Disaster, Inc. is a zine RPG that tries to capture the feel of spy movie parodies such as Get Smart and the Austin Powers films. Characters are agents of the Federal Union of Nabbing Criminals (F.U.N.C.) scrambling to protect the world from Forces of Evil (F.O.E.) The subject and tone give me the opportunity to use a character name that I've been sitting on for years because I never get the chance to play a silly spy game.
But let's walk through the character creation rules first (and you already know the name because presumably you've read the post title). Actually, since we're dealing with a new system here, let's start with the basic thing-doing mechanics. As a game about bumbling spies, the rules are geared toward generating amusing failures. Risky or dangerous tasks require rolling against your Danger Level, a rating that increases each time you avoid failure and which indicates how many d6 you'll be required to roll (barring modifiers, which we'll get to). Rolling a 1 on any die, no matter how large or small the Danger Level pool is, signals a failure and an opportunity for hilarity to ensue. Your Danger Level begins the session at 1 and resets each time you achieve failure.
Character creation starts with identifying information: name, codename, and agent number. The character's name is Flirtatia Conquest, which I've been sitting on long enough that I don't remember how I thought it up, but I knew from the moment it hit me would be top-level Bond Girl parody material. There's a table to determine your agent's codename randomly via 2d6 (read one at a time), but just choosing a codename is also permitted; I'll pick one word from each column for the result Velvet Angel. 3d6, read straight across, generates an identification number: 262*
Another 2d6 table determines Expertise categories; I'll get three and can roll or choose, but since there's only one I'm set on I think I'll do a little of both. Expertise allows me to reduce my effective Danger Level by one when the task involves one of my skills. Seduction is a must when you're named Flirtatia, so we'll start there. I'm less invested in the other two, so let's see what the dice offer us and reseve the right to veto and reroll. This chart is a straight 2-12 roll, and I get a 7 (Deception) as the first result, which strikes me as entirely appropriate. The second roll is also a 7, and apparently there's no bonus for doubling up, so I roll again for a 3 (Marksmanship). Not wildly funny or anything, but I'll keep it.
The third and final step in character creation is to be issued some spy equipment. Equipment also allows you to reduce yout Danger Level for relevant rolls, but each item is exhausted after three uses. Like Expertise, it's three 2d6 results on a table, but the list is longer and for any given result you get to choose from two options. A 5 produces either rope or a sleep dart gun; I'll see how the other rolls go before I decide. The second roll is 10: explosives or armored clothing. An armored evening gown sounds pretty funny, but so is a well-timed explosion, so let's see what the final roll brings. 11 is either an extendable baton or a voice changer, and both of those have solid comedy as well as practical potential. I'll opt for the sleep dart gun, the explosives, and the voice changer.
The game doesn't go into backstory, and I hadn't really thought much about it either. The name kind of suggests a privileged background (pretentious vaguely latinate given name, Anglo surname), so I'll posit a finishing school-to-F.U.N.C. pipeline, and let's get on to the statblock, er, dossier:
Codename: Velvet Angel
*This procedure lets me off the hook of deciding whether I wanted to go with "36-24-36" or somesuch nonsense, which would be entirely appropriate to the genre but also kinda sexist.
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