Virtual Adept Symbol   010: LABEL"The Men in Black - This file is out of date, almost dangerously so. In recent years the Technocracy has taken to mixing normals, accolytes, and low-ranking NWO magi in with these 'ideological constructs' if you have a conscience, don't go blasting MiBs indescriminately."
  100: DISPLAY "

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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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