================================================================= The Men In Black "There's was not to question why There's was but to do and die." - Charge of the Light Brigade "Ask not what your country can do for you, Ask what you can do for your country." - JFK "When I hear someone speak of freedom, the first thing I do, is reach for my knife!" - Benito Mussolini The favored agents of the New World Order are the dreaded Men in Black. The Men are ideological constructs devoid of conscience and spirit. They have no minds or avatars, at least, not in the sense that normal people do, but they are sentient, with cunning intellects, and posses sterile constructs of Prime that allow them to work magick. After many years of service, some exceptional Men in Black somehow acquire avatars and become more like normal mages. These individuals do not dissolve upon death and can become Adepts. They often go insane or betray the New World Order, but those that remain loyal become valuable officers in the ranks of the Ascension War. Though the Men in Black are meant to be faceless, as part of the mystique that strikes such fear into the hearts of Tradition mages, there do exist various specialties and divisions within their ranks. Operations Agent Attributes: Strength 2, Dexterity 3, Stamina 3, Charisma 1, Manipulation 3, Appearance 1, Perception 3, Intelligence 4, Wit 3 Abilities: Alertness 3, Athletics 1, Dodge 1, Intuition 3, Intimidation 3, Streetwise 2, Subterfuge 3, Drive 2, Firearms 1, Meditation 2, Stealth 3, Enigmas 1, Investigation 3, Occult 1 Spheres: Mind 2, Specialty at 2 Backgrounds: Arcane 3 Willpower: 6 Arete: 2 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-2,-2,-5,Vaporized After being created, Men in Black are trained and assigned to 'operations' - a nebulous position, part tedium, and part rigid training. They spend most of their time in New World Order Command Posts, doing a variety of tasks. They are only occasionally sent to the field and then only for minor operations or cases of extreme need. Investigations Agent Attributes: Strength 2, Dexterity 3, Stamina 3, Charisma 2, Manipulation 4, Appearance 1, Perception 4, Intelligence 4, Wit 3 Abilities: Alertness 4, Athletics 1, Dodge 2, Intuition 3, Intimidation 3, Streetwise 3, Subterfuge 3, Drive 2, Firearms 1, Meditation 2, Melee 2, Stealth 4, Enigmas 3, Investigation 4, Occult 1 Spheres: Mind 2, Correspondence 2, Time 2 Backgrounds: Arcane 3 Willpower: 7 Arete: 2 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-2,-2,-5,Vaporized Operations Agents who show particular talent are given additional training and sent to the field as detectives, before gaining their third dot of Arete. Most are under standing orders to monitor, but not confront, the enemy. They are expected to gain their third dot of Arete though experience. Those who do typically become Special Investigations Agents. Those who do not either languish as Investigators or are eventually recruited by RAID or the ELINT Division. Field Agent Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 4, Appearance 1, Perception 5, Intelligence 4, Wit 3 Abilities: Alertness 5, Athletics 2, Dodge 2, Intuition 3, Intimidation 3, Streetwise 2, Subterfuge 3, Drive 2, Firearms 3, Meditation 2, Melee 3, Stealth 5, Enigmas 1, Investigation 3, Occult 1 Spheres: Mind 3, Specialty at 3 Backgrounds: Arcane 3 Willpower: 8 Arete: 3 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-2,-2,-5,Vaporized This is the 'standard' Man in Black detailed in the MAGE rules. Field Agents are sent on most missions against the Traditions. Their training involves only two spheres, one of which is always Mind. Field Agents are promoted from the multitudes of operations agents and are considered expendable. They undergo a sort of programmed epiphany that increases the complexity of the Prime construct that serves in place of a true Avatar, allowing them to access the third sphere of magick. Experienced Field Agents are eventually given additional training to round out their specialty, becoming Special Agents. Special Agents: "And you are James Bond, Agent 007, Licensed to Kill, and have done so on numerous occasions." - Beautiful Russian Spy Special Agents have more training and experience then normal Field Agents. Typically, an ELINT or RAID agent will command or coordinate a group of Field Agents. In some cases, Special Agents - particularly those in Covert Operations - must act alone. Occasionally, mixed Special Agent Teams are deployed to deal with more tenacious Tradition Cabals. Since they are considered less expendable than Field Agents, such teams are given every possible resource to complete their mission. ELINT Agent Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 4, Appearance 1, Perception 5, Intelligence 4, Wit 3 Abilities: Alertness 5, Athletics 2, Dodge 2, Intuition 3, Intimidation 3, Streetwise 2, Subterfuge 3, Drive 2, Firearms 3, Meditation 2, Melee 3, Stealth 5, Technology 3, Computer 3, Enigmas 3, Investigation 3, Occult 1 Spheres: Mind 3, Correspondence 3, Forces 2 Backgrounds: Arcane 3 Willpower: 8 Arete: 3 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-2,-2,-5,Vaporized ELectronic INTelligence Agents perform surveillance activities and often lead the convention's troops in the digital web. In field actions, they tend to hang back at a remote site (building, van, etc) equipped with sophisticated communications and surveillance gear, coordinating operations and tracking the enemy. ELINT Agents promoted from the Investigations Division also have a Time sphere of 2 and an Investigation knowledge of 4. Assault Agent Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma 2, Manipulation 4, Appearance 1, Perception 5, Intelligence 4, Wit 3 Abilities: Alertness 5, Athletics 3, Brawl 3, Dodge 3, Intuition 3, Intimidation 3, Streetwise 2, Subterfuge 3, Drive 2, Firearms 3, Meditation 2, Melee 3, Stealth 5, Enigmas 1, Investigation 3, Occult 1 Spheres: Mind 3, Forces 3, Prime 2 Backgrounds: Arcane 3 Willpower: 8 Arete: 3 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-1,-2,-2,-5,Vaporized The Assault Division provides Agents for outright combat. They are also occasionally called on to fight opponents resistant to normal weaponry, using special Experimental Foci. Assassination Agent Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 2, Manipulation 4, Appearance 1, Perception 5, Intelligence 4, Wit 3 Abilities: Alertness 5, Athletics 2, Dodge 2, Intuition 3, Intimidation 3, Streetwise 2, Subterfuge 3, Drive 2, Firearms 3, Medical 3, Meditation 2, Melee 3, Stealth 5, Enigmas 1, Investigation 3, Occult 1 Spheres: Mind 3, Entropy 3, Life 1 Backgrounds: Arcane 3 Willpower: 8 Arete: 3 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-2,-2,-5,Vaporized Like Assault Agents, Assassination Agents are expected to neutralize the enemy. However, they are supposed to do so with stealth, precision, and efficiency. They often work alone. Covert Agent Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 4, Appearance 2, Perception 5, Intelligence 4, Wit 3 Abilities: Alertness 5, Athletics 2, Dodge 2, Intuition 3, Intimidation 3, Streetwise 3, Subterfuge 4, Drive 2, Firearms 3, Meditation 2, Melee 3, Stealth 5, Enigmas 1, Investigation 3, Occult 2 Spheres: Mind 3, Life 3, Entropy 1, Matter 1 Backgrounds: Arcane 4 Willpower: 8 Arete: 3 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-2,-2,-5,Vaporized One of the most difficult missions is the infiltration and subversion of the enemy. Covert Agents use their magick to reshape their minds and bodies into the image of one they wish to replace. Their frequent assumption of more nearly human identities leads to a high incidence of awakening. Because of this, and because the handful of MiBs who have actually been disloyal were Covert Agents, they are carefully watched. Logistics Agent Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 4, Appearance 1, Perception 5, Intelligence 4, Wit 3 Abilities: Alertness 5, Athletics 2, Dodge 2, Intuition 3, Intimidation 3, Streetwise 2, Subterfuge 3, Drive 3, Firearms 3, Meditation 2, Melee 3, Stealth 5, Technology 3, Enigmas 1, Investigation 3, Occult 1 Spheres: Mind 3, Matter 3, Prime 2 Backgrounds: Arcane 3 Willpower: 8 Arete: 3 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-2,-2,-5,Vaporized The result of a cross-training program with the Syndicate, Logistics Agents are able to quickly procure needed materials, and are masters of sabotage and demolitions as well. RAID Agent Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 2, Manipulation 4, Appearance 1, Perception 5, Intelligence 4, Wit 3 Abilities: Alertness 5, Athletics 2, Dodge 2, Intuition 4, Intimidation 3, Streetwise 2, Subterfuge 3, Drive 2, Firearms 4, Meditation 2, Melee 3, Stealth 5, Enigmas 1, Investigation 3, Occult 1 Spheres: Mind 3, Time 3, Entropy 1 Backgrounds: Arcane 3 Willpower: 8 Arete: 3 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-2,-2,-5,Vaporized The Response And Interdiction Division puts agents through a special, almost James-Bond-like training program. RAID Agents are taught to react with blinding speed, orchestrate complex operations, and predict the enemy's actions. RAID Agents consider themselves the Elite of the Men in Black. However, they have a remarkably low incidence of awakening. Special Investigations Agent Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 4, Appearance 1, Perception 5, Intelligence 4, Wit 3 Abilities: Alertness 5, Awareness 3, Athletics 2, Dodge 2, Intuition 3, Intimidation 3, Streetwise 3, Subterfuge 3, Drive 2, Firearms 3, Meditation 2, Melee 3, Stealth 5, Enigmas 4, Investigation 4, Occult 4, Continuum Lore 3 Spheres: Mind 3, Spirit 3, Correspondence 2, Time 2, Prime 1 Backgrounds: Arcane 4 Willpower: 8 Arete: 3 Quintessence: 0 Paradox: 0 HL: OK,OK,OK,-1,-2,-2,-5,Vaporized Investigation Agents that show particular adaptability and prove their loyalty are promoted to Special Agents. They receive special cross-training with the Void Engineers, learning about the 'dangerous' spheres of Spirit and Prime. Special Investigations Agents are used against the most unnerving of supernatural threats such as Nephandi (and virtually all spirits are so classed) and Marauders. These MiBs have the highest casualty rate of any Special Agent class but also the greatest incidence of Awakening. The Men In White "In order to save the village, it was necessary to destroy it." - Anonymous Vietnam-era Officer Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma 3, Manipulation 4, Appearance 2, Perception 5, Intelligence 4, Wit 4 Abilities: Alertness 5, Awareness 3, Athletics 2, Dodge 4, Intuition 3, Intimidation 3, Streetwise 2, Subterfuge 3, Drive 2, Firearms 3, Meditation 2, Melee 3, Stealth 5, Enigmas 4, Investigation 4, Occult 4, Continuum Lore 3 Spheres: Mind 3, Specialty 4, + 5 or more dots in spheres. Backgrounds: Arcane 4, Avatar 1-3 Willpower: 5-10 Arete: 4 Quintessence: 3 Paradox: 3 HL: OK,-1,-1,-2,-2,-5,Incapacitated,Dead. On rare occasions, particularly experienced Men in Black experience an Awakening, becoming indistinguishable from human mages. This is the only known way in which a Man in Black can gain an Arete of 4. It also invariably results in the gaining of a true Avatar and the permanent assumption of a genuinely human form. Such beings (no longer MiBs, but perhaps not quite human) typically develop a level of individuality and may have some or all of the broad spectra of human emotions. Some Awakening MiBs see their transformation as an experiment others simply as a way of becoming better servants of their Convention. Others go insane or conclude that they have escaped the dehumanizing influence of the NWO. Those awakened MiBs who survive and prove themselves unswervingly loyal join the ranks of the Men in White. The Officers of the Ascension war, they lead Men in Black and even command lesser constructs. In some cases they act to assure the loyalty of Technomancers as well, being granted broad authority by the very highest ranking members of the Convention. Men in White typically have individual identities: a name, a history (not necessarily true), a position - unlike MiBs, who see every identity as merely a 'cover.' Though physically and spiritually human, a Man in White has not always mentally adjusted to his transformation. Many lack or suppress some emotions or have yet to consciously realize that their lives now have value and the potential for meaning. Men in White who experience an epiphany (of a nature compatible with the philosophies of the NWO) are typically inducted into the New World Order and serve alongside human technomancers. From then on they are treated, and can advance, just like normal technomancers. Though the vast majority of Men in White have pattern avatars, a few do not, and may find themselves being led away from the Technocracy as their enlightenment increases. When detected, such 'deviants' are terminated with Extreme Prejudice. SPHERES & FOCI Unlike most other technomancers, the Men in Black use some foci that are not, strictly speaking, technological. Foci must still be used in all cases of course. Most of the following foci are readily useable in static magic. Correspondence: ELINT Gear Electronic Intelligence devices such as bugs, wire taps, motion sensors, parabolic microphones and the like can all be used as foci. Depending on the exact device and use, initiative can take from a +1 to a +3 penalty. Entropy/Life/Matter: Information The man in black must have exhaustive data on the target of any of these spheres. Information can be in a database, a file folder, or even memorized. Remember this is a focus, not a coincidental effect, the information must be acquired by some means before effects can be used. Searching through a database or report takes a +2 or 3 initiative penalty. There is no penalty for memorized information. Forces: Electronics Any type of electronic device can be used but it must be somewhat appropriate to the task at hand. Typical foci include: night vision goggles, geiger counters, pocket tool kits, radio jammers, surge suppressor, and TASERs. Most take either no penalty to initiative or only a +1. Mind: Authority Any subject of a Mind effect must be informed of the Man in Black's authority. This can be the open display of a badge or ID or simply a verbal introduction. There is no initiative penalty, though it may take turns to convince a skeptical subject that the MiB's authority is legitimate. Prime/Spirit: Protective gear The technocracy considers the Umbra and many manifestations of Prime to be dangerous. Men in Black must use protective gear when dealing with such unsavory magic. This ranges from a simple insulated glove when fueling patterns (Prime 2) to full radiation suits when sterilizing a Node or Stepping Sideways. There is no initiative penalty for prepared protective gear, but the heavier stuff gives dexterity penalties like armor. Time: Special Training Some Men in Black are chosen by the Response And Interdiction Division (RAID) for a special James-Bond-like training program. These elite agents operate with perfect synchronization, anticipate opponents' actions, solve mysteries from scanty evidence, and react to combat situations with blinding speed. Spells: The way the Conventions approach magick is quite different from that with which most mages are familiar. For one thing, the Technomancers differentiate between Static and Coincidental magick. For a technomancer, Static magick, which they call 'Conventional,' encompasses those effects that 'fit' within static reality without stretching the laws of probability. Unlike the wild 'coincidences' utilized by tradition mages, this form of Static magick runs no risk of paradox (even when botching) and does not become more difficult to use with repeated attempts. Many of the spells used by the Men in Black are of this special class of Conventional effects - leading to the misconception that MiBs are immune to Paradox. Some of these Conventional effects, if pushed to far, behave like a Tradition mage's coincidental magick. A very few are 'Experimental' - what the traditions would term Vulgar or Dynamic Magic. Because of their difficult responsibilities, the Men in Black are given free reign in the use of coincidental or 'Field Expedient' effects. However, the few 'Experimental' magicks they have access to are used only in extreme circumstances, and then usually under the direction of a ranking member of the New World Order. The New World Order is notorious for giving its minions exhaustive instructions - right down to the spells that will be used in accomplishing a mission. The names (designations) of these spells are usually precise, unevocative, and verbose. However, a few have crept into common parlance, such as: "Terminate with Extreme Prejudice." Conventional (Static) Effects: Rotational Duty Assignment Mind * [Version of 'Multi-Tasking' Mage p.205] Laser Computing Sight Correspondence * This advanced, electronic sighting system makes marksmanship much easier. [Works like Targeting Computation from the Iteration X sourcebook. (Gives a -1 difficulty or +1d per success (Power) to all firearms rolls to a minimum difficulty 4 and maximum +3d).] Discipline Mind * Life * By virtue of the discipline engendered by their authoritarian command structure and information gained from biofeedback training, Men in Black are able to control many of their physiological responses. [Similar to 'Serene Temple' Mage p.226. Men in Black can also use Discipline to resist pain, reducing wound penalties. All MiBs use this last effect, that's why they have 3xOK HLs.] Subliminal Impulse Mind * * This is, without a doubt, the favorite effect of the Men in Black and the New World Order in general. In fact, it has even come into common use among the Traditions. The Technarchs use a sophisticated combination of body language, fugue, suggestion, ultrasonic and subsonic messages, and images in video media flashed below the threshold of vision. The effects are static in most circumstances but become coincidental when pushed too far - as when the MiB is badly outclassed and attempting to get his opponents to surrender. [The victim must be made aware of the Man's Authority of course. Otherwise it is similar to the effect of the same name outlined in MAGE.] Silencer Forces * * Actually an advanced silencer/flash-suppressor, this gadget lets the man in black virtually eliminate the report (noise and flash of light) of any firearm. [The effect Dissipates the sound and light produced by any gun. Unlike a mundane silencer, it does not reduce muzzle velocity or degrade accuracy. Normally, the slide of a semi- automatic weapon must be locked when used with a silencer, reducing the rate of fire to 1. A Field Expedient version of the effect allows weapons to be silenced at their full rate of fire, and even auto-fired.] Mission-Specific Tactical Preparation Time * * * Entropy * Given time, and sufficient knowledge of their target, RAID agents can prepare a group of Men in Black for a surprise attack that will overwhelm the opposition with its speed and perfect execution. The attack is rehearsed in a mock-up of the area where it will take place, using a number of different scenarios. All available information about the target is analyzed for weaknesses. When the actual assault takes place, the Men in Black strike without any of the usual confusion or wasted action typical in such situations. [An Intensity of 3 is required to properly prepare the group, however there is the usual bonus for extra time, and the exercises are often performed on a sterilized node (if the importance of the target warrants it). The prepared group gets to take an extra action each turn for the duration of the attack scene. This benefit is lost if there are major deviations from the plan (new enemies arriving, opposition using large amounts of Vulgar magick) or if the information used missed important details. The extra actions are only gained for the attack scene, the MiBs act normally when travelling to and leaving the target area.] Predictive Assessment Mind * * * Time * * [Similar to 'Sense the Echo of the Dragon' MAGE p.226. (Adds +1d per Intensity to any combat pool used against the victim. Since it involves reading the victims mind, it is resisted by Willpower.) If the Mind element is omitted, the effect is no longer resisted, and grants a simple -1 difficulty to combat rolls.] Command & Control Mind * * * Correspondence * * * Men in Black keep in constant contact during important missions, so that all decision making can follow the proper chain of command. Typically, there are one or more ranking ELINT agents some distance from the area of operations, who coordinate all activity using standard electronic communications and surveillance gear. [This effect allows the ELINT agent to use 'Co-location Sensing' on any properly equipped Men in Black under his command and to set up communications channels (establish mental links) between them. This allows for rapid communication and minimizes cross-talk.] Field Expedient (Coincidental) Effects: Unfortunate Accident Entropy * * Through careful surveillance, the Man in Black can learn enough about a subject's habits to set up or 'predict' an Unfortunate Accident. The effect is unpredictable, and can result in death, injury, or mere inconvenience. Since it can take several attempts to be successful, Unfortunate Accidents are usually directed at the Unawakened, with more powerful effects called on when Mages must be dealt with. [The effect is cast Directly on the victim, who resists with Willpower (we all seem to believe that 'bad things happen to other people'). Damage is 2 HL/Intensity and can be soaked. The effect does aggravated damage only if the accident caused would do so (don't run with sterling silver scissors if you're a werewolf and the NWO is after you).] F/X - Automatically Coincidental, though repeated uses can draw the Domino Effect. 'Unregistered Firearm' Correspondence * * Time * * (Mind * * Entropy * * ) This effect wards the area where an NWO operation occurred so that curious mages will not be able to discover what happened there. It can also prevent mundane investigators from discovering anything. If the operation warrants it, 'Drug- Related Gang Violence' (see below) will also be used to help cover it up. [Any Correspondence or Time effect attempting to view the warded area must exceed the Intensity of the effect. If the Mind and Entropy components are included, the difficulty of all mundane investigations of the warded event are increased by the Intensity of the effect.] F/X - "The murder was committed with an Unregistered Handgun. No other physical evidence was found. The police say they have no suspects or witnesses in this case." Bite Down Mind * Life * or Mind * * * or Life * * By virtue of his unquestioning loyalty to the NWO, a Man in Black can literally will himself to die if captured or compromised. [The MiB needs only 1 Intensity & Power to irrevocably stop his own life functions and disintegrate. A Human member of the NWO, needs a 3 Intensity, or less if wounded. Also, since it is a self-directed effect, he gets to resist any attempt at countermagick with a Willpower roll (difficulty 8).] F/X - The classic cyanide filling, wounds were worse than they looked, etc... Prejudicial Resolution Life * * * This field-expedient effect causes a victim to suffer a sudden, acute medical problem. It is not always fatal, but can be applied repeatedly if necessary - sometimes as the Man in Black appears to give emergency aid to the victim. A non-lethal version (Discretionary Resolution) is also available, for situations that merely call for the temporary debilitation of a subject. [This is a use of Influence Life as a Direct Effect to cause Indirect Damage. The victim resists with Willpower. Damage is 3d/Intensity, is not aggravated, and can be soaked. Complete debilitation can be achieved with an Intensity 3 Discretionary Resolution effect (3 Stun Levels/Intensity, resisted with Willpower). In either case, the Man in Black needs only general medical information (Int+Medicine, diff 6 and the age/sex/general health of the victim) to enact the effect.] F/X - There is no shortage of acute medical conditions that can be suddenly fatal or debilitating. Good Cop/Bad Cop Mind * * or * * * Through a combination of threats, lies, manipulation, and subterfuge, the Man in Black can get just about anyone to spill their guts. [The Mind * * version simply makes the victim uncomfortable and fearful enough that he'll do almost anything to end the interrogation. Unless the victim is deeply committed, only 1 or 2 Intensity is needed to get them to talk (the Victim resists with Willpower), but truth is not guaranteed. The Mind * * * version simply takes the information from the victim's mind, once the victim 'breaks' he just lets the truth spill out. An Intensity of 3 and a Power greater than the victims Willpower is needed to get complete and truthful information, since the victim resists with Willpower, the Interrogation can take hours of extended rolls.] F/X - To keep the effect coincidental, the MiB must have the victim in custody, and helpless. Mechanical Failure Entropy * * * By gathering statistical data, the Man in Black can 'predict' the occurrence of accidents caused by 'Mechanical Failure.' Of course, in the Awakened arena, such a prediction actually causes the accident. [Machines attacked by Mechanical Failure are damaged per Slay Machine. However, Mechanical Failure can also be centered on a person, causing cars or equipment around her to malfunction dangerously. This application causes Indirect damage (3d/Intensity, damage can be soaked).] F/X - "I checked the maintenance records - that equipment was being operated outside of it's design specification. The accident was inevitable." 'Drug-Related Gang Violence' Mind * * or Entropy * * * * * By explaining away a bizarre incident using current media buzzwords, the Man in Black can cause witnesses and passers-by to lose interest in it or at least ignore any odd aspects they may have noticed. More skilled operatives can cause the effect to ripple through the national consciousness, erasing all but vague, general memories/records of the event. This effect has foiled many a Tradition attempt to 'expose' Technocratic plots. [The Mind * * version doesn't eliminate memories, merely helps the victim to rationalize what he has seen and lose interest in pursuing the matter. An Intensity of 1 or 2 is enough to convince those with peripheral involvement in the incident, actual witnesses must be subjected to an Intensity 3 effect. The Entropy * * * * * version destroys the very concept of the occurrence, rendering it into a non-event. Intensities of 3 to 5 are usually necessary, depending on the significance of the event.] F/X - The Man in Black generally presents himself as an expert or authority, and explains away the event. Experimental (Vulgar) Effects: Code Gray, Unsupported, Covert Action Spirit * * * This spell is used to pursue opponents into the Penumbra. Its use is not generally sanctioned (thus the name). It requires the Man in Black to don full body covering protective gear to shield him from the unpredictable ephemera of the spirit world. [This is basically the Stepping Sideways Spirit effect.] F/X - Since the paradigm of the New World Order does not even admit the existence of the Umbra, this spell cannot be covered by any coincidental effects. Energetic Particle Projector, Man Portable, Assault Agents, for the Use of (WARNING: Experimental equipment, authorized personnel only: Directive # 9574-6489/A12.4) Forces * * * Prime * * This Experimental focus is issued to Assault Agents who must deal with opponents that have proven resistant to normal attacks. Its use is generally authorized only in Code Gray Unsupported Covert Actions or when a target is unharmed by all other attacks and is considered a threat to the continued dominance of the New World Order. [The effect requires the MiB to spend a point of quintessence - either personal or stored as tass in the device - to 'energize' the particle stream. The effect is otherwise like other Create Forces effects, except that the damage is aggregated.] F/X - Like other experimental spells, this cannot be covered by coincidental or static effects. Extreme Prejudice Life * * * * or Entropy * * * * Useable only by the elite of the Men in Black, this deadly spell almost invariably results in the termination of the assigned target. It is reserved for only the most dangerous and hated of the Convention's enemies. The Virtual Adepts have become all too familiar with the none-too-subtle 'coincidences' left to cover up this effect. [Use the Life 4 effect: Rip the Man Body (3 HL/Intensity) or the Entropy 4 effect: Whither Life (4 HL/Intensity, soaked). Both versions are Experimental (Vulgar) so as to do Aggravated damage. The Man in Black must have detailed files on his target - preferably complete medical records.] F/X - Though it is never Coincidental, Extreme Prejudice does leave the appearance of a mundane cause of death, such as a stroke, heart attack, cerebral hemorrhage, aneurysm, etc. Incautious use recently led to terrifying reports of "flesh eating" bacteria. =================================================================
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