Chill Master Notes

                       D13 is, quite simply, THEM. They are the mysterious THEY that paranoiacs like to rant about.
                       They fly the black helicopters, they conduct the cover-ups, and they remove the strange bodies
                       and scrub off the alien graffiti. In any situation where the CM wants to imply the shadowy
                       presence of the covert government, D13 is it. D13 are the guys in the Racal suits at the alien
                       crash site, and the ones who make sure no-one asks any questions when Azar manifests on
                       prime-time national TV. How they do what they do is up to you, but they do it, and they do it
                       well.

                       I originally came up with the idea for D13 several years ago, having read a short-lived British
                       comic called "Shadowmen" and a perhaps more well-known American one, "The Men in
                       Black". The idea of a sort of "uber-agency" intrigued me, and you see the results here today.

                       CM’s should be wary of over-using D13. It’s best to keep them as a lurking presence in the
                       background, encountered only as a series of unmarked black trucks pulling into town as the
                       PC’s leave, as the occasional unmarked black helicopter, or reflected in the wide eyes of a
                       terrified witness whose story has suddenly changed. Envoys who draw too much attention to
                       themselves may have sudden and unpleasant encounters with agents from the "IRS", or the
                       "FBI", whom no-one at either agency has ever heard of before. D13 is perfectly capable of
                       putting all kinds of pressure on envoys through family, work or by other means, and has the will
                       to do it. Fighting them is like fighting smoke, an unnerving experience for envoys used to taking
                       on the forces of the Unknown.

                       D13 field agents can be constructed using the Secret Agent, Soldier/Veteran or Law
                       Enforcement Officer profession templates, with average to high states. On the rare occasions
                       when an envoy might encounter a psionically enhanced agent, use the Soldier template, with the
                       addition of five the following Evil Way disciplines; Empathy, Telepathy, Evil Eye, Change
                       Temperature, Feat of Strength, Haywire, Lightning Call, Raise Winds, Confuse, Influence,
                       Steal Memory, Flight, Telekinesis, and White Heat (ignore the EWS requirement for these -
                       the powers are artificial). Because of the draining nature of the implants, the WPR cost of each
                       discipline is mirrored in STA (i.e., a discipline with a cost of 5 WPR will also drain the agent of
                       5 STA).

                       I’ll include the stats for super-human agents in another posting, in which I’ll reveal the source of
                       their enhancements and what they mean for SAVE. Further postings will include details of the
                       Shadow Council and other covert organiations.

                       Depending on whether aliens exist in your game, you can have D13 employing highly advanced
                       technology, derived from the crashed saucer or from other sources. Obviously, they aren’t
                       going to run around toting alien blaster weapons, but CM’s should feel free to equip agents
                       with highly sophisticated computers, medical equipment, cybernetic implants, bugs etc.
                       Everything will be constructed of terrestrial materials, but will be on the very bleeding edge of
                       modern super-science.

                       A final note; in my own campaign, D13 only appeared infrequently, though every time they did
                       my players were freaked out by them. It became plain that SAVE only continued to exist in
                       North America because D13 didn’t regard them as a threat. When they eventually did act
                       against the agency, my players made damn sure they cleaned up afterwards. Unless SAVE is
                       considerably different in your game, there’s no way the society could survive in a war with
                       D13, and it’s important your players understand this, otherwise you might find yourself having
                       to play the agency as dumb, significantly reducing their "threat" potential.

                       Have fun,

                       Doctor TOC