TEXT:  
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1	
    
   
  Bureau 13: Savage Worlds  
  Playtest Player Rules 
   
  A publication of Tri Tac Games, Books and Graphics 
  8791 Troy Street 
  Oak Park, MI 48237 
  www.TriTacGames.com 
  Fringeworthy © 2009 Rich Tucholka and Tri Tac Games 
  All Rights Reserved 
  Cover by Peter Blix Bryant 
  Layout and Composition by Rich Tucholka & Melody Natcher 
  No portion of this book may be reproduced except where indicated by any means 
  electronic or otherwise without first obtaining the written consent of Tri Tac Games. 
  Fringeworthy is Copyright and Trademarked by Richard Tucholka and Tri Tac Games 
  For more information contact: 
  www.TriTacGames.com 
  Tucholka@hotmail.com. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  2	
    
   
  	
    
  Table of Contents 
  INTRODUCTION	
    
  3	
    
  BUREAU	
    13’S	
    HISTORY	
    
  3	
    
  MAKING	
    AN	
    AGENT	
    
  5	
    
  SUPERNATURAL	
    ENCOUNTER	
    
  5	
    
  TRAITS	
    
  6	
    
  ATTRIBUTES	
    
  6	
    
  HINDRANCES	
    &	
    EDGES	
    
  6	
    
  SKILLS	
    
  6	
    
  FINISHING	
    YOUR	
    CHARACTER:	
    BUREAU	
    BASIC	
    TRAINING	
    
  6	
    
  BASIC	
    AGENT	
    LOADOUTS:	
    
  7	
    
  HINDRANCES	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  NEW	
    EDGES	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  BACKGROUND	
    EDGES	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  COMBAT	
    EDGES	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  PROFESSIONAL	
    EDGES	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  POWER	
    EDGES	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  WEIRD	
    EDGES	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  LANGUAGES	
    
  8	
    
  NEW	
    SKILLS	
    
  8	
    
  NEW	
    POWERS	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  MENTAL	
    STABILITY	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  CHARACTER	
    CREATION	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  STABILITY	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  FEAR	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  FEAR	
    EFFECTS	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  HEALING	
    THE	
    MIND	
    
  ERROR!	
    BOOKMARK	
    NOT	
    DEFINED.	
    
  GEAR	
    
  9	
    
  ORDERING	
    EQUIPMENT	
    FROM	
    BUREAU	
    13	
    
  9	
    
  BANE	
    DELIVERY	
    SYSTEM	
    
  17	
    
  VEHICLES	
    
  19	
    
  COLORADO	
    RV	
    
  20	
    
  RV	
    EXTRAS	
    
  21	
    
  RV	
    DEFENSIVE	
    SYSTEMS	
    
  23	
    
   
   
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  3	
    
   
  INTRODUCTION 
  Bureau 13 Agents are recruited from all walks of life: soldiers, police officers, 
  schoolteachers, science fiction writers, and even street mimes. But all of these people 
  have two things in common: They have each survived a paranormal encounter (of some 
  sort), and they have made it through Bureau training with their sanity intact. 
  The Agents of Bureau 13 investigate rumors of supernatural activities and 
  determine if any threat exists. If a creature is harmless, it is left in peace. If it is hostile, 
  then the agents handle the situation appropriately. Whether a situation calls for a stern 
  lecture, or a tactical air strike, is decided solely by the agents involved. 
  Once your character is found to be an acceptable candidate for Bureau training 
  (i.e. surviving that supernatural encounter intact and relatively sane), you are transported 
  to a place where you stay for a year, and return at the end of the day of which you left! 
  You will train at the Bangor, Maine base, a pocket dimension with a time dilation 
  problem.  For every day on Earth, a year passes there.  Agents are trained in the best 
  methods, technology, and weapons that America (and its’ supernatural, alien, and 
  extradimensional allies) has to offer.  Agent trainees get six months’ worth of physical 
  training, interspersed with six months’ worth of training in weapons, Bureau equipment, 
  and protocols in supernatural containment, law pertaining to the world of magic, and 
  Bureau procedure.  If you are predisposed to being a wizard, psionic, or healer, the 
  Bureau trains you in those disciplines.  Agents return to their lives, a year older and 
  wiser, often more fit, and aware that the world they left behind in the morning has been 
  forever changed. 
  The new Bureau Agents return to their lives, now just covers for their real job- as 
  a Federal Agent of the United States’ Thirteenth Bureau of the Justice Department.  As 
  time goes on, the agents might be designated as regional teams or even “On The Road” 
  teams-teams traveling the continent in an RV unlike any other. The U.S. government has 
  treaties with our neighbors to the north and the south in matters of the supernatural. 
  Examples of missions the Bureau might undertake: stop a vampire from attacking 
  homeless people, rescue an alien pet from a scientist who wants to show it to the world, 
  or even travel to another dimension to find a rare chemical to stop a epidemic. 
  Several regional teams are prominent in the current Bureau roster, including 
  Team Fremont-the Seattle team led by Agent Seth Green, and Team Candlestick, the 
  Detroit team co-led by Gerald Gentry and Daniel Stewart.  
  BUREAU 13’s HISTORY 
  Many events and developments have changed the face of Bureau 13 since its 
  creation in 1862. This is a small time line of the work of the people who Stalk the Night 
  Fantastic. 
  1862 President Lincoln creates Bureau 13 in utmost secrecy as a secret branch of 
  Lafyette’s C Baker’s US Secret Service. This highly secret 13th Bureau of the US 
  Justice Department begins its covert function to track down and destroy supernatural 
  evil. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  4	
    
   
  1869 Destruction of the Windwillow Witch House ends four very bloody decades of 
  murder and hell in a small Vermont town. This cult would continue to plague the 
  Bureau until the present day. 
  1875 European immigration brings a host of the “wee folk” to New York City. Many of the 
  old world’s paranormal creatures and Mages begin to immigrate to America. 
  1878 The Western United States become a hotbed of paranormal activity. 
  1880 Bureau 13 establishes a far Western branch in Carson City, Nevada. 
  1884 Nest of Goblins makes a war zone out of a small town in Idaho before its removal. 
  1886 Bureau negotiates first treaty with hostile Indian spirits in Michigan. Lawyers are 
  recruited. 
  1889 An outlaw named Morrow shot in Kansas. Material found in his hideout begins a 
  technical revolution for the world. 
  1895 Unusual murders in London and New York City are investigated by Bureau teams. 
  1910 First motorized ‘On the Road’ agents begin to travel across the US and Canada. 
  1929 A High Minister of Hell banished from Wall Street with disastrous results. 
  1941 A Golem is released from a German submarine causes havoc in Norfolk until 
  captured. 
  1942 Japanese water demons (Kappa) attack a merchant ship in San Francisco and the 
  Bureau is there. The fight begins to stop the supernatural sabotage of America’s full 
  entry into the Second World War. 
  1943 With French Resistance help the Bureau destroys German OVERMAN’ 
  experiments to create a genetically superior human race. On the West Coast, first 
  use of friendly Magic to stop Japanese Terror Balloons. 
  1945 Bureau 13 battles Nazi Germany’s last attempts to unleash powerful paranormal 
  horrors in America and England. 
  1948 Elves return to the Appalachian Mountains and raise havoc until the Bureau 
  intervenes and establishes a balance. 
  1950 The new followers and spawn of Great Goshnar are liquidated by Bureau 13. 
  1951 Unicorn captured in Cleveland, Ohio and shipped west to Yellowstone National 
  Park. 
  1954 Nest of giant ants exterminated in New Mexico. 
  1957 Hitler’s young clone captured in Skokie, Ill. 
  1958 Scientist named Morrow, claiming the world will end in 31 years, escapes Bureau 
  13 investigation team. 
  1959 Mutant dog monster from crashed Soviet satellite terrorizes the Louisiana 
  backwoods. 
  1961 A quiet and uneventful year other then the Cuban missile crisis is shattered by the 
  discovery of flying reindeer. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  5	
    
   
  1962 Vampire surrenders in New York City after raiding 5 blood banks. Bureau is faced 
  with problem of what to do with paranormal prisoners. Establishes the Lockup at 
  Bangor Base and special storage facilities in several locations. 
  1963 Psionic mind shifter neutralized in Texas. 
  1965 North Vietnam unleashes supernatural horrors in Saigon that accidentally find their 
  way to Baltimore, Chicago, and Atlanta. 
  1967 Gateway to Hell sealed by Bureau in Alexandria, Indiana. 
  1968 Demon of Hatred banished back to hell. 
  1974 Agents sink the yacht of the religious leader Sun Yen Yen off the coast of Florida. 
  1975 Spawn of Goshnar infest zoo in Iowa. The Bureau, having other problems, 
  disposes of them quickly. 
  1977 All out attack on Bureau 13, by unknown forces, leaves the Washington Office in 
  flames and 61 of the 86 operating agents missing or dead. This dark event became 
  known as the “Massacre of ’77". 
  1981 A new and reorganized Bureau 13 is born and begins operations in the US, 
  Canada, and Europe. 
  1985 Alien abductions are hitting an all time high. 
  1989 Fall of Communism and a flood of paranormal problems heading to the West. 
  1996 Millennium fever begins as cults and paranormal happenings are on the rise. 
  2000 The Millennium comes with an insane year of prophecy and paranormal 
  happenings. Business as usual on Monday. 
  2001 Brutal attacks on America trigger a war on Terror that changes the nation forever. 
  Bureau shifts operations to help other agencies involved in counter terrorism. 
  2003 With America’s primary enemies crushed the war against the US and Britain takes 
  a sinister direction. Nations who despise what America stands for and former 
  European friends look for paranormal solutions to put America in its place. 
  2006 With the collapse of Iraq and Afghan governments, the loss of local supernatural 
  groups results in terror as suppressed supernatural horrors roam the countryside. 
  Special Bureau units are sent to both countries to assist them to rebuild their own 
  local supernatural protection agencies.  
  2012 Now 
  MAKING AN AGENT 
  SUPERNATURAL ENCOUNTER 
  Normally, Bureau agents are survivors of a supernatural encounter, and they 
  didn’t turn into gibbering hulks from the weirdness that they just had experienced. For 
  the most part, your character’s initial encounter with the supernatural can be as benign 
  as making friends with some pixies, right up to being on latest dish on the Japanese 
  vampire’s conveyor belt sushi restaurant.  
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  6	
    
   
  Decide whether your character was able to deal with the supernatural threat or if 
  they had to be rescued by a Bureau 13 team. Write up a short description as to how your 
  character encountered the supernatural and what was the result of that encounter. 
  TRAITS 
  Once you’ve decided on your agent’s initial supernatural encounter, you now 
  choose your character’s attributes and skills.  
  Attributes 
  Your character starts with a d4 in each of his five attributes: Agility, Smarts, 
  Spirit, Strength, and Vigor. You have 5 points to spread across these attributes as you 
  see fit. It costs 1 point to raise an attribute one-die type, and you cannot raise an 
  attribute above d12. 
  Skills 
  After you’ve decided on your attribute levels, you have 17 skills points to spend 
  on skills. It costs 1 point to buy a skill at d4, and 1 point to raise a skill by a die type, up 
  to the same die type as the skill’s linked attribute. It costs 2 points per die type to raise a 
  skill over its linked attribute.  
  The Guts skill is replaced by the Resilience secondary statistic, and is not used in 
  Bureau 13: Stalking the Night Fantastic.  
  Hindrances & Edges 
  Select 1 major hindrance and two minor hindrances. You can choose any 
  Hindrance from these rules and the Savage Worlds rulebook. Next, per the normal 
  character creation rules, select any Edges that you want, boost an Attribute die, or boost 
  skills. If you take an Arcane Background, use the ones in the Savage Worlds rulebook. 
  Finishing your character: Bureau Basic Training 
  Once you finish creating your character, he now goes to the Bangor, Maine 
  training base. He will receive a piece a chalk and the following note: 
  Welcome! You are scheduled for Bureau Agent Training on [insert date 
  here]. In the package you will find a piece of chalk. Do not break this chalk, do 
  not use it to draw odd shapes or creatures, and do not use it to write with. And for 
  heaven’s sake, DO NOT EAT the chalk. This is Magic Chalk. Don’t think about 
  using it, take that thought out of your head. We can make the chalk go away if we 
  need to. Unfortunately, that would make you go away as well, as well as a large 
  portion of the building you are standing in. 
  At 8 AM, your local time, in a secluded room, use the chalk to draw a 
  picture of a door on the wall. Make sure that you draw a doorknob so that you 
  can open the door. Don’t worry about making the door look fancy, a simple 
  rectangle will do. 
  Gather up the chalk and this note, and then open the door. Failure to 
  bring the chalk and this note with you will result in your immediate return to your 
  place of residence and you will have to wait for the next available training date.  
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  7	
    
   
  If this occurs, put the chalk and this note in a prepaid mailing envelope 
  and mail it the same day.  
  After following those instructions, you’ll step out through a door at the Bangor 
  base. The training facility is inside a time bubble, and sits behind tall walls to prevent 
  anyone from walking through the bubble. When activated the bubble runs at a 8 hours 
  equals 365 days interface. The bubble won’t be turned on until all the trainees are 
  present.  
  This will be your home for the next day/year. You’ll be trained in Bureau 
  procedure and skills. This training lets you make Common Knowledge rolls for common 
  Bureau procedures and methods. 
  In game terms, your character receives 4 advances: 
  Advance 1: The character can boost either their Strength or the Vigor one die 
  level if either attribute is at d4. Otherwise, the character can boost their Agility by one die 
  level.  
  Advance 2: The character adds the new skill Knowledge (Supernatural 
  Knowledge). 
  Advance 3: The character gains a die level in both their Fighting and Shooting 
  skills if they are lower than his Agility attribute. If the character does not have Fighting or 
  Shooting, they gain one of these two skills at d4. If both skills are at Agility, then increase 
  one of the two skills by one die level. 
  Advance 4: Spend this advance as you see fit. 
  At the end of your character’s training, he will have 20 experience points and a 
  total of 4 advances. He will have the rank of Seasoned. 
  Basic Agent Loadouts: 
  Every agent has access to or carries the following gear: 
  • 
  Concealed Amour vest (4 lbs.) +4/+8 Armor 
  • 
  Pistol (2.5 lbs): Glock 27 9mm with three clips. 
  Pistol Types 
  Range 
  Damage ROF Cost Wght Shots Notes 
  Glock 27 (9mm) 12/24/48 
  2d6 
  1 
  $200 
  3 
  17 
  AP 1, Semi-auto 
  • 
  Command Card 
  • 
  Cigarette Lighter 
  • 
  Field Agent Bag 
  • 
  Kirilian Detector 
  • 
  Smart Phone 
  • 
  Tablet Computer 
  See the Gear section for more information on these items. You can requisition 
  more equipment as needed from Bureau Support Services. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  8	
    
   
  LANGUAGES 
  Your character starts with a d6 in their native language, but other languages 
  must be learned as skills. A d4 in a language indicates a pidgin grasp of the tongue; a d6 
  is fluent in the language, while a d8 and above indicates a higher grasp of the language 
  and improved communication skills. Characters from multi-lingual backgrounds have a 
  second language at d4 or d6 depending on the circumstances. 
  For example, Father Murphy has Language (English) d6, Language (Latin) d6, 
  and Language (Ethiopian) d4. 
  NEW SKILLS 
  Knowledge (Arcane Lore) (Smarts) 
  The hero has learned about the mystic forces that inhabit the Earth. He can 
  make a knowledge roll to identify various supernatural beings and items. 
   
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  9	
    
   
  GEAR 
  As a Bureau agent, you have access to a wide variety of gear. Not all of it is 
  readily available, and some is frankly out of date, but you never go wanting when you 
  submit your request for new equipment.  
  Ordering Equipment From Bureau 13 
  Bureau 13 agents can order equipment from Bureau 13 by phone or computer 
  without giving an explanation. The response will either be a computer response 
  message that the material is unavailable, or a confirmation coded data dump of 
  location/time where it will be delivered. 
  General Hours To Order Type Delivery, Service or Pickup 
  Easy to get Item 1d10 +1 
  Hard to get Item 2d10 +2 
  Special Electronic Package 3d10 +3 
  Special Mechanical Package 2d10 +3 
  Special Vehicle 4d10 +4 
  Special Biochemical or Bane 2d10 +2 
  Heavy Weapon 1d10 +3 
  Special Data/Research 1d10 +2 
  Chemical Analysis 3d10 +3 
  DNA Analysis 2d10 +2 
  Rare Magical Item 4d10 +2 
  Expert Individual 2d10 +2 
  Phone/Electrical/Water Engineers 1d10 +1 
  Medical Experts 2d10 +2 
  Heavy Construction Equipment 2d10 +2 
  Building Supplies 1d10 +1 
  Large Chemical Shipments 3d10 +3 
  Special Cages 2d10 +2 
  Special Aircraft 1d10 +4 
  Delivery 
  Equipment arrives by any of a number of methods depending on size, and the 
  critical need of the item by the team. These general guidelines for method of delivery are 
  varied. United States Post Office overnight is often used for low priority small items. 
  d100 
  Type 
  Personnel 
  01-50 
  ARRANGED DROP 
  POINT 
  No personnel involved 
  51-75 
  COURIER 
  RENDEZVOUS  
  Bureau 13 personnel 
  76-98 
  FAST TRUCKING  
  A Bureau driver brings this cargo to the Agents. 
  99 
  ARRANGED AIR 
  DROP  
  Delivery at airport or other airborne means. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  0	
    
   
  100 
  GATE  
  For critical material the Bureau occasionally uses a 
  Transmat Gate or a magical means to move cargo. 
  The following is just a taste of what you can get from Bureau Stores: 
  Weapons 
  Weapons carried are the player’s choice. An Agent can purchase their own, or 
  make a requisition from the General Supply, or Bureau 13 Services for more unusual 
  armaments. 
  Remember: 
  • 
  A civilian found in possession of a firearm without a permit will face serious 
  charges and/or jail time. 
  • 
  Automatic weapons and explosives are illegal to possess in most areas of the 
  United States. 
  • 
  The use of Military weapons is a Federal offense. 
  • 
  Foreign laws are often far more severe in dealing with weapons and explosive 
  possession, especially when Americans are caught. 
  • 
  In post 911 America police will often search a suspicious person, or a strange 
  vehicle, with the simple justification of crime or terrorism prevention. 
  • 
  Impounded cars are always searched. 
  • 
  Have a believable excuse when pulled over and be nice to the Officer. 
  • 
  Homeland Security has absolutely no known sense of humor. 
  • 
  The Transportation Security Administration guards the airports of our nation with 
  fanatical but sloppy devotion. No Federal Agent can bring a weapon on board a 
  commercial flight. 
  • 
  Booking a chartered flights or a little magic can help. 
  Command Card 
  This device is a simple plastic library card with an encoded strip that allows an 
  agent to open Supply Dumps, Bolt Holes, and to operate Bureau 13 vehicles. If the card 
  is stolen, there is a seven alpha-numeric character PIN (of their choosing) that an agent 
  can shout out to activate a mystic rune which will obliterate the command card in a small 
  1d6 blast, along with the hand of the thief who is holding it, or any other portion of 
  anatomy is the thief has it hidden: in their shoe, rear or (ouch!) front pocket. Crime does 
  not pay! 
  Pocket Pens 
  These are fountain pen-sized spray cans that can be loaded with a wide range of 
  chemicals and liquids. Range is 2 inches and can be used continuously for 2 rounds, or 
  thirty single round quick sprays. 
  Standard loads include: holy water, garlic juice, and tear gas. Other combinations 
  of spray are possible. Equipment in the Colorado RV allows filling of spray pens, taking 
  about 5 minutes per refill. Please note that, in every jurisdiction of the United States, 
  these are illegal to own or use, even for Federal agents. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  1	
    
   
  Pocket Pen Gun 
  Originally an invention of the CIA, (hey, give credit where credit is due.) this is a 
  fountain pen that contains a single .22 round. Once the safety cap is removed, the pen 
  fires upon a hard impact on the nib, delivering a .22 soft-lead dum-dum round. CIA 
  agents recommend stabbing the pen into the ear of your assailant, making it impossible 
  to the other spy to dodge, and yielding 2d6+2 points of damage. But the pen gun works 
  equally well stabbed into any other body part giving 2d6 points of damage. The original 
  Pen Gun can only be fired by stabbing it into something, and thus was no range at all. 
  This new improved model has a range of about 6 feet. This last ditch weapon does 
  limited damage to vampires, werewolves, and gargoyles, aside from really honking them 
  off big time. 
  Umbrella Gun 
  In an attempt to outdo the US over the Pocket Pen Gun, the Russians in 1963 
  created a six- shot, ,22 caliber revolver-styled Umbrella Gun. While appearing a normal 
  umbrella, it could be folded, cocked, and fired as fast as the trigger on the handle 
  release could be pressed. Early models were not weather proofed. 
  Name 
  Range 
  Damage ROF Cost 
  Weight Shots 
  Umbrella Gun 10/20/40 d6-1 
  1 
  $500 5 lbs 
  6 
  Tasers 
  The Bureau issues two types of tasers: One that works upon contact, and the 
  other launches a pair of tiny barbs attached to the main unit by hair-thin wires. When the 
  barbs make contact with the target, the operator presses a button and the wires deliver 
  to the barb a massive electrical charge. This usually knocks the target unconscious. 
  The Bureau 13 Taser can come disguised as a touch-activated wallet, a single-
  shot flashlight, a cell phone (all of which use springs to fire the barbs), or a compressed-
  air, pistol or bolt-action rifle with four rounds. On a successful hit, the darts deal 1d4 
  points of electricity damage and the target must make a Vigor roll or become Shaken. As 
  long as the darts remain in the target, the holder of the taser can deliver another shock 
  at will until they use up the charge on the round, for 3 additional uses. Maximum range is 
  3 inches for the Flashlight, Cell Phone, and pistol, and 17 inches for the Taser rifle. 
  Reloading a taser takes an action. 
  The Taser rifle is short, only 2.5 feet long in a bullpup configuration, and has a 
  rotating magazine that holds the four Taser rounds. Only one Taser round can be used 
  at a time. Disengaging a target takes an action. 
  The wallet Taser can be set to activate upon receiving a moderate impact. Thus, 
  an agent caught by the enemy can pretend to surrender and (before they ask, of course) 
  toss over their wallet. Once the other person makes the catch, they receive the full 
  charge of the Taser. In the resulting commotion the Agent can then try to escape, or 
  charge, (no pun intended), into combat. 
  Name 
  Range Damage ROF Cost 
  Weight Shots 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  2	
    
   
  Taser Rifle 4/8/17 
  1d4 
  1 
  $1500 8lbs 
  4 
  Grapnel Gun 
  This is a nearly silent, shotgun-like device that can fire a grappling hook up to 46 
  inches, the length of the attached cable. Once anchored, the gun becomes a compact 
  winch that can pull 500 pounds up a solid surface at a relatively slow rate. Using the 
  winch will give you a +2 equipment bonus to your Climbing skill. 
  To successfully anchor the grappling hook, you must first hit your target area and 
  then the GM makes a Climbing skill roll to see if you set the hook. If he rolls a 1, the 
  hook seems to be set, but will fail whenever your primary skill die rolls under the TN. You 
  can make another Climbing skill roll versus a TN 6 to verify that the hook is set if you’re 
  paranoid. 
  If you miss the target area, you can reel in the line, load a new charge and try 
  again. 
  The line can also be removed from the winch and then anchored with a small 
  explosive charge. In the same fashion, the line from the gun can be paid out, the grapnel 
  hook anchored, and then the line is reeled out slowly to give agents a safe descent down 
  a sheer surface or as a trip wire across a road. Agents with the Climbing skill can 
  disengage the motor, and use a hand brake to rappel down sheer walls. 
  They still get the +2 equipment bonus when used this way. It can also be used as 
  a weapon. 
  Name 
  Range 
  Damage ROF Cost 
  Weight Shots 
  Grapnel Gun 12/23/46 2d6 
  1 
  $1500 8lbs 
  1 
  Paintball Microphone 
  Disguised as a wireless microphone, the paintball if fired by a spring and only 
  has an effective range of 20 feet. The paintball will travel farther than that, but past 20 
  feet the ball will not burst on impact. It is a full round action to reload the microphone. 
  Name 
  Range Damage ROF Cost Weight Shots 
  Paintball Microphone 1/2/3 
  1d4-3 
  1 
  $70 
  0.5lbs 
  1 
  Paintball Flashlight 
  Disguised as a small handheld flashlight, the paintball is fired by a burst of 
  compressed CO2 gas. The CO2 charge is good for 50 shots before the CO2 cartridge 
  must be replaced. Maximum effective range for the Paintball Flashlight is 100 feet. 
  Name 
  Range Damage ROF Cost 
  Weight Shots 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  3	
    
   
  Paintball Flashlight 4/8/17 
  1d4-3 
  1 
  $140 1lbs 
  1 
  Paintball Pistol 
  A professionally made Paintball Pistol, this weapon holds 10 paintballs in a 
  cylinder on top of the barrel. Semi-automatic in operation, the pistol is fairly accurate out 
  to 17 inches. Maximum effective range is 34 inches. 
  Name 
  Range 
  Damage ROF Cost 
  Weight Shots 
  Paintball Pistol 8/17/34 1d4-3 
  1 
  $260 4lbs 
  1 
  Paintball Rifle 
  A high end weapon, the Paintball Rifle looks like an assault rifle and can hold up 
  to 200 paintballs in a hopper. The rifle is pump-action, and if you hold the trigger while 
  pumping, you can get a burst of three rounds off at once, at a -2 to hit. Maximum 
  effective range is 300 feet. 
  Name 
  Range 
  Damage ROF Cost 
  Weight Shots 
  Paintball Rifle 12/25/51 1d4-3 
  1 
  $400 8lbs 
  1 
  Bureau Tennis Shoes 
  While many scoffed at the concept, the Bureau Tennis Shoe was a lifesaver in 
  many cases. These athletic shoes, it can be ordered in many brands and style, can be 
  set to detonate with use of the wrist PDA or by lighting the laces. Resulting blast is 2d6 
  per shoe in a small burst template. Both shoes together explode for 4d6 combined in a 
  medium burst template. Cannot be detonated by weapons fire, electrical or standard 
  explosive detonator. Detonation Timer: 5 Seconds to 24 hours 
  Cigarette Lighter 
  This appears to be a common butane lighter, but as with most Bureau 13 
  Technical Services' inventions, it is so much more. The lighter can also be used as a 
  miniature welding torch, or a 3d6 point explosive device. It can be used as a grenade if 
  you duct tape some nails, or coins, to the outside. Without shrapnel, it has small blast 
  template radius. With shrapnel, it has a medium blast template radius. (Talk about 
  getting your nickel’s worth!) 
  The lighter can weld 30 inches of quarter inch metal plate in about 15 minutes or 
  it can cut a 12-inch length gash through a quarter inch steel plate in about 10 minutes. If 
  used as a weapon, it ignores 2 points of armor and inflicts 2d6 burn per round for up to 
  10 rounds. Welding requires the use of a welding rod and flux. Comes in assorted 
  designer colors. 
  Field Agent Bag 
  This is a simple black nylon bag with a comfortable shoulder strap, the kind that 
  is seen everywhere throughout the civilized world. Equipped with silent zippers 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  4	
    
   
  (technology, not magic), the Field Agent’s Bag has twelve compartments of various 
  sizes, (six exterior, six interior), and one secret 13th compartment. The shoulder strap is 
  reinforced inside with steel bands to make it impossible for a thief to cut through, and on 
  the bottom of the main compartment is a well-concealed flap, accessible only by the 
  authorized agent, which gives internal access to The 13th Pocket. 
  The 13th Pocket: 
  This small extra-dimensional space is actually a temperature-controlled pouch 
  hidden beneath the reinforced padded bottom of The Field Agent Bag. It has no outside 
  access, and it does not show any sign of bulging, and is undetectable by mundane 
  scanning equipment (such as airport X-ray scans), even by a hand search, or scent 
  hounds. Only authorized B13 personnel have access to the Pocket, and each Field 
  Agent Bag is coded to their respective operative. This means only the Agent assigned 
  the Bag can open it. 
  The 13th pocket can only be reached through the inside of the Bag. The pocket 
  can contain up to 5 cubic feet of material, or 50 lbs., and even when filled to maximum 
  capacity, the pouch will weigh no more than 3 lbs. Regardless of the number of items 
  contained within, whatever item the Agent reaches for will always be on top, provided it 
  existed in the bag previously. (This does not generate new items, or maintain an 
  indefinite supply, but only provides instant organizational access to existing equipment). 
  If an enemy manages to access the 13th Pocket without authorization, the entire Bag will 
  automatically disintegrate, along with all its contents causing 6d6 damage. 
  Kirilan Detector 
  This is complex and costly scanner that detects the presence of living biofields 
  and magical auras. Roughly the size of a calculator, the scanner also detects atomic 
  radiation, ionization, and in a pinch can double as a light meter. It has a wireless 
  computer connection, for additional data processing and tracking electromagnetic and 
  radio disturbances. 
  This is a not a visual scanner, it simply scans a region six feet square in front of 
  the unit, up to 2 inches away and displays the result of that scan as data on the 
  strengths of the various fields being measured. The device can attach to a portable 
  computer module, or to your Bureau 13 sunglasses, for visible detection, and tracking 
  electromagnetic disturbances. Using a Kirilian detector requires a Notice skill check to 
  garner basic aura information, and can in many cases be enhanced by making a 
  Knowledge (Arcane Lore) check. 
  Kirilian Sunglasses 
  In appearance, they appear to be a standard pair of dark sunglasses. But these 
  provide enhanced Night Vision, Infrared, Ultra-violet, 100x power magnification and 
  limited Kirilian aura detection. Unfortunately, the power supply only lasts for a single 
  hour, after which you won’t be able to see a damned thing again until they’re recharged, 
  4 hours for a recharge. This is because these "sunglasses" are not sunglasses. On the 
  outside surface of the lens is a thin film photo CCD receptor. The inside of the lens is a 
  thin film LCD screen. In between the two layers is the micro circuitry that makes the 
  Kirilian glasses work. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  5	
    
   
  As an option, you can plug the Kirilian sunglasses into a Bureau PDA or laptop 
  and used them as a camera. In this mode the glasses run off the power supplied by the 
  device they are plugged into. 
  Agents are advised to use this device sparingly. Availability is dependent upon 
  the whim of the GM. 
  Smart Phone/Tablet 
  Over the years the Bureau was always at the cutting edge of computer and 
  communicating technology. However, thanks to several ex-agents and the native 
  brilliance of human researchers, the Bureau buys off the shelf equipment and then 
  “enhances” them. Things like a battery that gives the user a month’s worth of airtime or 
  online connection. 
  Bureau modded Smart Phones or Tablets can connect anywhere that’s not 
  shielded. They are loaded with the latest in hacking software and best in smart search 
  technology. Using a one gives the user a +2 equipment bonus to Investigation checks 
  and hacking attempts on secure systems. 
  Spells on Disk/SD Cards 
  In the late 1980’s, the Bureau was able to successfully encode spells onto floppy 
  disks. As memory storage technology has improved, spells can now be encoded onto 
  SD cards. Basically, these are scrolls with a one shot spell. Earlier attempts tried to 
  make a reusable spell, but that proved to be disastrous, as spells mutate with each use.  
  These are assigned to teams on an as need basis as a number of Ranks that the 
  team can have in spells. Typically this number is 3 to 4, which can translate to 3 to 4 
  Novice Rank spells, or one Veteran or Heroic Rank spell.  
  To use, plug the SD card into your Smart Phone or Tablet and then execute the 
  spell program. This will burn out the SD card, as this is a one use item. 
  Document Designer  
  This is the pride and joy of Technical Service. The size of a medium sized laser 
  printer, it doubles as a fax machine and normal laser printer when not in use in its 
  primary mode.  
  The Document Designer is the perfect forging tool. It can scan up to a magazine 
  size document; it can mimic every dot matrix, laser, thermal imaging, and dye sub printer 
  currently on the market with a quick module change. With an optional module, it can 
  mimic every typewriter made in the past one hundred years using a special memory 
  metal type head. Other optional modules will allow the Document Designer to mimic 
  printing presses, Intaglio printing, and even mimeograph output. It comes with a plotter 
  unit for forging signatures and pen nibs and ink for the more popular ink pens on the 
  market, eight grades of pencil, and popular marker style pens. It can mimic both left-
  handed and right-handed writing. 
  For normal use, you request a document pack for the state you want and you’ll 
  receive a paper pack that contains all the standard forms for that state, including driver 
  licenses, weapon permits, and other legal documents. The Document Designer will do 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  6	
    
   
  the rest no skill test is needed. The forms are quite legitimate, as they are taken from the 
  stores of each state in question. Any specialty security items will be included in the pack, 
  such as holographs. 
  Of course, printing out a fake driver’s license is simple. Having the same the 
  license pass inspection at the hands of a suspicious State Trooper, tech savvy enough 
  to run it through the NCIC database to verify that the person exists in the state the 
  license is for, is another thing. However the Bureau has this covered, or more correctly, 
  the FBI, CIA, NSA, Homeland Security, and DEA have it covered. The Bureau has 
  access to all the current false identities created by these agencies, and has a few of its 
  own that you can pick and choose from. Some of the Bureau false identities have a 
  pedigree of over 130 years, and represent false identities the Bureau created in its early 
  years and have been nurtured, grown, family members added on to them, so that they 
  are more real than other false identities. These include several members of the West 
  family, the Dillon family, and the Savage family. 
  On average, the false identities will pass an average check, and to break the 
  identities would take several days of research and many, many phone calls. Figure that 
  if someone is trying to break your identity, you have at least 2 to 3 days before they 
  determine that you have a fake ID. 
  You cannot forge cash with the Document Designer; it has special cutouts to 
  prevent you from becoming a mint. It is illegal and the Bureau is not in the business of 
  breaking the law to get its job done.  
  You can create credit cards, debit cards and cash cards, but they will be 
  legitimate, and any money you spend will come out of your pay or team funds. A special 
  credit/debit card pack is available. It comes with credit and debit cards that are ready to 
  go, all they need is a name and expiration date. You activate the accounts online and 
  supply the necessary information, such as name, address, and phone numbers.  
  Cash cards are “uncharged” will have to have money added to them. Cash cards 
  are totally anonymous and are quickly becoming the preferred method of payment for 
  certain transactions; all you need to use one is just a PIN number. A special cash card 
  pack is available with 100 cash cards. 
  As a document forger, the Document Designer, within limits, will let you forge any 
  document that you want. It gives a +2 equipment bonus to a Craft (Forgery) or 
  Investigation skill check. 
  The Document Designer, AKA the “Docudesigner” as it’s known among agents, 
  comes in three variants: The desktop model with attached computer, the RV model, and 
  the oversized print model. The desktop model can be used anywhere and it is self-
  contained. The RV model is installed under the stove and it is linked to the RV Computer 
  and comes with the Colorado RV. The oversized print model can handle paper sizes up 
  to 6 foot wide and as long as you want up to the limit of the paper roll. 
   This device in the wrong hands could be catastrophic. An agent can only use it 
  with a command card. 
  • 
  Bureau Document Designer, Weight: 5 lbs 
  • 
  Bureau Document Designer Oversize Print Model, Weight: 50 lbs 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  7	
    
   
  • 
  Type Writer Module, Weight: 0.5 lbs 
  • 
  Printing Press Module, Weight: 2 lbs 
  • 
  Refill Kit, Weight: 3 lbs 
  • 
  State Document Pack (pick state), Weight: 1.5 lbs 
  • 
  Credit/Debit Card Pack/Module, Weight: 3 lbs  
  • 
  Cash Card Pack/Module, Weight: 3 lbs 
  BANE DELIVERY SYSTEM 
  This is a Bureau 13 field kit, and comes in a convenient canvas-carrying bag. It 
  consists of a sawed-off, double-barrel, cut down Browning BPS-SV 12-gauge shotgun, a 
  Info booklet, and a rather heavy vest composed of 60 small pockets, each set of three 
  pockets containing 12 gauge cartridges packed with a particular bane as a load. Also 
  included is a simple reloading kit, so that you can make your own Bane loads. 
  Name 
  Weight 
  Mixed Bane Pack 5 lbs 
  Note that not all creatures are affected by banes in the same way. You can make 
  generalizations, but many individuals might lack an expected reaction to a bane due to 
  natural immunity, allergy, or special planning. Roll a d10 on the following table to see 
  how the bane can affect the creature: 
  1 
  No Effect 
  2 
  Slows a Little d6 Minutes 
  3 
  Slows Moderately 1d10 +1 Minutes 
  4 
  Slows a Lot 1d10 +10 Minutes 
  5 
  Freezes Motion for 1d10 +2 Minutes 
  6 
  Wards Off or Turns Attack 
  7 
  Damages Lightly 
  8 
  Damages Moderately 
  9 
  Damages Critically 
  10 Kills Outright 
  The following table is a list of possible banes that can be used on a creature. 
  This is just a sample of possible banes, be inventive and add more. 
  Acid 
  Alcohol 
  Ammonia 
  Animal 
  Apathy 
  Artifact 
  Artificial Sweetener 
  Gesture 
  Glass 
  Gold 
  Good Magic 
  Greed 
  Hate 
  Holly 
  Radiation 
  Reason 
  Reflection 
  Ritual 
  Running water 
  Salt 
  Sand 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  8	
    
   
  Base 
  Belief 
  Birds 
  Blessed Item 
  Blessed Weapon 
  Blood 
  Brass 
  Candles 
  Carbon 
  Chemical 
  Chlorine 
  Cold Iron 
  Copper 
  Darkness 
  Death 
  Disbelief 
  Disease 
  Earth 
  Electricity 
  Empathy 
  Evil Magic 
  Fear 
  Flower Specific 
  Garlic 
  Gemstone 
  Holy Book 
  Holy Item Bit 
  Holy Place 
  Holy Symbol 
  Holy Water 
  Iron 
  Laser 
  Lead 
  Light 
  Love 
  Lust 
  Maser 
  Meat 
  Meteoric Iron 
  Microwave 
  Moon Rock 
  Moondust 
  Moonlight 
  Music 
  Perfume 
  Piety 
  Poison 
  PSI 
  Psychology 
  Pure Water 
  Silicon 
  Silver 
  Sound 
  Special Book 
  Special Weapon 
  Specific Food 
  Specific Metal 
  Spice 
  Stone 
  Strong Emotion 
  Sunlight 
  Task Completion 
  Tears 
  True Name 
  Understanding 
  Unholy Book 
  Unholy Symbol 
  Unholy Water 
  Vacuum 
  Vegetable 
  Wolfsbane 
  Wood 
  Word of Power 
  Words 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  1
  9	
    
   
  VEHICLES 
  For this playtest, use any of the vehicles out of the Savage Worlds rulebook, with 
  the following modifications: 
  • 
  Increase the armor value of the vehicle by 10. This represents the next 
  generation graphene panels, reinforced by buckytubes, used to armor Bureau 
  vehicles. 
  • 
  Increase acceleration and top speed by 20%, rounded down.  
  • 
  Vehicle now has an all electric drive train running off of fuel cells. Can be 
  charged from a wall plug. At normal driving speeds, vehicle has a 2,000 mile 
  range. At top speed, the range is 500 miles. 
  • 
  The following vehicle extras are available to modify the vehicle: 
  o Auto Window Tint: Windows can automatically darken at the push of a 
  button. 
  o Auto Pilot: State of the art AI controlled driving hardware. Has Drive 
  d4 skill. 
  o Traffic Signal Controller: Allows you to change traffic lights. 
  o Cell/Radar Jammer: A Cellphone/Radar jammer that has a 20” range. 
  o Ejection Seat: Any seat can be ejected through a concealed panel in 
  the car’s roof. 
  o Chameleon Skin: Change the color of the vehicle from an array of 
  1,000 different patterns, full color range, and LIDAR absorbing skin. 
  o Morphing License Plate: Special memory plastic plates with color 
  changing capabilities. Changes to a registered vehicle that matches 
  the style and make of your vehicle. 
  o Never-Flat Tires: Tires never go flat, as they are made from metal 
  springs. They have a toughness of 8. 
  o Oil Slick Dispenser: Dumps a mess of oil behind the vehicle, forcing 
  any chasing vehicle to make a Driving check at -2. 
  o Smoke Screen: Gives the driver of the vehicle a +2 on their next 
  chase roll to escape or evade a pursuer. Lasts 3 rounds. 
  o Self Destruct: Vehicle has thermite panels laced through its frame. 
  When ignited, the vehicle will be burned to the ground. Everything 
  within a Medium Burst Template of the vehicle takes 1d6 radiant heat 
  damage and can burst into flame. Self Destruct can only be initiated 
  by use of a Command Card and verbal command from the card’s 
  owner. 
  The agents of Bureau 13 can use their personal vehicles on any mission, but 
  most prefer a fully equipped command center called the Colorado RV. This design was 
  created back in the 1970’s and refined for the next 40 years. Built from the ground up, 
  this specialized and expensive high tech center always resembles a common RV that 
  you see driving on the roads of America. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  2
  0	
    
   
  Colorado RV 
  The Colorado RV is the ultimate command center and assault vehicle of Bureau 
  13. This Recreational vehicle is 9 ft. wide and 46 ft. long on the outside. Except for the 
  driver’s compartment, the interior space is 12 ft by 60ft. Yes, it’s bigger on the inside 
  than on the outside. It carries a surprising amount of equipment and firepower. 
  Standard Equipment 
  The following equipment is part of the standard Colorado RV package. This may 
  be modified by the team given time. 
  Electric Powertrain: Runs off the Fuel Cell Array that provides the motive power 
  for the RV. Older units ran off diesel or alcohol. Fuel using models are still available on 
  request. The Colorado RV has a 9,000 mile range. 
  360° Camera Array: A set of eight cameras, one on the front bumper and a 
  second set at driver level, one on each side, one facing the rear. Two facing blind spot 
  areas to allow the RV Driver to see areas that are normally not in their line of sight. The 
  final camera is on a controllable roof swivel that can look up or pan. 
  GPS Aided Computer Navigation: Standard computerized map. It also uses 
  standard voice-control to set up destinations and find Bureau facilities or Bolt Holes. Can 
  access the Internet for tourist data and local maps. Can print maps or project on the 
  windshield. 
  Hands Free Operation: Because the driver often needs to multi-task, the 
  Colorado RV is designed for limited hands free operation. Through voice recognition and 
  eye motion detection, the driver can operate sensors, weapons and even place a phone 
  call without taking their hands off the wheel. 
  Sensor Systems: Using a series of sensors throughout the vehicle, a composite 
  picture is created that turns night into day (no night modifiers). This picture is projected 
  onto the windshield. This can be used with any of the vehicles cameras. The passenger 
  side windshield can display a different view than the driver’s side, allowing two different 
  views to be enabled at once. The sensors can also be used to aid in targeting the 
  weapons, adding small bonus to hit if a lock on can be achieved. These displays can be 
  used at night or during the day. When used in daylight, the cockpit of the RV is darkened 
  to allow the sensors to be seen. 
  Sensor Types Light 
  Amplification Range 1000 feet. 
  Amplifies light to daytime levels. MAD 
  Magnetic Anomaly Detector Range 1000 feet 
  Detects masses of metal, ferrous and non-ferrous in Rural Areas. Detects 
  magnetic fields and electromagnetic hot spots. 
  Sonar Range 1000 feet. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  2
  1	
    
   
  Uses sound to create a picture. Range 1000 feet. 
  Also useful when the RV is submerged. 
  Thermal Range 1200 feet. 
  Detects heat of various items to paint a picture. Everything has slightly different 
  temperatures, allowing a picture to be created. Up to 2 of these can be combined in the 
  sensor system display at one time. 
  Screens: The Colorado RV comes with multiple fold-down HD Television 
  screens in the front compartment and rear compartment. May be linked to cameras or 
  used independently. 
  Satellite Dish: Taps into all cable systems across the planet as well as 
  telecommunications systems and provide high-speed computer connectivity. 
  Kitchen Galley: Has an electric stove, oven and microwave oven. Also has a 
  standard refrigerator and outdoor grill compartment. Stove can be used as a high 
  temperature incinerator. 
  Toilet & Shower: Standard Design. RV has a 50 gal Water Tank and can hold 
  50 gallons of sewage that can be automatically dumped. Shower can be set for standard 
  or decontamination. 
  Standard Comforts: Bed and fold out bed, couch and comfortable Pilot and Co-
  Pilot seats. Vehicle side can extend out for an additional 4 feet and lower stability jacks. 
  Air conditioning, climate control, fast air cleaner system, a standard Stereo, Satellite 
  Radio, and Passenger fold-down 72 inch LCD TV Screen/Computer Monitor. 
  Medical Bay: Bed can fold out into an emergency operating theatre with lights, 
  surgical tools and a hidden stock of drugs and plasma. 
  RV EXTRAS 
  The RV can and usually does have all of the items listed on page 57 as well as 
  more complex additions that can be designed by the Team.. 
  Hidden Storage Compartments: Storage compartments in the floor and walls 
  contain the team’s arsenal and spare equipment. The functional stovetop flips open to 
  reveal the optional Document Designer. The RV’s modest refrigerator has many small, 
  hidden compartments for drugs, forensic samples and firearms. The rear deck and bunk 
  areas open into equipment storage bins that may contain power tools, food, clothing, 
  cameras, building supplies, special electronic equipment, special medical hardware, test 
  equipment, and general survival supplies. 
  All of these compartments make use of the 13th Pocket technology, and don’t 
  add any extra space or weight to the vehicle when in use. 
  Weapons Concealment: Most weapons systems are disguised into the frame of 
  the RV in the Bathroom Weapons Locker. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  2
  2	
    
   
  EMP Hardening: The Colorado RV’s electronics have been specially shielded to 
  survive an EMP blast. 
  Tracking Radar: This can be used to spot objects up to 50 miles away in the air, 
  or 20 miles away on the ground. Can also be used to jam other radar units within range, 
  causing all radar within 25 miles to cease picking up anything. This is NOT a stealth 
  feature. All radar affected will register a massive and obvious amount of jamming, 
  though it cannot be traced.  
  Note: Commercial radar detectors can detect the radar system. 
  Police / Fire / Military / NASA Scanner: RV Computer scans radio bands for 
  any data and conversation on non-civilian broadcasts. This scanner can even pick up 
  and decipher the new encrypted digital radios used today. 
  RV Computer: The RV computer is housed deep in the vehicles frame at the 
  rear. This system has an optional ejection system in case the RV is set to self-destruct. 
  The ejection system shuts down the computer and then ejects in an ark away from the 
  side of the RV to a distance of 300 feet. The RV Computer is encased in a titanium shell 
  and will do Light damage on impact. It will also send a homing signal. 
  This semi-legendary near AI Computer is a marvel of Engineering that is less 
  then a square foot in diameter and has access to the entire Library of Congress, Patent 
  Office, and Justice Department files. 
  As with all Bureau computers, the RV Mainframe has full natural language 
  processing, voice recognition and translation. The RV computer can translate spoken 
  and written language including multiple dead languages. 
  Remember that your Smartphones and Tablets can wirelessly connect to this 
  Mainframe. The Mainframe can interface with any of the display screens onboard the 
  RV, or if the machine is installed in your base of operations. Up to six people can use the 
  RV computer at the same time. 
  Every Colorado RV comes with a Mainframe. On a coded voice-command to be 
  established by the operating agents, all data will be permanently purged from the 
  memory of the RV computer. If stolen any attempt to access or hack the computer the 
  system will burn itself out with a carefully controlled electrical overload. 
  Autopilot: The RV Computer can drive the Colorado on freeways for a limited 
  time if necessary. 
  Watertight Activation: Seals the Colorado RV for surface water travel. It can 
  also allow the RV to be submerged up to a depth of 150 feet of water. The airlock is the 
  RVs Bathroom. There is sufficient air in the RV to supply 12 passengers with air for 12 
  hours because of CO2 scrubbers. The fewer people there are the longer the air will last, 
  to a maximum of 144 hours for a single person. An optional snorkel can extend this 
  indefinitely. The only problem with this is that the RV, weighing over 15,000 lbs. will sink 
  through the silt or mud at the bottom of any natural body of water. For this an airbag 
  deployment can be activated. 
  
   
  Bureau	
    13:	
    Savage	
    Worlds	
    Edition	
    Playtest	
    
  2
  3	
    
   
  Security System: The only way to unlock the RV is with a Bureau Command 
  Card together with an Encrypted Electronic Key or by using the Biometric Thumbprint 
  Scanner. The vehicle can be set to allow new personnel at the discretion of the team. If 
  a civilian walks up and tries to open the door, an audible alarm is sounded along with an 
  alert being sent to all agents assigned to the RV. If you are forced to leave the RV in a 
  hostile area gas or an electric stunner can be tied into the security system. 
  RV Defensive Systems 
  All defensive systems can be controlled by the driver, or by the person in the 
  passenger seat. The defensive systems are connected to the heads-up display for 
  targeting. All of these can be voice activated. 
  The Colorado RV has an Oil Slick and Smoke Screen dispenser, and a self-
  destruct system. The self-destruct system for the RV is so hot that anything within a 
  Large Burst Template will take 1d8 heat damage and burst into flames. 
  In addition, the Colorado RV has the following systems: 
  Crowd Control: Small panels on the sides of the RV pop open and fires clusters 
  of half-inch rubber balls using the Medium Burst template. Stings and knocks down any 
  targets outside the RV. Targets must make a Spirit roll to maintain morale, or retreat 
  from the RV. 
  Tear Gas Sprayer: Sprays tear gas from dispensers on the side of the RV 
  forming a Large Burst Template cloud around the RV. Anyone in the cloud not wearing a 
  gas mask or better gear, must make a Vigor -2 roll, or become Shaken. On the next 
  round, they must make a Spirit -2 roll or they will flee from the cloud. Cloud lasts d6 
  rounds without renewal. The sprayer has 6 shots. 
  Windshield Blocker: A beanbag launcher at the rear of the RV fires a beanbag 
  round that contains a foaming black sludge that will cover the average car windshield. 
  Driver must make an immediate Driving -2 skill roll. The gunk has to be scrapped off the 
  windshield after it hardens.  
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Bureau 13 - Playtest Player Rules.pdf