THE HOOK
# FOR OPERATIVE EYES ONLY #::: target to deposit a package at unknown safehouse
::: learn location of safehouse
::: secure package
::: do not reveal FIST involvement- Nothing can be traced back to us
- You will need to find weapons on-site
THE MOVES
When players roll 9 OR BELOW
, the operator will make a move that follows from what’s been going on in the fiction.
If there is no obvious development, roll 1D6:
- 1–3 = TACTICAL = complicate the operatives’ plans
- 4–5 = ESPIONAGE = information is lost, corrupted, or falsified
- 6 = ACTION = instigate chaos, a chase, a combat
THE MAJOR PLAYERS
THE STATE
- WANTS — eliminate loose ends
- paint the scene — what looks or behaviours reveal someone is an agent of the state?
AGENDA:
- blockade the town
- impose curfew
- seize personal and private assets
- enact ensurgency
# AGENTS OF THE STATE #::: Queen's Bishop, sniper
::: Laced-in-Soup, ex-paramilitary
THE SPLINTER
- WANTS — launch the space-laser
- paint the scene — how did we get this intel and why do we trust it?
AGENDA:
- create an over-the-top distraction
- secure the package
- establish a perimeter at the old mine
- launch the space-laser!
# SPLINTER AGENTS #::: Model MkII, failed psion
::: Hasan Polearm, tactician and wrestler
THE STAFF
When you need a name, roll 1D6:
- 1–3 = nominally determinist
- 4–5 = ironic
- 6 = a play on words
# EXAMPLE NAMES #::: Medics, Unicom, Quiksan, Futurfast, Warrin, Ocuwit, Fructose, Bear, February Complex, Guide