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\pagebreak # Introduction Originally published back in 1987 by TSR Inc., *Top Secret/S.I.* is an rpg with its foundations in the Espionage Genre. James Bond, Jason Bourne, Man from U.N.C.L.E. Atomic Blonde, Mission Impossible, and even TV shows like Leverage, Berlin Station or Counterpart could be considered to fall into that overall Genre.
The setting of *Top Secret S.I.* is a modern setting, albeit a more action-oriented/cinematic one than our everyday, relatively uneventful one.
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Original Introduction
There's a war going on. It isn't the kind of war most of us are familiar with, but it's a war nonetheless. This isn't a war fought by armies, or tanks, or planes, or ships; it's a war fought by shadowy figures who walk the same streets we do, eat the same food, wear the same clothes. Your neighbor may be one of the combatants, or your teacher, or your best friend. Unless you're one of them, you'll never know. And what is this war about? Is it Americans fighting Soviets for reasons understood only by politicians? Is it a war between capitalists and socialists? Is it a war for land and natural resources? Yes to all of these . . . and no.
This shadow war is a war of good versus evil.
You're about to enter this shadow world, become one of the combatants in this war, learn what's really going on. You'll enter this world not for fame and glory — you won't be able to tell anyone of your glorious victories (or occasional failures) — you'll enter this world because you must, because evil must be stopped, because if you don't do it, no one will. Welcome to the top secret world of international espionage!
The world you have chosen to enter is a dangerous one, crawling with terrorists, revolutionaries, assassins, spies, and counter-spies. In the *Top Secret/S.I,™* game, you will take the role of a secret agent, a commando, or some other type of adventurer, and embark on a series of perilous missions, missions in which the fate of the world may hang in the balance.
Top Secret/S.I. -
Genesys Conversion
\pagebreakNum # Setting Specifics ## Tropes *“Espionage is a game. A deadly game to be sure, but a game nonetheless. And all games have rules.”* ### All The World's A Stage Missions don't often happen in Hoboken New Jersey or Otumwa Iowa. They take place in Monte Carlo (Monaco), Tokyo (Japan), Lisbon (Portugal), Berlin (Germany) or Seattle (Washington, US). They also don't tend to occur at the Seven-Eleven or the corner gas station. whenever possible, the tendency is for exotic or unusual locales to come into play. Casinos, banks, hotels, and offices on a very high floor of an office building are often some of the locations in these places which make them memorable. ### No Such Agency This is the most intractable tenet of the operative’s code. Revealing your enemies’ existence to the authorities, media, or other parties certainly restricts and complicates their missions — but it affects yours as well. By removing outside influences, the Great Game of espionage becomes a contest of skill and daring that only the boldest and most cunning can survive. Those who violate this precept of the code rarely last long. They are often preemptively eliminated by their enemies to prevent exposure, and even allies place little stock in those who do not respect the covert nature of espionage operations. ### Business is Business Grudges between spies are inevitable, but taking a grievance into the private sector benefits no one. Oaths of vengeance and personal vendettas lead to distraction and dereliction of duty. Were this allowed to occur, the espionage world would quickly slip into chaos as operatives abandoned their roles to fulfill perceived affronts. This is the most intractable tenet of the operative’s code. Revealing your enemies’ existence to the authorities, media, or other parties certainly restricts and complicates their missions — but it affects yours as well. By removing outside influences, the Great Game of espionage becomes a contest of skill and daring that only the boldest and most cunning can survive. Those who violate this precept of the code rarely last long. They are often preemptively eliminated by their enemies to prevent exposure, and even allies place little stock in those who do not respect the covert nature of espionage operations. \pagebreakNum ## Skills In this setting, the list of skills are, with a couple of exceptions, typical for a Modern setting.
Table 1: Setting Skills
Skill Name
Skill Name
Athletics
Mechanics
Brawl
Medicine
Charm
Melee
Coercion
Negotiation
Computers
Operating
Cool
Perception
Coordination
Piloting
^Cultures
Ranged (Heavy)
Deception
Ranged (Light)
Discipline
^Research
Driving
Resilience
Gunnery
Skulduggery
^Knowledge (Common)
Stealth
^Knowledge (Education)
Streetwise
^Knowledge (Tradecraft)
Survival
Leadership
Vigilance
^ = New Skill
### Cultures (Intellect) __Focuses__ : *Central America, Eastern Asia (including China), Eastern Europe (including Russia), Northern Africa, Northern America (including Greenland), Oceania (including Australia), South America, Southern Africa, Southern Asia (including Southeast Asia), Western Asia (including the Middle East), Western Europe.* Every character begins with their home culture. By purchasing the Cultures skill you learn how to blend into those other specific cultures, including the languages. Choose one additional culture focus for each rank taken. Instead of singular languages you learn a broader skill that covers both languages and culture. ### Research (Intellect) When you don't know the answer to something, sometimes it's important to know where to find the answer or how to look for the answer. In that case, Research is the needed skill. ### Knowledge (Common) This is the knowledge skill used for anything not covered by the other two. Everyday trivia, obscure general knowledge, etc. ### Knowledge (Education) This is the knowledge skill to represent Academic or the "School Of Hard Knocks" knowledge. ### Knowledge (Tradecraft) Knowledge of anything related to the setting's premise. This might be "Spycraft" for persons, places or things related to espionage or this might be "Crimecraft" for activities or things related to criminal activities (such as Cons, organizations, etc.).
Top Secret/S.I. -
Genesys Conversion
\pagebreakNum # Character Creation Creating characters for the *Top Secret/S.I.* setting is simple. With few exeptions most campaign concepts exists in the modern times (late 1960's to 2020) so anything in the *Genesys Core Rulebook* which is considered part of the Modern Setting is applicable here. (Anything that is different will be specifically called out as such.) Because computers and hacking are so prevalent in such a setting, the Hacking alternate rules will applicable as well. In some campaigns, the Vehicle alternate rules may have use as well. ## Step 1: Background Nothing has changed here. With such a modern setting, a very wide variety of backgrounds can be made to fit the game. Whether a high school student on vacation in a foreign country who unwittingly functions as a courier for data that foreign agencies are willing to kill for, a former military officer brought in to assist with negotiations in an environment or with an individual he may have fought with (or against), or a agent as part of a covert government agency working with several others, anything is possible. The possibilities are endless. ## Step 2: Archetypes The only archetype used as-is from the Core RUles is the *Average Human* archetype. In addition, the following archetypes are available. ### Tough (A.K.A Laborer, Hitter or Brute) The tough archetype represents a character who has a background in some form of manual labor, and who is generally strong and tough. You should choose this archetype if you’re planning on making a character who focuses on fighting, especially fighting in melee combat. You should also choose this archetype if your character has a background of manual labor and hard work.
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* __Wound Threshold:__ 12 + Brawn * __Strain Threshold:__ 8 + Willpower * __Starting Experience:__ 100 * __Starting Skills:__ A tough starts with one rank in Resilience during character creation. They obtain this rank before spending experience points, and may not increase Resilience above rank 2 during character creation. \columnbreak * __Tough As Nails:__ Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.” ### Athlete (A.K.A. Agile, Thief, Mover) The athlete archetype represents a character who has a background in some form of athletic endeavor such as Running, Cycling, or Gymnastics, or who is generally limber and agile. You should choose this archetype if you’re planning on making a character who focuses on moving around quietly or ranged combat.
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* __Wound Threshold:__ 10 + Brawn * __Strain Threshold:__ 10 + Willpower * __Starting Experience:__ 100 * __Starting Skills:__ An athlete starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
Top Secret/S.I. -
Genesys Conversion
\pagebreakNum * __Surprisingly Agile:__ Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering damage in combat and determining the result. The character suffers 2 points of damage instead which may not be reduced by Soak. ### Brain (A.K.A. Intellectual, Hacker, Nerd) The brain archetype represents a character who has a background grounded in some sort of intellectual pursuit. This pursuit could be science, medicine, or even teaching. You should choose this archetype if you want to make a character who focuses on one of those intellectual pursuits. You should also choose this archetype if your character comes from a highly educated background.
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* __Wound Threshold:__ 8 + Brawn * __Strain Threshold:__ 12 + Willpower * __Starting Experience:__ 100 * __Starting Skills:__ A brain starts with one rank in any single Knowledge skill during character creation. They obtain this rank before spending experience points, and may not increase Knowledge above rank 2 during character creation. * __Brilliant!:__ Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect. ### Strategist (A.K.A Planner, Mastermind, Overwatch) The strategist archetype represents a character who has a background in strategy, planning or other decision-making functions. You should choose this archetype if you want to make a character who doesn't like to do anything without knowing what the next move is or what te overall plan is. You should also choose this archetype if your character makes a living because of their planning ability.
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* __Wound Threshold:__ 10 + Brawn * __Strain Threshold:__ 10 + Willpower * __Starting Experience:__ 100 * __Starting Skills:__ A strategist starts with one rank of Discipline during character creation. They obtain this rank before spending experience points, and may not increase Discipline above rank 2 during character creation. \columnbreak * __Plan Comes Together:__ Once per session, your chaacter may spend a Story Pont as an incidental (either in or out-of-turn). They gain an automatic
s
and an
a
to their next roll (or add a
f
and a
h
to an opponent’s next roll) when prior planning could have helped/hurt. ### Determined (A.K.A. Courageous, ...)
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* __Wound Threshold:__ 8 + Brawn * __Strain Threshold:__ 12 + Willpower * __Starting Experience:__ 100 * __Starting Skills:__ A determined starts with one rank of Cool during character creation. They obtain this rank before spending experience points, and may not increase Cool above rank 2 during character creation. * __Force Of Will:__ Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Willpower. ### Face (A.K.A. Aristocrat, Grifter, Looker) The face archetype represents any character who has the gift of a silver tongue. This could be a politician of some sort, an actor or musician, or even a salesperson. You should use this archetype if you want to build a character who fits one of these molds. You should also choose this archetype if your character is good at communicating.
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* __Wound Threshold:__ 10 + Brawn * __Strain Threshold:__ 10 + Willpower * __Starting Experience:__ 100 * __Starting Skills:__ A face starts with one rank in Charm during character creation. They obtain this rank before spending experience points, and may not increase Charm above rank 2 during character creation. * __Forceful Personality:__ Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check).
Top Secret/S.I. -
Genesys Conversion
\pagebreakNum ## Step 3: Careers In a modern espionage setting, the list of possible careers is nearly as wide open as possible backgrounds for a character. Appropriate careers from the *Genesys Core Rulebook* are:
Entertainer, Explorer, Leader, Scoundrel, Socialite, Soldier, Tradesperson, Hacker, and Fighter Pilot
In addition, the following careers are appropriate for the setting. ### Faceman Typically a confidence man and master of disguise, the faceman is often sent in to gather intelligence before a mission. The Faceman counts the following skills as career skills _Charm_, _Cool_, _Cultures_, _Deception_, _Any one Knowledge Skill_, _Negotiation_, _Perception_, _Ranged (Light)_ ### Fixer Someone who has what the operative needs when the operative needs it, the fixer doubles as a burglar and early warning system. The Fixer counts the following skills as career skills _Charm_, _Cool_, _Coordination_, _Deception_, _Ranged (Light)_, _Research_, _Skullduggery_, _Streetwise_ ### Pointman Versatility is the key for the pointman. Situations during a mission are often fluid, and for meeting those changes, the pointman overcomes and adapts. The Pointman counts the following skills as career skills _Charm_, _Coercion_, _Cool_, _Discipline_, _Leadership_, _Negotiation_, _Perception_, _Ranged (Light)_ ### Snoop Whether digging through online websites and databases or leafing through musty old books trying to find the answer to an obscure riddle, the Snoop is the master of data discovery. The Snoop counts the following skills as career skills _Computers_, _Cultures_, _Discipline_, _Any one Knowledge skill_, _Mechanics_, _Perception_, _Research_, _Streetwise_ \columnbreak ### Soldier Trained to fight, the soldier is the muscle. The hammer used to eliminate threats. Some soldiers though are a lot more subtle and dangerous. The Soldier counts the following skills as career skills _Athletics_, _Brawl_, _Coercion_, _Gunnery_, _Melee_, _Perception_, _Ranged (Heavy)_, _Vigilance_ ### Wheelman If it moves, the wheelman is the one guiding it. Land, sea, air or even underwater the "where are we going" can be for others, the "how do we get there" can be left to the wheelman and he'll get it done. The Wheelman counts the following skills as career skills _Cool_, _Driving_, _Gunnery_, _Mechanics_, _Perception_, _Piloting_, _Ranged (Light)_, _Vigilance_
Top Secret/S.I. -
Genesys Conversion
\pagebreakNum ## Step 4: Invest Experience
Points Nothing additional or changed for this step. Everything at this point is identical to the rules laid out in the *Genesys Core Rulebook (p. 44)*. ## Step 5: Determine Derived
Attributes Nothing additional or changed for this step. Everything at this point is identical to the rules laid out in the *Genesys Core Rulebook (p. 45)*.
Top Secret/S.I. -
Genesys Conversion
\pagebreakNum # Appendix 1: Organizations ### WEB (A.K.A The Bad Guys) The Web is a worldwide organization promoting crime, terrorism and revolution. It employs these three tools to generate profit, destabilize governments and international relationships, and gain political power for itself and its top operatives. The Web has infiltrated most of the major espionage networks in the world and its intelligence and counterintelligence capabilities are extensive. Espionage activities are part of its daily routine. ### Orion (A.K.A The Good Guys) In all the world, only one organization -- The Orion Foundation -- stands between the Web and its ultimate goal of world subjugation. This agency, comprised of courageous and dedicated professionals, struggles to thwart the schemes and machinations of the Web. The operatives of this organization, few in number, have learned of the existence and nature of the Web, and have dedicated their lives to combating it. They are a diverse and multitalented group of agents, hailing from nearly every nation of the world.
Orioncomm SW1
Appearing to be a typical smartwatch, the SW1 goes beyond simplicity. Containing a miniaturized encrypted radio transceiver and battery. The device, when hooked to an electrical outlet or telephone, can send and receive an unlimited number of radio messages to or from anywhere in the world. It ha even been used to contact a satellite in low Earth orbit. The communication network isn't infallible. By the GM spending
hh
, the communicaiton network is broken for up to 4 hours when the next time an Orion satellite is in position to connect. In addition, by the GM spending a
d
the batteries are drained, and must be connected to power to recharge for an hour.
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Orion Identity Card and Case
Looking like a high-tech business card case, this device serves many functions. All agents are issued Orion Foundation business cards. Like a standard memory card, Micro-thin circuitry inside the card holds identity information which identifies the holder as an Orion Foundation agent. Each card is keyed to the fingerprints and skin oils of a particular agent. If someone else attempts to use the card, it will automatically register as a fake when inserted into a detection device. This card is used an an ID Card to allow entry into Foundation facilities. In the field, the card case functions as a card reader for these id cards. Subtle LEDs built into the case light up when a card is placed on it's lid. If the card is genuine, one green light appears. If it is forged, or stolen two lights appear. The case also contains a powerful micro-magnet which when switched on can disrupt nearby electromagnetic fields or magnetic-sensitive devices (such as computer disks or hard drives).
Top Secret/S.I. -
Genesys Conversion
\pagebreakNum # Credits
Developed, written, and adapted for the Genesys Role Playing System by Thomas Clegg.
No Rights Reserved and all trademarks are owned by their respective companies.
Top Secret/S.I, Orion, WEB and all related marks are Copyright 1987 by TSR Inc.
Spycraft RPG and all related marks are Trademark and Copyright 2002 Alderac Entertainment Group, Inc.
Genesys is Copyright 2016 Fantasy Flight Games. Fantasy Flight Games is a registered trademark of Fantasy Flight Publishing, Inc.
Top Secret/S.I. -
Genesys Conversion
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