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WILDERNESS

MIRRORS
of

John Wick
Matt Wilson (order #6800306)

Wilderness of
Mirrors
002 Edition
A Little Game about Spies,
Crooks, Missions and Heists

I would not have been able to write this game without


my friend, Jared.
Thank you, puddin head.

Matt Wilson (order #6800306)

Contents
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
The Big Three Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Part 1: What is My Game About? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2


Making Your Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Expertise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Mission: Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Mission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Risk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Narrative Control. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Part 3: What Behaviors Does My Game Reward? . . . . . . . . . . . . . . . . . 8


Trust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Part 4: Why is that Fun? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9


Mission Prep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Step One: Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Step Two: Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Step Three: Allocation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Olympus 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Secret History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Life as a Hades Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Intelligence Agencies from Around the World. . . . . . . . . . . . . . . . . . . 12

Matt Wilson (order #6800306)

INTRODUCTION
They dared me to do it. They didnt know it at the time, or at the very least, they
werent thinking about it when they did it, but this is my story and Im sticking to
it.
My friends Baron and Vach wanted to play a spy game, but all the systems they
found just didnt do what they wanted. They tried everything from Spycraft to
Top Secret, but nothing really worked. Every time I talked to them, they were
complaining about something or another. In fact, they had about twenty pages of
house rules for Spycraft to make it into the game they wanted. Thats when I said
those fateful words.
You know, I told them, instead of messing around with someone elses system,
you could just make your own.
They shook their heads and assured me it was far easy to modify an existing
system than to come up with something from scratch.
Nonsense, I told them. We could come up with a spy game that does
exactly what you want in about ten minutes.
They looked at me with the kind of disbelief I reserve for Creationists.
No, I told them. Its easy. Look, lets take it apart, piece by piece.
It actually took me about fifteen minutes, but by the time I was done, I
had something I was very happy with. They both told me it was brilliant...
then they continued tweaking Spycraft.
I believe the reason for this is because the game I wrote for them wasnt
a real book. It was just an idea Id written down on paper. Well, perhaps
now that this is a real game, in a real book, theyll look at it twice. This is
my hope. Maybe if I dare em, theyll look. Yeah. Thats it.
Either way, this game is dedicated to my friends Baron and Vach,
monster mondo mutant spy fans who want the perfect spy game. I dont
know if mine is perfect (Im still a huge fan of the original James Bond:
007 RPG from the 80s), but its the best I could do. Thats got to be good
enough, right?
Right???

The Big Three


Questions
My buddy Jared Sorensen likes to run game design seminars. He likes inviting
people in with the allure of speaking to a designer they respect and admire and
then destroying their dreams and wrecking their games with some well-placed

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and dangerous questions. Its like watching a smart missile fire through a chimney and
destroy an entire building.
Jared opens his seminar by asking the same questions.
1. What is your game about?
2. How does it go about doing that?
3. What behaviors does it reward?

While I dont base my entire game design philosophy on Jareds questions (sometimes
they get in the way), they do provide me with a nice compass when I get lost in the
details of a game.
I also ask myself a fourth question:
4. Why is that fun?

So, in the spirit of throwing a game out into the public, here are my answers to those
questions. Jared would probably find them unsatisfactory, but then again, he loves
ABBA, so what do I care?

PART 1: WHAT IS MY
GAME ABOUT?
My game is about spies.
More specifically, its about creating the kind of atmosphere present in a James
Bond or Jason Bourne novel. (Coincidentally, it also creates the same kind of
atmosphere in heist novels; my favorite being the Parker novels by Richard Stark,
aka, Donald Westlake.) Players want to be James and Jason and we should let
them do just that. Not first level chumps who have to work their way up the ladder
to become Mr. and Mrs. Smith, but the kind of characters who can walk beside The
Saint and Mrs. Peel without feeling like scrubs.
But spy novels arent just about spies: theyre also about paranoia. Bond never
knows exactly who he can trust. Bourne novels are breeding ponds for suspicion.
Another popular spySidney in Aliasis surrounded by deceit. Fans of 24 know
that Jack Bauer cant trust anyone... not even himself.

Agents and
Operations
A Quick aside. Player
characters are agents
or spies. The Narrator
is Operations.
2

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So, weve got expertise and trust. Two important elements to re-creating the
kind of spy drama my buddies Baron and Vach love. But theres another element
of spy films and novels that I dig the most, and thats planning. Watching
Mission: Impossible teaches us that spies spend an inordinate amount of time
planning a mission, but the real drama begins when one little thing goes wrong.
That, of course, leads to some other tiny thing going wrong, which leads to
another, and another, and another, until finally, youve got one huge rolling

snowball of wrong rolling straight toward the


spies. How our protagonists deal with that is why
we read and watch.
In summary, we have three things that make
spy literature so captivating: expertise, trust,
and planning. I want players to feel that these
three elements are the most important elements
in the game. In order to do that, I have to make
mechanics based on those elements. Lets get
started.
Now that I know what my game is about, its
time to think of some mechanics that reflect
those goals. Lets take them one step at a time.
Part 2: How Does My Game Do That?
Answer: By making everyone James Bond.
Now that I know what my game is about, its
time to think of some mechanics that reflect
those goals. Lets take them one step at a time.

Making Your
Agent
When talking to my buddies, they all said the
same thing: I wanna be Jason Bourne. I wanna
be James Bond. Well, in a normal roleplaying
game, James Bond would have to roll his stats
or spend points on them in an effort to make
him balanced with the other characters. In a
fantasy roleplaying game where the heroes begin
as farmboys and farmgirls and fight their way to
become heroes, this could be argued as sensible
(although dont ask me to do it), but in a spy
game, such a goal is counter-intuitive to the end
goal of making characters that emulate spies from
our favorite movies and books.
Guys like James Bond and Jason Bourne have
top scores in every stat. If we were playing a
game... oh, lets say that used a d20 for all its task
resolution, theres no way Jason Bourne has got
anything less than an 18 in every stat. In fact, hes
probably got twenties. I mean, pick a stat and try

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to justify a game balance that gives Bond less


than an 18 in that stat. Go on. I dare you.
My buddy Jess Heinig once said something
that really inspired me. I want to design a
game that rewards players for their choices, not
punish them. He did it (with his amazing Dying
Kingdoms LARP) and inspired me to try it here.
So, instead of having a system that punishes
players for their choices, I decided to have a
system that rewards them. Also, if you want to
be Jason Bourne, you can be. Bourne can do
anything, but hes not the best at everything.
If youre Bourne, you may have to work a
little harder in areas that arent in your area of
expertise.

Expertise
So, instead of stats, weve got Expertise. Each
and every spy has each Expertise, but each spy
is the best at one of them. In this game, there
are five kinds of Expertise. They arent based on
physical or mental abilities, but on the method
a spy uses to get the job done. And rather than
using boring old adjectives, lets use words that
sound more like code names.

The Fixer
This is the guy who uses technology to get what
he needs.
The Grifter
This is the guy who lies to get what he needs.
The Gunman
This is the guy who kills people with guns to
get what he needs.
The Heavy
This is the guy who uses his muscles to get what
he needs.
The Shade
This is the guy who stays in the dark and steals
what he needs.

Thirty-Five Points
So, lets make your agent. First, your agent has
a 1 in each Expertise. Next, you get thirty-five
points to put toward making your Agent better.
Heres the trick: getting the first rank is free,
but the second is really expensive. Getting more
ranks is cheaper. This means its easy to specialize
in one Expertise, but its really hard to be good at
everything. The costs break down like this:
Expertise
1
2
3
4
5

Cost
Free
4
3 (7)
2 (9)
1 (10)

Any leftover points you have are lost.

For Example...
I want my spy to be an expert in gunplay
and charm. Therefore, I use my points like
this
Fixer: 2 (four points)

Grifter: 4 (nine points)

Gunman: 5 (ten points)

Heavy: 2 (four points)

Shade: 3 (seven points)

Thats a total of 34 points. One short of my


limit. I dont get to do anything with that
extra point; it fades away.

Using Expertise
When on a Mission, if you want
your agent to do something risky, roll a
number of dice equal to your characters
most appropriate Expertise.

Ill tell you how to interpret the outcome of


the roll in a moment. But before we get that far,
lets talk about The Mission.

Mission:
Planning
My favorite part of any spy novel or heist
movie is the planning. Watch Mission:
Impossible or read one of Richard Starks Parker
novels. They are obsessed with planning. At least
half the show or book is planning. Of course,
the rest of the book or show is what the agents/
crooks do when the plan goes wrong.
So, how do you make planning an important
and vital part of the game? Easy! You make a
mechanic out of it!

Step 1: The
Premise
Every game session begins with Operations
(thats the GM) giving the players a goal. This
could be to extract an important hostage, find
and eliminate a mole, or even seize the assets
of a terrorist org overseas. Operations presents
the scenario... and then the players make up the
details.
In most spy fiction, the agents do all the
footwork before they go into the mission. That
means research: finding out everything they
need to know before they take a single step. This
is an important part of spy fiction, so lets make
it an important part of our spy game.

Trying to do something sneaky? Use


your Shade Expertise. If thats 3, you
get to roll three dice.

Operations comes up with the premise and


only the premise. He tells the players, Get the
UN Ambassador out of Saudi Arabia, or Rob
a race horse track. Once thats on the table, our
players spend some time considering how theyre
going to do that.

Trying to shoot someone? Use


your Gunman Expertise. If thats 4,
you get to roll four dice.

For Example
As Operations, I think of a goal for my players.
I dont have to think too hard about it because

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they are going to be the ones adding all the


details. All I need is something simple. Theyll
provide the complications. And if they dont
provide enough complications, Ill throw some
of my own in later as well.
So, for this sample Mission, Ill tell them, The
Presidents daughter has been kidnapped by
terrorists.
Thats all I need. Now, lets see what happens
next

Step 2: The Plan


The players then spend time planning on how
theyre going to complete their assigned goal.
They start planning right down to the last
detail.
The players tell Operations about the terrorist
organization thats holding the hostage, where
the terrorist are keeping the hostage, the men
heading up that organization, all the details, all
the problems, all the entry points, all the exit
points... the players tell Operations everything.
In order to add a detail to the Mission, a
player must provide a source for that detail.
He could say, Witnesses on the scene say
or Keyhole photographs from satellite or
After interrogators questioned his wife or
anything else that may provide the agents with
the information they need.

For Example
After giving my players the goal (rescue the
Presidents daughter from terrorists), I let them
come up with the Mission details.
For each detail, I insist they tell me where and
how they got that information.
The more complicated a detail is, the more
Mission Points it is worth. In other words, the
more difficult the players make the mission, the
more theyre rewarded for it.

Matt Wilson (order #6800306)

Like rolling your Expertise, Ill explain how


these work in just a moment. In fact, Ill do it in
the very next section.

Step 3: Team
Leader
Finally, the Team selects a Team Leader. This
is the Agent who has the most capable skill set
for the mission. The Leader gains a very special
benefit.
The Team Leader can perform an assist action.
If a fellow Agent has failed to gain any successes
on a roll, and the Team Leader is with him,
the Team Leader can spend a Mission
Point and roll his own Expertise. The
Leaders roll replaces the Agents roll. The
Leader cannot perform this action if he is
not within sight and speaking distance from
the Agent he wants to assist.

The Mission
During the Mission, when you have to
roll dice, you can trade Mission Points
to add to your dice pool. Every Mission
Point gives you one
additional die to
How Many
roll. You can spend
Mission Points
as many Mission
do I Get?
Points you want
How many MPs do I
on a roll, but every
get for each detail? Im
Mission Point you
assuming 1:1.
take from the pool
is a Mission Point
The usual ratio is 1:1,
you cannot use later.
but if Operations feels a
Whenever you take
detail is particularly juicy,
a Mission Point
adding a dramatic twist
from the pool, you
to the plot, he can award
cant use it again.
more. Awarding 2 Mission
So, be careful with
your Mission Points.
Once you use them,
theyre gone.

Points per detail should


be rare and awarding 3
should only occur once per
Mission at most.

Using Expertise
Now, heres where Expertise comes into play.

That means, even if you have multiple Hitmen,


the Gunmans special effect can only be triggered
once per game. Triggering these effects requires
the use of one Mission Point.

When you spend a Mission Point on an


action, you add it to your Area of Expertise for
the number of dice you roll. For example, if you
want to shoot someone, you use your Gunman
Expertise. Lets say your Gunman Expertise is 3.
Most roleplaying games say something about
If you spend one MP, you roll four dice. If you
whenever your character takes an action, roll
spend two MPs, you roll five
dice to see if he succeeds of
dice. The more dice you roll, the
fails. Well, that aint what being
Special Effects
more narrative control you have
a spy is about. Spies dont take
Once per game, the Fixer
over action.
actions, they take risks. With
can spend a Mission Point
that in mind, lets look at the
This encourages players to
and have the exact right tool
basic resolution mechanic.
utilize their Agents strengths
or weapon he needs.
rather than their weaknesses,
Whenever your agent takes
Once per game, the
but still does not cripple them.
a riskan action that puts
Grifter can spend a Mission
If you are the shooter and
the agent or another character
Point and make anyone
you need to talk, you can still
in danger or significantly
believe anything he wants.
roll a ton of dice, but it costs
influences the plotroll dice.
you more to do it. This way,
You roll a number of sixOnce per game, the Heavy
everybody has a 20 in all their
sided dice equal to the most
can spend a Mission Point
stats, but its just a little tougher
appropriate Expertise. Check
and take out up to ten
for some guys to do things they
the total of your roll with this
opponents with hand-toarent used to.
table to determine the outcome.
hand violence.

Risk

If you need to take a risk but


have no Mission Points, roll a
number of dice equal to your
Expertise.

Experts
and Special
Effects

Once per game, the


Gunman can spend a
Mission Point and make a
kill without rolling any dice.
Once per game, the Shade
can spend a Mission Point
and move through any area
without being detected.

On your team, whoever has


the highest level of Expertise is
considered the Expert in that
field. In other words, if your spy has the highest
Gunman, hes considered the Gunman of the
squad. If two or more agents have the same
expertise, they are both considered Experts.
Once per game, an Expert can trigger an
Expertise special effect. Each Expertise gets
one and it can only be triggered once per game.
6

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Roll
1-5
6-10
11-15
16-20+

Outcome
Operations Narrates
Operations Narrates with
one Agent Veto
Agent Narrates with one
Operations Veto
Agent Narrates

Narrative
Control
Narrative control has become a subject of
obsession for me lately. No reason not to use it
here. Narrative control may sound like a newfangled high-falutin artsy fartsy wanna-be actor
idea, but its actually one of the oldest ideas
in roleplaying. In most roleplaying games, the
Game Master has complete narrative control.
The character takes a risk, the player rolls
dice, and the GM says what happens. In this
circumstance, the roll determines who gets to
narrate the outcome.
If the player gets to narrate the risk, he doesnt
have to make his agent succeed. He can force
his agent to fail instead, but he can control
the outcome. Take Indiana Jones for example.
He jumps across the pit... and he fails. But he
scrambles to find a root vine, pulls himself up,
and rolls through the quickly closing stone
wall. The player got to narrate the scene and
he narrated a failure, but he got to control the
failure.
Meanwhile, if Operations gets to narrate the
outcome, he doesnt necessarily have to force the
agent to fail. He can force the agent to succeed,
but he gets to control the success.
Han Solo trying to con the intercom on the
Death Star...
Ray Stanz and the Staypuft Marshmallow
Man
Jack Burton and well, his whole life.

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Narrative control, shifting back and forth


between Operations and the players, allows a
different kind of roleplaying experience.
We do this with two mechanics: Trust and
Time.

Yes, and
The resolution chart notes possible results
including getting a veto. What kind of
veto does Operations or a player get?
I would say, for the purposes of
challenging the players and making the
game fun, that you should employ the old
improvisational rule of Yes, but... or Yes,
and.... The veto cannot change a fact, but
only modify it. So, if a player is trying to
unlock the door and gets a Success, but
Veto result, he says, The door is unlocked.
Operations then says, Yes, but it set off a
silent alarm somewhere in the building.

PART 3: WHAT
BEHAVIORS DOES MY
GAME REWARD?

Betraying Others, and

Getting the Job Done Quick

We do this with two mechanics: Trust and Time.

Trust
Another important element of spy literature is trust. In TV shows like Alias, the
protagonists have no clue in whom they can place their trust. This, for me, is one of the
pivotal elements of the spy genre and something no spy-themed game has ever addressed
in a real way. So, I did.
In the La Femme Nikita TV show (everybody should see the first season), agents died
left and right, but not because the missions were dangerous (and they were dangerous),
but because Operations (the guy in charge) deliberately kills them. As an Agent in
Section One, you never know when you may be put on abeyance. When an agent was
put on abeyance, it meant he was disposable. You never knew.
So, lets pretend Operations (thats me) has put one of the Agents on abeyance. I dont
tell the Agent, but I do tell his team leader. And I tell the team leader not to tell the
Agent. See, the abeyance Agent has been double-dipping: hes informing the Enemy
about missions. So, what were going to do is this: were giving him a bomb to set,
but the bomb doesnt have a five minute timer, it has a twenty second timer. The
abeyance agent does not know this. When the bomb goes off, its the team leaders
job to make sure the rest of the team is out of the way. Its up to him to plan a
mission that gets the Obeyance Operative killed.
Now our unlucky team leader knows the Agent in question is no traitor,
but he
does not trust Operations, either. So now he has to figure out a way to keep the Agent
alive and clear his name without getting himself on the Bad
Kid List.

Betraying
Operations
Q: Can I betray
Operations and get Trust
Dice?
A: Yes, you can. You
duplicitous bastard.
8

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Ah, conflict. How I love thy ways...


When the team leader gives the abeyance agent the
bomb, I give the Team Leader three dice. These are called
Trust Dice. (The name is ironic.) I give a player
Trust Dice whenever he does something that actively
sabotages another player. This does two things. First,
it rewards players for betraying each other. Second,

it informs the other players that the betrayer is


up to something.
I seed mistrust and doubt. Excellent.
Remember: the Team Leader allocates all the
Mission Points to the other players. The only
way to get more dice is to actively plot against
your fellow agents.
By the way, for the purposes of Trust Dice,
Operations is considered an agent.

Time
Finally, when its time to pull the caper,
we come down to the issue of time.
Time is always an important element
in spy literature, but its never really
addressed in games. This is my
solution.
(Actually, I have three solutions:
two from me and one from Jess
Heinig. Im providing both because
I think both of them work well
in different ways. I liked all three
mechanics, so I included all three. Pick
the one you like the most.)

Solution #1
For every twenty minutes of real time that
passes, subtract 5 from all the players rolls. The
longer the Agents take on a mission, the more
difficult the mission becomes.

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Solution #2
For every twenty minutes of real time, the
team gets a point of Setback. At any time
during the game, Operations can spend a point
of Setback, moving his narrative control up by
one notch. If he gets only one veto, he gets full
control; if he gets no control, he gets one veto. If
he has full control, he can do permanent damage
to your agent.
You see, agents never get permanent damage.
Well, almost never. Bond does have a dueling
scar after all. And he did lose his wife to a
sniper... on their wedding day, no less. Id count
that as permanent damage. In other words, if
Operations spends a point of Setback when he
has full narrative control, he can permanently
scar your agent.

Solution #3
When I told this mechanic to Jess Heinig, he
suggested a slightly different Time Mechanic:
for every twenty minutes of time that passes,
every player loses one Mission Point. (You can
also do it so that one player loses a Mission
Point. Its up to you.) This also represents the
fact that as the mission goes on, complications
make even simple things difficult.

PART 4: WHY IS THAT


FUN?
Finally, lets ask my question. Why is this fun?
Well, spies are fun. Not knowing the outcome of a die roll and improvising around
the result is fun. And, frankly, being James Bond is fun. You get the car, the gadgets, the
danger, the exotic travel, and the Bond Girl. Or, if you prefer, the Bond Guy. We dont
discriminate.
Here, at the end, you have everything you need to play a fast-paced spy game.
Everything else is just details. Now, you need to actually read those James Bond and
Jason Bourne novels. Go watch La Femme Nikita, Alias, The Saint, The Avengers, and
Mission: Impossible (the show, not the movie).
It has been brought to my attention that this little ditty would make for a fine caper
game. The same rules apply. Youve got a team of capable folks, a mission (in this case,
a criminal one), planning, timing and complications. And betrayal. Lets not forget
betrayal.
It hadnt escaped my notice. Being a fan of Richard Starks Parker novels, I knew
exactly what I was doing, but I try to follow a simple rule: Make a game that does one
thing and does it better than anything else. So, a caper game will follow, but not now. A
little later.
Now go on out and get your spy on.

MISSION PREP
Step One: Assignment
Operations (GM) gives the agents a one sentence mission. Find the kidnapped
hostages, Assassinate the rogue general, Bring back the stolen gold, etc.

Step Two: Planning


The agents (players) go through all the steps of doing the mission. They come up with
the obstacles and advantages theyll need. Operations rewards them with Mission Points.
The more difficult the players make the mission for their agents, the more Operations
rewards their efforts.

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11

Step Three:
Allocation
The team leader (the agent with the highest
Saturn rating) allocates the Mission Dice to
himself and the other players. Each player also
gets a number of bonus Mission Dice equal to
the Saturn AOE of the team leader. The team
leader himself does not get this bonus.
Step Four: The Mission
The agents carry out the mission. Whenever
an agent takes a risk, he rolls a number of dice
equal to his appropriate Expertise plus one die
per Mission Point he spends.
Once per game, the Expert of a particular
AOE may spend a Mission Point for a specific
special effect.

OLYMPUS 7
Olympus 7 is a covert organization for use
with Wilderness of Mirrors. It is not a friendly
place.
Olympus gets its funding from various
government intelligence organizations. The
CIA, MI6, NSB, G2 and others secretly support
Olympus 7 for the sole purpose of sharing
information, manpower and resources. At least,
thats what Olympus 7 tells its sponsors. But
it has a special branch, a secret branch that
operates without the knowledge of its sponsors.
And thats the branch your agents work for.

History
Olympus 7 began after the fall of the Berlin
Wall. High-ranking members of various
intelligence organizationsin an unprecedented
display of trustagreed to meet to discuss the

Matt Wilson (order #6800306)

future. No notes were taken, no record


made of the meeting. All that is known
is this: they arranged for an independent
organization that could accomplish
what their own governments would
not allow.
The head of Olympus 7, a man
so secret nobody even knows
his name, organizes intelligence
and manpower between the
various agencies. He arranged for
assassinations, rescues and other
black ops. Operations Presidents
and Senates and governments
forbid, Olympus 7 carried out
with ruthless efficiency.
O7 handles its operations with
care and cunning. Agents from all
across the globe are recruited for
one mission and then sent back
home. Sometimes, agents dont even
know who they were working for. O7
teams commonly consist of agents
from different agencies. A recent rescue
mission was built from ABIN (Brazil),
CIA (US), EGID (Egypt) and Mossad
(Israel). O7 selects agents based on
their skills, knowledge and contacts. It
expects the agents to work together
and keep their mouths shut. Agents
who break their silence are commonly
found dead or never found at all.

Secret History
But theres one part of Olympus 7 even its
founders dont know about. A secret division of
agents that carry out missions that further the
goals of Olympus 7 and not its patrons. It is a
division called Hades. And only one person
controls it.
Heres how it works. Youre an agent from
an intelligence agency working for O7 on

a standard mission. However, during the mission, O7 fakes your death and reports
your demise back to your parent organization. Then, they bring you in to Hades. They
reinvent you. New life, new friends, new face. And they warn you that disobedience will
cause painful suffering and eventual death to any loved ones you might have.
Congratulations. You are a Hades Agent.

Life as a Hades Agent


You dont know when you are being watched, so assume you are under constant
surveillance. Youve heard rumors that they put a chemical in your bloodstream that
makes you obedient. Youve also heard they put a radiation tablet inside you that lets
them track wherever you go.
When you are assigned to a mission, you never know if youre coming back. All
missions are suicide missions. If you survive, thats a bonus. They dont expect you
to survive. But they also expect you to try to run. Youve seen Hades agents
make a break for it. They all fail. They get caught or they get killed.
And the missions make no sense. Sometimes you fight terrorist cells and
sometimes you aid them against others. It seems as if Hades has an agenda
so complex, its like trying to make seven different jigsaw puzzles fit.

INTELLIGENCE AGENCIES
FROM AROUND THE
WORLD
Argentina
Coordinacin de Informaciones de Estado (CIDE)

Australia
Australian Secret Intelligence Service (ASIS)
Australian Security Intelligence Organisation (ASIO)
Australian Army Intelligence Corps (AUSTINT)
Australian Federal Police Intelligence (AFP)
Defence Imagery and Geospatial Organisation (DIGO)
Defence Intelligence Organisation (DIO)
Defence Signals Directorate (DSD)
Office of National Assessments (ONA)
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13

Bangladesh
Directorate General of Forces Intelligence
(DGFI)
National Security Intelligence (NSI)

Belgium
Staatsveiligheid / Sret de ltat (SV/SE)
State Security Service

Brazil
Agncia Brasileira de Inteligncia (ABIN)
Brazilian Intelligence Agency

Canada
Canadian Security Intelligence Service /
Service Canadien du renseignement de
scurit (CSIS/SCRS)
Communications Security Establishment
(CSE)
Canadian Forces Intelligence Branch

Chile
Agencia Nacional de Inteligencia (ANI)
National Intelligence Agency

Peoples Republic of
China
Ministry of State Security (MSS)

Colombia
Departamento Administrativo de Seguridad
(DAS) Administrative Department of Security
(of Colombia)

Cuba
Direccin General de Inteligencia (DGI)
General Directorate of Intelligence

Czech Republic
Bezpenostn informan sluba (BIS)
Security Information Service
ad pro zahranin styky a informace (ZSI)
Office for Foreign Relations and Information
Vojensk zpravodajstv (VZ)
Military Intelligence

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Denmark

Politiets Efterretningstjeneste (PET)


Danish Security and Intelligence Service
Forsvarets Efterretningstjeneste (FE)
Danish Defence Intelligence Service

Egypt
Al-Mukhabarat al-Ammah
Egyptian General Intelligence Directorate
Mabahith Amn al-Dawla al-Ulya
State Security Investigation Bureau
Al-Mukhabarat al-Harbeya (Military
Intelligence)

Finland
Suojelupoliisi (SUPO)
Security Intelligence Service

France
Direction Gnrale de la Scurit Extrieure
(DGSE) General Directorate of External Security
Direction Centrale du Renseignement
Intrieur (DCRI)
Central Directorate of Interior Intelligence

Germany
Bundesnachrichtendienst (BND)
Federal Intelligence Service
Bundesamt fr Verfassungsschutz (Bf V)
Federal Office for the Protection of the
Constitution
Militrischer Abschirmdienst (MAD)
Military Counterintelligence Service

Greece
Ethniki Ypiresia Pliroforion (NIS)
Hellenic National Intelligence Service

India
Central Bureau of Investigation (CBI)
Defence Intelligence Agency (DIA)
Intelligence Bureau (IB)
National Investigation Agency (NIA)
Research and Analysis Wing (RAW)

Indonesia
Badan Intelijen Negara (BIN)

Iran
Ministry of Intelligence and National Security
(VEVAK)
NAJA
Intelligence and security organization of
Islamic Revolutionary Guards Corps (SASA)
SAVAK Defunct secret police,replacement by
VEVAK

Ireland
G2 Army Intelligence (G2)
Garda National Surveillance Unit (NSU)
Irish Secret Service (ISS)

Israel
ha-Mossad le-Modiin u-le-Tafkidim
Myukhadim (Mossad)
Institute for Intelligence and Special Operations
Shirut Bitahon Klali (ISA)
Israel Security Agency
Aman
Military Intelligence Directorate

Italy
Agenzia Informazioni e Sicurezza Interna
(AISI)
Agency for Internal Information and Security
Agenzia Informazioni e Sicurezza Esterna
(AISE) Agency for External Information and
Security

Jordan
Dairat al-Mukhabarat al-Ammah

Lithuania
Valstybs Saugumo Departamentas (VSD)
State Security Department
Antrasis operatyvini tarnyb departamentas
prie Krato apsaugos ministerijos (AOTD)
II-nd Investigation Department

Malaysia
Kor Risik DiRaja Royal Intelligence Corps
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Malaysian Special Branch of the Royal


Malaysian Police
National Security Council (Malaysia)
National Security Division (BKN)
Defence Staff Intelligence Division
Public Safety & Security Division

Mexico
Centro de Investigacin y Seguridad Nacional
(CISEN)
National Security and Investigation Center
Agencia Federal de Investigacion (AFI)
Federal Investigation Agency

Morocco
Direction de la Surveillance du Territoire
(DST) Directorate of Territorial Surveillance
Direction Generale des Etudes et la
Documentation (DGED)

Netherlands
Algemene Inlichtingen- en Veiligheidsdienst
(AIVD) General Intelligence and Security Service
Militaire Inlichtingen- en Veiligheidsdienst
(MIVD) Military Intelligence and Security
Service
Nationaal Cordinator Terrorismebestrijding
(NCTb) Domestic Counter-Terrorist Unit
Fiscale inlichtingen- en opsporingsdienst
(FOID-ECD) Fiscal Information and
Investigation Service

New Zealand
New Zealand Security Intelligence Service
(NZSIS)
Government Communications Security
Bureau (GCSB)

Norway
National Security Authority (NSM)
Norwegian Police Security Service (PST)
Norwegian Intelligence Service (E-tjenesten)

Pakistan
Inter-Services Intelligence (ISI)

15

Military Intelligence (MI)


Intelligence Bureau (IB)
Federal Investigation Agency (FIA)
Criminal Investigation Department (CID)

Philippines
Office of the President
National Intelligence Coordinating Agency
(NICA)
Philippine Drug Enforcement Agency (PDEA)
Presidential Security Group - Presidential
Intelligence Company (PSG-PIC)
Department of National Defense
Intelligence Service of the Armed Forces of
the Philippines (ISAFP)
Philippine Air force - 300th Air
Intelligence and Security Squadron (300TH
AISG)
Philippine Army - Intelligence Security Group
(PA-ISG)
Philippine Navy - Naval Intelligence and
Security Force (PN-NISF)
Department of Justice
National Bureau of Investigation (NBI)
Department of Interior and Local
Government
Philippine National Police - Intelligence
Group (PNP-IG)
Department of Finance
Bureau of Customs - Intelligence Group
(BOC-IG)
Bureau of Internal Revenue - National
Investigation Division (BIR-NID)
Department of Transportation and
Communications
Civil Aviation Authority of the Philippines Security and Intelligence Service (CAAP-SIS)
Land Transportation Office - Intelligence and
Investigation Division (LTO-IID)
Philippine Coast Guard - Intelligence,
Security and Law Enforcement (PCG-ISLE)

Matt Wilson (order #6800306)

Poland
Agencja Wywiadu (AW)
Foreign Intelligence Agency
Agencja Bezpieczestwa Wewntrznego
(ABW) Internal Security Agency
Suba Wywiadu Wojskowego (SWW)
Military Intelligence Service
Suba Kontrwywiadu Wojskowego (SKW)
Military Counterintelligence Service

Portugal
Servio de Informaes de Segurana (SIS)
Security Intelligence Service
Servio de Informaes Estratgicas de Defesa
(SIED) Strategic Defense Intelligence Service
Sistema de Informaes da Repblica
Portuguesa (SIRP)
Intelligence System of the Portuguese Republic

Romania
Serviciul Roman de Informatii (SRI)
Romanian Information Service

Russian Federation
Federalnaya Sluzhba Bezopasnosti (FSB)
Federal Security Service
Glavnoye Razvedyvatelnoye Upravlenie
Genshtaba (GRU) Main Intelligence
Directorate of General Staff
Sluzhba Vneshney Razvedki (SVR)
Foreign Intelligence Service

Saudi Arabia
Al Mukhabarat Al Aamah
General Intelligence Directorate

Serbia
Bezbednosno Informativna Agencija (BIA)
Security Informative Agency
Vojnoobavestajna agencija (VOA)
Military Intelligence Agency

Singapore
Security and Intelligence Division (SID)
Internal Security Department (ISD)

Slovakia
Slovensk informan sluba (SIS)
Slovak Information Service
Vojensk spravodajsk sluba (VSS)
Military Intelligence Service

South Africa
National Intelligence Agency (NIA)
South African Secret Service (SASS)

South Korea
National Intelligence Service (NIS)

Spain
Centro Nacional de Inteligencia (CNI)
National Intelligence Centre

Sweden
Kontoret fr srskild inhmtning (KSI)
Office for Special Acquisition
Underrttelsekon-toret (UNDK)
Intelligence Office

Republic of China
(Taiwan)
National Security Bureau (NSB)
Ministry of Justice Investigation Bureau
(MJIB)
Bureau of Military Intelligence

Turkey
Milli stihbarat Tekilat (MT)
National Intelligence Organization

Ukraine
Holovne Upravlinnya Rozvidky (HUR)
Central Intelligence Directorate
Sluzhba Bezpeky Ukrayiny (SBU)
Security Service of Ukraine
Sluzhba Zovnishnioyi Rozvidky Ukrayiny
(SZR or SZRU)
Foreign Intelligence Service of Ukraine

United Kingdom
Defence Intelligence
Secret Intelligence Service (SIS or MI6)
Special Branch
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Security Service (colloquially MI5)


Government Communications Headquarters
(GCHQ)

United States
Independent agencies
Central Intelligence Agency (CIA)
United States Department of Defense
Air Force Intelligence, Surveillance and
Reconnaissance Agency (AFISRA)
United States Army Intelligence and Security
Command (MI)
Defense Intelligence Agency (DIA)
Marine Corps Intelligence Activity (MCIA)
National Geospatial-Intelligence Agency
(NGA)
National Reconnaissance Office (NRO)
National Security Agency (NSA)
Office of Naval Intelligence (ONI)
United States Department of Energy
Office of Intelligence and Counterintelligence
(OICI)
United States Department of Homeland
Security
Office of Intelligence and Analysis (I&A)
Coast Guard Investigative Service (CGIS)
United States Department of Justice
Federal Bureau of Investigation (FBI)
Drug Enforcement Administration (DEA)
United States Department of State
Bureau of Intelligence and Research (INR)
United States Department of the Treasury
Office of Terrorism and Financial Intelligence

Vietnam
Tng cc 2 (TC2)

TOP SECRET
Wilderness of Mirrors 002 Character Sheet

Agent
Expertise
___ The Fixer
___ The Grifter

Code Name:______________________________________________________
Name: ___________________________________________________________
Agency:__________________________________________________________
Age:__________________________

Sex: _____________________________

___ The Gunman

Weight: _______________________

Height: __________________________

___ The Heavy

Hair Color: ____________________

Eye Color: _______________________

___ The Shade

Handedness:___________________

Expert

The Mission

_____________________________

The Premise: _____________________________________________________

Special Effect: _________________

________________________________________________________________

_____________________________

The Plan
Source: _______________________

Detail:___________________________

________________________________________________________________
Source: _______________________

Detail:___________________________

________________________________________________________________
Source: _______________________

Detail:___________________________

________________________________________________________________
Source: _______________________

Detail:___________________________

________________________________________________________________
Source: _______________________

Detail:___________________________

________________________________________________________________
Source: _______________________

Team Leader

Detail:___________________________

________________________________________________________________
Source: _______________________

Detail:___________________________

________________________________________________________________
Source: _______________________

Detail:___________________________

________________________________________________________________

Matt Wilson (order #6800306)

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