THE UNAUTHORIZED GURPS: X-FILES Copyright (c) 1996 by Christopher Beiting (beiting@vax.ox.ac.uk) Please note that the following adaption is completely unofficial. Distribution can only be made on a shared basis. No compensation can be charged for it. GURPS is a copyright of Steve Jackson Games, Inc. The X- Files is copyright of Fox Broadcasting. Any directly cited FBI materials are assumed to be copyrighted by the FBI. No copyright infringement on any of these sources is intended by the author. All other material is Copyright (c) April, 1996, I hereby give consent to use this information in a manner consistent with normal role-playing practices, and give permission to reproduce this material, in whole or in part, as long as proper credit is given. SECTION ONE: THE ORGANIZATION It is envisioned that players in a GURPS: X-Files campaign will be Special Agents of the U.S. Federal Bureau of Investigation, and as such will need to know a little more about the organization for which they work, as well as their own responsibilities and limitations. To that end, the following summary is provided. Interested readers who desire a more extensive study should feel free to examine the FBI's own Web site at http://www.fbi.gov, from which much of the following was summarized. History The FBI was founded in 1908 by the Attorney General of the United States. It went through several changes of name until it received its current title in 1935. The FBI was initially intended to investigate violations of federal criminal laws. In the 1920's, organized crime developed in response to Prohibition, and the power of the FBI was gradually expanded to meet the threat: in 1932 kidnapping was made a federal crime, and in 1934 Congress gave Special Agents the power to carry firearms and make arrests. During World War II, the FBI functioned as a domestic counter-intelligence agency. Since then, its scope has widened to include civil rights violations, white collar crime, drugs, counterterrorism, and violent crime. The FBI today has a budget of 2.2 billion dollars. It employs approximately 9,800 Special Agents and 13,500 support personnel. Its press releases describe its mission thusly: "To uphold the law through the investigation of violations of federal criminal law; to protect the United States from foreign intelligence activities; to provide leadership and law enforcement assistance to federal, state, local, and international agencies; and to perform these responsibilities in a manner that is responsive to the needs of the public and is faithful to the Constitution of the United States." Its motto: Fidelity, Bravery, Integrity. Jurisdiction It is something of a misnomer to view the FBI as the national police force of America. The FBI is only authorized to investigate specific federal crimes. After it completes an investigation, the details are turned over to a specific U.S. Attorney or member of the Department of Justice, who determines whether a prosecution will be made or whether an investigation will proceed further. The FBI only advises; they do not prosecute. It can neither simply "take over" a local investigation, nor be "called in" to investigate a local crime that does not fall within its jurisdiction, although in the latter case it can provide technical and investigative assistance. FBI agents can make arrests without warrants for anyone violating a federal offence in their presence, or if they have reasonable grounds to believe that the person has or is attempting to commit a violation of federal laws. They can also make arrests with a warrant. In the special case of kidnapping, if the person has not been located within 24 hours, it is presumed that they have been transported interstate, and the FBI may begin an investigation. The FBI has jurisdiction over a specific number of federal crimes, which their own materials subdivide under the following seven headings: "* Applicant Program: o Department of Energy and Nuclear Regulatory Commission Applicants o Department of Justice candidates o FBI Special Agents and Support Applicants o U.S. Court candidates o White House Staff candidates * Civil Rights Program: o Civil Rights Act of 1964 o Discrimination in Housing o Equal Credit Opportunity Act * Counterterrorism Program: o Domestic Terrorism o Hostage Taking o Overseas Homicide/Attempted Homicide (U.S. Persons) o Protection of Foreign Officials and Guests o Sabotage o Domestic Security o Attempted or Actual Bombings o Nuclear Extortion o Sedition * Foreign Counterintelligence Program: o Espionage o Foreign Counterintelligence Matters * Organized Crime/Drug Program: o Drug Matters o Racketeer Influenced and Corrupt Organizations Criminal Enterprise Investigations o Labor Racketeering o Money Laundering o Organized Crime/Drug Enforcement Task Force Matters * Violent Crimes and Major Offenders Program: o Fugitives Wanted as a Result of FBI Investigations o Escaped Federal Prisoners (some instances) o Probation/Parole Violations (some instances) o Unlawful Flight to Avoid Prosecution (including parental kidnapping fugitives) o Crime on Indian Reservations o Theft of Government Property o Interstate Transportation of Stolen Motor Vehicles o Interstate Transportation of Stolen Property o Theft from Interstate Shipments o Assaulting, Kidnapping, or Killing the President, Vice President, or Member of Congress o Bank Robbery, Burglary, or Larceny o Crime Aboard Aircraft o Kidnapping - Extortion o Sexual Exploitation of Children o Tampering with Consumer Products * White-Collar Crime Program: o Bank Fraud and Embezzlement o Environmental Crimes o Fraud Against the Government o Corruption of Public Officials o Health Care Fraud o Election Law Violations" (taken from: FBI web page http://www.fbi.gov) Organization The FBI is a field-oriented organization. It is directed by FBI Headquarters (FBIHQ) at Washington, D.C., which is made up of nine divisions and three offices. FBIHQ controls 56 Field Offices across the United States, which are located according to population and crime trends. These Field Offices control approximately 400 Resident Agencies in smaller cities and towns. The FBI maintains four specialized field agencies: two Regional Computer Support Centers, and two Information Technology Centers. Finally, the FBI has 22 Foreign Legal Attaches attached to the US Embassies in various countries, who advise and assist the police of those nations on criminal matters. FBIHQ is headed by a Director, currently Louis J. Freeh, who is appointed for 10 years. He is assisted by a Deputy Director. Each of the nine FBIHQ divisions is headed by an Assistant Director, who in turn is assisted by a Deputy Assistant Director. FBIHQ offices are further divided along functional lines into sections, and then in smaller groups known as units. There are approximately 7,250 personnel at FBIHQ and 16,500 at the various field installations. There are 56 Field Offices across the United States. Each one is run by a Special Agent in Charge (SAC), who is aided by an Assistant Special Agent in Charge. (Note that the New York City and Washington, DC offices are managed by an Assistant Director in Charge because of their size; they are assisted by Deputy Assistant Directors and SACs in charge of particular programs). The SACs are assisted by Squad Supervisors in charge of investigative work, and by Office Service Managers who cover support operations. It is normal for a new Special Agent to be assigned to a specific Field Office. The 56 Field Offices administer a series of 400 Resident Agencies, located where crime trends and population require them. The larger of these Agencies are run by a Supervisory Senior Resident Agent, and can have from one to a dozen employees. Finally, the FBI maintains a series of 22 Legal Attache Offices in various countries around the world, to assist in international policing efforts. These offices are attached to the US Embassy in that country, and are administered by a Legal Attache, Deputy Legal Attache, and Assistant Legal Attache. Note that these offices are for the purposes of liaison and assistance of local police forces only; FBI agents stationed there have no Legal Enforcement Powers, and may or may not be entitled to bear sidearms, according to local laws and custom. The FBI also maintains some special field installations: two Regional Computer Support Centers, and two Information Technology Centers (ITCs). Furthermore, they contribute to the National Drug Intelligence Center in Johnstown, Pennsylvania, which is maintained by the U.S. Department of Justice. The FBI Laboratory is one of the finest crime laboratories in the world, and provides forensic examination of evidence for the FBI, DEA, and other federal investigations, as well providing training and examination of evidence for state and local law enforcement agencies. A listing of most of the FBI's offices and centers is as follows: FBI OFFICES AND FIELD INSTALLATIONS MAIN HEADQUARTERS: FBIHQ, J. Edgar Hoover Building, Washington, DC TRAINING CENTER: FBI Academy, Quantico, VA FIELD OFFICES: Albany NY Albuquerque NM Anchorage AL Atlanta GA Baltimore MD Birmingham AL Boston MA Buffalo NY Charlotte NC Chicago IL Cincinnati OH Cleveland OH Columbia SC Dallas TX Denver CO Detroit MI El Paso TX Honolulu HI Houston TX Indianapolis IN Jackson MS Jacksonville FL Kansas City CO Knoxville TN Las Vegas NV Little Rock AR Los Angeles CA Louisville KY Memphis TN Miami FL Milwaukee WI Minneapolis MN Mobile AL Newark NJ New Haven CT New Orleans LA New York NY Norfolk VA Oklahoma City OK Omaha NE Philadelphia PA Phoenix AZ Pittsburgh PA Portland OR Richmond VA Sacramento CA St. Louis MO Salt Lake City UT San Antonio TX San Diego CA San Francisco CA San Juan PR Seattle WA Springfield IL Tampa FL Washington DC Plus 400 Resident Agencies, maintained and operated by Field Offices FIELD INSTALLATIONS: Regional Computer Support Centers Pocatello, ID Fort Monmouth, NJ Information Technology Centers Butte, MN Savannah, GA FOREIGN LEGAL ATTACHES (attached to US Embassies): Bern Switzerland Bogata Columbia Bonn Germany Bridgetown Barbados Brussels Belgium Canberra Australia Hong Kong BCL London England Manila Philippines Mexico City Mexico Montevideo Uruguay Ottawa Canada Panama City Panama Paris France Rome Italy Tokyo Japan Internal Investigations The FBI polices itself. As most state and local police agencies have an Internal Affairs department to investigate the conduct of their officers, so the FBI has the Office of Professional Responsibility, presided over by a Section Chief (in the X-Files universe, this is Section Chief Scott Blevins). The Office of Professional Responsibility is responsible for overseeing the propriety of an FBI agent's behavior in the field. Initiating unauthorized investigations, ignoring regulations, breaking into secured areas, coopting other Special Agents or local police forces--all of these are activities that can bring down the wrath of the OPR and result in the Special Agent's dismissal from the FBI or even prosecution by law. The death of a suspect, whether accidental or deliberate, is particularly dangerous, and at the very least will result in an official investigation and mandatory psychological counselling for the Special Agent involved. The OPR can be an Agent's worst nightmare: gamemasters are directed to take note. The X-Files Unit The X-Files Unit is the heart of the GURPS: X-Files campaign. In one form or another, it has been in existence since the earliest days of the FBI. The very first unexplained case was filed by none other than J. Edgar Hoover himself! In practice, unusual or unsolved cases were shelved, and came to be known as "X-Files". Individual officers would work on particular cases, but always on their own initiative, and without any systematic investigation of the cases as a whole. This situation persisted until the early 1990's. In 1988, Special Agent Fox Mulder graduated from Quantico and joined the Violent Crimes Section of the FBI. He quickly established himself as an outstanding criminal psychologist, and acquired a reputation for brilliance in FBI circles. Because of this, and because of the fact that he had made a few allies in Congress, particularly Senator Richard Matheson, Mulder was allowed some leeway in choosing his cases. He then dedicated his efforts to getting himself assigned to the X-Files, and made them the focus of his professional career. The formation of the X-Files Unit dates from March, 1992, when Special Agent Dana Scully a forensic pathologist, was assigned to be Agent Mulder's partner at the instigation of the OPR Bureau higher-ups, ostensibly to keep an eye on Agent Mulder's often unorthodox behavior. She was meant to provide a stabilizing factor for Agent Mulder, and despite a natural scepticism soon found evidence of things which she could not explain. Agents Mulder and Scully began a systematic investigation of the X-Files, for the first time in FBI history. Their new X-Files Unit demonstrated a 75% success rate, and was effective in clearing many unsolved cases. However, the X-Files Unit found itself the center of internal politics, and was shut down in May, 1994. In August of the same year the Unit was re-opened, again for mysterious reasons. Agent Mulder was reassigned from stakeout duty, and Agent Scully was recalled from the FBI Academy to again make up the X-Files unit. Following Agent Scully's kidnapping late in 1994, Special Agent Alex Krycek was assigned to the X-Files, but was removed after November 1994, when Agent Scully was found and returned to duty. The X-Files Unit was again very nearly shut down in April of 1995, but the intervention of Section Chief Walter Skinner, at great personal risk, was sufficient to keep it active. The GURPS: X-Files campaign begins in the present year, when it is assumed that the X-Files Unit is being expanded to include new agents. Possibly something has happened to Agents Mulder and Scully. Possibly they have been promoted, and are now in charge of the X-Files, either in recognition of their success, or as a means of taking them out of the field because they were _too_ successful. Possibly new agents have been assigned to the X-Files to "keep an eye on things", as Agent Scully initially was. Or possibly the truth is even more sinister... SECTION TWO: THE CHARACTERS Most espionage agencies keep their training programs rather secret, however, since the FBI is more a police organization than an espionage one, the training program for FBI Special Agents is somewhat more open to public scrutiny, and thus, by extension, it is possible to provide a good template of what an FBI Agent should know. GURPS: X-Files Special Agents should be built on the standard 100 points, 150 points if the game is going to be a little more cinematic. An FBI Special Agent must be a citizen of the United States with no criminal record (polygraph tests may be required to verify this). Despite a historical bias towards hiring exclusively white males, the FBI is an equal opportunity employer, and as such actively recruits women and minorities. Thus, characters from these backgrounds are entirely appropriate. Special Agents must be between the ages of 23 and 37 when entering duty. They must hold at _least_ a bachelor's degree from an accredited four-year college or university. To simulate this, the player should select an appropriate collection of skills (possibly by selecting one skill to represent a major, one to represent a minor, a few to represent electives or outside interests, and Research and Writing). After recruitment, the prospective Agent undergoes a sixteen-week training program at the FBI Academy in Quantico, VA. Since the FBI places a great deal of importance of the physical abilities of its Special Agents, they are made to undergo quasi-military-style physical fitness training. Any Agent who does not meet the following _minimum_ characteristics will wash out of Quantico: ST- 9+ DX- 9+ IQ- 11+ HT- 10+ FBI agents are also taught at least a minimum in the following skills, and should have at least 1/2 point put in them: *Criminology (M/A) B60 *Law (M/A) B58 *Forensics (M/H) B61 *Research (M/H) B62 Interrogation (M/A) B66 Driving (P/A) B68 Intelligence Analysis (M/H) B66 Computer Ops (M/E) B58 Electronics Ops (Polygraph) (M/A) B58 and/or Detect Lies (M/H) B65 Electronics Ops (Listening Devices) (M/A) B58 Psychology (M/H) B62 History (FBI) (M/H) B61 Note that any skill listed above with a * must be taken at 12 or better. Furthermore, in connection with the Bureau's insistence on physical activity, FBI Special Agents are more combat-trained than the agents of most espionage or police agencies. An Agent also receives the following weapons and combat skills: *Guns (Pistol) (P/E) B51 Guns (Shotgun) (P/E) B51 Guns (Rifle) (P/E) B51 Guns (SMG) (P/E) B51 Judo (P/H) B51 or Police Hand-to Hand Martial Art MA97 These weapons skills are based on the following firearms used by the FBI: Remington 870 shotgun MP5 submachine gun M-16 assault rifle Smith and Wesson 1076 autopistol FBI FIREARMS TABLE Mal Dam SS Acc .5D Max Wt RoF Shots ST Rcl Rem. 870 cr 4d 12 5 25 150 8 3~ 5+1 12 -3 H&K MP5 cr 3d-1 10 8 160 1900 7.25 10* 30 10 -1 M-16 cr 5d 12 11 500 3800 8 12* 20+1 9 -1 S&W 1076 cr 3d-1 10 2 150 1900 2.9 3~ 9+1 9 -2 It is also common these days for FBI Agents to possess a Kevlar vest, for use in tactical combat situations. Finally, all FBI agents carry a commission card bearing their name, signature, and photograph, along with a gold FBI badge in the shape of a shield surmounted by an eagle. These are to provide positive identification of the Agent in the field. The FBI Package --------------- Standard FBI Special Agents receive the following package of advantages and disadvantages. It does not count against the standard 40 point disadvantage limit. Note, however, that X-Files agents are _not_ standard Special Agents, so some modifications may be in order. Advantages: ----------- Patron, FBI- (+25) Legal Enforcement Powers- (+10) FBI Rank- (+5) Disadvantages: -------------- Duty, FBI- (-10) Sense of Duty, U.S. (-10) Quirks: ------- Dresses Conservatively (-1) Total: ------ +19 Explanation: Advantages: ---------- -Patron, FBI: the FBI counts as a very powerful organization, which appears on a roll of 9 or less. -Legal Enforcement Powers: these are total, across a whole nation. -FBI Rank: Rank is earned in the FBI according to the following scale, and is charged as Military Rank: 8 FBI Director 7 Deputy Director 6 Assistant Director 5 Deputy Assistant Director 4 Section Head, Special Agent in Charge, Legal Attache 3 Unit Head, Assistant SAC, Deputy Legal Attache 2 Squad Supervisor, Manager, Assistant Legal Attache 1 Special Agent 0 Clerical Worker, Lab Tech Any level of FBI rank is also worth a +1 reaction modifier to citizens and local police forces. Disadvantages: -------------- -Duty, FBI: the FBI requires a great deal from its Special Agents, up to and including risk to life. Furthermore, the FBI restricts much of the behavior of its agents, which is reflected in the cost. They can place obligations on a character on a quite often basis (12 or less). -Sense of Duty, U.S.: The FBI attempts to recruit intensely patriotic individuals. Note that GURPS: X-Files players are _not_ required to take this particular portion of the package; the agents who wind up in the X-Files division are often disaffected, or get that way after members of their "own" government disperse their evidence, interfere with their lives, or try and have them killed. Quirks: ------- -Dresses Conservatively. The old maxim "For an FBI agent, going undercover means taking off his tie" is still somewhat true even in this informal age. Again, GURPS: X-Files agents will have to decide how they dress, bearing in mind that sloppy appearance might give already-hostile higher-ups something more to focus upon. Unofficial Training and Useful Skills: -------------------------------------- The following Advantages, Disadvantages, and Skills may prove useful to or typical of the GURPS: X-Files player character, although they are not included in the basic FBI package Advantages: ----------- Alertness, Combat Reflexes, Common Sense, Danger Sense, Intuition, Strong Will, and Toughness can all be appropriate. Mulder seems to have had the cinematic Hard to Kill. FBI agents can develop Allies or Ally Groups in many places, even in the FBI; those in the X-Files unit may well need them to survive. Contacts from all walks of life are also useful. Particularly successful agents may develop a Reputation. Cultivating an Alternate Identity might be a _very_ useful thing for the Special Agent who has to "bend" a few rules over the course of an investigation. Disadvantages: -------------- Part of the Duty, FBI disadvantage is reflected in the fact that the FBI is always checking up on its agents, who are held to a higher standard of behavior than ordinary citizens. Disadvantages such as Berserk, Severe Delusions, or any crippling insanity are forbidden. Physical disadvantages which would impair one's performance as a Special Agent, (Blind, One Arm, etc.), are prohibited--players and referees should use their common sense here. Mental Disadvantages such as Addiction or Alcoholism must also be kept as Secrets, worth -10 for Alcoholism and up to -30 for Addiction, depending on the drug. The nature of FBI work may lead to Bad Temper, a policeman's Code of Honor, Honesty, Impulsiveness, Intolerance, Overconfidence, Reputation, or Sense of Duty (Other Agents). The nature of X-Files work may lead to Fanaticism, Paranoia, or Obsession. Skills: ------- Social skills, Acting, Area Knowledge (Washington, DC, or a particular city if one is affiliated to a Field Office), Disguise, Fast-Talk, Shadowing, and Streetwise may well be useful. Agents in the X-Files Unit might have a few esoteric skills, such as Occultism or Conspiracy Theory (specializing in UFOs--see p.I31). SECTION THREE: THE CAMPAIGN Developing an X-Files campaign with a GURPS books ------------------------------------------------- The number of extant GURPS books is such that they lend themselves well to for use in creating a GURPS: X-Files campaign. The following is a description of the X-Files universe in terms of GURPS worldbooks. The Conspiracy At the heart of the X-Files universe is The Conspiracy, which watches over The Secret. Mulder calls The Conspiracy the Shadow Government, and The Secret which it guards concerns human contact with extraterrestrials. The Shadow Government in the United States is a small cabal of powerful men who meet in a posh, well-appointed club. They have their parallels in the other Group Seven nations, and all groups are in contact with each other and can work in concert ("Anasazi"). Although they are powerful, they believe in secrecy above all, and as such usually act covertly. This represents them being circumspect, and should not be taken as a sign of weakness. The Shadow Government will not hesitate to use any means necessary to protect itself and The Secret. To date they have: applied pressure on FBI higher-ups, planted false evidence, destroyed or confiscated evidence, engaged in disinformation and character assassination, attempted poisoning, and even, as a last resort, sanctioned murder. They have agents who are experts at interrogation and mind control, and can easily wipe a person's memories if they come too close to the truth ("Deep Throat"). The Shadow Government discovered The Secret in the wake of WWII. Crashed UFO's were retrieved and examined: the Roswell Incident was just the most public several such incidents. The evidence of superior extraterrestrial life was thought to be reason enough to justify such secrecy, but the nature of the aliens was even more shocking. The Shadow Government discovered that the aliens were undertaking a long-term program of genetic experimentation on humanity, and that it was possible they had been doing so for a long time ("The Erlenmeyer Flask"). The exact actions of the Shadow Government after this are still somewhat unclear. It is certain that they embarked on a program of disinformation, to conceal the truth about UFO's. Under the auspices of Operation Paperclip, they brought Nazi scientists to the United States to embark on a parallel program of eugenics. The discovery of DNA by Watson and Crick in 1951 hastened these programs. The smallpox vaccinations of the 1950's and 1960's provided a cover whereby a huge number of genetic samples were taken from the American population at large ("Paper Clip"). Genetic engineering experiments on unsuspecting civilians utilising samples of alien DNA are still ongoing, under the cover of federal vaccination projects ("The Red Museum"). The exact relationship between the Shadow Government and the aliens is unclear. It is evident that the Shadow Government can, if pressed, call in the aliens. There is also some degree of cooperation between the two parties, as detailed in the "MJ Documents", which among other things contain a list of persons authorized for alien abduction ("Anasazi"). However, it is also clear that there is an E.B.E. Directive which mandates the death of any captured extraterrestrial ("E.B.E."). Also, the Shadow Government operates an elite military Crash Retrieval Team, to recover the wreckage of alien craft ("Little Green Men"). Furthermore, the U.S. Military is currently building the next generation of combat aircraft with secrets recovered from alien technology ("Deep Throat"). Finally, it is unclear to what degree the Shadow Government's own eugenics program is their own initiative, or is being done in concert with that of the aliens. Whether the Shadow Government is the pawn of the aliens of the aliens are the pawn of the Shadow Government remains to be seen. Sources: Illuminati, of course, is _the_ source par excellence to detail any conspiracy. Of particular use are the statistics for the Men in Black on p.I96 and pp.I 23-24, as well as the memory-altering drugs on p.I117-118, both of which are staples of the Shadow Government. Special Ops is very useful for simulating the Shadow Government's Crash Retrieval Teams: they are probably Delta Force troops (p.SO56 and 64). Finally, agents of the Shadow Government have demonstrated lethal familiarity with Martial Arts, which can be a useful source for what _they_ have but _you_ don't (why does Mulder always seem to get the snot beaten out of him in any fight?). It is recommended that they be given realistic rather than cinematic martial arts. The Aliens The aliens are the great enigma in the X-Files universe. They seem to be the "Grays" of UFO lore: slim, bald, gray-skinned beings with overlarge black almond eyes ("Duane Barry"). They have some interest in the earth, although what the nature of this interest is is currently unclear. They are performing some sort of genetic experiments on the human race, and some sources have theorized that this is to create a race of half-human, half-alien hybrids. It is certain that they are taking genetic samples and even harvesting fetuses from zoo animals, possibly with conservation in mind, possible with something more sinister ("Fearful Symmetry")... The aliens possess a very sophisticated technology, greatly in excess of our own. They have faster-than-light capability, and their craft have inertial dampers which allow them to make high-G turns in an atmosphere without ill effect. They have artificial gravity (although not always, see "Conduit") and tractor/pressor beams. They can cover their craft or even one of themselves in an invisibility field that renders it almost impossible to be seen with the naked eye, and difficult to be seen with vision devices ("Fallen Angel"). They are telepathic, either naturally or through technology, and can plant and erase memories in humans. They leave mysterious implants in the sinus cavities of their abductees ("The X-Files"), or other implants in their bodies. Finally, and most importantly, they can control the passage of time, and can remove a subject from the time stream, do what they will with them, and then replace him, with only nine minutes or so of our time having gone by. The society of the aliens does not appear to be monolithic. Some human hybrid dissidents were able to establish a secret colony of sorts on earth, hidden from the advanced technologies of the Grays ("Colony"). Ultimately, however, they were discovered through the expedient of a shapechanging assassin, dispatched to hunt via exceedingly low-tech methods ("End Game"). Another colony, quasi-religious in nature, was established in Massachussets ("GenderBender"). Those hybrids seemed to have difficulty controlling their shapeshifting abilities, and departed for points unknown after being discovered by agents of the X-Files. Sources: Atomic Horror provides one interpretation of the Grays, the Alphans, on p.A55-57, as well as providing a good summary of Fifties UFO lore throughout. The aliens of the X-Files seem to be much more powerful and advanced, however, and are probably around TL12 at least. The Alphabet Soup The nature of the intelligence community in the United States is such that it is highly compartmentalized, so that one organization does not know what another is doing. Instead of cooperation, there is often conflict, with occasionally lethal repercussions. In the X-Files universe, we have seen CIA agents and DIA agents interfere with, derail, or coopt Mulder and Scully's investigations ("Shadows" and "Ghost in the Machine"). Even their superiors in the FBI at times work against them. More initialled agencies are doubtless out there, bereft of any sense of the supernatural and just waiting to complicate an X-Files investigation. Given the FBI's international scope, there is even precedent for problems with the agencies of other nations, such as Scotland Yard ("Fire"). The net effect of all this is an officially-sanctioned paranoia. The actions of the agencies of the real government should prove to be just as bedeviling as those of the Shadow Government. Furthermore, X-Files agents may have to clean up paranormal problems created by other agencies ("Sleepless"), or protect innocents from the malign intention of those agencies ("Ghost in the Machine", "Soft Light") Sources: Espionage provides a very good real-life look at the "alphabet soup" of Washington-based espionage agencies, as well as some foreign ones. Gamemasters who are not squeamish about crossovers might also want to consider The Prisoner as a possible source, since it's just the sort of place the Shadow Government might set up. And _why_ was Number 1's headquarters in a spaceship in "Fall Out"....? The Spirit World The spiritual is a very real part of the X-Files universe. Thus far we have seen ghosts ("Shadows"), diabolical possession ("The Calusari"), faith healers ("Miracle Man"), devil worshippers ("Die Hand die Verletzt"), voodoo ("Fresh Bones"), reincarnation ("Born Again"), and the spirit world itself ("Excelsis Dei"). Furthermore, on several occasions ("Shapes", "Anasazi"/"The Blessing Way") Indians and their connections to the spirit world have been featured. The latter is all the more probable a plot line, given the fact that the FBI has jurisdiction over crimes committed on Indian Reservations. The Spirit World should serve as a very real source of mystery, power, and peril. Sources: The X-Files universe does not really seem to use magic much, leaving Magic an inappropriate sourcebook. Religion might be useful for the occasional faith healer, but the complex spirit magic system presented in Voodoo seems much more appropriate. With a little adapting, it can be made to fit most of the spiritual manifestations seen in the series. Old West provides an alternate spirit magic system, along with a very good look at Indians and their beliefs. With the rules in Voodoo, even death need not stop the X-Files investigator who makes that one fatal mistake... Powers of the Mind Psychic powers are very evident in the X-Files universe. We have met one murderer with pyrokenisis ("Fire"), and have seen at least one case of telepathy ("Roland"). Given that the real-world U.S. government actually sanctioned several psychic remote viewing projects (Stargate for the CIA, and Grillflame for the DIA), it seems that psionic powers and the alphabet soup are a natural mix. Furthermore, there could be a number of government projects that we haven't heard about yet... Sources: Psionics, of course, is very useful here. Indeed, the Phoenix Project campaign included in the book can make a very good starting point for a GURPS: X-Files campaign. It is recommended that the players not be allowed great psychic powers at the start of the campaign, although a good game can be run around FBI agents who have previously worked for other government agencies, and find that they have latent psychic abilities that are manifesting themselves. Freak Human Mutations Take one ordinary character. Give him Stretching, Unaging, and Dependency: Human Livers and you have...Eugene Victor Tooms, one of the creepiest villains to be featured on television ("Squeeze"/"Tooms"). And who could forget the grotesque man-fluke of "The Host"; did _anyone_ who saw that one sleep soundly, or at least keep their stomach from turning? Even a light boost of Intelligence and Strength resulting from early genetics experiments produced the monstrous evils of the Eve series ("Eve"). Freak mutations can make for excellent X-Files adversaries, insofar as the players will not know what to expect, as they would were they up against more familiar supernatural critters. The X-Files has seen its share of just plain freak humans, too. To date there have been cannibals ("Our Town"), wild men ("Jersy Devil"), and just plain psychopaths ("Irresistible"). Many times, villains need not have superior powers to be destructive and scary. They need not even be scary ("Humbug"). Sources: The Advantage/Disadvantage system of GURPS works very well to create realistic better-than-normal characters. Supers, used judiciously, can provide powers for some excellent adversaries. The key word here is "judiciously". Anything that smacks of four-color comics should be avoided: instead the focus should be on the creepy and the low-key. Remember, the players will be portraying humans, not superheroes. For the gamemaster with a good grasp of abnormal psychology, the Mental Disadvantages list in the Basic Set can provide a wealth of ideas for a purely human psychopath who can prove scarier than any alien or mutant, because they're real. The World of the Paranormal The X-Files universe hasn't neglected some of the more traditional horror creatures. Thus far we have seen werewolves ("Shapes") and vampires ("3"). Doubtless other _things_, from human legend or even celluloid fiction are out there, waiting... Sources: Horror provides a good listing of traditional staples of horror literature. Atomic Horror does the same thing for cinematic horror creatures. Creatures of the Night provides a listing of original and unconventional beasties, which may work better than the two previous works in scaring players because of their unfamiliarity. Most of the historical GURPS supplements list some legendary creatures which can be of use, as well. Again, the key here, as above, is low-key. An In-Betweener from Voodoo is much more appropriate to the X-Files universe than is, say, a fire-breathing dragon. Special note should be paid to those two staples of horror, the lycanthrope and the vampire. The former are well simulated by the rules in Bestiary, 2nd ed., the latter in Blood Types. Since both have been so over- used by Hollywood as to become trite, the gamemaster should feel free to alter them a little to surprise the players. Even Mulder was surprised by the Son in "3". And, of course, mention should be made of the GURPS adaptions of the "World of Darkness" materials as well as their White Wolf originals. The WoD is really not an X-Files sort of place since the nature of the conspiracy is different, but if you really liked White Wolf's "Project Twilight", and you just _have_ to wear black clothing and listen to Nine Inch Nails, go for it, I guess.... Quarantines and Bugs Never neglect the gross-out factor instilled by small, icky things. David Cronenberg seems to have made a film career out of it, and the X-Files has not been exempt to its lure. We have seem microscopic parasitic worms ("Ice"), silicon-based fungi ("Firewalker"), tiny bugs with big appetites ("Darkness Falls"), poisonous water ("Dod Kalm"), and pustules of doom ("F Emasculata"). These things tend to have several elements in common. In the first place, they have all occurred in isolated places, which serves to prevent the afflicted characters from getting outside help, and also give them cause for concern about spreading the various illnesses when they do get out. Also, these various afflictions get _inside_ you and do _nasty_ things. And that 17 skill in Guns: Pistol isn't gonna do you a damn bit of good against them, either. Furthermore, in some cases in the series, the infestations caused psychological abberations. In short, what we have is perfect horror for the AIDS and Ebola generation, and as such it can be presented with a frightening plausibility. The gamemaster who uses these plots should make sure that some form of cure can be located in within the confines of the adventure, since killing off a player character by disease is very likely to cause player frustration. Sources: None, really, unless the GURPS:911 idea ever becomes a reality. Check out the Swarms rules on p.B143 or the Illness rules on pp. B133-134 for a starter. Themes: ------ Certain themes tend to recur in the X-Files series that are worthy of note by the prospective GURPS: X-Files gamemaster. Darkness Ever notice how many of the thrilling denouements of X-Files episodes take place in partial or total darkness? Darkness helps to conceal the monster, heightening the terror. It also heightens the tension of the situation: a trip down into the sewers in unpleasant, while a trip down into the sewers at 2 A.M. is unpleasant and _scary_. Prospective gamemasters should keep that -10 Darkness To-Hit penalty warmed up, and should always describe creatures with veiled language, until the climax of the adventure. Missing Equipment Isn't it interesting how, when Mulder and Scully are down in the sewers at 2 A.M. chasing a monster, they usually seem to drop their guns? Certainly, the situation may be a dramatic cheat to heighten tension, but note that it is certainly realistic to point out you are more liable to drop your gun if your hands are slick with sewage than if you are on a firing range. Mulder's actually a pretty good shot ("Shadows") when he can hold on to his gun, which is never guaranteed. The GURPS: X-Files gamemaster should never be afraid to point out a situation in which players' firearms can be lost, and take advantage of it. This extends to all of the players' equipment: Mulder and Scully have had their hotel rooms burgled or destroyed on more than one occasion ("The X-Files") which destroys not only evidence, but also the laptop computers, cellular phones, and any other equipment that was in the room at the time. Don't be afraid to take away the players' toys; you may find that what they can accomplish with their wits alone is surprising. The Importance of Allies When they design their characters, many GURPS players tend to leave out things like Allies or Contacts. In the X-Files universe, this should be discouraged. Mulder has survived in large part because of his allies. He got to the X-Files Unit in the first place largely on the aid of Senator Matheson. Scully seems to have many contacts in the academic and professional worlds who have served as useful sources of information. Most importantly for the series are Mulder's friends at the Lone Gunman. This trio (nee quartet) provides a textbook example of how to handle Allies in GURPS. Mulder relies on them at times for information ("One Breath"), security passes ("E.B.E."), and even equipment ("Blood"). However, they are not just a passive resource for him: they in turn call on him for help, which results in an adventure that nearly costs Mulder his life ("Anasazi"). Furthermore, Deep Throat and Mr. X serve as contacts in their own odd ways. Players should be strongly encouraged to set up some Allies and Contacts for their characters. Dependants, in the shape of family members, are also very useful; nothing serves to get players madder than the death of an NPC at the hand of a villain. People Changing Faces Trust No One. It's Mulder's motto, even the password to his computer. But it's impossible to go through life without trusting anyone, and the X- Files has taken this idea one step further. Many characters have displayed surprising about faces throughout the course of the series. Assistant Director Skinner seems hostile to the very concept of the X-Files, but he gives Mulder the address of the Smoking Man ("One Breath", and even intercedes personally to protect the X-Files ("Paper Clip"). What about the rest of the FBI? Also, what about Deep Throat and Mr. X? Both of them in their times have both saved _and_ lied to Mulder. Are they his friends? His enemies? Worst of all is Mulder's own father: he castigates Mulder for losing Samantha ("End Game"), but in the end turns out to have been a member of the Shadow Government and the one responsible for her abduction ("Paper Clip"). Worst of all is the Cancer Man. He's been portrayed as a consummate villain throughout the series. But what if in the end it turns out that he has acted the way he has in order to _protect_ humanity from the aliens, that he has viewed himself throughout as a soldier engaged in a war for the very survival of humanity? The GURPS: X-Files gamemaster will get a lot of mileage out of setting up a series of NPC's, and then subtly changing them over time. Friends may become enemies; enemies friends. No one's motivation should be absolutely clear. You Are The Law It should be stressed that the player characters are members of the FBI, a _law_ enforcement agency. Their investigations are covered by law and must be done according to law. Doubtless, OPR is just waiting to watch them slip up, so they have to keep their noses clean, or at least cover up their indiscretions very carefully. Breaking and entering is a Bad Thing. Harassing uncooperative witnesses is Not Done. Above all, shooting suspects, even if they are homicidal genetic mutants who totally deserve it, is Right Out. The objective is to _apprehend_ malefactors so the Department of Justice can put them on trial. In some cases, this can result in their acquittal ("Tooms")! In other cases, this procedure is entirely inappropriate, but the FBI will follow it anyway: witness Assistant Director Skinner's efforts to have the man-fluke put on trial, over Mulder's strenuous objections ("The Host")! Players should be continuously reminded that they are _not_ free to do whatever they want. Any who step over the line and get caught should have to pay the penalties, up to and including dismissal from the FBI and arrest. Isolation Isn't it interesting how much of the action in the X-Files takes place way out in the middle of nowhere? The deep woods ("Darkness Falls"), the desert ("Anasazi"), the arctic ("Ice"), the middle of the sea ("Dod Kalm"), even in a submarine beneath the North Pole ("End Game"). Isolation is an excellent way to build horror, and the GURPS: X-Files gamemaster should feel free to make maximum use of it. As a corollary to the principle of removing equipment, the gamemaster should also remove FBI support by placing the characters far away from it. In some cases, this can be as simple as placing them outside a cellular phone cell so they can't call for help. Again, this serves to make the players rely on their wits rather than their connections, which always makes for better role-playing. Anchor the Monsters in "Fact" One of the things which has consistently impressed this author is the amount of homework the writers of the X-Files obviously do. They have an excellent grasp of legend and conspiracy theory, such that they can spin tales that have some grounding in "fact". For me, that which is most scary is something which has plausibility, because something that's actually real might be out there, waiting to get you. Clive Barker's Cenobites are an interesting fiction, but ultimately just that, a fiction; however, _something_ out there in the real world is actually mutilating cattle, and _this_ author for one has never bought the blowfly hypothesis...The GURPS: X-Files gamemaster should do a little research into paranormal weirdness, and anchor his adventures in "fact". If they come across something in the papers later and then return to tell you "Gee, it was just like in your game" you've managed to scare them, and thus done it right. Breath New Life into Old Legends A corollary to the above is to root the monsters in legend, but give them a modern twist. This twist should serve to make them more realistic seeming. The Jersy Devil, for example, is a rather outrageous myth, but the possibility of cannibalistic human primitives isn't as far-fetched, and the X-Files did an excellent job translating a legend into celluloid. Furthermore, the blood-drinking vampires in "3" didn't seem much like the creations of Bram Stoker or Ann Rice, but they had an odd reality all their own. The name of the game is to take a cliched idea, and breath new life into it. The best example of this for me was the episode "Roland". Mulder and Scully went through several clever hypotheses, my favorite being that Dr. Grable was masquerading as his twin brother, but the ultimate answer was that his cryogenically preserved mind was telepathically linked to his idiot-savant brother and was using him to carry out his will. Where have we seen this plot before? Yep, it's the old Brain-In-A-Jar formula, so beloved of fifties B movies, updated and given a twist for the nineties. The X-Files series does this a lot, and you should, too Useful Sources -------------- The X-Files has spawned a plethora of printed sources, though not so many as, say, Star Trek. The author has found several of them to be useful. Brian Lowrey's _The Truth is OUt There: The Official Guide to the X-Files_ is a very good summary of the episodes of the series, and gives a great deal of information about the actors, production, and crew. N.E. Genge's _The Unofficial X-Files Companion_ is a little light on episode details, but has a wonderful essay on a related topic for each episode. Jane Goldman's _The X_Files Book of the Unexplained_ is a very good look at the weirdness behind the episodes, and gives a good list of sources. It's a bit expensive, though. In terms of fiction, Charles Grant has written to novels _Goblins_ and _Whirlwind_, the former of which would make a better RPG adventure. The series is being continued by Kevin Anderson, who has written _Ground Zero_. There is also a comic book published by Topps, which can serve as a valuable mine for ideas. For more on the UFO conspiracy, Timothy Good's _Alien Liason_ provides a collection of several accounts and theories, which can serve a gamemaster well. The alien abduction expereince is most cogently presented in Budd Hopkins' _Intruders_ and David Jacobs' _Secret Life_. And from the gaming angle, I would like to recommend Tri Tac, Inc.'s _Bureau 13: Stalking the Night Fantastic_ which came up with the idea of government agents hunting supernatural critters a decade before Chris Carter did. It's a little more over the top than the X-Files, but it's an old favorite... GURPS References A= GURPS Atomic Horror B= GURPS Basic Set I= GURPS Illuminati MA= GURPS Martial Arts, 2nd ed. SO= GURPS Special Ops