Covert Operative creation thread

Let's kill some time and some terrorists.

Roll 1d100 and to determine origin.

Other urls found in this thread:

mediafire.com/file/mwb42mcqvru59ca/Covert Ops RPG (tg Copy).pdf
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Rolled 79 (1d100)

I was using a 1d100 table I made to pick origins for a Night's Black Agents game recently.

79. You were a student before it all went down.

Pick your perk.

University access.

And here's the origins table if you want to reroll.

Next up are your primary and secondary skills.

Roll 2d100.

Rolled 58, 74 = 132 (2d100)

So recruited from university and became a soldier and pilot, huh?

Pilot +20, Soldier +10, Academic +10

Pick your academic focus.

Linguist will help us the most in our soldiery profession.

Now let's get 2 descriptors about our student turned ace.

Respects local customs ("more monkey brains, please!") and is politically suspect.

Now we go shopping.

You start with a semi-auto pistol, a spare mag, and a standard issue ops pack with a wristwatch, earpiece commlink (1 mile radius), encrypted cell phone (to call other operatives or back to Command), a special ID card, and an ID reader which validates the ID cards.

Spend your remaining 6 Equipment Allowance.

>Beneficial
Easily lost in crowds
>Baneful
Forgetful

A speedboat and a leather jacket.

I'll leave you make the next character, and we can hunt down terrorists together.

While we wait, let's take a look at attributes with the main array of 65, 60, 55, 50.

Allocate them as you see fit.

Dexterity 65
Logic 60
Willpower 55
Strength 50

Neat, you do bonus damage with guns thanks to your high dex.

Now, how about them bad guys?

Roll 1d100

this looks interesting does anyone have the pdf? thanks in advance if you do.

Rolled 12 (1d100)

mediafire.com/file/mwb42mcqvru59ca/Covert Ops RPG (tg Copy).pdf

Small time. Just the one base. What's it like?

Roll 1d100.

Rolled 76 (1d100)

Oh shit, WMDs. Let's see what else is up with the base.

Roll 1d100.

Rolled 20 (1d100)

RNGeezus, please give me a roll of justice!

...

Rolled 98, 34 = 132 (2d100)

A buisnessman can be good guy, Let's see what my skills are.

According to you were a businessman/lady.

Pick a perk.

Rolled 49 (1d100)

A deep underground base where they make WMDs. And who leads these madmen?

Rolled 94 (1d100)

A killer with the bomb. What the fuck is their problem?

Rolled 27 (1d100)

Anti-imperialist assassin building A-bombs in a mine?

Nukes for everybody. That will even things out.

How are they accomplishing this?

+20 to Thief, +10 to Marital Artist

Let's hear them descriptors.

Rolled 88 (1d100)

Choosing Negotiator for my Businessman/Martial Artist/Thief build. Doesn't sound heroic but I could still be a roguish anti-hero so lets see how this goes.

He's got plans and bombs, but does he have slick henchmen? Or just bundles of minions?

Rolled 47 (1d100)

Henchmen are like Jaws or Xena Onatopp, right?

Yeah, statted, quirky, powerful bad guys that fight the operatives.

Just the one, but that may be enough.

Now, one last 1d100 for the mission code name.

Rolled 21 (1d100)

Code Name: Eastern Red
Objective: r1d00

Rolled 99 (1d100)

Oh shit, his forces are coming down. Led by a henchman that is straight up more powerful than you. It's more than a mission now. It's about survival.

Still waiting on them descriptors, Batman.

If is my array then

Str: 60
Dex: 65
Logic: 50
Willpower:: 60 (55+5 from Negotiator)

Equip:
Nunchucks
Leather Jacket
Dirtbike
Traveler's Lifestyle

Now I'm rolling for my enemy.

1st roll 2nd roll 3rd roll 4th roll 5th roll 6th roll

Rolled 50, 38, 26, 98, 73, 98 = 383 (6d100)

crap dice didn't go through.

>3 master villains
>3 different full fledged bases
>3 different sets of henchmen

Could be trouble, Batman.

Rolled 74 (1d100)

So my enemy is a Small, Decentralized, Training Center that has constructed a dam and ransoms water to the local population headed by assassins/serial killers who desire to be loved/accepted headed by superpowered bosses of personal ability and skill. I missed the hench roll so I'm rolling that now.

Rolled 87, 15 = 102 (2d100)

Heh even with the reroll is right with 3x3 heaps of trouble. Also by forgetting the hench roll I meant that I overlooked the villian descriptor so I made up for it by keeping my original array and rolling for the hench. Now it's my mission codename and objective rolls.

1st roll 2nd roll

Operation Spent Sphinx is a clandestine operation into enemy territory to collect some items, animal, people, etc in the area. Depending on extra fluff this could go in any direction.

And because I like base building in any game, I gift you a small base to fill as you see fit.Though costs normally come out of Equipment Allowance and can be shared across the group.

And a bump in case anyone else wants to try.

Rolled 87, 8, 6, 34, 18, 12 = 165 (6d100)

Rolling for next character's Origin, Primary, and Secondary skills.

I'm feeling a very common name, like John or Matt.
If the 4th dice is over 70 let's make him nonamerican.
If the 5th dice is over 60 let's make him nonwhite.
If the 6th dice is over 80 let's make him a her.
If the 6th dice is under 5 let's make "him" a snowflake of some kind.

...

And to be fair, INIT is a dice pool where you select the highest roll out of all dice.

Daredevil.

Do I have +30 in Academics or do we reroll duplicates?

You can choose or reroll duplicates

Covert Bump

Then I'll choose Technician for the second skill and specialize in Surveillance Equipment.

Academic +20 (Scientist: Virology and Biochemical Weapons), Technician +10 (Surveillance Equipment)

Great at making a first impression, but a little too recognizable.

Motorcycle (2),Surveillance Pack (3), Flash Bang (1).

65 Logic, 60 Dexterity, 55 Willpower, 50 Strength

25 BP, 3 Initiative, 8 Movement, no armor or melee bonuses, +1 ranged weapon bonus.

--------------------------------------------------------

John Mattis stayed in grad school too long and was thoroughly disenchanted with academia by the time he finally got his PhD more than a decade after starting. Looking to get away from the first world, John took to international travel to find himself. While scuba diving in the Indian Ocean, John found a suspicious underwater facility venting a curious gas. By analyzing the facility's exhaust, John was able to deduce the facility was manufacturing a lethal virutoxin.

Mere hours after John reported his findings to local authorities, a man in a black escalade (preferably one of the characters already rolled in this thread) arrived at his hotel room and offered him a job.

Any chance we wanna take this to /qst/

>mfw the antagonist is PEAK ANCAP

You're welcome to take the pics and stuff, but I'd prefer playing a real game then running a quest. Seems like just as much work either way.