Covert Ops Role Playing Game - WANT TO GET THIS FREE? PDF + Hardcover B&W Book. $ Covert Ops is a lite role-playing game. Ghost Ops - A Modern Day Covert Ops RPG - Welcome to the world of Covert Missions, Watermarked PDF + Softcover Color Book (Standard). RPG Item Version. Covert Ops Core Rulebook · Covert Ops · d00Lite. Nickname. PDF Electronic (PDF, DOC, eBook, HTML, etc.) Product Code. CO

Covert Ops Rpg Pdf

Language:English, Dutch, Arabic
Genre:Fiction & Literature
Published (Last):20.12.2015
ePub File Size:21.53 MB
PDF File Size:18.38 MB
Distribution:Free* [*Sign up for free]
Uploaded by: LESLI

This is a compilation of pdf share threads and the rpg generals threads. http:// Welcome to BareBones Covert Ops, a role playing game of espionage and paramilitary operations. This game takes advantage of the d00Lite. This is a compilation of pdf share threads since and the rpg http://www.

Some of it was just too cool or too difficult to part with; most of that is in the GM's Operations Manual.

Current Value of the Stretch Goals = $180

Covert Ops is a lite role-playing game. We hope it helps you become a better Game Master… or entertains you at least. It is packed full of modular optional rules, detailed step-by-step examples, clarifications, GM advice, and even a fun lexicon of espionage terms to help you learn the lingo.

Guidelines to help you arbitrate Operative Creation, along with a detailed example to use as a reference when clarity is needed.

Index of /public/Books/ Classic/

An optional rule for prioritized ability score determination to help build the operative. An optional rule for operative training centers to say where your operative trained to become an agent and what perks he gets for it. Optional tables to round out an operative to determine his gender, handedness, age, height, weight, even hair and eye color.

An optional rule that provides an alternative to using origins. Guidelines on how to create new skills, if the ten that come in the core rulebook aren't enough for you.

Included is a full example, the merchant skill, who knows markets, product quality, and haggling like no other. Optional guidelines to using cash instead of equipment allowance in your campaign. This is allow for campaigns where operatives aren't part of some central organization. An optional rule for determining and testing loyalties, as a replacement for or as an addition to the moral code rules provided in the core rule book.

A powerful optional system allowing operatives to have "strings" they can pull to pull off amazing things like gaining access to spy satellite data, manipulating internet and data grid information, enacting a quarantine in a city or a no-fly zone over a state. Optional rules for using initiative cards instead of initiative dice. Optional rules for hit locations in combat, where skill grants you a clear advantage by keeping hits closer to the kill zone.

Optional rules for using condition cards. Guidelines for moderating risky social interaction situations, such as bribery, charm, deception, interrogation, intimidation, persuasion, and seduction. Rules for variant ammunition types, as well as how to model real-world firearms instead of using the firearm classifications found in the core rulebook.

Included are six examples of modelling real-world pistols. Several step-by-step examples: game play, enemy organization generation, master villain generation, even mission generation.

Even if you don't need the clarification, these are good reads and might spur your creativity. Game Masters can even use them as enemies, contacts, or for any other purpose his devious mind can dream up.

Related titles

Twenty of them represent types of starting-rank operatives commonly found within Command, named with archetype titles. The remaining ten are professional-ranked operatives with some experience behind them with names and background information riddled with inspiring content Game Masters might use to fill in his games.

So whatever you need it for… you know you need it! Rank 1 Archetypes The Armchair Agent - he always wanted to be a spy, but the truth is he was never put to the test.

Based on my reading of the book, it seemed like it'd go fairly quick; as it turned out, though, it took two hours. A lot of that time was me having to read things to the players as they didn't have copies of the PDF. So they'd pick something, then I'd have to flip virtual pages and read out what they got mechanics wise. This slowed things down a bit, particularly when it came to detailing Skills.

There was also some confusion about the distinction between having a Level in a skill and making skills Primary or Secondary we eventually figured it out. One of the players is a crunch-fan like me, but the other player is more used to liter stuff like Move Engine, so that may have also been a factor.

Picking gear with their Equipment Allowance was one of the quicker steps, since I provided them with the Gear Requisition PDF in anticipation of that step being a timesink. Go figure. We hashed some fairly loose backgrounds for each, gave them names and photos, then jumped into the opening scene of the mission. They began their career for "Delta 14" the somewhat arbitrary name we gave our Good Guy Agency by visiting an offshore platform somewhere off the coast of Norway.

They met their Command and got a quick briefing about a dastardly Ukrainian hacker who was hiding in Switzerland.

Their objective: track him down, capture or eliminate him. The lite player's PC started trying to counter the hacker's attack on the platform computers, but got shot up pretty bad for his trouble. The other PC snuck around a lot and ambushed many of the Minions from hiding.

That's the narrative of what happened. In mechanics terms, we quickly learned that: A Guns are lethal, even if you have body armor B Getting the drop on your enemy is pretty crucial C Throwing 13 Minions at Rank 1 agents in their opening scene is a bit brutal. He went from 3 Bones to 1 in roughly one round, and he still ended up unconscious by the second round.

Since he voiced a desire to do something other than be asleep for the rest of the battle, I let him spend his last Bone to get a refresh of 5 Body Points something not in the book, but which seemed fair at the time.

He'd go on to get hit more and even with him using his Medic skills on himself during a brief respite, he had single digits BP for the rest of the combat. I should point out here that the player rarely Dodged, and when he did he usually failed.

Terrible dice luck for him all around, really. The crunchy player, being experienced with traditional games and luckier with die rolls, had much better luck in general. He capped many PIRATEC goons from hiding spots using Thief, used Leader to help out the other player he took a hit for him using Bodyguard , and made sure to ask for approaches that provided cover.

His shooting down of the Helicopter was As it turns out, it would have taken 3 or 4 more good hits with the rifle to really eat up all BPs the helicopter is apparently supposed to have, but since we were running late and didn't feel like stopping the game to consult the book in detail, I'm okay with my call.

I threw them Bones pretty frequently and they used them plenty; the crunchy player had 0 Bones after chargen, and the lite player burned many of his on trying to stay alive.

Call me soft, but wiping out half your PCs in the opening sequence doesn't really appeal to my GMing sensibilities. In any case, they ended up with around 1 or 0 Bones when the fight was over.

We hope to schedule the follow-up in the coming week, holidays permitting. The die mechanic, use of ranked skill levels, the martial arts maneuvers, the personality dossier stuff, the chase flowcharts, hit location rules from the GM's guide - they all owe a clear debt to it.

This is not a bad thing, but it kept jumping out at me as I read the rules. I'd say the designers of Covert Ops have done a good job of streamlining some of the minutiae and provide enough of their own spin to make it distinct.The system is a roll under percentile system. Covert Ops is a wonderful application of the d00Lite system to a modern paramilitary ops or espionage based game. Michael G May 12, 4: It's pretty well written and is an excellent launchpad.

There is a war going on every day. One of the features I like about the d00Lite system is how multiple actions work.

An optional rule for operative training centers to say where your operative trained to become an agent and what perks he gets for it.

While not completely realistic, it Masterwork represents a quick style of play where Weapons specific models and calibers of weapons are Weapon performance is less important to the overall story. It walks you through the creation process step-by-step, seven in total. Teams of tactical soldiers raiding an enemy base will wear Heavy Armor.

AMEE from Independence
I fancy reading comics beautifully . See my other articles. I'm keen on cosplay.