The So-Called Game of Nations: A Spy Chief CKII-Type Quest

[X] He's in hospital after a suspicious car accident.
[X] Industrial-Technical Espionage Operations
[X] Military Operations
 
[X] He's in hospital after a suspicious car accident.
[X] Industrial-Technical Espionage Operations
[X] Military Operations
 
Adhoc vote count started by North on Oct 28, 2020 at 12:19 AM, finished with 15 posts and 13 votes.

  • [X] Plan Oh No Politics
    -[X] He's been recalled for losing a power-struggle.
    -[X] Political Influence Operations.
    -[X] Military operations
    [x] Plan: Analysts Read Papers, Don't They
    - [x] He's disappeared.
    - [x] Personnel
    - [x] Security
    [X] He's in hospital after a suspicious car accident.
    [X] Industrial-Technical Espionage Operations
    [X] Military Operations
    [x] He's disappeared.
    [x] Logistics
    [x] He's disappeared.
    [x] Political Influence Operations.
    [x] Security

Vote closed, ladies and gentlemen. With any luck the first turn will be up by next week.
 
Character sheet
Name [Write-in]

AN: I'm horrible with names but could you please come up with something preferably Middle Eastern/South Asian, to keep up with the post-colonial theme?



Learning: 17 + 3 = 20. You're exceedingly knowledgeable.

Intrigue 8 + 2 (-2 Temporary) + 2 – 1 + 1 = 10. You can tell a decent lie and follow most computer security guidelines.

Stewardship 7 + 1 = 8. You never pretended to be a great leader. However, you were adequate, to date.

Martial 3 + 1 = 4. Carelessly hurling one's self at one's opponents yelling "Banzai!" doesn't usually work.

Diplomacy 3 - 1 -2 -1 = 0. Diplomacy? Fuck that crap.

Positions and titles

Dr. (PhD in History)
Senior Analyst, FISD (former)
Head of Station, Amari, FISD
Second Secretary, Khalili Embassy, Amari.

Traits

Intellectual: You're a knowledgeable sort of fellow. +10 to all lore checks
Area expert: You know who's who, at the start.
Senior Analyst: You have leadership experience... in an office with people from backgrounds similar to your own. +1 Stewardship, +2 Intrigue, +3 Learning
Old training: You were trained in tradecraft, but years ago. It'll probably come back overtime but in the meantime you're at a disadvantage. Temporary -2 Intrigue. Learning roll every turn after turn 2.
Spook, son of a spook, grandson of a spook: For good and for ill, your family history in intelligence is older than your country. Fortunately, some of the resulting craftiness and cynicism has rubbed on you. +2 Intrigue, -2 Diplomacy
Unusually Brave: It's a nice way of saying you don't use that big brain of yours before acting. Usually works, though. +1 Martial, -1 Intrigue
Looks like a Bedouin: You remind everyone of their illiterate rural cousin. And you love it. +1 Intrigue, -1 Diplomacy
National Trait: Siege Mentality. You are surrounded by enemies. This is not good for your mental health. You really were surrounded by enemies, now you can flip the tables on 'em Communists.
National Trait: Dubious Leadership. Khalili bosses have a reputation to be grossly incompetent, corrupt or both. No always true, but widely believed. Negated as the intelligence service has very high standards by any measure. The rest of the government, though...



Social (+/- 10 to roll dealing with people)

Bonus with Intelligence types: Growing up with spooks gave you a strange, love-hate relationship with your current profession. But you intelligence officers were always people you got along well with.
Bonus with Intellectuals: You didn't enjoy your stay in academia for a variety of reasons, but you know academics, and you can use that to your advantage.
Malus with Diplomats: Freaking posers
Malus with Military: You find that soldiers are ... well, too much for you, they make you uncomfortable.


Amari Security Bureau Awareness of you

Minuscule
 
Last edited:
I mean, you're merely the number 3 of a big embassy.
 
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