The Agency: A Secret Agent RP (Recruitment Thread)

Recommended Videos

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Hello, I've not GM'd lot of RPs before, but I have been in a pretty reasonable number of them. This is a modern day spy RP set in both Europe and the US (the main HQ will be in London and most of the missions will be in Europe), and it is mission and character based, focused on teamwork and individual effort (the large missions requires everyone involved to do their part). I will use a bastardized version of the Fate system where I've taken the parts I found relevant, and worked it around to fit the RP.

My Co-GM will be IFS.

The setting is a slightly alternated version of current day Europe, though the US will play a part in it. It has some technology that doesn't fully exist yet (as we are aware of at least), but nothing too sci-fi. The agency you work for is a smaller one, focused on spy-work and intelligence gathering. It has no ties to England, nor any individual country, and does instead take missions from the highest bidders. These missions will be taken care of by the PCs. Each character will have some fields of expertise, and will have different tasks during the different parts of the game, as well as the possibility to do short (1-3 posts) solo-missions. Between missions there will be more time for character interaction, as well as preparing for the next large mission to give an edge.

The RP is going to start during the latter part of the planning/preparation bit, allow for character interaction, and then start the mission when everyone is prepared.


Deception/Seduction: The ability to affect people's decisions and actions through the use of words and/or appearance.

Disguises/Infiltration: The ability to infiltrate an environment and become a part of the surroundings. It is, however, a social skill, and does not raise your ability to sneak.

Planning: Planning should be pretty straight forward, it gives one the ability to make a plan based on goals and resources. Better plans are made by people with higher skill in it, and they become more capable of planning during a tense situation, quickly reaching a decision.

Investigation: Investigation gives people a higher ability to not only find out information through what means they are capable of, but to understand the meaning of what they do find. People with a high skill is adept at differentiating between relevant and irrelevant information.

Guns: The more points someone has in this skill, the more capable they are of using guns. That said, being able to fully master a gun (Adding a further bonus when that gun is used) requires a stunt.

Unarmed Combat/Melee: Unarmed combat decides how capable someone is at fighting without a gun, and, in some instances, without a weapon at all. Mastery of a weapon (like a sword) requires a "stunt", though, as it is an all-rounded skill. It also influences someone's strength.

Hacking/Computers: This skill has several uses, and the more adept someone is at it, the easier they can hack into systems, crack codes, and create programs using it, as well as search for what they need.

Saboteur: Saboteur makes it easier for people to take apart or mess with someone's plans, not limited to mechanical sabotage.

Vehicles: Having a high skill of vehicles gives you the ability to drive faster and with more skill, as well as see a possibly route to drive. Special vehicles can be mastered by the use of "stunts".

Stealth/Sneaking around: Stealth is mostly about sneaking around unnoticed, though it also includes breaking in, as well as the ability to listen in on conversations unnoticed, and take items without making sound.

Leadership: The ability to make people listen to you and to follow your plans, as well as the user's ability to give sufficient instructions to make sure everyone understands what they are trying to say.

Agility/Speed: Climbing, running, most manners of physical feats not including combat or strength.

Technician: People with a high craft skill are capable of creating items and repair stuff. They can (If above 2) create personal gadgets and carry them around with the use of a stunt, which gives bonuses in other skills. (though they tend to have limited uses).


The skills are divided between:

One Great (+4) skill
Two Good (+3) skills
Two Fair (+2) skills
Three Average (+1) skills


Which means that 8 skills will have at least one point in them, while 5 won't. This is somewhat different from the default Fate pyramid, but the skills present are the most relevant ones. Besides, it will rely on some specialization for each characters.


Stunts are special abilities or attributes that affect a skill. They are narrower than the skills, and will often be more effective in certain situations. Each player is given 3, which you can use to influence the score of a skill when it is relevant, or that have other, more specific uses. Most stunts and most gadgets give a +2 to a roll, with a possible +3 if it only has one use per mission. An example of the former would be a stunt like: [Shotgun Mastery: Gives +2 to the Guns Skill when the user is using a Shotgun.] Similarly, a stunt with only one use would be: [Plan B, gives the user a +3 to Planning should the current plan be insufficient.] Stunts can be anything that would give a bonus to a skill in certain situations. It has to be narrower than the skill itself.

Gadgets are a single item that enhances part of a skill, the same way a stunt would. For instance, [Stealth Cloak, +2 to stealth, these clothes helps the wearer blend in when sneaking, making them harder to spot.] and [Sleeping Gas, +3 to melee fighting.] A certain type of gadgets are special to the people with technician above +2, as they can divide the +3 one use into three +1 gadgets or into one of +2 and one of +1 , which all have only one use each mission. You can stack stunts and gadgets, although only as far as it makes logically sense (using a sleeping gas and a sniper in a single action doesn't make much sense, though using sleeping gas and the stealth cloak certainly does). As for how "futuristic" the devices can get, keep in mind that this is set in the present. That means that while there can certainly be pens with microphones and tracking devices, going as far as creating a shrink ray is not okay.

Finally, whether or not Stunts can be used in a situation depends on logic. While using a sniper-rifle from afar certainly is useful, using one on someone standing right in front of you isn't usually a good idea, and I won't give you a bonus for it.


One of the reasons I'm just using bits of the Fate system is that there are parts that I don't think would fit into this RP. As it is a forum RP, I have chosen to give some actions a basic difficulty, while still depending on the situation. For anything else, I will give indicators or rely on you to ask if you need to know, but I will roll the dice and decide the outcome. The dice I will roll will be 4 normal dice where 1-2 is (-1), 3-4 is (0) and 5-6 is (+1), as I don't know where I'd find any fate ones. I will then add the - + and zeroes together, add the points the player have for the skill, and subtract the difficulty from the final score.

(Anything below (+1) in difficulty (not counting your skill points, if you have +4 and the difficulty is +3, you still have to roll) doesn't need a roll.

Average(+1) difficulty:
- Sneaking through a room/building with no cameras or nearby guards.
- Hacking an average office computer.
- Find basic information about a topic in an office.
- Drive a car from point A to B within the speed limit.
- Hit someone with a bullet (No vital organs).
- Distract someone without getting caught (While still hidden).
- Trick a single person into thinking you're working there while wearing the appropriate clothes. (Not needed if you infiltrated the workplace in preparation for the mission)
- Get into a night-club.
- Steal a small item without seeming suspicious.
- Run away from the average person.
- Destroying a small object (like a small TV) without anyone noticing.
- Conversing with team members without seeming suspicious during infiltration/when close to someone unrelated during a mission. (Otherwise chatting is fine).



Fair(+2) difficulty:
- Sneak through a room/building with cameras and/or guards nearby.
- Shoot someone's vital organs.
-Sabotage something that plays a role in the security system without anyone noticing.
- Hack a somewhat secure computer without raising an alarm.
- Locate and get the information you need from a computer/an office where the file is hidden.
- Infiltrate a workplace in preparation for the mission and blending completely in. This is a basic infiltration, one giving access to more secure areas would be (+3).
- Driving a larger vehicle/driving a normal car at a high speed without getting into some sort of trouble.
- Run away from a trained guard.
- Talk yourself out of suspicion by someone who suspects you.
- Knock someone out by hitting them with a blunt weapon.
- Make a change in plans that is not too large, but allows you to get out of an otherwise disadvantageous situation.
- Basic Solo-Mission


This is by no means a complete list of actions, but should give a hint to what the basic difficulties will be. Some actions can be done using different kinds of skills, though points can't be stacked. (Example: Talk yourself out of suspicion can depend on different skills. If it is during infiltration, you can use D/I rather than D/S if it benefits you more.)

Possible Outcomes:

Fail

If you roll lower than the difficulty is, you fail.

This means one of several things: you don't get what you want, you get what you want at a serious cost, or you suffer some negative mechanical consequence. Sometimes, it means more than one of those. It's the GM's job to determine an appropriate cost.


Tie

If you roll the same as the difficulty, you tie.

This means you get what you want, but at a minor cost, or you get a lesser version of what you wanted.


Succeed

If you roll higher than the difficulty is by 1 or 2 points, you succeed.

This means you get what you want at no cost.


Succeed with Style

If you roll higher than the difficulty by 3 or more points, you succeed with style.

This means that you get what you want, but you also get an added benefit on top of that.

Teamwork works as following: The person with the highest score in the relevant skill takes their points, and adds +1 for every other person that's helping, as long as the people helping have at least (+1) in the skill. If they don't, their effort don't count.

The last thing that should be mentioned about difficulties is that especially good posts (Brilliant ones) might tempt me to lower the difficultly of the action.

Name: This one is rather basic, full name, unless it is unknown to the rest. Mention any nicknames people might use.

Age: Above 21 years, would prefer at least 25 years old.

Appearance: What they look like, + general clothes they might find themselves wearing. If they, for whatever reason, should be wearing something concealing their real appearance, describe the costume. Build and height is appreciated, as it helps people get a mental image of the character.

Items is not a part of the list, as they will: 1. differ between the missions, or 2. count as part of appearance. If you have a hidden knife that you always carry around, do mention it, but it won't give you an advantage in terms of points.

Personality: This one goes without saying. I know people may not like writing down personalities, but at least 3 sentences would be preferable.

Role: A short description of which roles your character normally fills.

Skills: Put the skill points like this (+1) Not chosen ones have a (0). Please take into consideration that it's your choice just what makes someone good at blending in, or using guns, and that you can mention the most noticeable things in the "other" part of the sheet if there's something you really want people to know about.

You get 1(+4), 2(+3), 2(+2) and 3(+1).

Deception/Seduction:
Disguises/Infiltration:
Planning:
Investigation:
Guns:
Unarmed Combat/Melee:
Hacking/Computers:
Saboteur:
Vehicles:
Stealth/Sneaking around:
Leadership:
Agility/Speed:
Technician:

Stunts: 3 stunts, no more, no less. See Stunt-Section Above.

Backstory: This can be brief if you want to keep secrets about your character, though you cannot plan large plot elements with NPCs (like betraying everyone and having 50 people from FBI raid the agency). You can betray the agency, but you can't do it without me knowing about it, and you can't expect it to go flawlessly as it's not as easy as it might seem.

Other: Anything else you'd like me to know about.

Name: Simon Jones. He normally works undercover, and go by many fake names, though he'll always use Simon if he can, and insists that everyone uses his first name. Of course, whether or not "Simon Jones" is a real name isn't actually known.

Age: 30

Appearance: Simon has blue eyes and medium brown hair, cut short and swept back. He normally shaves, only leaving a pair of sideburns. His skin-colour is about average for a Caucasian, and he is about 5'11", with a fit, and slightly muscular build. While he has been described as rather good-looking, he has somewhat forgettable traits, and his physical appearance tends to get forgotten quickly due to this.

Simon is dead set on that spies have a certain dress-code, and even when he's undercover, he'll wear a set of cream-coloured gloves and a tie. When he's not in clothes that fit with his infiltration, he'll be likely to wear a suit matching his gloves, with a dark shirt and a colourful tie, or simply a dark suit with a light shirt and dark tie, depending on what he feels like wearing. If he's really feeling like dressing up, he'll be wearing a dark grey coat and matching fedora. He always has a pair of sunglasses on his person.

Personality: Simon is what you'd call someone who adapts to the situation, he's calm and laid-back during missions, but friendly and eager to chat when he's not currently close to someone or something that could blow his cover. Simon will do his out-most to make sure a mission is successful, even if it goes against his moral preferences. He's never cold, though, and is comfortable in the presence of most people. While he'd never reveal his true identity as a spy to someone who doesn't already know, he's very clearly a fan of the pop-culture version, idealizing them with what could only be called a childlike fondness. He's surprisingly earnest, and while he'll pretend to be keeping something secret at times, he's very willing to tell people he works with details about his missions with the Agency. When it comes to his past before that, he'll easily challenge people to try to find out, cheerfully and cheekily. He enjoys excitement and challenges, though he can be a somewhat sore loser, as he's generally rather over-confident.

While his gadgets and job are his main interests, most other topics are fine with him as well, and he'll easily enough partake in conversations around things that doesn't really interest him. The only times he'll get really angry is if people insult his gadgets, methods or his ideal of the spy profession, at which rate he'll get fairly passionate about it. When he's not being a spy (or, as he prefer to call them, secret agents) fan-boy, he enjoys swimming and relaxing, drinking good wine, eating good food and watching movies and series. He can often be found working on one of his many gadgets, and enjoys letting people try them. If someone invites him to something, he'll join them, as he's generally fond of people.


Role: Simon is the kind of guy who goes undercover in order to do 3 things. 1. Earn trust. 2. Get information, and 3. Saboteur something, often using fancy gadgets and bombs if he can. He'll take care of most mechanical things, though he's not adept at actually using the computers he's so good at taking apart, nor is he skilled at driving the cars he can fix.

Skills:
Deception/Seduction: (+1)
Disguises/Infiltration: (+4)
Planning: (0)
Investigation: (+2)
Guns: (+2)
Unarmed Combat/Melee: (0)
Hacking/Computers: (0)
Saboteur: (+3)
Vehicles: (0)
Stealth/Sneaking around: (+1)
Leadership: (0)
Agility/Speed: (+1)
Technician: (+3)

Stunts:

[Gadget Basic + Advanced] (Two Stunts combined)

Simon has a number of gadgets lying around, many of which are useful for different situations. Of these, he brings 5 whenever he go out, and has great mastery over the individual gadgets. Even so, they are not particularly strong, and only serve to slightly help during a situation, as well as only have one use each mission.

The Gadgets are:

His expensive-looking watch contains a rather long, strong wire which he can shoot out on need, and that can be tied to something in order for him to climb up or down. However, it doesn't roll itself up again, or go back into the watch, which means it is one use only. He presses the dial once for the wire to come out, and another time for it to let go of his watch. However, he needs to press it for accurately 3 seconds for it to shoot out the wire the first time, so he's the only one who knows how to really activate it. It's his only +2 gadget, and works for A/S.

A tiny tranquillizer dart is hidden in the index finger of his left glove. It only works when he's close, and gives a +1 to Melee combat, as its effects are too slow to knock people out at the speed he needs it to. It's fired when he extends both his index-finger and his thumb, using his hand to mimic a gun.

When Simon clicks the side of his right shoe, usually with his left heel, he'll activate a mechanism that spreads a subtle smell around him, making the person close more willing to listen to what he says. Just how the smell has that effect he doesn't know as he didn't create the chemical, but it gives him a +1 to D/S for the short amount of time it stays.

While Simon is no computer-person, he does have a small memory stick infected with a vicious computer program, which normally looks like it's a part of his watch. He didn't create the program himself, but doesn't want to say how he got ahold of it. He plugs it into the computer, and, if he's lucky, it'll help hack the computer. Of course, all he can do is to sit and wait for it to either work or fail. One time it wiped out the system he was supposed to retrieve information from, so he's hesitant to use it. It gives +1 to hacking.

In order to help him find written information on a specific topic, Simon uses a pair of sunglasses that tend to be hidden inside his current tie, and covered in textile in order to not look suspicious. They're the only computer-related thing that he has created -spending weeks following simple instructions- and while they only work sometimes, he's really proud of them. The Agency has a much more effective version of these kinds of glasses, but he's too fond of them to let go. They're voice-activated, which seemed cool at the time but not so cool when he actually had to use them, and they can only have one word activated at a time, so they're one use only per mission. When activated, they are designed to spot and lit up the word or term that the user has requested, and gives a +1 to investigation.

[Why Stress When You Can Just Blow Something Up?]

Gives +2 to Saboteur, but will always attract attention. Not everything should be blown up either, as sabotage often involves finesse. The bombs have a set timer. Because of this, they need to be very carefully placed, as they're easily disarmed. The explosion is rather powerful, but has a short range. They're small enough to be hidden inside of Simon's clothes, and surprisingly potent for their size.

Backstory: Simon was born in the US, but moved to the UK as a child, which is also his justification for sometimes switching to an American accent when getting eager or relaxed enough. His life before becoming a spy is something he finds uninteresting and dull, and so he rarely mentions much about it, though it was his uncle that got him interested in spies. Watching movies and reading books about them, he soon grew to look up to them, even their questionable ideals and actions, and began designing gadgets, though it was more of a hidden hobby of his than anything else.

Just what he was doing before he was 24 is not known, but one day he turned up at the Agency HQ, knocking on the door and asking to be accepted as a member. While they were certainly hesitant at first to accept this very strange man, they discovered that 1. There was no traces of what he had been doing the last 5 years, and 2. That he was rather adept at certain, rather necessary skills. They made sure that he wasn't bugged in any way, and accepted him, as he was far from the most suspicious person there. Years passed, and he's been undercover under a large number of missions, as well as created many of the different gadgets that the agency has.

Other:
-Refuses to acknowledge that people don't want to call him by his first name, sometimes seeming to not be aware of that his last name is Jones. Surprisingly more adept at replying to the numerous aliases and fake names he has had, to the point of answering to a large amount of surnames that are not Jones.

-He has a British accent, but can easily enough slip into another one should there be the need, and he seems very comfortable with a particular American accent. He can mimic most European accents. That said, he doesn't actually know any other languages, he's simply adept at picking out the sounds he needs to speak in a convincing accent.

- Simon doesn't remove his gloves often, and even when he does, he only removes the right glove. He's also very particular about people touching his hands, though he's never told anyone why that is.

The first stage will be the planning/infiltration stage, at which point you can, for instance infiltrate the location of the target, making it so that you can enter certain areas without having to use certain skills. That said, infiltration leaves you unable to be a part of the planning or doing any solo-missions, as you'll be busy infiltrating, and probably in a different country. Then there's the planning, which can be done by one person or several. It works like the teamwork above, though it puts the points into a counter instead. Solo-missions render you unable to do any of the two others, but adds a point to the planning, two if it is especially difficult. Infiltration and solo-missions require rolls to be successful, planning does not. A failed infiltration means you are distrusted, thus giving you none of the above advantages, and failed solo-missions simply don't give you any points.

After this, there will be a large mission where everyone will have their roles (according to a basic plan hopefully written up by the PCs) and every action above +2, as long as it is a part of the plan, will get a +1 (for success, not for difficulty) for as long as there are points left from the planning.

The last stage is just the times where people can interact outside missions, and they won't depend on rolls or skills. It will be ongoing for most of the time apart from large missions.

- Be polite to each other and to me.

- Every character will be given basic equipment based on their role. This includes an easily hidden communication device that can be used at any times with no bad consequences, as long as one is careful.

- Common sense and decent grammar helps people understand your posts.

- Every roll and its consequence will be made by me (and often IFS as well), apart from when it comes to my GmPC, at which point I will have IFS handle that to make things fair.

- You'll have to post at least once a week.

- No godmodding or taking control of other people's characters without their consent.


Any questions or comments are appreciated, and I do hope I'll get to be the GM of this RP. I know there's a lot to read, and probably things I haven't explained sufficiently, so please don't be shy about asking for details/better explanations. Most of the mechanics described in the spoilers will be my responsibility, and you'll not have to try to figure out a bunch of stuff each time you post, simply list the actions you're taking in a spoiler below the post.
 

IFS

New member
Mar 5, 2012
1,776
0
0
Hey everyone I will be your humble Co-GM for this RP, my sheet is below in case people need another example. I'm looking forward to seeing what other people come up with!

Name: Benjamin Crown, he also goes by Ben though its unknown if its his real name.

Age: In his early to mid thirties, though he prefers not to disclose his actual age.

Appearance: Tall and fit though he has a lean build, and is often described as handsome. He has light brown hair and dark brown eyes, and prefers to dress as formally as he can, having a particular fondness for suits. He doesn't mind having to dress down though, especially if its required for the mission.

Personality: He is confident and smug (though he prefers the term suave), though not without charisma or tact. He enjoys being two steps ahead of everyone and likes to be personally involved in whatever task he is assigned to, and tends to hog the spotlight when he gets the chance. He is also quite adaptable and a very good actor, and while he does tend to panic when things start to go wrong he's very skilled at hiding it and maintaining a calm demeanor.

Role: He enjoys being the mastermind behind missions, setting up various plans for them, that said his plans frequently involve him in what he sees as a starring role. He is a very smooth talker and tends to use a mixture of disguises, charm, and stealth to get to where he needs to be, though he is also fairly skilled in combat should the situation call for it.

Skills:

Deception/Seduction: +4
Disguises/Infiltration: 0
Planning: +3
Investigation: 0
Guns: +2
Unarmed Combat/Melee: +2
Hacking/Computers: 0
Saboteur: 0
Vehicles: +1
Stealth/Sneaking around: +1
Leadership: +3
Agility/Speed: +1
Technician: 0

Stunts:

Gambit Roulette: Gives +3 to planning once a mission. Benjamin is very good at coming up with new plans on the fly, and finding ways to benefit from whatever situation they end up in. Things have to have started to go pretty badly for him to begin using this though.

Charmed, I'm sure: Gives +2 to seduction/deception, Benjamin can be quite charming when he wants to be, and is especially skilled at charming women (or men who might be attracted to him) if he needs to. He's also quite skilled at reading such people, which only contributes to his ability to be charming.

Pistol Mastery: Gives a +2 to guns when using a pistol, Benjamin typically tries to avoid firing his gun on a mission but when he has to he can certainly prove a very quick and dangerous shot. He prefers pistols because of ease of concealment, and because if he needs to he can fire it out of a car more easily. Sadly even his skill with the weapons doesn't make them terribly effective at range so he doesn't get the bonus if his target is too far away (too far away being generally more than 30 meters away).

Backstory: Benjamin tends to be coy about his past, though what is known from his dossier is that he was born in the welsh countryside and lived there for most of his youth before his family moved to London. Following that the story of his past quickly grows murky (if it isn't entirely fabricated) though he did well in school. His history becomes more clear with his arrival into the espionage business, where he has worked a number of jobs over the years, ranging from acting as a hidden bodyguard, talking his way into guarded facilities, and it is rumored some minor assassinations.

He arrived at the agency following some work in France he prefers not to discuss, only saying that it left him wanting 'steadier pay', and after some background checks was hired to work for them. He's now been working for the agency for several years and is considered one of the higher level members of it.

Other: He is secretly a huge Bond fan, though he tends to hide this as he feels that it is unprofessional. Other than that he speaks a few languages, English (obviously, French and German all with some fluency and some Arabic though he doesn't consider himself fluent in it.
 

Quintley

New member
Jul 5, 2013
86
0
0
This sounds very interesting, I'll write up a character when I have some more time.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
IFS said:
Hey everyone I will be your humble Co-GM for this RP, my sheet is below in case people need another example. I'm looking forward to seeing what other people come up with!

Snip
Nice sheet. It'd be nice if you wrote something more about the Pistol-Stunt, as I'd need to know just how far from the target your character can be before it can't be used. I also would like to know his height in numbers, but it's fine like it is (just a personal preference of mine.)

Quintley said:
This sounds very interesting, I'll write up a character when I have some more time.
Mortis Nuncius said:
Showing my interest, I'll see if I can get a sheet up in the near future.
Sounds good. :)
 

IFS

New member
Mar 5, 2012
1,776
0
0
DarkRawen said:
Nice sheet. It'd be nice if you wrote something more about the Pistol-Stunt, as I'd need to know just how far from the target your character can be before it can't be used. I also would like to know his height in numbers, but it's fine like it is (just a personal preference of mine.)
Ah right sorry, I've added in a range for his pistol stunt based off a quick google search.
 

Mestizaje

New member
Jun 5, 2013
32
0
0
Comments appreciated ^_^
Name: Y.T. "Yours Truly" (Yukari Tan)

Age: 32

Appearance: Y.T. has slanted brown eyes, and brown hair. She is of asian heritage, but keeps the specific country and area to herself. She's of medium height, 5'8'', and has a rather slim body leaning towards athletic. Y.T.'s normal appearance is unremarkable and even common. However, she often changes it with different styles of clothes, fake tattoos and fake piercings, but also by dying her hair in neon colors.

When she's working she tends to change her appearance based on who she's working for and what country she may currently be in, if it's a country she often stays in for a longer period of time. She tries to go for what would blend in with the local crowd, not stand out at all.

When Y.T.'s not had any jobs for a longer period of time she lets her appearance decline, which usually ends up with her having disheveled long hair with one or two dyed strains. She'd also wear baggy and loose clothes during one of those periods where she's decided to isolate herself from human interraction IRL.

Personality: Y.T. is intelligent, handy and somewhat of a hermit when her funds allows her to be. She's skilled with guns and computers, plus loves to be behind the wheels of a vehicle. She likes to say she grew up in a workshop, as her father worked as a mechanic for a racing team, and she more often than not spent her free time with him. When her father got killed in a robbery she began to isolate herself from the real world and spend more time online, chatting with random strangers and slowly learning everything she could about computers and hacking. It got her in trouble a couple of times, but nothing too serious.

She is a nice enough person to talk to, even if she can seem distant or eccentric at times. She does not like it when people use her real name though, and prefers to go by her nickname, or a fake name if she's working. Y.T. is prone to taking longer vacations where she lives alone in an undisclosed location until she's running low on money again. She's more active online during these periods, but has little to no contact with the outside world. She speaks chinese, japanese and korean fluently, but also has a good understanding of english.


Role: Hacker, Courier, Driver. Those are some of the roles Y.T. has done and can do on missions for those she works for. She's gone undercover more than once for different organizations, or just done smaller jobs for the more questionable people in the world, where she's had to either work as a getaway driver or smuggle/transport objects from one place to another. She's never used or advertised her skills with computers when working for criminal organizations, and merely remained a person of little note in the underworld.

Skills:

Deception/Seduction: (+2)
Disguises/Infiltration: (+1)
Planning: (0)
Investigation: (0)
Guns: (+3)
Unarmed Combat/Melee: (0)
Hacking/Computers: (+3)
Saboteur: (0)
Vehicles: (+4)
Stealth/Sneaking around: (+1)
Leadership: (0)
Agility/Speed: (+1)
Technician: (+2)

Stunts:
Just a Sec: Gives +2 to Vehicles. Y.T. is a great driver when it comes to cars, but she's also got a good enough basic understanding of vehicles in general to be able to figure out how to drive anything if she's given time to think and work out how to control it. It may be on land, air or on water. It could also be used to get her out of a tight situation if she's already in control of a vehicle, and being chased for example.

Work, Dammit: Gives +3 to technician once a mission. If something is broken during a mission, Y.T. can unleash her stress or anger to be able to think of a solution and fix it faster.

Gadgets

The Van: Gives +2 to hacking/computers. The van is a simple black van with tinted windows, which Y.T. lives in during her times of solitude. It is outfitted with an array of computers and has access to internet which allows her to hack or disrupt the activites of companies connected to the internet.


Backstory: Y.T. grew up on the move, as her father would often travel from one place to another in his job as a skilled racing mechanic and bring his family with him. It meant she had few lasting friendships before she got a computer and began to socialize with people all over the world through internet. Even if she never met most of them she still felt like she was part of a group or had friends.

She lost her father in a robbery, when he didn't let go off his belongings fast enough and they shot him on the spot. He was rushed to the nearest hospital, but it was in poor condition and he didn't survive the ordeal.

When she turned 18 she joined the military for a period of time, to undergo basic training and the like. She was tested physically and mentally during that time. It was where she learned how to use different types of guns and rifles, but also honed her skills with vehicles and computers.

After that she began to take smaller jobs as a courier and driver for different people, eventually leading to her meeting criminals and getting contacts in the underworld. However, she never aspired to join any of them officially or show her true potential among their like. In time, she joined the agency when offered a job. She has been with the agency for about five years.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Mestizaje said:
Comments appreciated ^_^
Snip.
It's a really good sheet, what I have is mainly questions for the sake of clarity. Firstly, how long has she been with the agency? You don't need to give the exact amount of time, but an indication would be nice.

Secondly, I assume she speaks more than one language, right? It's my fault that I didn't mention it earlier, but I want to know when people do, so I'd appreciate it if you put the languages she does speak in the "other" category. (It's also even more my fault for having a character that can only mimic the sounds of other languages >_>)

The last thing is; Does she always bring her van along on missions? Because, while that'll be completely acceptable during missions in Europe, I do intend to have something happen in the US at some point, and thus it would be nice to know if she'll take it along during that time.
 

Mestizaje

New member
Jun 5, 2013
32
0
0
DarkRawen said:
Mestizaje said:
Comments appreciated ^_^
Snip.
It's a really good sheet, what I have is mainly questions for the sake of clarity. Firstly, how long has she been with the agency? You don't need to give the exact amount of time, but an indication would be nice.

Secondly, I assume she speaks more than one language, right? It's my fault that I didn't mention it earlier, but I want to know when people do, so I'd appreciate it if you put the languages she does speak in the "other" category. (It's also even more my fault for having a character that can only mimic the sounds of other languages >_>)

The last thing is; Does she always bring her van along on missions? Because, while that'll be completely acceptable during missions in Europe, I do intend to have something happen in the US at some point, and thus it would be nice to know if she'll take it along during that time.
I edited the sheet, so now it says she's been with the agency for five years. She is fluent in chinese, japanese, korean, and has a good understanding of english.

Yes, she'd take the van with her.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Mestizaje said:
DarkRawen said:
Mestizaje said:
Comments appreciated ^_^
Snip.
It's a really good sheet, what I have is mainly questions for the sake of clarity. Firstly, how long has she been with the agency? You don't need to give the exact amount of time, but an indication would be nice.

Secondly, I assume she speaks more than one language, right? It's my fault that I didn't mention it earlier, but I want to know when people do, so I'd appreciate it if you put the languages she does speak in the "other" category. (It's also even more my fault for having a character that can only mimic the sounds of other languages >_>)

The last thing is; Does she always bring her van along on missions? Because, while that'll be completely acceptable during missions in Europe, I do intend to have something happen in the US at some point, and thus it would be nice to know if she'll take it along during that time.
I edited the sheet, so now it says she's been with the agency for five years. She is fluent in chinese, japanese, korean, and has a good understanding of english.

Yes, she'd take the van with her.
Cool, thanks. It's not a problem with the van, just something I needed to know. I would say that your sheet is accepted, but I don't know how many sheets I'll get yet (or if I'll even get enough), so I don't want to promise anything. I will say that I really like the sheet, though, and that your chances are good.
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Name: Conrad Westfield (assumed to be an alias)

Age: 33 (according to himself)

Appearance: 5'11" tall, average weight, moderately athletic build. His eyes are pale blue. His hair is brown and usually cut short. In terms of facial hair he is usually clean shaven but doesn't bother to shave during ops, which means stubble would develop over the course of multi-day operations. His skin is what you would consider average for a Caucasian. He has nothing spectacular in terms of features and is quite average. He carries himself professionally and he considers casual dress to be a black three piece business suit or clothes with paramilitary origins or utility.

In the field he usually wears what he feels appropriate. This might mean wearing something that blends him in or gives him an excuse to access utility areas, this might also mean a Ghillie suit or camouflaged uniform.

Personality: He is somewhat of a professional and has shown to be incredibly capable in the field. Calm under pressure. Cool and collected in conversation with others. Takes a near psychotic glee from pulling off shots at extreme ranges that go undetected by the enemy.

Role: Sniper

Skills:

Deception/Seduction: (+1)
Disguises/Infiltration: (0)
Planning: (+3)
Investigation: (+3)
Guns: (+4)
Unarmed Combat/Melee: (0)
Hacking/Computers: (+1)
Saboteur: (+2)
Vehicles: (0)
Stealth/Sneaking around: (+1)
Leadership: (0)
Agility/Speed: (0)
Technician: (+2)

Stunts:
Marksman - +2 to Guns while using sniper rifles or other similar long barreled rifles.
Trained Analysis - +3 bonus to his planning roll during the planning phase of mission through synergy with investigation.
Hiding in Plain Sight - +2 bonus to rolls related to masquerading as repair men or janitors.

Backstory: Recruited from an east Europe PMC after he was involved in a particularly botched operation in the middle east. He is believed to be of Switz nationality and if so likely received training with one of their special forces branches. Though through careful analysis of given information, evidence shows that it is just as likely that he is German or French in origin.

His true identity is unknown to the agency and data relating to his given identity before his time with his PMC is clearly falsified under scrutiny. Attempts to discern his true identity have failed and it is likely that he has edited himself out of databases.

Other:
- His accent is neutral and he has shown to be able to speak English, German, French, Italian, and Romansh.
- Separate from his gear and usually hidden on him is a set of needlenose pliers, a swiss army knife, a compass, and a lighter.
- He has been with the agency for two years.

Edited
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Anti-American Eagle said:
Snip

I'm putting this up for criticism now, I'll fill in anything I missed or correct anything that needs to be corrected tomorrow.
Hm, well, I do have a couple of issues with this sheet. Firstly, I can't allow a character to run around with cyanide capsules. While they may be intended for the purpose of suicide in case your character is caught, just having them provides an edge that I'd only allow as a stunt.

Secondly, there's the thing with the skills. While I don't want the stats to interfere much with the characterization, it still has to make sense. That's why I find it hard to believe that someone with no points in deception nor infiltration could hide their true identity that well, as well as hide a set of wirecutters on themselves. For them to be able to cut through anything thicker than a sewing thread they need to be quite the size, and even if they're foldable... (As stated, the characters will be provided with necessary items before a mission, so it's not like you'd be unable to bring them, it just seems odd that he'd be able to hide them at all times.) It wouldn't be such an issue if it hadn't been for the fact that he has no points in either of the stats that would allow him to do so. (Comparison would be Simon being able to drive a truck despite having zero points in vehicle.)

I do consider the 0 in this case to be the average person/slightly worse than the average person because the characters are spies, but adding at least one point to either D/S or D/I would make it a lot more believable.

Finally, the planning period doesn't use leadership as a skill, though it'll be vital during the mission. I'd alter the stunt, and make it so that if your character needs to step in for the purpose of altering or making sure things are going according to plan, there's a +2 to leadership.

Apart from that, it's a good sheet, and it's nothing major. I do want the issues sorted out, though.
 

Quintley

New member
Jul 5, 2013
86
0
0
As a heads up, I'm aiming for an investigation/scout type character. Could you clarify - with stunts and gadgets, how often can these be used? I guess using them too often would be rather overpowered, so are you going to restrict their use at all?
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Quintley said:
As a heads up, I'm aiming for an investigation/scout type character. Could you clarify - with stunts and gadgets, how often can these be used? I guess using them too often would be rather overpowered, so are you going to restrict their use at all?
Well, what I've put down is that they have to be narrow in their usage, or, if they're +3 (or divided like the 5 gadgets in my sheet, over 3(in my case 6 because of two stuns)) rather than +2, there's only going to be one use of them. +2, I regarded as having no numbered limit.

However, this also means that I won't allow the use of them often, and the justification has to be good enough for it to pass. I do think I'll limit them somewhat, in words as well, to make it easier for the players. +2 stunts can be used twice, perhaps three times if the situation is just right, but I'll be the one to look at the uses of the stunts.

Basically, +3 has one use, +2 has two, at most 3 uses. +3 pretty much ensures that it'll succeed (unless you don't have any points in that skill, I suppose) but +2 has more uses, and a higher risk.
 

Lotus_Gait

New member
Jan 3, 2014
36
0
0
Name: Lars Von Breust. Also known as The Butcher, Ol' Faithful, or [url+http://en.wikipedia.org/wiki/Buckriders]Buckrider[/url]

Age: 45

Appearance: Lars is a broad-shouldered man of 6?1, with a lean and muscular build. He has slicked-down, black hair that stops just below his ears and a thick moustache that curls upwards slightly at the ends. Lars is missing his left eye but a polished, bone-white sphere sits in the socket, a fake eye that few know the story of. His right eye is brown.

Lars wears a loose-fitting white shirt (somewhat discoloured) underneath a brown waistcoat. The sleeves of the shirt are rolled up to just below the elbow, revealing scars that criss-cross up his arms. He wears snug black jeans and a pair of slightly scuffed black workman's boots. Around his waist, Lars has a heavy butcher's belt [http://i30.tinypic.com/5do55e.jpg] completely stocked with knives (specifically the ones from the linked picture).


Personality: Unsettlingly straight-talking, Lars doesn't suffer fools lightly and will never hold back his own opinion. As a result, he's found himself not very well-liked amongst his peers but, typically, Lars doesn't care. He'll be the first to admit that he's a selfish bastard and will often disregard others' feelings or goals if they contradict with his own. That said, Lars is so loyal to the agency that many have given him the nickname Ol' Faithful.

Lars is recklessly brave and will blindly throw himself into harms way to fulfill missions but has been known to leave comrades in trouble if he believes that saving them would jeopardise the agency's plans. Overall, Lars has a reputation as being a guy who gets things done - and done well - but a particularly terrible human being.

Role: General muscle/Saboteur/Interrogator

Skills:

Deception/Seduction: (+2) (Lars uses this skill not so much as seduction, more intimidation).
Disguises/Infiltration: (0)
Planning: (0)
Investigation: (+2)
Guns: (+1)
Unarmed Combat/Melee: (+4)
Hacking/Computers: (0)
Saboteur: (+3)
Vehicles: (+1)
Stealth/Sneaking around: (+1)
Leadership: (0)
Agility/Speed: (+3)
Technician: (0)

Stunts:
"I see what you did there": +3 to Saboteur. Lars is able to predict the target's plans based on what he's already seen/experienced, and can figure out the best way to sabotage them.

"Don't make me hurt you": +2 to Deception/Seduction. Using his specialised skills with knives and particularly violent temperament, Lars can intimidate a captured - or otherwise incapacitated - enemy to learn valuable information, or indeed make someone do something for him (like unlock a door, for example). Here's an example of the kind of situation this can be used in: Lars creeps up on an enemy (providing he passes the necessary stealth check), grabs them from behind and holds a knife to their throat. That's when I'd roll for a D/S check utilising this stunt.

"Hit me again, I dare you": +2 to Unarmed/Melee. Lars has always been a scrappy fighter, relying on his ability to take a lot of hits rather than skill to win. With a high pain threshold and a total disregard for his own safety, Lars has become a particularly formidable close-quarters combatant. This can only be used when Lars has already taken damage from his proposed target.

Backstory: Unlike many at the agency, Lars' background is relatively well known. He was born to Dutch parents in a rough London estate, and attended both school and college, receiving pretty average grades. As a teenager, he hung around with shady characters and ran with a few gangs, fighting and committing petty crimes. Without much of a direction in life, Lars apprenticed hiself to a local butcher; a shady South London type with some pretty violent friends.

Alongside learning how to butcher various animals, Lars began to learn about the more organised, seedy underbelly of London crime. He ran small jobs for his boss and quite often found himself in prison. After one particularly lucrative job, Lars took the fall for his boss and went into prison for five years. During his incarceration, Lars fought to survive the gangs and petty squabblings of the inmates, earning him a reputation as a crazy fighter who didn't have any regard for his own well-being.

Upon his release, Lars returned to his boss and was offered the butcher's shop as his reward for taking the fall. His boss announced his retirement, and left Lars in charge of, not only the bucther's business, but the organised crime syndicate too. After many years, Lars had established a great business foundation - both legal and illegal - but was eventually caught out after a particularly reckless gamble involving an undercover policeman and a pig carcass stuffed with coke.

Facing a very, very long stretch in prison, Lars' life seemed to be nearing a rather anti-climactic end until a third party got involved and - with the help of a pretty large amount of money - convinced the authorities to hand Lars over to them. The agency, were impressed with Lars' skills and wanted to make him an offer: live the life of a somewhat free man earning good money to do what he's good at, or rot away in a cell for an undisclosed - yet, inevitably long - amount of time.

To Lars, there was no choice. He's been working with the agency now for 6 years and seems to have gained quite a reputation.

Other:
- Despite having Dutch parents, Lars speaks with a south London accent and only knows a bit of Dutch and German (mainly swear words).
- Although Lars' background is fairly common knowledge to most members of the agency, no one seems to know how he lost his left eye. If asked about it, he will refuse to answer the question. If pressed on the matter, Lars often responds with violent anger.
- He has an extensive knowledge of various cuts of meat from a vast array of animals, and also how best to prepare and cook them. Most know that he is also able to pinpoint the best places to stab a human for certain results that range from inconvenient pain to slow, excrutiating death and everything in between.

For me, it's a pretty brief Bio. If you'd like more details, please let me know and - as always - advice/criticisms/general comments are encouraged and always welcomed.

Edited. I've made relevant changes to the stunts based on the GM's comments.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Lotus_Gait said:
Snip

For me, it's a pretty brief Bio. If you'd like more details, please let me know and - as always - advice/criticisms/general comments are encouraged and always welcomed.
It's a good sheet, the only criticism I have for it is that the two +2 Stunts aren't narrow enough, as they can be used for a lot of situations, especially the melee one. I assume the D/S is intended for "interrogation", or forcing a single person to do something in a non-combat, and I'd like that to be made clear on the sheet. As for the melee one, it's very open, I'd like you to alter it to a certain kind of situation, for instance, if your character have already been hit and/or failed a melee roll.

That's all, really, the bio is good, if you'd like to add details, feel free, but there's enough info for me to work with.
 

The Harkinator

Did something happen?
Jun 2, 2010
742
0
0
Ooohhh this looks like fun.

Name: Richard Brennan

Age: 32

Appearance: Richard is 5'8 with an athletic build that manages to stay slim. His face is largely forgettable and devoid of many defining features. He is clean shaven and has a weak chin, his face is friendly but not memorable to those who don't know him. His hair is brown and cut short, again with no discernible style. This is intentional.

Richard enjoys wearing suits (and thinks it rather works with the job) but is willing to change outfits depending on the nature of work.

Personality: Richard is professional and dedicated, a true company man. In a less exciting job he'd be a normal office worker. Richard is reserved and mostly quiet, allowing others to take the initiative. Richard is a field agent, not a planner and works best when given a plan to follow. Not much gets him riled up either as he sees arguments as not worth his time and has learned to ignore people if he really wants to.

Richard reacts well to people being nice to him though and dislikes people who he judges to be too rude and direct, especially if they are being unnecessarily rude. He is calm under pressure and approaches his work with quiet pride.

Role: Stealth Expert

Skills:

Deception/Seduction: (+1)
Disguises/Infiltration: (+1)
Planning: (0)
Investigation: (+3)
Guns: (+2)
Unarmed Combat/Melee: (+2)
Hacking/Computers: (0)
Saboteur: (0)
Vehicles: (+1)
Stealth/Sneaking around: (+4)
Leadership: (0)
Agility/Speed: (+3)
Technician: (0)

Stunts/Gadgets:

I've got just the trick... +2 to unarmed combat against opponents that are completely unaware of Richard. Using his training in hand to hand combat to disable enemies is a useful skill when an agent has to take someone out. This only works if the target if the attack is not aware of Richard when he does it. If they are aware or suspicious the bonus does not apply.

Who was that?!. +2 to Stealth/Sneaking around when the guards have spotted Richard. An experienced infiltrator knows how to get out of a bad situation. This ability can only be used to escape detection as soon as Richard is spotted. He cannot use this ability when enemies are in pursuit, he must use it straight away if he chooses to do so.

The Tranquillizer Gun. +2 to Guns and has a non lethal effect. Every infiltrators best friend. Just remember to collect the darts once they're down!

Backstory: Richard Brennan, or Rich to his friends, grew up in Manchester, England without parents. He spent his childhood in foster care, leaving when he was 16. As soon as he left, Richard Brennan dropped off the records only to reappear again five years later at the Agency when he was 21. Having worked his way up through the agency ranks Richard is now one of their top infiltrators.

During the "off the records" time Richard was involved with petty crime at first, before joining a gang and becoming more serious. Richard was particularly adept at breaking and entering, as well as getting into places other gang members couldn't. His average appearance belied his criminal activities and he did not come under police suspicion for the crimes committed by the gang. Nobody ever connected him to their activities and it wasn't until the gang stumbled across equipment belonging to the agency that anybody actually pinned him down to something. The agency arrived on his doorstep with an ultimatum: turn in his gang members and give up the location of the stolen equipment, or get turned into the police. The agency added a job as an incentive and Richard accepted. He has been with the agency ever since then.

Other:
= Despite being with the agency for a long time, he is not promotion material. Richard has little aptitude at planning and organisation.
= Richard does not like killing and will avoid it wherever possible. However, he does understand the necessity of killing from time to time.
= Richard can only speak English. His grasp of other languages is rather basic and he usually relies on others or a phrase book.

Edited. The stunts are more narrow.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
The Harkinator said:
Ooohhh this looks like fun.

Snip
It's a decent sheet, and there's not much to criticize, however, there are a couple of details that I'll comment on.

Firstly, I'd like you to narrow the stunts a bit, so that they can't be used for every roll relevant to the skills. Right now they seem like they'd fit every situation.

The second thing is that I, probably wrongly (generic comment about not having English as my first language), refer to the undercover kind of infiltration when using the word. I do assume you mean the breaking and entering kind of thing, I'd just like to be sure. I'd also be interested in knowing if your character is sent in for the purpose of stealing items as well.

Lastly, another question: Does your character speak another language? I know that you might have left it out intentionally because he doesn't, which is completely fine, but I'm just asking to make sure.
 

Lotus_Gait

New member
Jan 3, 2014
36
0
0
DarkRawen said:
Lotus_Gait said:
Snip

For me, it's a pretty brief Bio. If you'd like more details, please let me know and - as always - advice/criticisms/general comments are encouraged and always welcomed.
It's a good sheet, the only criticism I have for it is that the two +2 Stunts aren't narrow enough, as they can be used for a lot of situations, especially the melee one. I assume the D/S is intended for "interrogation", or forcing a single person to do something in a non-combat, and I'd like that to be made clear on the sheet. As for the melee one, it's very open, I'd like you to alter it to a certain kind of situation, for instance, if your character have already been hit and/or failed a melee roll.

That's all, really, the bio is good, if you'd like to add details, feel free, but there's enough info for me to work with.
Thanks for the feedback, dude! I've made the relevant changes to the sheet. Please let me know if the stunts still need work.

How many people are you looking for by the way? And when will applications be closing?
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Anti-American Eagle said:
Snip

Edited
Looks good! There's nothing more you'd need to fix.

Lotus_Gait said:
DarkRawen said:
Lotus_Gait said:
Snip

For me, it's a pretty brief Bio. If you'd like more details, please let me know and - as always - advice/criticisms/general comments are encouraged and always welcomed.
It's a good sheet, the only criticism I have for it is that the two +2 Stunts aren't narrow enough, as they can be used for a lot of situations, especially the melee one. I assume the D/S is intended for "interrogation", or forcing a single person to do something in a non-combat, and I'd like that to be made clear on the sheet. As for the melee one, it's very open, I'd like you to alter it to a certain kind of situation, for instance, if your character have already been hit and/or failed a melee roll.

That's all, really, the bio is good, if you'd like to add details, feel free, but there's enough info for me to work with.
Thanks for the feedback, dude! I've made the relevant changes to the sheet. Please let me know if the stunts still need work.

How many people are you looking for by the way? And when will applications be closing?
The stunts are fine now. As for how many people I'm looking for, something like 6-8 (with me and Ian's sheet that becomes 4-6 other people), depending on how many different roles I can get people to play. Any more than that would be hard to fit into a mission. I'm not sure when I'll close applications, but after Tuesday, and no later than Thursday.