By Jeremy Streeter (arcgaden@aol.com)
In 1981, the Special task Forces divided into 9 regional branches to serve as anti-terrorist task forces. Each team was assigned a continent or country, varying by size and population. The Special Task Force Teams are assigned as follows:
STF-1 | United States |
STF-2 | Canada |
STF-3 | Central America |
STF-4 | South America |
STF-5 | Africa |
STF-6 | Europe |
STF-7 | Russia and Former United Soviet Socialist Republics |
STF-8 | China and East Asia |
STF-9 | Australia and Polynesia |
In 1985, the level of terrorism grew several times due to the increased tension in Central and Eastern Europe, and the impending fall of the U.S.S.R. and East German block. The Cold War ended in 1988, causing a dramatic rise in smaller, undeclared terrorist organizations. The UN privately discussed forming another Special Task Force team to counteract the now increasing threats, but majority weighed against it due to the estimated cost of development to a new team. The proposal was for a mobile support team which was to provide direction and intervention where the stationary teams were unable to maneuver local nations and politics. The team was never officially initiated, and remained a subject into the last 20th Century, named appropriately Special Task Force "X".
In 1995, STF-X was officially declared a closed case as the UN council came to a decision. The actual decision was to form the last 10th Special Task Force team beneath the view of the public. It was named Special Project Pyramid by NATO recruiting offices and the STF-X was quickly and quietly formed. Today, STF-X carries a Level 5 Sensitivity Classification boasting the largest team of all the Special Task Forces. As well, STF-X is headed by the original Special Task Force creator, the man whom started the whole idea, Director Van Delany. Very little is known of the activities of Special Project Pyramid or the STF-X, but competition is harsh and entry into the program is incredibly difficult. STF-X trains at a specially designed and secluded mountain base somewhere in North America, Canada, or Switzerland.
Entry level requires specialization in the following areas of warfare and anti-terrorism:
Once a person has completed the application process and has been accepted for the screening process, he or she will be flown to the STF headquarters where full investigation is conducted. After the investigation and clearance has been issued, the applying individual is put into the first phase of training for STF-X.
Entrance into STF-X goes through 7 Phases as per the following:
Phase 1 | Survival & Transportation |
Phase 2 | Surveillance & Espionage |
Phase 3 | Tactics & Combat |
Phase 4 | Communications & Security |
Phase 5 | Demolitions & Sabotage |
Phase 6 | Advancement & Research |
Phase 7 | Games & Theory |
The farthest phase that an individual reaches is where that individual is placed for specialization. If at any time a person decides to reject further training, he or she will be placed back into Phase 1. Another Investigation will be held regarding the rejecting individual and then the person is released to NATO again if found ineligible for the Special Task Forces.
The current Special Task Force investigation team is headed by STF-1 and STF-2 in Buffalo, NY, USA. The current NATO Special Project Pyramid is operated by the following individuals:
For entrance into NATO SPP STF-X, contact Brother Miles at the following:
Send: SASE to 1500 Green St., Marlboro, VT 07701, USA. Or call 1-800-999-1134, ext. 500.
NATO SPP STF-X APPLICATION FORM NAME: NATIONALITY: AGE: RANK: CLEARANCE LEVEL: SEX: GS LEVEL: UNUIC: UNGSN: PLEASE SELECT YOUR SERVICE: MOBILE INFANTRY O PILOT CORPS O MEDICAL CORPS O FIELD COMMS O SPECIAL WARFARE O NATO-J SERVICES O USAF O IIA, GOVIA O PLEASE SELECT YOUR SPECIALIZATION: SURVIVAL & TRANSPORTATION O SURVEILLANCE & ESPIONAGE O TACTICS & COMBAT O COMMUNICATIONS & SECURITY O DEMOLITIONS & SECURITY O ADVANCEMENT & RESEARCH O GAMES & THEORY O *********************************************************************** PLEASE WRITE IN THE BLANK EXPLAINING YOUR INTEREST IN SPP STF-X, NATO GS-55-55. *********************************************************************** SIGNATURE:
The Character Archetypes are as listed, but not limited to the list below:
Architect: You work to build a better future.
Autocrat: Control freak.
Bon Vivant: Life's a ball.
Bravo: Vigilance is the key.
Caregiver: You want to help everybody.
Celebrant: Do it with heat and passion, or don't do it.
Child: You need help with everything you do.
Competitor: Fight with the best, die like the rest.
Conformist: Lemming.
Conniver: Selfish? Who me?
Curmudgeon: Bleak isn't it?
Deviant: Existence is here and now.
Director: You really enjoy watching, but you enjoy controlling it more.
Fanatic: Who needs a cause?
Gallant: Tadaa!
Judge: All that matters is the truth.
Loner: Your way is the highway.
Martyr: Mmm. Suffering.
Masochist: To the edge.
Monster: Super freak.
Pedagogue: knowledge is the key.
Penitent: You have something to be sorry for.
Perfectionist: Anal. Clean cut. Perfect.
Rebel: Rules? Rules suck.
Rogue: I know I can. I know you can't.
Survivor: I will survive!
Thrill-Seeker: Beyond the edge.
Traditionalist: It is the way.
Trickster: Smiling is the cure for everything.
Visionary: In the end, there is more.
Due to the different concept types inside of STFX, separate beginning Attribute scores are available in this manner:
( 6 / 4 / 3 ) - Tactics & Combat Specialist
( 6 / 4 / 3 ) - Surveillance & Espionage Specialist
( 4 / 4 / 3 ) - Games & Theory Specialist
( 4 / 4 / 3 ) - Demolitions & Sabotage Specialist
( 6 / 4 / 3 ) - Survival & Transportation Specialist
( 6 / 4 / 3 ) - Communications & Security Specialist
( 6 / 4 / 3 ) - Advancement & Research Specialist
Due to the different concept types inside of STFX, separate beginning Ability scores are available in this manner: (All STFX Team Members are restricted from taking the Occult, Knowledge Ability unless they take the Merit Occult Knowledge listed in the Merits & Flaws Section).
( 13 / 9 / 5 ) - Tactics & Combat Specialist
( 13 / 9 / 5 ) - Surveillance & Espionage Specialist
( 19 / 11 / 8 ) - Games & Theory Specialist
( 19 / 11 / 8 ) - Demolitions & Sabotage Specialist
( 13 / 9 / 5 ) - Survival & Transportation Specialist
( 13 / 9 / 5 ) - Communications & Security Specialist
( 13 / 9 / 5 ) - Advancement & Research Specialist
Due to the different concept types inside of STFX, separate beginning Background scores are available in this manner:
(5) Tactics & Combat Specialist
(5) Surveillance & Espionage Specialist
(8) Games & Theory Specialist
(8) Demolitions & Sabotage Specialist
(5) Survival & Transportation Specialist
(5) Communications & Security Specialist
(5) Advancement & Research Specialist
The following Backgrounds may be chosen by STFX Team members: Allies: Most often your local team in STFX, very rarely will there be people you align yourself with outside of it.
Contacts: People you met from before joining STFX, you know you could still get information out of them if you needed to do it.
Equipment: The level of access and clearance that a team member has to STFX and NATO resources and technology.
Favors: Similar to the Contacts background, these Favors are with people you met prior to joining STFX.
Ghost: You've submitted to the telepath-induced drug tests and have been labeled by NATO and the Special Task Forces as a Ghost. You're closely watched and monitored in everything you do; you're an investment now and they can't afford to lose you.
Instructor: The leading person who has been the only point of contact with you, your team, and the world, as well as the person that has trained you in everything you know.
Resources: Your individual Resources, outside of the scope of the military world; your family might have some money that you can still get to when in need.
Record Willpower (3)
Spend "Freebie Points" (30) (Characters may purchase Numina, Merits and Flaws with "Freebie Points")
Trait | Cost |
Attributes | 5 per dot |
Abilities | 2 per dot |
Backgrounds | 1 per dot |
First Numina | 7 per dot |
Second Numina | 14 per dot |
Willpower | 1 per dot |
First Dominus | 6 per dot |
Second Dominus | 12 per dot |
You have found your niche in the world of smuggling and trading of contraband and illegal things. Furthermore, you can get these things at reduced prices and know how to navigate the Black Market like a pro.
* | Customer: You can find and buy illegal things most of the time, but the prices can be a little high. |
** | Middle Man: You help others buy mass quantities and take a little off the top for the work. The prices are better but not what you consider a deal. |
*** | Smuggler: You can move large quantities of illegal weapons at a profit between 3rd World Countries. |
**** | Arms Dealer: You can move illegal stuff just about anywhere but 1st World Countries. |
***** | Cartel: You control a hemisphere of illegal smuggling. Nothing moves without you knowing first. |
Underworld Lore
You prefer to watch from the outside of the shadow world of cloak and dagger, but you watch carefully and wait for the moment when you can make a move for power. Knowledge is after all power.
* | Hobbyist: You collect articles and study on the intelligence community, and can name the major organizations at any time. |
** | Fanatic: You record everything you can about everything, and you know enough to be paranoid. |
*** | Underworld Scholar: You've studied enough, maybe more than you wished you had, but you know some things about it all, and you have trouble sleeping at night because of it. |
**** | Underworld Expert: Your name is passed around the intelligence community. Of course, you made sure it wasn't your real name, but you're still sure you're being watched. |
***** | Underworld Tunnel Rat: You can dig up dirt from the deepest bowels of the Underworld Culture. |
You've submitted to the experimental genetic drugs, known as Terafzinelodoxide, and have taken on the effects whether beneficial or not and have since developed some telepathic ability of some kind. The number of doses you have taken determines the severity of the effect of the drug.
* | 1 dose of Terafinelodoxide |
** | 2 doses of Terafinelodoxide |
*** | 5 doses of Terafinelodoxide |
**** | 9 doses of Terafinelodoxide |
***** | 14 dose (maximum) of Terafinelodoxide |
These are effects per dose of Terafinelodoxide:
Rules: For each dose of Terafinelodoxide, roll 1D10 and determine the effects based on the chart below. Tens may be re-rolled and accumulated.
1-4 | Level one of a Class One telepathic ability |
5-6 | One derangement, Level two of a Class One telepathic ability |
7-19 | Level two of a Class One telepathic ability |
20-29 | Two derangements, Level two of a Class One telepathic ability |
30-34 | Two derangements, Level one of a Class Two telepathic ability |
35-50 | Level two of a Class Two telepathic ability |
51-56 | Level three of a Class One telepathic ability |
57-66 | Three derangements, Level two of a Class Two telepathic ability |
67-68 | Level four of a Class One telepathic ability |
69-74 | Three derangements, Level three of a Class Two telepathic ability |
75-79 | Level five of a Class One telepathic ability |
80-82 | Level one of a Class Three telepathic ability |
83-88 | Level three of a Class Two telepathic ability |
89-95 | Four derangements, Level one of a Class Three telepathic ability |
96-99 | Level two of a Class Three telepathic ability |
100-105 | Level four of a Class Two telepathic ability |
106-111 | Four derangements, Level four of a Class Two telepathic ability |
112-119 | Level three of a Class Three telepathic ability |
120-121 | Level five of a Class Two telepathic ability |
122-129 | Five derangements, Level three of a Class three telepathic ability |
130-132 | Level four of a Class Three telepathic ability |
133-137 | Five derangements, Level five of a Class Two telepathic ability |
138-140 | Level five of a Class Three telepathic ability |
Class One Telepathic Abilities: Animal Psi, Clairvoyance, Precognition, Telepathy, Psychometry
Class Two Telepathic Abilities: Anti-Psi, Telekinesis
Class Three Telepathic Abilities: Pyrokinesis, Entrokinesis, Electrokinesis, Physio-nesis
Note: Rules for Animal Psi, Clairvoyance, Precognition, Telepathy, Psychometry, Anti-Psi, Telekinesis, & Pyrokinesis can all be found in the various "Year of the Hunter" Sourcebooks for the White Wolf's's World of Darkness series.
(Willpower)
Electrokinesis allows a Telepath to manipulate static and kinetic energy and focus it into small areas resulting in localized phenomenon of lightning. The number of successes determines the strength of the energy release in the localized area. The maximum range for the effect of Electrokinesis is about 5 yards per success. The lightning phenomenon caused by Electrokinesis can cause flammable objects to catch on fire as well as heat up or magnetize nearby metallic objects. It costs one Willpower point to use this ability.
* | Spark (No Damage) |
** | Arc (1 die of aggravated damage, 1 die of electromagnetic damage) |
*** | Burst (2 die of aggravated damage, 1 die of electromagnetic damage) |
**** | Strike (4 die of aggravated damage, 3 die of electromagnetic damage) |
***** | Tempest (5 die of aggravated damage, 5 die of electromagnetic damage) |
Entrokinesis
(Willpower)
The ability to literally control the dispersion of molecules in a given area in a way that a disintegration can result. This can be used to tear about molecules at extremes, and at lower levels of ability drop the absolute temperature of a target. Entrokinesis is neo-psychic ability having been spawned by the experimental drug Terafinelodoxide. At first a target begins to chill, then freeze, and then disintegrate into base molecular levels. The maximum range for the effect of Entrokinesis is about 10 yards per success. When this ability is stopped the target will slowly return to its original state if no permanent damage was done. The ability cannot have gone past level 3 Entrokinesis. It costs one Willpower point to use this ability per turn.
* | Chill (0 Degrees C, No Damage) |
** | Freeze (-30 Degrees C, 2 die of non-aggravated damage) |
*** | Solidify (-70 Degrees C, 5 die of non-aggravated damage) |
**** | Disintegrate (-140 Degrees C, 7 die of aggravated damage) |
***** | Dispersion (0 Degrees Kelvin, 10 die of aggravated damage) |
Physio-nesis
(Willpower)
Physio-nesis is the most unique and highly advanced of the neo-psychic abilities that developed from Terafinelodoxide testing. Physio-nesis consists of the simple ideal, mind over matter, allowing a Telepath to use Physio-nesis to manipulate form and substance. For all intensive purposes this ability is treated in similar respects to Vampiric Discipline of Vicissitude. The number of successes determine the sharpness of form change as well as the recomposition of the substance. At higher aptitudes of Physio-nesis, a Telepath may manipulate other's physiologies at 10 yards per success. It costs one Willpower point to use this ability.
* | Exothermic (Manipulation of the flesh, muscles, cartilage, and hair) |
** | Endothermic (Additional Manipulation of the Bones, Organs, and bodily fluids) |
*** | Remote Control (Manipulation of the flesh, muscles, cartilage, and hair from a distance) |
**** | Improved Remote Control (Additional Manipulation of the Bones, Organs, and bodily fluids from a distance) |
***** | Clone (Perfection between the physiological manipulation between two subjects can result in perfectly cloned targets) |
None of the Dominus cost any special points; the only detrimental effect of using any Dominus is the fact that it makes an individual incredibly tired, especially at more powerful levels of proficiency. An individual can never exceed her level in Stamina in Dominus. Every time Dominus is used, Stamina must be rolled. If a single success at difficulty 7 is achieved the individual can continue. If no successes are achieved then the person must rest for Sta+10 minutes where she stands. If the roll is botched the person collapses in her place.
Displacensy (Time)
* | Shimmer: Through using Shimmer, a person can gleam slightly into the future or the past with all regards to her dimension and next several actions. |
** | Axis: Through using Axis, a person is able to fold a moment in time and space and essentially cross a great distance without actually moving. 1D10 is rolled for a number of kilometers moved at maximum. Sometimes the exact range is not always achieved. |
*** | Chron: Through using Chron, a person can temporarily stop time and step out of it and move freely for roughly what would seem 10 seconds. |
**** | Temporest: Through using Temporest, a person can force a rupture in space-time directly where she wants it. This causes 20 levels of aggravated damage at that point; a Perception + Awareness roll must be made to figure out if the rupture was correctly focused on a particular point. |
***** | Oracle: Through using Oracle, an individual is able to slow and speed time at will. A negative effect of this level of power is that all time pieces in the general vicinity of the person no matter using the power or not, are always distorted. |
Mneumononcy (Mind)
* | Quasi: Through using Quasi, a person can interpret surface thoughts and emotions from those around her and turn them against them if needed. |
** | Prism: Through using Prism, a person can focus on free standing thoughts and take them in, as if a vacuum for free thought. The person will get any thoughts in the last 1D10 months from the general area. |
*** | Monomi: Through using Monomi, a person can now read and send thoughts as if speaking them naturally. However it must be concentrated upon each time and quickly can tire the individual. |
**** | Polyth: Through using Polyth, a person can reach inside the subconscious of one person and gather any information required. |
***** | Agamemnon: Through using Agamemnon, a person can now hear thoughts without trying, as if everybody were whispering to her. It takes concentration to shut out voices to hear one. |
Transmography (Matter)
* | Foil: Through using Foil, a person can change the color and texture of her clothes and skin and hair to anything she wishes for a period of 1D10 minutes (transparency is possible). |
** | Bridge: Through using Bridge, a person takes half damage from any physical damage, including falling, being shot, etc. As well, the person is able to now avoid bullets by making a Dexterity+Dodge roll, difficulty 9. |
*** | Chasm: Through using Chasm, a person can reshape any part of her body into an abstract form, nothing particularly attractive. In addition the person can change to a liquid like gel that moves at 1/3 her normal movement rate. |
**** | Masks: Through using Masks, a person can reshape her body into that of an identical replica of another person. The closeness of the clone is found by rolling Perception+Awareness, difficulty 8. No voice change occurs. |
***** | Chameleon: Through using Chameleon, a person can shift from gaseous, to liquid, to solid form, as well as take on any number of shapes and sizes, all of these being incredibly dangerous however in the event that the individual loses control of the form. |
Transmonity (Motion)
* | Clarity: Through using Clarity, a person is able to catch things thrown at her or block them with perfection, as well as throw and fire things at targets with almost perfect accuracy. This makes all difficulties for rolls concerning projectiles difficulty 3, with the exception of bullets being fired at the person. |
** | Box: Through using Box, a person can "feel" her surroundings well enough that inside a room or house, the slightest movement of air alerts her to movement in the structure. |
*** | Helix: Through using Helix, a person can move objects of relatively moderate to small size, as well as flip levers and press buttons at a good distance. |
**** | Norax: Through using Norax, a person moves at speeds beyond the human senses, and the person receives 1D10 extra actions for a turn of movement. |
***** | Golem: Through using Golem, a person can move an object of any size a great distance, as well as herself at will; a dangerous but incredibly powerful ability. |
Vortensity (Mass/Size)
* | Syncho: Through using Syncho, a person can increase her mass enough such that she may not be lifted by any normal human. |
** | Thread: Through using Thread, a person can now control her mass and weight to the distinct point to virtually walk up walls or on ceilings. |
*** | Hammer: Through using Hammer, a person can double her size and mass enabling her to feats of strength and mass unimaginable. |
**** | Unity: Through using Unity, a person can focus on a point in space and cause it to become a temporary Unity, a black hole. This causes 40 levels of aggravated damage to the target, and anything within 50 meters receives 20 levels of normal damage. |
***** | Berzerk: Through using Berzerk, a person can grow up to 10 times her normal size and mass, growing into a colossal humanoid of immense destruction power. |
Plauzincey (Entropy)
* | Sap: Through using Sap, a person can remove electricity from any battery, or short circuit any electrical switch or wire. As well, a person can cause 4 levels of aggravated damage to a target object or person, the target must physically touched. |
** | Well: Through using Well, a person can not only remove energy from things around her, but can channel it and hold it inside of a well of sorts allowing her to let it all out at once. A person may hold up to 10 levels of aggravated damage of energy at any one time, should an individual cross over this 10th level, she has no control over the energy any longer and it disperses wildly around her. |
*** | Matrix: Through using Matrix, a person can weave a field of entropy around her, causing anything in a small distance around her to take damage or disperse at the molecular level. |
**** | Jet: Through using Jet, a person can eject a stream of dark matter and absence of energy, virtually disintegrating anything in its path. Its range varies and is unpredictable. |
***** | Helios: Through using Helios, can literally blast away at space time with a focus of entropic beams on a single target doing 50 levels of aggravated damage. The difficulty to resist collapsing after using this power is 4 successes at difficulty 10. |
Girulency (Energy)
* | Remi: Through using Remi, a person can energize an object or cause electrical damage to a target at 3 levels of aggravated damage. |
** | Chrome: Through using Chrome, a person can float on a disc of energy and actually fly if she concentrates hard enough. |
*** | Orb: Through using Orb, a person creates a force field of energy around her that will protect her and do 10 levels of normal damage to anything touches it. |
**** | Accel: Through using Accel, a person can cause particles of energy to accelerate towards a target causing 6D10 levels of damage. These are not aggravated. |
***** | Phission: Through using Phission, a person can cause a target to suffer 75 levels of aggravated damage, no questions asked. This one will destroy just about anything at the atomic level. |
Delirium Immunity: (7 pt Merit) The Character is completely immune to the effects of Delirium and can stand her ground against it with no challenge at all, this doesn't guarantee the character still won't be scared though if a Garou changes to Crinos in her face.
Combat Specialist: (4 pt Merit) In every aspect of personal warfare the Character is a natural, when rolling any personal combat rolls, firearms, melee, brawl, etc, the difficulty is 4 less.
Occult Knowledge: (7 pt Merit) For some reason, you did some research, and you don't just believe in supernaturals, you know they're out there too. You may take the Occult Ability regularly after choosing this ability.
Mule: (7 pt Merit) For every two days that everybody else loses two points in the Balance, you only lose one. What's more, you only need to rest for 6 hours instead of 8 to gain a point of Balance back again. You're a mule.
Intelligence Connoisseur: (3 pt Merit) You have full knowledge on your mission, and while you were at it, you peaked at the task force mission goals too. You love getting the dirt to save your hide.
Mutant (3-5 pt Flaw) You have taken on some strange deformity that has made your life far more difficult than you had ever expected it could be. Perhaps you have extra eyes, though they don't work, or maybe you have you have one webbed hand. The possibilities are endless and grotesque.
Beneficial Mutation: (7 pt Merit) You have developed a mutation that is both functional and incredibly helpful in your line of work, maybe an extra opposable thumb on each hand, maybe the ability to slightly change the pigmentation of your skin through different hues.
Lucky Dose: (7 pt Merit) You were given a dose of that green stuff to get psychic abilities, lo and behold you were lucky with it and got something fairly good out of it. So many people end up as vegetables when they take the green serum, but you didn't. With this Merit, you are able to move up or down one set of points to a beneficial result on the results table from taking the Ghost Background.
Bad Shot: (2 pt Flaw) You suck at shooting any weapon, and because of this you receive a penalty of 3 to the difficulty of any firing weapon.
Trait | Cost |
Attributes | CRx4 |
Abilities | CRx2 |
Willpower | CRx8 |
Numina | CRx8 |
Dominus | CRx8, Equipment 3, Stamina Must be Higher |
1 eight hour rest period increases the Balance by one dot. If the rest period is longer, the increase to the Balance is still one dot. For every day a character is awake without at least 4 hours of rest, a dot is lost from the Balance. Thus, if character A begins with 5 dots in Balance, during the first the character travels 3 days straight without rest and then finally rests for 12 hours, the character ends the session with a 3 in her Balance.