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About This Game

Craft your profile and enlist with TFS1, a United Nations Special Operations Unit established in 2042 to undertake covert and sensitive operations globally.

Game System

Shadowrun 5e

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03/05/2024

Detailed Description

Welcome to Task Force Sentinel, an elite unit under the United Nations, operating in the shadows of a rapidly changing world in the year 2042. In this play-by-post RPG, you will immerse yourself in a world of clandestine operations, high-stakes missions, and intricate geopolitical intrigue. As a member of Task Force Sentinel, you are part of a select group of operators entrusted with the most sensitive and dangerous assignments across the globe.

Background:

In the year 2042, the world has become a complex web of political alliances, technological advancements, and clandestine rivalries. Traditional warfare has given way to a new era of unconventional threats, where cyber warfare, bioterrorism, and economic sabotage pose significant challenges to global stability.

In response to these threats, the United Nations has formed Task Force Sentinel, a specialized unit comprised of the best operatives from member nations. Task Force Sentinel operates outside the constraints of traditional military structures, answering directly to the UN Security Council. Its mandate is to conduct covert operations to combat emerging threats, gather intelligence, and maintain the delicate balance of power in an increasingly volatile world.

Mission:

As a member of Task Force Sentinel, your missions will take you to the darkest corners of the globe, where the lines between friend and foe are blurred, and the stakes couldn't be higher. From infiltrating terrorist cells to thwarting rogue state actors, from unraveling corporate conspiracies to preventing global pandemics, your team will face challenges that test your skills, your courage, and your conscience.

Each mission is meticulously planned and executed, with precision and stealth being paramount. Whether you're conducting a high-profile extraction operation in a war-torn city or gathering intelligence in the heart of enemy territory, every decision you make will have far-reaching consequences.

Character Creation:

Before embarking on your first mission, you will create your character, customizing their background, skills, and personality traits. Choose from a diverse array of specializations, including intelligence operatives, special forces soldiers, hackers, diplomats, and scientists. Your character's strengths and weaknesses will shape their role within the team and influence the outcome of each mission. The character creation will use highly modded Shadowrun 5e rules, with path that would help you build a solid background and identity.

Join Task Force Sentinel:

Are you ready to embark on a thrilling adventure in the year 2042? Join Task Force Sentinel and become a part of an elite unit fighting to protect global security in an age of uncertainty. Your skills, your courage, and your loyalty will be put to the test as you confront the shadows of the future. Welcome to Task Force Sentinel – where the fate of the world hangs in the balance, and only the brave dare to tread.

  1. What's new in this game
  2. Nobility Many countries still have a nobility caste system, and you are from those blue blooded people. Living a life of priviledge, you have somewhat neglected your physical development in favor of more cerebral pursuits. Attributes raises: +1 Logic, intuition, charisma and edge Skill: + 1 Influence skill group (free specialization in etiquette: Nobility), +4 to any other skills of your choice (rating cannot be more than 1) Knowledge skills: Language (Any), Native, Knowledge (area/country), +1 to a interest skill, +3 more knowledge skill points (rating cannot be more than 1) Next path (late childhood): Preparatory school, military school 2- You survived an assassination attempt... barely. +1 willpower, +1 skill dodge skill. Flashback or paranoia negative trait 3- You parents betrayed the crown, costing them their wealth and title. Bad reputation negative quality. Mandatory next path: farm, high school or street. 4- 5- 6- 7- 8- 9- 10- 11- 12-
  3. Fugitive/refugee You come from a country torn by war, and one or both your parent fled with you to other regions or countries in hope to be safe. You have spent much of your youth on the run or in exile. Attributes raises: +1 Willpower, +1 Edge, +2 other attributes of your choice. Skill: + 1 Stealth skill group, +4 to any other skills of your choice (rating cannot be more than 1) Knowledge skills: Language (Any), Native, Knowledge (area/country), +1 to a street skill, +3 more knowledge skill points (rating cannot be more than 1) Next path (late childhood): Back Woods, Farm, Street, Military Brat 2- Enemies targeted your family; you barely survived. +1 willpower, +1 skill from the Stealth group. 3 points of enemies, Flashback or paranoia negative trait 3- Other kid mocked your status and made your life in your adopted home miserable. Uncount or social strees negative quality. +1 to unarmed skill. 4- Your parents allies raised and supported you, and they endoctrined you in their political belief. 3 points of contact in a fringe/religious group, prejudice (specified target group, outspoken). +1 knowledge skill (any fringe/religion organization) 5- The faction who opposed your parent(s) included you among it's enemies. +1 skill from the Stealth or acting skill group. 3 points of enemies 6- Ran away from home and fell in the local street thoughs. +1 any skill from close combat or firearm group (except gunnery and heavy weapons), +2 street knowledge skill point. School of hardknock 7- Lived in a very foreign country. Billingual positive quality, +1 in three knowledge skill related to the particuliar country area knowledge/laws/customs/religion 8- Made the best of a bad situation and took to study. +1 Logic, + 3 points in academic knowledge skills (max rating 2). Can take high school path next 9- Constantly on the move: Billingual positive quality, +1 knowledge skill in 3 different country or continent. +1 point in etiquette (any), First impression Positive trait. 10-11 You are trained to ''carry on the fight''. +1 reaction, +1 skill group close combat or firearm, +1 skill demolition. Must take mlitary brat as the next path. 12- Roll twice and get both result or choose one event
  4. Street Attributes raises: +1 Strength, +1 Body, +2 other attributes of your choice. Skill: + 1 Stealth or acting skill group, +4 to any other skills of your choice (rating cannot be more than 1) Knowledge skills: Language (Any), Native, Knowledge (area/country), +1 to a street skill, +3 more knowledge skill points (rating cannot be more than 1) Next path (late childhood): High School, Street 2- You nearly got killed during a street shoot out. Social stress or flashback 1 negative quality. +1 Edge 3- Tried and sentenced for a crime as an adult, branding you a convict. Negative quality: Sinner (Criminal), +1 to any combat skill (except gunnery and heavy weapons) and next path must be Street. 4- Literally grew up in the street, without so much as a flophouse to call home. Negative trait: Uneducated. Positive trait: School of Hardknock. +2 to any street knowledge skill (max rating 2) 5- Scarred in a gang war. Ugly and dont care negative trait. +1 intimidation skill, +1 close combat skill group 6- Ran a thriving three-card monte operation. +1 gambling knowledge skill, +1 palming skill, +1 Leadership 7- Hotwiring cars paid the bill. +1 Logic, +1 automotive mecanics skill or lockpicking, +1 Pilot: Wheeled. 8- Narrowly dodged a bullet, but you buddy got killed before your eyes; a serious wake up call. Positive quality: Gut, +1 Edge, +1 dodge. May never choose Street or Ne'er-Do-Well path. Can take the Military School as next path 9- Big score for a young one. Black market pipeline positive trait. +3 contact points for fixer or fence. +1 Cha 10- Adopted by a kind and wealthy couple. +1 Charima and Logic, +3 knowledge skill point in academic. May take preparatory school as next path 11-12- Roll twice and get both result or choose one event
  5. Street Attributes raises: +1 Strength, +1 Body, +2 other attributes of your choice. Skill: + 1 Stealth or acting skill group, +4 to any other skills of your choice (rating cannot be more than 1) Knowledge skills: Language (Any), Native, Knowledge (area/country), +1 to a street skill, +3 more knowledge skill points (rating cannot be more than 1) Next path (late childhood): High School, Street 2- You nearly got killed during a street shoot out. Social stress or flashback 1 negative quality. +1 Edge 3- Tried and sentenced for a crime as an adult, branding you a convict. Negative quality: Sinner (Criminal), +1 to any combat skill (except gunnery and heavy weapons) and next path must be Street. 4- Literally grew up in the street, without so much as a flophouse to call home. Negative trait: Uneducated. Positive trait: School of Hardknock. +2 to any street knowledge skill (max rating 2) 5- Scarred in a gang war. Ugly and dont care negative trait. +1 intimidation skill, +1 close combat skill group 6- Ran a thriving three-card monte operation. +1 gambling knowledge skill, +1 palming skill, +1 Leadership 7- Hotwiring cars paid the bill. +1 Logic, +1 automotive mecanics skill or lockpicking, +1 Pilot: Wheeled. 8- Narrowly dodged a bullet, but you buddy got killed before your eyes; a serious wake up call. Positive quality: Gut, +1 Edge, +1 dodge. May never choose Street or Ne'er-Do-Well path. Can take the Military School as next path 9- Big score for a young one. Black market pipeline positive trait. +3 contact points for fixer or fence. +1 Cha 10- Adopted by a kind and wealthy couple. +1 Charima and Logic, +3 knowledge skill point in academic. May take preparatory school as next path 11-12- Roll twice and get both result or choose one event
  6. Farm Like hundreds of millions of others who supply food to the numberous countries of the world, you were born and raised on a farm, ranch or other rural food-producing enterprise. Attributes raises: +1 Strength, +1 Body, +1 to any other attributes of your choice. Skill: + 1 athletics skill group, +1 pilot groundcraft or riding, +1 animal handling or automotive mecanics, +1 to another skill of your choice (rating cannot be more than 1) Knowledge skills: Language (Any), Native, Knowledge (area/country), +1 any interest, +3 more knowledge skill points (rating cannot be more than 1) Next path (late childhood): Back Woods, Farm, High School 2- Farming accident left you incapacitated for a while: -1 to strength or body attribute. +2 knowledge skill points (max rating 2) 3- Drought devasted family and health: -1 Strength and Body Attribute, +1 Wil. +1 skill group outdoors 4- Negative quality: Weak immune system 5- Least successful farm in the region. No effect 6- Your father took you hunting all the time. +1 longarm or archery skill, +1 to any skill of the outdoors skll group 7- You start to learn the family business. +1 farming knowledge skill, +1 animal handling skill, +1 administration skill 8- Learned to fix tractors and machinery properly. Aptitude automotive mecanics. +1 Logic. 9- The family business was in a particuliarly harsh environment: Outdoorman positive trait. 10- Most successful farm in the region. +1 Charisma, can take Preparatory School or Military School next path 11-12- Roll twice and get both result or choose one event
  7. War Orphan You grew up in a country torn up by war, and you lost both parents in the conflict. Since then, you lived in the street and in orphanages. Attributes raises: +1 willpower, +1 Edge, +1 any other two of your choice (max 2 rating) Skill: Skill group Stealth 1, +3 more skill points (rating cannot be more than 1) Knowledge skills: Language (Any), Native, Knowledge (area/country) +1, Warfare (region specific) +1, +3 more knowledge skill points (rating cannot be more than 1) Next path (Late childhood): Back Woods, Farm, High school, Street, Military brat 2- You were caught in the attack that claimed your family. Flashback negative quality. +1 will 3- Skipped orphanage-sponsored classes. Illiterate negative quality. School of hardknock positive quality. Cannot take high school path next. 4- The invaders won, and made things even more difficult for the population. Orphans were even more oppressed. -1 skill any rating. +1 to an attribute 5- Used as slave labor by orphanage. +1 to any technical skill or knowledge skill related to the work you did. 6- Kicked out of the orphanage. Must take Street Path next. 7-8 Made the best of a bad situation. You made a small little business to help you eat/live more decently. +1 skill point in a skill or knowledge skill related to the trade. +1 cha 9- First of class in the orphage educational system, and got sponsored. +1 logic, can take Preparatory School next path 10-11 - War orphan make the best child soldiers. +1 to unarmed skill, +1 any one skill from Firearm skill group, must enter Military School or military brat as the next path 12- Roll twice and get both result or choose one event
  8. Blue Collar Your family worked for an industrial concern, perhap a food factory, mining operation, city maintenance and such. While you had few advantages, your hard-working parents managed to give you a reasonable education, and your future prospects were fairly open. Attributes raises: +1 to four attributes of your choices (max 1 rating) Skill: 1 skill point any skill group not combat related or biotech, stealth or cracking, +1 computer, +3 more skill points (rating cannot be more than 1) Knowledge skills: Language (Any) Native, Knowledge (area/country) +1, (any interest) +1, +3 more knowledge skill points (rating cannot be more than 1) Next path (Late childhood): Farm, High school, Street 2- You're not that far of the street; you nearly got killed during a street shoot out. Social stress or flashback 1 negative quality. +1 Edge 3- Time were really rough. Mandatory next path: Street. +1 survival skill 4- Worked alongside your parents at the factory. +1 skill point in a skill from the group suggested in this path (skill group not combat related or biotech, stealth or cracking) 5- Another childhood wasted on tv and computers: Knowledge skill (TV vid/shows) 1, computer skill +1 6- Family worked hard and were brawny, passed on the genes on you. +1 body or strength 7- Learned many skills in the scout. +1 Survival and first aid skill 8- Helped a lot to repair the family car. +1 automotive mecanics, Natural aptitude (automotive mecanics) positive quality 9- Started early in sports: +1 knowledge skill (sport or one specific sport), +1 body, +1 to any skill from the Athletics skill group. 10- Both parents were military, so you grew up an ''army brat'': +1 knowledge skill (military or specific by country or occupation), +1 pistol or longarm skill. May take military school as the next career path 11- Big promotion in the family. +1 Charisma, may take Preparatory School as next path 12- Roll twice and get both result or choose one event Edited just now by Harding
  9. Back Woods You've been raised in a remote part, of your country, or in a far less developped one. You didn't had access to the modern commodities, making you and your family more self-reliant and ressourceful, but mostly uneducated. Attributes raises: +1 Strength, +1 Body, +1 Reaction, +1 Intuition Skill: Athletics group 1, Outdoors skill group 1, Perception 1, +3 more skill points (rating cannot be more than 1) Knowledge skills: Language (Any) Native, Knowledge (area/country) +1, Any interest+1, +3 more knowledge skill points (rating cannot be more than 1) Next path (late childhood): Back Woods , Farm, Street Back Woods events: Roll 2D6 2- Serious hunting accident left you disfigured: Pick between: Ugly and dont care or poor sense (any one). +1 to any one attribute except charisma 3- Caught a rare virus: Negative quality: Weak immune system. 4- No education: Uneducated negative quality, + 1 Strength, Body or Agility 5- Family lost to bandits, only you escaped. +1 sneaking and con skill 6- Made time for hobby (Any Interest knowledge skill +1) 7- Started using weapons early (Archery, longarm or blade skill +1) 8- Exposure to harsh environment made you stronger: +1 body, resistance to pathogene or toxin quality 9- Natural hunter (Outdoorman positive quality), +1 perception 10- Mechanical aptitude to build stuff (+1 automotive mecanic skill or armorer), Aptitude (automotive mecanic or armorer), +1 Intelligence 11- Adopted by well-to-do relatives (+1 CHA or +1 INT), may take High School as next path 12- Roll twice and get both result or choose one event
  10. For the character creation, you're going to build your career path, a system very similar from the Mechwarrior RPG from Fasa in the 80-90'. Basically, all of you will start the process as a baby with 1 in all his attributes except edge which start at 3. Afterward, you're going to choose the next advanced path of your childhood, which going to provide you attributes, skills and sometimes advantages and disavantages. In all the process, never an attribute or a skill you previously gained can go under 1. And it is going on afterward to the next stage of life (education, career and on and on). All those path will also have a roll to determine a random event. These events, if not desirable, could be modified by spending a point of Edge. If you are spending the edge point in this way, you can add or substract 1 or 2 to the random event roll you made.
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