Savage Operation: Executive One

Conversion Notes

Operation: Executive One is a mini-adventure published by TSR with its GM screen for the original Top Secret game. These notes will allow you to play this operation using Savage Worlds. The original adventure is highly necessary in order to use this coversion.

Locations

The Road and Building Exterior

Padlock: Lockpicking (-2) or 7 points blunt damage
Notice: road clear of vegetation
Main doors: Lockpicking (-2)
Back door: Lockpicking (0)
At house, Notice -2: windows replaced

Special Notes on the House

Windows: Lockpicking (0)
Interior doors: Lockpicking (0)

1A

Notice to spot alarm
Repair to disarm alarm

2A

Notice -2 to hear humming
Common Knowledge to identify as generator

3A

Notice -2 to spot recently replaced glass

4A

Notice -2 or close inspection to discover the nature of the mannequin
Notice -2 in SE corner to detect noise

5A

Gas (-2): A Vigor roll at -2 is required on the character becomes unconscious (Incapacitated) for 15 minutes. On a success, the character takes 2 Fatigue levels. These Fatigue levels (including those for any Incapatitated characters, after their 15 minute unconsciousness) recover at a rate of 1/5 minutes.

8A

Common Knowledge to determine the tracks were made by modern riding boots.

13A

Notice: spot scuff marks, door gouges, and alarm
Notice (raise): find receipt
Repair to disarm alarm

15A

Notice to spot diary

Stairs

Notice -4 to spot pressure pad
Repair -2 to disable pressure pad (it may be avoided w/o a roll)
1d6 damage from crashing through mirrors
Climbing roll to go around via stair exterior

1B

Notice to find projector
Repair to dismantle or use projector

3B

Notice to spot alarm
Repair to disable alarm

8B

Notice -4 to find cartridge

11B

Notice -4 to spot trap
Repair to disable
Shooting d8+2, damage is 3d6 at this range

12B

Repair to understand wires

1C

Notice -2 to spot secret door
Smarts to open

2C

Notice to spot pressure plate
Repair -2 to disable
dust cloud (using mist setting) creates a 1"x1" area of -4 visibility

4C

Common Knowledge to identify keys

8C

Notice to spot pressure plate
Repair -2 to disable

9C

Notice -2 to detect trap
2d4 damage from slide

Characters

Michael

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Healing d6, Notice d6, Repair d8, Shooting d8, Stealth d6
Languages: French, English
Hindrances: Overconfident
Edges: Marksman
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Gear: 9mm Luger (12/24/48, 2d6-1, 8 shots, AP 1, Semi-Auto) w/2 clips, .303 Lee-Enfield (24/48/96, 2d8, 16 shots, AP 2), knife (Str+1), radio.

Monk

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Notice d4, Shooting d8, Stealth d4
Languages: French
Hindrances: Clueless, Ugly
Edges: Frenzy
Charisma: -2; Pace: 6; Parry: 6; Toughness: 7
Gear: 9mm FN Browning (12/24/48, 2d6, 13 shots, AP 1, Semi-Auto) w/2 clips, billy club (Str+1), radio.

Pierre

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d6, Notice d10, Repair d8, Shooting d6, Stealth d8
Languages: French, English, Spanish, German
Hindrances: -
Edges: Level-Headed
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
Gear: .357 snub-nose (10/20/40, 2d6, 5 shots, AP 1, Revolver) w/2 rounds, handcuffs.

The President

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4
Skills: Knowledge (Law) d8, Knowledge (Political Science) d10, Notice d10, Persuasion d12, Shooting d4, Stealth d6
Languages: English, French, Latin
Hindrances: -
Edges: Attractive, Charismatic
Charisma: +4; Pace: 6; Parry: 2; Toughness: 4
Gear: Handcuffs (worn).


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