I'm placing some house rules here for Top Secret 1e (1980) that we are using to play through Sprechenhaltestelle by Merle Rasmussen.
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Here is the Sprechenhaltestelle Companion, my 'deep dive' into the module's factions and NPCs.
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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
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
Modify the result by rolling 4 ‘Fudge Dice’ or 4 10-sided dice interpreted as follows:
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.
Optional Rule: a Fame or Fortune Point can be spent to improve a reaction by one category.
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
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
- 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)
- 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
- 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