TEXT: DEATH WISH
  Deathwish is an adaptation of Dust Devils, the Truly Gritty
  Old West Role-Playing Game. You will need the Dust Devils
  print edition or PDF edition to use this game expansion. Both
  versions of Dust Devils are available for purchase at:
  http://www.chimera.info/dustdevils/
  The game also requires a standard deck of playing cards and a
  handful of poker chips or other tokens.
  Preliminary Briefing
  This game expansion is a role-playing game of espionage in the
  tradition of Ian Fleming’s famous character James Bond and
  other spy thrillers popular in movies and novels. Players portray
  super spies, secret agents and even devious masterminds who
  play a complicated, high-stakes spy game.
  Much like its parent game, DUST DEVILS, this game focuses on a
  crucial character-centric issue. In DUST DEVILS, that issue is the
  Devil — will your character “shoot or give up the gun?” That is,
  will the Devil get the best of him, or will the character overcome
  his own faults to be a man the Old West can respect and admire?
  Deathwish emphasizes a slightly different theme. Here, the issue
  is “How far will you go for queen and country?” Contrary to the
  James Bond film title, spies do not “only live twice.” Espionage is
  dangerous business. This game examines how far an agent is will-
  ing to go to risk his own safety for some greater motivation.
  Deathwish provides a mechanic for that ultimate moment—when
  the agent must choose between his mission and his own life.
  Character Dossiers
  Attributes
  Deathwish defines characters with four attributes that differ
  slightly from the four attributes presented in DUST DEVILS.
  Attribute ratings cannot exceed 5. Players assign 13 points among
  their agents’ four attributes. Those attributes are:
  ♠ Aim—Aim measures a character’s hand-eye coordina-
  tion. In fact, it represents most any physical task an
  agent might attempt. If a task requires any amount of
  physical skill—whether piloting a jet or actually aim-
  ing a weapon—Aim is the attribute to use. Aim
  replaces the Hand attribute in DUST DEVILS, and it
  therefore is associated with the Spades suit.
  ♦ Wits—Wits is the agent’s ability to react to his sur-
  roundings and notice details and things out of the
  ordinary, a crucial element of espionage work. It is a
  measure of a characters insight and intelligence, as
  well as his or her cunning. Wits replaces the Eye
  attribute in DUST DEVILS, and it therefore is associated
  with the Diamonds suit.
  ♣ Guts—Guts represents both a character’s health and
  fortitude as well as his courage and boldness. Agents
  might employ Guts to sneak into an embassy in broad
  daylight or to steer a speedboat off a waterfall! If a sit-
  uation requires a lot of nerve, Guts is the attribute to
  use. Just as in DUST DEVILS, the Guts attribute is asso-
  ciated with the Clubs suit.
  ♥ Cool—Simply put, Cool is an agent’s style. Cool deter-
  mines how suavely the character gambles in a Monaco
  casino, or even how level-headed and in-control he
  remains when the bullets are flying. Cool replaces the
  Heart attribute in DUST DEVILS, and it is therefore
  associated with the Hearts suit.
  These attributes are mechanically identical to DUST DEVILS
  attributes. In each conflict, a player selects two relevant attributes
  for the situation, and the player then receives a number of cards
  equal to the sum of the current rating of those attributes. Note
  that Difficulty may reduce attribute ratings, and therefore reduce
  the number of cards a player receives in the Deal.
  Agent Specialties
  Agent Specialties replace Dust Devil’s Knacks. Specialties are
  skills and proficiencies an agent might employ in the field. These
  might include: Firearms, Seduction, Piloting, Martial Arts,
  Stealth, Diplomacy, and so on. Players are encouraged to define
  their own specialties for their agents, with approval from the
  Director. The specialties should be neither be too broad, nor too
  narrow in applicability. For example, the Firearms specialty is
  more appropriate than, say, Sub-machinegun specialty.
  Conversely, a Piloting specialty that covers driving any and all
  vehicles from cars to submarines to space shuttles is probably too
  broad. Instead, Pilot: Aircraft might be more appropriate.
  Mechanically speaking, specialties work exactly like Knacks.
  The player may discard and draw back a number of cards from
  his hand equal to his character’s specialty rating. Players may
  employ only one specialty in a single conflict.
  Players distribute 11 points among a number of Specialty
  equal to Wits + Cool or 6, whichever is higher. (Note that this
  differs slightly from DUST DEVILS, which allows players to distrib-
  ute 11 points among a number of knacks equal to Hand + Eye or
  6, whichever is higher)
  1
  Espionage Role-playing on the Edge
  by Matt Snyder
  Copyright 2002 Matt Snyder / Chimera.Creative
  
  Gadgets
  Deathwish agents do not have Traits as DUST DEVILS characters
  do. Instead, they possess Gadgets. Each agent character possesses
  one or two Gadgets. Players may choose any gadget they like, and
  they should record these on their character sheet at the beginning
  of each session.
  When choosing gadgets for your character, keep in mind that it
  is best to select something useful in many conflicts, rather than a
  narrowly defined gadget with little applicability outside a specific
  situation. For example, it is entirely appropriate to select “Spy car”
  for a gadget, then define its function during play. The player could
  leave the actual functions of the car until he has need of them—
  say, hidden machine gun ports in a chase scene. Later, he might
  also need to escape, and the car could also become a submarine.
  However, once a gadget’s function is defined, it cannot change.
  Single gadgets like the spy car should be limited to two special
  functions. Alternatively, the agent may possess two gadgets, each
  with a single function that does not change once defined. Again,
  these functions may be defined at the moment they’re needed, but
  cannot change to a different function after the fact. For example, a
  “laser watch” cannot become a “garrote wire watch” later in the
  game, but the laser might still be useful in other conflicts.
  An agent’s gadgets may change from session to session, at the
  player’s discretion. Players may decide their agent has a signature
  gadget, like a versatile watch. Or, they may opt to have a new
  “fire-and-forget” gadget or two every session.
  Gadgets work very simply—players receive two extra cards
  (and only two cards) in the Deal in any conflict their gadget con-
  ceivably comes into play. Players are encouraged to involve gadg-
  ets in conflicts creatively, and the Director should try to allow
  their usage in deals often. Finally, keep in mind that the narrator
  for the scene should incorporate use of the gadget in his narra-
  tion when they are used.
  Deathwish
  The central agent characteristic is the Deathwish. Much like
  the Devil mechanic in DUST DEVILS, a character’s Deathwish
  defines an agent’s willingness to put his life at risk. It might rep-
  resent the extreme dedication he devotes to his missions. Or,
  Deathwish could indicate how much he’s been wronged by the
  world and the enemies of his state. Or, it might represent how he
  feels betrayed by the agency he once worked for.
  In all cases, Deathwish works identically the Devil mechanic in
  DUST DEVILS. In conflict situations that are significantly relevant to
  a character’s Deathwish, the character may receive extra cards in
  the deal equal to the current Deathwish rating. Or, the player may
  receive fewer cards in the deal equal to the Deathwish rating,
  depending on the situation. Players should set their agents’
  Deathwish rating from 1 to 3 at the start of each session. This rat-
  ing determines the number of more or fewer cards a player
  receives in the deal when the Deathwish is involved in the conflict.
  For more rules information, see “Devil” and “The Road to
  Hell” in the DUST DEVILS book.
  For some possible Deathwish ideas for your agents, please see
  the sidebar on Page 3.
  In the field
  The Deathwish rules are very much the same as DUST DEVILS.
  This includes the Deal, Five Card Stud rules, the Draw, Call,
  Folding, high-card narration (See “Fastest Tongue in the West” in
  DUST DEVILS), and Chips and Stakes mechanics. Please refer to
  the DUST DEVILS rulebook for details.
  Difficulty
  Deathwish does recommend one significant change in
  Difficulty rules as presented in DUST DEVILS. As an optional rule
  more suitable for over-the-top spy thriller action (as opposed to
  gritty spy “realism,” in which case it is recommended that you use
  the original Difficulty rules), you may wish to tone down the per-
  manence of Difficulty.
  Here’s how it works: When agents are involved in a conflict,
  Difficulty is resolved as normal. The Difficulty reduces character
  attributes as the narrator describes the conflict. However, once
  the conflict is resolved, all attributes that were affected but not at
  0, are restored to their original ratings for the next conflict or
  scene. The only exception to this restoration of attributes is when
  a conflict continues immediately after resolution. For example,
  “after” a firefight, players may decide to deal another hand imme-
  diately to continue the firefight. In this case, the attributes do not
  2
  Sample gadgets
  Gadgetry is a hallmark of the spy genre, made
  most famous by that seminal James Bond ally,
  Q. Here are some sample gadgets Deathwish
  character might employ:
  • Watch (Laser, garrote wire, phone, deto-
  nator, Geiger counter / other sensor)
  • Pen (Knife, 1-shot gun, grenade, camera)
  • Car (Oil slicks, smoke screen, remote con-
  trols, concealed weapons, converts to
  other vehicle)
  • Sunglasses (Night-vision, x-ray, infrared,
  range finder)
  • Hidden camera (Belt-buckle, ring, shirt
  button)
  • Disguise kit
  • PDA (security-busting EMP and/or explo-
  sive, car remote)
  
  recover until the conflict at large is resolved.
  However, Difficulty damage is permanent (meaning that it
  lasts for the remainder of session and/or mission) when the
  Difficulty is delivered by a character whose Deathwish was acti-
  vated for the conflict.
  FOR EXAMPLE, let’s say Agent Summers has just lost a conflict
  involving his Soviet rival, Ms. Gradenko. Ms. Gradenko has a
  vendetta against Summers (her Deathwish, in fact). Therefore,
  the Difficulty inflicted upon Summers is permanent for the ses-
  sion and/or mission, even though none of his attribute ratings
  are at 0. Note that Agent Summers may recover some attribute
  ratings; see “Recovery” in DUST DEVILS.
  The Director
  In Deathwish, the Director (called the Dealer in DUST DEVILS)
  is responsible for guiding players through the narrative story con-
  structed during the game. Her job is not so much to present mis-
  sions with specific aims and goals, but rather to present charac-
  ters and situations riddled with conflicts and let the players deci-
  sions shape the course of the mission. The Director, then, should
  react to the actions and decisions of the agents.
  As Director, the crucial job is to keep play focused on issues
  and conflicts related to the agents’ various Deathwishes. This
  game is far less about disarming the super-weapon, and much
  more about what it takes for a spy to put his life on the line.
  Therefore, as Director, you should not be concerned about the
  intricate details of a super-secret crime organization or the details
  of Soviet equipment and the KGB. Be concerned about providing
  situations that let the players really push the limits of their agents
  via the Deathwish mechanic.
  For more information on running the game, see “Raw Dealer”
  in the DUST DEVILS rule book.
  Try to Take Over the World!
  Traditionally, role-playing games encourage players to act as a
  team to overcome some challenge or conflict. That paradigm can
  work superbly in Deathwish, and you might consider the
  “Mission: Impossible” team as a model for such a group.
  However, Deathwish can also work well even when players are
  pitted against one another. In this case, separate players might
  play both CIA and KGB operatives. Or, one or more players
  might opt to create an “Evil Mastermind” and his colorful hench-
  3
  Loner
  The agent’s family was killed (by government body, ter-
  rorist cell, etc.) and the agent has nothing—or no
  one—to live for. He might receive extra cards based on
  his Deathwish rating in conflicts where he acts alone, or
  fewer in conflicts where he must rely on someone else.
  For Queen & Country
  The agent is so loyal to his agency (whether on her
  majesty’s secret service, or the Motherland, or Uncle
  Sam) that he puts his life on his line to do his duty. He
  might receive Deathwish benefits when putting his life
  above his duty, but receive fewer cards when he’s cau-
  tious or diverted from his loyal goals.
  Daredevil
  The agent is an adrenaline junky willing to do anything
  it takes to do his work—and usually as over-the-top as
  he can. He might receive extra cards when pushing the
  limits of action, but receive fewer when the mission—or
  at least one conflict—goes without incident (much to
  the approval of the agent’s superiors, no doubt!).
  Vendetta
  The agent seeks revenge on something or someone.
  When the agent pursues that goal, he might receive
  more cards from his Deathwish rating, but when he’s
  involved in conflicts unrelated to his ceaseless
  vengeance, he might receive fewer cards.
  Marked for Death
  The agent is a walking dead man, with a price on his
  head. He is a running man, and he may receive extra
  cards from his Deathwish while trying to evade his pur-
  suers. Conversely, should the agent “stand and fight” or
  otherwise risk getting caught or assassinated, he might
  lose cards.
  Top Secret
  The agent is an operative of so secret an agency or mis-
  sion that should he places secrecy above his own safety.
  Conflicts in which he must conceal his true identity or
  mission might earn more cards, but should he be forced
  divulge the identity or mission, even in a small way, the
  Director may allot fewer cards in the Deal. 
  Possible Agent Deathwishes
  
  men, while other players take on the roles of secret agents out to
  foil their plans.
  Should your group take this approach, the only caveat is for
  everyone to understand that the game is not a competition. Rather,
  it is more akin to everyone taking part in making an engrossing
  movie. The members of your group should be sophisticated
  enough to know that everyone’s working together to craft a great
  spy-thriller, not working against one another to “kill the other guy.”
  It’s not about winning and losing, in this case. It’s about enjoying
  the whole narrative and exploring the Deathwish theme as a group.
  The Briefcase
  Here is a suggestion for a very simple situation that you might
  introduce to start Deathwish play. This situation presents a sim-
  ple conundrum for operatives, and it could easily be adopted for
  a group working together or for a group with agents from diver-
  gent agencies or organizations.
  The mission is simple: The agents must retrieve a certain brief-
  case (even if they’re on “opposing” sides). Of course, it won’t be
  that easy. Other agencies will be after the package, and rogue agents
  or elements might acquire it to try to sell to the highest bidder.
  With only this simple conflict, and perhaps a specific locale
  like Paris or Hong Kong, the Director and players should have
  more than enough to launch right into play.
  The interesting element, particularly from the Director’s per-
  spective, is that this situation does not specify what’s in the brief-
  case from the onset. The director may have an idea, but he should
  be willing to adapt that idea based on game-play, as players come
  up with suggestions and narrations that hint as to its contents. As
  Director, you might even explain to the players that the contents
  of the briefcase are unknown, and they can help define what
  those contents are, especially by narrating events after conflicts.
  Possible briefcase contents might include: super-weapon com-
  ponents; spy-plane blueprints; chemical or biological weapons;
  illegal African conflict diamonds; nuclear launch codes; or even
  nothing—a red herring! Possible briefcase “owners” (at the begin-
  ning of the mission) include: Soviet defectors; double-agents; ter-
  rorists; unknown secret agents from the players’ own agency; an
  unlucky—but innocent and, of course, beautiful—woman;
  henchmen of a criminal mastermind; or even perhaps the agents
  themselves, who are unable to open the case before enemies
  intervene. (It might even be cuffed to one agent’s arm!) 
  Mission Debriefing
  These are your orders. You mission, should you choose to
  accept it, is to have a lot of fun. Fortunately, this message will not
  self destruct. In fact, if you have questions, send email to:
  matt@chimera.info
  4
  NEED-TO-KNOW INTEL
  There are a number of movies and novels that inspired
  Deathwish. These include:
  License to Kill
  Any and all James Bond films, especially: 
  • Dr. No
  • Goldfinger
  • From Russia With Love—the author’s favorite Bond film
  • The Spy Who Loved Me
  • Goldeneye
  Spymaster Thrillers
  • The Hunt for Red October
  • Mission: Impossible
  • The Sum of All Fears
  • Ronin
  • Swordfish
  Humor in Action
  • Sneakers—An underrated classic; it’s cast of characters
  are ideal role-models for a player character group
  In Like Flint
  • Austin Powers, International Man of Mystery—hilari-
  ous James Bond parody.
  Spook romance
  • Spy Game
  • The Russia House
  Novels
  • The Spy Who Came in From the Cold, by John le Carré
  • Cardinal of the Kremlin, by Tom Clancy
  • The Hunt for Red October, by Tom Clancy
  • Patriot Games, by Tom Clancy
  
SOURCE: textdata/thevault/Dust Devils/Dust Devils Deathwish.pdf