TEXT: BY KENNETH HITE
  
  2
  MAJESTIC OvErwATCh
  K E N  W R I T E S  A B O U T  S T U F F
  Publisher: Cathriona Tobin 
  Author: Kenneth Hite
  Layout: Cathriona Tobin     
  Cover: David Winship
  Interior artwork: Jeff Porter
  © 2015 Pelgrane Press Ltd. All rights reserved. 
  CONTENTS
  Majestic-12 
   
   
  3
  Majestic: 1978               
   
  3
  The Twelve                     
   
  4
  MJ-1: Central Intelligence Agency 4
  MJ-2: Department of Defense 
  4
  MJ-3: 
  Defense 
  Advanced 
  Research 
  Projects Agency 
   
  4
  MJ-4: Project MOON DUST 
  4
  MJ-5: United States Air Force 
  4
  MJ-6: Department of Energy 
  4
  MJ-7: National Aeronautics and Space 
  Administration 
   
  4
  MJ-8: National Security Council 
  4
  MJ-9: Psychological Operations Group 
   
   
   
   
  4
  MJ-10: National Security Agency 5
  MJ-11: Sandia-Livermore Laboratories 
   
   
   
   
  5
  MJ-12: National Reconnaissance Office 
   
   
   
   
  5
  Playing Majestic Men 
   
  5
  Character Building and Abilities 
  6
  Patron Pools 
   
   
  6
  Bureaucracy (General)  
  6
  Playing at the Big Glowing Table 
  6
  The Black Budget        
   
  7
  Programs 
   
   
  7
  Projects 
   
   
  7
  Earth vs. the Flying Saucers 
  10
  Alien Operations 
   
  10
  The Year Under the Skies                  11
  KEN WRITES ABOUT 
  STUFF
  Ken Hite has joined Pelgrane as a full-time 
  writer, and we’ve come up with a clever way of 
  using his considerable writing talents. Now,  
  you can subscribe to Ken Writes About Stuff, 
  featuring new and original Hite goodness 
  every month for twelve months. A costs 
  $24.95 and as well as giving you a generous 
  30% discount on the individual article price 
  of $2.95, we’ll be offering an exclusive extra 
  later in the year to all subscribers.
  Any time you order, you’ll get all the issues of 
  the current KWAS to date. The latest edition 
  will be added to your order receipt page when 
  it is released, so all you need to do is click on 
  the link in your order email. (If you can’t find 
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  here).
  Ken describes it as so:
  “A burst of Hite goodness that you can imbibe 
  or not as you see fit, secure in the knowledge 
  that there’s another one coming down the 
  pike in a month at a reasonable price. I’ll 
  be putting about 4,000 words worth of fun 
  together every month — maybe an optional 
  rules system, maybe a longish DramaSystem 
  Series Pitch, maybe a “ripped from the 
  headlines” mini-scenario, maybe a campaign 
  frame or a mini-setting, maybe an extended 
  riff on some worthy intelligence organization 
  or serial killer or astrophysical anomaly. Leave 
  requests in the comments, and I shall take 
  them most indubitably under advisement.”
  
  3
  MAJESTIC-12
  “OPERATION MAJESTIC-12 is a TOP 
  SECRET 
  Research 
  and 
  Development/
  Intelligence operation responsible directly 
  and only to the President of the United 
  States. Operations of the project are carried 
  out under the control of the Majestic-12 
  (Majic-12) Group which was established by 
  special classified executive order of President 
  Truman on 24 September, 1947, upon 
  recommendation by Dr. Vannevar Bush and 
  Secretary James Forrestal.”
  -- purported briefing memo from Rear 
  Adm. Roscoe H. Hillenkoetter (MJ-1) to 
  President-elect Eisenhower, 11/18/52
  “Based upon DOD representations made to 
  SSA [REDACTED] which, incredibly, tended 
  to buttress a portion of the document, he 
  discussed this matter with [Deputy Assistant 
  Director] Brandon on 10/30/91.”
   
  -- FBI Special Agent in Charge, 
  Salt Lake City, airtel to FBI Director 
  William S. Sessions, 10/31/91, regarding 
  the Majestic-12 briefing memo
  Shortly after the UFO crash at Roswell 
  in 1947, U.S. Secretary of Defense James 
  Forrestal and presidential science adviser 
  Vannevar Bush convened an ad hoc group 
  of twelve of the top intelligence, scientific, 
  and military men available. Its code name: 
  MAJESTIC. As the true scope of the alien 
  presence in the universe – and more, of the 
  alien incursions into terrestrial airspace – 
  became clear, the group became less ad 
  hoc. At first, the Majestic-12 committee 
  tried to cover up all evidence of, and 
  prevent all investigation into, the reality 
  of the UFO threat. But as the threat grew, 
  they realized they needed more resources 
  than one committee could command. 
  They needed a permanent presence in 
  the U.S. military-intelligence-scientific 
  bureaucracy, and they needed a dedicated 
  team 
  of 
  trustworthy, 
  confidential 
  investigators.
  In the transition from Truman to 
  Eisenhower, Majestic-12 began to shift 
  from a committee of top minds to a full-
  scale operation of its own. The newly 
  chartered 
  National 
  Security 
  Agency 
  horned its way into MAJESTIC clearance 
  in 1952; USAF General Nathan Twining 
  managed to get his pet, new-fledged 
  Project MOON DUST elevated to a core 
  agency at the same time. Eisenhower 
  allowed the Truman appointees on the 
  committee to continue their work, but 
  in 1961, Secretary of Defense Robert 
  S. McNamara officially changed the 
  committee structure to the new “MAJIC” 
  (MAJESTIC 
  Intelligence 
  Committee) 
  system. McNamara and Kennedy intended 
  to clean house and replace the committee 
  heads with newly appointed technocrats 
  answerable directly to the White House. 
  Kennedy’s assassination (and escalation 
  in Vietnam) ended this transition halfway 
  through: Majestic-12 remains heavily 
  dependent on lifetime intelligence and 
  Air Force staff for continuity, but “MAJIC-
  cleared” political and scientific personnel 
  often assume independent leadership 
  roles. Branch operations more and 
  more come under the sway of aggressive 
  deputies, even when the titular heads 
  of the agencies are MAJESTIC-cleared. 
  By now, the administrators of half the 
  agencies on the Majestic-12 committee 
  don’t even know it exists; it is well on its 
  way to complete bureaucratic invisibility.
  MAJESTIC: 1978              
  At present, the Majestic-12 committee 
  meets at the COUNTRY CLUB, an 
  underground facility beneath a CIA-Army 
  training ground at Warrenton, Virginia. Its 
  permanent command facilities, however, 
  remain at (and under) Kirtland Air Force 
  Base near Albuquerque, New Mexico. The 
  Majestic-12 scientific establishment has 
  grown too large, and too conspicuous, to 
  operate so close to a major city. The main 
  MAJESTIC experimental and research 
  facility is a cavern complex in the S-4 zone 
  of Area 51, a major Air Force test range 
  for foreign aircraft north of Nellis AFB in 
  Nevada.
  However, 
  there 
  are 
  MAJESTIC-
  clearance (or MAJIC-clearance) offices 
  or laboratories in most major Federal 
  installations, from the Pentagon to the 
  Hanford Nuclear Site in Washington. 
  Majestic-12 “spotters” work in almost 
  every military base and intelligence or 
  government archive, looking for signs 
  of UFO and EBE activity. The CIA’s 
  Domestic Collection Division and the 
  Air Force Office of Special Investigations 
  manage security and office interoperations 
  (distributing intel on a need-to-know 
  basis) when needed, under the rubric 
  (since 1966) of Project AQUARIUS. This 
  project, established in 1953 as Project 
  GLEEM 
  to 
  covertly 
  coordinate 
  all 
  government information about aliens on 
  an ongoing footing, disguises itself as an 
  information security operation.
  Majestic-12 personnel have clearance 
  (legitimate through AQUARIUS, or CIA-
  forged) for almost any government facility 
  or archive, and operate (on the thinnest of 
  legal grounds) all over the territory of the 
  United States, its allies, and the world at 
  large. And perhaps beyond it: institutional 
  rumor describes something called Project 
  SERPO, a human-alien exchange program. 
  According to the story, twelve Majestic-12 
  personnel traveled to Serpo, a planet of 
  Zeta Reticuli, in 1965. They were supposed 
  to stay for 10 years, but they haven’t come 
  back yet. Majestic-12 still guards the hangar 
  in Holloman AFB near Alamogordo where 
  they left, on the chance they might come 
  back late … or changed …
  MAJESTIC Overwatch
  K E N  W R I T E S  A B O U T  S T U F F
  AN EXPANSION FOR MOON DUST MEN
  The Moon Dust Men are the tip of the spear. Majestic-12 aims it. You are the Men in the very deepest of 
  Black, fighting – and perhaps even directing -- the shadow war against the aliens.
  
  4
  MAJESTIC OvErwATCh
  THE TWELVE                    
  “There exists a shadowy government with 
  its own Air Force, its own Navy, its own 
  fundraising mechanism, and the ability to 
  pursue its own ideas of national interest, free 
  from all checks and balances, and free from 
  the law itself.”
   
  -- Senator Daniel K. Inouye, 
  8/3/1987
  MAJESTIC comprises twelve branches 
  (MJ-1 through MJ-12), each by now 
  mostly (but not entirely) drawn from and 
  operating within a single U.S. government 
  agency. 
  The 
  twelve 
  commissioners 
  (also called MJ-1 through MJ-12) from 
  those branches don’t always get along. 
  Institutional rivalries held over from 
  other missions, resentment over the 
  NSA and MAJIC shakeups, and standard 
  bureaucratic backstabbing are as rife inside 
  the COUNTRY CLUB as they are in any 
  other government organization, especially 
  interagency groups.
  MJ-1: CENTRAL INTELLIGENCE 
  AGENCY
  Rear Admiral Roscoe Hillenkoetter, first 
  Director of the CIA, also chaired the first 
  MAJESTIC committee, and the CIA has 
  claimed “first among equals” ownership 
  of the program ever since. The original 
  MJ-5 and MJ-8, Hoyt Vandenberg and 
  Sidney Souers, had previously directed 
  the Central Intelligence Group, and CIA 
  Director Walter B. Smith took over as MJ-2 
  after Forrestal’s death. After DCI and MJ-1 
  Richard Helms fell on his sword in 1973 
  and covered up MAJESTIC during the 
  Church hearings, the branch went through 
  a power struggle between interim DCI 
  James Schlesinger and long-time deputy 
  MJ-1 Virginia Hall, who “retired” from 
  the CIA’s Special Affairs Division in 1966 
  in favor of full-time Majestic-12 work. Hall 
  won, and has been MJ-1 ever since.
  MJ-2: DEPARTMENT OF 
  DEFENSE
  The first Secretary of Defense, James 
  Forrestal, 
  originated 
  the 
  Roswell 
  investigation with Vannevar Bush. The 
  strain of managing MAJESTIC broke 
  him: institutionalized after his resignation 
  from DoD, he fell from the 17th floor of 
  Bethesda Naval Hospital on May 22, 1949, 
  an apparent suicide. His mysterious death 
  remains a nagging wound to Majestic-12’s 
  self-image and morale. Defense Secretary 
  Harold Brown has asked the previous 
  MJ-2, Donald Rumsfeld, to stay on in 
  the job while Brown manages President 
  Carter’s defense buildup.
  MJ-3: DEFENSE ADVANCED 
  RESEARCH PROJECTS 
  AGENCY
  Vannevar Bush, science advisor to FDR 
  and godfather of the atomic bomb, modern 
  computing, and NASA, died in 1974. 
  He had continued as official MJ-3 until 
  removed in 1962 by McNamara; DARPA 
  took over the “empty chair” from Bush’s 
  National Science Foundation. Princeton 
  physicist and mathematician Freeman 
  Dyson has been MJ-3 since 1969, fueling 
  his continuing research in astronomy.
  MJ-4: PROJECT MOON DUST
  Brigadier General Nathan F. Twining 
  commanded the Air Materiel Command 
  and took quick action to contain the 
  Roswell incident. For his efforts, he was 
  shuffled off to Alaska Command, but 
  managed to involve himself in Project 
  SIGN, the forerunner to MOON DUST. 
  Cantankerous and in failing health, 
  he remains MJ-4 and MOON DUST 
  commanding officer, although he officially 
  “retired” in 1960.
  MJ-5: UNITED STATES AIR 
  FORCE
  Young, handsome, politically connected 
  USAF Chief of Staff Hoyt Vandenberg 
  died in 1953, shortly after securing the 
  leading role of the Air Force in MAJESTIC 
  military operations. Twining combined 
  MJ-4 and MJ-5 until he could establish a 
  solid continuity for Majestic-12 within the 
  Air Force Staff. The current titular MJ-5 is 
  USAF Chief of Staff David Jones, but his 
  (very active) deputy on the committee is 
  Captain Lester Lyles, a rising star in the 
  space-launch and aeronautical systems 
  divisions of the USAF.
  MJ-6: DEPARTMENT OF 
  ENERGY
  Biophysicist 
  and 
  expert 
  in 
  aviation 
  physiology Detlev Bronk served as the 
  first MJ-6 and helped found NASA and 
  the Brookhaven National Laboratory. 
  The Atomic Energy Commission, which 
  managed the BNL and all the other atomic 
  power and research facilities in the country, 
  was essential to Majestic-12 operations; 
  Bronk brought them on board, in the 
  process establishing the AEC’s ecological 
  systems analysis programs. The DoE 
  replaced the AEC in 1977, and its Office 
  of Energy Research (which incorporates 
  biological and genetic bureaus) took the 
  committee slot. Former CIA Director and 
  Defense Secretary, and current Secretary 
  of Energy, James R. Schlesinger returns 
  as MJ-6 (he was MJ-6 from 1971 to 1973 
  while AEC Chairman).
  MJ-7: NATIONAL 
  AERONAUTICS AND SPACE 
  ADMINISTRATION
  MIT aerodynamics expert Jerome Clarke 
  Hunsaker chaired the National Advisory 
  Committee for Aeronautics until Congress 
  converted it to NASA in 1958. Pushed out 
  of MJ-7 in favor of Wernher von Braun 
  in 1960, Hunsaker remains a behind-the-
  scenes patron for dissenting agents and 
  bureaucrats. Von Braun died in 1977; the 
  third MJ-7 is Dr. James H. Kellaway, head 
  of the NASA Planning Office.
  MJ-8: NATIONAL SECURITY 
  COUNCIL
  First executive secretary of the NSC and 
  former DCI, Rear Admiral Sidney Souers 
  acted as Truman’s man on the Majestic-12 
  committee, although Eisenhower kept 
  him on as MJ-8 and operated through 
  the military membership. LBJ appointed 
  Columbia geopolitics scholar and Council 
  on Foreign Relations member Zbigniew 
  Brzezinksi as MJ-8 in 1965, and he 
  has remained in that position despite 
  repeated bureaucratic ambushes ever 
  since. Since becoming President Carter’s 
  National Security Adviser in 1977, he has 
  turned most Majestic-12 work over to his 
  deputy Dr. Madeline Albright, a former 
  student of his. Born in Czechoslovakia, 
  she aggressively seeks to expand MJ-12 
  operations (both covert and diplomatic) 
  behind the Iron Curtain.
  MJ-9: PSYCHOLOGICAL 
  OPERATIONS GROUP
  Assistant Secretary of the Army in 1947, 
  Gordon Gray eventually headed both 
  K E N  W R I T E S  A B O U T  S T U F F
  
  5
  MAJESTIC OvErwATCh
  K E N  W R I T E S  A B O U T  S T U F F
  Truman’s Psychological Strategy Board and 
  Eisenhower’s top-secret 5412 Group for 
  intelligence operations. He served as MJ-9 
  until 1974. With the exposure of the CIA’s 
  MK-ULTRA mind-control project in 1973, 
  most MJ-9 staff and facilities now operate 
  out of the U.S. Army’s Special Operations 
  Command. The current MJ-9 is USAF 
  Major General and CIA veteran Edward 
  Lansdale.
  MJ-10: NATIONAL SECURITY 
  AGENCY
  Head of the Harvard Observatory and 
  UFO debunker Donald H. Menzel was 
  doubly qualified to be the first MJ-10; he 
  also provided expert cryptological advice 
  to the ONI and the Director of Naval 
  Communications. After 1952, the NSA 
  slowly took over the branch, but does not 
  quite dominate it entirely. The current 
  MJ-10 is mathematician, cryptographer, 
  and theoretical physicist Diptimat Narayan 
  Singh. Born in Bihar, India, he earned 
  a Ph.D. in mathematics from Berkeley 
  in 1969 and consulted with NASA and 
  the NSA. The two agencies secured 
  his appointment as MJ-10 in 1972 as a 
  compromise in their bureaucratic warfare. 
  His occasional weird pronouncements 
  (that Einstein was wrong about relativity, 
  that Vedic astrology is highly predictive, 
  that he is his own reincarnated self from 
  a future timeline, that he has a bilocated 
  “psychic twin” in India) attract ever 
  more ambitious NSA deputies anxious to 
  sideline him in pure research and succeed 
  him as MJ-10.
  MJ-11: SANDIA-LIVERMORE 
  LABORATORIES
  The engineering team that assembled and 
  tested the atomic bomb, “Z” Division, 
  became the nucleus of the Sandia Base 
  laboratory, which merged with Kirtland 
  AFB in 1971. The commander of Sandia 
  Base, Army General Robert Montague, 
  was the first MJ-11. AT&T now operates 
  Sandia-Livermore Laboratories for the 
  Defense Nuclear Agency and the DoE. 
  The current MJ-11 is Anthony York, an 
  independently wealthy pioneer in robotics 
  and high-energy physics. He avidly 
  supports both high security and civilian 
  scientific participation in Majestic-12.
  His protégé and deputy is a young (30-year-
  old) USAF technological and engineering 
  genius, Captain Leslie F. Kenne, currently 
  a program manager at the Air Force Test 
  and Evaluation Center at Kirtland. Her 
  youth and gender (and her even-for-MJ-12 
  blue-sky program suggestions) make her 
  a lightning rod for the more conservative 
  and risk-averse board members.
  MJ-12: NATIONAL 
  RECONNAISSANCE OFFICE
  Vannevar Bush brought his protégé, the 
  pilot, Antarctic explorer, and atmospheric 
  physicist Lloyd Berkner, into MAJESTIC 
  as MJ-12. His branch worked with several 
  agencies, from the DoD’s Weapons Systems 
  Evaluation Group to the Carnegie Institute’s 
  Department of Terrestrial Magnetism and 
  the National Weather Service. Berkner 
  served as MJ-12 until a heart attack in 
  1964, after which the NRO (founded in 
  1961) gained pride of place. That said, it 
  remains one of the more interdisciplinary 
  branches: aircraft company executive (and 
  secret UFO contactee) Charlene Farrish is 
  the current MJ-12. She strongly supports 
  psychotronic research programs, both for 
  their own sake and to catch up with the 
  Russians.
  PLAYING 
  MAJESTIC MEN
  The Special Operations Groups in Vietnam, 
  which combined military, civil-affairs, and 
  intelligence specialists, acted as the model 
  
  6
  MAJESTIC OvErwATCh
  for Majestic-12 field team staffing in the 
  1960s, as opposed to the almost entirely 
  military Moon Dust Men practice. A 
  Majestic-12 team comprises three to six 
  discipline- and agency-balanced operatives 
  – you never know what a report is actually 
  going to be, and no agency wants to be left 
  out if it turns out to be the next Roswell 
  crash. This makes Majestic-12 teams 
  generally more gender-balanced than 
  most covert operations teams due to the 
  critical need for highly trained medical and 
  scientific minds in the field.
  CHARACTER BUILDING 
  AND ABILITIES                 
  Build Majestic-12 characters just like 
  Moon Dust Men, with the following 
  differences:
  • 
  In addition to your 1 free rating point 
  in Ufology, put 1 free rating point into 
  either Military Science, Tradecraft, 
  or Bureaucracy. If you wish, civilian 
  characters may swap out 5 General 
  build points to receive 2 Investigative 
  build points.
  • 
  Rather 
  than 
  4 
  free 
  points 
  of 
  Parachuting, 
  each 
  Majestic-12 
  character receives 4 free build points 
  in her Patron pool.
  • 
  Add Explosive Devices to the General 
  ability list.
  • 
  Bureaucracy is now a General ability.
  PATRON POOLS
  Select the branch of Majestic-12 that you 
  came up through, the one that sponsored 
  you and looks after your well-being: your 
  Patron, in other words. In some games, 
  the GM may even want you to pick (or you 
  might request) a specific federal agency as 
  your Patron.
  If you want more than the free 4 points 
  in your Patron pool, they come out of 
  General build points.
  You can spend Patron pool points:
  • 
  Investigatively to know operating 
  procedures, 
  trade 
  secrets, 
  what 
  time the guard shift changes, which 
  personnel are vulnerable to blackmail, 
  etc. Patron acts as a dedicated point 
  pool covering or equating to any 
  Friends Upstairs
  If your Bureaucracy rating is 8 or more, 
  you are protected from on high by 
  powerful actors. Or perhaps you’ve been 
  around long enough to know where some 
  particularly savory bodies are buried. 
  In any case, the Difficulty rating for any 
  attack on you (or your funding, authority, 
  etc.) in a contest of Bureaucracy is 1 point 
  higher than normal.
  Note 
  that 
  NPC 
  bureaucrats 
  with 
  Bureaucracy ratings of 8+ also have 
  Friends Upstairs.
  PLAYING AT THE 
  BIG GLOWING 
  TABLE
  Do you build retro-engineered Aurora 
  craft, or bioroids to fight on the Moon? 
  Do you launch satellite screens or dig in 
  anti-saucer lasers? You decide where the 
  black budget goes — and who it goes after.
  This 
  strategic 
  subsystem 
  gives 
  the 
  players a chance to briefly take the roles 
  of the Majestic-12 policymakers whose 
  decisions may well get their regular 
  characters killed. First, a few defaults and 
  assumptions: The numbers in this system 
  apply to an ongoing secret war between 
  EBEs and the United States (and its closest 
  allies). Like many American wars, it is 
  not fought exclusively on American soil. 
  The Soviets may or may not be fighting 
  their own version of this war, or they 
  may have negotiated a non-aggression 
  pact (explaining why their official UFO 
  programs got started so late, perhaps). In 
  campaigns where Majestic-12 conspires 
  with the aliens to sell out humanity, this 
  system is mostly irrelevant.
  Players needn’t stick with the actual 
  identities of the branch heads or deputies 
  named in The Twelve (p. 4). They can 
  change the bureaucratic backstory as 
  they wish. It may be easier to create new 
  deputies for the “Majestic-12 Steering 
  Committee for Strategic Operations.” To 
  allow for proper bureaucratic infighting 
  (“I was just roleplaying my agency!”) each 
  player’s deputy should ideally represent a 
  different branch. The GM can reuse the 
  players’ deputies as NPCs in her ongoing 
  K E N  W R I T E S  A B O U T  S T U F F
  Investigative 
  ability 
  used 
  about 
  your agency: Criminology, Military 
  Science, Traffic Analysis, etc. plus all 
  the little fiddly bits in between or on 
  the margins.
  • 
  In General tests to get other things 
  done involving that agency or its 
  facilities: if you’re trying to break 
  into a CIA black site, you can spend 
  from your Patron (MJ-1) pool on the 
  Infiltration test. If you’re trying to 
  follow an NSA cryptographer, you 
  can spend from your Patron (MJ-10) 
  pool on the Surveillance test. Patron 
  points spent on Bureaucracy tests 
  or contests within your own agency 
  count double.
  BUREAUCRACY (GENERAL)
  Bureaucracy now becomes a General 
  ability. It can be used investigatively as 
  normal, but it also creates your pool for 
  tests to get a bureaucracy to do something 
  for you: re-task a satellite, block an 
  opponent’s dangerous mission or funding 
  probe, authorize the rescue of a captured 
  asset, release a classified file to you (or 
  bury one away from someone else), send 
  in Delta Force, or anything else. In other 
  tests, you may try to thwart or prevent 
  your agency from doing something it has 
  decided on: trade a prisoner, investigate 
  missing equipment, bug a laboratory.
  A standard task that you have clearance for 
  is Difficulty 3; something you have to pull 
  strings to get is Difficulty 5; something you 
  have no business asking for is Difficulty 7. 
  Raise Difficulties by 1 for other branches 
  of Majestic-12, by 2 for other federal 
  agencies, and by 3 for agencies of other 
  governments.
  The Director may build NPC bureaucrats 
  who oppose you often enough to get their 
  own pools, and set the parameters for 
  your operations based on the results of full 
  contests of Bureaucracy.
  Bureaucracy is an ideal ability for 
  continuing 
  challenges 
  (see 
  Night’s 
  Black Agents, p. 50); you make one test 
  per operation, with a bonus or penalty 
  depending on your performance on the 
  mission.
  Bureaucracy only refreshes at the end of an 
  operation; it cannot be refreshed during.
  
  7
  MAJESTIC OvErwATCh
  Majestic Overwatch campaign, or leave 
  them as sacrosanct player property.
  The goal of this system is to present a 
  “living backstory” of secret war against 
  which the main Moon Dust or Majestic-12 
  player 
  characters 
  (referred 
  to 
  for 
  simplicity as “the player Moon Dust team” 
  or similar) carry out their operations. 
  Bring macro events down to the tabletop, 
  and let player triumphs inform or even 
  alter the strategic picture.
  Some of these rules interoperate with the 
  GALILEO Uplift Technics systems in that 
  KWAS single (GU, pp. 4-5).
  THE BLACK BUDGET       
  Majestic-12 begins with a Black Budget 
  of 12 points, which the players can use 
  to buy rating points distributed among 
  any of the nine ongoing programs, below 
  (or to specific Projects, p. 7). Assign 1 
  free point to Point Defense, representing 
  the defenses around Kirtland AFB and 
  Los Alamos, and 1 free point to Research 
  & 
  Development, 
  representing 
  the 
  original Roswell saucer. This represents a 
  Majestic-12 that has expended great effort 
  and resources mostly resisting the major 
  UFO “waves” of 1952, 1965-1966, and 
  1973-1975.
  Each “year” (or whatever other period you 
  decide one round represents) Majestic-12 
  gets 6+1d6 more Black Budget pool points 
  to assign. For each operation during the 
  previous year that the player Moon Dust 
  team failed, reduce the Black Budget 
  by -1. If they failed dramatically (mass 
  panic, allowed EBEs to get away with it, 
  etc.), reduce it by -2. If they triumphed 
  dramatically, increase it by +1. Their 
  competence serves as a synecdoche for 
  that of the whole MAJESTIC umbrella 
  program. No pressure.
  PROGRAMS
  Programs mostly act like GUMSHOE 
  abilities: they have a rating and a pool. 
  Their pools may exceed their ratings; in 
  fact, this happens quite often. A program’s 
  rating never goes down, even if its pool is 
  empty, spent, or destroyed.
  Players usually roll and spend from a 
  Program to defeat alien Operations, 
  although some spends simply affect force 
  profiles or other factors. If a Program has a 
  0 rating, all rolls are at -2.
  Moon Dust operatives may find themselves 
  assisting agents of any of these programs 
  in the field. Their likely Majestic-12 
  controllers appear in parentheses.
  PATROL
  This is the ongoing combat patrol against 
  EBE 
  incursions. 
  Mostly 
  air-based, 
  although the Navy and Army sometimes 
  contribute. If the aliens operate outside 
  NATO or core US allied airspace, Difficulty 
  is +1. (MJ-2, MJ-5)
  SEARCH AND DESTROY
  This program responds to alien activity, or 
  hunts it down on Earth. Project MOON 
  DUST (“Research and Deny”) generally 
  falls under this program, as does Project 
  POUNCE or any other direct-action unit 
  or operation. If the aliens operate outside 
  NATO or core US allied airspace, Difficulty 
  is +1. (MJ-1, MJ-2, MJ-4)
  SURVEILLANCE
  This program incorporates satellite, aircraft, 
  SIGINT, and CIA/DCD investigations, 
  watching America and the world for signs 
  of alien activity. (MJ-1, MJ-7, MJ-8, MJ-10, 
  MJ-12)
  PSYOPS
  This program keeps the American populace 
  from panicking: an open war spells the end 
  of America one way or the other. Psyops 
  funds Spielberg movies and plants phony 
  UFO stories to discredit dangerous outside 
  investigators. Each rating point spent from 
  Psyops allows 1 pool point of Surveillance 
  or Psyops to become 1 rating point. (MJ-9)
  RESEARCH & DEVELOPMENT
  This program investigates alien technology. 
  Project GALILEO is the best-known 
  umbrella project in R&D. The higher the 
  R&D rating, the more Technics the player 
  characters (and Majestic-12) have access to 
  (GU, pp. 4-5). (MJ-3, MJ-6, MJ-11)
  Each fully recovered intact saucer adds 1 
  free rating point to R&D. The GM should 
  decide how many fragments, fuel pods, 
  robots, EBE bodies, etc. equals one saucer 
  for these purposes.
  PRODUCTION
  This program actually produces hybrid 
  alien technology. Each rating point of 
  Production can either be leaked into the 
  domestic economy (or gray arms market) 
  to increase the next year’s Black Budget 
  (spend 2 rating points for 3 Black Budget), 
  converted into 1 Earth Defense rating 
  point, or applied directly to the player 
  Moon Dust team: for each 1 Production 
  rating point spent, the team may add two 
  pieces of advanced gear to their loadout. 
  (MJ-2, MJ-11)
  TRAINING
  This program trains select cadres of U.S. 
  and allied military to effectively fight 
  EBEs, UFOs, etc. Each rating point spent 
  from Training allows 1 pool point of either 
  Patrol, Search and Destroy, Training, or 
  Point Defense to become 1 rating point. 
  (MJ-2, MJ-5, MJ-8)
  POINT DEFENSE
  This program installs, maintains, and 
  upgrades top-of-the-line defenses around 
  one strategic target. Each rating point 
  covers one target: Washington DC, Bell 
  Labs in New Jersey, New York City, Area 
  51, etc. Rating points need not be assigned 
  to a target until an alien attack, but once 
  assigned they cannot be changed. Point 
  Defense cannot be tested with a 0 rating, 
  or to protect a target without points 
  assigned to it. (MJ-2, MJ-6, MJ-11)
  EARTH DEFENSE
  This program of radar and hunter-killer 
  satellites (which began with Projects 
  SAINT and BLUE GEMINI in 1962) 
  defends the entire Earth. (MJ-7, MJ-12)
  PROJECTS
  Majestic-12 can also put Black Budget 
  into major Projects. Once assigned to a 
  Project, these points cannot be transferred 
  to another, or to a Program. Each Project 
  requires a certain number of points 
  for completion, as well as at least one 
  successful mission by the player Moon 
  Dust team. Suggested missions appear 
  under each Project.
  The effects generally add bonuses to rolls 
  to counter alien Operations (p. 10); 
  GMs may also want a successful Project 
  K E N  W R I T E S  A B O U T  S T U F F
  
  8
  MAJESTIC OvErwATCh
  K E N  W R I T E S  A B O U T  S T U F F
  to pay dividends for the player Moon Dust 
  team in terms of tech or tactics.
  Before a Project is complete, Majestic-12 
  must make a Difficulty 4 Surveillance test 
  to root out alien saboteurs; +1 Difficulty per 
  successful alien Infiltration or Abduction 
  Operation (maximum Difficulty 8). On 
  a failure, the Project loses 1d6+2 Budget 
  points to serial sabotage or to an exciting 
  disaster, which might trigger a Moon Dust 
  or Majestic Men adventure in its own right. 
  However, the failure still roots out the 
  current batch of saboteurs and “resets” the 
  Difficulty to 4.
  To complete a Project, make a Production 
  test against a Difficulty of 6. Each Project 
  also has a Technic level (GU, pp. 4-5) 
  prerequisite, and sometimes more than one. 
  Players may begin a Project before reaching 
  that Technic level, but may not complete it.
  BANDO
  Genomic sequencing of EBE corpses, 
  growth of EBE flesh-matter samples, 
  synthesis of a biological weapon usable 
  against EBEs only. (+2 to Search and 
  Destroy tests.) BANDO can be re-
  mounted against a different EBE species 
  for a Budget Cost of 5. (MJ-6)
  Technic Prereq: Biotech 3, Infotech 1
  Budget Cost: 8
  Effects: +2 to Search and Destroy contests 
  against that species of EBE; reduces Budget 
  Cost of SAHARA by -2. One free CECM gas 
  bomb (GU, p. 7) for player Moon Dust team.
  Missions: Capture and retrieve a live EBE; 
  field-test a bio-weapon; capture a cryptid 
  built by alien genetic modification; dig up 
  an alien-astronaut mummy in a Middle 
  Eastern dictatorship.
  CRYSTAL
  Mount quantum dipole hyper-lenses 
  on deep-space probes to create a lattice 
  observatory. (MJ-7, MJ-10, MJ-12)
  Technic Prereq: Infotech 2, Paraphysics 1, 
  Sensors 4 
  Budget Cost: 10
  Effects: +1 to all Earth Defense contests. 
  One hyperscope (GU, p. 8) for player 
  Moon Dust team.
  Mission: Steal a prototype hyper-laser 
  from a laboratory in Japan; covertly insert 
  a lens payload onto a Soviet rocket; recover 
  the navigational sensors from a UFO; 
  guard a top-secret MJ-12 space launch in 
  Zaire against alien infiltration or attack.
  GARNET
  Investigate extraterrestrial influence on 
  human history and evolution. (MJ-1, 
  MJ-8, MJ-9)
  Technic Prereq: Infotech 1, Biotech or 
  Psychotronics 1
  Budget Cost: 6
  Effects: +1 to all contests (except Earth 
  Defense) against alien Infiltration or 
  Colony Operations; +1 to Surveillance 
  contests 
  against 
  alien 
  Abduction 
  Operations. 1 free backslash point in 
  Archaeology and History for one PC (or 1 
  and 1 for two PCs).
  Mission: Kill all the cryptids and alien 
  guard-beasts infesting a Mayan pyramid 
  so the experts can photograph its bas-
  reliefs; steal an ancient scroll from the 
  Egyptian Museum in Cairo; find the alien 
  biowarfare lab in Antarctica.
  HORIZON
  Build, staff, and arm a covert U.S. Moon 
  base. The Budget Cost drops by -1 for each 
  Technic prerequisite raised to 2, and by 
  another -1 when raised to 3. (MJ-2, MJ-7)
  Technic Prereq: Avionics 1, Biotech 1, 
  Energy 1, Materials 1
  Budget Cost: 25
  Effects: +3 to all Earth Defense contests; 
  reduces Budget Cost of ROCK SITE by -2.
  Mission: Track down surviving Nazi 
  super-soldiers and discover location of 
  Nazi moon base; sabotage Soviet lunar 
  probe launches; suit up and fight aliens on 
  the Moon!
  LOOKING GLASS
  Create a time viewer capable of delivering 
  strategic intelligence, build a time machine 
  (Paraphysics 6; +4 Budget). (MJ-3, MJ-11)
  Technic Prereq: Energy 2, Paraphysics 4, 
  Sensors 1
  Budget Cost: 13
  Effects: +2 to Patrol and Point Defense 
  contests (+2 to Search and Destroy 
  contests with a time machine).
  Mission: Secure Eglin AFB (the future? 
  Project site) against chrono-cryptids; 
  discover the whereabouts of the Nazi 
  Bell (see KWAS: Die Glocke); steal Fr. 
  Pellegrino Ernetti’s chrono-visor from 
  the Vatican; investigate weird temporal 
  anomalies 
  associated 
  with 
  UFOs; 
  accidentally get caught in the Philadelphia 
  Experiment.
  ORION
  Build a self-sustaining nuclear spacecraft 
  suitable for deep-space missions in the 
  Solar System. (Energy 2, Materials 3, 
  Paraphysics 1 each reduce Budget Cost by 
  -2.) (MJ-5, MJ-6, MJ-7)
  Technic Prereq: Avionics 2, Energy 1, 
  Materials 2
  Budget Cost: 18
  Effects: +3 
  to 
  two 
  Earth 
  Defense 
  contests per year; reduces Budget Cost of 
  CRYSTAL, HORIZON, and PLATO by -3 
  each.
  Mission: Recover sunken experimental 
  Soviet submarine before UFOs can; 
  help out Navajo elders against a horrible 
  skinwalker 
  Reptoid 
  to 
  gain 
  their 
  permission to dig for thorium on their 
  land; infiltrate anti-nuke movement to 
  discover if they’re run by secret Greys or 
  Nordics; uncover UFO involvement in 
  Three Mile Island meltdown next year.
  PLATO
  Create a usable paraphysical and inter-
  planar map of Earth and the Solar System. 
  (Paraphysics 3, Psychotronics 3 each 
  reduce Budget Cost by -2.) (MJ-3, MJ-12)
  Technic Prereq: Infotech 1, Paraphysics 2, 
  Psychotronics 2, Sensors 1
  Budget Cost: 10
  Effects: +1 to Earth Defense contests 
  against interdimensional alien Operations; 
  +1 to Search and Destroy contests against 
  all EBE Colony Operations; reduces 
  Budget Cost of CRYSTAL, STAR GATE by 
  -1 each.
  
  SIGMA
  Decipher alien languages and codes; MJ-8 
  wants to use SIGMA to open diplomatic 
  negotiations with aliens, while MJ-10 
  believes that reveals too much about 
  Majestic-12 capabilities. After Project 
  completion, players must spend an 
  additional 2 Budget per EBE species 
  targeted by SIGMA cryptonauts. (MJ-9, 
  MJ-10)
  Technic Prereq: Infotech 2, Psychotronics 
  1, Sensors 2
  Budget Cost: 8
  Effects: +1 to all Patrol and Surveillance 
  contests against one EBE species. One 
  9
  MAJESTIC OvErwATCh
  Mission: Install quantum theodolites 
  in Communist-occupied Tibet; survey 
  flight over Bermuda Triangle during 
  Martian storm season; copy Soviet GZ 
  navigational archives; find the Black Stone 
  of Chintamani; investigate saucer cult on 
  Mt. Shasta.
  REDLIGHT
  Create interfaces or train pilots and 
  mechanics to allow USAF operation of 
  captured UFOs. (Project SNOWBIRD 
  involves the construction of a “flying 
  saucer” as public-press disinformation.) 
  (MJ-3, MJ-4, MJ-5, MJ-6, MJ-7)
  Technic Prereq: Avionics 3, Biotech 1, 
  Energy 2, Infotech 2, Psychotronics 3
  Budget Cost: 12
  Effects: +1 to all Earth Defense and Patrol 
  contests. One free biosuit (GU, p. 8) for 
  player Moon Dust team.
  Mission: Uncover EBE-human hybrid 
  breeding program; stop Grey saboteurs 
  infiltrating Area 51; recover Nordic UFO; 
  handle and protect defecting Soviet test 
  pilot with knowledge of UFO crash sites 
  in Sverdlovsk and Mongolia.
  ROCK SITE
  Construct an undersea base on the 
  continental shelf, possibly off Point Dume 
  near Malibu. The Budget Cost drops by -1 
  for each Technic prerequisite raised to 2. 
  (MJ-2)
  Technic Prereq: Biotech 1, Energy 1, 
  Materials 1
  Budget Cost: 18
  Effects: +1 to all contests against Nommos; 
  reduces Budget Cost of HORIZON by -2. 
  One free gill implant (GU, p. 8) for player 
  Moon Dust team. 
  Mission: Determine who in ONI and 
  U.S. Naval Staff can be trusted; investigate 
  USO (Unidentified Submarine Object) 
  sighting in the Adriatic Sea (23 Oct 1978); 
  recover UFO crashed in Shag Harbour, 
  Nova Scotia (1967).
  SAHARA
  Construction of bioroids who can operate 
  on hostile planets; may involve cloning 
  K E N  W R I T E S  A B O U T  S T U F F
  or genetic modification of human test 
  subjects. (MJ-6, MJ-7)
  Technic Prereq: Biotech 4, Infotech 3
  Budget Cost: 12
  Effects: +1 to Training contests; reduces 
  Budget Cost of HORIZON and ROCK 
  SITE by -3. One free stoneskin virus (GU, 
  p. 8) for player Moon Dust team.
  Mission: Capture EBE bioroid pilots – 
  alive, of course; find Alexis Carrel’s 1936 
  prototype Homme Eugenique; capture a 
  yeti; recapture escaped bioroid killbots – 
  alive, of course.
  
  10
  MAJESTIC OvErwATCh
  free translator (GU, p. 8) for player Moon 
  Dust team.
  Mission: Infiltrate an alien channeling 
  cult; defeat MJ-10 cryptologic computer 
  after it gains sentience and goes mad; 
  escort epigraphers to a 10,000 year old 
  ruin in Burma; thwart alien attack on 
  Arecibo Observatory. 
  STAR GATE
  Create and train “total human potential” 
  warriors; weaponize psionic talents; 
  utilize remote viewing for actionable 
  intelligence (Project GRILL FLAME). 
  (MJ-1, MJ-2, MJ-9)
  Technic Prereq: Psychotronics 4
  Budget Cost: 8
  Effects: Each 1 Training rating point 
  spent converts 2 pool points to rating 
  points; reduces Budget Cost of PLATO 
  by -2; PCs can gain first point in psionic 
  powers for only 2 build points instead of 
  5 and can spend Athletics on the Health 
  test after using them (MDM, p. 6).
  Mission: Rescue a Tibetan avadhuta from 
  a Chinese prison; capture a “brain caste” 
  alien; steal Soviet psychotronic research 
  from the Filatov Eye Institute in Odessa; 
  harvest a rare Brazilian psychoactive 
  drug without touching it and entering the 
  entheic plane.
  EARTH VS. THE FLYING 
  SAUCERS                         
  Each year the EBEs carry out a certain 
  number of major Operations: what counts 
  as “major” is a style question best left up 
  to the GM. The 1961 Barney and Betty 
  Hill abduction, after all, only kidnapped 
  two people, but it undermined a decade 
  of MJ-9 psyops.
  The GM rolls 1d6 to see how many 
  Operations the EBEs conduct in a 
  year. Sixes “explode”: on a roll of 6, roll 
  again and add the new result. For each 
  6 rating points Majestic-12 has in R&D 
  and Production combined, add +1 to the 
  final result: the aliens take America more 
  seriously if it shows signs of technological 
  uplift.
  ALIEN OPERATIONS
  The GM then rolls randomly to determine 
  each Operation, and if she’d like, which 
  alien species has launched it. Adjust the 
  odds based on the frequency of EBE types 
  in your campaign; there may only be one 
  alien enemy, of course. She picks its target 
  area either randomly (spin a globe and 
  point!) or dramatically.
  Each Operation lists the Majestic-12 
  Programs that might oppose it, in order. 
  The players decide whether to oppose 
  the Operation; if so, they roll a player-
  facing contest of the relevant Program, 
  or forfeit that contest and move onto the 
  next Program.
  The unmodified Difficulty number to 
  oppose an alien Operation is 5, but each 
  EBE species has its own modifier to 
  the Difficulty, as listed. If the opposing 
  Program succeeds, the alien Operation 
  fails. If all opposition fails, the aliens 
  succeed. Remember, if a Program has a 0 
  rating, all rolls for it are at -2.
  “Successful 6” means the player rolled a 
  natural 6, and the contest was a success.
  Ties can either be resolved with a scenario 
  for the player Moon Dust team, or they 
  go to the aliens.
  1: OBSERVATION
  UFOs deployed over a major city or 
  region to study and spy on humanity.
  Oppose With: Earth Defense, Patrol 
  (success lowers Difficulty by -2 for next 
  Programs), Search and Destroy, Point 
  Defense, Psyops.
  Difficulty Modifiers: Greys +3, Nommos 
  +1, Nordics +1, Reptoids +2
  Alien Success: Adds +1 to Difficulty of 
  all future Program contests in that area 
  that year.
  Alien Failure: Successful 6 on Search 
  and Destroy or Point Defense results in a 
  crashed saucer.
  2: INFILTRATION
  EBEs land and infiltrate some human 
  population.
  Oppose With: Earth Defense, Patrol 
  (success lowers Difficulty by -1 for 
  Surveillance), 
  Surveillance 
  (success 
  allows Search and Destroy), Search and 
  Destroy (only possible after successful 
  Surveillance).
  Difficulty Modifiers: Greys +1, Nommos 
  +2, Nordics +3, Reptoids +1 (+3 if they’re 
  shapeshifters)
  Alien Success: UFO cults, implants, who 
  knows? Adds +1 to Difficulty of all future 
  Program contests in that area; reduces 
  either Surveillance or Psyops by 1 rating 
  point; better send the player Moon Dust 
  team to root the EBEs out! Adds +1 to 
  Difficulty of all Surveillance tests for 
  Project completion.
  Alien Failure: Add 1 pool point to either 
  Surveillance or Psyops.
  3: ABDUCTION
  EBEs abduct one or many humans to 
  interrogate, 
  probe, 
  experiment 
  on, 
  implant, replace with bioroids, etc.
  Oppose With: Earth Defense, Patrol 
  (success lowers Difficulty by -1 for 
  Surveillance), 
  Surveillance 
  (success 
  allows Search and Destroy), Search and 
  Destroy (only possible after successful 
  Surveillance), 
  Point 
  Defense 
  (only 
  possible for military targets).
  Difficulty Modifiers: Greys +3, others 
  +2
  Alien Success: The aliens can reduce 
  future Majestic-12 die rolls by their 
  margin of success. Investigating the 
  “mysterious failure” can be a mission for 
  the player Moon Dust team.
  If the aliens succeed by 4, they can 
  reduce four future Majestic-12 die 
  rolls by -1, two rolls by -2 each, one 
  roll by -3 and one by -1, two rolls by 
  -1 each and one roll by -2, etc.
  Also adds +1 to Difficulty of all 
  Surveillance tests for Project completion.
  Alien Failure: Successful 6 on the 
  Surveillance or Search and Destroy 
  contest lets MAJESTIC fully debrief the 
  abductee. Automatic success on one 
  Patrol or Surveillance test or contest this 
  year.
  K E N  W R I T E S  A B O U T  S T U F F
  
  11
  MAJESTIC OvErwATCh
  4: TERROR
  UFO flap or alien attack designed 
  to terrify or panic a human (usually 
  civilian) population.
  Oppose With: Earth Defense, Patrol 
  (success lowers Difficulty by -1 for 
  Search and Destroy, Point Defense), 
  Training (success lowers Difficulty by -1 
  for Search and Destroy, Point Defense), 
  Search and Destroy or Point Defense, 
  Psyops.
  Difficulty 
  Modifiers: 
  Greys 
  +2, 
  Nommos +1, Nordics +1, Reptoids +3
  Alien Success: Reduce Psyops by 1 rating 
  point; remove 1d6 rating points from 
  among Patrol (downed aircraft), Psyops, 
  Production (expended weapons stocks), 
  and Search and Destroy (casualties) or 
  Point Defense (devastation).
  Alien Failure: Add 1 pool point to 
  either Training or Psyops. Successful 6 
  on Search and Destroy or Point Defense 
  results in a crashed saucer.
  5: COLONY
  The aliens plant a hidden base or colony 
  somewhere on Earth, possibly staffed by 
  mandroids or replicants. Nommos can 
  plant undersea colonies.
  Oppose With: Earth Defense, Patrol 
  (success allows Search and Destroy), 
  Search and Destroy.
  Difficulty 
  Modifiers: 
  Greys 
  +2, 
  Nommos +3, Nordics +2, Reptoids +1 
  (+2 if shapeshifters).
  Alien Success: Any Operation in this 
  hemisphere (Eastern, Western, Northern, 
  or Southern) by this EBE species cannot 
  be opposed with Earth Defense. If the 
  player Moon Dust team doesn’t find 
  and perhaps destroy this colony, all 
  future Program contests against such 
  Operations are at +1 Difficulty.
  Alien Failure: Successful 6 on Patrol 
  adds 1 pool point to Training; successful 
  6 on Search and Destroy captures one 
  saucer intact.
  K E N  W R I T E S  A B O U T  S T U F F
  6: COUNTERSTRIKE
  The aliens attack a Majestic-12 facility, 
  most likely one emitting characteristic 
  alien technology signatures.
  Oppose With: Earth Defense, Patrol 
  (success lowers Difficulty by -1 for Search 
  and Destroy and Point Defense), Search 
  and Destroy, Point Defense.
  Difficulty Modifiers: Greys +3, Nommos 
  +1, Nordics +2, Reptoids +2
  Alien Success: Remove 1d6+1 rating 
  points from among R&D and Production; 
  remove 1d6 Budget points from among 
  incomplete Projects; remove 1d6-1 rating 
  points from among Patrol (downed 
  aircraft), Search and Destroy (casualties), 
  and Point Defense (devastation).
  Alien Failure: Add 1 pool point each to 
  Training and R&D. Successful 6 on Search 
  and Destroy or Point Defense results in a 
  crashed saucer.
  THE YEAR UNDER                 
  THE SKIES                              
  Play out any Moon Dust or Majestic team 
  missions inspired by the year’s events. 
  The GM should feel free to adjust the 
  effects of the alien Operations based on 
  the player team’s actions and outcomes. 
  She may want to play out one mission per 
  Operation, allowing the players to attempt 
  to thwart each successive Operation. As a 
  rule of thumb, a successful mission means 
  a success (or at least +2 to the roll) on one 
  relevant Program contest.
  Discard all unspent pool points in Patrol, 
  Search and Destroy, Surveillance, Psyops, 
  Training, Point Defense, and Earth 
  Defense.
  Convert all unspent pool points in R&D 
  and Production into rating points. Refresh 
  half (round down) of spent Program rating 
  points; refresh none of the Program points 
  reduced or destroyed by alien activity.
  
SOURCE: textdata/thevault/Ken Writes About Stuff/Ken Writes About Stuff Vol. 3/Majestic Overwatch.pdf