Mission Generator

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mission generator

(thing) must select from list <thing> may include [thing] must arbitrate PC Player character NPC Non player character character any character

<4/10; Travel to (stage) in (area) and> learn from (idividual) that they must> <2/10; Prevent (antagonist) from> <get help from a group of (individual)s to> Travel to (stage) in (area) and [1-6; (affect) (item) / 7-0; (influence) (idividual)] <2/10; but really have to [1-6; (affect) (item) / 7-10 (influence) (idividual)]> <9/10; for [1-2; pre-paid/ 3-4; instant/ 5-0; promised] (item)> despite attempts by <2/10; 1d4+1> (antagonist) to stop them <1/10; with an unwanted (individual) companion) <2/10; But the characters cannot be noticed> <4/10; Within a time limit> <2/10; despite rivals with same goal> <3/100; but goal has already been achieved>


(stage) <2/10 abandoned> 1-4; Public House 5; Vehicle 6-7; Utility 8-9; [Character's] home 10-12; Historic site 13-15; Research institute 16-17; School 18-20; Temple 21-26; Base 27-29; Warehouse 30; Graveyard 31-32; Mountain 33-34; Island 35-36; Swamp 37-38; River 39-40; Forest/Bush/Jungle 41; Dessert 42; Plains 43-44; Road 45-46; Camp

<4/10; with unfriendly locals> <1/10; with defences> <1/10; which is underground> <2/10; which is contested by (group)s> <1/10; during a natural disaster> <1/10; where they get trapped/ambushed>


(individual) <4/10; a representative of> <1/10; a group of> <1/10; the SO of> <3/10; a foreign> 1-4; Patron 4-7; Leader 8-10; Noble 11-12; Criminal 13; Enemy 14-15; Tradesman 17-20; Ally 21-23; Police Officer 24-25; Beaurocrat 26; Relative 27-29; Mentor 30-31; Academic 32-34; Priest 35-36; Radical 37-39; Military Officer 40-41; Mercenary 42-45; Trader 46; Device (artefact, AI, etc)

<2/10; who is hiding identity> <1/10; who is pretending to be another (individual)> <1/10; who plans on their failure> <1/10; who lies to them about the mission> <1/10; who is only doing this for entertainment> <1/10; who is using PCs as a diversion> <1/10; who they will never see again> <1/10; who is being controlled by another (individual)>


(affect) <1/10; must get equipment to> <1/10; must learn how to> 1-3; Steal 4-5; Alter 6-8; Destroy 9-10; Sabotague 11-13; Return to [1; (area)/ 2-6; (contact)/ 7-0; (individual)] 14; Fix 15-16; Document


(influence) <1/10; must get equipment to> <2/10; must learn how to> 1-3; Rescue 4-5; Kidnap 6-8; Inform 9-10; Interrogate 11; Mislead 12-14; Contact 15-18; Protect 19-20; Retrieve (item) from


(item) <1/10; bugged> <1/10; sabotagued> <1/10; part of> <6/10; multipltle> 1-3; Weapon 4-5; Armour 6-7; Technology 8; Research 9; Installation 10; Cause of Phenonomae 11-12; Equipment 13-14; Vehicle 15; (Stage) 16-18; Cash 19; Blackmail 20; Pillage 21; Document 22; Favour 23; Key 24; Tuition 25; Artwork 26-27; Supplies 28-29; Information 30-31; Evidence 32-34; Trading Goods 35; Slave 36; Title 37; Their Lives <1/10; with secret properties> <1/10; which [1-6; is no longer/7-10; never was] there> <1/10; which has been switched> <1/10; with a time limit> <2/10; which is stolen>



(area) list will have to be written solely by GM; depending on campaign, this may be a group of towns, states, nations or planets.