Gear and Load
You have access to all of the items on your character sheet. For each mission, decide what your character’s load will be. During the mission, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:
- 1-3 load: Light. You’re faster, less conspicuous; you blend in with citizens.
- 4/5 load: Normal. You look like a scoundrel, ready for trouble.
- 6 load: Heavy. You’re slower. You look like an operative on a mission.
- 7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.
Some special abilities (like the Soldier’s Mule ability) increase the load limits.
Some items count as two or more items for load (they have connected boxes on your character sheet). Items in italics don’t count toward your load (technically they have zero load).
You don’t need to select specific items at mission start, just review your personal items and the standard item descriptions.
Accessibility Aids
Disabled agents are assumed to have whatever accessibility aids they need on a mission, and they don’t ever count against their load. It can be incorporated into the description of an action; this has no mechanical effect on the roll. Of course, if you want to modify your accessibility aid to have extra capabilities, you can check off the use of a gadget or use the crafting rules to modify your equipment.
John uses a cane for mobility. He doesn’t need to note this on his sheet. He might use it in a skirmish as a weapon or lean on it to gain sympathy during a sway action. If it also doubles as a sword or gun, or has a concealed compartment, then he should mark off a gadget when he reveals this ability.
Standard Items
The descriptions here are suggestions or inspiration rather than a hard-and-fast inventory. Like a TV show or movie the exact details don’t need to be meaningful or accurate – though you can always zoom in on the detail if you think it will help figure out your position and effect, or if it becomes an important plot point.
All standard items are one load unless otherwise noted.
A Pistol: A standard .32 pistol or smaller, typically worn in a body holster or tucked into your waistband.
A 2nd Pistol: If you need more than one, you’re either an action hero or an American.
Armour (2 load): Light body armour, such as the tactical Kevlar vests worn by police officers.
+Heavy Armour (3 load): Military-grade body armour, pretty much impossible to conceal but essential protection against bullets and nearby explosions. Note that this is in addition to your standard armour.
Burglary Gear: Bolt cutters, bridges and bypass circuits (for electronic alarms), compass, cordless drill, crowbar, duct tape, glass cutter, go-bar (for breaching hinges and lock plates), laser-detecting spray, lockpicks, tactical light, wire cutters.
Climbing Gear (2 load): Grapnel, rappelling kit, rope, climbing hoist with fuel cell, chalk dust, head lamp, ice axes, crampons, carabiners.
Arcane Implements: Tomes of blessed scripture, spell components, spirit wards, protective charms and amulets.
Documents: Maps or blueprints, blank official documents, reference books, driver’s licenses, passports, ebook reader.
Subterfuge Supplies: Anti-tire spike strip, caltrops, camouflage clothing, fingerprint powder, gas mask, glow stick, industrial cleanser (for destroying DNA evidence), scent-masking clothing, spray paint, theatrical make-up kit.
Demolition Tools (2 load): Blasting caps, bleach, candles, cell phone, chlorine, detonators, duct tape, electrical tape, fertilizer and fuel oil, fireworks, gasoline, hand or road flare, lighter, matches, radio transmitter, remote control, smoke bombs, wire cutters, wires of many colors.
Tinkering Tools: Swiss army knife, multitool, adjustable wrench, soldering iron, screws, nails, pins, jeweler’s loupe, tweezers, wire cutters, multimeter, and the handyman’s secret weapon - duct tape.
Torch: A heavy, industrial-strength electric torch (aka flashlight) of the kind used by security guards which can knock someone out, blind an enemy, or provide light on demand. Smaller, lighter ones can be held in your mouth while your hands are busy but aren’t much good as an improvised blackjack.
Gadgets (1 load; up to 3 per mission): You can pretty much have any spy gadget you can think up. Remember that the GM will typically require you to spend 1 or 2 stress for a gadget.
Example gadgets: Grapple-gun, human fly cups, lockpick gun, miniature rebreather, flash-bang grenades, acoustic gunshot sensor, fume sponge, laser microphone, handheld radar, radioactive homing pill, dagger shoes, lipstick taser, perfume flame thrower, guillotine tea tray, wheelchair missle launcher, glass-shattering ring, bulletproof bandages