitution

    Militärischer Abschirmdienst (MAD) Military Counterintelligence Service

    GreeceEthniki Ypiresia Pliroorion (NIS) Hellenic National Intelligence Service

    IndiaCentral Bureau o Investigation (CBI)

    Deence Intelligence Agency (DIA)

    Intelligence Bureau (IB)

    National Investigation Agency (NIA)

    Research and Analysis Wing (RAW)

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    IndonesiaBadan Intelijen Negara (BIN)

    IranMinistry o Intelligence and National Security(VEVAK)

    NAJAIntelligence and security organization oIslamic Revolutionary Guards Corps (SASA)

    SAVAK  Deunct secret police,replacement by VEVAK 

    IrelandG2 Army Intelligence (G2)

    Garda National Surveillance Unit (NSU)

    Irish Secret Service (ISS)

    Israelha-Mossad le-Modiin u-le-TaidimMyukhadim (Mossad)

     Institute for Intelligence and Special Operations

    Shirut Bitahon Klali (ISA) Israel Security Agency

     Aman Military Intelligence Directorate

    Italy  Agenzia Inormazioni e Sicurezza Interna

    (AISI) Agency for Internal Information and Security

     Agenzia Inormazioni e Sicurezza Esterna(AISE) Agency for External Information andSecurity

    JordanDairat al-Mukhabarat al-Ammah

    Lithuania Valstybės Saugumo Departamentas (VSD)

     State Security Department  Antrasis operatyvinių tarnybų departamentas prie Krašto apsaugos ministerijos (AOD) II-nd Inestigation Department 

    MalaysiaKor Risik DiRaja Royal Intelligence Corps

    Malaysian Special Branch o the RoyalMalaysian Police

    National Security Council (Malaysia)

    National Security Division (BKN)

    Deence Staff Intelligence Division

    Public Saety & Security DivisionMexicoCentro de Investigación y Seguridad Nacional (CISEN)

     National Security and Inestigation Center 

     Agencia Federal de Investigacion (AFI) Federal Inestigation Agency

    MoroccoDirection de la Surveillance du Territoire (DS) Directorate of Territorial Surveillance

    Direction Generale des Etudes et laDocumentation (DGED)

    Netherlands Algemene Inlichtingen- en Veiligheidsdienst

    (AIVD) General Intelligence and Security Service

    Militaire Inlichtingen- en Veiligheidsdienst(MIVD) Military Intelligence and SecurityService

    Nationaal Coördinator Terrorismebestrijding  

    (NCb) Domestic Counter-Terrorist Unit ‘Fiscale inlichtingen- en opsporingsdienst(FOID-ECD) Fiscal Information and

     Inestigation Service

    New ZealandNew Zealand Security Intelligence Service (NZSIS)

    Government Communications SecurityBureau (GCSB)

    Norway National Security Authority  (NSM)Norwegian Police Security Service (PS)

    Norwegian Intelligence Service (E-tjenesten)

    PakistanInter-Services Intelligence (ISI)

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    Military Intelligence (MI)

    Intelligence Bureau (IB)

    Federal Investigation Agency (FIA)

    Criminal Investigation Department (CID)

    Philippines

    Offi ce o the PresidentNational Intelligence Coordinating Agency(NICA)

    Philippine Drug Enorcement Agency (PDEA)Presidential Security Group - PresidentialIntelligence Compan y (PSG-PIC)

    Department o National Deense

    Intelligence Service o the Armed Forces othe Philippines (ISAFP)

    ‘’’Philippine Air orce’’’ - 300th AirIntelligence and Security Squadron (300HAISG)

    Philippine Army - Intelligence Security Group(PA-ISG)

    Philippine Navy - Naval Intelligence andSecurity Force (PN-NISF)

    Department o Justice

    National Bureau o Investigation (NBI)Department o Interior and Local

    GovernmentPhilippine National Police - IntelligenceGroup (PNP-IG)

    Department o Finance

    Bureau o Customs - Intelligence Group(BOC-IG)

    Bureau o Internal Revenue - NationalInvestigation Division (BIR-NID)

    Department o Transportation andCommunications

    Civil Aviation Authority o the Philippines -Security and Intelligence Service (CAAP-SIS)

    Land Transportation Offi ce - Intelligence andInvestigation Division (LO-IID)

    Philippine Coast Guard - Intelligence,Security and Law Enorcement (PCG-ISLE)

    Poland Agencja Wywiadu (AW) Foreign Intelligence Agency

     Agencja Bezpieczeństwa Wewnętrznego (ABW) Internal Security Agency

    Służba Wywiadu Wojskowego (SWW) Military Intelligence Service

    Służba Kontrwywiadu Wojskowego (SKW) Military Counterintelligence Service

    PortugalServiço de Inormações de Segurança (SIS) –Security Intelligence Service

    Serviço de Inormações Estratégicas de Deesa (SIED) Strategic Defense Intelligence Service

    Sistema de Inormações da República

    Portuguesa (SIRP) Intelligence System of the Portuguese Republic 

    RomaniaServiciul Roman de Inormatii (SRI) Romanian Information Service

    Russian FederationFederalnaya Sluzhba Bezopasnosti (FSB)

     Federal Security Service

    Glavnoye Razvedyvatelnoye Upravlenie

    Genshtaba (GRU) Main Intelligence Directorate of General Staff  

    Sluzhba Vneshney Razvedki (SVR) Foreign Intelligence Service

    Saudi Arabia Al Mukhabarat Al A’amah

    General Intelligence Directorate

    SerbiaBezbednosno Inormativna Agencija (BIA)Security Informative Agency

     Vojnoobavestajna agencija (VOA) Military Intelligence Agency

    SingaporeSecurity and Intelligence Division (SID)

    Internal Security Department (ISD)

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    SlovakiaSlovenská inormačná služba (SIS)Sloak Information Service

     Vojenská spravodajská služba (VSS) Military Intelligence Service

    South AfricaNational Intelligence Agency (NIA)

    South Arican Secret Service (SASS)

    South KoreaNational Intelligence Service (NIS)

    SpainCentro Nacional de Inteligencia (CNI) National Intelligence Centre

    Sweden

    Kontoret ör särskild inhämtning (KSI)Offi ce for Special AcquisitionUnderrättelsekon-toret (UNDK) Intelligence Offi ce

    Republic of China

    (Taiwan)National Security Bureau (NSB)

    Ministry o Justice Investigation Bureau (MJIB)

    Bureau o Military Intelligence

    Turkey Milli İstihbarat Teşkilatı (Mİ) National Intelligence Organization

    UkraineHolovne Upravlinnya Rozvidky  (HUR)Central Intelligence Directorate

    Sluzhba Bezpeky Ukrayiny  (SBU)Security Service of Ukraine

    Sluzhba Zovnishnioyi Rozvidky Ukrayiny

    (SZR or SZRU) Foreign Intelligence Service of Ukraine

    United KingdomDeence Intelligence

    Secret Intelligence Service (SIS or MI6)

    Special Branch

    Security Service (colloquially MI5)

    Government Communications Headquarters(GCHQ)

    United StatesIndependent agencies

    Central Intelligence Agency (CIA)United States Department o Deense Air Force Intelligence, Surveillance and

    Reconnaissance Agency  (AFISRA)

    United States Army Intelligence and SecurityCommand (MI)

    Deense Intelligence Agency (DIA)

    Marine Corps Intelligence Activity (MCIA)

    National Geospatial-Intelligence Agency(NGA)

    National Reconnaissance Offi ce (NRO)National Security Agency  (NSA)

    Offi ce o Naval Intelligence (ONI)United States Department o Energy 

    Offi ce o Intelligence and Counterintelligence(OICI)

    United States Department o HomelandSecurity 

    Offi ce o Intelligence and Analysis (I&A)

    Coast Guard Investigative Service (CGIS)United States Department o Justice

    Federal Bureau o Investigation (FBI)Drug Enorcement Administration (DEA)

    United States Department o State

    Bureau o Intelligence and Research (INR)

    United States Department o the Treasury 

    Offi ce o Terrorism and Financial Intelligence

     VietnamTổng cục 2

     

    (C2)

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    Code Name:______________________________________________________

    Name: ___________________________________________________________

    Agency:__________________________________________________________ 

    Age:__________________________ Sex: _____________________________

    Weight: _______________________ Height: __________________________

    Hair Color:____________________ Eye Color: _______________________

    Handedness:___________________ 

    TOP SECRET Wi lderness of Mirrors 002 Character Sheet

     ___ The Fixer 

     ___ The Grifter 

     ___ The Gunman

     ___ The Heavy

     ___ The Shade

    Expertise

    Team Leader

    Expert

     Agent

    The Mission

    The Premise: _____________________________________________________

     ________________________________________________________________

    The Plan

    Source: _______________________ Detail:___________________________

     ________________________________________________________________

    Source: _______________________ Detail:___________________________

     ________________________________________________________________

    Source: _______________________ Detail:___________________________

     ________________________________________________________________

    Source: _______________________ Detail:___________________________

     ________________________________________________________________

    Source: _______________________ Detail:___________________________

     ________________________________________________________________

    Source: _______________________ Detail:___________________________

     ________________________________________________________________

    Source: _______________________ Detail:___________________________

     ________________________________________________________________

    Source: _______________________ Detail:___________________________

     ________________________________________________________________

     _____________________________ 

    Special Effect: _________________ 

     _____________________________