Covert Operative creation thread

Nothing going on right now, so let's make some spies, Veeky Forums.

Roll 1d100 to determine your origin.

Other urls found in this thread:

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

Rolled 33 (1d100)

Loved this last time

Alright, you're a filthy criminal. Perk 1 perk from the background.

Gimme some of them street smarts.

Alright, next up is your attributes, convict.

Assign the array of 65, 60, 55, 50.

50, 55, 60, 65

Former Con man

STR 50
DEX 60
LOG 65
WIL 60

realized I got a number wrong, should be 55 DEX not 60

Next is your skills. Skills in this game work like sub-jobs, so Thief is a combination of conning, sneaking, and lock picking.

Roll 2d100 to get your primary and secondary skill.

Rolled 48, 31 = 79 (2d100)

Fingers crossed for Thief and Detective

Rolled 16, 6 = 22 (2d100)

rallin

Ha. Back alley, kung fu doctor. Good news is, you get to pick a skill to start at level 1. Go ahead and pick it.

Academic detective. Got a real brain here.

>Back alley, kung fu doctor.
Make that Back alley kung fu detective doctor.

Well, docvict, a man must have a code. Specify your dedication to the following options.

Very Kind: he tries to avoid bloodshed or collateral damage.

Somewhat focused: tends to amble a bit on the ground, see some sights if he can.

Somewhat selfish: despite all the gains he thinks he's made, he's still a product of the streets that raised him.

Very honorable: ties in with options 1 and three.

Somewhat Cowardly: part of his "do no harm" philosophy comes from him just not really wanting to be in a fight. He prefers to leave the combat to the support team.

Let's see if the doc is a cunning linguist. Roll 1d100 and, if it's under your LOG score, you get a second language you speak fluently.

Rolled 97 (1d100)

gotcha

Rolled 90 (1d100)

Jesus, doc, don't sprain yourself.

Next up is the mission. Why is a high class covert ops agency recruiting you?

Rolled 85 (1d100)

Last time I made one of these this is the exact moment it went to shit, here's hoping for an easier ride.

Kung Fu Ex-Con Doctor Detective, you must save a beautiful scientist from the Bad Guys.

But just who are these Bad Guys? And who do they work for?

Rolled 36 (1d100)

Last time I got celebrity and ended up having to go toe-to-toe with Al-Qaeda on my own.

Fingers crossed.

It's always cultists, even in spy fiction. What kind of odds are you up against? Any special lieutenants or just piles of mooks?

Rolled 94 (1d100)

OH MY GOD, IT'S HAPPENING AGAIN

4 Specialists as powerful as a PC. You're up against Dead Cell. We won't send you in naked. You've got 6 equipment allowance to buy what you need.

You also start with an operative pack. It consists of standard issue equipment such 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.

Motorcycle (2pts)
Leather Jacket (1pt)
Stun Gun (2pts)
Nightstick (1pt)

Hopefully we can fill it out soon

And where are you riding off to?

Rolled 67 (1d100)

Off to Warsaw to save the hostage and pirate PC games in Operation:

Rolled 85 (1d100)

Rolled 21 (1d100)

Eastern Red sounds cooler, so it wins.

It was a routine mission, until...

Rolled 5 (1d100)

Rolled 45 (1d100)

Captured and Outgunned. But they underestimated Detective Sherlock Lee, M.D.

He is well trained. Roll 1d10 and pick one perk from the training center.

Rolled 1 (1d10)

...fuck.

Guess I'll go with the criminal contact and cross my fingers.

Rolled 1 (1d10)

Guess it's destiny. Well, my internet shit itself so I can't keep going.

Here's the system if anyone was interested: mediafire.com/file/mwb42mcqvru59ca/Covert Ops RPG (tg Copy).pdf

Rolled 10 (1d10)

OP...you're leaving us hanging?

ooo...this could prove interesting for a paranormal squad based game im doing