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Aegis Handbook | ||
Author: Charles Borrall, Richard Dakan, Alexander Jurkat, Bernard Trombley
Category: game Company/Publisher: Eden Studios Inc. Cost: $23.00 Page count: 205 ISBN: 1-891153-48-X Capsule Review by Joseph Zarebski on 12/18/98. Genre tags: Science_fiction Modern_day Espionage Conspiracy |
The Aegis handbook, contains all of the rules needed, to make a Conspiracy X character, form an Aegis cell, and get the proper equipment, to fulfill the cells objectives. Conspiracy X uses a point based system for character creation, and offers over 50 professions to choose from. The players then pool they're resources to set up, a fully equipped, base of operations. In the final chapter, helpful hints are given, to give the players an idea of how to stay alive, and keep their cell a secret.
Characters are created, by spending character points on attributes, traits, and skills. By taking low attributes, or flaws, a character can earn more character points. Conspiracy X uses 7 attributes, that can have a value from 1 to 5. Characters can also decide how much good or bad luck their character has, and how much influence they have, in their chosen profession. A characters profession can be from real organizations, like the military, FBI, or DOE, or from mythical organizations like, Center for Advanced Phenomenological Studies, or Project MKULTRA. Each organization will give the character the ability to use the resources of the organization, for the cell, by pulling strings. CDC scientists can uses the CDC labs, in Atlanta, or quarantine an area. A NASA engineer could get data from any satellite, over the USA. A specialist from Project Moondust, may be able to borrow some alien technology. The number of skills has been kept relatively low, and also uses a range of 1 to 5, to determine how good you are at something. The list of traits/flaws, is very complete. I haven't yet thought of something that was left out. It covers medical history, natural talents, and a psych profile, among other background options. This gives the players a good opportunity to uses their imagination, instead of number crunching. After the characters are made, the players then set up their cell. Each character supplies resource points, based on how much influence they have with their organization. Resource points are divided into, military, intelligence, science/research, criminal, police, and media. In order to get an item, points of an appropriate type, must be spent. This prevents a group of scientists and FBI agents, from getting an assault helicopter, or a military cell from having advanced surveillance equipment. The final chapter in the book, talks about how to run an effective cell. It begins with covering methods of gathering information. It then moves on to talk about how to accomplish objectives, without blowing your cover, or getting caught. It finishes with some advice on what to do if you have to move in the open. In the back of the book, a character sheet can be found. There is also a sheet for keeping records for the cell. The book is well organized and has plenty of quick reference charts, in the back. All of the artwork is in b & w, which is fitting for a RPG dealing with conspiracies.
Style: 4 (Classy and well done)
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