TEXT: Impossible Missions 
  A free espionage role playing game by Tom McGrenery 
   
  Contents 
  Introduction...............................................................................2 
  Inspiration .................................................................................2 
  Organisation..............................................................................2 
  Missions.....................................................................................2 
  Characters.................................................................................. 2 
  Attributes..............................................................................2 
  Agility (AGL) ................................................................2 
  Strength (STR)...............................................................2 
  Perception (PER)...........................................................2 
  Intelligence (INT)..........................................................3 
  Charisma (CHA)...........................................................3 
  Skills .....................................................................................3 
  Skill List...............................................................................3 
  Awareness (PER) ..........................................................3 
  Computers (INT) ...........................................................3 
  Cooking (PER) ..............................................................3 
  Demolitions (AGL/INT)..............................................3 
  Disguise (PER) ..............................................................3 
  Drive (AGL)...................................................................3 
  Electronics (INT)...........................................................3 
  Etiquette (PER/CHA)...................................................3 
  Fighting (STR/AGL) ....................................................3 
  Foreign Language (INT)..............................................3 
  Forgery (PER/INT).......................................................3 
  Guns (AGL) ...................................................................3 
  History (INT) .................................................................3 
  Intrusion (AGL/PER) ...................................................3 
  Manipulation (CHA).....................................................3 
  Maths (INT) ...................................................................3 
  Mechanics (INT) ...........................................................3 
  Medicine (INT)..............................................................4 
  Mimicry (PER) ..............................................................4 
  Performance (PER/CHA) ............................................4 
  Photography (PER).......................................................4 
  Pilot (AGL/PER) ...........................................................4 
  Politics (INT) .................................................................4 
  Psychology (PER/INT) ................................................4 
  Science (INT).................................................................4 
  Sincerity (CHA) ............................................................ 4 
  Stealth (AGL/PER).......................................................4 
  Survival (STR/INT)......................................................4 
  Actions.......................................................................................4 
  “What if I don’t have that skill?”.....................................4 
  Time ...........................................................................................4 
  Doing more than one thing at once..................................4 
  Damage......................................................................................4 
  Armour.................................................................................5 
  Damage Ratings ............................................................ 5 
  Guns......................................................................................5 
  Mission Points..........................................................................5 
  Impossible Missions Character Templates ..........................5 
  Equipment Catalogue..............................................................6 
  Audio Bugs.....................................................................6 
  Audio/Video Bugs.........................................................6 
  Biohazard Suit ...............................................................6 
  Briefcase Pistol..............................................................6 
  Bug Detector..................................................................6 
  Bullet-proof Case ..........................................................6 
  Camouflage Clothing....................................................6 
  Electronic Lockpicks....................................................6 
  First Aid Kit ...................................................................6 
  Flak Vest.........................................................................6 
  Gas Mask........................................................................6 
  Geiger Counter..............................................................6 
  GPS.................................................................................. 6 
  Hands-Free Radio..........................................................6 
  Headset Microphone.....................................................6 
  Infrared Camera .............................................................6 
  Infrared Goggles............................................................ 6 
  Infrared Torch................................................................6 
  Jammer............................................................................6 
  Kevlar Vest.....................................................................6 
  Laptop Computer...........................................................6 
  Laser Eavesdropper.......................................................6 
  Laser Sight......................................................................7 
  Lockpicks ....................................................................... 7 
  Lockpick Gun................................................................7 
  Micro Camera ................................................................7 
  Mobile Phone.................................................................7 
  Nightvision Goggles.....................................................7 
  Radiation Suit ................................................................7 
  Radio ...............................................................................7 
  Satellite Link..................................................................7 
  Scrambler........................................................................7 
  Shotgun Microphone....................................................7 
  Silencer...........................................................................7 
  Starlight Camera ............................................................ 7 
  Starlight Scope...............................................................7 
  Starlight Telescope........................................................7 
  Tape Recorder................................................................7 
  Telescope........................................................................7 
  Telescopic Sight ............................................................ 7 
  Thermo Graphic Camera..............................................7 
  Torch Mount..................................................................7 
  Tranquilliser...................................................................7 
  Underwater Camera......................................................7 
  Video Camera ................................................................7 
  Video Recorder..............................................................7 
  Wiretap............................................................................7 
  Wiretap Detector...........................................................7 
  GM’s Guide..............................................................................8 
  The Tape..............................................................................8 
  Prep Time .............................................................................8 
  The Setback....................................................................9 
  Other Preparation..........................................................9 
  Mission Time....................................................................... 9 
  Wrapping Up....................................................................... 9 
   
   
  
   
  Introduction 
  Impossible Missions is an espionage role-playing game 
  based especially on a certain well-known TV series of the 
  late 1960s. In it, players take on the roles of agents from 
  the Impossible Missions Force (IMF) - a crack 
  government organisation employed only when all other 
  routes have failed.  
   
  Inspiration 
  TV - Mission: Impossible, The X-Files, The Man from 
  U.N.C.L.E., Moon Over Miami 
  Films - Mission: Impossible, M:I 2, Topkapi, The Italian 
  Job, any Bond film, The Sting, Bullitt (although presented 
  from the other side, this is typical IMF-style). 
  Books - The Complete Mission: Impossible Dossier, any 
  book of illusion-style magic tricks, The Care of Time by 
  Eric Ambler, Virtual Light by William Gibson 
   
  Organisation 
  The IMF is constructed along the cell structure. The 
  ordinary members of the cell (three or more) will know 
  the other members by name, and little or nothing more. 
  This is for your own safety. 
   
  The team leader, who may or may not be a field agent, 
  will receive instructions from a drop-point designated via 
  a telephone call. Except in the rarest of circumstances, 
  this will be the only contact any of the team will have 
  with higher command. Some team leaders will have more 
  than one team under their control. This is to be avoided 
  where possible, but may in some cases be the only option. 
  Again, the only IM agents known to an operative will be 
  those within his own cell. For all you know, yours may be 
  the only cell in the IMF.  
   
  The IMF is different to most intelligence organisations in 
  that, once your orders have been given, there are no 
  required procedures for your fulfilment of the mission. 
  Use whatever means you deem necessary. Success is all 
  that matters.  
   
  Missions  
  The missions in which the IMF is typically engaged are of 
  an extremely sensitive nature. Therefore, success will 
  almost never come from the barrel of a gun. Subtlety is 
  the IMF’s watchword. If the mission could be solved as 
  easily as pulling a trigger, it would have been one of the 
  ordinary government agencies which would have 
  performed it. Bear this in mind. 
   
  Due to the constraints placed on IMF missions, and the 
  pressure to avoid an international incident in many cases, 
  planning is of the utmost importance. Make back-up plans 
  for when things do not go as expected. Even the tiniest 
  flaw, especially early on in the mission, can snowball into 
  a disaster of epic proportions.  
   
  When in preparation for a mission, always ensure that 
  your plan is based around your team’s abilities, not some 
  perceived ideal. A plan that drastically over-extends its 
  practitioners’ abilities is one that will fail. A technical 
  expert cannot be expected to maintain an elaborate 
  disguise merely because the team’s master of disguise is 
  on some other business. If the deception using the 
  disguise is very important, and the technical expert is the 
  only operative available to do it, try to find a way to 
  undertake that part of the plan using that agent’s skill. 
   
  Always back up your cover identities. Without some kind 
  of “impartial” source to verify the integrity of an identity, 
  or detail of identity, you cannot expect a person to believe 
  in that identity.  
   
  An excellent example of this occurs in a mission 
  undertaken by an exceptionally successful IMF team. The 
  team required the president of a small South American 
  nation to believe that one of their members (actually 30, 
  and in disguise as a television interviewer) was aged 70, 
  but had achieved her youthful looks through a potent 
  beauty treatment. Obviously, this could not be 
  accomplished simply by having the agent in question say 
  “Oh, incidentally, I may look very young, but I’m actually 
  a pensioner.” Instead, another agent removed a local 
  history book from the President’s personal library, and 
  replaced it with one which was identical, with the 
  exception that it contained a recently-taken photograph of 
  the “interviewer” agent, with a caption claiming it to be 
  forty years old. Once this was “accidentally” brought to 
  the attention of the President, it formed a perfect back-up 
  to the idea of the agent’s advanced age, since it was 
  assumed to be a book which the President had owned for 
  a long time. All that was required after that was for the 
  President to see the agent in question in her “natural” state 
  (actually the work of make-up) and the deception was 
  complete.  
   
  Characters 
  Characters in Impossible Missions are defined by five 
  attributes (descriptive statistics which all people have), 
  and myriad skills (learned aptitudes which a person does 
  not automatically possess). 
   
  Attributes 
  The five attributes are as follows (abbreviations in 
  parentheses): 
   
  Agility (AGL) 
  This attribute is used when speed, dexterity or grace are 
  required. Actions using Agility might include running 
  quickly, dodging a falling rock or swerving to avoid a car 
  crash. 
   
  Strength (STR) 
  Covers brute strength and endurance. Uses of Strength 
  might include running for a long time, lifting a large rock 
  or resisting the damage from being hit by a car. 
   
  Perception (PER) 
  Perception is the attribute which governs a character’s 
  alertness and awareness. Examples of using Perception 
  are hearing faint running footsteps, noticing an unusual 
  
  rock or memorising a car’s number plate as it speeds 
  away from an accident. 
   
  Intelligence (INT) 
  This describes both academic knowledge and knowledge 
  of the world. Using Intelligence, a character could work 
  out how long it would take him to run to the nearest town, 
  identify a particular kind of rock, or know what kind of 
  car he was looking at. 
   
  Charisma (CHA) 
  Charisma is a character’s social ability. Charisma could 
  be used to persuade a fugitive not to run away, tell which 
  geologist is lying about his find, or lead a strike in a car 
  factory. 
   
  Each attribute has a rating, from 1 to 6, higher numbers 
  being better. At the time of creation, a character has 17 
  points to divide between his attributes. 
   
  Skills 
  Theoretically, there is no limit as to how high a skill 
  rating may go. However, starting characters may have no 
  skill at a level higher than 5. Also, a starting character 
  may not have a skill rating higher than that of the skill’s 
  related attribute. The related attribute is listed alongside 
  the skill in brackets. Where two related attributes are 
  given, you may use whichever is higher.  
   
  Starting characters have 20 points to spend on skills. 
   
  Skill List 
  Awareness (PER) 
  Awareness is usually rolled by the GM, to see if a 
  character spots something at least partially hidden, or 
  unobtrusive.  
   
  Computers (INT) 
  Covers the use, design and programming of computers. 
  Often used in conjunction with Electronics (for 
  hardware).  
   
  Cooking (PER) 
  The ability to create pleasing meals. 
   
  Demolitions (AGL/INT) 
  The ability to make and set explosives effectively. This is 
  a dangerous skill to use - failure can sometimes result in 
  severe injury. 
   
  Disguise (PER) 
  Disguise is used when you want to make someone look 
  like someone else. When creating a disguise, make a 
  Disguise roll. The result is the disguise’s Quality. If 
  detailed information on the person mimicked is available, 
  add 1 to the Quality. To see through a disguise, a 
  character must make an Awareness roll with a difficulty 
  equal to the disguise’s Quality. 
   
  Drive (AGL) 
  The ability to drive ground vehicles. Ordinary driving 
  does not usually require a roll - only chases, bad weather 
  and other adverse conditions cause enough of a problem 
  to make a Drive roll necessary. 
   
  Electronics (INT) 
  Covers the design, implementation and repair of 
  electronic devices.  
   
  Etiquette (PER/CHA) 
  The ability to blend in with, and appear pleasing to, 
  society. Important at Central American embassy 
  functions.  
   
  Fighting (STR/AGL) 
  Fighting covers all combat which does not involve a 
  projectile weapon. The base difficulty to hit someone in a 
  fight is 1, plus any successes they may have obtained by 
  dodging. To dodge, a character takes an action and makes 
  an AGL roll. 
   
  Foreign Language (INT) 
  A measure of fluency in a language other than your 
  mother tongue. All Impossible Missions player characters 
  are assumed to be able to pick up enough of a foreign 
  language for each mission, but where extra fluency is 
  required, this skill is used. One language must be picked 
  each time this skill is bought. Special Rule - When 
  speaking in a foreign language, the character’s player 
  must adopt an appropriate accent (this usually means a 
  slightly dodgy Eastern Bloc accent). 
   
  Forgery (PER/INT) 
  The ability to make counterfeit documents. The result of a 
  Forgery roll is the item in question’s Quality. The Quality 
  is the difficulty for any Awareness roll to spot its falsity.  
   
  Guns (AGL) 
  This skill is used when operating any kind of missile 
  weapon. In addition to any dodging (see Fighting), the 
  base difficulty of any Guns roll is determined by range. 
  At Point Blank range (3 metres or less), the difficulty is 0. 
  At Short range (The listed range for the weapon) it is 1. 
  At Long range (twice that listed) it is 2, and at Extreme 
  range (four times that listed), it is 4.  
   
  History (INT) 
  Knowledge of history. That’s it. More useful than it 
  sounds. 
   
  Intrusion (AGL/PER) 
  Used for breaking into things, such as houses, banks, 
  safes, embassies - you know the drill. 
   
  Manipulation (CHA) 
  Persuading others to do what you want. The difficulty 
  level is the subject’s PER. 
   
  Maths (INT) 
  Advanced mathematical knowledge.  
   
  Mechanics (INT) 
  Used for the design and manufacture (and sometimes use) 
  of mechanical devices. 
  
   
  Medicine (INT) 
  The ability to diagnose and treat physical ailments. When 
  you are trying to heal someone, roll Medicine. The result 
  is the number of wound levels removed. Emergency first 
  aid suffers a -2 modifier to the result. The time taken for 
  the healing process is up to the GM.  
   
  Mimicry (PER) 
  See Disguise above. However, Mimicry is used to 
  impersonate the mannerisms, voice, etc. of a person, 
  rather than their looks. Mimicry is often used in 
  conjunction with Disguise. 
   
  Performance (PER/CHA) 
  This skill governs a character’s showmanship, from 
  introducing a conference to playing a musical instrument. 
  A speciality should be picked when this skill is bought. 
  Activities outside this speciality but within Performance 
  suffer a -2 penalty to the roll’s result.  
   
  Photography (PER) 
  The ability to take clear, accurate and aesthetically 
  pleasing photographs or films. Can be used for 
  surveillance purposes.  
   
  Pilot (AGL/PER) 
  When this skill is bought, you must decide which 
  specialisation your character has - Ships, Boats, 
  Aeroplanes, Helicopters, Spacecraft, etc. Only this type of 
  vehicle can be piloted using this skill. Any other type 
  requires another Pilot skill, or defaulting to an attribute.  
   
  Politics (INT) 
  Covers the knowledge of the political process.  
   
  Psychology (PER/INT) 
  An understanding of the human mind. This skill may be 
  used to determine a person’s feelings, neuroses, whatever.  
   
  Science (INT) 
  Governs knowledge of a field of science. Upon taking this 
  skill, the player must choose some appropriate speciality, 
  such as Biology, Chemistry, Physics, Biochemistry, 
  Astrophysics, Cybernetics, etc. Other specialities must be 
  bought as separate skills. 
   
  Sincerity (CHA)  
  Sincerity is used whenever a character wants someone to 
  believe that they feel other than they do. Uses include 
  telling a convincing lie, acting and other subterfuge.  
   
  Stealth (AGL/PER) 
  Used when a character wishes to be undetected. Examples 
  include walking silently, camouflage, etc.  
   
  Survival (STR/INT) 
  The ability to keep oneself alive under adverse conditions. 
  Applies equally to most types of terrain (though not, say, 
  the surface of the Moon). 
   
   
   
  Actions 
  When a character wants to do something, they may be 
  required to make a skill or attribute roll. Just roll a 
  number of ordinary, six-sided dice equal to the relevant 
  skill or attribute number. Count up the number of dice 
  that score 4 or more - this is the roll’s result. If the result 
  is greater than or equal to the difficulty level, the action 
  has succeeded.  
   
  “What if I don’t have that skill?” 
  Easy. Use the related attribute instead, but the difficulty 
  level goes up by one. You may always default to an 
  attribute if you want. 
   
  Time 
  When lots of things are going on at once, you may wish to 
  split up time into “turns” - small segments of about five 
  seconds each. Everyone gets one action or passion per 
  turn. An action can be whatever the GM decides is one 
  discrete “thing”. A passion, obviously, means you don’t 
  do anything. 
   
  Time is also split into two categories - Prep Time and 
  Mission Time. Prep Time is where you get ready for the 
  mission. Mission Time is when you’re actually in the 
  field. Why this is important will become apparent later. 
   
  Doing more than one thing at once 
  Okay, so I lied to you above. You can take two or more 
  actions in one turn, or at the same time if you’re not using 
  turns. For every extra action you take, 1 is added to the 
  difficulty of every action.  
   
  Damage 
  Sometimes, characters will get hurt. The source of the 
  damage is given a damage rating. When a character takes 
  damage, that character rolls their STR. The result of this 
  is subtracted from the damage rating. If this leaves 
  anything, that number of dice are rolled.  
   
  The highest dice in the damage roll is the result. If this is 
  a 6, roll that dice again and add the second roll to the first. 
  If more than one die comes up 6, roll each, taking 
  whichever is higher.  
   
  Then apply the damage result to this chart: 
   
  Roll  
  Effect 
  Wound 
  Level 
  1-3 
  Flesh wound (no penalties) 
  1 
  4-6 
  Light wound (+1 difficulty on all rolls) 
  2 
  7-9 
  Serious wound (+2 difficulty) 
  3 
  10-11 
  Deep wound 
  4 
  12 
  Dead 
  5 
   
  Wound levels are cumulative. Thus if a character 
  suffering from a flesh wound subsequently takes a light 
  wound, his health goes to having a serious wound.  
   
  If a character using guns took an action to aim,  or a 
  character doing damage in some other way has a large 
  
  amount of control over his victim, he may alter the 
  number rolled on the above chart up or down by 2. 
  Consecutive actions spent aiming may add 1 each time to 
  this amount, up to a maximum of 5. 
   
  Oh, yes. You may have noticed that any hit whatsoever 
  can potentially kill a character. You may well want to 
  avoid violence in this game.  
   
  Armour 
  Being armoured consists of traditional armour, as well as 
  being otherwise protected. When a character is armoured, 
  they receive an Armour Rating. This AR is added to their 
  dice in STR rolls to resist damage. That’s it. 
   
  Damage Ratings 
  Occurrence 
  Damage 
  Punch/Kick 
  STR/2 
  Knife/Club 
  (STR/2)+1 
  Sword 
  (STR/2)+2 
  Bow and Arrow 
  (STR/2)+2 
  Crossbow 
  5 
  Pistol 
  5 
  Sniper Rifle 
  7 
  Shotgun 
  6 
  Assault Rifle 
  8 
  Submachine Gun 
  6 
  Falling 
  1 per 5 feet 
  Catching Fire 
  4 per turn until extinguished 
  Hit by car 
  1 per 5 mph 
  In car crash 
  1 per 10 relative mph 
   
  Guns 
  Please note that this detail is mainly for flavour. 
  Impossible Missions isn’t a gun-intensive game. Play 
  Cyberpunk if you want that. Or, better still, Feng Shui. 
   
  Name (Type) 
  Range 
  Ammo 
  Action 
  Ruger Blackhawk (pistol) 
  15m 
  6 
  Revolver 
  Glock 17 (pistol)  
  15m 
  17 
  Semi-auto 
  MAS FR-F1 (sniper rifle) 
  120m 
  10 
  Bolt-action 
  SIG-Sauer SSG2000 
  (sniper rifle) 
  120m 
  4 
  Bolt-action 
  Mossberg Model 500 
  (shotgun) 
  50m 
  6 
  Pump-action 
  Luigi Franchi SPAS 12 
  (shotgun) 
  50m 
  8 
  Semi-auto 
  AK-47 (assault rifle) 
  100m 
  30 
  Selective 
  Beretta Model 90 (assault 
  rifle) 
  110m 
  30 
  Selective 
  Skorpion vz68 
  (submachine gun) 
  20m 
  20 
  Selective 
  Stor Z84 (submachine 
  gun) 
  25m 
  25 
  Selective 
  Crossbow 
  15m 
  1 
  Single shot 
  Shortbow 
  30m 
  1 
  Single shot 
   
   
  Mission Points 
  Mission Points are little packets of luck or skill that help 
  characters to complete a mission.  
   
  Starting characters have 10 points to split between the 
  three categories. These are: 
   
  Insight (or “Phelps”) Points 
  These are spent (usually in Prep Time) to automatically 
  grant the character greater insight, for example to find the 
  easiest way into a building, or discover what motivates 
  somebody.  
   
  Deceit (or “Hand”) Points 
  These are spent, naturally enough, when the character 
  needs someone to be deceived, e.g. for a guard to decide 
  an office doesn’t need to be checked, or for an enemy to 
  view the character as a friend.  
   
  Tech (or “Barney”) Points 
  These are spent to provide the character with gadgets. In 
  Prep Time, spending 1 point provides a gadget of 
  “reasonable” size, using normal technology. 2 points are 
  required for an unusually advanced or large gadget. In 
  Mission Time, a Barney Point can be spent to produce a 
  small gadget that the character “just happened to bring 
  along”, e.g. tiny motion sensors to tell when a guard is 
  coming.  
   
  The use of Mission Points completely circumvents any 
  roll that may have been made. 
   
  Impossible Missions Character Templates 
   
  Example characters created using the rules above.  
   
  Concept: Team Leader 
  AGL 2, STR 3, PER 4, INT 4, CHA 4 
  Skills: Awareness 3, Etiquette 2, Foreign Lang. (choose 
  one) 3, Foreign Lang. (choose another) 1, Forgery 2, 
  Intrusion 1, Manipulation 2, Politics 2, Psychology 2, 
  Sincerity 2 
  Mission Points: Phelps 6, Hand 3, Barney 1 
  Description: This character co-ordinates the team’s efforts 
  and is the mainstay of the mission. 
   
  Concept: Deep Agent 
  AGL 2, STR 2, PER 4, INT 3, CHA 6 
  Skills: Awareness 1, Etiquette 2, Foreign Lang. (pick one) 
  2, Foreign Lang. (pick another) 2, Intrusion 2, 
  Manipulation 3, Performance 2, Photography 2, Sincerity 
  4 
  Mission Points: Phelps 3, Hand 5, Barney 2 
  Description: This agent goes in first and sets up a cover 
  identity before the rest of the mission commences. When 
  the action starts, this agent works from behind enemy 
  lines. 
   
  Concept: Impostor 
  AGL 3, STR 2, PER 5, INT 4, CHA 3 
  Skills: Disguise 5, Foreign Lang. (select one) 3, Intrusion 
  3, Manipulation 2, Mimicry 4, Sincerity 3 
  Mission Points: Phelps 2, Hand 7, Barney 1 
  Description: This agent takes on the role of other people 
  in order to inveigle himself into the enemy ranks. He 
  sows disorder and confusion. 
   
  
  Concept: Technician  
  AGL 3, STR 3, PER 3, INT 5, CHA 3 
  Skills: Computers 4, Demolitions 4, Electronics 5, 
  Mechanics 3, Photography 2, Science (Chemistry) 2 
  Mission Points: Phelps 2, Hand 1, Barney 7 
  Description: This agent maintains most, if not all, of the 
  team’s technical needs. 
   
  Concept: Back-up Agent 
  AGL 4, STR 5, PER 3, INT 3, CHA 2 
  Skills: Demolitions 3, Drive 2, Electronics 3, Fighting 3, 
  Foreign Lang. (designate one) 3, Guns 2, Pilot (designate 
  type) 1, Survival 3 
  Mission Points: Phelps 3, Hand 2, Barney 5 
  Description: This agent helps out the others with their 
  jobs, but his most important time is when things go 
  wrong. When this occurs, the back-up agent has the 
  support skills to get the team out of harm’s way. 
   
  Equipment Catalogue 
  A list of stuff you might want to use. None of these are 
  ‘gadgets’. Players must invent these for themselves.  
   
  Audio Bugs 
  Tiny microphones with radio transmitters. Batteries last 
  several days. Range about a quarter of a mile.  
   
  Audio/Video Bugs 
  As Audio Bugs, only bigger and transmit pictures as well.  
   
  Biohazard Suit 
  A plasticy overall thing complete with boots and gloves. 
  Oh, and a gas mask. Provides full protection from 
  poisonous gases, bacteria, whatever. 
   
  Briefcase Pistol 
  A pistol built into a briefcase. Neat, eh? Difficulty of 
  shots go up by 1, but otherwise is  the same as a normal 
  pistol. 
   
  Bug Detector 
  A device that detects radio transmissions. Range about ten 
  feet.  
   
  Bullet-proof Case 
  An Armoured briefcase (AR 2). Good for protecting vital 
  documents. 
   
  Camouflage Clothing 
  Adds 1 to result of Stealth rolls when in appropriate 
  terrain for camouflage worn. 
   
  Electronic Lockpicks 
  A small set of tools used to bypass electronic card or 
  keypad locks.  
   
  First Aid Kit 
  A set of bandages, ointments and so forth. Use of a first 
  aid kit in an emergency reduces the result penalty to -1. 
  Can only be used twice before it needs replenishing.  
   
  Flak Vest 
  Armour Rating 2. Not concealable. 
   
  Gas Mask 
  A mask, which filters out toxic gases. Reduces field of 
  vision. 
   
  Geiger Counter 
  A hand-held gauge that measures levels of radiation.  
   
  GPS 
  This is a portable device that receives information from 
  satellites comprising a Global Positioning System. This 
  gives the unit’s precise geographical co-ordinates.  
   
  Hands-Free Radio 
  A concealable radio unit. The wearer has an earphone in 
  one ear and the microphone on his lapel. Used by 
  presidential bodyguards and the like. Voice-activated 
  on/off switch.  
   
  Headset Microphone 
  A set of earphones with integral microphones. These 
  microphones face forwards, enabling the wearer to hear 
  more clearly. Using these reduces difficulty of hearing 
  Awareness rolls by 1. This only applies if the sound is in 
  front of the wearer. 
   
  Infrared Camera 
  A camera which takes pictures in the infrared spectrum.  
   
  Infrared Goggles 
  A pair of goggles that allow the wearer to see in the 
  infrared spectrum. The wearer sees a clear monochrome 
  image of his surroundings in any conditions, provided 
  there is a source of IR light.  
   
  Infrared Torch 
  A torch which emits infrared light. When used in 
  conjunction with IR goggles or cameras, the IR torch 
  provides the same amount of light as a normal torch, but 
  is undetectable to humans without the necessary 
  equipment. 
   
  Jammer 
  Can jam radio frequencies.  
   
  Kevlar Vest 
  Concealable body armour. AR 3. 
   
  Laptop Computer 
  A portable computer. Comes with case and modem. 
   
  Laser Eavesdropper 
  The laser eavesdropper fires a low powered laser beam. 
  When pointed at a window, the laser can read the 
  vibrations caused by sound striking the glass. This 
  enables it to reproduce the sounds inside the room for the 
  benefit of the wielder. It must be kept very still, and has a 
  10km range. 
   
  
  Laser Sight 
  A low-power laser that projects a small red dot on 
  whatever the gun it is mounted on is pointing at. When 
  used alongside an aiming action, a laser sight reduces the 
  difficulty of a Guns roll by 1. 
   
  Lockpicks 
  Small bits of metal used to open locks without the key.  
   
  Lockpick Gun 
  A pistol-shaped thing that is plugged into a lock. It picks 
  the lock automatically. Usually only used by police. Treat 
  the gun as if it had a level 1 Intrusion skill, but only for 
  picking locks. Doesn’t work on electronic locks.  
   
  Micro Camera 
  A really small camera.  
   
  Mobile Phone 
  Just a cellular phone. Still, handy sometimes.  
   
  Nightvision Goggles 
  These amplify existing light, enabling the wearer to see in 
  all but total darkness. Unfortunately, they also restrict the 
  wearer’s peripheral vision.  
   
  Radiation Suit 
  A lead-lined set of overalls which protects its wearer from 
  harmful levels of radiation. It is fully filtered and 
  enclosed.  
   
  Radio 
  This is a big, powerful radio that is kept stationary. Range 
  about 100 km.  
   
  Satellite Link 
  A portable satellite dish that allows its user to send and 
  receive signals to and from an orbiting satellite.  
   
  Scrambler 
  Attached to a radio transceiver, the scrambler allows 
  encrypted messages to be sent. These messages will only 
  be understood if the receiver has the same setting on his 
  scrambler as the sender. Unscrambling takes about ten 
  minutes without the correct unit, and a difficulty 3 
  Computers roll.  
   
  Shotgun Microphone 
  A parabolic microphone with a cone-shaped listening 
  area. It is very sensitive over long distances and can be 
  used to pick out what one person in a crowd is saying.  
   
  Silencer 
  A silencer can be attached to any semi-automatic or 
  automatic firearm. When this is done, an Awareness roll 
  must be made to notice the gunshot. The difficulty is 1 for 
  every 5m away the listener is. 
   
  Starlight Camera 
  A camera that intensifies visible light, allowing it to take 
  pictures in darkened conditions. Total darkness will still 
  disable it, however.  
   
  Starlight Scope 
  Used when there is minimal light. Works as per a 
  standard telescoping sight but takes no account of lighting 
  conditions. 
   
  Starlight Telescope 
  This telescope intensifies light in the visible spectrum, 
  allowing its user to see up to 14 miles away in minimal 
  light. Monochrome images only. 
   
  Tape Recorder 
  A high-quality recorder with the ability to record from 
  many different sources (good for use with bugs).  
   
  Telescope 
  Lets you see a long way. Range depends on how much 
  you spend. 10 miles is good. 
   
  Telescopic Sight 
  A telescopic sight reduces the apparent distance to a 
  target. The Range of any use of Guns with a scope is 
  reduced by one band, down to a minimum of Short. 
   
  Thermo Graphic Camera 
  A camera which takes pictures in the heat spectrum. Red 
  equals hotter, blue equals colder.  
   
  Torch Mount 
  A mall torch that attaches to the barrel of a gun. It is 
  wired to the trigger. As long as you keep your finger on 
  the trigger, the light stays on. 
   
  Tranquilliser 
  A drug used to sedate the target. Once the tranquilliser 
  has been introduced into the target’s body (dart guns are 
  the most fun way to do this), he must succeed in a STR 
  roll every five minutes. The difficulty is 0 the first time, 1 
  the next, and so on. When he fails, he falls unconscious 
  for half an hour.  
   
  Underwater Camera 
  A waterproofed camera.  
   
  Video Camera 
  Of the sort used by professionals. Also available are the 
  unusual variants as for a still camera.  
   
  Video Recorder 
  As for a tape recorder, only with images and sound. Good 
  for use with video bugs.  
   
  Wiretap 
  A small electronic device that can be attached to a phone 
  line. The user can then eavesdrop on any telephone 
  conversation transmitted through that wire.  
   
  Wiretap Detector 
  A device which scans a phone line to see if it’s being 
  tapped. It only indicates the presence of a tap, not its 
  location or ownership. 
   
  
   
  GM’s Guide 
  Impossible Missions requires a very different adventure 
  format to most RPGs. Due to the constraints of the genre, 
  it is almost impossible to run a game on the fly. A 
  freeform scenario, such as escaping from a compromised 
  safe-house, might be managed, but other than that, you 
  should follow these guidelines for presenting a mission. 
  The best way to illustrate the process is to show an 
  example mission. These sections are boxed. 
   
  The Tape 
  Kick off Prep Time with the basic mission briefing. Props 
  are especially good to have here. Find interesting photos 
  of people and present them to the players as the major 
  non-player characters (NPCs).  
   
  If you have a tape-recorder you can put the mission 
  briefing on, so much the better. Also, if there is a team 
  leader, try to include that agent’s name in the briefing. 
   
  “Good morning. The man you are looking at is Jean-
  Jacques Poiccard, an international arms dealer. He has 
  recently stolen from this country a specimen of a new and 
  lethal chemical weapon - Antronin. He plans to sell this 
  specimen to this man - General Borograv, head of the 
  Ruritanian army’s biochemical weapons facility. 
   
  Your mission, should you choose to accept it, is  to 
  prevent General Borograv from obtaining the Antronin. 
   
  As always, should you or any of your IM force be caught 
  or killed, the Secretary will disavow any knowledge of 
  your actions. 
   
  This tape will self-destruct in five seconds.” 
   
  As you can see from the example above, the briefing 
  should contain only the barest bones of the mission. It is 
  up to the players in Prep Time to research the rest of the 
  mission. 
   
  Prep Time 
  Prep Time is used to plan the mission. To this end, you 
  should work out the ‘perfect’ way to accomplish the 
  mission. Be warned, the players will almost never actually 
  use this method. It is still an important step, as it allows 
  you to work out the mission Hooks. Hooks are the little 
  pieces of information that allow the plan to be worked 
  out. Incidentally, make sure every player has a notepad 
  and pencil. They’ll need it - if they forget the plan, they’ll 
  be in real trouble. 
   
  To decide on the Hooks, look at your perfect solution and 
  figure out how the agents find out what they need to 
  know, and which of these things help them accomplish 
  the mission. Make a list of the Hooks. Some will require 
  Phelps points to be spent on them to discover. These are 
  the very arcane Hooks that are difficult to discover, but 
  help enormously. A few should be free - that is, if the 
  players ask about them in the right direction, just give 
  them the snippets.  
   
  A Hook that was free would be, for exmple, “What time 
  does the museum close?”, while one costing a Phelps 
  point might be “What time does the guard change on the 
  museum’s priceless exhibit?” 
   
  During Prep Time, the players may ask any number of 
  questions of the GM, representing their characters finding 
  things out. Try to guess what questions they may ask and 
  prepare for them, but even if they come up with 
  something unexpected, give them an answer. Be prepared, 
  however, for them to exploit a weakness in a quick 
  decision.  
   
  If the players are being really dense and don’t come up 
  with a plan after (say) half an hour, give them a few 
  pointers. Bear in mind that half the fun of this game is in 
  the intricate planning, so let them dawdle a bit when they 
  want to.   
   
  While we’re on the subject of intricate planning, you 
  should be doing some too. It’s a heavy workload, but if 
  you have the time, actually do write down how long it 
  takes for guards to do their rounds, how many sets of keys 
  there are to the safe, who has them, etc. It can really be 
  worth it once you get into Mission Time.  
   
  The Perfect Solution : 
   
  The agents exchange General Borograv’s medicine with a 
  tranquiliser, which also makes him feel very ill. This 
  leaves him bed-ridden for the duration of the mission. 
  When Poiccard arrives at the General’s country villa for 
  the exchange, they “ambush” him “unsuccessfully”, 
  making him paranoid about agents in the field after the 
  Antronin. 
   
  An agent in the house, masquerading as a doctor, tell 
  Poiccard that he may not see the General, but if he will 
  wait a few hours, the General may be well enough to 
  speak to him.  
   
  As Poiccard waits in the villa, agents “accidentally” 
  reveal themselves in the surrounding hills - a figure here, 
  the flash of sunlight on glass there, making him feel 
  trapped. The ‘doctor’ increases his fears by telling him he 
  thought he saw someone, too.  
   
  The ‘doctor’ tells Poiccard by evening that the General is 
  still unwell, but he should be better by morning. Poiccard 
  is quite welcome to stay the night. If Poiccard tries to 
  leave, his car has “broken down”. The ‘doctor’ tells him 
  they’ll call someone in the morning. 
   
  Poiccard is still reluctant, saying he is afraid his 
  ‘valuables’ will be stolen. The ‘doctor’ tells him that he 
  can use a safe in the house, and that he can put in his own 
  combination if he wishes. A camera hidden in a painting 
  in Poiccard’s room reveals his combination. 
  Unfortunately for Poiccard, the rug on which the safe 
  rests conceals a trapdoor. An agent opens the trapdoor, 
  takes Poiccard’s safe with the Antronin inside, and 
  
  replaces it with one that is identical, except that the 
  canister within holds nothing but WD40.  
   
  When the General gets up in the morning, the tranquiliser 
  having worn off, he is less than impressed by Poiccard’s 
  display.” 
   
  Go through each part of the solution, finding the Hooks. 
  Then deicde how much each Hook will cost in Phelps 
  points. Some Hooks will cost another kind of point as 
  well as Phelps - this is for highly specialised knowledge. 
  Use them sparingly. 
   
  General Borograv needs painkillers every day for his 
  joints (0 pts) 
  General Borograv buys his medicine from a local 
  chemist’s every Monday. (1pt) 
  The General’s usual doctor is on holiday for the next two 
  weeks. (1 pt) 
  Jean-Jacques Poiccard has mild paranoia. (1 pt) 
  Poiccard has no other buyer lined up for the Antronin than 
  the General. (1 pt) 
  The guest bedrooms at the General’s villa are on the 
  ground floor (0 pts) 
  Every room on the villa’s ground floor contains a 
  trapdoor. (1 pt) 
  The General has a painting by Monet hanging in every 
  room of the house (0 pts). 
  The General has a bodyguard of six Ruritanian Fusiliers. 
  (0 pts) 
  The General has twenty servants at the villa (0 pts) 
  The General does not like people to see him when he is ill 
  - it shows he has a weak side (1 pt). 
  Poiccard has a fear of being killed while travelling (1pt). 
  The design of the Antronin canister (0 pts). 
   
  Simple, really. Where there is no clear evidence to 
  suggest a course of action in the solution, make one up. 
   
  The Setback 
  Nothing ever goes according to plan. Not only do the 
  players have every opportunity to screw things up through 
  their own stupidity, but sometimes things happen that 
  they didn’t plan for. You shouldn’t over-use this device, 
  but players can’t plan for everything. 
   
  Hearing that the General is ill (whether this is true or not), 
  Captain Undaate comes from the local garrison to visit the 
  General. He demands to see him, and is curious about 
  both Poiccard and any agents that are at the villa. 
   
  Other Preparation 
  Don’t forget that you can spend Hand and Barney points 
  in Prep Time too. Allow players to fabricate disguises, 
  forged documents and weird gadgets before they go into 
  the field, but after they’ve made their plans.  
   
  This mission doesn’t require much by way of technology 
  or disguise. The only things players might want would be 
  - camouflage fatigues and other army gear for the 
  “ambush”, fake ID for the ‘doctor’, a replica Monet print, 
  a safe identical to that in the house, and a canister like that 
  containing the Antronin. 
   
  Don’t forget to detail the NPCs. 
   
  Jean-Jacques Poiccard, international arms dealer 
  AGL 2, STR 2, PER 3, INT 4, CHA 4 
  Skills: Etiquette 3, Guns 2, Manipulation 4, Politics 2, 
  Science - Chemistry 2, Sincerity 3 
   
  General Borograv, elderly soldier 
  AGL 1, STR 2, PER 2, INT 3, CHA 4 
  Skills: Drive 1, Etiquette 2, Fighting 2, Guns 4, 
  Manipulation 4, Survival 3 
   
  Captain Undaate, loyal officer 
  AGL 3, STR 3, PER 2, INT 3, CHA 3 
  Skills: Awareness 2, Drive 2, Etiquette 3, Fighting 3, 
  Guns 3, Manipulation 2, Survival 3  
   
  Ruritanian Fusilier, military drudge 
  AGL 3, STR 3, PER 3, INT 2, CHA 2 
  Skills: Awareness 1, Drive 2, Fighting 2, Guns 3, Survival 
  2 
   
  That’s it. Now it’s into 
   
  Mission Time 
  This is where the plan gets put into action. My only 
  pointers here are to keep track of two things - time (both 
  real and game time) and people (where they are and what 
  they’re doing). Do this and your games will run like 
  clockwork. If only. 
   
  Villa set-up: 
   
  The Fusiliers patrol a circuit round each floor, passing any 
  one point on their route (the details of which are up to 
  you) every fifteen minutes. The guard changes every 
  hour. There are always two fusiliers on duty at any one 
  time (three during the day - the third is at the gate). The 
  villa is surrounded by hills covered in mixed deciduous 
  and coniferous woodland. Everyone in Ruritania speaks 
  Russian. 
   
  Wrapping Up 
  At the end of a mission, you may well want to distribute 
  experience points. The base formula I use for this is as 
  follows (though you may completely disregard it - that’s 
  your prerogative): 
   
  Successful mission - 1 pt 
  Used Mission Points well - 1 pt 
  Exceptional role-playing - 1 pt 
  Good Plan - 1 pt 
   
  That’s it. Experience points are spent as follows - to 
  improve a skill (or buy a new one), spend experience 
  points equal to the new rating of the skill (ie. if increasing 
  a skill from 1 to 2, pay 2 points). For attributes, pay twice 
  the new rating of the attribute. Don’t forget, attributes 
  can’t go above six. For Mission Points, pay twice the new 
  rating of that category. 
  
SOURCE: textdata/thevault/Impossible Missions/Impossible Missions Corebook.pdf