\documentclass{article}
\title{Company Introductory Whitesheet}
\author{Argus Company Personnel Only}
\date{March 4, 1998}
\begin{document}
\begin{center}
{\large Welcome to a messed-up world.}
\end{center}

Of course, you already know that. You live here, too. But you
haven't seen the half of it. Everything I'm going to tell you is
true.  If someone tells you different, they're lying to you. Or,
like you, they have no idea what's really going on.

Right now, you could have an electronic chip implanted behind
your ear. Can you feel it? It feels like a little pimple or lump
on the bone. If you are one of the ten million already chipped,
the Grey aliens who are harvesting us can monitor you and
everything you hear. Removal is simple; unfortunately, only
about 20 doctors on the planet even know the chip exists. Not
all of them work for us.

Right now, your closest friend may have, instead of his brain, a
parasitic creature buried in his cerebral cortex and controlling
his body. Of course, the body only lasts about a year after
infestation, but by then the creature has lured five or six
victims to the undercity, new hosts for its children. Is someone
you know looking a little ill and acting strange: Maybe he's
been brainsucked.

Or maybe he's a vampire. No, if he were a vampire, you'd be
dead. Vampires don't have friends. They even hate each
other. All they want to do is feed. If you're normal, the only
time you'd see one is right before it killed you, drank your
blood and ate your internal organs, leaving you to steam like
roadkill in the moonlight until you died\dots or worse, became
one of them.

Sounds like a load of crap, doesn't it? I must be pulling your
leg. I wish. See, it's my job to kill all of these
creatures. I'm a Combat Black Op. I work for an organization so secret
that even the U.S. government has no idea that we exist. The
Company pays me to keep the world safe from all the bizarre
terrors that the powermongers are too afraid to let society know
about. Aliens, bigfoot, Walt's frozen body - it's all true, and
worse. Things they couldn't possibly print in the
tabloids. Things that look like they came from some lunatic's
sketchbook. You pray that you're hallucinating. You beg for the
sweet release of death.

So come on. Join in the fun. There's only two kinds of people in
the world: hunters and prey. If you don't start hunting then you
will be prey. Pick the right side. Don't worry; it's not as bad
as I make it sound.

You'll get to kill a lot of things before they finally get you.

\newpage
\maketitle
\section{Company History}
\subsection{The Grey Menace}
In 1942, an American pilot named Johnny Franklin was shot down over
Hamburg, Germany. He was flying a P-51 Mustang in fighter escort for a
B-17, and everything was going smoothly when he broke away to check
out a bogey in the distance. That bogey, he reported later, looked for
all the world like a hovering, spinning black spider, with shiny legs
and a glass dome for a head. As he approached, it flashed two lights
at him in quick succession ("like a car flashing its headlights to
warn you of something"). Then his engine was on fire, and he was going
down. He never heard any gunshots or saw anything come from the UFO.

After a harrowing escape from behind enemy lines, Franklin reported
his experiences to his CO. The major was doubtful of the boy's story,
having heard several tales of these enigmatic "foo fighters," but he
took it up with his own CO, Colonel Davis Steele. Colonel Steele
recognized certain similarities between Franklin's story and a story
he had heard from a General Stateside at a cocktail party two years
earlier, something about a "floating spider." He wanted to interview
the young pilot himself. The major was told never to discuss this with
anyone. He didn't.

After hearing Franklin's testimony, Steele flew to Washington to meet
with General Samuel Carrington, who, in the previous two years, had
set up a covert task force to investigate reports of unusual
occurences on the battlefield, or in the air. This task force, under
OSS command, was primarily concerned with occult and paranormal
activities within the German command hierarchy. Franklin's case was
one of about a hundred similar reports, though several pilots reported
the foo fighters shooting down Luftwaffe planes. There were also
reports of deranged "half-men" roaming the batlefields and devouring
the blood and organs of the newly killed. These creatures didn't die
when shot; they just ran off. The only sure way to kill one was to
burn it. The words "vampire", "ghoul", and "demon" were used often and
interchangably. Carrington had also uncovered a slew of similar
reports, in secret military files, through every major conflaration,
dating back to the American Civil War, and other legends going back
much further.

Carrington met with Senator Harry S. Truman, who at the time was
chairman of a special investigating committee created to root out
corruption in the national defense infrastructure. Carrington
convinced Truman that all manner of paranormal activity was taking
place all around them, all over the world, perhaps stirred into action
by the fighting in Europe. Whatever the reason, the nation's well
being was at stake. Something had to be done.

Truman gathered together twelve trustworthy people of power --
scientists, money-men, even a mystic or two. The roster included
Albert Einstein, Karl Jung, Robert Oppenheimer, Howard Hughes, Roy
Chapman Andrews, Gen. Carrington, Col. Steele, Truman himself, and
others.

They developed the organization known as the "Company" to deal with
this menace. The Company's goal, from the beginning, was to "kick
alien ass" as Roy Chapman Andrews succinctly put it.

It didn't take them long to get their chance.

On September 17, 1946, five Company operatives (originally known as
"Protection Agents") flying experimental proto-types of F-89 Sabre
jets managed to track and shoot down one of the spider flyers over the
Nye Valley in Nevada. Three of the agents were shot down themselves.

When the wreckage was examined, the Protection Agents found the spider
flyer, with the entire rear section blown off. In the sand were the
bodies of four small, gray humanoids. One was obviously alive, but
unconscious, the others had been ravaged by coyotes and crows.

The craft was moved to Hanger 18 in the newly created Area 5 secret
air-base (this is not the same as the Air Force Area 51). The bodies
and surviving Grey were taken to a facility on the Atomic Energy
Commision's reserve at Los Alamos. The facility, known as YY-II or the
ICE CAVE became the Company's first xenobiological test
laboratory. The alien was to be treated as a guest of the
U.S. Government, albeit one who could not leave.

The Company, and President Truman, agreed that until the nature,
capabilities, and intentions of the aliens could be discovered, along
with some method of dealing with them, the public should be kept
ignorant of the facts in order to prevent a national panic. So while
analysis of the bodies and wreckage continued, the Company began
looking for more incidents of extraterrestrial visitation, and covered
up any evidense of those incidents.

\subsection{The Surviving Grey}

Communication with the surviving Grey proved to be
impossible. Although it obviously understood both spoken and written
English, it could not or would not talk, and refused to write.

The breakthrough came when another Company operation uncovered an
unusual Grey artifact. It was a small metal triangle about four inches
per side. It was inscribed with a variety of strange hieroglyphs, and
seemed to be immune to inertia. When thrown or dropped, it would just
hang in midair at the point of release. When certain people held this
artifact when near the Grey, they began having bizarre visions and
flashes of dreams. Eventually, it was discovered that those
individuals were latent Telepaths, and the device was a communication
enabler, which somehow translated the different thought-forms of the
Greys and the humans.

Although communication was possible, it was not easy. The Grey seemed
to understand the concept of plurals poorly at best. When asked the
questions of identity or name, it always referred to itself as
"we". When asked "who are you'", it responded with "we are". The team
finally decided to measure its intelligence using the standard battery
of tests. Since it refused to write, the tests were administered
verbally. The doctor who gave the mathematics portion later commited
suicide after scrawling on the wall in his own blood one of the
answering equations the creature had given him.

That equation - along with all the answers to the math section - was
responsible for several deaths over the next forty years. No one could
prove or disprove the alien's responses, as each formula and answer
made some sort of sense. Some of them made far too much sense. The
alien's mathematics snapped physics and geometry into a chaotic mess
(in fact, Chaos math grew out of research into the Grey equations).

Shortly after this test (which proved inconclusive as far as IQ went)
the Grey collapsed into a catatonic torpor from which it could not be
roused.

During this time, several events occured involving the disappearance
of personnel at the base. Two soldiers, a scientist of some repute,
and an entire lab full of animals simply vanished one night. (When
contact was made with the Greys in later years, the soldier's dog tags
were returned along with several dental fillings and some personal
effects. When asked where the men were, the Greys responded, "They
were").

\subsection{The Bucket}

The study of the alien craft, code-named "the Bucket" continued at
Airbase 5. The Bucket was about ten feet in diameter, with six shiny
"legs" which could apparently be retracted into the vessel's body
(although the team was never able to activate this function). It
hovered approximately a foot and a half off the floor at all times
(although with a severe list to the rear), and appeared to have no
mass. A man could throw it against a wall, but neither the wall, nor
the craft would be damaged. Several sources of light and sound
indicated that the power system, whatever that might be, was still
functional. The hull was frictionless, and highly resistant to
penetration.

The interior was small and cramped, and poorly suited to humans, who
had to work hunched over or squatting. The fixtures and hatches in the
ship all seemed to have been organically grown. There were no nuts or
bolts, the entire ship was a single piece.

No seats or beds could be detected. What seemed to be the "controls"
for the craft were little more than odd geometric markings on a free
floating plate in what the team called the "bridge". The top of the
dome, as well as several smaller windows, could be made transparent by
touching them.

It was soon discovered that Earth-like gravity (1.0015 G) was
maintained inside the craft at all times. This fact was accidentally
stumbled upon when a small push cart loaded down with heavy materials
struck the side of the Bucket after rolling down a short incline. The
Bucket (with people still inside it) rebounded swiftly and flipped
over. Inside, although the craft was now floating upside down, nothing
changed. The scientists remained on firm footing, completely inverted,
staring out the dome at the concrete floor and their worried
colleagues. Several scientists were injured, however, while trying to
get out of the craft, and passing from one gravitational field to
another.

\subsection{Linguistics}

Study turned to the alien's language. The hieroglyphs which were found
on many Grey artifacts were analyzed for similarities to Earth
languages. No one was really terribly suprised when similarities to
ancient Mayan, Sumerian and Egyptian languages were found. Several
symbols proved to be nearly synonymous, and proved to be the key to
unlocking a partial structure.

Certain recurring themes were predominant throughout the translated
writings, including the image of eternity and the afterlife, as well
as symbols for both humans and animals.

The final analysis seemed to point towards the language being little
more than a derivative pidgin that could not serve as a full language,
but was used merely as marking symbols.

\subsection{Stephen Courtis}

Stephen Courtis was a young Science Op who took special interest in
the sigils inscribed within the Bucket. These markings would at times
glow or change colour, seemingly in response to the presence of people
within the craft and to the actions that they took. Eventually, he was
able to work out how to manipulate the sigils by touch. In doing so,
he was able to start up the Bucket's source of power. Lights came on,
and a throbbing, humming sound was heard. Courtis was unable to move
the ship, but was confident that operation of the craft was within his
grasp.

As his work continued, Courtis became increasingly withdrawn and
irritable. It was obvious he was on to something, so his odd behaviour
was overlooked.

One of Courtis' key discoveries was recognizing the sigils which were
connected to the ship's gravitational powers. These sigils glowed
softly when any movement occurred within the ship, and flared brightly
when the ship was inverted.

Soon, he made other discoveries. He recorded a sequence of sigils
which, he believed, could activate some sort of a warp through space,
and possibly time. The source of his inspiration was unknown. No one
else could duplicate his work, and his theories could not be readily
tested. Two other Ops on the Bucket Brigade, Wexler and Malbayam,
suspected that he was being telepathically influenced, possibly by the
ship, the captive Grey, or other Greys, but could not prove anything.

The gravitational sigils were Courtis' undoing. On December 12, 1949,
Courtis inscribed a complicated sigil on a wooden overhang within his
work room. The sigil was was fourteen inches in diameter, although the
sigils in the craft were never larger than one inch or so. Late that
night, his mangled corpse was discovered splashed about the floor
directly beneath the sigil. He had been crushed to death by an unknown
force.

Examination of the sigil and the area of his death quickly revealed
that the sigil formed the point of a cone shaped field of intense
gravitation, in excess of 190 G. The cone was clearly visible to the
naked eye as an area of distortion. A circular area of concrete floor
beneath the sigil was sunk 1/4 of an inch. The weight and position of
the plank was not changed.

The plank was later removed, and it continued to exert force in the
direction the sigil was pointed. A counterforce was not generated (at
least in this dimension), so the plank could be freely moved. This
defied all understanding.

Extensive testing led the Company to suspect that a false bend in
space/time was caused by undetectable matter or energy. Light-bending
effects such as photoelectronic and magnetic scrambling occurred in
the area of the cone, resulting in a slight blurriness within the
field.

One Combat Op was enamored with the weapon potential of the plank, and
would often try to lauch rocks into orbit using the field as a
propulsion device. This generally ended up with red hot gravel being
pelted across the countryside. Human flesh in the field would
disintegrate like a snowflake in a rocket exhaust.

The range of the plank is astounding. When placed face-up, the sigil
could destroy a target radiosonde fifteen miles aboveground. Further
testing was curtailed, as even limited manipulation of the plank
frequently resulted in the collapse of walls, floors and so
forth. Eight Ops were killed in the brief period that experimentation
was allowed. Two more were killed just moving it to a secure vault on
Airbase 5.

Wexler and Malbayam continued the task of analyzing Courtis' notes and
trying to replicate his work. It was hoped the buddy system would
offer safeguards against unwise experiments and mental duress. This
proved wise. While attempting to replicate Courtis' sigil drawing
efforts, Malbayam had some sort of hysterical fit, and began
destroying Courtis' notes. Wexler was forced to intervene, and was
attacked. He was forced to shoot and kill Malbayam to save his own
life.

By 1960, the Bucket and its secrets had killed or mentally
incapacitated three dozen of the Company's brightest operatives. It
was all for naught.  The deaths of Courtis and Malbayam brought an end
to meaningful developments in the study. Whatever special insights had
been granted to Courtis were no longer to be found among the rest of
the staff.

\subsection{Continued Activities}

While the study of the alien devices and bodies was underway, the
Company was forming into shape. The Departments and Projects were set
up, and Directors chosen. Facilities were built, and the framework of
the conspiracy was set up.

Most of the time was spent gathering information. Researching report
after report of strange encounters and late-night abductions. Most of
them were false leads, but a few turned up real leads, and a few
scattered alien artifacts. The Technology department got to work
collecting and redesigning the highest technology available.

In 1947, the Technology Department decided that the Company would need
some nuclear bombs, both for research, and to complete their
arsenal. At the time, the 509th was the only bomber group in the world
armed with atomic weapons. On July 7, a plan was implemented to get
some of those weapons. A fake UFO crash was designed and orchestrated
at the nearby town of Roswell, New Mexico. This hoax, which utilized
some actual alien artifacts, and a replica of one of the Grey bodies,
was highly successful. The Air Force was so distracted that the Fallen
Angel was not even noticed for almost a week. Unfortunately, it also
spurred the creation of Project Majestic, the Air Force's UFO
investigation group, which is still a minor annoyance in Black Op
activities.

A number of early missions were in investigating and covering up UFO
sightings. These uncovered a handful off alien abductions, and a lot
of false leads. They also revealed several other unusual forces at
work in America. From vampires in Kansas, to giant cockroaches in a
tire factory in Akron. The Company's directives were expanded to
include these new menaces.

On December 18, 1952, President-Elect Eisenhower was briefed on the
existence of the Company, and its purpose. Eisenhower authorized the
continuation of research into the intentions, capabilities and plans
of the extra-terrestrials, as well as the disinformation campaign to
keep the public in the dark.

On November 23, 1953, a fighter jet was observed by USAF radar crews
being "absorbed" into an unidentified radar contact. No trace of the
fighter or its two crewmen were ever found. This incidence, as well as
the earlier disappearance of personnel in New Mexico reinforced the
need for absolute secrecy. The fact that the U.S. military was
completely powerless to protect U.S. airspace was the most sensitive
secret the Company possessed. No method of maintaining this secret was
too extreme.

Even the Company's own men were not above termination in order to
preserve the organization's secrets. On May 22, 1949, Secretary of
Defense and Company co-conspirator James Forrestal "jumped" from a
sixteen-story window of the Bethesda Naval Hospital. He had been sent
to the Hospital for treatment of emotional strain. After his death, it
was decided that very, very few people would be told about the
Company's existence.


\subsection{Contact}

In 1954, the Company had their next big breakthrough. NSA listening
posts and electronic eavedropping stations had been picking up odd
signal noise for a number months. The Company was able to determine
that the signal noise was actually fragments of intelligent and
systematic communications originating from deep space. On July 14,
1954, Abner Rosewood, a Company Science Op finally deciphered the
transmissions.

The transmission was from the Greys, indicating they were ready to
initiate contact whenever we were able to translate the message and
send a response. This would indicate to the Greys that we had become
"sufficiently advanced enough" to warrant direct contact. The response
should be a coded laser transmission aimed at specific coordinates on
the moon, using prearranged light frequencies.

It took more than a year for the Technology department to build a
working laser powerful enough, and to tune it properly. Eventually, a
face-to-face meeting was arranged on October 31, 1955, at the ICE
CAVE, where the catatonic Grey had suddenly revived.

When the Grey ship suddenly appeared out of nowhere in front of the
assembled greeting committee, three shots were fired by nervous Combat
Ops. No one was injured, but for several tense moments, the committee
feared they'd unintentionally started an interplanetary war. Security
Op Arnold Lepus immediately drew his sidearm and shot the two
trigger-happy grunts dead. Fortunately, the Greys seemed unfazed by
the incident and didn't even mention it.

(Some analysts later conjectured that perhaps the Greys assumed this
was a diplomatic greeting, a symbolic gesture, and even recommended
that Combat Ops be shot at each subsequent meeting. Although favoured
by Security and Science, this was never done.)

\subsection{The Accord}

The Greys explained their history, as survivors of a ship crash in
1908, who were trapped on Earth, with no means of getting home, and no
way of reproducing. They had need of human genetic material (among
other things), and desired to enlist aid of the Company in covering up
their activities. The two peoples would form an Accord of mutual
support and protection. In return, the Greys would provide knowledge
and technology.

As a token gesture, the greys brought with them what became known as
"the Cookbook". It was a hefty, bound book, made of a thin
leather-like material. Written inside across its 3500 pages were the
keys to human genetics. Written in a dense style, and accompanied by
puzzling illustrations and formulae, the Company is still grappling
with the possibilities and issues raised by the document, even forty
years later. Only recently has even experimental applications of the
theories been attempted.

The Greys also offered advanced technology to the humans. They did
this in hopes of raising our understanding and industry to the point
at which we might be able to help them reach Faster-Than-Light travel
again. Off-shoots of these technological gifts accelerated the space
race, allowing manned space flight much quicker than could have been
predicted, and led to the creation of such vehicles as the SR-71
Blackbird, the F-117 Stealth Fighter, and the later B-2 Stealth
Bomber.

They also intimated that there were other sentient races among the
stars, and if the FTL drives could be developed, contact could be made
with these beings as well.

In return. the Greys would be free to operate within the U.S. They
could "harvest" U.S. citizens temporarily, provided they did no
lasting harm.  They could conduct biological and psychological
experiments on U.S. soil. They could have free flight over
U.S. airspace. And so on.

Over the next few years, the Company was kept busy by the Greys,
primarily concealing Grey activity. They would get word from the Greys
that they had been up to something, and the Company would have to go
clean up the mess. On rare occasions, the Greys would request
assistance at the outset of a project, such as providing security for
a month-long on-site experiment or the like.

It slowly became apparent that the Greys were not living up to their
end of the Accord. Humans harvested by the Greys were frequently
injured or killed, and many were simply never returned. Cattle
mutilations and a wide variety of other strange phenomena turned out
to be the work of the Greys, and went well beyond what the Company
agreed to.

Dr. Robert Oppenheimer was so disillusioned with the Greys, that on
November 3, 1959, he betrayed the existence of the aliens to the
military through Project Majestic. The Air Force managed to shoot down
two Grey ships over Bryce canyon, and the Company had devil of a time
covering it up.

After this incident, the Grey abuses of the Accord grew even
worse. Finally, in 1963, the Company requested another meeting to
discuss the situation. The Greys offered no explanation or
justification for their actions, and stated simply that the U.S. would
continue assisting the aliens as agreed. The Company took that as a
threat. The four Greys at the meeting were mowed down in a hail of
automatic gunfire (which also claimed the life of one Security Op),
and the war was on.

President Kennedy was in favour of revealing all that had happened to
the public, and declaring all out war on the Greys. Shortly after
that, he was shot dead in Dallas by one or more gun-men. No one is
sure whether the Company was responsible, or maybe the Greys, or any
number of other possibilities, but the Greys and the war against them
were not made public. President Johnson was not informed of the
existence of the Greys or of the Company.

\subsection{The Company Today}
Today, the Company employs thousands of Operatives, or Ops, like
yourself. These are divided among three main branches: Administrative
(White) Operations, Research (Gray) Operations, and Field (Black)
Operations. Each of these branches is divided in turn. You have all
been recruited as Black Ops. Attached to the back page of this
document, you will find an aptitude test. Based on the results on that
test, you will be assigned to one of the Directorates:
\begin{description}
\item[Combat]{The front lines of the Company, Combat Ops or ``Thruds''
are the ones with the guns, the flamers, and the heavy weapons. The
average Combat Op can handle almost every weapon ever designed, and
can improvise new ones on the spot. With a Combat Op, what you see is
what you get.}
\item[Intelligence]{Somewhat less violent than their Combat bretheren,
Intelligence Ops or ``Spooks'' specialize in infiltration, disguise,
and information retrieval. As the smallest directorate, Spooks are
often able to requisition equipment unavailable to their teammates.}
\item[Security]{The Directorate of Security is in charge of protecting
the Conspiracy. If a Security Op says an operation is too risky, it
won't happen. 'Scops are feared or even hated by most other Ops. They
are a cross between the Nazi SS and the B5 PsiCops.}
\item[Science]{Science and Medical Ops (``Spocks'' and ``Docs'')
are highly educated professionals. They are responsible for the
physical well-being of their team and for analysis and identification
of all the aliens and other weirdshit the team encounters.}
\item[Technical]{Technical Ops (``Techies'') maintain the team's
equipment in working condition and design new equipment to better meet
the team's needs. Techies often find themselves issued strange new
equipment, with instructions like ``Test this out; let us know how Mode
2 works! Oh, and make sure you point it the right way.''}
\item[CLASSIFIED]{You'll find out more about them later.}
\end{description}

You will be assigned to a multi-Directorate team and undergo training
with them. Your time will be split between team general skill training
and Directorate-specific training. When your superiors see that you've
advanced to proper Black Ops competencies, you will be assigned an
area of the country and sent off to protect Humanity from the universe
which threatens to overwhelm it, and to protect the Conspiracy from
Humanity. Good Luck\dots you'll need it.


\subsection{Current Operations}
The major Company campaigns today are focussed on the Grey menace, the
Brainsucker infestations, vampire and demon hunting, and exposing and
disempowering the paranormal activities behind much of the organized
crime in the world (including the World Crime League, the Lectroids,
and rogue psychics).

A smaller amount of energy is aimed towards research -- discovery and
capture missions, as well as psionic and psychotronic technology.
These are mostly spearheaded by the Science and Technology
departments.

Lately, it has been noticed that the number of ``supernatural''
activities in the world has increased dramatically. This includes a
variety of phenomena which make Grey technology look simple and
straight-forward, including shape-shifting werewolves, mind-bending
astral entities, and people wielding what can only be termed ``magical
powers''.

Public interest in the unusual, including both UFOs and occult
activities is growing. New Age cults, and other, far more bizarre
cults are becoming more popular, and gaining in power. Enough
information has leaked that the public is even aware of the name and
appearance of the Greys. These are making Black Operations more
difficult, and false leads even more common.

What this shift in supernatural occurences and occult awareness means
is anyone's guess, but the signs and portents all point to one thing.

\begin{center}
{\large Death Stalks Us}
\end{center}

\newpage

\section{Company Timeline}
\begin{itemize}


\item 7000 B.C.E. to 1000 B.C.E.:  Height of Prima involvement in the
development of human culture.  They were influential in the Mid-East,
Egypt, Indian and Chinese cultures, and may be responsible for the
creation of human civilization.  Some speculate that they may, in
fact, be responsible for human sentience.
\item 1908:  Grey Mothership crashes in the Tugunska region of
Siberia, trapping the Greys on Earth.
\item 1938:  Dr. Emilio Lizardo pierces the Eighth Dimension, and is
taken over by Lord John Whorfin, head of the Lectroids.  Whorfin frees
many other Lectroids on Oct 31, 1938 in Grover's Mill, New Jersey.
\item 1942:  American pilot Lt. John Franklin shot down over Hamburg,
Germany by a "floating spider".
\item 1943:  Harry S. Truman, Gen. Carrington and Col. Steele set up
the Argus foundation to deal with the menace.  They form the Company
to "kick alien ass".
\item October 1, 1945:  The OSS and its paranormal investigation unit
are disbanded.  Several of its agents become the first Company
"Protection Agents".  The OSS files are lost before the Company can
retrieve them.
\item September 17, 1946:  The Company shoots down an alien ship.
Three Ops are killed in the dogfight.  One alien survivor is taken
into custody.  The wreckage and bodies are studied.
\item July 7, 1947:  The Roswell crash is manufactured by the Company
to distract the Air Force while the Company steals a nuclear bomb from
the 509th bomber group.
\item May 22, 1949:  Secretary of Defense James Forrestal "jumps" from the sixteenth floor of the Bethesda Naval Hospital.
\item 1949: Five Ops are killed while hunting a demon in the forests
of rural Tennessee.  Plans start for a training academy for Company
operatives.
\item 1950: Company Security foils an attempt to assassinate President
Truman by Puerto Rican nationalists Oscar Collazzo and Griselio
Torresola.
\item 1950: A glowing, purple gelatinous blob falls to earth in
Philadelphia.  Two people who touch the blob go on a murderous spree,
killing eight people before dissolving into goo when sunlight hits
them.
\item September 1, 1951: The Academy is opened to train Company
Operatives to superhuman competence.
\item 1952: Six Ops are captured by Hanoi Xan's Legion of Death in
Nepal.  They are taken to Hanoi Xan, and interrogated.  The Ops manage
to escape Xan's elaborate death trap, and are chased by Legion of
Death all the way to Calcutta.  Two Ops are killed along the way.
\item November 1952 - February 1953: The Company runs an operation in
Siberia which destroys an NKVD project researching longetivity and
life-extension.  Two Ops are killed during the operation.
\item 1953: Soviet Premier Josef Stalin dies after a protracted
illness.
\item 1953: Company Scientist Dr. Frank Olson commits suicide in New
York after taking LSD as part of the CIA's MKULTRA program.
\item November 23, 1953: A fighter jet is absorbed into an
unidentified radar contact.  No trace is ever found.  This incident
reinforces the need for secrecy.
\item 1954: NSA listening posts detect unusual signals.  The Company
determines the signals are communication fragments from deep space.
\item July 14, 1954: Abner Rosewood deciphers the transmissions.  They
are from the Greys, indicating they are ready to initiate contact.
\item October 31, 1955: Contact is made with the Greys in New Mexico.
An Accord is worked out, and the Company begins relations with the
aliens.  Two Combat Ops are killed at the meeting.
\item May 6, 1957: Intellligence Op James Van Loorde steps into a ring
of strangely glowing fungus in the Adirondack mountains and
disappears.
\item 1958: First U.S. satellite, Explorer 1, is launched into Earth
orbit.
\item 1958: A gelatinous mass falls to earth in the Irish county of
Westmeath.  When Company Ops arrive, they can find no remains of the
blob.
\item 1959: The Company discovers a {\em Tyrannosaurus rex} in
Madagascar.  It is killed with a .30 Browning after it kills one
Science Op.
\item November 3, 1959: Dr. Oppenheimer betrays the existence of the
Greys and the Accord to the Air Force.  Two Grey ships are shot down.
\item 1960: A Company plan to assassinate the anti-western, occultist
prime minister of Zaire, Patrice Lumumba, is aborted when rebel troops
murder him first.
\item 1961: The first viral vampires are discovered and identified.
Two Ops are killed by the vampire gang before they are destroyed.
\item 1961: Information gained from former Mob boss Vito Genovese
reveals paranormal activity within the Organized Crime underworld.
President Kennedy expands the FBI's powers to investigate racketeering
and organized crime.  Company Intelligence begins to infiltrate and
investigate on its own.
\item 1962: Four Ops killed by a pack of gargoyles in Lisbon.
\item 1962: Cuban missile crisis.  Despite personal appeals by
President Kennedy, the Greys refuse to assist, although they are
unusually active in the area.
\item April 10, 1963: USS {\em Thresher} sinks with all hands a
hundred miles east of Cape Cod.  Company investigation reveals the
involvement of a group of hostile Fishmen.  One Op is killed by the
Fishmen, who appear to only want to be left alone.
\item September 24, 1963: A meeting with the Greys ends with the Greys
mowed down with automatic weapons.  One Security Op is caught in the
crossfire.  Diplomatic relations with the aliens are ended.
\item November 22, 1963: President Kennedy is assassinated.  He was
the last President to know of the Company's existence.
\item 1964: Company operatives, flying B-26 and T-28 bombers assist
the government of Zaire in defeating nationalist rebels.
\item 1964: The Company eliminates the Ahtu cult of the Simba and
Mule'le in the Belgian Congo.  Seven Ops are killed in the operation.
\item 1965: Raid of a Grey base in Watts, Los Angeles.  Destruction of
the base is covered by the race riots nearby.
\item 1965: A fight with a pack of wolf-men in upstate New York
results in the death of two Ops and a power failure that blacks out
much of the Amrican northeast and eastern Canada.
\item After an abduction on April 12, 1966, there is no more confirmed
Grey activity on U.S. soil.  Briefly, it is thought that perhaps the
Greys had escaped Earth.  Much debate occurs over what to do if they
return in force.
\item 1966: A Company secret army in Peru largely eliminates the Tupac
Amaru guerillas, who are assisted by gargoyles, and jaguar-men.  Four
Ops are killed.
\item February 9, 1967, Miss Agnes Ringman of Fargo, North Dakota is
abducted, and Grey activity restarts as though there has been no
interruption.  No explanation for this hiatus is ever discovered.
\item 1967: A U.S. Army LRRP team in North Vietnam is shredded by a
pack of {\em Deinonychus}.  Similar attacks plague both American and
NVA forces for two months before the beasts are captured by a Science
team.  They are killed when they escape from their cages in transit
and kill several crew members on the transport boat.
\item 1967: Company Ops, under guise of Bolivian rangers, capture
Cuban revolutionary Ernesto "Che" Guevera.  He is found to be a
powerful psychic and occultist.  Despite CIA requests to keep him
alive, the Ops are forced to execute him.  One Op is killed.
\item 1968: A small cult known as "The Family of Thought" begins
distributing an unusual form of LSD in San Francisco.  This LSD, known
as "Grey Acid" produces bizarre images very similar to those produced
by handling the Grey "communication enabler".  The Family of Thought
is broken up, and several of its members turn out to be Breederbugs.
Analysis of Grey Acid reveals that it produces a state of "Grey
Attunement" in humans.  Those who already possess a measure of Grey
Attunement find their ability to think in "Grey Code" greatly
enhanced.  One psionic Op commits suicide after overdosing on the
acid.
\item June 13, 1968: Several sewer workers in New York disappear.
Investigation into this uncovers the existence of Brainsuckers.
\item 1969: Georgia farmer and businessman James Carter is abducted.
Seven years later, he is elected President of the United States.
\item July 9, 1970: A Department of Fish and Wildlife ranger is killed
by a swarm of frogs in South Carolina.  Eventually it is discovered
that Xerotech, a pharmaceutical research company in the area has
developed a drug which cause animals to enter a beserk, killing rage
directed towards humans.  The drug works best on vertebrates, and the
Ops soon face an army of angry birds, snakes, lizards, frogs, mice and
even some cougars and bears.  A large forest fire reduces the menace
to manageable proportions, but not before three small towns are wholly
depopulated, and four Ops are killed.
\item 1970: Investigation into Xerotech uncovers the existence of
Lectroids for the first time.
\item 1970: Apollo 13, which includes Company Op Kevin Bacon heads to
the moon.  Part of their mission includes searching for a suspected
Grey base on the dark side of the moon.  The flight encounters a
variety of mechanical failures, and barely makes it back to Earth.
\item 1971: A creature described as a "protoplasmic predator" hatches
out of a meteor being transported to Edmonton from the Yukon.  Four
Ops are killed pursuing the creature, and it is finally destroyed with
flamethrowers, but not before it absorbs and assumes the identity of a
geologist, a herd of sheep, a rancher, a sheepdog and three RCMP.
\item 1971: Hanoi Xan teams up with the CIA's Air America to smuggle
drugs around the world.  The first non-Orientals are trained as Legion
of Death.
\item May 6, 1972: Intelligence Op James Van Loorde steps out of a
ring of fungus in the Adirondacks.  Although fifteen years have passed
since he was last seen, James remembers only taking one step.
\item 1972: Investigations into sightings of a "huge, shambling swamp
creature" in South Carolina results in the discovery of Cipher
Scarabs.  Their nest is destroyed, and the beast is tracked down and
captured.
\item 1972: An attempt to restart the Bucket's power source results in
an explosion which destroys much of Hanger 18, as well as claiming the
lives of four Ops.
\item 1973: Director of Central Intelligence James Schesinger orders a
report on all illegal or improper CIA activities known to the CIA.
The seven hundred page report known as "the Family Jewels" contains
several Company cover operations.  No activity or investigation is
ever taken by the CIA against any of these operations.
\item 1973: Cattle mutilations on the rise.
\item 1973: Combat Op Bruce Lee commits suicide after contracting the
vampire virus.
\item 1973: It is discovered that growth hormones developed by the
U.S. Department of Agriculture have been accidentally dumped into
several landfills and sewer systems throughout the country.  Shortly
afterwards, giant rats, cockroaches, beetles, flies and grasshoppers
begin appearing in these areas.  The hormones appear to affect the
genetic code of these animals, and the gigantism can remain repressed
in a population for many generations before expressing itself again.
Even today, sporadic outbursts of giant insects and rodents keep
popping up.  Three Ops are killed in the first outbreaks of giant fire
ants.
\item 1974: California Governor Ronald Reagan and his wife Nancy are
abducted.  Six years later, he is elected President of the United
States.
\item 1974: The Department of Defense, utilizing the growth hormones
developed by Dept of Agriculture, {\em deliberately} creates a swarm
of giant cockroaches, ostensibly for use against the North Vietnamese.
Many of these cockroaches escape into the Chicago sewers.  When the
Ops were sent in, most of the scientists weren't allowed to live
either.
\item 1974: Black Ops uncover a large Grey base in the jungles of
Brazil.  After a month of observation by satellite and spy plane, not
much information is gained.  The site is hit with an Arclight strike,
but it is later discovered that the Greys abandoned the base hours
before.
\item May, 1974: Six ops are killed by Sewer Flukes while attempting
to assault the Number Three Water Tunnel in New York.
\item 1975: Lynette "Squeaky" Fromme, a former Manson family member,
attempts to kill President Gerald Ford in Sacramento.  Seventeen days
later, Sara Jane Moore attempts to shoot the President in San
Francisco.
\item 1975: Three Ops are killed by a pack of Gargoyles in the German
Black Forest.
\item 1975: By this point, the CIA's Project MKULTRA has developed
practical mind-control and amnesia drugs that soon gain frequent use
by the Company.
\item 1975: A release of a mysterious gas turns the entire town of
Spalding, Oregon into Chemical Zombies.  Two Ops are killed before the
town is blown up with a small nuke.  Eight more Ops die destroying the
Zombies which are created when the explosion spreads the chemical to
other towns.
\item July 4, 1976: In the largest single operation in Company
history, one hundred Ops invade the Number Three Water Tunnel in New
York to wipe out the Brainsucker base there.  Twenty Ops are killed,
and fifteen more permanently injured, mostly by Sewer Flukes, but the
nest is destroyed.
\item 1976: Twenty-nine people in Philadelphia are infected with a
bizarre, alien disease.  This disease greatly enhances the victim's
precognitive abilities before killing them.
\item 1976: Company Ops investigating a series of gruesome deaths off
Amityville uncover a {\em Charcharadon megalodon} over sixty feet
long.  One Op is eaten before the giant shark is blown up.
\item 1977: Legion of Death kill ten Ops who are searching the jungles
of China for Sabah.  Several of the Legion of Death are former members
of CIA's Project PHOENIX.
\item 1978: Damian Holcroft, the first known viable Grey hybrid, is
born.  Damian, his mother, and two Ops are abducted by the Greys three
days later.  They are never seen again.
\item 1978: Archaeologists in Asia Minor uncover Hittite scrolls
dating back 3500 years which describe Brainsuckers and their powerful,
godlike masters, the Prima.
\item 1978: Ops investigating a Sasquatch sighting run into a Gorp in
northern British Columbia.  Two Ops are killed when the Combat Op
angers the beast by shooting it.
\item 1979: Joseph Ryan kills Chris Ridley, a Secret Service agent who
was also a Company Op at the Service's Denver office before being shot
dead.  Ryan had previously been commited for trying to crash his car
through the White House gates.  Autopsy reveals that Chris Ridley was
controlled by a Brainsucker, and that Joseph Ryan had at one time had
a Brainsucker which he had killed by trepanating himself.
\item 1979: A careful internal audit reveals two more Ops controlled
by Brainsuckers.  They are regretably killed, and Security tightened.
\item 1980: Combat Ops track and kill a giant wolf in London, England.
On death, the wolf transforms into a young man, identified as American
David Jacobson.
\item 1980: A virtually unstoppable assassin begins to track Combat Op
Sarah Conner.  The creature turns out to be a flesh covered android.
Eventually, it is destroyed in an 80-ton press.
\item 1981: Lectroid chief John Whorfin manages to steal a
dimension-spanning Oscillation Overthruster device from the Company.
He attempts to use it to re-open the dimension where his Lectroid
buddies are kept captive.  Company Operatives manage to kill John
Whorfin and many of his Lectroid minions, as well as destroy Yoyodyne
Propulsions, a cover company which had developed a space ship.  The
remaining Lectroids are scattered all over the globe.  One Op is
killed raiding Yoyodyne.
\item 1981: With information covertly supplied by Company
Intelligence, the FBI arrests Wayne B. Williams, subsequently
convicted as the Atlanta child murderer.
\item 1982: The Cadre is formed, a group of Combat Ops whose sole
mission is to kill beasts in all their unusual forms.
\item 1982: A humanoid android similar to the one which tracked Sarah
Conner is found guarding a Grey outpost in Iowa.  A killer robot cow
is also found.  One Op is killed battling the cow, which turns out to
have extensible jaws.
\item 1982: A release of gas in Philadelphia turns an entire
neighbourhood into Chemical Zombies, including a well-armed street
gang.  Three Ops killed containing the mess.
\item 1982: Ops discover a town populated entirely with 6'5" blonde
warrior women in the Kola penninsula.  Two days later, no trace of the
village can be found.  One Op, who remained in the town, is never seen
again.
\item 1983: A Company Science Op, two doctors, and Miss Jeannette
Forrest are killed by a psychically active Grey hybrid foetus carried
by Miss Forrest.  The foetus dies with Miss Forrest.
\item 1983: Information collected during a close encounter with a
ghost in the New York City Library leads to the development of the
Proton Pack, which allows physical interaction with spectral beings.
Previous to this, ghosts could only be fought with psionic abilities.
\item 1984: The Containment box is developed, allowing ghosts to be
captured and contained.  New missions are undertaken to combat
dangerous spectral entities.  A special squad, called the
"Ghostbusters" sets up shop in New York.
\item 1984: Robert Mathews, founder of the white supremacist group The
Order, dies in a fire caused by gyrojet rounds fired by a Company Op.
The fire is blamed on an FBI tear gas grenade.  Mathews was wanted for
murdering Jewish talk show host Alan Berg, as well as robbing an
armoured car and shooting an FBI agent.  He was also a practising
"sorcerer", and displayed a variety of unusual powers.
\item 1984: A U.S. {\em Trident} class submarine, while on maneuvers
off the Phillipines, recieves a moving sonar echo which seems to be
about the size of an aircraft carrier.  Contact with the echo is lost
ten minutes later.
\item 1985: A section of Little China, San Francisco is destroyed in a
ball of green fire, centered on a whorehouse.  Witnesses report a trio
of flying men in unusual garb.
\item 1985: A pack of {\em Deinonychus} ravages several towns in the
Northern Territory of Australia.  One Op is killed and another
seriously injured hunting the pack.  The attacks are blaimed on
crocodiles.
\item 1985: A Company Intelligence directed investigation culminates
in the indictment of the heads of New York City's five Mafia families.
Four Mafia dons - Philip "Rusty" Rastelli, Carmine "the Snake"
Persico, "Fat Tony" Salerno, and "Tony-Ducks" Corallo - are convicted
under the new Racketeer Influenced and Corrupt Organizations Act
(RICO).  "Big Paul" Castellano is assassinated by his successor, John
Gotti to prevent his becoming a government witness.  During
investigation into the Five Families, Company Op Matthew Carpenter
kills Mafia capo Salvatore "Fat Sally" Casparo who has grown into a
thousand pound mass of hungry, roiling flesh.  This is the first field
test of the G-11 X.
\item 1986: The Loch Ness monster "Nessie" is temporarily captured
using harpoons and stunned with explosives, but breaks free and
escapes.
\item 1986: One of the Grey's killer robots is captured.  It turns out
to have been a young soldier who was transformed somehow into a loyal
robot.  Science names the creature a Fabricant.
\item 1987: A group of High School students in San Dimas, California
find a Grey artifact.  They accidentally activate it, and it opens
"time tunnels" into their school.  Ops arrive in time to fight a
Mongol horde, a pack of ravenous {\em Andrewsarchus}, and several
Aztec gladiators.  They manage to escort several stragglers back to
their home lines.  The device implodes when a Security Op shoots it,
closing the holes.  One student and a science teacher are never seen
again.  Two Italian Renaissance merchants and a Cro-magnon hunter are
trapped in this timeline.
\item 1988: George Bush is elected President of the United States.
From his days in the CIA, it is thought that he may be aware of the
Company's existence.
\item 1989: Damian Holcroft, the first known Grey hybrid, resurfaces
in Toronto.  He is completely sociopathic, and psychically powerful.
Although only eleven, he forms a cult around himself.  Six Ops are
killed destroying his cult, and Damian disappears.
\item February 9, 1990: Two Ops and four Greys killed when the Ops
interupt an abduction attempt in Wyoming.
\item 1990: The Sasquatch nick-named Jack is captured in the Pacific
Northwest.  He lives briefly with Ops in Seattle before being returned
to the woods.
\item 1990: A Prima calling itself Bast surfaces amongst a religious
cult in Egypt.  The cult is revealed to be led by a group of
Brainsuckers.  Eight Ops are killed before Bast is neutralized with a
large FAE.
\item 1990: The Secret Service raids Steve Jackson Games and
confiscates several computers.  They claim that they thought the
in-development {\em GURPS Cyberpunk} RPG supplement was a computer
crime manual.  The fact that Steve Jackson Games is a Company front
makes this move highly suspicious.  No evidence of the Company's
existence is found by the Secret Service.
\item 1991: Ogopogo injured by a group of Combat Ops on vacation.
\item 1992: Bill Clinton is elected President of the United States.
Although he has never been briefed on the existence of the Company or
Greys, he seems to have knowledge of their activities.  By not
interfering, the Company infers tacit approval.
\item 1992: A small herd of Wooly Mammoth are found living on Wrangle
Island, north of Siberia.
\item 1992: A U.S. Army shipment is intercepted by the Company.  The
shipment includes three Chemical Zombies sealed in oil drums.
\item 1992: A young Grey hybrid is abducted by the Greys after the
mother, Karla Paszkowski, manages to escape Company custody.  The
hybrid is never seen again.
\item April, 1993: Company investigations into cult activity
surrounding rogue telepath David Koresh ends in the destruction of the
Branch Davidians.
\item May, 1993: A young man is arrested by Waco police for
trespassing on the grounds of the Branch Davidian Compound.  A Company
Op later recognizes his photo as being Damian Holcroft.  A manhunt
ensues, but he is not found.
\item October 7, 1993: A {\em Smilodon} is killed by two hunters
outside of Nashville.
\item 1993: Combat Op Brandon Lee is killed while fighting a demon in
Philadelphia.
\item February 25, 1994: The Company murders Major General Reginald
Fairfield, U.S. Army (Ret.) when Fairfield uncovers the existence of
the Company and threatens to expose them.  Five Combat Ops are killed
in the incident by unknown means; the bodies are never recovered.
Security Op Arnold Lepus is the only survivor.
\item 1994: Francisco Duran is arrested for spraying the White House
with gunfire.  His defense that he was attacking a "strange mist" on
the White House lawn does not prevent his being convicted for
attempting to assassinate President Clinton.
\item 1994: A series of deaths near Nome, Alaska is tracked to a man
who is able to transform into a huge bear.  He is captured, but
disappears into thin air in front of four Ops.  Science is at a loss
to explain this.
\item 1995: Four Black Ops captured by Brainsuckers are saved when a
pack of Gargoyles rips apart the Brainsuckers, and then departs.
\item 1995: The Mind puts together their own paranormal investigation
units.
\item 1996: Former CIA director (and former Director of the CIA's
Project PHOENIX during Vietnam) William Colby drowns while canoeing on
the Potomac.
\item 1996: A gang war between the St Louis and Chicago Mafias starts,
fomented by Company Ops.  The warfare grows to include New York and
Miami Mafia, Chicago street gangs, and even the Russian mob.
\item 1996: A Lectroid hell-kitchen biological warfare laboratory is
uncovered in the Zairian jungle.  It, and a related World Crime League
plot to take control of Zaire are destroyed.  One Op is killed by a
Legion of Death sniper.
\end{itemize}

\section{Enemies} The members of the Company see themselves as the
unseen protectors of society. And we have quite a task, given the
number and variety of mysterious and unexplained enemies that threaten
the well-being of our world. If the truth were fully known about the
depth of this war, no one would be able to sleep at night.

\subsection{Aliens} There are three races of alien beings living among
us on Earth.  It's a hard fact that we have to live with.  They are
not friendly visitors, come to show us the way, nor are they
harbingers of Armageddon.  They are the insidious middle ground,
gnawing at the edges of our society, eating away at us from the inside
like a mutant tapeworm, and it is only the work of the Black Ops that
keep them from getting out of control.

\subsubsection{The Greys} Forget everything that you've read in the
tabloids or seen on the movies about these aliens.  Like most good
lies, those stories contain just enough of the truth to fool us into
belief, but most of the rumours about these aliens are spread by the
Company, to keep society looking the other way.  The Greys are
malicious and cold-hearted.  They have very little of what we call
human emotion.  They are analytical, systematic, thorough, inquisitive
and heartlessly cruel.  They think of humans as cattle, and would
gladly enslave the entirety of humanity if they had the forces.  As it
is, they manage to capture and modify enough humans to keep the Black
Ops extremely busy.  They venture forth in their spider-like flyers
from several secret bases scattered about the world (the American
southwest, the Antarctic ice fields, the Siberian plains, the red
canyons of Madagascar to name a few suspected possibilities), and some
rumours even have them making forays from the far side of the moon.
Physically, the Greys are tall and lean, with compact, muscular frames
and surprising agility for their height.  They look somewhat lanky,
but are unbelievably strong.  Their weakest could arm-wrestle
Schwartzenegger to a standstill.  Each one is incredibly crafty,
surpassing the human levels of genius.  They are closest to us in
terms of physical hardiness.  They live a little bit longer than us
(about 120 years), but a few slugs from a .45 will put one down as
easily as it will a healthy man.  Their faces are dominated by two
large oval eyes.  They have no discernible mouths, but their chins end
in a large flap of grey skin, which folds open to reveal four
concentric rows of acid-producing pustules.  They use these to devour
their food, but they can also spit burning acid up to four feet.
Their auditory organs are where our noses would be, two long, thin
slightly indented membranes.  The entire surface of their skin is
covered in chemically sensitive glands, which smell everything they
come in contact with.  They will know a human has been in the room
hours after he has left.  Recently, the Science department has
determined that they have a form of rudimentary communication through
pheromones.  They primarily communicate psychically, transmitting
their thoughts as a complex series of images, using a language that is
semantically rich and nearly impossible to translate.  They can, with
effort, read surface thoughts and emotions from humans (though not
from each other), and can send crude messages to any human with the
smallest amount of psychic ability (about 70\% of us).  These humans
can, with effort, send thoughts and images back to the Greys, allowing
for a rudimentary communication.  Only basic ideas can be transmitted,
however, and much of what is sent and received seems to be gibberish
to the other party.  The Greys are trapped on Earth.  Their mother
ship crashed into the Siberian wilderness in 1908, leaving only 1 500
of the aliens alive in their escape ships.  They want nothing more
than to get off this primitive world and head back to their home
planet, but Earth's technology is sadly lacking.  They have been
subtly advancing the technology of Earth in an effort to spur the
development of faster than light travel before the Greys all die out.
You see, the Greys can't breed.  Due to their system of on-ship
cryogenics, and their rigid breeding cycle, al the females of their
species were killed when their mother ship plowed into the Siberian
wilderness.  All the Greys that survived in the escape ships, and that
are still active today, are male.  They have, for the past 90 or so
years, been experimenting with human females in an attempt to create
viable offspring.  Their attempts have so far been futile, although in
recent years, they have managed to create several {\em hybrid} forms.
These hybrids are often psionically gifted, and usually quite insane.
The Greys seem to have had higher success with Caucasian women,
although why this would be, no one can say.  As a sideline, the Greys
are simply curious, in a very clinical fashion.  Many of the
experiments they perform on humans seem to have nothing to do with
either leaving the Earth or reproduction.  This might point to a
third, undetected motive.  It might also be their idea of a good time.
The Greys are fully aware of the Black Ops campaign against them, and
have been since the 1950s, when an uneasy alliance was created.  The
alliance was developed by Argus and implemented by the Company.  It
lasted until 1959, when Robert Oppenheimer, in a fit of misguided
conscience betrayed the existence of the aliens to the military.  Two
alien flyers were shot down by the Air Force in an ambush over Bryce
canyon.  Luckily, Black Op agents had a few hours warning of the
betrayal, and were able to remove the alien corpses (as well as any
usable technology), and produce three sheepish aviation experts who
claimed they had privately developed these aircraft in an attempt to
perpetrate an elaborate hoax.  The hoax never made it to the public
because the military destroyed the only flyers they had.  The Air
Force believed them.  The wreckage and the experts were snatched up by
the Air Force, but the hapless aviators could not duplicate their
amazing flyers, though they tried for years.  (illustrating the irony
of life, the famous 1947 Roswell crash was an elaborate hoax designed
by the Company to distract the Air Force from a highly sensitive
operation.  It worked.)  After the downing, the Greys cut off all
relations with Argus and doubled their efforts in abduction and
experimentation.  Argus had no choice but to go to war.  Oppenheimer,
by the way, was privately scandalized and lost his security clearance.
He was also tied down, tortured, and told that if he ever revealed
anything ever again he and everyone that he ever cared about would be
painfully killed.  The war with the Greys is a guerrilla conflict,
raging in the back woods and remote jungles of the world.  The Greys
appear to avoid the cities, and stick to remote wildernesses.  They
have the advantages of technology and guile, and we have the
overpowering advantage of being able to appear in public.  

\paragraph{Technology}
The Greys travel in their small, fast spider-flyers.
These are equipped with antiparticle and gravitic weapons, highly
manoeuvrable contragrav systems, and stealth and sensors that make
military men weep.  As far as personal weapons go, there are a few
common items. 

\begin{itemize}
\item One is a device known as a Heater.  This is a silver chin guard
which is able to superheat and pressurize the Grey's natural acid
spit.  This increases the range and damage of the acid, although it
doesn't burn as long, as it boils away faster.
\item Another is called a Force Rod.  This is a slender steel rod
which projects a beam of gravitic force.  It hits like a battering
ram, and armour is almost useless against it.  The Force Rod also does
considerable knockback damage, and the Greys often use it to push
someone off a cliff or building.  It can also be used as a light
tractor beam, pulling objects or victims towards the Grey.
\item Many Greys also carry an unusual looking pistol which fires
microwave laser beams.  This is highly effective against soft targets
and electronics, but is easily deflected by metal.  It is for this
reason that Company body armour is primarily made of monocrys, a
metallic fibre which provides excellent protection.
\item They also have another weapon, shaped something like a Coke
bottle, which fires an unusual energy beam.  This beam scrambles the
neural circuitry of any living thing (and scrambles electronics as
well), and paralyzes the individual.  A layer of metal sheathing the
nervous system is quite effective protection against this effect, even
a layer of tinfoil in your hat is helpful.
\end{itemize} 
All of the Grey weapons seem to require telepathic commands to trigger.  So far
the Company has been unable to make any captured weapons operate.

\subsubsection{The Lectroids} The Lectroids are another alien race
attempting to get off our planet.  The Lectroids were a group of
criminals and revolutionaries from another world.  After an
unsuccessful war on their home-world, the losers were imprisoned
within a pocket dimension (the Eighth Dimension).  Back in 1938, Dr
Emilio Lizardo was able to penetrate the Eighth Dimension, and had his
body taken over by the Lectroid's leader, John Whorfin.  Whorfin was
then able to open a hole, and free some of the Lectroids still trapped
there.  This occurred on October 31, 1938.  Since then, the Lectroids
have been trying to free the rest of the Lectroids, and return to
their home-world.  Like the Greys, they are hampered by the lack of
technology on Earth, but they are further handicapped by their need
for dimension spanning, as well as FTL technology, and the fact that
they have no technology to start from, only their knowledge.  About 15
years ago, the Black Ops managed to destroy John Whorfin, along with
many of his followers, and the ship they had built in an attempt to
get home.  At the time, it was believed that the rest of the Lectroids
were killed with him, but this turned out not to be true.  Many
survived, and have factionalized into several groups.  
\begin{description}
\item[Washington, D.C.]{These Lectroids have begun to infiltrate the halls
of power in an attempt to influence money and power towards
themselves.}
\item[Sao Paolo, Brazil]{These Lectroids have teamed up
with the World Crime League, seeing them as a more reliable source of
income and research.}
\item[Greys]{Some of them have allied
themselves with the Greys, acting as covert agents and assistants.
They have access to higher technology than the other Lectroids, but
may have difficulty convincing the Greys to work on inter- dimensional
research.}
\item[Los Angeles]{A few Lectroids seem to have abandoned
the cause, and have dedicated themselves to enjoying themselves.  John
Tesh is believed to be the leader of this faction.}
\item[Unknown]{There appears to be another group of Lectroids who are dedicated to
thwarting the efforts of the other Lectroids.  These may be "police"
forces from the winning side back on the home-world.  If the other
Lectroids do look like they are succeeding in their quest, these
Lectroids would probably sooner destroy the Earth than allow the Red
Lectroids back home.  These Lectroids appear to have access to higher
technology than the other Lectroid factions.} 
\end{description}

The Lectroids do notshare the Grey's unemotional mind set.  They tend
to be highly emotional, and often act Impulsively.  They are also
proud, and squabble constantly for status.  The Lectroids have nothing
but disdain for humans, calling them ``Monkey Boys'', and often
under-estimating their intelligence.  Some Lectroids have turned their
efforts towards ruling humans, but quickly tire of it (just as a human
dictator would get bored leading a chimpanzee troop).  For some
unknown reason, all Lectroids have taken human names which start with
`John' (i.e. John Whorfin, John Smallberries, John Yaya, John
Bigboote, John Tesh, John Parker).  It is believed that the Lectroids
somehow associated this name with a title, and are now too proud and
stubborn to change.  Vegetarianism, art collecting, bathing and
consorting with the `daughters of men' - all these offences are
grounds for the favourite Lectroid punishment: beheading in reverse
order; that is, from the feet up.  They lust for more power, their
only fear is being ridiculed, and they have an extraordinary
propensity for inflicting and suffering cruelty.  Physiologically,
Lectroids are remarkably close to humanity.  They have two arms, two
legs, one head etc.  Their eyes are large and oval, covered in a dark
brill.  They are more sensitive to light, and less sensitive to colour
than human eyes.  Their nose is almost human, but with one large
nostril.  The Lectroid's sense of smell is highly acute, and they can
communicate through pheromones.  Their pheromonal control is very
fine, and can be used to induce several emotional states in humans
(including fear, trust, and lust).  The most remarkable pheromonal
ability they have is the way they can make people believe they are
humans.  Anyone smelling Lectroid pheromones will believe that the
Lectroid is actually a human.  The Black Ops have developed an
antidote to this pheromone, and a sealed helmet will also keep the
wearer immune.  The Lectroids must still be stealthy, as photographs
are not affected by the pheromone, but it does allow them to interact
with humans much more effectively than the Greys.  They are slightly
stronger than the average human, but not by much, their other stats
are human norm.  It is believed they live much longer than humans.
Although they have been around since 1938, and it is believed that
most if not all of the Lectroids on Earth are male, they do not seem
to be worried about reproduction, and have made no attempts to breed
with human females.  They would probably consider this beneath their
dignity in any case.  No psionically sensitive Lectroids are known.
They communicate through a vocal language, which is quite possible for
humans to pronounce.  No one has been able to translate it yet, as
there is not enough samples.  All Lectroids speak English, and some
have learned other languages (most notably Portuguese and Japanese).
It is not known how the Lectroids communicate with the Greys, but they
seem to be able to.
\paragraph{Technology}
The Lectroids have no technology of their own, as they did not bring
anything with them when they escaped from the Eighth Dimension.
Everything had to be recreated using Earth technology, and not much
could be recreated.  Of the stuff they did have, much of it was poorly
designed, experimental, or just didn't work, and most of that was
destroyed or captured 15 years ago with the defeat of John Wharfin and
Yoyodyne (the Lectroid's cover company).  The Lectroids now use the
best human technology they can get their hands on, or Grey technology,
for those allied with the other aliens.

\subsubsection{The Prima} These aliens are still among the greatest
mysteries Mankind has ever encountered, and one of the greatest
secrets that Argus has decided that Mankind needn't be clued in on
just yet.  Until recently, it was thought that the Prima were no
longer among us.  The Prima inhabited the Earth from about 7 000 to 1
000 B.C.E.  They were very influential in the development of the
Incan, Mesopotamian, Phoenician, Babylonian, Chinese, Ganges, Mayan,
Egyptian, Celtic and Greek cultures.  Some Company historians believe
that the Prima actually spurred the hunter-gatherer tribes of the
world into forming agrarian communities, setting what we call
civilisation in motion.  The Prima used the human race as slaves,
setting themselves up as gods.  They were able to change shapes, and
were capable of teleportation, and fundamental manipulation of matter
and energy.  Perhaps they were talented psychics, or they performed
their feats with sufficiently advanced technology.  Their principal
legacy on Earth is their genetic manipulations and animal creations.
Many of the fabled beasts of antiquity are now thought to have been
Prima creations, and many are still around today.  Some of these
creatures are modifications of native Earth animals, and others appear
to be livestock the Prima brought with them from wherever they came
from.  The most dangerous of the Prima heirs is the Brainsucker.
Apparently bred for the specific function of creating docile, loyal
zombies, the little wigglers are still carrying out their task today,
devoid of their master's guidance.  In 1978, archaeologists working in
Asia Minor uncovered Hittite scrolls dating back 3500 years.  Couched
in fable and arcane symbols, these scrolls described the use of the
Brainsuckers.  They were docile slaves to the Prima, who ordered them
about using what the scrolls describe as `phrases', `verses', or
`songs', depending on how the scrolls are translated.  The
Brainsuckers weren't just workers or servants -- they were human
leaders, tribal chiefs, and thinkers, and prophets.  They were the
priests who led the humans into the arms of the Prima masters.  Like
the Greys, the Prima seemed to view humanity as little more than
laboratory fodder, but, unlike the Greys, they seemed interested in
what they could make of us, rather than what we could be made into for
them.  It seems plain that the Prima were never trapped here, and did
not come by accident.  Our societies, in many ways, are their very
deliberate creation.  Until a few years ago, no one knew what had
happened to the Prima, or why they had abandoned their experiments.
Then the Company uncovered a number of cults which appeared to
continue the worship of several of the Prima ``deities''.  These cults
were found to be led by Brainsuckers, and were working to free their
former masters.  It seems that somehow, most of the Prima were forced
into another dimension and trapped there.  A variety of rituals and
unusual energies are required to break them out of their prisons.  One
of these Prima managed to break out back in 1990.  Fortunately, a
Black Op team was there to try and stop it.  Unfortunately, the Prima
turned them into goo within seconds.  Eventually a large FAE explosion
was needed to kill the enraged ``deity'' (and some think it may not have
been totally killed), which required a lot of explanations to the
Egyptian government.  Science Department would give anything to try
and study a live Prima, but it seems unlikely.  From the descriptions
of the survivors, it seems that the Prima are made of psychically
active silly putty.  They can change shape instantly, and at will,
forming a variety of weapons with their arms.  Their body is highly
resistant to injury, and regenerates what damage is done very quickly.
Flame-throwers seemed to be the most effective weapon, but even these
barely annoyed the being.  The Prima displayed a variety of talents,
including telepathy, telekinesis, pyrokinesis (blowing up the napalm
tank on one Op's flame-thrower), and teleportation.  The Prima called
itself Bast, and seemed to operate as if it truly was the legendary
cat-headed Egyptian goddess.  Perhaps other Egyptian, Greek, and
Celtic deities were also Prima, and knowledge of those myths may give
insights into fighting them.

\subsubsection{Brainsuckers} ``Brainsucker'' is the nickname given when
        these aliens were first discovered.  It's pretty obvious why.
        When a Brainsucker leaves its host, there's not much grey
        matter to speak of.  The creature starts out life as a smooth
        greenish worm, about the size of a paper clip.  Its skin looks
        flat and smooth, but in reality, it's made up of millions of
        scalpel sharp scales.  When in pain or startled, the
        Brainsucker flares its scales and flops about like its having
        a seizure.  Getting near one at this time is very ill advised.
        When calm, it moves like a tadpole and is impossible to get
        hold of.  When one of these younger aliens happens upon a
        helpless or sleeping human, it burrows into his brain through
        any of the soft access ports.  The burrowing is so quick and
        precise, the victim often has no idea he's been infected.  The
        worm scoops out a little hollow for itself between the two
        hemispheres, and sends out special tendrils which take over
        nearly every voluntary function of the body.  Within hours,
        the victim's body belongs to the worm.  The Brainsucker's sole
        purpose seems to be to lure other hosts to the Brainsucker
        nest, so they can propagate the species.  Some have recently
        been found leading cults worshipping their old Prima masters,
        and may be working on their return.  The worm has access to
        all of the victim's memories and skills, and seems to have
        some recollection of several of the previous hosts memories
        and personality.  They can impersonate their victim almost
        perfectly, and a few have managed to infiltrate the Black Ops
        for a short time.  Fortunately, they seem to suffer from both
        Agoraphobia and Heliophobia, which tends to limit their
        effectiveness in human society.  They have set up nests in the
        sewer systems of every major city in the world, even to the
        extent of forming a virtual underground city beneath New York
        in the Number Three Water Tunnel.  The Brainsuckers seem to
        have some form of rudimentary communication with other Prima
        creatures, and their lairs are usually swarming with various
        nasties.  After about a year, the Brainsucker host will die.
        This is unavoidable, and the Brainsucker must then seek out a
        new host, often it is accompanied by about half a dozen
        offspring.  Brainsucker society seems to be run by the most
        senior worms, with new-borns, still trying to learn how to
        control their new hosts, at the bottom of the scale.

\subsection{Wigglers and Beasts} The Science Department has come up
        with a wide variety of classifications to sort out the vast
        array of strange creatures that the Company has had to deal
        with over the years, but most Field Ops (especially the Combat
        Department) tends to classify most of them as "wigglers" or
        "beasts".  Wigglers are small, squirmy, brainless, and tend to
        be easy to kill, although they come in swarms.  Beasts are
        big, hairy, slightly smarter, and usually harder to kill.

\subsection{Wigglers}

\subsubsection{Big Bugs} One of the most common type of wiggler is an
        oversized insect.  Some of these creatures were released upon
        the world by careless government scientists, some were
        accidentally created by chemical spills and toxic waste, and
        some were the creation of Prima science.  Big bugs range in
        size in number from the small white cannibal stoneflies that
        swarm by the millions through the sewers to cockroaches the
        size of a rotweiller and spiders the size of a horse.

\subsubsection{Brainsquid (Brainworms)} A Brainsquid is an extremely
        rare aquatic wiggler that starts out the size of a mosquito.
        It burrows into the skin and works its way to the nearest
        nerve.  Brainsquid eat nerve tissue, growing larger as they
        work their way to the spinal cord, and eventually to the
        brain.  If not discovered by this point, the victim is as good
        as dead.  They seem to be related to the Brainsuckers, and are
        sometimes found in the fetid water of the sewer systems
        infested with Brainsuckers.

\subsubsection{Breederbugs (Corpse-kissers, Bugbastards, Necropedes,
        Taxidermites)} Breederbugs are centipede like worms who take
        over corpses and animate them.  Thousands of Breederbugs will
        clean out the insides of a corpse, animal or human, fill the
        husk, and then bind themselves together with mucous.  The
        mucous also acts as a preservative, preventing the further
        decay of the corpse.  The collection of bugs forms a hive
        mind, with basic instincts and motives.  Often the bugs will
        attempt to imitate the movements of the type of animal or
        human which they occupy.  Their actions will appear jerky and
        uncoordinated, but will improve with practice.  Humanoid
        colonies can sometimes hide amongst humans (though they can't
        talk), they are hard to detect if they wear sunglasses and
        don't open their mouths.  Although they appear to be of Prima
        origin, the Breederbugs seem to have long forgotten this.
        Most are independent, living quiet lives among the homeless,
        elderly, and insane, but some have been recruited by various
        other factions.  There are Breederbug agents which work for
        the Greys, the Lectroids, and the Brainsuckers, and probably
        other groups as well.  Breederbugs need white noise to survive
        on.  When deprived of exposure to white noise, they slowly dry
        out and die.  Many Breederbugs wear earphones tuned to off
        channels, or watch TV sets tuned to static.  In the
        wilderness, they will not be far from a waterfall or raging
        river.  Bullets are nearly useless when fighting Breederbugs.
        They are very vulnerable to and greatly fear flame.  A flame
        attack on a Breederbug will cause the colony to vacate,
        creating a rats-leaving-a-sinking-ship image as the slimy bugs
        pour by the hundreds from the mouth of the collapsing corpse.


\subsubsection{Batshrooms (Mynocs, Boombats)} These ugly little
        critters seem to be small, greyish green manta rays, about the
        size of a crow.  They are able to fly, and infest the tunnels
        of many subway and sewer systems.  Their bodies are made up of
        diffuse, tough mycelia-like connective tissue, now recognized
        as a hallmark of Prima heritage.  Like other Prima creatures,
        they are highly resistant to conventional injury.  They also
        have the usual Prima vulnerability to flame, but
        flame-throwers are not recommended for use against them.
        Batshrooms feed on moss, lichen, algae and slime.  They are
        often found on cave walls, sucking them clean.  They greatly
        fear light.  They will not venture out into sunlight, and even
        the light from a flashlight beam will cause them to freak.
        They will fly around wildly, trying to escape or extinguish
        the light.  One of the most effective ways they have of
        maintaining darkness is by spewing a cloud of spores from
        their body.  This spore cloud will completely block out light
        in the area, and will even block most infrared light.  It is
        very thick, and will choke anyone who tries to breath it.  The
        cloud also happens to be highly flammable.  Virtually any
        spark will set it off, igniting the entire cloud with
        explosive force.  The effect is very similar to a small FAE.
        Each Batshroom has enough spores to jet a few clouds, but
        usually they will spray once, and take off, deeper into the
        darkness.  If the conditions are right, many of the spores
        will develop into Batshrooms.  The conditions include
        darkness, moisture, nourishment, and heat.  Unfortunately, one
        ideal place for the spores happens to be inside human bodies.
        Anyone breathing or swallowing spores may find Batshrooms
        growing inside him.  This is highly painful, and is often
        mis-diagnosed as a fungal infection by non-Company doctors.  A
        Batshroom killed by flame or explosive attacks will explode
        with a force equivalent to a hand grenade.

\subsubsection{Cipher Scarabs (Devil ants)} Pale, bloated insects
        which live in large swarms in secluded areas.  They attack
        when they sense fear.  The flesh they tear from their victims
        remains alive, and is collected to support their young.
        Cipher scarabs fly only at night after a violent storm.  Each
        cipher scarab bears on its back a simple symbol.  Some of
        these are recognizable, and often of occult significance
        (astrological symbols, Greek letters, futhark runes, etc.).
        The significance of these marks is unknown.  The flesh they
        steal is added to a large mass of flesh secreted within their
        hives.  When the flesh grows too old, the scarabs abandon it.
        Often it just dies, but sometimes it gains mobility, and a
        semblance of intelligence.  These flesh- beasts are often
        quite violent.  The scarabs seem to prize the flesh of those
        who are psionic, sensitive or well versed in the occult.  Why
        this is, no one can say.  Cipher scarabs live far from man,
        preferring wet, dark forests.  A huge swarm was destroyed in
        South Carolina, and others are often found in Florida, and
        Louisiana as well as in the far flung rain forests of Africa,
        Indonesia and South America.  The drug Suspend was created in
        part from analysis of Cipher Scarab spittle.

\subsubsection{Lynchlichen (Deathmoss, Green Death)} Beds of living,
        thinking moss.  They thrive in dark, damp places, and feed on
        flesh.  They control humans by infection.  The victims slowly
        grow more lynchlichen in their bodies until they die.  To
        prolong their lives, they must feed the creature.  Any
        physical contact with a lynchlichen can spread the infection.
        It can easily be washed off, so those infected tend to be
        those who are perpetually dirty.  Once in the bloodstream, the
        lynchlichen grows stronger, eating away the insides of the
        subject.  Sufferers often become deranged by their affliction;
        paranoia, delusions and violent behaviour are all common.  The
        main bed of lynchlichen can retard the growth of the
        infection, if it so chooses.  The bed is intelligent, although
        very alien, and can send rudimentary telepathic signals to
        those infected.  If the infected victim sacrifices living
        humans or animals to the lichen, it will retard the growth for
        a while.  Once someone dies from the infection, they become a
        new patch of lynchlichen, and will search out a suitable
        growing space.  Like many subterranean critters, the
        lynchlichen are believed to be of Prima origin.  They are
        often found in the same areas as Brainsuckers.  It should be
        noted that Brainsuckers are not immune to lynchlichen
        infection, and are often infected.  Someone in the advanced
        stages of lynchlichen infection will be more plant than
        animal.  They will move slowly, and their diffuse bodies will
        be almost immune to physical damage.  Like the swamp thing.

\subsubsection{Sewer Flukes (Centislimes, Gator snakes, Gastropedes)}
        A sewer fluke looks like a giant white centipede, about the
        size of an alligator (which it is sometimes mistaken for).  As
        their name implies, sewer flukes live in the sewers, and only
        in places where they are unlikely to be discovered.  They feed
        off human waste, but are aggressive and dangerous enough to
        kill anything that disturbs them.  Sewer flukes are extremely
        hardy and resistant to injury, a legacy of their Prima
        heritage.  Their skin is leathery and segmented, like a
        carapace.  They heal very quickly as well, regrowing limbs
        within days.  Like most Prima creatures, they seem to be
        vulnerable to flame, however, their aquatic habits make these
        weapons less effective.  Some sewer flukes seem to be
        vulnerable to ultra-high frequency sounds, becoming immobile
        while the sound is broadcast.  This does not work on every
        sewer fluke, and it does not always last very long.  Black Ops
        often have run ins with sewer flukes when they venture into
        the undercity to destroy a Brainsucker lair.  They are
        straight forward in combat; they move by half-running,
        half-swimming in sewage and water, and attack with their
        mandibles.  They are long and highly flexible, and can double
        over and twist their bodies for maximum effect in combat.
        Clusters of sewer flukes range from small pockets of a dozen
        or so animals to huge nests of a hundred or more.  Many times
        they are encountered singly.  These are actually more
        aggressive than communal flukes, and some Science Ops think
        they may be rogue males or the equivalent.  Especially clever
        sewer flukes have been known to draw foes into deeper tunnels,
        or towards nests.  They can also attack from concealment, or
        grab a victim with their mandibles and haul him into the
        sewage.  Sewer flukes move on dry surfaces as well as they do
        in water, and can crawl up walls and on ceilings at full
        speed.  Some have been known to drop from above in ambush.


\subsubsection{Slitherwens (Gut Snakes)} Slitherwens look like thick
        black moray eels with no eyes.  Each is between 2 and 6 feet
        long, with a maw filled with wickedly sharp teeth.  They hide
        in shadows, and feed on small animals and infants.  They
        secrete a thick mucous which allows them to slither along
        walls and ceilings.  They have a cunning intelligence, and
        possess an Empathic ability which allows them to detect
        emotions.  It is not known how they sense their environs.
        Slitherwens travel through foul portals called 'fleshings' or
        wens.  These are sphincter-like orifices that grow on those
        affected by a slitherwen's venom.  The slitherwen can use one
        of these fleshings to teleport through any other fleshing.
        One could crawl into a fleshing on the back of a man in New
        York, and emerge from a fleshing on the neck of a girl in
        London.  The mechanism of this transport is completely
        unknown.  The passage of a slitherwen is very painful, but
        there is a sense of relief afterwards (like MOAD).  Some
        people have formed a bizarre slitherwen cult, swearing to
        serve the slitherwens, believing they are intelligent beings
        from another world.  Slitherwen physiology is quite bizarre,
        and appears to have no relation to any other known creature,
        including Greys and Prima.

\subsection{Beasts}
        
\subsubsection{Vampires (Bloodsuckers, Leeches)} The legends about
        these creatures are all wrong.  They are not stylish
        aristocrats, or punkish goths.  They are monsters - evil,
        nasty, hungry monsters.  Victims of a specific, hard to detect
        virus, vampires require human blood and raw organ tissue to
        survive.  Vampires avoid all light (not just sunlight),
        because the virus causes their skin to become extremely
        sensitive to light.  Given enough time, you can actually burn
        a vampire to death with a table lamp.  Vampires are disgusting
        creatures, lurking in back alleys and living in cheap motels.
        They are barely able to keep their natures hidden, and they do
        this by wearing sunglasses, hats and thick, baggy clothes.
        They avoid contact with humans as much as possible.  They
        usually go out only to kill.  When they do venture forth to
        hunt, they are unstoppable.  Their craving for blood is worse
        than any crack or heroin junkie.  When hungry, an
        uncontrollable rage takes over, and they leave their victims
        mutilated and unrecognisable.  In this state, they have
        inhuman strength and quickness, able to rip a man limb from
        limb.  Anyone unfortunate enough to survive a vampire attack
        will nearly always contract the disease.  Black Ops
        investigating vampires will keep track of survivors, ready to
        destroy the unlucky sucker should the symptoms appear.  Most
        Ops live in fear of becoming vampires, and will suicide before
        transforming.  This is how Bruce Lee died.  Science
        desperately wants to get a live specimen, in order to run
        tests on it, and see if they can develop a cure for the virus,
        but so far, it has not been possible.  Vampires are not
        immortal, but they do appear to regenerate damaged tissue,
        healing ten times faster than normal.  They also do not suffer
        the debilitating effects of severe injury (shock, loss of
        movement, etc.).  many a Black Op has turned his back on what
        he thought was a dead vampire, only to find the monster gone
        when he turned back around.  Usually its best just to burn
        them.  They could care less about holy water, crucifixes,
        garlic and running water, and driving a stake through their
        heart works reasonably well, but no better than shooting them
        in the head.  They appear to able to see in complete darkness,
        and in fact prefer it.  Any amount of light appears to be
        painful to them.  Their vision seems to be primarily thermal
        in nature, and they can sometimes be led astray by a large
        heat source, but there is also a psychic, extrasensory element
        to their senses.  Some sensitives have been able to detect
        faint psychic traces.  Some have speculated that older
        vampires may be able to develop these psychic senses to a
        greater degree.  Light is one of the most effective weapons
        against them.  A handheld spotlight acts like a laser, burning
        them down, and the off-road lights on a jeep can make short
        work of them.  One favourite tactic is to harpoon the vampire
        (using a special, modified light ballista), and then winch the
        sucker out into the open where the floodlights can be turned
        on it.  For the most part, vampires are solitary.  Gangs of
        them do exist, but they tend to be short lived as competition
        for food drives them apart, or makes them so visible that the
        Ops have little difficulty finding them.  It should be noted
        that someone infected with the vampire virus does not forget
        their skills, and (as discovered by a squad hunting a vampire
        in Tulsa last winter) they don't lose any Psi powers they
        might have, either.

\subsubsection{Fabricants (Terminators, Killer Robots from Venus,
        Mandroids)} The victims of a bizarre technological virus,
        Fabricants are humans who have been transformed by alien
        technology into high tech sentient robots.  After ingesting an
        amount of alien machinery, the victim begins to transform into
        a machine himself.  The robot maintains a layer of living
        flesh over it's metal body, but everything underneath has
        developed into a technological facsimile of organs and bones.
        Fabricants hate living things.  Some become hermits.  Others
        secretly try to destroy life to sate their hatred.  They love
        technology, however, and will surround themselves with high
        tech gadgets.  An injured fabricant cannot heal, but must
        repair itself.  Because the fabricant is made of advanced
        alien technology, spare parts are hard to come by.  The
        easiest way to get parts is for the fabricant to infect
        another person or creature, and then cannibalize it.  They can
        remove their flesh covering, and often prefer to go 'nude'
        when fighting or alone.  The flesh grows back in a few hours.
        Fabricants are very tough, with superhuman strength, agility
        and armour.  Their senses usually extend into infrared, and
        even radar.  Some have built in weapons, especially retractile
        blades.  They are believed to be a Grey creation, and some
        have been known to co-operate with Greys.  Fabricants made
        from other creatures (most notably dogs, cats and rats) seem
        to be under rudimentary control of the original Fabricant, and
        often act as guards and scouts, as well as spare parts.

\subsubsection{Werewolves (Beastmen, Catmen, Wolfmen, Lycanthropes)}
        Anything that is half-man, half-beast is usually lumped into
        the werewolf class.  Some werewolves start out as humans, and
        become beasts at some point in their lives, or switch back and
        forth at specific times.  Others are beasts who occasionally
        make their way into human company.  Either way, most of them
        are brutally violent.  Actual shape-shifters are included, as
        are creatures that might be called yeti or bigfoot in the
        popular press.  Goat-men, cat-men, and anachronistic
        neandertals fit here too.  Some turn out to be undiscovered
        species of normal animals.  The Mngwa of Central Africa turned
        out to be one of these.  The shape-shifters are the ones that
        give the Science guys the fits.  A variety of theories have
        been put forth to explain how a man can turn himself into a
        grizzly, as one captured subject was seen to do, just before
        he vanished into thin air.  A lot of mumbo-jumbo about
        cross-dimensional rifts and switching bodies in different
        points in space time, and they are really no further to an
        answer.  Werewolves tend to go down hard.  None have been
        found that specifically require silver to kill them, although
        it has rarely been tested.  Flame-throwers and heavy weapons
        are usually sufficient.  Generally, the werewolf category is a
        waste-basket that Ops use to describe anything hairy.

\subsubsection{Sasquatch (Bigfoot, Yeti, Abominable Snowman)} There
        are at least two races of beings that live in the Pacific
        Northwest, and fit the description of Sasquatch.  One is a
        peaceful, terribly shy hominid race, thought to be distantly
        related to the Australopithecines.  They are smarter than any
        animal, and seem to have their own language and culture, but
        no tool technology.  They live simple lives in the forest, and
        try to avoid conflict.  There was one captured several years
        ago, and he lived at the Science base in Seattle for a time.
        It was apparent that it could understand quite a few words of
        English, and seemed to love music.  This gentle giant,
        nick-named Jack had incredible strength, but was a strict
        vegetarian, and seemed horribly upset at the sight of
        violence.  Eventually, he was returned to the forest when he
        seemed to be pining away for his family.  The Company has
        adopted a policy of avoiding and protecting these Sasquatch
        whenever they are encountered.  This has led to operations
        where captured Sasquatch were broken free, and even a campaign
        of eco-terrorism against a logging company that was
        threatening a group of Sasquatch (including Jack).  Most Ops
        take heart that there is some beasts out there that don't want
        to kill or enslave people.

\subsubsection{Gorp (Sasquatch II) (Gorth, Stinkbear, Fartsloth)} The
other form of Sasquatch is considerably less peaceful.  It is a Prima
beast, called either a Gorp or Gorth by field ops, due to the noise it
makes.  It is a huge, shaggy, reddish brown scavenger, weighing a ton
or more.  It has a long, prehensile snout which it roots around with,
and several small beady eyes.  Its paws bear huge, foot long claws,
which it can use to rip open burrows, nests, trees and hibernacula.
The Gorp's most potent defense is its horrific stench.  It has been
described as smelling like "a rotting mound of skunks dipped in pig
manure, coated in egg salad, topped with tequila vomit and then left
in the sun for three days."  The stench alone can be harmful to those
not wearing respirators (it contains an amount of H2S).  In addition,
the Gorp itself is very tough, with diffuse Prima organs, and a thick
hide.  The Gorp prefers to be left alone, but when provoked, it goes
into a killing rage which can be very hard to stop.  Like a wild boar
or cape buffalo, it seems to keep fighting past the point when it
should reasonably have died.  A combination of flame-throwers, high
explosives and anti-armour infantry weapons seem to be the best way of
dealing with them.  Fortunately, they seem to be even rarer than true
Sasquatch.

\subsubsection{Chupacabra (Goat Sucker, Vampire-monkey, Bloodsucker)}
        The Chupacabra, or Goat-Sucker is a small, bipedal creature
        that lives in Central and South America.  Its diet consists of
        mammalian blood, much like a vampire bat.  The creature itself
        is about three to four feet high, and appears to be
        primate-like in design.  It has very large, oversized eyes,
        and is primarily nocturnal in habitat.  The fur is pale grey,
        even white, on the belly and face, and sandy brown on the
        back.  The fur on the back is very long, and stands up
        straight when the animal is frightened.  It lacks a tail,
        which is very unusual for a South American primate.  The
        upright stance, large eyes, and grey colour cause this beast
        to bear a certain resemblance to a Grey, and many reports of
        the Chupacabra become hopelessly muddled with reports of Grey
        activity.  The secretive nature of the Chupacabra contributes
        to this confusion.  The locomotion of the Chupacabra is
        primarily arboreal, with vertical clinging and leaping.  They
        are able to leap great distances in a single bound, and can
        fling themselves between trees at amazing speeds.  On open
        ground, they are less capable, hopping about like drunken
        lemurs.  In fact, their locomotory style, and body plan is
        very similar to the Indri of Madagascar.  To feed, the
        Chupacabra will sneak up on an unsuspecting prey, grapple it
        with its powerful arms, and begin sucking.  They have very
        sharp fangs, anti-coagulant saliva, and a tube like tongue
        which they use for this purpose.  They will drain an immense
        amount of blood, doubling their weight if possible.  After
        feeding this deeply, they will find a hidden place to digest
        the meal.  They need to feed like this only every month or so.
        Individually, the Chupacabra will not do enough damage to kill
        large livestock, such as cattle, but will completely drain
        smaller livestock, and even people.  Even cows will be rather
        weakened.  A troop of Chupacabra can decimate an entire herd.
        Thankfully, the Chupacabra is primarily solitary, except
        during infrequent mating periods.  It is also rather cowardly.
        It will attack only sleeping or unaware prey, and if attacked,
        will quickly flee into the woods.  One of the dangers is the
        beast's ability to transmit a variety of diseases, including
        AIDS and vampirism.

\subsubsection{Gargoyles (Beasts, Demons)} A gargoyle is a dark,
        frightening monster.  No one knows how or when they appeared,
        but they are bloodthirsty and crafty creatures.  Gargoyles
        come in all shapes and sizes, and their skins are the colour
        and texture of rough grey stone.  Some appear as attractive
        humans, while others look like misshapen animals, with claws,
        wings and barbed tails.  They are exceedingly strong, quick
        moving and hard to kill.  They have the ability to hide among
        rock and stone, changing their skin chameleon like to blend
        into any mineral background.  They do not eat their victims,
        seeming to kill for the pure pleasure of it.  Those gargoyles
        with wings can fly, or at least glide, and most drop to all
        fours, and run at terrifying speeds.  They are stealthy,
        capable of almost perfectly silent flight and movement, and
        standing stock still for hours on end.  Most use their claws
        and teeth to kill, but a few have been known to use weapons.
        They seem to be afraid of sunlight, or at least, none have
        ever been seen during the day.  Sunlamps and spotlights cause
        them no damage or even consternation.  Some have speculated
        that they turn to stone by day, and could be smashed to rubble
        or captured if found in this state.  A single gargoyle can be
        a challenging foe for an entire squad of Ops, unfortunately,
        they are rarely found alone.  They usually run in packs of up
        to a dozen.  Although they are not made of stone, their hide
        is thick enough to turn most small arms fire.  When they die
        they quickly dissolve into a puddle of green goo.  No one has
        ever captured a live gargoyle, and the corpses are pretty
        useless.

\subsubsection{Gremlins} Resembling smaller versions of gargoyles,
        these little nasties are not nearly as tough.  Small,
        misshapen little trolls, they love to get into things and
        break them apart.  They are especially hard on technological
        gadgets, and seem to have an intuitive sabotage sense, knowing
        exactly how to make a device go wrong at the worst time.
        These guys run in packs, just as the gargoyles do.  They are
        incredibly stealthy, and seem to be able to get into even the
        most secure installations.  They may be able to teleport,
        although this ability has never been proven.  Others theorize
        that they may be able to enter the astral plane, and can even
        sabotage items from there, without a physical presence.
        Although they are not powerful or dangerous physically, they
        seem to take delight in sabotage, and get ecstatic glee when
        one of their malfunctions causes human death.  They have been
        captured a few times, but never held long, as the locks keep
        falling apart.  They are vulnerable to sunlight, but normal
        lights do not bother them.  In full sunlight, or whenever they
        are killed, they quickly dissolve into goo, just as the
        gargoyles do.

\subsubsection{Ghouls (Necrophage, Sarcophile, Anubisites, Jackals)}
        Wiry, pale grey humanoids with a vaguely canine cast, ghouls
        thrive on carrion and offal.  Although smaller than a man,
        they are very tough and strong.  They usually live beneath the
        earth, in barrows or tunnels.  They come out at night to feed.
        Cowardly, they prefer carrion, but will attack people if they
        are too hungry.  Rare in North America, they are more numerous
        in Europe.  There was a population boom during the two World
        Wars, and ghouls are naturally attracted to battle fields.
        Ghouls are carriers of disease and filth, and are very
        cunning.

\subsubsection{Chillers (Frost Demon, Wendigo, Snow Gargoyle)} A
        chiller resembles a furry gargoyle the size of a human child,
        with large bat-like wings.  They are encountered in rural
        areas and wilderness in the coldest parts of the world.
        Normally solitary, they have been seen in groups up to six.
        They avoid warm areas, and are afraid of fire.  They are
        violent gluttons, and eat livestock, forest animals, children,
        and infants.  They will attack full grown men, but prefer
        easier prey.  Chillers are active only at night, and are
        ineffective fighters in daylight.  During the day, they
        hibernate underground, and defend their lairs with beserker
        rage.  The bite of a chiller injects a venom which seems to
        attack the body's ability to thermoregulate, and also acts as
        an anti-coagulant, which greatly lowers the freezing point of
        blood.  Combined with the cold environment the chiller lives
        in, the victim often dies of hypo-thermia within minutes.
        Like gargoyles and gremlins, the body of a chiller dissolves
        to goo upon death.

\subsubsection{Fish Men (Creatures from the Black Lagoon, Fishies,
        Locathah)} Primarily marine, these creatures appear like a
        cross between man and fish, with gills, scales, large buggy
        eyes, and webbed hands and feet.  Generally shy, they can
        become violent if cornered.  Sometimes, for unknown reasons, a
        fish man will take an interest in a certain person, and will
        attempt to abduct that person and drag them beneath the waves.
        They will ignore others, unless they get in the way of the
        kidnapping.  Fish men are stronger and hardier than humans,
        and can be dangerous in a fight.  They require water to
        survive, but can remain on land for hours as long as their
        skin is moist.  Although generally marine, they can survive in
        fresh water, and have been found in lakes and rivers many
        miles from the sea.  No one knows what the fish men want, or
        if they have a culture or technology of their own.  Perhaps
        they have underwater cities just waiting to be discovered.
        Telepathic communication has so far been unsuccessful.  It is
        believed that the U.S. Army had some sort of operation against
        a large number of fish men off the coast of Massachusetts in
        the 20s, but no details are known, as all records were
        destroyed, and all survivors have since perished.

\subsubsection{Demons (Devils, Killers)} Without going into religious
        significance, it can be said that demons do walk the Earth.
        There just isn't any other word for these vaguely man-like
        beasts who roam the night and perpetuate evil in the world.
        Many demons can't be distinguished readily from normal humans,
        as long as they are fully clothed.  But all of them have some
        type of distinguishing feature - slit pupils, extra limbs,
        tails, horns, bony carapaces, even wings - that they have to
        work to conceal.  Demons seem only to enjoy causing mischief
        and spreading evil.  They have no conscience, and seem to live
        for the pleasure of causing pain and wanton destruction.
        There is no set pattern, beyond their irredeemable evil.  Some
        are stupid and careless, zombie-like psychotic killers.
        Others are subtle and smart, often perpetuating elaborate
        plans to humiliate and degrade their victims.  These ones are
        the most dangerous.  Often they are entrenched in human
        society, hidden in corporate offices, or creating vicious
        rings of organized crime.  Most are slightly above average
        human in ability, and sometimes have a few unusual abilities
        as well.  One demon was able to blend almost perfectly into
        shadows, another had superhuman strength, some have tough
        hides, or bizarre weapons.  An Op team in Toronto had to fight
        a demon with the ability to vomit a jet of acidic bile.  In
        general, though, they are not that tough physically.  The
        difficulty lies in detecting them, and dealing with them or
        any minions they have.  Some beings that are classified as
        demons are actually ghosts that have managed to psychically
        take over another person's body.  Sometimes these beings can
        be Exorcised, other times, the host must be killed, which
        frees the entity.

\subsubsection{Ghosts (Poltergeists, Spirits, Shades, Wraiths, etc.)}
        The Science Department prefers to call these beings
        "Psycho-Kinetically Active Entities", but basically, they are
        ghosts.  A remnant of human consciousness that survives death,
        and remains active in this world.  Not all ghosts are bad.
        Actually, most of them are pretty harmless, and they get where
        they're supposed to be eventually, without causing any
        trouble.  But when a truly evil person leaves a ghost, that
        spirit is big-time trouble.  The first type of ghost (Type I)
        is almost entirely harmless.  It is a psychic "footprint"
        saturating an area.  When something very traumatic and
        emotional occurs (such as a violent death or suicide), the
        psychic emanations are sometimes strong enough to linger for
        years or centuries with enough strength that even non-psi can
        perceive them.  Sometimes, these recordings carry with them an
        emotional effect that can be genuinely dangerous (a depressive
        gloom, an urge to violence), especially to vulnerable or
        sensitive individuals.  More often than not, they are simply a
        disturbing psionic echo of the past.  These ghosts are known
        as Psychometric Emotional Place Attunements (PEPA).  The
        second type (Type II+) is an actual entity.  The mind of a
        human being no longer among the living.  Somehow, some people
        - particularly those who are strong willed, highly emotional,
        or psychically powerful - manage to keep their consciousness
        past their death, existing in a kind of etheric form, a living
        field of psychokinetic energy.  Most of these ghosts are also
        harmless, if startling creatures.  Most are trapped in the
        repetition of their last deeds, attempting to complete a task
        left undone.  Some simply drift across the moors at night,
        howling mournful cries.  They often frighten, but rarely
        bother to interact with the humans around them, if they are
        noticed at all.  Some ghosts can only be seen by psychics,
        while others can be seen by everybody.  Unfortunately, some of
        the 'unfinished tasks' of ghosts include the warped agendas of
        serial killers, and the habits of malevolent tyrants.
        Combined with dangerous psychic abilities, these ghosts can be
        bad news indeed, and their numbers seem to be increasing every
        year.  Ghosts tend to have strong psychic powers and can
        interact with living humans both physically and mentally:
        throwing objects around, adjusting ambient temperatures,
        erasing memories, causing hallucinations, or even taking over
        other people's bodies.  Generally, a ghost is a spectral image
        which cannot be touched by blades, bullets, fists or fire.
        They can pass through walls, fly around, and make a general
        nuisance of themselves.  Black Ops dread facing ghosts because
        they generally don't respond to automatic gunfire.
        Tactically, they are a free-floating set of malicious psi
        powers that can't be shot at.  There are a few devices that
        the Technology Department has whipped up to deal with ghosts,
        but they are pretty buggy.  Still, they are better than
        nothing.

\subsubsection{Brine Furies} A form of ghost which rests on the ocean
        floor, and feeds on souls.  They are able to create bad
        weather around them, and a group can create violent storms.
        They feed on souls, and are more attracted to those with
        psychic abilities.  Their touch can drain the soul from a
        being, or even another ghost.  Sometimes, after the brine fury
        has stolen a soul, it will return it the body.  The reasons
        for this are unknown, but Those whose souls have been returned
        are able to retain memory fragments from the brine fury, and
        are able to sense nearby brine furies for a time.

\subsubsection{Cryptlings} A cryptling is a graveyard ghost which
        feeds on fear.  Normally invisible and insubstantial, it must
        take possession of a corpse to affect the material world.
        Normally, a cryptling will haunt a graveyard, and use the
        corpses buried within as bodies.  They live off the fear they
        can cause in humans.  Young ones will leap out of the earth
        and howl at humans, causing them to flee in fear.  Older ones
        will lure people in and trap them, terrifying them over and
        over until they die from fright.  Destroying the body that a
        cryptling is inhabiting will not kill the cryptling, merely
        drive it to an insubstantial state again.  It will be unable
        to inhabit another a body for a night or more.  Bodies
        inhabited by a cryptling are physically powerful, and
        regenerate damage quickly.  The older a cryptling is, the more
        powerful they become.  Over the years, they gain psychic
        abilities, and become more intelligent and subtle.  Some come
        to be worshipped by local cults.  Viking legends tell of an
        ancient cryptling called Norjinsuld, a wise and demonic spirit
        with near limitless power.  A cult which worships Norjinsuld
        is still active in northern Norway.  Cryptlings are vulnerable
        to silver.  They cannot inhabit corpses wearing silver, nor
        can their vessels heal damage caused by silver weapons.  When
        insubstantial, they are highly resistant to proton packs and
        solidifiers.  They can sometimes be caught just as they are
        leaving their vessels.  More often, they must be fought
        psychically, or Exorcised from the graveyard.  If the
        cryptling can be kept from feeding from New Moon to New Moon,
        they will die.

\subsubsection{Lonesouls} Another form of ghost, the lonesoul is the
        remains of someone who was lonely in life, and was buried
        alone.  They do not want to rejoin the living; they want
        others to die nearby, to relieve the silence of their grave.
        Highly sensitive telepaths seem to be most susceptible to
        becoming lonesouls.  A lonesoul is unusual in that it is not
        insubstantial.  They can touch, and be touched; they cannot
        walk through walls, they can be seen if covered in dust or
        ash, and they can be killed with normal weapons (at least
        temporarily).  They are massless, however, and can float on
        the wind, and walk on walls.  If their body is destroyed, it
        will awake again the next night.  If killed with silver, it
        will rest until the next full moon.  Once the lonesoul has
        collected enough bodies buried near its own grave, it will
        rest forever.  The number of corpses is different for each
        lonesoul, from one to dozens.  Lonesouls are resistant to the
        effects of proton packs and containment fields, and
        solidifiers have no effect (they are already solid).  They can
        be captured, but no one has been able to figure out what to do
        with them.  The containment facility at Whitehall has three in
        permanent custody.

\subsubsection{Lodgers (Haunted House, Killer Car, Killdozer)}
        Sometimes a ghost will manifest itself in a structure, rather
        than as a free-floating apparition, or as a zombie.  The
        inhabited structure (house, castle, hotel, RV, even one B-17
        aircraft) becomes the lodger's body.  They feed off human
        emotion, and use this to develop their own latent psychic
        powers.  Although lodgers require human emotions to build
        their powers, they also find human contact painful to
        themselves, as they are reminded of their own un-lives.  Some
        lodgers try to drive all humans away from themselves.  They
        will usually try to scare them away rather than kill them,
        feeding on the emotion as they flee.  Some will try to trap
        highly emotional or disturbed people within itself, feeding
        off them as long as they can.  Those trapped in a lodger are
        usually prodded, through visions and telepathic urgings to
        produce strong emotions.  This constant emotional stimulation
        and distress often drives the residents insane.  Lodgers can
        be detected telepathically, and can be attacked psionically.
        They can also be fought on the Astral plane by those with the
        ability to travel there.  Exorcism is also sometimes
        effective.  Lodgers sometimes have agendas, just as 'normal'
        ghosts do, and completing these tasks may also free the
        entity.  Attacking the structure which houses the lodger is
        not effective.  If the lodger inhabits a place, such as a
        house or hospital, the lodger will become dormant, but will
        return if any other structures are built upon the ground.
        Mobile lodgers, such as those possessing cars or objects, will
        often be freed by the destruction of their vessel, and will
        seek out a new home.  Disabling the object may serve to
        immobilize the entity for a while (i.e. putting a haunted car
        through a car crusher), but it will probably return
        eventually.

\subsubsection{Zombies (Walking Dead, Living Dead, Deadites, Corpses)}
        There are a variety of ways that seem to be able to re-animate
        a corpse.  Certain types of electrical power, at the right
        voltage, and in the right places, can bring a body back to
        life.  The power supply must be continuous, and the body is
        has barely the intelligence of a house-plant, so this rarely
        occurs.  Sometimes, a scientist will rediscover this method
        (apparently the first such was a Dr. Euchor in London, England
        1884), and create a few zombies.  These are called Euchorians
        or Necroids, and are rarely of much danger.  Other times, the
        ghost of a person will remain emotionally attached to his
        original body, and will move it around and animate it with
        their psychokinetic abilities.  These puppet corpses have no
        real bearing on the abilities of the ghost, they are merely a
        crutch, used by the entity to maintain the illusion of
        material life.  They give the Combat Ops some focus, as they
        blow away the entities body.  This usually only enrages the
        ghost.  Chemical Zombies are created by exposing corpses to a
        certain noxious gas (the Company is still trying to figure out
        who originally created the gas).  The zombies are impossible
        to kill (they're already dead), but must be destroyed.  The
        gas actually re-animates nerve and muscle tissue, so the
        strength, agility, and intelligence of the zombie depend on
        how much tissue is left.  A skeleton will not re-animate, but
        a freshly killed corpse will be near its original condition.
        Chemical zombies have an unexplained hunger for human flesh,
        especially brain tissue.  It is thought that the more tissue
        the zombies consume, the longer they will retain their
        abilities and bodies.  Once again, fire seems to be the best
        weapons to use against them.

\subsubsection{Dinosaurs} There are indeed modern remnants of
        prehistoric beasts running around in the far reaches of the
        globe.  The deep, tropical rainforests of the Amazon, Congo,
        and Southeast Asia are home to several species of dinosaur.
        The Company met its first T-Rex in Madagascar back in 1959.
        The Ops didn't realize it then, but hey were lucky.  Most of
        the T-Rex found since then hunt in packs.  Large carnosaurs
        have been found in Madagascar, the Amazon, and in the Mojave
        desert.  Even more dangerous than the T-Rex are the {\em
        Deinonychus} , recently more commonly known as raptors.  They
        run in northern Australia, throughout Southeast Asia, and in
        parts of Africa.  Recently, smaller {\em Velociraptor} have
        been seen in and around the cities in Manchuria and Mongolia.
        The cover up and clean up on these are getting trickier.  A
        few Ceratopsians have been showing up recently, first in 1988
        on the Russian steppes, and later on the South American
        pampas.  These are the first herbivorous dinosaurs seen.
        Small coelurosaurs, such as {\em Compsognathus} have turned up
        every now and again.  They are common in parts of the Amazon,
        and have been turning up in the slums and garbage dumps of Sao
        Paolo, Rio, and Brasilia.  They are pesky little scavengers,
        with a mildly toxic bite.  These are the only dinosaurs that
        have been captured so far.  It is believed that the dinosaurs
        were somehow resurrected by the Greys.  For what possible
        purpose, no one can say.

\subsubsection{Extinct Mammals} Other extinct beasts have also been
        found still alive.  A sabre-toothed cat was killed outside of
        Nashville in 1993 by two hunters (it was explained as an
        unusually mutated cougar).  A herd of mammoths was found on
        Wrangle Island off the north coast of Siberia.  One remains in
        Science Dept custody in Alaska.  It is believed that there may
        be one or more Giant Striped Hyaenas on the moors of Southwest
        England.  Giant kangaroos have been sighted in the Outback of
        Australia, and Moas have been killed in the forests of central
        New Zealand.  They seem to be getting more common, and are
        getting harder to keep secret.

\subsubsection{Hidden Animals} A few beasts have been discovered which
        are simply normal animals which have not been described by
        modern science.  The Mngwa, a large grey predatory cat related
        to the leopard was found about seven years ago in the Congo
        rain forest.  The only reason these have not been disclosed to
        the public is that the Ops involved had no excuse for being in
        the region at the time, and didn't wish their presence to be
        known.  The Science department has considered a few
        expeditions into the area, simply to record the Mngwa, and to
        follow up rumours on such creatures as the Mkele Mbembe, and
        the Nandi Bear, but has still not got around to it.

\subsubsection{Nessie} The Loch Ness monster, and several other lake
        monsters (including Ogopogo), have been discovered to be an
        unusual Prima beast that the Ops have dubbed Nessies.  The
        Nessie is a long, serpentine beast, with flippers along its
        body length.  It has a reptilian head, filled with multiple
        rows of shark-like teeth.  Its diet seems to consist primarily
        of fish, and it tends to ignore humans, unless attacked.  They
        are very tough, and very hard to track.  Nessies probably
        navigate using echo-location, and have highly acute hearing,
        allowing them to escape almost any boat.  Like most Prima
        beings they are very resistant to injury, and can recover from
        almost any wound.  The Loch Ness Nessie was almost captured
        once, using harpoons, and stunned by explosives, but she tore
        free at the harpoons, and headed for the depths.  Ogopogo was
        injured in one expedition, but escaped capture.  It is
        believed that the Mkele Mbembe of the Congo basin is another
        one of these creatures.  Virtually nothing is known about
        these beasts, and they are not a high priority, due to their
        passive nature.

\subsubsection{Sea Monsters} The sea is home to a plethora of giant,
        nameless, hungry beasts.  Few have ever been seen by Company
        agents, let alone studied or fought.  There are squid and
        octopus large enough to swallow men whole.  And one beast,
        identified only by a sonar echo, seems to be about the size of
        a modern aircraft carrier.  Whether these are alien or native
        remains to be discovered.

\subsection{Humans} In addition to the many beasts, aliens, wigglers,
        and various other critters the Black Ops have to deal with,
        there are also several human organizations that the Company is
        opposed to one way or another.

\subsubsection{Illuminati} This is a general term used to describe a
        variety of power hungry, often occult oriented secret
        societies.  The secretive nature and global range of the
        Company actually may qualify it as one of the players in this
        bizarre theatre.  The actual goals, methods, and memberships
        of these conspiracies is shrouded in mystery.  One or more of
        these groups may be allied with the Greys, and there are many
        ties between several of these groups and various Prima.  The
        Company is not truly set up to deal with these groups, and no
        clear policy is in place for when contact does occur.  The
        Intelligence Dept spends a great deal of time trying to gather
        information on the Illuminati.

\subsubsection{FBI, CIA, DEA, NSC, NSA} The most dangerous threat to
        the Company's clandestine operation is investigation by
        legitimate government agencies, which have considerable
        resources at their disposal.  Both the FBI and the CIA suspect
        the Company's existence, and have several times come close to
        uncovering the truth.  The FBI in particular has its own
        agents in the field investigating paranormal activity, and
        they know that some other agency is involved.  The Company
        plays a dangerous game of cat and mouse with these agents,
        letting them believe that the Black Ops are part of the
        legitimate government.  The Company tries to use the agents as
        pawns to uncover enough of the truth to give the Black Ops
        something to work with, at which time the government agents
        are swept aside, denied access to the whole truth.  Other
        times, the FBI agents uncover a dangerous entity and
        inadvertently let it loose upon the world.  The Black Ops have
        to step in and clean it up, all without letting anyone know
        they've been there.  Black Ops look upon the government as
        inept, meddling children, who don't know what they are messing
        with.

\subsubsection{U.S. Air Force} The Company has had more than a few run
        ins with the Air Force.  Ever since Oppenheimer went to them
        back in the '50s, the Air Force has been nosing around.  In
        the '60s, the Air Force had a special division devoted to the
        study of aliens, and other paranormal activity.  Known as
        Project Majestic, they were in charge of such things as
        Project Blue Book.  The Company managed to co-opt, recruit, or
        discredit most of the individuals in Majestic, but a few still
        remain.  Today, there is a group known as Fallen Angel which
        attempts to intercept or track any alien activity.  So far,
        the Company has managed to keep them from learning anything
        useful, but something may have to be done about them soon.

\subsubsection{United Nations} Certain groups within the United
        Nations seem to be aware of the Company, and some of its
        activities, and may move to stop or thwart them.  There are
        persistent rumours that the UN is training its own version of
        the Black Ops.  If these rumours are true, there may be hell
        to pay.

\subsubsection{Russia} The USSR had its own version of the Black Ops,
        created under the auspices of the KGB.  It is thought that
        they had their own agreement with the Greys, which probably
        continued much longer than the U.S. treaty.  Some believe that
        the collapse of the Soviet Union was due to a conflict with
        the Grey masters.  It is hard to pin down any real facts, as
        the Soviet Black Ops were fed only 'need to know' information,
        if that, and the only ones who knew what was going on are all
        dead.  There is believed to be some remnants of Grey influence
        in the Russian government, and some of the more bizarre
        'reforms' seem to reek of Lectroid involvement.  It is known
        that Brainsuckers are virtually unknown throughout the Iron
        Curtain, apparently destroyed in a long, protracted battle.

\subsubsection{World Crime League} The World Crime League is the
        ultimate control behind a wide variety of criminal syndicates,
        including the Cosa Nostra, the Yakuza, the Triads, and the
        Cali Cartels.  They are ruled from a stronghold in Sabah, a
        near legendary relic city of caves hacked out of the
        mountainous jungle, teeming with brigands and assassins.  The
        leader of the World Crime League, known to the Company as
        Hanoi Xan, renegade and blackguard of the 20th century, spins
        his nefarious webs of treachery, deceit, and misery from his
        hidden fortress.  It is not known how old Hanoi Xan is, but he
        has been in power at least since the 1920s, and has sometimes
        claimed to have ridden with Genghis Khan.  He also claims to
        be a sorcerer, and even a demon.  Known as "The Spawn of Hell,
        The Pivot of Mystery, The Face That Is No Face", Hanoi Xan is
        the Supreme Commander of the Legion of Death, fanatical
        fighters known as the most lethal in the world.  A typical
        initiatory rite is to have the aspirant nailed to a tree by
        his ear.  Sometime later he is handed a knife with which to
        cut himself down.  A moments hesitation or a single scream is
        sufficient grounds for being shot on the spot.  The one-eared
        survivors are then taken and trained in deadly hand to hand
        combat, as well as sabotage and commando tactics, immersed in
        cruelty, and taught to view pain and suffering with delight
        and relish.  Murder to them is an art form, torture and
        mutilation their esprit de corps -- "walking in the hidden ways".
        They conjure evil and terror wherever they go.

\subsubsection{Cults} Throughout the world, there are a variety of
        religious cults.  Some of these spring up around powerful
        rogue psychics.  These tend to be short lived, and often
        highly visible.  They rarely end peacefully.  Other cults are
        long-lived, underground affairs.  Many of these worship long
        gone Prima deities.  Some of these cults are led by
        Brainsuckers, intent on facilitating the return of their alien
        masters.  The Company tries to keep track of these and their
        activities, to make sure they don't get into any trouble.

\subsubsection{Cabal} The Cabal is a conspiracy of mages.  These
        highly psychic humans call their powers magic, and focus
        concentration through elaborate ceremonies and rituals.  The
        Cabal is ancient and highly secret.  Very little is known
        about their exact methods and agendas.  A few Ops have managed
        to infiltrate the Cabal, but only at the lowest levels.  They
        could be considered one of the Illuminati groups.

\subsubsection{Mind} The members of the Mind are the most powerful
        psychics in the world.  Their main goal seems to be to
        generate wealth and power for its members, and little else.
        They don't try to overthrow the government, nor do they mess
        with the overall economy.  They simply use their powers to
        predict the actions of other groups, such as the Illuminati,
        and take advantage of the knowledge.  The Mind uses
        elaborately untraceable schemes that funnel funds from all
        over the world into their hundreds of shadow corporations and
        offshore bank accounts.  The Company might never have known of
        the existence of Mind, if they had not contacted the Company
        themselves.  They had begun to set up a group of psionically
        talented individuals to investigate paranormal activity, and
        were planning a merger with Argus.  Actually, what they had in
        mind was more like a hostile take-over, with the Company
        becoming subservient to the Mind.  The Company refused, and
        the Mind did not take it kindly.  Their agents are still out
        there, and tend to interfere with Company activities whenever
        they can.  The Company greatly fears an alliance between Mind
        and the Greys.  The Mind is already ahead of the Company in
        psychic ability and research.

\subsubsection{Rogue psychics} About 70\% of the human population has
        some latent psychic ability.  In some individuals, this
        ability blossoms into true power.  Most of these folk go about
        performing simple precognition and base telepathy, without
        training or focus.  A few become what the Company calls
        rogues.  These are dangerous psychics, who either can't
        control their considerable power, or worse, learn to use and
        exploit their abilities.  Some set themselves up as cult
        leaders or dictators.  Some go insane and start killing or
        driving others insane.  These must be taken care of quickly
        and quietly.  Others become thieves or vigilantes, or highly
        successful gamblers.  These are often recruited by the
        Company.

\subsubsection{Ramblers} Ramblers are groups of five to ten young psi
        punks who coalesce randomly at unpredictable times.  They have
        no motives other than to cause trouble and have fun.  Often, a
        gang of ramblers will roll into a city and wreak havoc for a
        few days, then vanish, going their separate ways.  They drink,
        smoke, use drugs, and let their inner demons loosed upon the
        unsuspecting public.  Ramblers are nearly impossible to pin
        down because you never know where they'll show up next.  One
        day there will be a spree in San Francisco.  You get there to
        find ghost sightings and astral projection reports have
        sky-rocketed overnight, but no ramblers to be found.  After a
        few days of investigating bleeding walls and animated dog
        corpses, another report comes in about a wave of psychic
        pranks in Dallas.  It never seems to end.  The ramblers always
        seem to end up in New Orleans for Mardi Gras, but its
        understandably hard to pick them out during the festival.  No
        one knows whether there is more than one rambler group, or how
        large the membership is.  The Mind seems to know more about
        them, and may even be in contact with some of them.  Their
        agents always seem to show up during a rambler hunt.

\section{Guns, Guns, Guns}

The Black Ops require a wide variety of firearms to perform their
duties.  The tech department is always up to the task, but one
requirement keeps getting reiterated over and over by the field
agents: {\em We need more Firepower!}  Even the secretive Intelligence
department needs concealable weapons with more lethality than today's
technology can provide.  These are some of the attempts to solve this
problem that are currently available.

\subsection{Ammunition}
\begin{description}
\item[Hyper-Velocity (HV) rounds]{Using
 special fast burning chemicals, the velocity of standard rounds can
 be increased, without increasing the size or weight of the bullet.
 This gives an approximate 20\% increase in damage to most firearms,
 however, it requires a reinforced breech and chamber, or the gun
 won't last long.  So far, the main rounds that have been made
 available are 9mm P, 5.56 mm, and 7.62 mm.  Others could be made if
 desired.  Reinforced Berettas, Glocks, SWs, Sig Sauers and FN GP 35s
 (Pistols), HK MP5s and Uzis (SMGs), and M-16s, Steyr AUGs, FN FALS,
 HK G3s, PSG 1s, Rem M700, Walther WA 2000, M-60s, and FN MAGs.}

\item[Ramjet Rounds]{This is a bullet round that turns into a
 mini-rocket in midair, giving much greater range and penetration.
 Unlike gyrojets, a ramjet bullet cannot carry a payload.  The ramjet
 is a bullet filled with a solid rocket fuel, with an air vent up
 front.  When the round is fired, air is forced into the vent,
 igniting the rocket fuel and propelling the round much faster than
 conventional cartridges.  It is a special armour piercing round,
 which does 1.5 times the damage of a conventional round, with armor
  divided by 2, and damage after penetration halved.  All gun ranges
 are increased by 50\%.  The round must travel 3 yds before the rocket
 is ignited, so they are not popular for pistols.  Ramjet rounds
 cannot be Hypervelocity.}

\item[Armour Piercing]{Specially capped or shaped rounds
 designed to penetrate body armour.  Armor is halved, as is any damage
 that gets through it.  Note that HV rounds can be Armour Piercing.}

\item[Hollow Point]{Expanding bullets.  Armor is doubled
 against these rounds, but any damage that penetrates is multiplied by
 1.5.  Also increases the chances of weapon malfunction.  Can be HV.}

\item[Explosive Bullets]{These have an extra +1 to power
 level. So a 9M heavy pistol becomes 11M. They can also start fires.
 Can be HV.}

\item[Armour Piercing Saboted]{These rounds use a high-density
 depleted uranium or tungsten-carbide penetrator encased in a much
 larger sheath - the {\em sabot} - which is designed to fall away as
 the round leaves the barrel.  See rules under SR APDS. In general,
 add one damage code This cartridge works only in rifle calibre
 weapons, and is rarely available.  Note that the Steyr Flechette ACR
 is designed to fire tungsten-carbide rounds such as this
 exclusively.}
\end{description}

\subsection{Standard Firearms}
Virtually every standard firearm in the world is available to the
Company, from revolvers, shotguns, and rifles to assault rifles,
machine guns, and even mortars and howitzers.  There are also a few
weapons available exclusively to the Company.

\begin{description}
\item[Calico AR machine pistol]{A modification of the Calico
 9mm pistol, which has been converted to full auto. See Ares Crusader}

\item[Steyr Flechette ACR]{A bullpup assault rifle, similar to
 the Steyr AUG, which fires saboted steel flechettes rather than
 normal bullets.  These flechettes have a very high velocity, and are
 excellent for penetrating armour.  The rifle is not equipped for
 automatic fire, only semi-, and a three round burst similar to the G
 11.  It is often modified for full auto by Techies.  The basic damage
 is not high, so it is not popular for monster hunting, but is
 excellent for use on people, Greys and Lectroids. See Ares Viper Slivergun}

\item[X-14 Tank Killer]{An experimental, ultra-high power
 sniper rifle.  It is a single shot weapon that uses the same armour
 piercing, depleted uranium 30 mm round as the A-10 gatling cannon.
 It has incredible range and damage, and unparalleled armour
 penetration.  However, the breech has a tendency towards back-flash,
 and is very prone to break down}

\item[Folding Pistol]{A highly concealable weapon, this small
 pistol folds into a box the size and shape of a tape cassette box.
 At a touch, it springs out into a Mauser-like mini-pistol. Popular
 with some Intelligence Ops, most Combat Ops won't touch them. See
 Walther Palm Piston; also capable of firing special three-in-one
 flechette bursts.}
\end{description}

\subsection{Caseless Firearms}
\begin{description}
\item[G 11 X]{A modification of the HK G 11
 4.7 mm caseless assault rifle, this version fires 6mm caseless rounds
 (giving more firepower, but holding only 75 rounds), has an integral
 laser sight built in, and can accept most standard Grenade launchers
 and other under-barrel weapons.  This is quickly becoming a favourite
 among Combat Ops, due to the high rate of fire (especially with the
 three round burst), reasonable damage, and lack of shell cases.  The
 only problem is its rather distinctive `futuristic' appearance which
 makes it unsuitable for covert work. See HK g123a3z.}

\item[M 120 A 10mm Chaingun]{A GPMG which fires large 10mm
 caseless rounds, and operates from an electrically driven chain
 drive, this weapon is nearly unparalleled for portable firepower and
 total reliability.  It is rather a bit heavier than an M-60 or MAG,
 but can be carried by a strong firer using an Articulated Weapon
 Harness and looks distinctive (all flat black and smooth).  It holds
 200 rounds in an internal cassette.  It comes equipped with a bipod,
 carrying handle, and sighting laser.  The B is designed for tripod
 and pintle mounts, and the C is designed for the Articulated Weapon
 Harness.  55 lbs (A), 75 lbs (B, including tripod), 50 lbs (C ). See
 Vengeance Minigun.}

\item[GAR 12 6mm]{Built around the same round as the G 11 X,
 this is a three barrelled Gatling Assault Rifle with a chain driven
 firing mechanism.  It carries 160 rounds of ammo, and has an amazing
 RoF (fixed at 6).  It is very reliable, and highly popular.  Again,
 it is rather heavy, and is usually worn in the Articulated Weapon
 Harness (it is virtually impossible to control the recoil when fired
 from the hip), It also tends to chew through ammo relatively
 quickly. 8M damage.}

\item[Other caseless weapons]{The Tech department
has developed other caseless weapons, including several pistols which
use 7mm caseless rounds, and machine pistols which use the same.
There are also 6mm and 10mm Sniper Rifles.  None of these have really
caught on with Field Ops however.  They are available if anyone wants
one}
\end{description} 

\subsection{Shotguns}
\begin{description}
\item[SPAS 15 Auto]{A modification of the
 SPAS 15 12 g Combat Shotgun, modified for burst fire.  The
 recoil is almost uncontrollable. See Mossberg 5M-Combat.}

\item[Shotgun Pistol]{A heavy, short barrelled pistol that
 fires 12 gauge rounds.  It is ideal for house clearing or firing from
 a vehicle, although the substantial recoil requires a strong wrist.
 While not very accurate, or long ranged, it is small enough to carry
 in a holster, and uses a 8 round box magazine. See Remington Roomsweeper.}
\end{description}

\subsubsection{Shotgun Ammunition} 
\begin{description}
\item[Shot]{The standard shotgun round. Use regular choke rules.}
\item[Slug]{Slug shells are the other standard. Use regular shotgun rules.}
\item[Dragon]{Incendiary powder round, such as
phosphorus.  Transforms shotgun into an instant short ranged
flame-thrower. The trick isn't really hitting your target as much as
it is missing everything else. The shooter must roll to miss everyone
in the area of effect.}
\item[Flechette]{Shell containing several finned darts instead
of pellets.  Ranges are reduced by 10 yards, and flechette rules are
used.  Cannot be fired from some shotguns.}  

\item[Gas]{Loaded with any of the CHEM warheads (see Grenades).
Includes Flash-bangs. }

\item[Stun]{Gel rounds.  Damage after penetration is stun.}

\item[Experimental]{A few
eccentric agents have tried to use a variety of unusual rounds,
including APDU (pellets made of depleted uranium), Bolo (a duplex
round connected by a length of strong wire), and others.  These are
not normally available.  The agent must come up with them on his own.}
\end{description}

\subsection{Gyrojet Weapons}
\begin{description}
\item[Garelli 9E Gyrojet Carbine]{A bullpup
assault weapon, somewhat resembling the L-85, which fires heavy 18 mm
gyrojet rounds.  These rounds are very noisy, and tend to give the
firer away, but are very powerful, with excellent range, and so little
recoil, that bursts can be aimed like a firehose.  The clip holds 30
rounds, and represents the main weight of the weapon.}

\item[Gyrojet Pistol]{There are several designs for Gyrojet
pistols, both revolvers and clip fed.  Some clip designs have multiple
feeds, allowing different ammo to be selected for each shot.}

\item[Garelli 900 Gyrojet Sniper Rifle]{The flat trajectory
and long range of the gyrojet rounds make them ideal for sniping.  A
few rifles have been built, with variable scopes and various doodads.
They are much lighter, and more reliable than most traditional sniper
rifles.  Some Techs have even been working on guidance systems for the
gyrojets.}

\item[ARL 5]{A heavy, full auto GPMG version of the Garelli
9E, it has improved cooling systems for the barrel and breech, and
fires from special disintegrating link Gyrojet belts.  Not very
popular, due to the high weight of the ammo.}

\item[Garelli XM-82]{Gyrojet/Shotgun.  A modification of the
Franchi SPAS 12 shotgun, which can fire either 12g rounds or modified
gyrojet rounds.  This makes the weapon very versatile.  Unfortunately,
it cannot fire APEX or SEX rounds, and the gyrojets are not powerful
enough to work the action.}

\item[Wrist Rocket]{A single shot gyrojet which straps onto
the firer's wrist.  It can be mounted either under or over the wrist.
It is fired by a sharp snap of the wrist, and the rocket bursts forth.
Popular as a holdout weapon, it can be easily concealed within a long
sleeve.}

\item[Garelli XT-9]{An under barrel mount which fires four
gyrojet rounds from an internal magazine.}
\end{description}

\subsubsection{Gyrojet Ammunition} There are a variety of gyrojet
rounds available, depending on the needs of the mission.
\begin{description}
\item[Standard]{Basically a huge, rocket propelled slug, the gyrojet
round hits with high velocity and incredible hydro-static shock.  The
damage is much greater than any conventional assault rifle round, and
approaches that of a .458 Magnum, although penetration is poor. 6S vs
ballistic or twice impact armor, whichever is higher.}
\item[APEX]{(Armour Piercing Explosive) are highly streamlined,
penetrator rounds with a very powerful rocket, and an explosive charge
in the head.  Very effective against armoured, or tough opponents,
they tend to blow right through unarmoured foes. 9D, as above.}
\item[SEX]{(Standard Explosive), a popular round, which certain Techs
prefer to call `vehicle stoppers', but the current designation has
stuck.  It is basically the same as the APEX round, but without the
penetrator sheath.  A compromise between APEX and HEX, they have
better penetration than a HEX round, but less explosive.  This makes
them ideal for use on lightly armoured foes, and have a better chance
of exploding in an unarmoured target than APEX. 7S but is always
vs. Ballistic armor.}
\item[HEX]{(High Explosive): Explosive warheads, designed to be used
on unarmoured targets.  They will blow a man in half, but have little
effect on a Sewer Fluke. 7D, as above.}
\item[Penetrator]{Shaped charge warhead, like a miniature anti-tank
rocket. 9S}
\item[Salvo]{after reaching maximum velocity, the warhead splits into
eight penetrator darts.  This is highly effective against unarmoured
targets, and is very nasty in full auto.  The light weight of this
round means that max. velocity is reached quickly, making this round
popular for holdout gyrojets. Fires 2 bursts of 4 Flechette rounds at 9S.}
\item[CHEM]{a variety of chemical warheads can be fitted on a gyrojet
engine. Treat as gas minigrenades, with 1/2 radius of effect}
\item[Stingray]{highly charged super capacitor sheathed in an
insulator that isdiscarded in flight.  It delivers an electric shock
which can stun or incapacitate a person.  The rocket is less energetic
than other gyrojet rounds, remaining sub-sonic, and having almost no
penetration ability.  Rarely used, even on Science capture missions.
Doesn't work well on most beasts. 10S Stun}
\item[Injector]{Similar to the Stingray, but instead injects a single
dose of any one drug.  Mostly used as a tranquilizer, although other
uses may come up. Normal chemical effect if 4 successes vs. TN of 9
are not acheived, aided by half impact armor.}
\end{description}

\subsection{Flame-throwers}
\begin{description}
\item[FR-9 Flame-thrower]{A light, three shot napalm launcher and
igniter, designed to be mounted under the barrel of most assault
rifles. Does 8S Flame to a 60 degree arc, falling off at 1 power level
per half meter.}
\item[AFR-10 Flame-thrower]{The standard issue Company flame-thrower,
it is basically the same as the U.S. Army flame- thrower, but with the
addition of an armoured line, armoured tanks, and a more reliable
igniter.  25 lbs. 20 shots. 8S Flame to a 60 degree arc, falling off
at 1 power level per meter.}
\end{description}

\subsection{Grenades} The grenades the Company uses use a more
efficient explosive than standard military hardware.  This gives
Company grenades more bang, although they look essentially the
same. Fragmentation, Concussion, and Shaped Charge hand grenades are
all available.  Flash-bangs are standard-issue.  40 mm rounds are also
available, in HE, Canister, Flechette, HEAT, HESH, Tangler, Stun Baton
or other varieties.

\begin{description}
\item[Tangler Grenades]{These release a number of strong, sticky
strands which wrap around and completely immobilize all foes within 2
meters of the detonation.  These are popular, as the armour of the
subject does not matter, and the strands tighten the more the victim
struggles.  The strands are destroyed by flame, or by special tangler
solvent.  Available in hand, and 40 mm varieties.}

\item[Incendiary Grenades]{Similar to molotov cocktails, these are
basically small canisters of napalm with a small explosive/igniter.
They are useful for starting fires, and fighting flammable creatures.
Available in hand, mini, and 40 mm versions. 8S Flame.}

\item[Plastic Grenades]{Concussion, CHEM or Incendiary hand grenades can be made with plastic instead of metal casing.  This allows them to be snuck past metal detectors.}

\item[Mini Grenades]{Small grenades, about the size of a golf ball.
Available in all modes, they can be thrown or launched with a
sling-shot. Available in air-timed versions for grenade-launchers with
rangefinders.}
\end{description}

\subsection{CHEM loads}  There are a variety of chemical fillers which can be used in hand grenades, 40 mm grenades, gyrojet and 
arrow heads, mini-grenades, or loaded in aerosol sprayers.
\begin{description}
\item[Smoke]{Fills area with thick smoke.  Can be any colour.}
\item[Tear Gas]{Burns eyes and lungs.  Very nasty.}
\item[Nerve Gas]{Very nasty, rather lethal, rarely used.}
\item[Flare]{A bright magnesium flare.  Mostly used for signalling.  Parachute rounds used for illumination.}
\item[Blackout]{Utterly dense black smoke which blocks all vision, and even far IR.  Chokes those who breathe it.}
\item[Prism]{Slightly opaque cloud of prismatic crystals.  Blocks
any lasers and radar, really painful to breathe. Prolonged exposure
can cause permenant lung damage.}
\item[Retch]{A concoction of putresene, this gas load makes most people retch violently.  It has not yet been tested on Lectroids or Greys, but with their heightened senses of smell, they may be more vulnerable.}
\item[Sleep Gas]{Lingering cloud of knockout gas.  Prolonged exposure can be fatal.}
\item[Pepper]{A non-lethal round, containing capsicum and CS.  Incapacitating.}
\item[Tangler Solvent]{Dissolves the strands of tangler grenades or cuff tape.}
\end{description}

\subsection{Other Weapons}
\begin{description}
\item[Paxton V]{This weapon is a heavy anti-armour infantry rocket
launcher.  Basically, it is very similar to a bazooka, but with a five
round clip (which rests behind the firer's shoulder).  There are
several rounds available, with HE, HEAT, WP, and Chem heads, and some
are infrared guided.  Laser guided rounds are in development.}

\item[Lasers]{Portable laser weapons have been developed by the Company, but they are very experimental, highly buggy, and 
low powered.  They also tend to vent poisonous gases, and burn out at
inopportune times. On the other hand, they slice through most armor
and have no recoil.}

\item[Memory plastic knives]{A knife can be made of a special memory plastic.  Normally, the knife appears as any other 
innocuous plastic object (Sesame Street figurines are popular).  When
tapped vigorously on any hard surface for about 5 minutes, it will
take the form of a sharp polycarbonate plastic knife.  When heated in
a microwave for a minute, it will resume its innocuous form.  A sword
made of memory plastic might take the form of a garden gnome.  This
looks very amusing when you try to transform it.}

\item[Shock Stick]{Also called an electro-zapper, stun-wand, or prod, this is a night-stick like baton, with an electric current 
running through it.  Anyone hit by the stick is likely to be incapacitated by the electric shock delivered.  Useful primarily 
against humans, Greys and Lectroids.  Most beasts are too tough to notice.  Note that the hit need not be hard, a mere 
brush will electrocute someone.  Not recommended for use as a tonfa, unless you like electrocuting yourself.}

\item[Zap Glove]{Essentially the same as a Shock Stick, but in the form of a heavy glove resembling a ski glove.  The increased 
contact area makes the electric shock even more effective, but care
must be used when activated. The Battery is good for five zaps.}

\item[Arrow Warheads]{An arrow or bolt can be modified with a variety
of heads, similar to Gyrojet rounds.}
\end{description}

\subsection{Body Armour}
\begin{description}
\item[Combat Infantry Dress]{A system of hardened ceramic and resin bonded plates within a monocrystalline weave suit, with 
a sealed helmet, internal air supply, and built in gadgets.  It is only issued on highly dangerous missions with no chance of 
non-Company scrutiny.}

\item[Monocrys]{A two phase, single crystal metallic fibre, monocrys provides better protection, with less weight than Kevlar.  It 
is available in vests and whole suits, in light, medium, and heavy.
Most Ops wear at least a light vest at all times, and even a medium
vest can be hidden under civilian clothes.  Kevlar is only worn when
the vest may come under scrutiny.  As the fibre is metallic, it gives
excellent protection from the microwave lasers of the Greys, and give
some protection from their neural weapons, although they are also
electrically conductive.
\begin{description}
\item[Light Vest]{Wearable under almost any clothes.  Ballistic 1}
\item[Medium Vest] {Heavier, needs bulkier
clothes (such as a suit coat or trenchcoat) to conceal.  2/0}
\item[Heavy Vest] {Can't be hidden.  4/0}
\item[Light Suit]{Black bodysuit. Without the arms and legs, it is
popular as underwear by most Ops (2 lbs). 1/0}
\item[Medium Suit]{Bulky, awkward. 2/0}
\item[Heavy Suit]{Like an EOD suit. 4/0} 
\item[Cerametal Inserts]{are available for Medium and Heavy Armour.
These give impact armor of 2.}
\end{description}}
\item[Tactical Gloves]{Thin monocrys gloves.  Useful for searching crime scenes or performing searches without fear of 
fingerprints or impaling yourself with dirty needles or broken glass.
Thin enough that they do not hinder dexterity much, though they do
obstruct very fine touch (Reading Braille, for example).}
\item[Light Armoured Boots]{Looking similar to motorcycle boots, these include a layer of Monocrys, which makes them highly 
resistant to penetration, even by small arms fire.  They are also useful in protecting against a wide variety of foot injuries 
and crawling critters.  There are even swim fins which are designed to
be worn with these boots.  4/0 for the feet}
\item[Heavy Armoured Boots]{Although these resemble ski boots more than anything else, these articulated, resin bonded hard 
shell boots are the ultimate in foot protection.  They can even turn most rifle bullets, and are virtually uncrushable.  They 
can be fitted with crampons, or even built with retractile toe spikes.  They come with built in knife scabbards, holding 
vibroblades.  6/3 for the feet}

\item[Infantry Helmet]{Looking very similar to the standard U.S. PASGT
helmet, but using resin bonded monocrys rather than kevlar. +2/+1 to
main-body armor.}
\end{description}

\subsubsection{Popular weapons}
Pistols: Virtually every Black Op carries a pistol at all times.  The
most popular are various 9mm auto-pistols, firing HV rounds.  Some
agents prefer .45s, or even .44 Magnums.  A few are even eccentric
enough to prefer revolvers.

\begin{description}
\item[Submachine Guns]{These are rarely used, as when overt action is required, the Ops usually prefer heavier weapons.  The 
most commonly used SMG is probably the HK MP5, particularly the silenced SD3 model (which cannot use HV rounds, 
as their are definitely supersonic).  It is quite useful in tight quarters where silence is needed, such as in Brainsucker lairs.}

\item[Sniper Rifles]{The Barret 82 is probably the most requested sniper rifle, but the Remington M700, HK PSG1, and 
Walther WA 2000 are probably the most commonly used.  Gyrojet rifles are highly accurate, very damaging, and have 
excellent range, however, they are noisy, and tend to give away the firer's position.  The X 14 Tank Killer is only used on 
very nasty beasties.  The rounds are expensive and heavy, and the gun is horribly slow and prone to break downs and back 
flash.}

\item[Assault Rifles]{The M-16, and the Steyr AUG are the main weapons of most Combat teams.  The M-16 almost always 
mounts an M-203 or an FR-9.  FN FALS, and HK G3s are also popular, for their higher damage.  When they are available, 
the HK G 11 X is very popular.}

\item[Machine Guns]{The 10mm M 120A Chaingun and the 10mm GAR 12 are the weapons of choice when firepower is 
needed.  The M-60, and the FN MAG are probably the most common.  Some Ops like to carry the 5.56 gatling 
mini-gun, but it chews through ammo like a rabid weasel.}

\item[Harness weapons]{A few weapons have been modified for use with the Articulated Weapon Harness system.  These 
include the .30 Browning, 5.56 mini-gun, Barret 82, M 120 Chaingun, GAR 12, ARL 5, and the X-14 Tank Killer.}

\item[Flame-throwers]{Virtually every Combat mission includes one guy armed with a flame-thrower.  The vulnerability of 
many creatures to flame makes these a necessity.  The Company has
developed its own flame-throwers, called the AFR-10.  It is more
reliable than standard flame-throwers, and the tanks are armoured.}

\item[Knives]{Some Ops carry vibrating blade knives, known as hummers.
These blades can cut through flesh like butter, and  
can slice through almost anything, given time.  Other Ops refuse to
use them, saying they are always off balance, and the vibrating numbs
their hand.}
\end{description}
\section{Other Toys}
 Almost everything manufactured on Earth is used by the Company
(although availability for field operations may vary).  Virtually
anything, from a nuclear submarine to a Newt suit, to EMT clothing or
pencil sharpeners can be requisitioned.  These are some of the unique
items which the Tech department has come up with.

\subsection{General Use}
\begin{description}
\item[Antiglare Glasses]{A pair of sunglasses that darken
automatically to cut out glare or ultrabright light.  They add +2 to rolls to resist the effects of blinding light, and have become something of a badge among the BlackOps.}

\item[Nasal Filter Plugs]{While not as effective as a full gas mask, they are better than nothing, and a good deal more portable.  
As long as the wearer keeps his mouth closed and breathes only through
his nose, the filter plugs subtract 6 from TN on all rolls to protect
against breathed gases, and avoid infection from airborne nasties.
The filter is only good for about 4 hours of breathing, so normally
they are carried in a small plastic case (like a contacts case), and
placed only when needed.}

\item[Plastex]{A powerful, mouldable plastic explosive.  It is very stable, and about four times as effective as TNT.  It is used in 
Company grenades, and accounts for the higher explosive power of these
weapons over standard military ordnance.}

\item[Inner Ear Radio]{This is a small, short range radio transmitter and receiver which fits entirely within the ear canal.  It uses 
the eustachian tubule and mastoid bone as sounding boards, so that it
can transmit and receive sounds as quiet as a whisper.  It has an
effective range of about a kilometre, and is normally scrambled.
Usually each member of an Op team will wear one of these at all times,
all tuned to the same scrambled frequency.  It is virtually
undetectable without an actual examination of the ear canal.  They are
also a pain to get out when the mission is done.}

\item[Diving Light]{A hand-held spotlight with 60 000+ candlepower.
Very handy for vampire hunting, and for sewer operations.  1 lb.}

\item[Shoulder Light]{A smaller, less powerful light, that can be worn on the shoulder, strapped to a wrist, or a helmet, or slung 
under a weapon.  Everyone carries at least one of these.  0.5 lb.}

\item[IR and UV Lights]{Any flashlight, diving light, or shoulder light can be built to shine in the near infrared, or ultraviolet 
frequencies.  This makes the illumination of these lights invisible to
anyone not equipped with the optics to perceive those wavelengths.
Near IR is most often used for this, as UV lights can cause some
substances to fluoresce in visible wavelengths.  Some lights can be
built with variable wavelengths.  This means that normally they shine
in white light, but can be adjusted to shine only in IR or UV.  This
makes the light very versatile.}

\item[Cuff Tape]{A roll of tape, very similar to a roll of duct tape.  Cuff Tape is made from the same material as Tangler 
grenades, and will tighten if pulled against.  This is very useful for binding captives.  Sometimes a strand of strong wire is 
imbedded in the tape, so that if the victim does break free, he will damage himself with the wire.}

\item[Molecular Glue]{Basically a super super-glue, this stuff will almost instantly bond any two surfaces with over 400 lbs. of 
tensile strength.  Normally an insulator, with the addition of metallic particles when manufactured, it becomes a fair 
conductor.}

\item[Protective coveralls]{Insulated, chemically treated, flame
retardant coveralls. Blocks direct contact with outside substances}

\item[SecureSkin]{A spray on rubberized coating which will protect an Op from some of the slime and filth found in most 
sewers and toxic waste dumps.  Reduces power of touch-chemical attacks
by 4. It comes in aerosol cans, each one of which is suitable for
coating one person.  0.5 lbs.}

\item[Televiewers]{Binoculars which use an electrostatically held lens of suspended oil instead of glass.  This allows 
magnification of 20x50, and general rangefinding, but are susceptible
to outside electrical fields.}

\item[Teleglasses]{Using the same principle of the Televiewers, but in sunglasses form.  These allow only 7x magnification, and 
there is no rangefinding readout.}

\item[Tactical Sensory Array]{A backpack sensor package which includes a flip-down optic visor and a periscope.  The 
periscope includes a variety of enhanced visual imagers (including
telescopic, IR, UV, and Thermoimaging), and can be used to look around
corners, or over cover.  It is very fragile however.}

\item[Probes]{Audio and Video bugs with excellent reception and good broadcast range.  They are about the size of a pack of 
smokes, and have enough power to transmit continually for about 48
hours.  Normally left on, they are used to cover sentry areas (escape
routes, hotel rooms, safe houses) when a person cannot be spared.  The
data can be linked to a Comm panel, or to a pair of video glasses.
0.25lbs.}

\item[Watchdog]{Passive infrared sensor designed to provide warning against animals or unsophisticated intruders.  It sets off 
an alarm if any moving heat source larger than a mouse approaches within 3 to 20 yards (as set by user).  A slow moving 
individual can approach without setting the system off.  The lower threshold can also be adjusted up, so that every mouse 
and rat passing by doesn't set it off.  A chain of Watchdogs can be used to set up a perimeter fence.  3 lbs.}

\item[Portable Sonar Unit]{Looking remarkably like a standard walkman, the body of this device is an active sonar sensor, with 
the earphones giving an audible pulse when an object is detected.  With practise, someone wearing one of these can 
distinguish moving objects (when he is still) within a kilometre, and even navigate in the dark without running into walls.  
0.5 lbs.}

\item[Sensor Visor]{A large, heavy set of goggles which can be attached to a helmet or head strap.  It acts as a Televiewer, with 
IR, UV, Thermoimaging, and image enhancers with light intensifiers.  1
lb.}

\item[Light Intensification Goggles]{About the size and weight of ski goggles, these provide excellent night vision (although 
with a green tint).}

\item[Silent Rope Ladder]{Actually, not a rope ladder at all, this ladder is actually a chain of linked elliptical ceramic rings.  The 
ceramic is insulated and self damping, and the links make almost no
sound, even when struck together.  It is highly portable, and useful
for sewer delving and breaking and entering.  Holds up to 300 lbs.
5lbs./20 ft.}

\item[Slipspray]{An aerosol which quickly congeals into a virtually frictionless surface.  Useful for creating instant slick areas, 
for impromptu (non-flammable) lubrication, and even for additional swimming speed.  Also available as a CHEM load.}

\item[Folding Grapnel]{A small grappling hook which folds into a small cylinder, about the size of a cigar.  This can be carried in 
a sleeve, or in a small holster alongside a boot.  Usually connected
to a tough, monofilament line.}

\item[Aerosol Spray]{Any Chem load can be loaded into a small five shot sprayer.  This sprayer can be disguised as a number of 
innocuous objects, carried in a pocket, or strapped to a wrist like a
wrist rocket. }

\item[Blackout Paint]{A spray paint specially formulated to absorb infrared radiation.  It isn't as good as a true infrared cloaking 
system, but gives a +4 penalty to any attempt to spot anything painted with it by thermographic sensors.  Available in matte 
black or transparent, it can be applied to flesh, but is rather uncomfortable.  A tube contains enough to cover two people, 
while a spray can has twenty times as much (enough for a tank or three
cars). }

\item[Monocular Sights]{Small, easily concealed or disguised vision devices, these are available in Telescopic, near IR, UV, Light 
Intensification, and Thermo Imaging.  Also available as weapon sights.}

\item[Portable Radar]{A backpack sized radar unit which displays the area scanned on a fold-out monitor screen.  It takes 30 
seconds to set up.  It may scan a 60 degree arc in front of the radar,
or a 360 degree field with 1/5 range.  With line of sight, it detects
moving man-sized targets or stationary vehicles at 3 kilometres (700
m), moving ground vehicles at 8 kilometres (1.6 km), or moving
aircraft at 30 km (6 km).  A skilled operator can detect objects at
greater distances.  16 lbs.  Backpack.}

\item[Inertial Compass]{A hand or belt unit that indicates the direction and distance travelled from any pre-set point on the 
planet's surface.  Can be set with present location, or with a set of
co-ordinates.  Accurate within 1 meter per 1 000 kilometres.  1 lbs.}
\end{description}
\subsubsection{Intelligence Gear}
\begin{description}
\item[Stealth Luggage]{Elegantly styled armoured luggage with several concealed compartments and ECM gear.  It also 
includes thumb-print locks, and a coded GPS tracker.  Available in briefcase (20 lbs, 2 cf), suitcase (100 lbs, 5cf) and 
steamer trunk models (200 lbs, 10 cf), all have 4/3 armor.  The hidden
compartments can hide objects up to 1/20 of the capacity, TN to notice
is 18.}

\item[Communications Pack]{A backpack or suitcase which includes a variety of electronics for receiving signals from audio and 
visual bugs.  Includes field strength meters, radio direction finders, and recording devices.  Comes with a laser listening 
device, folding parabolic mike, and a variety of probes, listening devices, keyhole mikes, telephone bugs, tracers, and 
miniature video cameras.  20 lbs.  Suitcase or Backpack.}

\item[Modulator]{A compact, portable sound studio, acting as a synthesizer, sound mixer and recorder (using standard 
computer disks).  On a successful Electronics Operation
(Communications) roll it can record any sound, analyze it, duplicate
it, or modify it.  It can also synthesize, alter and record speech; on
a successful skill roll, it can make a good enough recording to fool a
voiceprint lock.  A modulator is usually worn on a shoulder strap.  2
lbs.}

\item[Parabolic Pen]{A parabolic microphone dish which looks just like a fountain pen until activated.  A collapsed fan spreads 
out to form the parabolic dish, and the microphone connects to an inner ear listening device.  The dish can be modified by 
Tech Ops for use in radios, microwave sending and receiving, or other
purposes.}

\item[Miniature Camera]{About the size of a cigarette lighter, this is available in film, and digital media.}
\end{description}

\subsubsection{Science and Medical Gear}
\begin{description}
\item[Science Kit]{A backpack sized kit which includes a variety of sample and collection jars, dissection equipment, a small 
microscope, chemical test strips, radiation counters, and a bunch of other cool gadgets for analysis and testing of 
specimens.  20 lbs.  Backpack.}

\item[MedKit]{A backpack sized kit, filled with everything needed for field surgery, and treatment of Op related trauma, 
including Suspend, Juice, high power antibiotics (to wipe out Batshrooms and Brainsquids), and Hypercoagulin.
20 lbs.  Backpack.}

\item[Science Bandolier]{This has become something of a badge of the Science Dept, sort of like a pocket protector full of pens.  
The bandolier hangs over the shoulder, holding twenty shotgun rounds, gyrojet rounds or sample vials.  A pouch at the 
bottom is ideal for carrying dissection kits, forceps, larger sample vials, and small scientific equipment.  1 lb.  Curious looking.}

\item[Geology Hammer]{This can actually be a highly effective melee weapon, and will not be looked at with much suspicion in 
most areas.  2 lbs.}

\item[Chemlab]{A portable chemistry lab, it allows anyone with Chemistry or Biochemistry skills to analyze complex 
compounds including wonder drugs, exotic alloys, and alien biochemistry.  It can also manufacture simple chemical 
compounds (e.g. drugs, chemical explosives) in small quantities.  14 lbs.  Backpack or suitcase.}

\item[Hellkitchen]{A suitcase lab containing all the equipment necessary to transform an ordinary kitchen into a biowarfare 
laboratory.  Includes a miniaturized gene machine, cell cultures, and
genetic engineering computer software.  It can modify existing disease
cultures so that they are resistant to antibiotics or create special
target seeking viruses.  It can also create countermeasures to such
plagues, or create additional doses of an existing disease.  The
Hellkitchen is so compact because it lacks safety features.  40 lbs.}
\end{description}

\subsubsection{Drugs}
\begin{description}
\item[Neurovine]{A highly effective nerve toxin antidote.  It actually works to break down the toxin, rather than block receptors (like Atropine).}

\item[Lethe]{Induces total amnesia.  The user loses all memories of everything that occurred before the dose was administered.  
Often wears off after several months, but is sometimes permanent.}

\item[Oblivio]{Induces temporary amnesia.  Each dose wipes out about 10 weeks of the user's recollections, starting at the 
moment the drug was injected, and counting back.  Also renders the
subject unconscious for about half an hour.  Lasts about a week before
memory starts returning.  Large doses can cause coma or death.}

\item[Hypercoagulin]{Stops bleeding.  Multiple doses can be fatal.  Company First Aid kits come with 2 doses.}

\item[Juice]{Combat drug, increases strength, agility, speed and pain tolerance, but gives horrible hang-overs.}

\item[Suspend]{Puts a person into a state of suspended animation.  Useful on wounded comrades, and on abduction victims.  
Multiple doses increase time suspended.  Can also induce coma or
death.}

\item[Sin]{A designer drug developed by the Science department.  It is often used at Company parties, and many first year 
trainees are addicted to it.  It acts as an anti-depressant,
aphrodisiac, and uninhibitor without a hangover.  Overuse can create
paranoia, bloodlust and sadism.  There has been some talk of the
Company releasing this onto the streets.}

\item[Blue Fire]{see PsiTech. Very rare bordering on legendary}
\end{description}
\subsubsection{Security}
\begin{description}
\item[Six-in-one Axe]{A highly useful, multipurpose copper/beryllium axe, pick, prybar, hydrant wrench, spanner, nail puller 
and a gas-valve shutoff.  This has become a popular weapon/tool among the SecOps.  4.5 lbs.  Obvious.}
\end{description}

\subsubsection{Technology}
\begin{description}
\item[Toolkits]{ Available for Mechanical, Electronic, and Chemical, these allow a variety of repairs and modifications to any 
device that fits into the category.  Minor repairs are no penalty, major repairs and gadgeteering -2.  20 lbs.  Backpack or 
Case.}

\item[Mini-Toolkits]{ As above, but designed to be carried on a belt or bandoliers.  Routine repairs -2, major repairs -4.  
Specialized kits for Surveillance, Vehicles, Firearms, and Computers are popular.  Other specialized kits are also available.  \\
A specialized kit gives no penalty for minor repairs, and -2 for major within its field, but a -5 for any repairs outside the 
specialization.  5 lbs.}

\item[Cistron]{ A small, very powerful hand-held computer.  It is about the size of an Apple Newton, but can run Quake without 
downgrading the graphics.  The terminal is miniature, including a small full-colour LCD screen, fold-out touch-button 
keyboard, and a pressure pen which writes directly to the screen.  It includes a 15 km scrambled radio capable of using 
local cell-phone networks, and a top speed cellular modem, allowing it to access the Blacknet.  It can pickup local TV 
signals, and can communicate with the Company's private Global Positioning System, allowing the user to pinpoint his 
location to within 5m anywhere in the world.  Detailed maps or LandSat photos can then be downloaded of the area.  2.5 
lbs.  Available only to Tech Ops.}

\item[Duct Tape]{ Useful for affecting a wide variety of repairs.  A Tech Op with a roll of duct tape, and a paper clip can fix 
almost anything.}
\end{description}

\subsubsection{PsiTech}
\begin{description}
\item[PKE Meter]{ A small, handheld device, this detects the strength of psychokinetic energy fields in the area.  This is useful for 
detecting ghosts and other PKAE, as well  as any actual use of PK powers in the vicinity.  PK fields drop quickly away 
from the actual area affected, so the device must be close, or the field must be very strong to be detected at a distance.  By 
using hot and cold methods, the field can be tracked to its source.  0.5 lbs.  Small wand with lights and arms.}

\item[Psi-Amplifier Backpack]{ A heavy, very touchy backpack power and helmet unit which can augment the power of a single 
psionic ability, but at the risk of feedback and loss of control.  The amplifier must be fine-tuned to the brainwaves of a 
specific individual (a process requiring a room full of equipment and several technicians over two to three hours), or the 
augmentation will be decreased, and feedback more likely.  20 lbs.  Heavy, conspicuous backpack and helmet.}

\item[Brainscanner]{(Psychoactive Electro EncephaloGraph - PEEG):  A sophisticated dedicated computer and electrodes which 
fits in a briefcase sized case.  The brainscanner can connect brain activity with specific emotions or types of thought, 
revealing the emotional or physical reactions a subject is currently feeling, whether the subject is consciously or 
subconsciously using psi powers, or is being affected by psi powers.  A skilled operator can detect conditions such as 
Brainsucker possession, Brainsquids, tumors, or other unusual  circumstances.  A reading takes about four hours.  4 lbs.  
Briefcase sized case.  Easily disguised.}

\item[Psi Bomb]{ Generates a field of irritating, distracting psychic noise, powerful enough to be detected by non-psis.  It is the 
psychic equivalent of nails on a chalk board.  They are often used as a sort of stun munition.  They are more effective 
against those with psi powers, and the field is unhindered by armour.  Unfortunately, they are somewhat unreliable, and 
can only be used once.
Grenade.  1 lb.  Affects 12 ft radius.  12-
Satchel. 10 lbs.  Affects 70 yd radius (enough for a building).}

\item[Null Field Generator]{ Projects a field of psychic interference which disrupt or absorb psionic power within its area.  This 
makes psionic powers much more difficult, and appears to be physical painful to PKAE and the like.  Useful as protection 
against psis, and for herding ghosts.  They are, of course, prone to overloading, and are unreliable.  10 lbs.  Suitcase sized.  
Affects 5 yd radius for up to 5 minutes.}

\item[Blue Fire]{ A powerful neurotransmitter drug that enhances the brain's ability to handle psionic energy.  However, it is also 
a deadly poison, and likely to kill within 10 minutes.  It is easily neutralized by an injection of Neurovine, but is only for 
use in emergencies.
Hypo or pill.}
\end{description}

\subsubsection{Ghost Hunting}
\begin{description}
\item[Proton Pack]{ A particle accelerator, hooked to a heavy power pack.  It fires a stream of charged protons.  It is woefully 
inaccurate and hard to control, with very limited range.  The stream actually does little damage for the amount of power 
put into it.  What it is useful for, is hunting ghosts.  The stream itself interferes and traps psychokinetic energy, including 
ghosts.  The stream can be used to capture and immobilize an entity, which can then be solidified or trapped in a capture 
box.}

\item[Containment Box]{ A small box which projects a field of Psychic Vampirism when activated.  This field will drawn in the 
psychic resonance, the `soul' of an entity or being.  This is primarily of use for trapping ghosts, but can also be used to 
drain the soul from a person, leaving an empty shell.  The entity must be kept in the field for several seconds for the 
draining to be effective, and the stronger the will and Mental Shields of the victim, the less likely it will work.  The power 
pack will only maintain the field for about 20 seconds, so care must be used in activation.  Once captured, the entity can be 
contained in the permanent facility in Utah, or released.  3 lbs.}

\item[Solidifiers]{ These boxes, which must be used in pairs, project an energy field which causes psychokinetic energy to 
coalesce into a solid form.  This allows PKAE to be affected by physical means, such as firearms.  The PK energy coalesces 
slowly, so the entity must be held in the beam for several seconds to be effective.  The projectors must be within 20 feet of 
each other, and have a tendency to short out, and interfere with psionic powers in the area.  5 lbs/box.}
\end{description}

\subsubsection{Vampire Hunting}
\begin{description}
\item[Lights]{ All Vampire hunters should carry bright lights at all times. }

\item[Harpoon]{ Used to snag a vampire, and then drag it into daylight, or into a ring of vehicles with Off Road lights.  If the line 
is attached to a winch, even battle frenzied vampires have difficulty avoiding being hauled.}

\item[Harpoon Crossbow]{ Essentially a small ballista designed to fire a harpoon.  This means even greater distance from the 
nasty vampires you are fighting.  Very clumsy, benefits greatly from a stable mount (tripod, pintle mount), also useful for 
various capture missions.}
\end{description}

\subsubsection{Lectroid}
\begin{description}
\item[Pheromonal Antidote]{ An asthma-style inhaler which contains a drug which neutralizes the Lectroid's pheromonal ability 
to appear as normal humans.  Unprepared people may freak if they see a person suddenly turn into a Lectroid.  The drug 
has a tendency to dull the sense of smell, but most Ops are not too concerned.  Only lasts about 5 min/puff.}

\item[Imaging Glasses]{ A pair of sunglasses, with a polarized, phase shifted optic filter which allows people to see Lectroids as 
they are, regardless of whether they breathe pheromones.  They are still experimental, and tend to give users severe 
headaches after prolonged use, and have only black and white optics, but are useful in situations where both hands are 
required, and the wearing off of the drug could be very dangerous.}
\end{description}

\subsubsection{Sewer Delving}\
\begin{description}
\item[Lights]{ Required for any sewer delver}

\item[Hazmat Suits]{ Permanent versions of SecureSkin, these suits are fully sealed, black poly-vinyl with a layer of Monocrys.  
They are highly resistant to tearing, and are insulated (useful if firing Proton packs in water).  The hood includes an 
armoured visor, and an internal oxygen supply for four hours.  Some suits have environmental controls (cooling and 
heating), but these are notoriously touchy.  The suits also include a mount for a shoulder light, plenty of external pockets, 
and harness attachments.}

\item[Screamer]{A box about the size of a hardcover textbook, when activated it warbles with a variety of ultrasonic frequencies.  
This is very annoying to humans, may repel insects and small animals, and can stun a Sewer Fluke.  The batteries will 
power it for about 5 minutes of continuous warbling.  3 lbs.  Bulky and obvious.}
\end{description}
\end{document}
