Category Archives: Setting

DRA IV

Back in 2002, when the OGL was young and full of promise, Alderac Entertainment Group released Spycraft, a d20 action/espionage RPG. My local gaming group immediately fell in love with it. I started a campaign, which fell apart after three (excellent) sessions due to a lack of GM focus, planning, and follow-through. My campaign setup document, however, was the writing sample that got me onto the Spycraft design team for the rest of the first edition’s run and the Stargate SG-1 license. I started this blog as a repository for my various older and unpublished pieces (among other things), so this seems as good a place as any to post it. Because of length, this is the last of a four-part series.


Operational Levels

The Agency uses the Operational Level scale to define the current operating conditions of an agent. Operational Level is a rough indicator of the current hazards the agent is under (of which the Agency is aware, anyway), as well as the degree of logistical support he has and the amount of discretion he has in interpreting his orders. Every Special Agent is always at one of the following Operational Levels, which replace the standard Mission Codes in Spycraft:

Level Zero

The agent is off active duty. No DRA resources except non-secure communications are available for his use, but he is unavailable for orders except in the event of a dire emergency. This category is a catch-all for agents who are on vacation, hospitalized or on medical leave, on suspension or mandatory leave after an incident, undergoing medical or psychiatric evaluation, or jailed or imprisoned for crimes in which DRA is disinclined to intervene.

Level One

The agent does not have a field assignment. He is on desk duty and expected to maintain normal office hours as determined by his field office’s policies and duty schedule. He has access to his standard personal equipment (personal budget and signature items), but may not requisition additional gear or resources without authorization from his Site Director.

Level Two

The agent has a field assignment that is believed to have zero to minimal threat potential. This usually includes research assignments or the preliminary stages of non-criminal investigations, as well as standard duty assignments to the Las Vegas field office, AMTReL, Xenopath, or TRC. The agent has significant leeway in his schedule and itinerary as long as he fulfils his assignments in a timely and professional manner. He has access to his standard personal equipment and an unmodified Agency vehicle (usually a mid-size or sedan), and may requisition additional gear or resources that are appropriate to his current assignment (mission bonus: 5 BP, 0 GP).

Level Three

The agent has a field assignment that is believed to have a risk level equivalent to that of standard police patrol duty. This includes criminal investigations where there is a low degree of supernatural involvement, or research assignments in high-crime or exceptionally insular areas. An agent is also placed on Operational Level Three if he has standard duty at APRF proper, a high-risk assignment at AMTReL, Xenopath, or TRC, or desk duty at the Las Vegas field office during an alert period. The agent has access to his standard personal equipment and an unmodified Agency vehicle, and may requisition additional gear or resources that are appropriate to his current assignment (mission bonus: 15 BP, 2 GP).

Level Four

The agent’s current assignment carries a significant risk of supernatural exposure, violent confrontation, or hazardous environments or substances (note that this includes standard duty at several of the DRA’s research facilities). The agent is authorized to use lethal force in self-defense without following normal procedures for escalation of force. He has access to his standard personal equipment, but may not use a “government motor pool” Agency vehicle for reasons of liability and plausible deniability. He may requisition additional gear or resources that are appropriate to his current assignment (mission bonus: 25 BP, 4 GP).

Level Five

The possibility of violent confrontation or life-threatening supernatural or environmental hazards approaches certainty at Operational Level Five. The agent is authorized to use lethal force without warning if he deems such action necessary to preserve human life or national security. He has access to his standard personal equipment, as well as significant latitude in requisitioning additional gear or resources (mission bonus: 40 BP, 6 GP).

Level Six

Operational Level Six is only used in circumstances where the fate of the nation or the planet literally depends on the agent’s actions. At Operational Level Six, the agent’s actions fall under Presidential Special Order 1952-508, which allows him to violate the Constitution in the pursuit of his duties without fear of sanction. Few agents ever operate at Level Six, and only a bare handful more than once. Records show that “going to Six” (also referred to as “going to Eleven”) has a 40% mortality rate for DRA Special Agents, rising to 98% for civilians who are directly involved in such an operation. Under Operational Level Six, the agent has access to his standard personal equipment and the full available technical reserves of the Agency (mission bonus: 60 BP, 10 GP).

“Level Seven”

Operational Level Seven does not officially exist – it is part of Agency folklore. The following are the most common rumors about Level Seven:

  • It is the assignment code for off-planet or extradimensional operations.
  • It allows the agent to release nuclear weapons or other WMD without Presidential authorization.
  • It is the Operational Level designation for a rogue agent whose termination the Agency is actively seeking.
  • It is the Agency-wide code for a scorched earth defense of the planet in the event of a widescale paranormal or extraterrestrial invasion.

Cold Iron, Tire Iron

Back when my then-roommate and I were watching NASCAR, he casually dropped the factoid (which I’ve never verified because I prefer to believe it’s true) that every NASCAR track has a chapel in the infield.

This means that every NASCAR track has a small piece of holy ground on it.

Ever since then, one of my campaign concept slush file entries has been a monster-hunting NASCAR pit crew. Race on Sunday, slay on Monday, be gone on Tuesday and leave the evidence for the local cops to figure out.

The only other rational option is to hit up B.J. Zanzibar for the old WoD Highlander homebrew rules…

DRA III

Back in 2002, when the OGL was young and full of promise, Alderac Entertainment Group released Spycraft, a d20 action/espionage RPG. My local gaming group immediately fell in love with it. I started a campaign, which fell apart after three (excellent) sessions due to a lack of GM focus, planning, and follow-through. My campaign setup document, however, was the writing sample that got me onto the Spycraft design team for the rest of the first edition’s run and the Stargate SG-1 license. I started this blog as a repository for my various older and unpublished pieces (among other things), so this seems as good a place as any to post it. Because of length, this is the third of a four-part series.


SDRA Offices and Facilities

DRA personnel are assigned to one field office as “home,” but may be sent anywhere in the country or abroad as needed. With less than 2,000 Special Agents, specialists are usually sent wherever they’ll be able to do the most good rather than working close to home. The following exotic locales are the places most likely for a DRA agent to call “home.”

Kansas City, MO

SDRA headquarters is located outside Kansas City. The facility’s 300-acre grounds are heavily vegetated, save for access roads and a private airstrip. They are thickly sown with electronic sensors and are rumored to be patrolled by guard animals that have been enhanced through alien genetic manipulation techniques. The outer perimeter is a triple layer of 12-foot fences topped with barbed wire, with razor grass planted over minefields between the middle and innermost fences. Signs every fifty feet warn that the installation is secure and deadly force is authorized in its defense.

The aboveground offices are functional but nonessential – the four office park-like buildings are built over a converted NORAD command facility, one of a series of backup sites scattered around the nation as insurance against the destruction of Cheyenne Mountain. The Agency’s high-security core is buried deep underground in a self-contained armored bunker that is theoretically proof against a one-megaton nuclear ground-burst.

SDRA also maintains a satellite office at its Maximum Security Containment Facility at nearby Fort Leavenworth. Operated in conjunction with the Department of Defense, the MSCF (pronounced “Missiff”) is the final destination of criminals whose capabilities preclude their incarceration in conventional prisons. It is also rumored to hold captive extraterrestrials and supernatural creatures.

Domestic Field Offices

Seattle, WA

In addition to the Agency’s oldest field office, Seattle also hosts SDRA’s primary training facilities. The SDRA Academy (known as “Hell State University” within the Agency) provides specialized training to incoming agents whose previous careers have almost certainly not prepared them for their new assignments. The Agency, through the cutout company of Sea-Tac Aerospace, is currently negotiating with Boeing to purchase the aerospace corporation’s former headquarters and assembly plant and relocate the Academy to those grounds.

Las Vegas, NV

The Las Vegas field office is the most luxurious and sought-after posting in the Agency. It is also the most hazardous, having come under attack from extraterrestrials at least a half-dozen times since its establishment in 1953. After the first public attack, the old office building in downtown Vegas was demolished and the Agency moved to less built-up surroundings on the outskirts of the city.

This office is a prime target for assaults because it serves as the administrative center for the Agency’s Advanced Physics Research Facility. APRF is located at the secretive Area 51 and is one of the world’s foremost laboratories for the analysis of captured alien technology. It is also the location at which the Agency modifies standard terrestrial aerospace technology for internal use.

Flint, MI

The Flint field office is housed in a sprawling industrial park which also boasts the Advanced Materials Technology Research Laboratory. Officially a Department of Energy facility, AMTReL produces composite alloys, superconductors, advanced plastics and ceramics, and other substances which defy conventional engineering. It has connections to several of the automotive corporations which have facilities in the state, and is the Agency’s “speed shop.” Rumors from GM state that AMTReL is about to publicly release the formula for a rubber substitute with a coefficient of friction 300% greater than that of current tire materials.

Atlanta, GA

The Atlanta field office is housed next to the Lucent Technologies (formerly Bell Labs) research facility, giving it access to some of the world’s foremost telecommunications resources. Of more critical importance, however, is the Xenopathological Research Institute which the Agency operates in conjunction with the CDC. Xenopath is the nation’s only Level 5 biocontainment facility, theoretically equipped to handle pathogens with nonphysical components such as Stoker’s Disease and the Greys’ Mimetic Alteration Virus.

Colorado Springs, CO

The Colorado Springs field office is built on top of the bunker for the Agency’s Deep Space Tracking Center. DSTC has a direct communications link to USAF Space Command, NORAD, and various NASA space tracking facilities, and can eavesdrop on transmissions from virtually any US military satellite (and, unofficially, many foreign ones as well). It also controls the Agency’s own constellation of space surveillance satellites, which are designed to detect extraterrestrial craft entering terrestrial or lunar space.

Kona, HI

The Pacific Territories field office (with jurisdiction over the Mariana archipelago and US-allied Pacific islands as well as Hawaii) also supports the Thaumaturgical Research Center. TRC’s location varies – it is built in a converted deep-sea oil drilling platform, and is usually kept at least 100 miles from the nearest populated territory in case of catastrophic accidents. A pair of oceangoing salvage tugs (former Coast Guard vessels) move it once every two to three months to keep magical activity from forming a permanent power nexus or diverting local ley lines.

Tampa, FL

Located in an office park adjacent to MacDill Air Force Base, the Tampa field office contains the Agency’s Military Liaison Office. Working through Special Operations Command (based at MacDill), MLO is the primary conduit between the Agency and the formidable resources of the Department of Defense. Because of its proximity to the Gulf of Mexico, personnel from Tampa often participate in drug interdiction operations.

New Orleans, LA

The “Big Easy” field office has no specialized facilities, but does tend to attract a large number of Agency parapsychologists interested in studying New Orleans’ hundreds of resident ghosts. The office keeps at least two magically adept security personnel on duty at all times to counter the occasional voodoo practitioners who object to government interest in the area.

Memphis, TN

The Memphis field office is a common posting for agents who have sustained psychological trauma. It has an unusually low incidence of high-stress or violent cases, and duty here is somewhat easier than in many other locations.

Phoenix, AZ

Surveillance operations into Mexico are commonly run out of the Phoenix field office. This is also the information center for Agency investigation of potentially dangerous cults.

Salem, MA

Salem’s field office houses the DRA’s secondary magical research facility, as well as its forensic archaeology unit. Activity here is strictly limited to extremely low-power work for safety reasons.

Anchorage, AK

Due to its isolation and barren surroundings, the Anchorage field office is an ideal site for the Agency’s psychic research program. Anchorage has yet to receive a formal facility designation or additional funding for such a program, but psychically active agents tend to gravitate here.

San Francisco, CA

Located close to UC-Berkeley, the San Francisco field office often conducts field observations of popular culture trends that could introduce dangerous elements into American society. It also monitors Hollywood for potential leaks or propaganda opportunities.

Foreign Offices

Ottawa, Canada

The US embassy has a permanent DRA liaison office for coordinating DRA activities with the Canadian Department of National Defense’s Territorial Security Division and the RCMP’s “Y” Division (often referred to as “Y Me?” Division). Foreign Office Ottawa is the least hazardous of DRA’s foreign postings and is often reserved for D-1 agents who have earned postings “close to home.”

London, England

DRA’s largest liaison office is located here. The assigned office space is in the US embassy, but it’s extremely uncomfortable. Most personnel assigned to Foreign Office London prefer to work out of loaned facilities in the sub-basement of MI-5 headquarters at Thames House (much to the chagrin of MI-6, another partner agency, which MI-5 one-upped by making the first offer of local assistance).

Sydney, Australia

There is no official DRA presence in Australia, but the US consulate in Sydney hosts a small DRA contingent which performs liaison duties with ANZAC forces. It also monitors the Great Barrier Reef for paranormal activity, which Australian authorities tolerate so long as the monitoring remains covert. Previous incursions into the Outback have been strongly discouraged and a gentlemen’s agreement with the Australian Secret Intelligence Service’s Parasecurity Division keeps further such misunderstandings from occurring.

Yokohama, Japan

DRA has no official reciprocity agreement with any Japanese agency, but the port facilities in Yokohama (conveniently close to Tokyo and often frequented by the US Navy) play host to Foreign Office Yokohama, a small contingent of personnel with highly unofficial local connections.

Manila, The Philippines

A single DRA agent and four support personnel are assigned to the US embassy in Manila. Shoehorned into the back of the naval attaché’s office, Foreign Office Manila provides intelligence and consulting to the Filipino military.

Pretoria, South Africa

One of DRA’s dirty little foreign relations secrets is its constant contact with the South African government’s National Intelligence Coordinating Committee (NICOC) since 1976, even when international relations between Pretoria and Washington were at their worst. Foreign Office Pretoria is regarded as something of a punishment assignment for Foreign Service agents due to the living conditions, but the Unconventional Research personnel here have returned a wealth of data on magical practices and threats on the southern end of the continent.

Hong Kong

DRA officially pulled out of the American Consulate in Hong Kong when the island returned to Chinese rule. However, six DRA agents are still on the payroll as maintaining private apartments there, in a complex heavily inhabited by officers of the HKPD’s Special Branch.

DRA II

Back in 2002, when the OGL was young and full of promise, Alderac Entertainment Group released Spycraft, a d20 action/espionage RPG. My local gaming group immediately fell in love with it. I started a campaign, which fell apart after three (excellent) sessions due to a lack of GM focus, planning, and follow-through. My campaign setup document, however, was the writing sample that got me onto the Spycraft design team for the rest of the first edition’s run and the Stargate SG-1 license. I started this blog as a repository for my various older and unpublished pieces (among other things), so this seems as good a place as any to post it. Because of length, this is the second of a four-part series.


SDRA Special Agent Entry Qualifications

  • US or Northern Mariana Islands citizenship
  • between the ages of 23 and 37
  • ability to attain Top Secret security clearance (DRA has been known to grant such clearance on a case-by-case basis for individuals whose criminal records would normally prohibit it)
  • uncorrected vision not worse than 20/200, correctable to 20/20 in one eye and 20/40 in the other, and adequate color and night vision
  • adequate hearing at 1000 through 4000 Hertz
  • valid driver’s license
  • excellent physical condition with no defects which would interfere in firearm use or defensive tactics
  • four-year degree from a college or university accredited by one of the regional or national institutional associations recognized by the United States Secretary of Education, or equivalent professional experience (minimum rank E-6, WO-4, or O-4) in the United States armed forces, or equivalent professional experience in a non-accredited field of academic study recognized by the DRA (typically xenology, xenoethnography, parapsychology, cryptozoology, or thaumaturgy)
  • must pass a psychiatric evaluation administered by SDRA medical staff, with specific emphasis on sense of self and resilience in sudden oppositions of personal worldview and subjective reality

In game terms, character creation guidelines:

  • Only one of STR, DEX, and CON can start below 10.
  • Spot or Listen skill bonuses cannot start below +0.
  • Drive skill bonus cannot start below +1.
  • Total Will save bonus cannot start below +1, nor can Fear backgrounds be higher than 1.

Agents are subject to annual medical and psychiatric evaluations and performance testing. Interim examinations are strongly recommended after any assignment that results in violent contact with a hazardous entity, technology, or manifestation, and may be mandatory at the discretion of the agent’s supervisor.


SDRA Directorates

In the DRA campaign setting, the following Directorates replace the default Department selections from Spycraft.

D-0: Executive Directorate (“Central”)

The Executive Directorate is the central bureaucracy and field investigative arm of the DRA. It has over 60% of the Agency’s total staff, as the vast majority of clerical and administrative personnel are assigned to it. Its agents have no overriding agenda, instead being assigned as “utility infielders” to any operation that needs a generalist instead of a specialist. Agents from Central tend to be well-connected within the Agency’s bureaucracy. D-0 is also home to the Agency’s Internal Security Department, which investigates corruption of both mundane and supernatural varieties within the DRA.

  • 4 extra skill points at 1st level and 1 extra skill point each level thereafter.
  • +2 department bonus to all favor checks. This bonus increases by an additional +1 at 3rd level and every 3 levels thereafter.
  • Select any two skills. You receive a +1 department bonus to all checks with these skills. These skills are always considered class skills, even if you multi-class.
  • Bonus Feat: Any covert or basic skill feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

D-1: Foreign Service Directorate

Officially, the Foreign Service Directorate is responsible for coordinating activities with other nations’ governments and paranormal studies and enforcement agencies. Unofficially, it also engages in a great deal of espionage against nations that are less than fully receptive to the Agency’s diplomatic overtures. D-1 has extensive connections in the global black and gray markets, allowing its agents to procure deniable equipment with ease.

  • +2 Charisma, -2 Strength.
  • +5 budget points as part of the agent’s personal budget. +2 budget points to each mission budget, plus an additional +1 budget point bonus at 2nd level and every two levels thereafter.
  • +1 to department bonus to Cultures, Languages, and Diplomacy checks. Foreign Service agents receive an additional +1 department bonus to Cultures, Language, and Diplomacy checks at 4th level and every 4 levels thereafter.
  • Bonus Feat: Any style or gear feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

D-2: Domestic Service Directorate

The Domestic Service Directorate works closely with the various branches of the US armed forces and their respective paranormal programs, as well as with other domestic law enforcement and intelligence agencies on federal, state, and local levels. Its official primary function is facilitating the smooth transfer of information between the Agency and other domestic agencies whose jurisdictions may overlap those of the DRA. However, D-2 is also responsible for coordinating joint operations, which means its agents see action in the field on a regular basis. A high percentage of D-2 agents are drawn from police departments and from the military’s commissioned ranks.

  • +2 to any one ability of your choice, -2 to any one ability of your choice. You may apply both the bonus and the penalty to the same ability if you so desire.
  • At 1st level, choose one federal agency, one branch of the US military, or the collective agencies of one state or city as an allied organization. The agent has worked closely with this organization in the past and is familiar with its culture and bureaucracy. The agent gains a +1 allied organization bonus to all Charisma-based skill checks that directly pertain to the allied organization or its personnel. At 4th level and every 4 levels thereafter, choose one additional organization, and the bonus associated with every previously selected organization goes up by +1. For example, a 12th-level D-2 operative will have four allied organizations, with bonuses of +4, +3, +2, and +1.
  • +1 department bonus to skill checks for one class skill of your choice. Domestic Service agents receive an additional +1 department bonus to skill checks for the chosen skill at 4th level and every 4 levels thereafter.
  • Bonus Feat: Any basic combat or covert feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

D-3: Technical Directorate (“Cyberpunks”)

The Technical Directorate is in charge of primary analysis of all advanced technology that enters the Agency’s hands. It is also responsible for electronic surveillance, intelligence, and counter-intelligence. D-3 runs the Agency’s spy satellites, information centers, secure communications networks, and cryptographic analysis offices. The Biomedical Office of D-3 handles both in-house medical treatment for agents and analysis of xenobiological and cryptozoological cases. Cyberpunks (the non-computer personnel of D-3 object to the moniker, but it still sticks) tend to be younger than other DRA agents, and many are recruited straight out of college (or jail).

  • +2 Intelligence, -2 Wisdom.
  • Choose one Office at character creation: Information Technology, Electronic Surveillance, Biomedical, or Physical Sciences.
  • Cyberpunks in the Information Technology or Electronic Surveillance Office receive a free laptop computer with a +1 power rating. The computer is upgraded in power automatically by +1 at 4th level and every 4 levels thereafter. D-3 agents in the Biomedical or Physical Sciences Office receive a bonus of +1 gadget point at the start of each mission, plus another gadget point per mission at 4th level and every 4 levels thereafter.
  • +1 to department bonus to checks with two skills, determined by Office. Information Technology agents receive bonuses in Electronics and Computers. Electronic Surveillance agents learn advanced techniques in Cryptography and Surveillance. Biomedical operatives are highly trained in First Aid and Knowledge (biology). Physical Sciences personnel have exceptional aptitude with Mechanics and Knowledge (choose one: chemistry, engineering, or physics). D-3 agents receive an additional +1 department bonus to checks with the specified skills at 4th level and every 4 levels thereafter.
  • Bonus Feat: Any gear or basic skill feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

D-4: Covert Operations Directorate

The smallest directorate, D-4, is the Agency’s “stealth” arm. Its agents specialize in going places they shouldn’t be and doing things they shouldn’t do without ever being seen, be it breaking and entering or assassination. Covert Ops missions are usually things that the Agency would need to be able to deny ever having been involved in, should they come to light. Many D-4 missions involve action against American citizens or institutions, which are technically prohibited without a federal judge’s authorization. However, few federal judges have the security clearance necessary to be informed of Agency operations, which results in D-4 agents conducting a high number (even for the Agency) of technically illegal activities. This Directorate is insular even for the Agency, and D-4 personnel tend to be somewhat antisocial.

  • +2 Dexterity, -2 Charisma.
  • +1 to department bonus to Initiative checks. Covert Operations agents receive an additional +1 department bonus to Initiative at 4th level and every 4 levels thereafter.
  • -2 department penalty to all rolls made for the purposes of identifying, tracking, or researching the character through any means except direct interviews. This penalty decreases by an additional -1 at 3rd level and every 3 levels thereafter. For example, all attempts to run the fingerprints of a 12th-level D-4 operative would have a -6 penalty. DRA personnel ignore this penalty unless the agent has the Altermate Identify feat.
  • +1 to department bonus to Hide checks. Covert Operations agents receive an additional +1 department bonus to Hide checks at 4th level and every 4 levels thereafter.
  • Bonus Feat: Any covert or basic skill feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

D-5: Tactical Operations Directorate (“X-Com”)

D-5 is the Agency’s dedicated paramilitary aspect. Most D-5 personnel are recruited from the enlisted ranks of the military. While D-2 often works with the Department of Defense for information sharing and joint operations, D-5 is the Agency’s private army for use in situations where regular armed forces deployment would have prohibitive legal or diplomatic repercussions (for example, if use of military personnel would violate the Posse Comitatus Act). Other directorates have a tendency to see D-5 agents as thugs and cannon fodder, an impression which is not wholly without basis – D-5 has the highest rates of agent mortality and retirement on physical disability of any directorate. However, D-5 agents are also notoriously hard to kill, and tend to do a lot of damage before they go down.

  • +2 Strength, -2 Intelligence.
  • 4 extra vitality points at 1st level and 1 extra vitality point each level thereafter.
  • 1 extra wound point. Tactical Operations agents receive 1 additional wound point at 4th level and every 4 levels thereafter.
  • Whenever he calculates his personal budget, a Tactical Operations agent may choose as a personal weapon any one melee weapon or non-tactical firearm with which he is proficient. After adding the budget point costs of the weapon and all of its ammunition and accessories, he receives a 25% discount on the total budget point cost of the package. This does not apply to mission budget or gadget points.
    Example: Dirk chooses an H&K G3A3 (7.62x51mm assault rifle, 32 BP) as his personal weapon. His standard load-out for it includes 60 rounds of FMJ ammo (3 BP), 60 rounds of AP ammo (9 BP), a bipod (1 BP), and a telescopic sight (2 BP). The total cost of this package is 47 PB. A 25% discount reduces the cost of the package to (47 x 0.75 = 35.25, rounded up) 36 BPs.
  • Bonus Feat: Any ranged combat, melee combat, or unarmed combat feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

D-6: Survey Directorate

Roughly 95% of the US population lives in 5% of the nation’s square mileage. D-6 is responsible for patrolling the other 95% of the United States, from the Intracoastal Waterway to Death Valley, and reporting or personally handling any signs of paranormal hazards. This directorate also handles the Agency’s in-house paranormal mapping programs, working closely with the USGS, DMA, and NRO. D-6’s closest ties to other agencies are with the EPA and the Department of the Interior, and state conservation and environmental agencies. Survey Directorate personnel are accustomed to long periods of independent operation, and tend to be rugged individualists.

  • +2 Constitution, -2 Dexterity.
  • +1 department bonus to Fortitude saving throws. Survey agents receive an additional +1 department bonus to Fortitude saves at 4th level and every 4 levels thereafter.
  • +1 to department bonus to Knowledge (Nature) and Survival checks. Survey agents receive an additional +1 department bonus to Knowledge (Nature) and Survival checks at 4th level and every 4 levels thereafter.
  • Climb, Jump, Knowledge (Nature), Survival, and Swim are always in-class skills for Survey agents.
  • Bonus Feat: Any basic combat or chase feat, or Track. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

D-7: Unconventional Research Directorate (“The Basement”)

The DRA’s core reason for existence is most strongly seen in Basement offices. D-7’s research involves magic, psychic phenomena, and less quantifiable individual manifestations of the paranormal. 60-hour weeks are considered the norm in the Basement, and the stress, pace, and hazards of working in D-7 take their toll on its personnel. However, D-7 agents are more psychologically resilient than other Agency personnel due to their constant exposure to things that would drive lesser men mad. They also tend to be preternaturally lucky, even moreso than the average Agency operative.

  • +2 Wisdom, -2 Constitution.
  • +1 department bonus to any action die rolls you make. If an ability lets you roll multiple action dice, this bonus applies individually to each one. Do not count this bonus when checking to see if an action die explodes. This bonus increases by +1 at 4th level and every 4 levels thereafter.
  • +1 department bonus to Will saving throws. Research agents receive an additional +1 department bonus to Will saves at 4th level and every 4 levels thereafter.
  • Bonus Feat: Any basic or advanced skill feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

DRA I

Back in 2002, when the OGL was young and full of promise, Alderac Entertainment Group released Spycraft, a d20 action/espionage RPG. My local gaming group immediately fell in love with it. I started a campaign, which fell apart after three (excellent) sessions due to a lack of GM focus, planning, and follow-through. My campaign setup document, however, was the writing sample that got me onto the Spycraft design team for the rest of the first edition’s run and the Stargate SG-1 license. I started this blog as a repository for my various older and unpublished pieces (among other things), so this seems as good a place as any to post it. Because of length, this is the first of a four-part series.

This material is 21 years old and not representative of my current writing or design skills, but I’m not sufficiently motivated to clean it up. There’s plenty of my newer material out there if someone wants to assess my capabilities as they stand today.

At the time, this stuff was posted on an older web page of mine that’s long since lost to the bitbucket. Hilariously, though, about a year after I started freelancing for AEG, some toolbag out there decided to apply as an AEG freelancer… and plagiarized this piece to use as “his” “writing sample.” You can guess how that went…


Special Defense Research Agency

“Tuatamen Lego Eruditio (Defense through Knowledge)” (official motto)

“Alone, Unknown, and Unloved” (highly unofficial motto)


Design Notes

The SDRA setting is an attempt to tweak the Spycraft rules for a game with a higher level of supernatural involvement than the default setting allows. PCs are agents of the Special Defense Research Agency, a black organization within the United States government dedicated to maintaining national security against paranormal threats. History and current events are much the same in the world of the SDRA as they are in our world, with one key exception: the supernatural is publicly acknowledged as existing. It is, however, extremely rare, about on the level of bank robberies: events get news coverage on the local level, but rarely make the national reports unless they’re particularly spectacular. Very few people are involved in them, but everyone seems to have a friend of a friend who once saw something happen. The government maintains a high level of denial in an effort to protect the public from Things Man Was Not Meant To Know.

The SDRA operates under a thick veil of secrecy. It’s about as well-known as the NSA in the early 1980s, or perhaps the NRO in the present day. The average man on the street has not heard of it, though those who indulge in espionage and supernatural genre entertainment have heard of it and may know a little bit about what it does. Most SDRA operations are never acknowledged as having been performed by the Agency – other, more public, organizations take the credit. Most SDRA agents are forbidden to reveal their actual employer, instead maintaining a set of cover identities in the military or other federal agencies.

Primary inspirations for this setting include Pagan Publishing’s Delta Green, Eden Studios’ Conspiracy X, the Men in Black comic/film/RPG property, and Microprose’s X-Com game series, as well as the friendly government Web sites of the CIA, NSA, FBI, DEA, and State Department.

The setting is intended to be significantly grittier than four-color James Bond-style espionage. Death, dismemberment, and madness are constant risks for SDRA agents in the field. The SDRA and its sibling organizations in other nations are a very thin shield between mankind and the Things Out There. Minimum film rating for this game would be PG-13, with frequent slips into R for graphic violence. OTOH, this is a highly heroic game – the PCs are the best there is at what they do, even if what they do isn’t very pretty.


Agency Background

The Special Defense Research Agency was founded in 1951 to manage federal law enforcement and national security issues as they were affected by paranormal activity. SDRA (more commonly referred to as “DRA,” with the “Special” dropped for casual conversation) was formed by a merger of four existing agencies: the Treasury Department’s Special Enforcement Service, the CIA’s Directorate of Unconventional Studies, the State Department’s Special Research Office, and the Pentagon’s Joint Services Global Meteorological Survey Office.

DRA’s existence has always been public, but its exact mission specifications are classified. Its existence appears in no official government documents outside of its formation in the First Amendment of the National Security Act (itself classified until 1982). DRA derives its budget from various “black project” appropriations and covert licensing of advanced technology through “cutout” corporations.

The government was forced to acknowledge DRA’s existence and mission after the Medicine Bow Incident. In the spring of 1958, DRA agents operating out of the Colorado Springs Field Office became aware of a high level of extraterrestrial activity on the Colorado-Wyoming border. The investigation uncovered a large-scale “harvesting” operation being conducted by Greys. The aliens’ advance base, located in Medicine Bow National Forest, was pinpointed after the entire population of Casper was abducted in a single night. Two civilians escaped and contacted military authorities, who in turn alerted the DRA. On the night of August 18, DRA agents led local law enforcement authorities and an infantry company of the Wyoming National Guard in an assault on the base. During the engagement, an antimatter power source’s containment catastrophically failed, resulting in an estimated 3.5-megaton explosion.

A cover-up was impossible, given the magnitude of the blast and its secondary EMP effects. On August 20, President Eisenhower revealed to the world the history of American conflict with extraterrestrials since the 1947 shoot-down of a Grey reconnaissance craft at Roswell. Eisenhower’s speech marked the beginning of the world’s mass admission of supernatural activity: within a week, over half the nations on the planet had at least tentatively addressed the issues of magic, psychic powers, nonhuman intelligence, or alien visitors in a public forum. Contrary to the expectations of many sociologists, upheaval was surprisingly mild: these revelations merely legitimized beliefs that millions of people had previously been ashamed to hold.

Today, DRA is one of the world’s foremost government organizations dedicated to protecting humanity from paranormal threats. The Agency is headquartered in Kansas City, MO, with 10 additional field offices and several hidden facilities in the United States. The State Department also hosts DRA liaison offices in over 20 nations. DRA employs an estimated 1,800 Special Agents, plus over 11,000 other personnel in various clerical, maintenance, scientific, medical, investigative, logistical, and security roles. Exact details of the Agency’s personnel roster are classified for the protection of its agents.

DRA is officially limited to operations within the United States. However, the Agency has reciprocity agreements with the governments of Canada, the United Kingdom, Australia, Japan, the Philippines, and South Africa, which allow DRA agents to operate in those nations with the supervision of local counterpart agencies. Hong Kong was a partner until the end of local British rule, but its status is currently under negotiation with the Chinese government. DRA personnel have also been seconded to the United Nations and NATO for various operations.

Although the DRA’s existence is known to the world at large, it does not maintain a public face (with the exception of a handful of public affairs agents from the Administrative Directorate). DRA agents and employees are usually drawn from other federal or state agencies, and officially maintain their previous positions. If such a cover would compromise an employee’s identity, or if he has no previous government service from which to draw a cover, he is issued a government ID for another agency with facilities in his cities of residence. DRA facilities are not marked as such and are guarded by personnel in private security uniforms. An entire subset of conspiracy theory has sprung up around identifying DRA personnel and offices, despite the fact that knowingly breaching a DRA agent’s cover carries a federal charge of obstruction of justice.

Aerial Recovery Solutions: Hail CSAR!

Originally posted to the CGL Battletech forum in 2017.


WELCOME TO THE MRB UNIT DATABASE.  IT HAS BEEN 74 DAYS SINCE YOUR LAST LOGIN.

QUERY>> PERSONNEL RECOVERY

... WORKING ... 331 MATCHES IN 6 CATEGORIES:

1: FIELD MORTUARY SERVICES
2: VIP PROTECTION AND KIDNAP RECOVERY
3: SPECIAL OPERATIONS
4: COMBAT SEARCH AND RESCUE
5: BATTLEMECH REPOSSESSION
6: BOUNTY HUNTING

SELECT>> 4

... WORKING ... 18 MATCHES.

SELECT>> 1

... RETRIEVING MATCH #1: AERIAL RECOVERY SOLUTIONS

“Life is cheap but BattleMechs aren’t,” is the modern strategist’s universal axiom.  The discerning commander, however, knows that personnel are his or her unit’s most precious resource.  Experienced leaders and veteran troops are essential to success both on and off the battlefield.  Nothing is certain in war, though, and the turn of an unfriendly card can lead to the capture or loss of even the most adept warrior.  Since 3003, Aerial Recovery Solutions has been the Inner Sphere’s leaders in combat search and rescue (CSAR) operations, stacking the deck to give your soldiers the best possible chance of returning from the field.  Continue reading to learn what Aerial Recovery Solutions can do for your next operation!

QUERY>> UNIT HISTORY

In 3002, Aerial Recovery Solutions’ founder Vasiliy Ignatov was an officer in a light aerial reconnaissance squadron attached to the 15th Marik Militia.  The 15th was part of the FWLM’s action on the Lyran world of Loric, during which it sustained grievous losses.  Over the course of the Battle of Tromoth, then-Lieutenant Ignatov distinguished himself by saving seven ejected MechWarriors from certain capture or death – including the daring recovery of Baroness Captain Sonia Vitari from cephalopod-infested coastal waters, a maneuver which was captured by an embedded Irian News Interstellar correspondent.

Following the Loric operation, Lieutenant Ignatov recognized the need for CSAR expertise to ensure the continued service of veteran MechWarriors – and to preserve the leadership of the nobles who comprise so many of the MechWarrior class’ ranks today.  Generous rewards from Baroness Sonia and several of the other survivors of Loric enabled Lieutenant Ignatov to make his vision a reality.  Since Aerial Recovery Solutions registered with the Mercenary Review Board in 3003, its aviators, troopers, and surgeons have recorded over 500 “saves” on 29 worlds.

QUERY>> VASILIY IGNATOV
... REDIRECTING: UNIT LEADERS

Lieutenant Colonel Vasiliy Ignatov

A veteran of the FWLM’s heliborne reconnaissance corps, Colonel Ignatov is the founder and commander of Aerial Recovery Solutions.  He has over 14,000 hours of flight time and is rated as an instructor pilot on all three airframes operated by the unit.  In addition, he holds academic degrees in avionics engineering and post-Star League interstellar relations.

Surgeon-Commander Silas Kokinos

Force Commander Dr. Silas Kokinos is the executive officer and medical director for Aerial Recovery Solutions.  A distinguished graduate of Delphi Medical Institute on Canopus IV, Dr. Kokinos served in the MAF’s Second Canopian Cuirassiers for eight years before entering mercenary service.  He is an expert trauma surgeon and a qualified aviator, with 800 flight hours in the Ferret.

Force Commander Marijn Lauwens

Force Commander Marijn Lauwens oversees Aerial Recovery Solutions’ recovery troopers, who combine jump infantry capabilities with prehospital medical skills.  She is a veteran of the LCAF’s 11th Arcturan Guards with extensive small-unit combat experience against Periphery bandits.  Like all of Aerial Recovery Solutions’ recovery officers and NCOs, she is a certified Grade IV Emergency Medical Provider (EMP-iv) through the ComStar Medical Extension Bureau.

Captain Konrad Winogrodzki

The commander of Aerial Recovery Solutions’ maintenance and helibase personnel is Captain Konrad Winogrodzki, a “mustang” officer with 32 years of experience in the famed Narhal’s Raiders.  Captain Winogrodzki’s background is in finance and personnel administration and he is currently pursuing advanced certifications in airframe and turbine maintenance.

QUERY>> TROOPS
... REDIRECTING: UNIT COMPOSITION AND DEPLOYMENT

For ease of classification under MRB standards, Aerial Recovery Solutions is organized as a combined arms battalion.  Our TO&E is composed of three VTOL squadrons, a company of recovery troopers, a base support company, and several small specialized formations.  However, we pride ourselves on the capacity for flexible deployments to meet any operational challenge and to fit any budget.  Contact our contracting office today to discuss the force package that best fits your needs.

White Squadron – The White Scarves

Aerial Recovery Solutions’ workhorse airframe is the Ferret Light Scout VTOL, a high-performance design with the speed to insert a recovery team on any battlefield.  Under Captain Mabon Lewis, Gold Squadron operates ten Ferrets.  These aircraft normally fly in the standard configuration but can be stripped to a “slick” configuration for greater cargo capacity if operating in a secure environment.  Under normal operating conditions, each Ferret carries a squad of recovery troopers and can accommodate a single recovered casualty.

Green Squadron – The Jolly Green Giants

When long range and a heavy payload are the order of the day, Aerial Recovery Solutions offers the eight Karnov URs of Captain Kristina Hagen’s Green Squadron.  These aircrews specialize in extended missions and recovery of multiple personnel in a single lift.  Three of Green Squadron’s Karnovs are equipped with K5 Aerosystems’ Dromedary Gold equipment package, which offers a secure communications relay and aerial refueling capabilities to extend the reach of any Aerial Recovery Solutions mission.  The other five operate in standard, unarmed configuration and typically carry two squads of recovery troopers with medical support for up to eight combat casualties.  For medical evacuation and disaster relief work, each Karnov can accommodate 42 litter patients with a single recovery trooper squad to provide maintenance-level medical care during the flight.

Red Squadron – The Red Wolves

While lifesaving is Aerial Recovery Solutions’ mission, the “C” in “CSAR” means we may have to fight to get your people home.  Red Squadron, led by Captain Shiori Katou, operates eight Warrior H-7A2 attack helicopters to escort the recovery aircraft of White and Green Squadrons.  The Warrior-A2 is Lockheed/CBM’s newly-released variant which stretches the fuselage to add a second seat for a gunner/observer, providing increased situational awareness and reducing aircrew fatigue and workload.  Aerial Recovery Solutions is proud to be the first unit outside the LCAF to receive Warrior-A2s.

Blue Company – The Blue Skies

Force Commander Lauwens recruits the recovery troopers of Blue Company exclusively from the Inner Sphere’s premiere jump infantry regiments to ensure superior qualifications in airmobile operations.  Before becoming qualified for duty, each trooper must attain at least EMP-ii certification, with EMP-iii credentials required for promotion to corporal and EMP-iv for sergeants and above.  This ensures that any member of Blue Company is a combat lifesaver whose aid bag is as essential as his rifle.  Furthermore, each platoon specializes in a particular environment.  First Platoon under Captain Sebastien Leitzke is expert in urban environments.  Captain Heidi Mori’s Second Platoon focuses on coastal and aquatic work.  Captain Abidemi Botha leads Third Platoon in mountain, arctic, and high-altitude theatres.  Fourth Platoon follows Captain Manuel Jarvis into the Inner Sphere’s most inhospitable jungles.

Gold Company – The Gold Standard

When lives are on the line, aircraft and personnel must be prepared to launch at a moment’s notice.  Captain Konrad Winogrodzki’s Gold Company ensures that Aerial Recovery Solutions’ assets are 100% mission-ready.  Gold Company has four maintenance platoons, two base service platoons, two platoons of base security troops, and a platoon of Scimitar-PC hovercraft (typically offered for contract with Blue Company’s Second Platoon).  In addition, it includes one lance of BattleMechs for deployments where force constraints may prevent the employer from providing heavy security to Aerial Recovery Solutions’ helibase.  Sergeant Kinsley Rake’s Rifleman secures local airspace while MechWarrior Kamryn Rake’s Blackjack, MechWarrior Rajiv Gupta’s Fire Javelin, and MechWarrior Armand Morel’s Vulcan defend against ground threats.


GM Notes

This is not your typical BattleMech company.  I envisioned Aerial Recovery Solutions as a plot device.  With only eight combat VTOLs and four ‘Mechs (three of them kind of crappy), it’s not really a workable unit for a traditional campaign.  I see it more as a background feature of a roleplaying campaign, a force attachment to put on the tabletop for a special mission objective, or an off-board abstraction for personnel survival during a campaign.  It also could serve as the focus of a roleplaying mission or full campaign if you wanted to get a little off the beaten path.  GMs who want to run this sort of thing are strongly encouraged to read up on the US Air Force pararescuemen who are one of the major inspirations for Aerial Recovery Solutions.

The writeup here is factually accurate as far as the TO&E goes, but I wrote it as in-universe marketing fluff, so it has some deliberate exaggerations.  In particular, Ignatov’s performance on Loric vastly exceeded his orders and resulted in the destruction of two of the four Ferrets under his command.  This is why he’s no longer in the FWLM.  The commander bios also omit the facts that Kokinos fled the Magistracy to avoid being killed by his then-lover’s jealous wife and owes his current position to his marriage to Ignatov; that Lauwens is a high-functioning alcoholic to cope with her multiple cybernetic replacements; and that every single member of Gold Company and about half the rest of the unit loathes Winogrodzki with the fury of a thousand suns.

This profile is current for the cusp of the Fourth Succession War, my preferred era.  During this time, Aerial Recovery Solutions typically works both sides of the Marik-Steiner border.  A slight majority of its work is subcontracting for other mercenary units rather than house troops, through Colonel Ignatov likes pursuing house contracts because they’re more lucrative.  The unit derives a critical portion of its income from “rescuing” opposing officers and ransoming them back, so snatching a noble off the battlefield results in bonuses all around.  Every unit member’s contract specifies that 50% of any personal gratuities from rescued personalities go back to the unit, which helps cut down on lone-wolfing (Ignatov does learn from his mistakes).

Rank inflation in Aerial Recovery Solutions is very real.  This is a deliberate move on Colonel Ignatov’s part.  Because the full unit rarely deploys, it’s not uncommon for the senior officer on a world to be a recovery platoon leader.  Making these individuals captains rather than lieutenants (or even breveting them to Force Commanders) ensures they have a little more weight in saying “no” to assignments that violate the contract.

The ‘Mech force is a recent addition after a LCAF screw-up nearly got a helibase overrun by enemy tanks.  Ignatov was still a little freaked out when he hired the MechWarriors and the rest of the command group is not unified about the decision.  Kokinos thinks it brushes up against a violation of the unit’s mission as lifesavers, Lauwens is worried about employers trying to commit the ‘Mechs to combat, and Winogrodzki is frantic about the massive maintenance burden that’s just been dropped on him.  For their part, the four MechWarriors are delighted to have found a billet that allows them to sit around a base and not risk their ‘Mechs – and, more importantly, their status – in offensive operations.

The Warrior H-7A2 has identical game stats to the base H-7A, save for a two-person crew (TRO3039 fluffs it as a single-seater).  The Scimitar-PC is a personnel carrier variant that drops the SRMs for two machine guns, a half-ton of ammo, and 1.5 tons of cargo/infantry space.

Daucus

Occasionally, my wife and I go off on worldbuilding tangents that result in new fictitious species. This has previously resulted in the ghost plum and the spider peacock. Another time, someone’s Reddit handle inspired discussion of the floating ghost carrot.

Well, it’s not really a carrot. Nor does it float. It’s actually a subspecies of ginseng that can temporarily activate latent telekinetic powers.

The problem is that while a lot of people would like to have latent telekinetic powers, very few actually do. Because some of the interested-but-without are wealthy, powerful, and unscrupulous (but I repeat myself), this has resulted in a significant off-the-books genetic research project to identify the source of latent telekinesis. The results have been… questionable science, at best. And some of those results point to specific organs as the source of said latent telekinesis. Which has, in turn, resulted in a growing black market trade in organs stolen from latent telekinetic persons for transplant.

Building a Slightly-Damaged World

Because Twilight: 2000 is set in our alternate history, I decided to use Free League’s travel map of central Poland for this campaign’s world map. Obviously, this dictates geography, but the framework from the setting’s history also strongly implies some of the major factions out there, their rough areas of control/influence, and what they’ll be doing over the coming in-game months.

Because my players may read this blog, I will not be discussing those in detail… until they encounter them.

I decided to start my PCs in a small farming community near the south bank of the Pilica River (which, in-setting, is larger than it is in real life, and is navigable as far upriver as Tomaszow Mazowiecki). It’s near the center of the map, giving them ample room to explore in any direction. It’s June 20, 2000 – the summer solstice. They’ve been in the village about a month, having arrived here after evading pursuit by a large number of Soviet troops. Since then, they’ve been laying low and healing up, but as the village is becoming their semi-permanent home, it’s time to start seeing what threats and opportunities are out there. Thus, in West Marches style, they start off with visibility only in their home hex, and they’ve gotta go hexbash to clear out that fog of war.

(While I haven’t been specific about character histories and none of my players are Twilight: 2000 canon purists, I’m assuming that the 2000 NATO offensive occurred a few months earlier than in canon. Thus, PCs for whom it’s appropriate may have been involved in the Kalisz encirclement.)

After some collaborative world-building, we’ve decided that the village currently has 52 residents, not including the PCs. Its population was dwindling even before the war due to urbanization. Wealthier Poles from nearby cities were buying up vacant farms and converting them to hobby farms or vacation homes, so by the early ’90s, about half of the village’s remaining residents were involved in providing various services for these absentee landlords. Nowadays, the population is split evenly between prewar residents and refugees from the cities, which means there’s a shortage of the skilled farmers necessary for salvage-economy subsistence agriculture. There’s also a general lack of skilled trades, so finding and recruiting people with those skill sets will be an ongoing objective for the PCs.

One of the world-building assignments I handed out was “tell me three problems the village has.” The skilled trades issue was one. A second was a lack of potable water – water from the Pilica can cause illness and hallucinations. An additional catch here is that some hallucinations accurately predict future events, but those are accompanied by more incapacitating illness.

Did I mention that my players are mostly from my college-era World of Darkness group and they near-unanimously asked for supernatural elements in their post-nuclear apocalypse?

This ties into the village’s third initial problem, which is that something is taking the children. So far, it’s also returning them, but they have no memory of what happened to them while they were gone…

Meihua

From a tangent during character development for an old duet Shadowrun game:

The ghost plum is an Awakened variety of Prunus mume (Chinese plum) found mainly in China’s Yunnan region. The tree is similar to its unAwakened parent, but the fruit is an exceptionally pale lavender.

If consumed raw by an unAwakened metahuman, the fruit has a chance to bestow temporary and unpredictable astral sight. This phenomenon is more common in areas with high background counts related to large-scale or traumatic deaths. Awakened characters are largely unaffected, though a few report difficulty casting health spells. Statistical evidence suggests that frequent consumption may make subjects more susceptible to HMHVV.

Ghost plum is more commonly distilled into liquor. The resulting ghost plum wine provides a more predictable effect, less prone to “bad trips” – albeit with a greater statistical correlation to HMHVV infection rates. It is popular in death-fixated youth cultures around the Pacific Rim. It’s also a ritual component for practices related to several death-aligned totem spirits.