Description and Style [1d10] | |
Roll | Result |
1 | Gruff, stout, and hard-edged. |
2 | Skinny, wiry, and light. |
3 | Huge, intimidating, and muscular. |
4 | Dark, imposing, and unnerving. |
5 | Professional, clean, and corporate. |
6 | Formal, dressed up in fancy uniforms. |
7 | Heavily cybered up, with an unnatural feel. |
8 | Cool, experienced, and totally in control. |
9 | Stern and hyper-focused, like they’re always at attention. |
10 | Loose and relaxed, a little unprofessional. |
Personality [1d10] | |
Roll | Result |
1 | Professional, and no-nonsense at all times. |
2 | Tactically minded, and always planning. |
3 | Aggressive hotshot looking to show off. |
4 | Quiet thinker who never makes the first move. |
5 | Stubborn bureaucrat who loves doing the paperwork. |
6 | Haunted by their past and their trauma’s. |
7 | Dark and sadistic, loving violence and cruelty. |
8 | Callous and desensitized, caring little for even horrific death. |
9 | Caring and moral despite their profession. |
10 | Unhinged and wild. |
Secret [1d10] | |
Roll | Result |
1 | They have killed their commander or comrades before. |
2 | They have stolen and/or continue to steal from the corp. |
3 | They moonlight as a merc against policy. |
4 | They know secrets about one or more of the PC’s. |
5 | They are related to/involved in one of the PC’s love story. |
6 | They are friends with one of the PC’s enemies. |
7 | They are enemies of one of the PC’s friends. |
8 | They are selling or have sold secrets to an enemy. |
9 | They haven’t been promoted because of poor performance. |
10 | They lied about finishing a job they never finished. |
Goal [1d10] | |
Roll | Result |
1 | Get a promotion through exceptional bravery/performance. |
2 | Take their commanders position by any means necessary. |
3 | Kill one or more of the PC’s. |
4 | Kill one or more of the PC’s friends/allies. |
5 | Complete a black op that has been trusted to them. |
6 | Stop an ally from completing their objective. |
7 | Sabotage an enemy fortification/installation. |
8 | Secure a position against gangs/enemies. |
9 | Acquire something they want that they can’t get. |
10 | Escape to somewhere else. |
Command [1d10] | |
Roll | Result |
1 | An individual soldier with no command or authority. |
2 | Squad leader with a few soldiers they know very well. |
3 | A platoon leader that commands dozens of soldiers. |
4 | Company leader that commands a hundred or so soldiers. |
5 | A field commander, commanding hundreds of soldiers. |
6 | Commander with a thousand or more soldiers. |
7 | A general that controls an entire theater, region, or city. |
8 | Leader of a specialist team or special forces squad. |
9 | An independent super-soldier or covert operative. |
10 | Mercenary or captain of a mercenary squadron. |
Meeting Spot [1d10] | |
Roll | Result |
1 | A tarmac in the middle of a military base. |
2 | An office set up in a camp command tent or building. |
3 | An armored vehicle, probably with escort. |
4 | Alleyways away from prying eyes. |
5 | A corporate club or bar. |
6 | A corporate office building lobby or meeting room. |
7 | A secure meeting room at their base. |
8 | A false residence set up as a safe house. |
9 | High up in an abandoned office building. |
10 | At a restaurant they clear before the meeting. |