CYCLOPS

Rumors about Origins
11. A strong stochastic force with no true leader
12. Actually the topmost global corporate entity
13. Began as a society of assassins who started WWI
14. Born when a dangerous FIST agent turned heel
15. Built from nothing but the Director’s force of will
16. Chartered by Victorian venture capitalists
21. Contract agreement between the CIA and KGB
22. Created in secret by a powerful necromancer
23. Deployed by totalitarian future Earth government
24. East-West black project to quash the rise of ESP
25. Eastern Bloc policing apparatus gone rogue
26. Established by God to keep things under control
31. Evolved from an ancient Greek mystery cult
32. First assembled by Emperors Nero and Caligula
33. Founded by Nazi fugitives in Argentina
34. Gathered from all nations by an eldritch god
35. Granted US funding as part of the Red Scare
36. INTERPOL spinoff that got out of control
41. Inherited name from a mundane spy satellite net
42. Installed by aliens to guide human history
43. Introduced to counter safehouses
44. Joint Axis-Allies social control program
45. League of Nations revenant organization
46. Managed by an AI with big plans for humanity
51. Medieval splinter of the Catholic Church
52. Once did what FIST does, then sold out
53. Present since life began thanks to time travel
54. Reactionary ruling class response to mass media
55. Restructured remains of the East India Company
56. Science think tank mutated by power and greed
61. Secretly joint-developed by all major corporations
62. Society for vampires co-opted by non-vampires
63. Spontaneously began existing via mass belief
64. Started as a band of sellswords from Uruk
65. Supervillain henchman army that lost its leader
66. Was a union-busting PMC with lofty aspirations

Location of High Command:
11. A strong stochastic force with no true leader
12. Actually the topmost global corporate entity
13. Began as a society of assassins who started WWI
14. Born when a dangerous FIST agent turned heel
15. Built from nothing but the Director’s force of will
16. Chartered by Victorian venture capitalists
21. Contract agreement between the CIA and KGB
22. Created in secret by a powerful necromancer
23. Deployed by totalitarian future Earth government
24. East-West black project to quash the rise of ESP
25. Eastern Bloc policing apparatus gone rogue
26. Established by God to keep things under control
31. Evolved from an ancient Greek mystery cult
32. First assembled by Emperors Nero and Caligula
33. Founded by Nazi fugitives in Argentina
34. Gathered from all nations by an eldritch god
35. Granted US funding as part of the Red Scare
36. INTERPOL spinoff that got out of control
41. Inherited name from a mundane spy satellite net
42. Installed by aliens to guide human history
43. Introduced to counter safehouses
44. Joint Axis-Allies social control program
45. League of Nations revenant organization
46. Managed by an AI with big plans for humanity
51. Medieval splinter of the Catholic Church
52. Once did what FIST does, then sold out
53. Present since life began thanks to time travel
54. Reactionary ruling class response to mass media
55. Restructured remains of the East India Company
56. Science think tank mutated by power and greed
61. Secretly joint-developed by all major corporations
62. Society for vampires co-opted by non-vampires
63. Spontaneously began existing via mass belief
64. Started as a band of sellswords from Uruk
65. Supervillain henchman army that lost its leader
66. Was a union-busting PMC with lofty aspirations

CYCLOPS GADGETS (2d6)
2. Anti-mnemonic syringe
The anti-mnemonic syringe can easily be mistaken for
an oddly dense steel ballpoint pen. When used on a
major artery, the victim's bloodstream is flooded with a
chemical compound that induces a several hour blackout,
followed by general amnesia. The syringe is wondrously
effective for memory wipes, leaving the afflicted with no
recollection of the past day and a feeling of “lost time."

3. Appearance scrambler
CYCLOPS employs compact, belt-mounted appearance
scramblers to hide obviously ultrahuman operatives. Push
a button and the scrambler will project a combination
hologram-psionic shell which fools onlookers into
perceiving an unremarkable civilian. The scrambler is
thorough down to the user’s voice and mannerisms, but
cannot simulate any existing person due to quantum
interference. The holographic shell has only 3 HP and
takes DAMAGE alongside the user, so the device must
remain well-protected for its entire 12-hour battery life.

4. Comms wire
Most CROs communicate with their team using state of
the art, credit card-sized transistor radios tucked away
in a pocket or strapped to strategic points along the
torso and limbs. These radios are unlike anything available
on the consumer market, allowing for simultaneous twoway communication and multi-user “conference calls.”
Instead of a microphone and speaker, CYCLOPS has
developed a rubberized flesh-toned wire with a micromotor tip for vibrating in- and out-going audio through
the wearer’s cartilage.

5. Containment pylons
One CYCLOPS containment kit includes three telescoping
black pylons (ten inches long collapsed and about five
feet tall with spring-loaded tripod feet when extended)
and a two-button remote which fits in the user’s palm.
When the pylons are placed in a triangle and activated,
a pyramid-shaped forcefield (6 ARMOR, 40 HP) forms
between them. The containment pylons nullify most of
the movement-based abilities known to CYCLOPS, have
a maximum volume roughly equal to a gymnasium, and
can be switched to “neutralize,” turning the forcefield
bright red and dealing 6D6 DAMAGE to anything inside.

6. False death implant
The false death implant is a time-honored trick: a molarimplanted pill which, when ingested, perfectly simulates
death (in fact cadaverous sleep) for twenty-four hours.

7. Dynamic ID
Dynamic IDs are blank plastic ID cards mass produced by
captive magicians, outfitted with a simple glamour that
responds to the user's whims. The glamour will show a
set of believable credentials to anyone who isn't looking
too closely. All CYCLOPS personnel, even desk jockeys
and janitors, are trained early on to spot dynamic IDs.

8. Fingerprint neutralizer
Although CYCLOPS has at least indirect control over all
law enforcement agencies, covering one's tracks is still
a constant concern. The fingerprint neutralizer is a bulky,
pistol-shaped device which projects a short-range cone
of sebum-disturbing sonic vibration. Once used, prints
on any surface become distorted and illegible.

9. Dissolving ammunition
For high-profile assassinations or missions which require
leaving no trace of an agent's presence, CYCLOPS uses
proprietary “dissolving ammunition" which contains a
strain of specially-cultivated alien bacteria capable of
rapidly metabolizing lead (as well as flesh, to a certain
extent—dissolving ammo deals an additonal 1 DAMAGE).
Dissolving ammo is a finite resource, so you should either
track your shots directly (dissolving ammo clips have 6
shots), or use the abstract ammo tracking rules (p. 73).

10. Portable fusion generator
Despite the ensuing stable time loop, CYCLOPS Command
has deemed their decision to build miniaturized cold
fusion reactors based upon their own blueprints from
the distant future “an acceptable risk." The briefcasesized generator can supply a city grid's worth of power
for 24 hours—if pushed beyond this point, it will erupt
in a small nuclear explosion which deals 10D6 DAMAGE.

11. Teleporter relay
The chest-mounted teleporter relay instantly transports
the user to the nearest CYCLOPS facility when the cord
is pulled. CYCLOPS has no way to identify who is using a
relay until target-site atomic reconstruction is complete,
which can lead to major confusion if the incoming user
turns out to be an enemy operative.

12. Thought disruptor
Also frequently referred to as a “Schrödinger disruptor"
in official documentation, the thought disruptor is used
when the outcome of a quantum event needs to be
changed. The disruptor self-destructs upon use and
renders a target temporarily unable to perceive anything.