TEXT: Setting
  On the surface, the world looks very much like the one outside
  your bedroom window. The same people walk the same dirty
  streets. The same mindless drivel is shown on the same TV sta-
  tions. But sometimes that just doesn’t seem right. Why do certain
  figures appear out of nowhere and become famous overnight?
  Why do others disappear, never to be seen again? Just what is the
  government paying for when it shells out $75 for a screwdriver?
  Why is it that the more questions you ask the less satisfied you
  are with the answers? This is the nature of conspiracies. This is
  the nature of Conspiracy X.
  In Conspiracy X, the players assume the roles of operatives and
  conspirators of Aegis, a secret organization at work within the
  United States government. Aegis has been aware of extraterres-
  trial and supernatural forces on Earth for over forty years. Aegis
  forms a secret bulwark against these menaces. Any means must
  be employed to stop these insidious forces. Any means must be
  employed to keep the war secret -- to keep panic from spreading.
  Aegis agent stay in communication through their HERMES links.
  These palmtop computer terminals are linked by intricate
  encryption codes to each other and the main HERMES database.
  HERMES links are DNA coded to a single user and are often dis-
  guised as normal items (cell phones, Gameboys, PDAs, and elec-
  tronic phone books). Aegis agents are expected to upload reports
  on all activities to HERMES. 
  The World of Conspiracy X
  For the most part, the world of Conspiracy X is very much like
  our own. Behind the scenes, however, it is a good deal more sin-
  ister (or so you hope). The following timeline traces key elements
  known to all characters. 
  1930s: Watchmaker
  Walter Stein was a British intelligence agent working inside
  Germany before World War II. Stein was also an accomplished
  occultist, and what he learned about the growing Nazi occult
  power sent him fleeing back to England. There, he convinced
  Churchill that measures had to be taken. With Roosevelt’s help, a
  secret organization, codenamed the Watch, was established to
  combat the occultists of the Nazi Secret Doctrine. The Watch was
  instrumental in halting or reversing Nazi occult gains before the
  war, and paving the way for an Allied military victory once hos-
  tilities began.
  1940s: The Schism
  After the war, the Watch shifted direction. It investigated the
  curious reports, arising from both Axis and Allied pilots, about
  Unidentified Flying Objects (UFOs), otherwise known as Foo
  Fighters. Over the next couple of years, the Watch became con-
  vinced that aliens were active on Earth. The Watch began to
  direct its efforts toward investigating the UFO phenomena. 
  In 1947, Watch psychics experimenting with long range commu-
  nication contacted strange, unearthly minds. Shortly thereafter,
  advanced guidance systems operators began tracking a UFO
  moving erratically over the White Sands Proving Ground in New
  Mexico. Once the contact became regular, the Watch decided to
  act. A vocal minority argued that the craft should be grounded,
  and examined. Only then could mankind meet the aliens on
  equal footing, and avoid being overwhelmed physically or psy-
  chically. The minority was outvoted in favor of peaceful contact.
  Introduction
  Welcome to the Conspiracy X demo pack. Inside you will find everything you need to begin playing the premier
  modern-day, conspiracy roleplaying game. Simply take home one of these packs (they’re free), read it through, gather
  your friends, some six-sided dice, and five different cards from a regular or CCG deck, and you are ready to play.
  Interested Game Masters should read through this whole pack. They will find introductory remarks on the setting,
  characters and backgrounds of Conspiracy X. After that, a quick summary of the rules is presented. All this informa-
  tion can be shared with the players. The latter half of the pack contains a ready-to-run mission for the pre-generated
  characters. We hope you enjoy your introduction to the Conspiracy X roleplaying game. Further information on the
  Conspiracy X line of products can be found at the end of the demo pack, or by visiting www.conspiracyx.com.
  At various points in the following text, certain 
  conventions are used. 1D or 2D means one or two 
  six-sided dice respectively. Df followed by a number 
  indicates a Difficulty Level. t means Target Number.
  Others will be detailed as they are needed.
  
  The Watch set up Operation Dove, a psychic communication
  team at the Proving Ground. Meanwhile, the opposition secretly
  arranged for a missile battery to be located nearby. They labeled
  their mission Operation Pigeon Shoot.
  Both missions were successful. As soon as the Operation Dove
  team made positive contact, the Operation Pigeon Shoot team
  blasted the UFOfrom the sky. The craft touched down once, leav-
  ing a long gouge in the Earth and scattering debris over a large
  stretch of a ranch in Roswell, New Mexico. It then slammed into
  a cliff, spilling out its extraterrestrial occupants. 
  Both factions of the Watch rushed to contain the craft and its odd
  passengers. The cover-up was not wholly successful.
  From the events at Roswell, the Watch splinted into two antago-
  nistic organizations. The members of Operation Dove regrouped
  and named themselves Aegis. Operation Pigeon Shoot was
  labeled the Black Book by Aegis operatives in the know.
  Aegis structured itself in a typical cell manner. Each member
  knew his recruiter, and who he recruited, but little else about the
  conspiracy. This minimized security risks, and promoted denia-
  bility. Aegis concentrated on the newly created Air Force and
  CIA, but gradually spread to a number of Federal law enforce-
  ment agencies. The Black Book, which calls itself the Directorate,
  assumed a more hierarchical structure, and buried itself deep in
  the Department of Defense, the Army, and related agencies. The
  Book too has spread to other Federal agencies.
  1950: New Projects
  Aegis and the Black Book expanded significantly during the
  1950s. The UFO craze was at its peak, and millions of government
  dollars were channeled into secret programs.
  One of the most extensive, and most horrific, was Project MKUL-
  TRA. One of in a series of MK-designated secret CIA programs,
  MKULTRA focused on mind control, human behavior modifica-
  tion and psychic powers. Over time, some of the MKULTRA data
  came to light, but much still remains hidden. Aegis watched the
  experiments closely, quietly taking control of those with signifi-
  cant results. 
  Bowing to public pressure, the Air Force created an official inves-
  tigation of the UFO phenomena, Project Bluebook. Bluebook was
  never more than a cover for a wholly Aegis-controlled program
  called Project Moondust. Moondust’s official rationale was “the
  retrieval and exploitation of crashed foreign spacecraft.” This
  purpose cleverly covered both downed Eastern Bloc and extrater-
  restrial craft. Fed carefully screened data by Moondust’s person-
  nel, Project Bluebook officially concluded that “no substantial
  evidence” supported the existence of extraterrestrial craft. 
  Finally, the 1950s saw the establishment of the closest thing to an
  Aegis HQ -- the Groom Dry Lake Research Facility at the Nellis
  Bombing and Gunnery Range in Nevada. Otherwise known as
  Area 51, Dreamland, S-4 and the Ranch, the Research Facility also
  houses the core databases of the HERMES system. This super-
  secret communications network is the life-blood of Aegis, and
  enables the loose Cell structure to work efficiently.
  On the Black Book side, express ties and treaties were formed
  with the psychic Greys and the lizard-like Saurians. The Book
  benefited from advanced technology; the aliens enjoyed access to
  knowledge about mankind. With help from their alien allies, the
  Book constructed a vast underground base of operation near
  Dulce, New Mexico. 
  1960s -- Present: An Evolving Threat
  The modern era of Aegis and the Black Book began with
  President Kennedy’s discovery of the secret conspiracies. Once
  all was said and done, the President had been assassinated, and
  neither group knew exactly who was responsible. The whole inci-
  dent reminded the conspirators of the paramount need for secre-
  cy, and the delicate nature of their position and operations.
  At present, Aegis maintains its Cell structure, and provides sig-
  nificant autonomy to its agents. Aegis’ primary goal is the inves-
  tigation of the aliens’ motives and activities, and their physiolo-
  gy, technology and psychology. Aegis intends to develop
  weaponry and methods to combat the aliens.
  The Black Book perpetuates its strict command structure, and
  attempts to control, to the greatest degree possible, the actions of
  its operatives. The pacts with the aliens have evolved to include
  abduction of human subjects, genetic experiments, sabotage and
  military espionage. More than one Directorate officer has begun
  to question the need, or desirability, of the alien treaties.
  The two conspiracies purport to have the same goals -- the pro-
  tection of mankind against alien and supernatural menaces. Their
  methods, means and make-up are very different, however. An
  intense, and often deadly rivalry exists. The schism reminds all
  that, more than advanced tech and secret plots, the divisions
  among humans are the aliens most potent weapon. 
  The Characters
  Characters are generated by purchasing attributes and traits.
  Conspiracy X characters are regular, but important, people and
  creating a rich, interesting character is very rewarding. For pur-
  poses of the Conspiracy X demo pack, however, we have done
  the job for you to get you playing as quickly as possible. Players
  will take the role of Aegis Cell members.
  Each character’s attributes (Strength, Size, Agility, Reflexes,
  Intelligence, Willpower, Perception, Luck and Influence) are
  detailed. All these stats have a range from 1 to 5 (except Luck).
  Almost all humans have attributes of 3; a level 1 attribute is crip-
  pling, a level 5 attribute is truly extraordinary. Luck has two val-
  ues, listed as Good Luck/Bad Luck. 
  Aegis agents have important and influential “day jobs.” If they
  didn’t, they would have little value to Aegis. These day jobs are
  called professions, and they range from the FBI, to the DEA, to
  the U.S. Armed Forces, and many more. The character’s position
  in his day job is measured by his Influence attribute. This
  attribute usually governs the individual’s ability to “pull strings”
  and otherwise get things done. Each character’s pulling strings
  are listed in the character description.
  Traits are skills, trainings and background flaws and advantages.
  Three is considered a Professional skill level3; a level 1 skill is
  limited, passing knowledge, a level 5 skill is near complete
  understanding. Trainings represent abilities that are learned rel-
  atively quickly and are tested using attributes. Trainings, such as
  SCUBA Diving, have no level. In the character descriptions, the
  attribute to be tested with the training is listed in parentheses.
  Flaws and advantages are also described in each character
  description.
  Remember, these characters are abbreviated versions of what
  players can create in the full Conspiracy X system. Characters
  generated using the Conspiracy X sourcebooks will most likely
  have more traits and pulling strings.
  
  Kristen McBrady
  MKULTRA Scientist
  Str 3   Siz 3   Agl 3   Ref 3   Int 4   Wil 3   Per 3   Luck 3/11   Inf 3 
  Skills
  Brawling 2   Computer Use 1   Drive 2   First Aid 3
  Medical: General 2  MHIC-EDOM 2   Research 2
  Science: Psychology 3   Small Arms: Pistol 1    UFOlogy 2
  Training
  Awareness: Mental Instability (Per) 
  Trait
  Cautious: Kristen must make a Normal Willpower test to rush
  any task.
  Pulling String
  MHIC-EDOM Device: On a Df3 Influence test, Kristen can
  secure a MHIC-EDOM device for one week. This flashlight-
  shaped object can be used in two ways. To a range of 30 meters,
  it can induce one of three mental states: rage (target lashes out at
  nearest target for 2D rounds), trance (target lapses into stupor for
  1D minutes; damage will end trance), or fear (target runs or cow-
  ers for 2D rounds). In this case, the MHIC-EDOM skill is tested
  against the target’s Willpower. To a range of 10 meters, the device
  can erase short-term memory for a half hour before, and a half
  hour after, the devices use. In this case, the skill test is Df2.
  Roleplaying
  Kristen is a born leader. She is also a workaholic and has little
  time for a social life. She lost her parents young, and she has been
  alone most of her life. The team is her family and she is overpro-
  tective at times. Kristen carefully analyzes all options before act-
  ing.  She always stays in control and stays objective. There’s an
  optimal response for every situation. 
  Riggs
  Former Secret Service Agent
  Str 3   Siz 3   Agl 4   Ref 4   Int 3   Wil 3   Per 3   Luck 4/10   Inf 1 
  Skills
  Drive 2   Martial Arts 3   Lockpicking 2   Melee Weapon: Knife 3
  Shadow 2  Small Arms: Pistol 3   Small Arms: Rifle 2
  Stealth 2      UFOlogy 3
  Training
  Awareness: Surveillance Activity (Per)    Communications (Int)
  Traits
  High Pain Threshold: The Difficulty Levels of Rigg’s stun and
  KO tests are reduced by one.
  Homicidal Tendencies: Riggs must succeed at a Variable
  Willpower test to avoid taking the most lethal action in any fight
  or high tension situation.
  Pulling String
  UFO Group Connection: Over time, Riggs has gained some con-
  tacts among the UFO enthusiasts. All part of keeping ready.
  Roleplaying
  Paranoid just scratches the surface of Rigg’s mental state. He
  works out constantly to keep ready. He carries no identification
  or items revealing his past. That’s all behind him now -- all but
  the horrid memories. Riggs is a living weapon bent on the
  destruction of those that wronged him.
  The Awareness training provides a -1 Difficulty Level
  bonus to Perceptions test focusing on the training’s
  specialization. For example, Riggs’ Perception tests for
  detecting surveillance activity would gain a -1Df bonus.
  
  Yang So
  FBI Field Agent
  Str 3   Siz 3   Agl 3   Ref 3   Int 4   Wil 2   Per 3   Luck 3/12   Inf 2 
  Skills
  Computer Use 3   Computer Programming 3  Cryptology 3
  Drive 2   Martial Arts 2   Repair/Build: Electronics 3   Research 2
  Small Arms: Pistol 2   UFOlogy 2 
  Training
  Surveillance (Per)      Awareness: Spot Hidden (Per)
  Traits
  Strong ESP: Hunches: Once each day, Yang can draw one extra
  Zener card during a Hunch Basic ESP test.
  Media Connection: Yang knows some influential people in the
  media. On a Df1 Influence test, he can get press passes for three.
  On a Df2, Yang can get background information on almost any
  subject (at least what would be known by an investigative
  reporter). On a Df3, he can get certain news equipment, such as
  cameras, news vans, even a “eye in the sky” helicopter.
  Pulling String
  FBI Forensic Laboratory Analysis: Whenever he wants, Yang
  can get a sample priority analysis treatment. The report will be
  returned in 24 hours.
  Roleplaying
  Knowledge is everything. Without it, even the most powerful
  man is weak. Yang is a small man with a head full of facts. What
  he doesn’t know off hand, he can get to shortly via the laptop
  computer that he always carries. Whatever the situation, Yang
  must know all the facts and will go to extremes to get them.
  Malek Levine
  MKULTRA Outsider Psychic
  Str 3   Siz 3   Agl 3   Ref 3   Int 3   Wil 4   Per 3   Luck 3/11   Inf 2 
  Skills
  Brawling 2   Drive 1   Occult 2   Small Arms: Pistol 1
  Training
  None
  Traits
  Lesser Clairvoyant: On an R2 test (see Rhine Tests, pg. 8), Malek
  can ask three “yes or no” questions about the present events at
  any location. If he spends a Clairvoyance Psi Point (he has four
  each week), the Rhine test is automatically successful.
  Lesser Psychometry: On an R2 test, Malek can ask three “yes or
  no” questions about the past events surrounding an object he is
  touching. If he spends a Psychometry Psi Point (he has four each
  week), the Rhine test is automatically successful.
  Pulling String
  Psi-Drugs: On a Df2 Influence test, Malek can secure a vial (6
  doses) of psychic enhancing drugs each week. Each dose of the
  drug supplies a Psi Point for four minutes. After the drug wears
  off, Malek must roll Luck to check on harmful side effect. On Bad
  Luck, Malek suffers brain hemorrhaging with a Wound Level of
  Fw and a Damage Level equal to the number of doses taken in the
  last 24 hours.
  Roleplaying
  Malek is a spiritual man. He believes he has been granted a vision
  concerning a struggle between beautiful angels and lizard-like
  demons. He works for Aegis on the side of the angels. All must
  be calm, in control and united; violence never solved anything.
  4
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  Cassandra Gasper
  DEA Field Agent
  Str 3   Siz 3   Agl 3   Ref 4   Int 3   Wil 3   Per 3   Luck 4/10   Inf 2 
  Skills
  Drive 1   Lockpicking 3   Martial Arts 3   Photography 3
  Shadow 3   Small Arms: Pistol 3   Stealth 2   
  Training
  Surveillance (Per)
  Traits
  Adrenaline Surge: Once per mission, Cassandra can work her-
  self into a frenzy, effectively raising her Strength and Willpower
  to five each for 1D rounds. She ignores all damage penalties
  (short of death) during this time. Once the surge wears off, all
  damage effects are applied at once, as well as an additional Tw2.
  Distinguishing Mark: Cassandra has a vivid and memorable
  scar over her right eye that disfigures her face.
  Pulling String
  No Questions Asked: DEA agents can warn off other investiga-
  tive bodies. A Df2 Influence test for local or state police, and a Df3
  test for federal agencies shuts down any unwanted investigation.
  Police Connection: Cassandra knows several detectives on the
  local police force. On a Df1 Influence test, she can get a squad car
  as backup in 1D+10 minutes. On a Df2 test, she can get a safe-
  house. On a Df3 test, Cassandra can get a DMV check revealing
  the owner, background information, vehicle details and traffic
  violations. On a Df4 test, and couple days, she can get police uni-
  forms and credentials for three that will hold up for 24 hours.
  Roleplaying
  Cassandra was a model before the accident that scarred her. She
  avoids relationships and is very conscious of her disfigurement.
  Through sheer force of will, Malcolm has befriended her.
  Malcolm Schmidt
  Project Moondust Blue Fly Pilot
  Str 3   Siz 3   Agl 3   Ref 3   Int 3   Wil 4   Per 3   Luck 2/12   Inf 3 
  Skills
  Drive 3  Martial Arts 2  Pilot 3  Photography 2   Repair/Build:
  Electronics 2  Small Arms: Pistol 2  Small Arms: Rifle 2
  Trainings
  Parachutist (Agl)   Communication (Int)
  Traits
  No Records: Part of a super-secret spacecraft retrieval project,
  Malcolm’s past has been erased. No records about him exist.
  Atlantean Nanotech: Pilot Interface System: Malcolm was
  injected with experimental Altantean molecular-sized machines.
  By touch, Malcolm can pilot any craft with an Atlantean interface.
  The system also allows him to increase his Reflexes to 4 for 2D
  rounds with a Df3 Willpower test. Due to its experimental nature,
  the system shorts out on a roll of 1 on 1D every time it is used.
  When it shorts out, Malcolm blacks out for 2D combat rounds.
  Pulling String
  Satellite Data: Malcolm can tap into the NIMA surveillance satel-
  lite system. These satellites are capable of 10cm resolution --
  enough detail to recognize the model of vehicles and to track the
  movements of individuals. The satellites have normal and
  infrared capabilities. A Df1 Influence test will secure a satellite
  photo of any 2Km by 3Km area on the planet. The age of the
  information varies (Df1=24 hours, Df2=12hours, Df3=6 hours,
  Df4=3 hours). A Df4 test and 1Dx3 hours will get the character a
  live satellite feed that lasts 1D hours once a week. A satellite
  uplink and monitor must be available to display the feed.
  Roleplaying
  Malcolm, a top gun, is typically flamboyant and egotistical. 
  
  The Cell
  Aegis is organized in small operational units called Cells. Each
  Cell knows little about the rest of the organization to minimize
  security risk. All are aware that, at some point or another, every-
  one is expendable. 
  In a normal Conspiracy X game, the Cell is created as a group
  project once all the characters have been generated. Again, in the
  Conspiracy X demo pack, we have taken care of that task for you. 
  The Cell presented in this demo is led by Kristen McBrady. She is
  a well-respected doctor engaged in a research project secretly
  funded by Project MKULTRA, an Aegis mind control operation.
  Kristen recruited her star pupil, Malek Levine, and trained him to
  use his psychic abilities. Riggs was assigned to the Cell for two
  reasons: Kristen might need his combat abilities and her training
  as a psychiatrist might keep him under control. Further combat
  and investigative capacity was provided when Cassandra was
  relocated by the DEA so she would be available to the Cell.
  Malcolm jumped at the opportunity to join a field team and be
  freed of the top secret base where Project Moondust stationed
  him. Just recently, a bright young FBI computer scientist infiltrat-
  ed Aegis’ ultrasecure HERMES communication network. That
  hacker, Yang, has since been recruited. He was assigned to
  Kristen’s Cell.
  The Cell partially operates out of Kristen’s hospital and has
  secured an ambulance and medical supplies for emergency situ-
  ations. Cassandra brought in a surveillance van stocked with var-
  ious equipment, including a satellite uplink and several moni-
  tors. Malek bought a small estate outside of town with money
  earned from his former “public” showings of his psychic abilities.
  The Cell gutted the basement and installed a small electronics
  workshop and mini-hospital. Malek, Kristen, Riggs and Malcolm
  stay at the estate. Cassandra and Yang have homes in town in
  order to maintain their covers.
  The Equipment
  There are hundreds of items that Cell members can siphon off
  their day jobs. The following are those that have been “requisi-
  tioned” by the Cell. The game details are explained in the rules
  section later in the pack.
  6 Shotguns: range 15/50/75/100/125; damage Wn3; rate of fire
  2 shots; ammo 2 shots
  6 Auto pistols: range 5/40/60/70/80; damage Wn3; rate of fire 1
  shot or short burst; ammo 9 shots
  6 Knives: damage Fw3
  6 Kevlar vests: Ar4
  12 Handcuffs
  6 Silencers
  6 Each Utility worker uniforms, Paramedic uniforms and DEA
  uniforms
  6 Flashlights
  6 Nightvision goggles
  3 Lock pick kits (cannot perform Lockpicking skill without kit)
  3 Micro-video cameras (must have Surveillance training to use
  properly)
  6 Audio visual bugs (must have Surveillance training to use
  properly)
  6 Audio Bugs (must have Surveillance training to use properly)
  3 Bug Detectors (must have Surveillance training to use proper-
  ly)
  6 Hands-free personal radios: range half kilometer (must have
  Communication training to set up properly)
  Vehicle radio: range 20 kilometers (must have Communication
  training to use properly)
  First aid kit: grants +2t on First Aid skill tests
  Laptop computer
  Surveillance van: with monitors, recorders and satellite uplink
  for surveillance devices (must have Surveillance training to use
  properly)
  Ambulance
  For purposes of the this demo pack, all guns
  should be considered to have an unlimited number
  of replacement clips, shots or rounds. Of course,
  reloading does take time (1 combat round).
  
  The Rules
  Basic Tests
  In a basic test, the attribute or skill is compared to a Difficulty
  Level (Df) that ranges from 1 to 5. This comparison yields a
  Target Number (t). Two six-sided dice (2D) are rolled and if the
  result is equal or less than the Target Number, the task succeeds.
  Easy Test: If the attribute or skill is one level higher than the Df,
  no Target Number is used; the test is an automatic success.
  Normal Test: If the attribute or skill is equal to the Df, the Target
  Number is 7 (roughly 67% chance). 
  Hard Test: If the attribute or skill is one level lower than the Df,
  the Target Number is 4 (roughly 17% chance).
  Impossible Test: If the attribute or skill is two levels lower than
  the Df, no Target Number is used; the test is an automatic failure
  (a Luck test may be made).
  When “rushing,” a task may be performed in half the time neces-
  sary at one Df level higher. When “taking your time,” a task
  requires twice the time and gains a one Df level reduction. 
  Two or more people may act together on a task as long as their
  skills are within one level of each other. The second person work-
  ing on a task grants a one Df level reduction. Thereafter, other
  helpers grant a +1t bonus each.
  Variable Tests
  In a Variable test only Target Numbers are used. The base Target
  Number is 7. The attribute or skill level is added to this number,
  and the result of one six-sided die (1D) roll is subtracted from it.
  The final Target Number is tested by rolling 2D.
  Luck
  When faced with an Impossible task (or whenever the Game
  Master feels it is appropriate), the player may take a Luck test.
  Two six-sided dice (2D) are rolled. If the result is less than or
  equal to the character’s Good Luck value, something beneficial
  happens. If the result is greater than or equal to the Bad Luck
  value, some really bad happens. Otherwise, no special result
  occurs (i.e., the Impossible task remains impossible).
  Research
  Conspiracy X often calls for a research project to be completed.
  Research projects are either short-term (one day) or long-term
  (one week). The character chooses a Project Value (PV) repre-
  senting how aggressive her research effort will be. A PV of 1 is
  very cautious; a PV of 6 is crazy experimental. The PV becomes
  the Df of whatever test is appropriate. For example, a conserva-
  tive (PV: 2) research project on the Internet would be a short-term
  Df2 Computer Use task. A character gains a Target Number
  bonus (if applicable) equal to his Research skill level.
  If the skill test is successful, the character then checks for a break-
  through. One six-sided die (1D) is rolled. If the result is less than
  or equal to the PV, a breakthrough is achieved. If no break-
  through occurs, another skill test may be attempted and it gains
  a +1t bonus. Thus, successful test results always provide a bene-
  fit even if no breakthrough occurs. Every research project must be
  designed an appropriate skill or attribute, and a set number of
  breakthroughs before success is achieved. For example, hacking
  into a government mainframe might be a short-term Computer
  Programming (x3) research project.
  Combat Rounds and Initiative
  Combat rounds are roughly 5 seconds long. Combat or other time
  sensitive actions are performed in order of the participants
  Reflexes, the higher acting earlier. When Reflexes attributes are
  equal, all actions, except close combat, are simultaneous and
  damage is simultaneous. In close combat, participants with equal
  Reflexes roll 1D. The high roller acts first. 
  Evading
  Character may sacrifice all actions during a round to evade.
  Evading characters test their Reflexes against the Reflexes of their
  opponent. If successful, that attack is nullified regardless of when
  during a round it occurs. Only one attack may be evaded during
  a round, but the extreme action of evading may grant a negative
  modifier to other attacks (-2t) targeting the evader.
  Ranged Combat
  The Df of a ranged attack depends on the range. Point blank is
  Df1, close is Df2, effective is Df3, long is Df4, and extreme is Df5.
  Weapon ranges are listed in the weapon description and are
  expressed in meters. Aiming decreases the Df by one,  a snap shot
  (treat Reflexes as one level higher) increases the Df by one. Short
  bursts add 1t, use 1D bullets and increase the DL by one. Dim
  light subtracts 2t. Other modifiers should be applied as the Game
  Master sees fit.
  Close Combat
  Melee combat is close combat with weapons. The character’s
  Melee Weapon skill is tested against Df2, modified by the cir-
  cumstances as the Game Master desires. Melee attacks may be
  evaded, dodged or blocked by other melee weapons (Df equals
  opponent’s Reflexes or skill level).
  Hand to hand combat is close combat without weapons. The
  applicable test depends on the move chosen by the attacker.
  Those with Brawling may use any Brawling (B) move; those with
  Martial Arts have access to these moves and more (M).
  Punch (B): Df1; damage Br(Str).
  Dodge (B): Df equals opponent’s skill; avoids attack; may be per-
  formed out of initiative order but uses that round’s action.
  Haymaker (B): Df3; damage Tw(Str).
  Kick (M): Df2; damage Tw(Str).
  Disarm (M): Df2; opponent forced to drop weapon.
  Sweep (M): Df3; opponent is rendered prone (+1Df to your next
  attack; +1Df to opponent’s action until she spends a round stand-
  ing up).
  Damage
  Damage is expressed by a Wound Level (WL) and a Damage
  Level (DL). Lethal Wound Levels are Flesh (Fw), Wound (Wd)
  and Splatter (Sp). Non-lethal (but still very harmful) Wound
  Levels are Bruise (Br), Twack (Tw) and Break (Bk). The Damage
  Level is a number from 1 to 6. 
  Df1 tasks are very simple; Df5 tasks are extraordinarily
  difficult. Df3 attribute tests are relatively difficult for 
  normal people. Df3 skill tests are relatively difficult
  even for professionals in that skill.
  
  Armor
  All body armor has an Armor Rating (Ar). This Ar is tested
  against the DL of the wound. If successful, the armor shifts lethal
  damage to non-lethal damage (Fw becomes Br; Wd becomes Tw;
  Sp becomes Bk).
  Staging Damage
  Once damage is taken, both sides check for variations caused by
  toughness or luck. The attacker tests the DL against the target’s
  Size. If successful, the Wound Level shifts one level higher (e.g..,
  Wd becomes Sp). Then the target tests his Size against the DL of
  the injury. If successful, the Wound Level shifts one level lower
  (e.g., Bk becomes Tw). Fw and Br stage down to nothing. Br
  stages up to Sp. Sp stages up to instant death.
  Damage Effects
  Damage Levels are cumulative. If an injured character suffers a
  Wd2 before her previous Wd3 has healed, the new injury is treat-
  ed as a Wd5 for purposes of stun and KO. Once enough wounds
  have been taken to raise a category’s DL over 6, a new wound at
  the next Wound Level is imposed. For example, if a character
  with a Wd4 takes a Wd3 injury, a Wd6 and a Sp1 is tested. 
  Once the damage code(s) is set, the injured character suffers the
  effects of the wound. The effects are summarized in the Effects of
  Damage Table (see below). 
  The Usage Penalty is imposed until the character is healed. Stun
  cancels the character’s next action unless they succeed in testing
  their Size against the Df indicted by the table. KO renders the
  character unconscious for a certain time period unless they suc-
  ceed in testing their Size against the Df indicated. 
  A Lethal wound must be stabilized within a certain period of
  time. Otherwise, the DL for that wound increases by one as the
  character bleeds to death. A stabilization attempt tests the char-
  acter’s Strength against the DL of the wound (modified as indi-
  cated). Once a wound is stabilized (if necessary), it may be healed
  after a certain period of time by similarly testing Strength against
  the DL of the wound (modified as indicated).
  A successful First Aid skill test against the DL of the wound low-
  ers the next stabilization or healing test by 1Df.
  Rhine Tests
  Psychic abilities are governed by Rhine tests. Rhine tests are
  expressed as R and a number. The number indicates how many
  Zener cards are drawn. Zener cards have five different symbols,
  one on each card. The character picks a symbol, the Game Master
  shuffles the cards and the appropriate number of cards are
  drawn. If the symbol chosen appears on any of those numbers,
  the psychic ability works.
  Basic ESP
  All characters have access to Basic ESP. This represents psychic
  abilities natural to all humans. There are four Basic ESP abilities
  that may be used successfully once per week. All Basic ESP tests
  are R1.
  Hunch: The character may ask one “yes or no” question about
  her current situation.
  Read Aura: The character may ask one “yes or no” question
  about the current feelings or nature of another person.
  Second Sight: The character may ask one “yes or no” question
  about the future.
  Sixth Sense: The character may replay the previous round, tak-
  ing into account what is about the happen.
  For purposes of this demo, Game Master can make their
  own Zener cards by drawing the proper symbols (shown
  below) on five regular playing cards or old CCG cards.
  Alternatively, the Game Master can choose any five differ-
  ent cards from a playing or CCG deck and have the players
  choose one of those cards before conducting a Rhine test.
  EFFECTS OF DAMAGE
  Wound
  Usage
  Stun
  K.O.
  K.O.
  Stabilization Healing
  Stabilization &
  Level
  Penalty
  Avoid
  Avoid
  time
  time
  time
  healing/Df mod
  Flesh (Fw)
  -2t
  Normal Size(Wil)
  DL-2
  1D rounds
  1 hour
  1 hour
  -2Df
  Wound (Wn)
  +1Df
  Automatic stun
  DL
  1D minutes
  1 minute
  1 Day
  --
  Splatter (Sp)
  unusable
  Automatic stun
  DL+2
  1D hours
  1 round
  3 Days
  +2Df
  Bruise (Br)
  -2t
  DL-2
  DL-3
  1D rounds
  N/A
  1 minute
  -2Df
  Thwack (Tw)
  +1Df
  DL
  DL-1
  1D minutes
  N/A
  1/2 hour
  --
  Break (Bk)
  unusable
  DL+2
  DL+1
  1D hours
  N/A
  1 Day
  +2DF
  
  Damage Control
  by David Chart
  The following mission can be run by new Game Master and play-
  ers using the pre-generated characters detailed elsewhere, or
  using their own characters (if they own the Conspiracy X main
  rulebook). This adventure should not take more than one playing
  session to complete. Those who intend to play through this demo
  pack, rather than Game Master it, should stop reading now.
  This mission can be located anywhere in the U.S. We recommend
  that the Game Master locate the story in his home town, or a
  nearby city. That makes description of the locales and events eas-
  ier, and familiar to the players. 
  The Mission
  The characters learn that a group of amateur UFOlogists, with no
  known connection to Aegis, have obtained some fairly solid evi-
  dence of alien activity, and are planning to make it public. The
  goal of this mission is simple: to stop them from doing so. Things
  are made a bit more complex by the fact that this group is con-
  vinced that there is a government conspiracy willing to kill to
  keep this sort of thing secret. They’re right, of course, but that’s
  not the point. Unless the Cell proceeds carefully, and does its
  homework, they could make matters even worse. 
  The Cell learns, through regular contacts among UFO watchers,
  that the Independent Guardians of a Free Earth (IGFE) group has
  pictures showing treacherous meetings between government
  officials and the advance scouts for an alien invasion force. They
  are able to see a portion of one picture, in IGFE’s teaser literature,
  and it looks like a known alien type, a Saurian. The Cell notifies
  Aegis that they will suppress publication.
  What Has Gone Before
  The four-member IGFE is a fairly new group on the UFO scene,
  and occupy themselves in the usual ways: scanning old pictures,
  denouncing government cover-ups, and chasing round the coun-
  try after sightings of UFOs. Three days ago, they struck gold.
  They were staking out an area where one of their number had
  seen something (a weather balloon, as it happens), and saw a
  meeting between Saurians and government agents. This was
  pure luck, and the aliens did not guess that they had been
  observed and photographed.
  Terribly excited, they rushed to develop the film, and decide
  what to do next. One wanted to release everything immediately,
  but others were in favor of gathering some more UFOlogists first,
  to make it harder for “The Conspiracy” to make them disappear.
  They thought about simply sending copies to everyone, but real-
  ized that they would get less credit and fame that way. Thus, they
  prepared a carefully (they thought) censored photograph and a
  flyer, and sent those out, before retreating to the Fort to hide and
  wait for the meeting. Their hope is that a week will not be long
  enough for the government to find them and act, but will be long
  enough for a large group of UFOlogists to gather. They also hope
  that the picture will be sufficiently interesting to pique interest,
  without giving away the extent of their knowledge.
  The Hook
  The Cell needs to obtain a copy of IGFE’s flysheet. Those with
  UFO group contacts do so automatically, because this is big news
  in the community. Otherwise, Aegis’ communications network
  HERMES will alert them to the situation. From the time they get
  the flysheet, the characters have a week to do something before
  IGFE releases its information at a big conference. Even a minimal
  amount of digging will reveal that most major UFOlogists plan to
  be present, along with several newspapers and even a TV station
  (making a documentary that could be bigger than they imagine).
  More digging (Df2 Influence test for anyone with links to appro-
  priate places) will let the characters know that IGFE is planning
  to have lots of witnesses when it makes the announcement, to
  make it harder for the government to make them disappear. In
  the meantime, the IFGE members are lying low.
  Attend the meeting at the Hilton Convention Center, Swan Room on Friday to find out more.
  Independent Guardians of a Free Earth: Holding the Fort
  The Flysheet
  
  Initial Investigation
  The first step is to find out who, and where, the IGFE is. The fly-
  sheet does not carry a contact address or any names — they are
  paranoid, after all. There are two ways to do this: pulling strings
  and research. Media and police contacts may be checked, and
  players may come up with other ways to use their abilities. In
  general, these methods will take a couple of days to come up with
  all the publicly available information below. Research could take
  many forms: examining newspaper file morgues, printers’
  records, records of past UFOlogy meetings, and so on. Treat as a
  short-term UFOlogy(x2) or Computer Use(x2) research project.
  Each breakthrough provides the information indicated below.
  Breakthrough 1: Basic information on IGFE itself. The names of
  the members of IGFE, and the information noted as publicly
  available in the group member’s descriptions. 
  Breakthrough 2: The location of the Fort.
  The Cell may stop research after the first breakthrough.
  However, one day investigating their homes and places of work
  will reveal that they haven’t been around for several days — they
  vanished three days before the Cell got hold of the flyer, telling
  people that they would be back in a couple of weeks.
  If the Cell decide to search their houses, let them. They all have
  sophisticated (Df3) alarms and locks, except that Martin, the most
  paranoid, has Df4. These Dfs should be used for Perception tests
  to find all the alarm triggers and control boxes, and for deactiva-
  tion tests. Most of the locks are mechanical, and thus Lockpicking
  is appropriate, but for those noted as electronic, use
  Repair/Build: Electronics. Use the same Dfs for any other skills
  that the Cell use to gain access, if you judge that they are appro-
  priate. Internally, the houses are fairly normal: anything special
  that may be found is listed with the character. Make up the floor-
  plans as you go. They are not essential and would take a lot of
  space here. Dfs are also given for searching: these apply to
  Perception tests, or to Photography, if used. Note that, in the lat-
  ter case, the Cell would probably have to return to the house to
  follow up. The base times for searching result in the Dfs listed.
  For every three hours less than the base time spent searching,
  increase the Dfs of the search time by one.
  Once they have names, the Cell can also perform more detailed
  background checks on the various members. Using FBI, DEA or
  police connections, this is a short-term Influence research project,
  but it must be performed separately for each individual. The
  more breakthroughs obtained the more information is gathered.
  The Fort may be researched in the same manner.
  IGFE
  Each character has stats followed by notes. The notes cover pub-
  licly available information (found by general research), what is at
  home, the results of a background check, secret information that
  the characters can’t find out (barring mind scan), and current
  appearance.
  IGFE is a small group, relatively new in the UFO field. They are
  generally thought to be a bit wacko, as they are convinced that
  the aliens plan to invade, and that the US government is going to
  help them. People don’t dismiss them out of hand, but they are
  definitely towards the lunatic fringe.
  Martin Dubois
  Str 3   Siz 3   Agl 3   Ref 3   Int 3   Wil 3   Per 4   Luck 4/12
  Skills
  Brawling 2   Drive: Auto 3   Escape 2   First Aid 3   Photography
  3   Small Arms: Pistol 2   UFOlogy 3
  Trainings
  Awareness: Tails and Surveillance (Per)
  Traits
  Strong ESP Read Aura: Once a week, Martin may draw an extra
  Zener card when performing a Read Aura Rhine test.
  Equipment
  Jeep, Camera, Auto pistol (range 5/40/60/70/80; damage Wn3;
  rate of fire 1 shot or short burst; ammo 9 shots), Kevlar vest (Ar4),
  First aid kit
  Notes
  Publicly available information: Martin has been an active
  UFOlogist for around six years, and the most recent photograph
  that can be found on record is seven years old. He is black, and
  was rather overweight when the photograph was taken. He
  would now be 32. He doesn’t have a driving license anymore,
  although the photograph is taken from one. He worked as a clerk
  in a local store, but he quit his job. He lived in an apartment, and
  his neighbors hardly ever saw him.
  The Apartment: The place has Df4 locks and alarms. If the alarms
  are triggered, his neighbors will call the police, but stay in their
  apartments. The characters will have about twenty minutes,
  unless they can pull strings to keep the cops away. It takes eight
  man-hours to thoroughly search the apartment (i.e. base time for
  the difficulties given; for every two hours less spent add +1Df). It
  is obvious that he has a lot of UFO and conspiracy literature. Df2:
  Everything is commercially published, with none of the type-
  written gray literature so common in the area. Df3: He left in a
  hurry, as perishable food remains uneaten. Df4: There is a secret
  drawer in his desk, built into the top. It is empty.
  Background Check: First Breakthrough: Martin changed his
  name ten years ago, and seems to have done nothing significant
  apart from get involved in UFOlogy since. Second Breakthrough:
  Martin changed his name from “William Myers”. William Myers
  was a member of a communist group at college. He was investi-
  gated by the FBI, but they concluded that the group was harm-
  less. It did hurt his employment prospects, though, so he changed
  his name to shed his past.
  
  Secret Stuff: Martin is the real driving force behind IGFE. He is
  convinced that the U.S. government wants to sell most of the
  human race into slavery to aliens, and is gathering information to
  prove it. He is sure that the FBI has been after him for years, and
  has worked on leaving the smallest possible records trace possi-
  ble. He took the photographs of the Saurian meeting, developed
  them, and set up the meeting. He also convinced his friends in the
  group that they were in danger, and that they should hide out at
  the Fort.
  Appearance: Martin has lost weight and gotten into shape. He
  looks younger now than in the photo, although he is still recog-
  nizable. He wears casual clothes -- nothing to draw attention.
  Paul van Lehn
  Str 3   Siz 3   Agl 3   Ref 3   Int 3   Wil 2   Per 4   Luck 2/11
  Skills
  Brawling 2   Drive: Auto 2   Escape 3   First Aid 1  Photography 1
  Small Arms: Pistol 2   UFOlogy 2
  Equipment
  Auto pistol (range 5/40/60/70/80; damage Wn3; rate of fire 1
  shot or short burst; ammo 9 shots), Camera
  Notes
  Publicly available information:Paul, 35,  graduated from Boston
  College. He runs a bookshop in the city, and lives in a small
  house in the suburbs. He is involved with UFOlogy and the shop
  (which is open, being looked after by his assistant Richard
  Hambly) has a large selection of books on UFOs and government
  conspiracies. He doesn’t seem to have done anything significant.
  The House: Locks and alarms are Df3. If the alarms are set off,
  the police arrive in ten minutes. The house is tidy. It takes sixteen
  man-hours to search (Perception test) the place thoroughly.
  Automatic: a large collection of pornography, mostly S&M stuff.
  Df1: S&M gear, stashed in a box under his bed. Some of the porn
  is amateur. Df2: Some of his pornography is illegal in a number
  of places in the U.S. (possibly where he is, but not if he’s in, say,
  metropolitan New York — it’s really kinky, not sick). Df3: Some
  of the amateur photos were taken in this house, using the gear
  under the bed. His darkroom was used recently, and there’s a
  failed print on the floor which looks like the flysheet photo. Df4:
  There is a well-hidden secret compartment behind the darkroom
  sink. It has an electronic lock, and contains a map of the Fort and
  its grounds, a list of UFO contact addresses, and a record book
  containing notes on sightings. The last entry is about a week old
  and says simply “The Big One”. A note underneath says
  “Duplicate everything”.
  Background Check: Paul is clean. The IRS audited him, but
  found nothing. He does sell some of the porn he makes himself,
  but it’s all legal and/or not worth the bother of shutting down.
  Secret Stuff: Paul is in IGFE for the adrenaline rush. Deep down,
  he doesn’t think that the government could betray everyone, and
  he suspects that they have only just contacted aliens — after all,
  they couldn’t manage a major cover-up stretched over several
  years. He also likes the loyalty within the group: he really wants
  a steady relationship, but the women who are into S&M don’t
  seem to be into fidelity (he needs to stop trying to meet girls in
  fetish bars, but he hasn’t quite worked this out). His low
  Willpower makes him, potentially, a weak link.
  Appearance: Six feet tall and very slightly overweight, with thin-
  ning brown hair and green eyes, Paul is a fairly good looking
  Caucasian. He is dressed casually at the moment, although he
  normally wears suits, as his wardrobe attests.
  Marian Giddens
  Str 3   Siz 3   Agl 3   Ref 4   Int 3   Wil 3   Per 4   Luck 2/12
  Skills
  Brawling 3  Heavy Weapons 2  Small Arms: Pistol 2
  Small Arms: Rifle 3  UFOlogy 2
  Traits
  Awareness: Government Agents (Per)   Wilderness Survival (Per)
  Equipment
  Camouflage Fatigues, Kevlar vest and helmet, Survival Kit,
  Magnum Revolver (range 5/40/60/80/90; damage Wn4; rate of
  fire 1 shot; ammo 6 shots), Assault rifle (range 10/50/70/80/90;
  damage Wn4; rate of fire 1 shot or short burst; ammo 30 shots)
  with underbarrel grenade launcher (range 10/30/50/75/80;
  damage see grenade; rate of fire 1 shot; ammo 1 shots; use Heavy
  Weapons skill), 5 high explosive (Sp4 on contact, Wn4 within ten
  meters) and 5 ripper grenades (Fw3 to all within ten meters of
  front of gun), SMG (range 5/40/60/65/70; damage Wn3; rate of
  fire 1 shot or short burst; ammo 30 shots).
  Notes
  Publicly Available Information: Marian doesn’t have much to
  do with people: she’s a bit of a survivalist nut. She is convinced
  that some of her friends were abducted by aliens a few years
  back, and hangs around the UFO scene. She lives at a small farm
  some way out of town.
  
  The Farm: Df3 locks and alarms, but if the alarms go off they will
  just annoy the characters until they smash them. It takes twenty
  man-hours to thoroughly search the entire farm. Automatic: She
  lives alone, and there is no power supply. She has lots of hand-
  powered equipment. Df1: The basement has a Df4 mechanical
  lock, and contains a small armory. Df2: A few large handguns, an
  SMG, and a rifle are missing, along with ammunition. Half a
  dozen pistols and three rifles remain. Df3: The missing rifle has a
  grenade launcher, and there were probably grenades for it. She
  doesn’t seem to have the standard books on conspiracy theories.
  Df4: One of the outbuildings is used on a frequent basis, although
  pains have been taken to hide the fact. One hour search of the
  shed (and a Df3 Perception test) will find the hidden cupboard
  which contains a lot of conspiracy literature, much of it unpub-
  lished, and many, many plans for overthrowing the government,
  some of which have a chance of success. A list of codewords is
  also here, but without any indication of meaning. Df5: She has a
  lot of maps of the surrounding area. The one for the area around
  her farm is very new, and only one other shows signs of signifi-
  cant use. Although not marked precisely, this map shows the
  general location of the the Fort. It is possible to see which panel
  is most used, and this cuts the area to a few square kilometers.
  Background Check: Marian is monitored by the FBI and ATF.
  They don’t know about all her weapons, and have not noticed
  any links to dangerous groups. Accordingly, she is not under
  particular investigation. The evidence at the farm would change
  this, of course.
  Secret Stuff: Marian wasn’t sure that she believed in aliens: she
  thought that they might be some elaborate government disinfor-
  mation scheme. Now she’s sure, and she thinks that the invasion
  is imminent. She is jumpy, paranoid, and heavily armed. She also
  goes out of the Fort to sweep the surrounding area every 2 hours,
  so characters with the map (from the farm) and satellite surveil-
  lance may be able to pin the Fort down that way.
  Appearance: Marian looks thin, even a bit waif-like, although she
  doesn’t quite have the looks to pull it off. This is misleading, as
  her body is almost solid muscle. She doesn’t do weight training,
  and she doesn’t have the bulk. She looks rather odd wielding an
  assault rifle. She is white, with dirty blonde hair.
  Frank Lewis
  Str 3   Siz 3   Agl 3   Ref 3   Int 3   Wil 3   Per 3   Luck: 2/12
  Skills
  Computer Use 3   Computer Programming 3   Cryptology 2
  Small Arms: Pistol 2   UFOlogy 3
  Traits
  Communication (Int)
  Equipment
  Laptop computer, Auto pistol (range 5/40/60/70/80; damage
  Wn3; rate of fire 1 shot or short burst; ammo 9 shots), smelly
  clothes, six-pack of beer.
  Notes
  Publicly Available Information: Frank has a web page. He’s a
  programmer for a local company, and he was owed a lot of holi-
  day, so they are coping with the fact that he took it on short
  notice. His web page is about programming, the X-Files, govern-
  ment conspiracies, and how aliens speak C++. He has a nice
  apartment in the center of town.
  The Apartment: Df3 locks and alarms, and the police turn up in
  ten minutes if the alarm is triggered. The place is a dive, with fast
  food debris all over the place. It takes sixteen man-hours to
  search thoroughly, due to all the rubbish. Automatic: Lots of con-
  spiracy stuff. Lots of soft porn. Racks of anime videos. High
  capacity internet connection. Df1: His desktop computer is pass-
  word protected and encrypted. A short term Cryptology(x3)
  research project is necessary to crack it. If they do, there is all the
  normal stuff, a lot of net.porn, and a folder called “Conspiracy
  Secrets”. This contains more encrypted files, which require the
  same effort to crack. If this is done, they prove to be X-Files
  scripts, and a small application that flashes “Suckers!” on the
  screen. Df3: (If the characters search here within three days of get-
  ting the flyer.) Frank wears contact lenses, and has left most of the
  solutions here (see below). Df4: Buried under junk which seems
  to have cascaded off a desk, and stuck to the bottom of an old
  pizza carton, is a photograph showing three Saurians talking to
  two men in dark suits.
  Background Check: Frank is monitored occasionally, due to
  paranoid rantings, but he isn’t particularly bad for a netizen, so
  little is done. He is a good programmer, and knows encryption.
  Secret Stuff: Frank doesn’t think that the government has eyes
  everywhere, although he does think there’s a big conspiracy. He
  suspects that the conspiracy is about as well organized as most
  government bureaucracies, and spends the first three days of the
  adventure badgering Martin to let him go back for his lens solu-
  tions. Eventually, he just sneaks out, and any characters monitor-
  ing the apartment can follow him back to the Fort. He will be
  utterly terrified if he realizes that government agents have been
  through the apartment in his absence, and will run (actually
  drive) straight back to the Fort, kicking himself as soon as he gets
  there.
  Appearance: Unwashed, unshaven, overweight computer geek.
  Wears a tee-shirt which is too small and says “They Are Here”,
  under a bad picture of a Grey.
  The Fort
  All the members of IGFE are currently holed up here. Note that
  IGFE have cleared all brush by the house and made a few alter-
  ations to the house (see map key). Satellite photography will
  show this, although the bricked-up windows are a Df4
  Perception test to spot.
  
  The IGFEists have settled into a fairly paranoid routine. Each one
  spends six hours on watch from the lookout, and they all sleep
  dressed, with guns by the bed. The alarm system is Df4 to bypass,
  and is active on all windows and doors at all times. There is a
  keypad by each door, allowing the group to deactivate it before
  using them. There are also panic buttons, which are on a separate
  circuit from the main sensors (a Df4 Perception test to realize and
  deactivate along with the others). Every possible entry is locked
  (Df4 locks) and all windows are bricked up. 
  Spying
  If the characters spy on the Fort, make sure that they make appro-
  priate Stealth checks. Remember that laser bugs will not work on
  the bricked up windows. If they do manage to overhear conver-
  sations, the group is excited about the upcoming press confer-
  ence, worried about the possibility of government interference.
  Occasionally they ask Martin if the “insurance” is secure. He
  always says that it is.
  There is a phone-line to the Fort, and the characters could tap it.
  It is used once per day, when Martin phones a certain number
  (555-8678) and says “Hello, I’d like to order a large pizza with
  anchovies and pineapple”, the guy at the other end replies “I’m
  afraid you must have dialed the wrong number”, and puts the
  phone down. This phone call is always made between 3-4 p.m.
  Plans
  The characters could do so many different things that it would be
  futile to try to cover them all here. Enough information has been
  provided here to adjudicate the details of most plans, so this sec-
  tion will concentrate on likely consequences.
  If the characters go in like a SWAT team, they will probably wipe
  out most of IGFE, although Martin will get out (see The One That
  Got Away) unless they are incredibly clever. They should be able
  to manufacture a cover story that gives them good cause, but
  many people will be convinced -- rightly -- that the IGFE was
  wiped out by the Conspiracy because they knew too much. The
  characters may also get a nasty shock shortly afterwards when
  the duplicates are released.
  If they sneak in, steal the evidence, and leave, without it turning
  into a bloodbath, the IGFE will work with the duplicates and use
  the burglary as further evidence. If the characters were spotted
  (or worse photographed), they will be fingered as agents of the
  Conspiracy. This is pretty much a worst-case scenario, although
  they do get the pictures.
  One of the better plans is to sneak in, steal the evidence, plant
  incriminating evidence, and call in the police. The group could be
  framed for revolutionary activity or for porn trafficking — other
  charges are possible, but wouldn’t have the same grip on their
  real backgrounds. This will destroy their credibility, and will
  make it easier to track Martin.
  The players will doubtless come up with something else, but
  make sure that they keep in mind that the primary goal is to keep
  the information under wraps not to kill all the members of IGFE.
  The One that Got Away
  When the characters act, either in person or by sending in the
  police or other authorities, Martin will be warned by his Strong
  ESP, and will run. Make it difficult to stop him: Df5 or so, with
  bonuses if they come up with a very good plan. 
  Martin will climb out of his rear window, drop into his jeep, and
  leave, heading for the trees to the west. These extend off the map,
  and Martin has his route planned. Following him is a Df4 Drive
  test just to avoid the trees. If that is successful, they will need to
  succeed at three Drive tests against a Df equal to Martin’s Drive
  skill. If the Cell is not there in person, he will definitely get away.
  Martin will spend five days calling in all the favors he can, before
  vanishing. The Cell will not be able to find him after this without
  launching a full scale manhunt, which is probably excessive. The
  one thing that remains constant is his daily phone call. The con-
  tact is Geoffrey Phillips, a friend in the conspiracy business, who
  has been given a sealed packet that he is to open and distribute if
  the phone call fails to arrive. The call is to a public call box, so the
  characters will need to stake it out to catch the contact.
  Geoffrey is completely average, and just about any vaguely plau-
  sible scheme for leaning on him will make him give up the pack-
  age, still unopened (it has a security seal, which is untouched).
  On the fifth day, Martin will collect the package, since he needs
  the evidence more than the insurance, but the characters should
  have retrieved it by then.
  If the characters try to burgle Geoffrey’s house, the locks and
  alarms are Df3, and it takes four hours to search. The package
  may be found on a Df4 Perception test. Geoffrey is still in resi-
  dence, although he works during the day. If they talk to Geoffrey,
  and Martin is currently wanted for some crime, he will be happy
  to give the package up to “the authorities.” He doesn’t want any
  more trouble than he has already. Threats will also obtain it, for
  the same reason. (Remember that Geoffrey doesn’t know just
  how interesting the contents are.)
  Martin will be making a lot of phone calls, and talking to a lot of
  people, while he tries to disappear. Thus, various strings and
  skills should enable to characters to track him down. Anything
  sensible will allow them to find him once: catching him may be
  slightly harder, but should still be possible. If they miss their first
  chance, make them work for a second: new schemes, better die
  rolls, and so on.
  This section is a coda to the main mission, so it isn’t as detailed.
  The main purpose is to drive home to the players the importance
  of tying up loose ends, not to give the Game Master an opportu-
  nity to wreck their lives even if they did well in the main part.
  Troubleshooting
  The main potential problem with this mission arises if the char-
  acters take too long to find the initial data on IGFE. Once that is
  found, there are many leads to the Fort, so that things should
  unfold appropriately. Accordingly, fudge die rolls so that it does-
  n’t take them more than three days to find the basics. After that,
  let them mess up if they want. (This assumes they are making an
  effort, of course.)
  Aftermath
  This will vary greatly, depending on what happens. The charac-
  ters could have been identified as agents of the Conspiracy, or
  they could have hushed everything up and obtained some of the
  best photographs of Saurians in Aegis’s hands. The photographs
  and tape (see map key) are genuine, but will only contain really
  interesting information if you want to use them as the lead-in to
  another mission.
  
  1: Porch. The front door is very heavy.
  2: Hallway. The back door has been bricked up.
  3: Marian’s room. She keeps the guns in here when she is not car-
  rying them. In the event of an assault, she will, given time, collect
  the SMG and give it to someone else.
  4: Frank’s room. It is already a mess, and his laptop is on a table.
  The laptop has encrypted files on it, scanned copies of the pho-
  tographs and digital versions of the tape (see 11). It is as hard to
  decrypt these as the ones on the computer at his apartment. Note
  that the release of these is less worrying: everyone knows how
  easy it is to fake computer graphics.
  5: Kitchen.
  6: Dining and planning area. There’s a TV in here as well, and
  most of IGFE will normally be here.
  7: Darkroom/Bathroom. The used supplies indicate that pho-
  tographs have been developed here recently. There is no sign of
  what may have been done, except a checklist with the numbers 1-
  36, all ticked.
  8: Martin’s room. His jeep is normally parked under the rear
  window, and he has a rope ladder coiled under that window. The
  door has a heavy security bar on the inside: Df4 to break it down.
  9: Paul’s room. Nothing of note.
  10: Watchtower. IGFE has built a watchtower over the porch. The
  top, which is enclosed, rises over the roofline, allowing 360º sur-
  veillance. The walls are thick brick and access is by a ladder from
  the upstairs hallway. The floor is supported on catches, and the
  panic button up here. When pushed, it sets off the alarms, and
  drops the floor by four feet, putting the lookout below the brick-
  line in less than a second. There is a searchlight mounted inside a
  box-shaped roof, and the roof is made of bulletproof glass.
  11: The stairwell. Stairs lead up to the second floor. A door in the
  stair well leads to the basement stairs. The basement (not shown)
  is under the kitchen and dining area. The door at the bottom of
  the stairs is thick steel, with a Df4 lock. (The combination is
  51194718.) The basement contains a set of 36 photographs (prints
  and negatives) and an audio tape, recording a meeting between
  two Saurian war-techs and government officials. A Df3
  Perception test will notice that one of the photographs is identi-
  cal to the one in Frank’s apartment (assuming that they found
  that one). It takes an hour to search the room thoroughly. Df1: the
  photos and tape. Df2: The wrapping from a cassette box, of a dif-
  ferent make from the one found. This was around the tape used
  to make the second copy, now in Geoffrey Phillips’ possession.
  14
  C
  O
  N
  S
  P
  I
  R
  A
  C
  Y
   
  X
  1
  2
  3
  4
  6
  5
  9
  8
  10
  11
  7
  The Farm
  
  Conspiracy X™ 
  Main Rulebook (revised)
  Product Code: EDN00023
  Price: $28.00
  The world as you know it
  gets a hell of a lot more paranoid.
  This premier conspiracy role-
  playing game is set in the world
  hiding just around the corner.
  The players are part of Aegis, a
  national conspiracy dedicated to
  fighting a covert war against
  extraterrestrial and supernatural threats. The main rule-
  book includes character creation, Cell formation, combat
  and everything else needed to introduce your players to a
  world full of UFOs, aliens, psychics, supernatural horrors
  and a whole lot of lies. The revised edition comes complete
  with a new character sheet, detailed index and a new mod-
  ule. 232 pages - softcover. ISBN 1-891153-23-4
  Game Master’s Screen 
  Product Code: EDN00911
  Price: $16.00
  A must-have reference
  for Conspiracy X Game Masters.
  This four-panel screen is filled
  with easy to use reference charts
  and tables, from unarmed to
  ranged combat, to vehicle out-of-
  control, to hacking, to damage
  tables. The flip side of the screen
  delights the players with full
  color HERMES downloads illustrating the three alien races
  that plague Aegis.
  Also included is a ready-to-run 48-page introduc-
  tory adventure with a pregenerated Aegis team. The
  adventure may be used with the included characters or
  inserted into a preexisting campaign. ISBN: 1-891153-20-X
  Aegis Handbook™
  Players Handbook
  Product Code: EDN00001
  Price: $23.00
  You are mankind’s only
  hope. What the public doesn’t
  know will hurt them and keep-
  ing the truth secret is the only
  way to protect them. With
  expanded Aegis recruitment,
  new backgrounds, more charac-
  ter traits, and the newest equip-
  ment, you are now prepared for what lies ahead. This
  sourcebook also details how to conduct investigations and
  cover-ups. Learn where your Cell fits into the Aegis orga-
  nization and how to create your own child Cells. 208 pages
  - softcover. ISBN: 1-891153-48-X
  Shadows of the
  Mind™ 
  The PSI/INT Sourcebook
  Product Code: EDN00004
  Price: $17.00
  For over 50 years, the
  intelligence community searched
  for the perfect way of controlling
  the mind, testing every drug
  known to man, pushing hypnosis
  to its ultimate limits and devel-
  oping technologies to bend man’s will to their knee. They
  succeeded beyond their expectations. They sought control
  and found power! Using psychics as pawns in their strug-
  gle for world domination, Aegis has developed the most
  successful programs to develop and utilize psychic pow-
  ers. All of this power and control has been hidden behind
  masks of secrecy -- masks that are now burned away to
  reveal the terrifying truth. This book includes the full story
  of MKULTRA’s horrific experiments and its unsavory
  findings, the secrets behind the government’s programs to
  develop psychic powers, the Soviet connection that
  brought a whole new world of discoveries to the govern-
  ment, detailed descriptions of new and old psychic disci-
  plines, new player backgrounds complete with psych pro-
  files that will literally blow your mind. 112 pages - soft-
  cover. ISBN: 1-891153-96-X
  Forsaken Rites™
  The Supernatural
  Sourcebook
  Product Code: EDN00666
  Price: $17.00
  Thousands have felt the
  touch of the supernatural. A
  very few -- daring magicians
  and thralled acolytes -- perform
  elaborate rituals in the base-
  ments of dusty book shops and
  deserted buildings. Most simply
  shudder behind barred but useless doors as they remem-
  ber their brief glimpses of the inhuman creatures that walk
  the darkened streets. Aegis operatives cannot afford to
  ignore the supernatural. This sourcebook contains new
  descriptions of Incarnate, ghosts,  demons, and other
  supernatural beings, plenty of information for adding
  magicians in your campaign, an extensive grimoire of ritu-
  als, a history of magic, descriptions of several important
  magical organizations, details on corruption, its power
  and dangerous cures. 112 pages - softcover. ISBN: 1-
  891153-65-X
  
  Nemesis™
  The Grey Sourcebook
  Product Code: EDN00003
  Price: $16.00
  Thousands have reported
  seeing flying saucers and little
  gray aliens. Hundreds have
  described horrifying abductions
  and 
  experiments. 
  Most 
  are
  unable to explain these events.
  Aegis operatives have been
  watching and countering Grey
  activities on Earth for decades, and they are no closer to
  the truth . . . until now. This sourcebook explains the his-
  tory of the Greys, their connection to the Black Book and
  the secrets of their technology. Two new character classes
  and new psychic powers are also provided. 96 pages - soft-
  cover. ISBN: 1-887740-44-9
  Atlantis Rising™
  The Atlantean
  Sourcebook
  Product Code: EDN00002
  Price: $17.00
  They 
  have 
  been 
  our
  kings, our demons, our angels,
  and our gods. For millennia, they
  have worked and shaped the
  evolution of human existence.
  These 
  are 
  the 
  enigmatic
  Atlanteans. Immortal, invulnera-
  ble, possessed of astounding technology, they sit astride
  the pinnacle that mankind hopes one day to achieve. Will
  they help us climb to their heights or will they send us
  tumbling down into an eternity of servitude as their
  slaves? New character backgrounds and rules on
  Atlantean nanotechnology are included. 112 pages - soft-
  cover. ISBN: 1-891153-10-2
  Exodus
  The Saurian Sourcebook
  Product Code: EDN00005
  Price: $18.00
  Before the dawn of time,
  they rose to rule their world.
  Sixty-five million years ago, they
  fought a war so devastating that
  it nearly destroyed that world
  and everything on it. Those who
  survived fled into the vast night
  of space, looking for a new home.
  Today they are here, among us. Those who know them call
  them the Saurians, viscous looking lizard men with tech-
  nology centuries beyond our own. For the moment they
  walk among us, hidden within false flesh, barely recog-
  nized as their own. Soon more will arrive, many, many
  more; then the true battle will begin. Included are details
  of the history, culture, operations and technology of the
  Saurians, a full accounting of the eight Saurian nations of
  the past and the four currently on Earth, a new rogue
  group of Saurians that have come to work with humans
  and as a potential new recruit for any Aegis cell, a mission
  that pits the players against a Saurian enemy never seen
  before. 128 pages - softcover. ISBN: 1-891153-79-X
  Cryptozoology™
  Dossier of the
  Unexplained
  Product Code: EDN00026
  Price: $18.00
  The study of unknown
  terrestrial lifeforms is called
  cryptozoology. We know them
  as Big Foot, Sasquatch, Loch
  Ness Monster, Chupacabras and
  Yeti. All these and more are
  revealed in this sourcebook,
  including all the information
  needed to integrate cryptozoological phenomena and
  more common animals into your campaign. 
  Cryptozoology™  also details two new organiza-
  tions from which player characters can be recruited: The
  Royal Cryptozoological Society and the mysterious
  Titandae. New advantages and disadvantages, and new
  pulling strings are also provided. 128 pages - softcover.
  ISBN: 1-891153-03-X
  Bodyguard of Lies 1: Psi Wars™
  A mission/sourcebook
  EDN00008
  $16.00
  Bodyguard of Lies 2: Mokole™
  A mission/sourcebook
  EDN00011
  $16.00
  Conspiracy X™ produced by
  15 Ledgewood Drive  Albany, New York 12205
  Customer Service: (518) 435-1128
  Visit us at our web site
  www.edenstudios.net
  C o n s p i ra cy X™ , s p e c i fic game term s , icons and pers o n a l i-
  ties are copy right © 1999 George Va s i l a kos. 
  All rights re s e rve d.
  Used under ex cl u s ive license by Eden Studios, I n c.
  
SOURCE: textdata/thevault/Conspiracy X (unisystem)/1st Edition/Introductory Game Kit.pdf