Showing posts with label DoubleZero. Show all posts
Showing posts with label DoubleZero. Show all posts

2024-01-20

Day 17: DoubleZero - Patricia Casey, entrepreneur

Patricia grew up as the younger daughter of a mid-western couple. Her youth was … fine. Nothing special, really. Like many children, she felt the need to get out and see the world. So, much to the surprise of her mother, and the pride of her dad, she signed up for the military, on a whim. In the military, she did well and met a lot of interesting people. For a while, she thought she had found her life’s calling. Not squeamish, efficient, and with a good sense of what can be done when she also had enough luck not to ever find herself in a bad situation. She also made a lot of friends, some of them there instead of going to jail. 

Then she ran into a bad situation. Not a combat one, but an officer who really, really hated her guts for reasons she didn’t understand at the time. And the pressure from Cpt. O’Neil made her not re-up her contract. And then she got an invite from one of her friends, and joined the family business in Miami - the local criminal organizations could always use someone to provide needed firepower, someone also willing to remove problems if needed. 

At the moment she is in New York since after her latest caper things got a bit too hot for a while. She is a bit bored and lazily decided to look for some jobs while here. Soon she will find herself in a taxi when Henry comes in, bleeding profusely.

For her Professions, I will give her Assassin and Criminal. Her Aptitudes are Athletics 6, Creativity 4, Fighting 6, Influence 2, Knowledge 4, Perception 6, Technology 2, and Transportation 5.

Skillwise, let’s go with:

Concealment 4, Disguise 6, Firearms 6, Lockpicking 4, Stealth 5, Surveillance 4

Camouflage 4, Discipline 6, First Aid 4, Hand-to-Hand Combat 6, Military Tactics 3, Physical Fitness 4, Survival 4

Her Advantages are Fearless, and Paranoia, and for Wanted and Paranoia

Four Hero Points, and a character sheet, and she is ready.

Day 16: DoubleZero - Lucia Arnal, woman-behind-the-scenes

When her dad was involved in a scandal involving bribed politicians, organized crime, and his construction company, leading to his ruin, she learned a truth about the world. Real power comes from the combination and contacts. You see, the company involved a fixer. Who made sure that the one holding the torch in the end was her dad, even though he was pretty much the least important person peripherally involved, a small foreman, nothing more. In return, he got a payoff that kept the family afloat for a few years. But the pressure also led to him taking his own life a few years later. Martine swore to herself to never be in the same spot and did everything to become the kind of dealmaker that determines who gets out of such situations well, and who does not. After all, when you play Russian Roulette, the best spot is to be the one handing the gun to the players, and taking the bets.

For her Professions, I will give her Executive and Grifter. Maybe a bit redundant, but it should work. Her Aptitudes are Athletics 4, Creativity 6, Fighting 1, Influence 6, Knowledge 6, Perception 6, Technology 2, and Transportation 4.

Skillwise, let’s go with:

Business 4, Conflict Resolution 4, Crisis Management 6, Decision Making 4, Negotiation 6, Networking 6, Time Management 4

Acting 4, Con Artistry 4, Deception 4, Persuasion 5, Reading People 5, Social Manipulation 4

Lucia’s Advantages are Knows Where The Skeletons Are Buried, and Important People Owe Me Favours, and for Disadvantage she has Many Enemies, and Soft Spot For Those Ground Under A Heel

Four Hero Points, and off she goes.


Day 15: DoubleZero - Joey Durban, former paratrooper and taxi driver

Joey Durban went to Iraq to defend his country. He found boredom, death, and lies. Thoroughly disgusted with the whole things he left the military once back home. Physically, he was still able to serve, and mentally he was far better off than most others who had undergone the same thing, but in the end, he saw too many people suffer. And not all of them had US citizenship. Back in New York he managed to land a job as a taxi driver and is trying to get back on his feet. He doesn’t know yet that a wounded Henry will soon land in his taxi, and that his life will spiral wildly out of control.

His Professions will be Soldier and Driver. For his Aptitudes, he has Athletics 6, Creativity 2, Fighting 6, Influence 4, Knowledge 3, Perception 5, Technology 3, and Transportation 6.

For his skills, I think the following would fit:

Driving 6, Evasion 4, Mechanical Repair 2, Navigation 4, Road Knowledge 4, Vehicle Maintenance 4

Camouflage 4, Discipline 2, Firearms 6, First Aid 2, Hand-to-Hand Combat 4, Military Tactics 4, Physical Fitness 4, Survival 4, Teamwork 6

Joey has Former Comrades in Arms and Knows New York Like His Back Pocket, and his Disadvantages are Maybe Too Loyal and Scars From Old Wounds.

And with 4 Hero Points, he is ready to join the fray.

Sheet.


Day 14: DoubleZero - Dr. Farouk Madani, surgeon

The next member of this little New York spy party will be Dr. Farouk Madani, once a renowned surgeon from Najaf, Iraq who is currently working in the U.S. Since he wasn’t able to afford a medical license that would allow him to continue his career he started working as an assistant pathologist in a New York hospital. He worked hard, but the cost of living is high in the city, and he is supporting his family home. At the moment he is still hoping that he will get a lucky break at one point, though he is also trying to let his dream of being a surgeon, saving lives again go. He does not know that a lucky break is in the cards for him, but it will be accompanied by a lot of danger.

His Profession will be Medic. Just Medic, he never really wanted to be anything else.  

For his Aptitudes, he has Athletics 5, Creativity 4, Fighting 1, Influence 4, Knowledge 6, Perception 6, Technology 6, and Transportation 3.

His skills, taken from the Profession, will be:

Bedside Manner 4, Emergency Response 4, First Aid 6, Medical Diagnosis 6, Medical Technology 4, Medicine 6, Patient Care 4, Pharmacology 6, Surgery 6, Triage 6. Observation 4, Drive 4.

I did add Observation and Driving, just to have a few more skills to spread points to.

Dr. Madani has Contacts in Medicine and Access to Hospital Pathology as Advantages, and his Disadvantages are Driven to His Dream and Pacifist.

As Henry he gets 4 Hero Points to start the game with.

And that would be Dr. Madani.


Day 13: DoubleZero - Henry Peck, analyst

For the next party I will use DoubleZero by Lightspress Publishing; as far as I know, the game is based on an old espionage RPG, is pretty lightweight, and very, very modular. It comes as a series of PDFs, which can be bought and assembled as needed, and as far as I can see allow the creation of pretty much any modern setting. I will use the base rulebook plus a few core expansions to create modern espionage characters. The game is regularly being updated, and the version I have is V3; I might look at some older V2.3 files as well if I need inspiration. The game will be set in New York, ca. 2010.

Not to start with a superlative, but Henry Peck has always excelled at what he did. As long as it involved his brain, that is. Math, physics, geopolitics, all topics on which he became incredibly competent rather early in life, and due to a variety of scholarships could easily improve on with some scholarships. Physically no slouch, he was less interested in sports and partying than figuring out complicated puzzles. With his father a retired Navy officer and Henry possessing an excessive sense of precision and wish to follow rules and regulations, Uncle Sam became aware of his abilities pretty soon, and certain people started carefully nudging his career into a specific direction. His high school guidance counselor, for example, got certain strong recommendations shortly before she met Henry for the first time. That kind of thing. As a result, Henry has become a model employee of the NSA, working in a hidden facility close to the UN in New York. He was happy and felt that he made important contributions to keeping US citizens, Western Society, and people in general safe. Until he noticed some irregularities - it started with an instance where a decision was made about taking out a presumed terrorist cell without him being able to find the basis of the decision, though the evidence was found on location after the fact. Sitting as he was in a core facility for that kind of analysis, finding out what happened should have been easy. It wasn’t.

Henry Peck was incapable of letting such a nagging little thing go. He found more evidence, ultimately finding that there must be a secret third party that had access to NSA data feeds and was somehow feeding unprecedented analysis to high-ranking officials in certain intelligence organizations one would be pressed hard to find in official documents. 

Henry Peck decided to talk to some of these people, a decision he would regret very, very soon.

Let’s stat him up, shall we? First, he needs a Profession, which is essentially a package of suggested Skills, Advantages, and Disadvantages. They are also ranked. The normal way to do this is to take one profession and use it as a basis. But there is the suggestion to choose multiple ones and combine them. This is possible for more advanced characters, and since I want a game of at least Competent PCs this would fit - it allows characters to take two starting professions. But let’s aim even higher - Henry is an Expert, I would say. And since Henry is somewhere between a Scientist and Secret Agent let’s go with those two. The focus will be on Scientist, though. 

Before we continue let me explain the basic roll. When a PC tries something, they roll 2D10. One die determines the success, the other the outcome, i.e. how well things worked out. To succeed, the first die has to beat a target number; depending on what needs to be compared, the second die might need to beat a number as well. Let’s say a PC wants to climb a wall. The GM says they need a 4 to do so, so if the first die rolls a 4+ they succeed. The second die could determine speed. If they are racing another person, let’s say as part of a chase, they might not only have to succeed but also beat the second person's second die. And now let’s move on.

Next in the creation process, we get to distribute points among the Aptitudes, which seem to be pretty much Attributes. When rolling, the respective Aptitude determines a number the PC gets if they do not want to roll, i.e. for an automatic success. So, someone with Athletics 4 would just automatically succeed in climbing the wall, but not rolling also means no determined speed, etc. Experts get to distribute 35 points, with no Aptitude higher than 6. Henry has:

Athletics 3, Creativity 5, Fighting 2, Influence 2, Knowledge 6, Perception 6, Technology 6, and Transportation 2.

Next up are Skills; these determine the Outcome if a PC decides not to roll. So, let’s say a PC has the Aptitude Athletics 4, and skill Climbing 6, they could decide not to roll for climbing the wall in my example, and would automatically succeed with an Outcome (read: speed) of 6. The skill list isn’t determined, though there are lots of suggestions in the book(s), especially in the Professions. Expert characters get to distribute 60 points, with a maximum of 6 in each skill. I will just copy the lists from the two Professions and see how far we get with those.

Codebreaking 6, Counterintelligence 6, Espionage 4, Evasion 4, Firearms 2, Infiltration 2, Stealth 2, Surveillance 4, Undercover Work 4

Data Analysis 6, Hypothesis Testing 4, Research 6, Political Science 6, Technical Writing 4

That seems quite fitting.

Next are Advantages and Disadvantages. Advantages add a +2 to specific success rolls determined by the Advantage, but it needs to be bought in each instance using the metacurrency, so-called Hero Points. Disadvantages can be invoked to create Hero Points but subtract 2 from a roll. I am not sure how many of those are supposed to be added at character creation. Later they are both earned from the narration. Let’s assume two each, just for some color. As with skills, there are no complete lists, but some suggestions.

Henry has Keen Intuition and Pattern Recognition as his Advantages and his Disadvantages are Can’t Let A Puzzle Go, and Too Focused.

Finally, an Expert character gets 4 Hero Points to start the game with. Former editions used Injury points, essentially HP, but this system is not in place anymore. Instead, injuries are treated as Disadvantages associated with a specific body part or something else (like a destroyed cell phone), and a specific malus that can be invoked as usual.

And that would be Henry.