Gabriel Defense Force: Black Operative

Single Black Operative carrying the Vengence
Light Railgun The Black Operatives (Opers) are the elite of the special forces in the Gabriel Defense Force (GDF). They are sent in on the missions that no one else can handle, or when everything else has already failed. Opers are easily on par with any other special operations group in the world. They will not quit, even in the worst of circumstances and will never, ever, leave a live comrade behind. They will make every conceivable effort to bring back the bodies of any fallen comrades.

The Black Ops program was created over two decades ago with strict entry requirements and a fixed ceiling on the number of possible operatives. The requirements are so intense that the GDF has never filled the maximum number of Oper spots. To become an Oper, a soldier in the normal Gabriel Defense Force must first distinguish themselves in some way. Their record is then reviewed and if they even might successfully complete the program, they are allowed to apply. The application process involves extensive and rigorous testing of both mental and physical abilities. If these tests are passed, then the candidate is sent off for Oper training.

Black Operative team preparing for an assault Nobody who is not a Oper knows exactly what the training consists of, but it is known that the training is somewhat based off of the pre-cataclysm BUDS training that US Navy SEALS went through. Anyone who has been through it will refuse to talk about it and will only refer to it as "Hell Camp". Regardless of the actual training involved, when the candidate completes the two month training program they are accepted into the Black Op program. Not everyone passes the training, though; a majority of the candidates drop out before completion. Those that do, however, are easily twice the soldier they were before they entered the training. Even though the methods are not known, no one denies the success of the training.

Opers are given access to equipment that is available to almost no one else. In particular, Opers have access to the SIEDS armor: a cutting-edge personal stealth suit, Genevec weapons and equipment, and AHI vehicles.

In general, most Opers are fairly cocky, yet easy going. This comes from knowing that they are the best there is. They often participate in wild or dangerous sports since they couldn't be as dangerous as their job, or in an attempt to recreate the intense feeling of a mission. However, Opers are usually very easy to get along with as long as you can tolerate their arrogance.

Game Notes: It is impossible to begin a character as a first level Black Operative. Soldiers must first distinguish themselves in some way before they are allowed to apply to become a candidate. In game terms, this means that a character must be at least 4th level and of a warrior-type class. Once a character completes the training, they will receive all of the skills listed under the "O.C.C. Skills" section. Skills begin as level 1. If the character already has one of the skills, add half of the bonus (round down) listed in parenthesis to that skill. Once they complete the training, the character is no longer part of their previous class and is now considered to be a Black Operative.

Alignment: Any, but only 10% are either Diabolic or Miscreant.
Attribute Requirements: IQ 14, ME 12, PS 12, PP 10, PE 12
O.C.C. Requirements: In order to apply for the Black Ops program, a candidate must already be at least 4th level of a warrior class (grunt, headhunter, etc).
O.C.C. Bonuses: These bonuses are from the incredibly intense training and situations the Oper has gone through:

+2 to roll with punch, fall, or impact
+2 to pull punch
+1 to parry
+1 to dodge
+1 to strike
+2 to initiative
+1 attack per melee
+1D4 to PS and PE

O.C.C. Skills:

Language/Literacy: (Native) at 98%
Language/Literacy: Any (+20%)
Radio: Basic (+10%)
Math: Basic (+10%)
Basic Electronics (+10%)
Computer Operations (+5%)
Intelligence (+10%)
Detect: Concealment (+15%)
Tracking (+10%)
Demolitions & Disposal (+10%)
Camouflage (+20%)
Parachuting (+15%)
Pilot: Jetpack (+10%)
Swimming (+10%)
SCUBA (+10%)
Prowl (+25%)
Read Sensory Equipment (+10%)
Weapon Systems (+10%)
Climbing/Rappelling (+15%)
Athletics
Running
WP: E-Rifle
WP: E-Pistol
WP: Knife
HtH: Martial Arts (or Commando, G.M.'s discretion)

OCC Related: From the list below, select two additional skills at levels 5 and 8 and one at levels 10 and 13

Communications: Any
Domestic: Any
Electrical: Any
Espionage: Any (+10%)
Mechanical: Any (+5%)
Medical: First Aid or Paramedic Only
Military: Any (+10%)
Physical: Any (+5%)
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any (+10%)
Science: Any
Technical: Any
WP: Any
Wilderness: Any

Secondary Skills: None. These were selected with the original character class.

Standard Equipment: Normal dress, covert op clothing, backpack, utility belt, survival kit, NMESS, gas mask, air filter, hand-cuffs, 75 feet of super-lightweight rope and grappling hook, flashlight, sunglasses, pocket computer, personal items, etc.

Available Upon Assignment : All AHI, Genevec and NRAD equipment, weapons and vehicles as well as most other types. Virtually anything necessary for a mission can be assigned.

Armor: A suit of personalized light or medium mega-damage body armor. This can include Coalition armor or the Genevec SIEDS armor, which is used almost exclusively by the Black Operatives. Also choose a suit of light armor as a "back-up". Note that most Opers very rarely use power armor or robots. They will do so only out of extreme necessity. They would rather rely on their own skill and knowledge.

Weapons: E-Rifle or heavy weapon, E-Pistol, 2 modern weapons of choice, 1 silver vibro-knife (2D4 MD), 1 other ancient weapon of choice, and 1D6 grenades. Each weapon has 1D6 clips. Opers are known to extensively use the G-225 LALW and the G-313 GP Assault Rifle. However, their newest preferred weapon is the G-250 "Vengeance" Light Railgun and is quickly becoming the weapon of choice.

Note: Opers are almost always outfitted with equipment and weapons appropriate for the mission they are going on. This can include virtually anything.

Money: Room and board are provided by the GDF as part of their service. As an alternative, the character can have a monthly "allowance" of 800 cr to pay for off-base housing. The character has a starting monthly salary of 3500 cr and starts off with one month's pay.

Cybernetics: The character can have up to 1D6 cybernetic implants. These can include the Genevec cybernetics and black market item with GM permission. However, the vast majority of Opers disdain the use of cybernetics to enhance the body, and instead rely on their superior training and knowledge.


Artwork from Image Comics' Black Ops.

Designed by Chris Curtis (curtis@thepentagon.com).

Copyright © 1997, 1998 Chris Curtis. All Rights Reserved.

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