Covert Action

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Tsaeb XIII
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Re: Covert Action

Post by Tsaeb XIII » 14:23:57 Tuesday, 11 December, 2012

Rising Phoenix wrote:follow him to Tsaeb's safehouse
Fairly sure you mean either Smyg's safehouse.

Anyway, here's the copypasta of all my turns:
Day 1Show
Coinneach wrote:FSB (Russia)

BEGIN TRANSMISSION
LOCATION: LA

Agent Tsaeb.

These are testing times, and our diplomatic bureau is bombarded by questions from the West. Yet the EU's embarassment is not our work, and we have intercepted a communique to a suspected Chinese agent in Havana.

"Congratulations.... .... device for the great Chinese... ...all foreign agents".

Your mission is to acquire, by all means necessary, this device for the Russian Federation and the glory of the FSB.

END TRANSMISSION
Tsaeb XIII wrote:1) TRAVEL: Travel to Havana
2) DECRYPT: Further analyse the intercepted Chinese transmission.

((Note: If I've interpreted the "Decrypt" action incorrectly and the initial transmission doesn't count as a clue, replace it with "Hack" used on the MSS))
Day 2Show
Coinneach wrote:After arriving in Havana, you reach what you suspect to be the safehouse where the agent was holed up. It appears to be empty. However you are only just able to begin attempts to hack into MSS systems or break into the safehouse when you note that you are not the only one watching the safehouse. A man of European looks is also conducting surveillance, though you do not know if he has noticed you.
Tsaeb XIII wrote:1) HACK - Hack into MSS communications
2) BREAK-IN - Break in to the MSS safehouse
Day 3Show
Coinneach wrote:You attempt to hack into MSS communicatons once more, but no activity in the area is picked up. You begin to widen the net, yet stop when you see the European figure move into the safehouse. Going round the back and being careful not to be noticed, you too carry out a break-in, disabling the alarm and drawing your weapon.

You begin to move through the bedroom, hearing his own footsteps and activity towards the front, yet he suddenly cottons on to your own presence somehow, the stranger firing a series of shots against you. You dive for cover, returning fire, and the safehouse echoes with gunshots and the smashing of glass. As bullets whizz overhead, you roll forward to better cover, just as the stranger tries to reload, allowing you to keep him pinned down as you advance. He rises as if to return fire, but just in time you launch yourself at him, disarming him, and as you trade punches your own handgun slides away as well.

In a vicious struggle, you both swing for each other, landing some blows, but neither gaining a substantial upper hand, till you lose your footing and crash to the floor, the stranger immediately taking advantage of that fact and trying to strangle you. Not even FSB training can get you out of this, and gasping for air you feel your strength failing, yet just when all seems lost, another figure crashes into the room, weapon drawn and ready to fire, and you seize what may well be your last chance. Launching a swift assault on your first opponent, you use him as a shield as the new assailant opens fire. Despite this you feel a bullet ricochet into your leg, yet you then pick up the now KIA stranger's gun by his body and launch a volley of your own. The new stranger joins the old as he slumps to the ground.

Mother Russia would be proud, but this is no time for reflection. Searching the bodies of the two dead agents, you find certification of their employers: the first to die was Agent OYID of DGSE, France; the second, more seriously, Agent Flamelord of the American CIA. You swiftly search the safehouse, and probably miss a substantial amount, yet it appears that Caracas is where the Chinese agent stationed here made for. Leaving the safehouse for the airport, in the taxi you can just hear the sirens approaching in the night.
Tsaeb XIII wrote:1) TRAVEL: Travel to Caracas in pursuit of the Chinese agent
2) BREAK-IN: Break in to the Chinese safehouse and search for clues
Day 4Show
Coinneach wrote:You rush to Caracas, managing to stem the bleeding in your leg and patch up the wound from the gunfight. Making you way to the Chinese safehouse, you become suspicious of the number of cars surrounding it, and hop out a few blocks away, making your way silently on foot as dusk falls. Reaching the back of the building, you climb up the fire escape and through an open back window, into a bathroom soaked in blood. Someone's been busy here recently.

It is then that you hear someone speaking in a loud, clear English accent.

"...by my count, comrade, this makes two." The familiar bang of a handgun echoes through the building, before you hear muffled footsteps and the outer door opening as the Englishman races down to the street. Drawing your own weapon, you move into the front room, where the battered corpse of a Chinaman - one bloody bullethole in his skull - is tied to a chair. Moving to the window, you smash it just as the figure makes the dash across the street to the next block, shouting STOJ! and firing off a few bullets - though at this range, none hit the mark. He dives behind a car and returns fire, bullets thudding into the thick safehouse walls. For some time you exchange fire, trying to pin him down as he makes for his own car, yet suddenly, out of the blue, a man on the opposite side of the road steps forward and empties his magazine into the Englishman, who slumps to the ground in a pool of blood.

"FSB?" You shout out.

"Nei, MISIRI, Iran" He replies. "Friend."

The Iranian moves to the body and begins to rummage through his jacket. Though you cannot see exactly, it is clear what he's after; the SODA device. Moving down to street level, you arrive out the still open doorway just as a strange figure rises from the other side of the street, his weapon drawn just as the Iranian raises it to the light, and firing several bullets into him. Another body slumps to the floor, and the device clatters down as well, and you yourself draw your handgun and return fire. The other figure, clearly surprised, collapses to the ground, and you swiftly move to the MI6 and MISIRI agents' bodies. Finding the device and taking the MI6 agent's keys, you move to his car and make your escape as sirens once again echo behind you making your escape.

It is only once you reach the airport, ready to escape, that you see the bloodsoaked SODA device in full light: a bullethole having sliced clean through its hard drive.

MISSION FAILED
AGENT STATUS: AWESOME
OBJECTIVE STATUS: SEVERELY DAMAGED
Game I: Republic of Indonesia
Game II: French Third Republic
Game III: Abibaal the Sailor

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Re: Covert Action

Post by Flamelord » 18:03:31 Tuesday, 11 December, 2012

Mine as well.
Day 1Show
CIA (USA)

BEGIN TRANSMISSION
LOCATION: CARACAS

Agent Flamelord.

The Europeans have embarassed themselves, and paid for leaving us out of the SODA project. However it is now a highly volatile situation, as a potential hostile nation could now be capable of replicating the advanced engineering of the EU's prototype code. The CIA has picked up rumours of Russian safehouse activity in LA linked to the case.

Your mission is to acquire the device by all means necessary and possible; failing that, its destruction is considered regrettable but acceptable to the United States government.

Godspeed.

END TRANSMISSION
-MOVE to Los Angeles

-BREAK IN to Russian safehouse to see what information they have that might pertain to this case.
Day 2Show
You arrive in LA quickly and promptly, and reach the FSB safehouse. Warily you break in, expecting a gunfight but finding nothing - the Russian agent would seem to have left very recently.

However you are successful in accessing an abandoned laptop and assorted documents. The Russian agent had been monitoring some kind of transmissions from the Chinese MSS. You also find evidence of a flight booking to Havana.
DECRYPT Evidence gained by Russians of Chinese activity.

MOVE to Havana.
Day 3Show
The message is difficult to decipher, yet you are eventually able to figure out that the following was intercepted: "Congratulations.... .... device for the great Chinese... ...all foreign agents" and that Havana was the target of the broadcast.

Rushing to Havana, you reach the Chinese safehouse in the city to find carnage - gunshots and the smashing of windows can be heard from inside. Sneaking up to the nearest entrance, you hear the gunshots turn to crashes and the familiar sound of fists swinging. You hear another thump and, seizing your own chance, you draw your weapon and launch yourself through the door.

Just as you do so, you see the two strangers - both Caucasian - fighting brutally on the floor. Battered and blooded, one finally appears to have gotten the upper hand, his hands gripped around the other's neck, yet just as you move to open fire the other takes advantage of the distraction - you - to fire a punch at him, using him as a shield as you empty your magazine into the pair of them. Most land on the first assailant however, and though you dive for cover, the other picks up a till-now discarded weapon on the floor and fires a single shot into your chest.

MISSION FAILED
AGENT STATUS: KIA

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Re: Covert Action

Post by zenburg » 20:57:44 Thursday, 13 December, 2012

DAY 1
SpoilerShow
BND (Germany)

BEGIN TRANSMISSION
LOCATION: LONDON

Agent Zenburg.

The Federal German Government is most concerned by recent events, and we still do not know exactly what happened off Bermuda. However we have managed to piece together reports of CIA activity on the case, and transmissions from Caracas. Though our allies, they may well be with-holding valuable information/

Your mission is to find and if necessary destroy the SODA device,

END TRANSMISSION
DAY 2
SpoilerShow
You remain in London.
Travel to Caracas to the source of the transmissions and find what I can.
DAY 3
SpoilerShow
You reach Caracas and the CIA safehouse. It appears to be occupied.

However, you are growing suspicious that you are being followed. You also - bizarrely - get a message about some kind of safehouse in Tehran, but the message appears garbled and may be a forgery.
Translate the message, see what it says

Set up a trap and see who is following me. (can I capture them on the same action?)
DAY 4
SpoilerShow
The message appears to simply be inviting you to Tehran, which is odd, as it seems to have been transmitted under recognised operating frequencies. Regardless, you withdraw from the immediate vicinity of the safehouse and set up a trap for anyone following you in a winding alleyway one block away. Suddenly however, a gunshot is heard from the safehouse, and an exchange of fire opens up with shouting and swearing echoing across the city. Sprinting towards the street, you reach the corner and peek around just in time to see a man in the middle of the street be shot repeatedly from behind by a man on your own side of the street, opposite the safehouse. A Russian voice from up above in the safehouse rings loudly:

"FSB?"

"Nei, MISIRI, Iran", the man on the street replies. "Friend."

The Iranian moves to the body and begins to rummage through his jacket. Though you cannot see exactly, it is clear what he's after; the SODA device. Using the cars as cover, you run along to get a better shot, taking aim just as he raises it to the light, and firing several bullets into him. Another body slumps to the floor, and the device clatters down as well. Turning up to the safehouse window, expecting returning fire from there, the muzzle flash of a weapon opens up from ground level instead, as the Russian appears at the door. You feel yourself go down, firing wildly in the air, and all goes black...

MISSION FAILED
AGENT STATUS: KIA
OBJECTIVE STATUS: UNKNOWN
Who sent me a message from Tehran?
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Re: Covert Action

Post by OYID » 04:52:46 Friday, 14 December, 2012

Day 1Show
DGSE (France)

BEGIN TRANSMISSION
LOCATION: HONG KONG

Agent OYID.

We are at a loss as to how the SODA was disarmed, but it is imperative that it does not fall into enemy hands. Our intelligence networks have picked up Miami, Florida or Havana, Cuba as potential leads.

Your mission is to find and either retrieve or destroy the SODA device.

END TRANSMISSION
TRAVEL to Havana.
HACK Cuban communications.
In my defense, Cubans are always involved somehow.
Day 2Show
Little trouble is had trying to get to Havana, and you begin to attempt to hack Cuban communications. You find a safehouse that appears to have just been vacated, as you do not spot anything from surveillance of it.
BREAK IN to the safehouse
DECRYPT any clue I might find, if nothing of interest is found, TRAVEL to Miami.
Day 3Show
As covertly as you can, you attempt a break-in of the Havana safehouse. The place is a mess, and quite obviously used up until very recently, with papers scattered round about.

All of a sudden however, everything changes as you see a man with a drawn weapon in the reflection of a mirror in the next room. Drawing your own weapon, you and the stranger exchange shots through the safehouse, smashing windows and causing general carnage. You shout for him to identify himself, but he fails to reply.

Neither of you landing a hit, an eerie lull ensues as both reload. The stranger rolls forward to better cover, prompting another volley from you, who likewise move to cover, bullets whizzing over your head as he advances towards you. You rise to return fire, only to find him already on top of you, disarming your weapon and trying to swing for you. However your own training kicks in as you in turn disarm him, his handgun sliding across to the other side of the room. As the vicious struggle continues, neither of you are able to gain a decisive upper hand, yet when the stranger loses his footing you seize your chance, knocking him to the floor and beginning to strangle him.

Victory, however brutal, is nearly at hand, yet suddenly you hear a crash from the front of a safehouse as another figure launches himself in, gun drawn. The upper hand turns to exposure as, distracted, the figure beneath you launches a swift punch up at you, and turns you towards the new figure just as he opens fire. Bullets slam into your chest, and it is all you can do to watch as the figure is in turn shot by your first opponent, who fires off the last of your own bullets...

MISSION FAILED
AGENT STATUS: KIA
I think I got one of the better write-ups, though I can't wait to see the Chinese and British adventures.
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Re: Covert Action

Post by Huojin » 14:10:38 Friday, 14 December, 2012

I was planning on being really lazy, but since OYID wants to see it, here we go -
Day 1Show
MI6 (UK) :3

Agent Huojin.

The continentals have done it again, and cocked up spectacularly. The PM in particular is worried about the implications for national security that this could have, and has ordered you onto the case - particularly as intercepted Russian transmissions indicate that the item is somewhere in Latin America, and that a Russian agent is on the case.

Your mission is to acquire, and if necessary destroy the SODA device for the defence of the realm. All necessary force is authorised in the interests of national security.

Godspeed.

END TRANSMISSION
Head to Caracas, Venezuela. See if we can pick up the trail of this Russian agent there. If we can find him, capture him if possible. Kill him if necessary. And then search whatever safehouse he might be hiding in. Assuming he's there.

The name's Jin. Huojin. License to kill.

:3
Day 2Show
The flight to Caracas is taken and you land in Venezuela. Attempts to trace Russian agents leaving are unsuccessful, however towards the end of the day you discover a safehouse which appears to have been entered only today. You nearly launch a break-in, yet police patrols scupper your chances for tonight... though they have left now.
Break in! Be on the watch for sneaky people >_>

If there's anyone inside, arrest them. If it's empty but there are clues, decode! And if neither of the above, hack some stuff if there's stuffs to hack.
Day 3Show
Seizing your chance, you move to break into the building through the back exit, but find the alarm already disabled. Nothing can be heard within, yet you are on your guard after the hints of occupancy yesterday. Ever on your guard, you move into one of the front rooms, just in time to see a figure launch himself at you from the corner.

With little time to react, you find yourself under vicious assault as kick after jab is fired off from your assailant, who, judging by height, colour and stereotypically good martial arts skills, is East Asian. Yet his swift attacks begin to slow in time, and you begin to get the upper hand as you both crash through a light partition into the safehouse's kitchen. Punch after punch is traded, and the opponent visibly tires, and you eventually pin him down - albeit with a black eye and a bloody sore back - and are able to draw your weapon, flicking the safety off just by his ear.

"The name's Jin. Huo Jin. MI6. Speak."

"Smyg, comrade of the MSS."

After an - at times - brutal interrogation, you find the device hidden in the safehouse.

You still have Agent Smyg as a prisoner, slipping in and out of conscioussness. It appears he retrieved the device from Havana, and intended to lie low here. What you do with him is your own prerogative. Yet more importantly, you have the device...
Shoot Smyg. In the head, if you please. Always best to be sure.

"You only live twice, Comrade. By my count, this makes two."

Then take the device and high-tail outta there. Head straight back to London to deliver the device to MI6 head offices. If there are any disturbances along the way that look like we might be attacked, destroy the device instantly.
Day 4Show
You prepare yourself for departure, ensuring the device is well-hidden in your jacket.

With words worthy of Mr Moore, you fire a single bullet into the broken Agent Smyg's skull. Dog barks echo, and you run down the stairs and out the landing, racing across the street to your own car. However before you can do that, you hear glass smash from the safehouse, and before you can turn around a bullet or two whizz around your head and feet, and you hear a Russian accent blare our STOJ!

Ignoring the fool's orders, you dive behind another car, and draw your weapon again, firing off a few shots in the direction of the window. You continue to exchange fire like this for a while, with you trying to make your way as best you can to your own car, yet just as it seems within reaching distance a second assailant fires out of the darkness from behind you, and empties his own magazine into your back. It seems an unfitting end to such a distinguished career, and as all goes dark, you close your eyes and think of England...

MISSION FAILED
AGENT STATUS: KIA

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Re: Covert Action

Post by Smyg » 14:30:21 Friday, 14 December, 2012

I'm cutting and summarising my own actions here - I had no idea what I was doing, so they're poorly worded.
Day 1Show
MSS (China)

BEGIN TRANSMISSION
LOCATION: HAVANA

Agent Smyg.

Congratulations on your acquiring of the SODA device for the great Chinese people. However other nations shall doubtless be on your tail; not even Beijing is considered completely safe.

Your mission is to avoid all foreign agents, and to ensure that the secrets of the SODA device do not pass to any save the Chinese.

END TRANSMISSION
1. Travel to Caracas, Venezuela.
Day 2Show
You make your way to Caracas, where you find a safehouse emptied only recently by an unknown agent. Contact with Venezualan security is too risky, and you take to lying low in the vacant safehouse.
1. Lay low, search for clues of previous occupation.
Day 3Show
You ransack the safehouse for clues, finding - oddly - that this was in fact a CIA safehouse until recently, when the station agent left for LA for an unknown purpose. However as you settle down for the night, you hear a sound at the back. With little time to reach for your weapon, you creep to the back of the room, just in time to see a tall, dark figure enter the room. Wasting no time, you launch yourself at him. It is, after all, doubtful he's here for tea.

Though only just awake, your MSS training and stint in the PLA has ensured you can more than hold your own. Though the stranger is stronger, you are, at first anyway, the faster, and land many of the first blows. Crashing through the partition with the kitchen, your both even out, your swift jabs being traded for heavier punches. Eventually however you tire in the face of the onslaught and, though still intending to fight to the death, after being thrown to the floor and pinned down, you hear the familiar click of the safety on a pistol.

"The name's Jin. Huo Jin. MI6."

You slip in and out of consciousness through a brutal interrogation, and sadly the MI6 agent now has the device. He has not, however, killed you. Yet.

MISSION FAILED
AGENT STATUS: MIA
His Excellency Carl Johan Adlercreutz, Riksföreståndare of the Kingdom of Sweden-Finland.

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Re: Covert Action

Post by RinKou » 04:10:16 Monday, 17 December, 2012

Hey, Coin, any objections to me running a game of Covert Action in the near future? I was thinking to expand it a little - same actions and stuff, just different execution to change the tactical game.
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Re: Covert Action

Post by Coin » 13:31:13 Thursday, 20 December, 2012

RinKou wrote:Hey, Coin, any objections to me running a game of Covert Action in the near future? I was thinking to expand it a little - same actions and stuff, just different execution to change the tactical game.
None at all - I tweaked the one run on Patton after all, so it's free for anyone :D

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Re: Covert Action

Post by Rising Phoenix » 15:34:17 Thursday, 20 December, 2012

RinKou wrote:Hey, Coin, any objections to me running a game of Covert Action in the near future? I was thinking to expand it a little - same actions and stuff, just different execution to change the tactical game.
I would play that.

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Re: Covert Action

Post by RinKou » 08:17:16 Friday, 21 December, 2012

Alrighty :>

I either want to do something more silly in the veins of the 60s Bonds films, or something more serious, which would have less focus on globe-trotting and would set the whole thing either in a single city, or in a single night at a big event.

Personally, I'd prefer the former, since we'd be introducing less new mechanics at a time, but if you guys want something with a more serious tone, then we can either do the second, or I can draft up a new plot. Opinions?
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Re: Covert Action

Post by Tsaeb XIII » 09:54:34 Friday, 21 December, 2012

Personally, I love both, but would have to say running them in the respective order seems the best way to go about it.
Game I: Republic of Indonesia
Game II: French Third Republic
Game III: Abibaal the Sailor

Balance of Power 1981: State of Israel
Battle for Anfan: Yizhou Clique
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Re: Covert Action

Post by OYID » 17:26:22 Friday, 21 December, 2012

Tsaeb XIII wrote:Personally, I love both, but would have to say running them in the respective order seems the best way to go about it.
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Re: Covert Action

Post by zenburg » 17:48:19 Friday, 21 December, 2012

OYID wrote:
Tsaeb XIII wrote:Personally, I love both, but would have to say running them in the respective order seems the best way to go about it.
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Re: Covert Action

Post by Huojin » 21:15:59 Friday, 21 December, 2012

RinKou wrote:Alrighty :>

I either want to do something more silly in the veins of the 60s Bonds films, or something more serious, which would have less focus on globe-trotting and would set the whole thing either in a single city, or in a single night at a big event.

Personally, I'd prefer the former, since we'd be introducing less new mechanics at a time, but if you guys want something with a more serious tone, then we can either do the second, or I can draft up a new plot. Opinions?
Do the former. Whatever you'd prefer = best option.

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Re: Covert Action

Post by RinKou » 09:37:22 Saturday, 22 December, 2012

This summer, Covert Action returns in...Moonbeam!

The year, 1972. On the small Carribean island of Santa Barbara, Victor Cain, CEO of Consolidated Hydraulics And Oscillating Switches, Inc. has just unveiled Project Moonbeam - a project that plans to put a experimental solar power transmitter into orbit by the end of the week.

But Victor Cain is not your average industrialist. He is the head of the international criminal organization known as the CHAOS Directive - Control of Humans and Animals for Objectives Sinister. And Project Moonbeam is no regular satellite. Intelligence reports show that it is capable of targeting any human being on Earth for assassination with a high-powered laser!

The UN has made a call for the world's nations to send their best secret agents to stop the launch, but they'd be keen to watch their backs. Rivalries run hot between them, and worse yet, one of them just might be a CHAOS double agent!

Experience true suspense as the world's top agents race against the clock to uncover clues across the globe! Feel the heat of exotic locales, dangerous women, and Victor Cain's killer satellite!

Covert Action: Moonbeam! Coming soon to a forum near you.

-

The major tactical difference in this run will be the way travel and clues are handled. All known agency assets (friendly or otherwise) in presented locations will be listed in turns, so you can act on them immediately if they've been discovered - otherwise you can use your second action to further delve into those leads to expand your options in each location.

For example:
Caracas:
-Safehouse (unknown)
-Informant (CIA)
-Fixer (independent)
As a side-show to the main change, players will get to choose from a set of backgrounds/traits/skills for their character, which grants some minor in-game benefits, just for funsies.

Roles (with potential for an additional 2 if interest warrants it):
CIA (US)
MI6 (UK)
BND (W Germany)

KGB (USSR)
MSS (China)
Stasi (E Germany)

Actions (2 per turn):
Travel - move to any in-game city (red block on the map).
Wiretap- try to digitally break into the communications and systems of any other agency with assets in the same city.
Decrypt - analyse any clues you find for further information.
Break-in - raid any known safehouse for clues and occupants.
Sabotage - compromise materials inside a safehouse to provide false intel. Or just rig the place to blow. Chance of charges being detected and defused. Activated charges will alert all agencies.
Follow - follow any agent in the same city as you that you've found. Chance of discovery and loss.
Arrest/Neutralize - arrest or otherwise dispose of any agent or asset you're aware of
Bribe - attempt to turn an agency's asset, or at least get information out of them
Intimidate/Interrogate - attempt to get information out of another agent or asset. This will almost certainly alert other agencies to the presence of a hostile agent in the city.

Sign-ups as last time: PM me to express interest. After we hit 6-8, I'll send the assignments and briefings out and we can do our minor character customization. Game probs won't start until after the holidays, but we can run one on a delayed schedule if those interested say so in their PMs. Like, one turn every three days or something.
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