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  • Top Secret

I'm placing some house rules here for Top Secret 1e (1980) that we are using to play through Sprechenhaltestelle​ by Merle Rasmussen.
sprechenhaltestelle_companion.pdf
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Here is the Sprechenhaltestelle Companion, my 'deep dive' into the module's factions and NPCs.

Contact Reactions and Dangerous Outcomes

The Reaction Table on p28 can be used for skill tests as well as contact reactions.

Determine a Contact Trait by rolling d100, adding +5 per level. The Danger Value of an activity is d100, +20 for perilous or difficult actions, +50 for exceptionally difficult or dangerous feats
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​Modify the result by rolling 4 ‘Fudge Dice’ or 4 10-sided dice interpreted as follows:
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​For example, an agent with Charm 82 tries to fascinate a contact with Charm 65, producing a ‘E’ result. Roll four dice: 10 (+), 7 (+), 6 (/), 3 (-), so the 3 cancels out one +, leaving a single + overall. This means the result is one category better: D instead of E, so situational factors will decide if the fascination works.

Optional Rule: a Fame or Fortune Point can be spent to improve a reaction by one category.
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Level-Up Perks

On going up a level, each Agent gains a ‘perks.’ Generic perks are available to all and may be selected on multiple occasions. Bureau-specific perks (based on the Training Courses from the Top Secret Companion) may each only be selected once.

Generic Level Perks
  • Gain a new language or add +20 to an existing language proficiency
  • Gain a new Area of Knowledge or add +20 to an existing Area of Knowledge
  • Gain +1 Life Level
  • Improve allowable HTH Combat by one step
Assassins Perks
  • Coverup Methods: +25 to carrying out coverups
  • Demolition: 95% success at setting explosives, destroys entire structure 85%
  • First Aid: treat 1-6 victims, mortally injured recover on 1 LL, unconscious recover in d10 minutes
  • Silent Killing: +20 to Sneak Attacks & +10 on Damage Table
  • Sniping: -25 to penalty for Called Shots
  • Weapon Practice: +d10 to Hit Determination roll with a particular weapon (may be selected more than once)
Confiscators Perks
  • Animal Handling: 75% chance to calm up to 6 domestic animals (25% vs wild animals); -50 to Animal Guard Reaction
  • Counterfeiting: produce counterfeited items that are 75% + d10 likely to pass casual checks
  • Getaway Methods: +d100 added to Traits used to determine getaway success
  • Pickpocketing: +25 to Surprise when used for pickpocketing
  • Infiltration: +d10 to Deactivation when used against security systems
  • Surreptitious Movement & Concealment: +d10 to Deception/Evasion when concealment or surreptitious movement is used; -25 vs guards on Intruder Discovery Table
Investigators Perks
  • Cryptography: 80% + d10 chance to decode 
  • Disguises: Disguise any face 80%; animals or other parts of human body 90%; uniforms/costumes 95%
  • Electronic Intelligence: operate e-surveillance 95%; install undetectable microphones 90%
  • Human Intelligence: for selected Contact Method, you can shift the contact’s reaction code by one column in your favour
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