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QuoteNine.
This is a game about an elite team of covert operatives. Each player is a member of the team and gets seven skills points. Each player makes up his character's skills, so that's anything from 1 skill at 7 to 7 skills at 1. No player may share more than half his skills with any other player. Each session of play is a mission that is prepared by the GM. The GM provides one main objective and up to three side objectives. Maps and a concrete understanding of all the obstacles in the mission is good prep work. When acting against an obstacle players roll 3d6 and add their skill. A non-skilled obstacle has a flat target number of 12. Most NPCs get a single skill rated at +2. If the GM deems an obstacle "Hazardous" then the character takes stress when they fail equal to how much they failed the roll by. Stress is subtracted from all future rolls. If a PC ever rolls a 0 total in a Hazardous situation they are taken out of the mission. Someone with an appropriate skill can attempt to reduce stress on a character. They roll against the stress as the target number and reduce it by the margin of success. This can be done only once per character per mission. The final objective of each mission is guarded by a powerful NPC. Mission to mission this final NPC has an escalating number of skill points 3, 5, 7 and finally the Mastermind with 9 skill points. These NPCs accumulate stress like PCs. When one of their rolls results in a Zero total the PCs succeed. If the PCs fail the mission they are knocked back on level of progression. That is, if they fail the mission with the 5 rank NPC they must do another mission with a 3 rank NPC. If the fail the Mastermind mission then they lose the game.