I'm an old radio guy.


I'm an old radio guy.
I'm a bit of a mr. fixit.
I'm just as paranoid as i need to be.
And i've read a great deal about the odd things that make up the world.

But, in today's episode. I want to talk about how to run a game for spooks.

Being a spook is a great RPG setting. You have to hide, lie, murder, steal and sneak. If identified as a spook, well your number comes up.

In the furtherance of spookiness. We use number stations.

I can hear you asking. "But, Mr. Jon. What is a number station?"

If you can sit in your hands for a second, kiddo. I was just about to talk about it. A numbers station is an odd duck in the world of radio. It doesn't play Casey Kasem's top 40. It spouts what seems like random nonsense. Strings of words and numbers. And, if you are a home gamer. This number station isn't going to make one lick of sense. No matter how long you listen.

But, if you are a spook. It's a whole different ball game.

Number Stations are sending messages to operatives all over the world. Just turn the dial to the right freq, and you get a mission update. You get new instructions, or dire warnings. All without fear of your enemy getting the same, without all of that fancy hacker nonsense the kids are so fond of today.

The following is how i would go about doing such things. In a game mind you, so don't come visit me if you have a badge. 'Cause it's all just D20 here kiddos.

First things first. You and your merry band of malcontents need to come up with a code. The proliferation of printed media gives you all manner of easily attainable code books. Each book needs to be the same, or this doesn't work. Then you can play a bit of cypher as to how the numbers equate to letters, words, pages ect. It's not as complicated as it sounds. But, for a bit of spook adventure. You don't have to go too far in depth. So, i'll go into that more in the future.

Secondly. You are going to need a transmitter.
I would tell you that any kid with a middle school education. A few parts and a handful of tools can make an AM broadcaster. A few easy skill checks can take care of the whole shebang, but the transmitter is only a part of the step.

So, now that you have your code and your transmitter. You need a message and a plan. The message i'm sure is critical. But, unless you are using disposable operatives. The plan is the meat of the matter.

You are going to need to be within range of your target. Depending on the type of broadcast unit you are using. That could be a few miles, or all over the planet and half of all the things in orbit. Sending signals to other planets becomes complicated. But, that same 12 year old kid who built your transmitter can probably help you sus that out as well.

Range is just one slice of the pie. A much bigger slice is not getting caught.

As with most things that are achievable by 12 year olds. Adults have found a way to futz with it. Be it jamming, or as we say in the biz ECM. Which is the most polite and survivable of the scenarios. Math can be further weaponized and used to drop an artillery shell on your head, big enough to ruin a life time of christmases.

Ya see. If you send out a signal. Somebody in range of you. Using brand new 1930's technology, and a bar napkin. Can spot you on paper. So, your message has to be short enough not to attract visitors yet long enough to get your message across to your spooks on the distant end. That takes planning.

As i can see i have gotten a bit long winded already. I'll leave some of the finer points for the future.

I hope this bit of random signal gave you an idea as to how to send your players messages the same way spies do in real life.

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