Agents of STRIKE
SHIELD World Factbook
This contains all the relevant information you will need to perform your duties as an Agent.
History of Extranormal Phenomenon
Government Agencies of Note
Corporations of Interest
Hammer Advanced Weapons Systems
The Daily Bugle
Overview of SHIELD
SHIELD Equipment and Technology
SHIELD Personnel Files
SHIELD Threat Assessment Index
Costumed Vigilantes and Enhanced Crime-Fighters
Extranormal Criminals, Terrorists, and Mercenaries
STRIKE Intel Updates
The STRIKE-COMMS liason agent maintains a regular intel update to keep STRIKE agents informed of ongoing operations, potential threats, and blowback from completed missions.
Intel Report 01 – May 27th, 2017
Intel Report 02 – June 3rd, 2017
Intel Report 03 – June 16th, 2017
Intel Report 04 – Terrigen Crisis Report, June 17th – June 22nd, 2017
Intel Report 05 – June 25th, 2017
Intel Report 06 – June 28th, 2017
Intel Report 07 – July 2nd, 2017
Intel Report 08 – July 8th, 2017
Intel Report 09 – July 18th, 2017
Intel Report 10 – August 5th, 2017
LEVEL 8+ EYES ONLY
SWORD Galactic Factbook
This contains all the relevant information you will need to perform your duties as an Agent as they differ from the general SHIELD factbook available to all SHIELD Agents.
Known Galactic History as Relevant to Earth
Known Extra-Terrestrial Species Active on Earth
At this present time, information obtained from off-world contacts has allowed SWORD to document over 437 sentient alien species. For the sake of brevity, this factbook has opted only to include relevant data on species currently known to be active on Earth, rather than those known to exist at large in the galaxy.
SWORD Threat Assessment Index
This Index includes individuals who are extra-terrestrials operating on Earth, may have visited Earth recently or may visit Earth in the near future, or are alien-human hybrids such as Inhumans, or have been significantly altered by alien interference.
SHIELD includes a few personnel who are themselves extra-terrestrials, hybrids, or have been significantly impacted by alien interference. This does not necessarily compromise their loyalties nor should it make them subject to increased scrutiny by default, but it does mean that SWORD needs to be aware of their existence within the agency and what they are capable of doing.
Potential Threats and Off-World Interlopers
These individuals do not normally inhabit Earth, but from time to time show up on our planet for their own agendas. Trusting them or working with them is complicated and should be cleared with your superiors.
Criminals, Terrorists, Mercenaries, and Enemy Hostiles
Individuals and groups in this section should be treated as hostile in all circumstances. Do not engage unless absolutely necessary, and if necessary, do so with force.
LEVEL 8Θ+ EYES ONLY
ARMOR Multiverse Factbook
This contains relevant data for an agent of ARMOR, reflective of your SHIELD and ARMOR security clearance.
Understanding Multiversal Phenomena
Overview of ARMOR
ARMOR Equipment and Technology
Documented Alternate Universes
Earth-44 – Utopia 4
Earth-187 – The Wasteland
Earth-209 – Machine Earth
Earth-385 – Age of Inhumans
Earth-462 – Skrull Earth
Earth-501 – The Refuge
Earth-793 – Dark World
Earth-N – The Negative Zone
Known Incursion Incidents
ARMOR Threat Assessment Index
ARMOR defines potential threats as “External” (coming from outside our universe) or “Internal” (coming from beings or powers or factions within our universe who nonetheless are potential threats within ARMOR’s remit).
External Potential Threats
Internal Potential Threats
Game System and Rules
Based on the Dungeon World game system by Sage Kobold Productions, with elements taken from Worlds in Peril by Samjko Publishing, Masks: A New Generation by Brendan G. Conway, and Fate Accelerated Edition by Evil Hat Productions.
Key Terms – A glossary of game-specific terminology you will often encounter
Approaches – The six Approaches you use to interact with the game system
Moves – How you take action in the world
Powers – The extranormal abilities, special resources, and extraordinary training you possess
Origins – How you became what you are
Drives – Why you do what you do
Bonds – The ties that bind you to the world around you and the people in it
Conditions – The ways you can be harmed or inhibited
Advancement – How you improve and advance
Character Creation Special Notes
These are things you need to know specifically for creating a STRIKE Agent for this campaign.
Concept Notes – Realities of the setting and other things to be aware of when creating your character
STRIKE Agent Template – Special Powers, Bonds, and other things to add to your character when creating a STRIKE Agent
Hooks are essentially concepts that are part of the setting that may form a bedrock for your character, and give suggestions on the kinds of archetypes that are encouraged for Agents of STRIKE. They contain example origins, motives, and ways to tie your character into the setting. Hooks are entirely optional, but are definitely worth looking over.
Product of Science – Altered by science, you have extranormal powers because of something that was done to you, possibly against your will.
Technologically Advanced – You use advanced technology, either gadgets external to you or implants put directly in your body, in order to do what you do.
Highly Trained – You’re not “super” at all, just motivated and an expert in your field.
Freak of Nature – You don’t really understand how or why you can do these things. You just can.
Mystical – You invokve esoteric powers or wield strange artifacts, things most people can’t possibly understand.
Otherworldly – You’re not human at all, you’re something else entirely.
Example Characters – The Secret Avengers
During the 1980’s, Hank Pym led a group of highly trained and extranormal individuals as part of the Avengers Initiative. The members of his team detailed below can serve as examples for character creation, and will be used for playtesting purposes.