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Author Topic: S.T.O.R.M (Heroes VS Villains, Heroes, Turn 8, Project phase.)  (Read 8807 times)

Shadowclaw777

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Re: S.T.O.R.M (Heroes VS Villains, Heroes, Turn 8, Deployment phase.)
« Reply #105 on: October 31, 2021, 09:11:12 pm »

Quote from: VoteBox
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piratejoe

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Re: S.T.O.R.M (Heroes VS Villains, Heroes, Turn 8, Deployment phase.)
« Reply #106 on: November 07, 2021, 06:35:40 am »

The Outside World and Previous Actions

The most important and noteworthy thing that has happened of late is the state in Messerbeißer has completely devolved even further and worse than anyone else can imagine. It has gotten so bad that the civilians are forming militias in order to protect themselves and their property from thievery and gangs, and the police have essentially been stretched so thin and taken so many casualties of late that the situation has gotten so bad that the actual army has been sent by the end of the month. Even then, the issues that plague the poor city continue to cause the place to falter and struggle, but at least some semblance of order if being held now. Even if the state of the city is still fairly bad. On the bright side a Pren Gwyn philanthropist has attempted to create a Youth program in the city similar to that in their hometown to potentially help with the situation. Other than this, further crackdowns on human trafficking has occurred in Shirohon thanks to the mysterious Jiyū, or are at least believed to be their doing, seeing as the injuries the criminals had are the same, and the general lack of knowledge as to what exactly happened somewhat similar to the first time they struck against crooks. Lastly, the Nemorland Elections are in full swing, and the final counting is to happen by the start of next month. Though it's quite likely that a number of parties will need to band together to form a proper majority.


Project: Wolfs Lair

As 156 is oft to do, she has continued to go through the mess of paperwork and general work required to get our infrastructure up and running, this being one of the most important bits of work she has been set upon so as to be able to help with the country's defense. Well, everything except what is being called the "Messerbeißer" Problem. Still, the paperwork on the bunker is swiftly finalized as is the work for the insides to be reworked by contractors that are tied to our agency and aren't going to give away our little project. Still with the extra funding some extra space is allowed to be made inside and it should prove a good foundation to aid our operations in the future, at least in the capital. Further 156 has expertly maneuvered through all the red tape, which is nice to know...



Roll: 5=5 * 2.525 (253 renown spent) = 12.625, rounds up to 13

Utilizing MURMUR and a significant amount of influence, Agent 109 has managed to go out and search for a myriad of potential people who could be of use to our organization. First of all, in his work, he has managed to pin down the location of Irma and also allowed to meet Katherein along with permission to potentially recruit them. Further, he has found two other less noticeable people who are certified to 100% have powers that are active as potential recruits, one a recent immigrant named Michael, who is a scientist who has a very unique power and the other is a Farmer named Ezekiel who has control over plants and water. Further, due to the extensive search for a new operative, the possibility to get Agent 262 has also come and graced us after she had been cleared of any potential ties to Einherjar, as currently a major crackdown on all information and potential counter agents has just begun due to the extensive archive that our enemy has blackmailed us with. Still, the options we have available are quite extensive, and are all quite valuable. Though the issue is that some of them might be far more difficult to take with us than others...

Spoiler: Michael Smith (click to show/hide)

Spoiler: Ezekiel Schimscheiner (click to show/hide)

Spoiler: Agent 262 (click to show/hide)

Spoiler: Katherein Fladenschrot (click to show/hide)

Spoiler: Irma "Bad Aim" Raedler (click to show/hide)

We also happened to find out just who was running that annoying paper by chance with the major amount of connections we have...Though we can't recruit them, and they currently have left the country, at least we know what we are up against and have gained a good deal of information on them in case they try meddling with our affairs again.


Hiring Michael will cost money and take a turn for him to arrive. Hiring Ezekiel will cost Influence and nothing more. Hiring Agent 262 will cost influence and money, though will be available in the same city instantly. Hiring either of the Kriegsmäid Aces will have special requirements that will be found out upon attempt, and will take up a turn from 109 to hire.



It is currently the Project and Research phase.

You may at this moment in time describe and start one project which you would like to work on. The full effects of a project will be known upon completion, and the price and time of a project will be known once it is started. Do note that once you start a project, you do not need to work on it in the deployment phase, though electing not to will not advance it closer to completion.



Status of the Association:

Heroes List:
Spoiler: Agent 109 (click to show/hide)
Current Reputation - 0

Spoiler: Agent 156 (click to show/hide)
Current Reputation - 0

Completed Projects:
Spoiler: Projects (click to show/hide)

Current Projects:
Spoiler: Projects (click to show/hide)
« Last Edit: November 07, 2021, 09:54:10 am by piratejoe »
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ConscriptFive

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Re: S.T.O.R.M (Heroes VS Villains, Heroes, Turn 8, Project phase.)
« Reply #107 on: November 07, 2021, 09:41:47 am »

Lot's of great choices there.  Going down the line...

Smith PhD: Either a dedicated researcher (Int 4) or a sidekick for when we encounter supers.  Actually a better fighter than Agent 156.
Plant-neto: Crapton of HP and as good a melee fighter as 109.  Not-the-sharpest-tool-in-the-shed.  Demonstrable super powers though!
Gender-bent 109: 109 with feminine wiles.  A point less in melee, but her slate of social skills should hopefully offset that.  Instant hire!
Golden Girl: Epic stats. 100 more HP than Ezekiel and same level of melee.  Int 3 is also nice for research and not failing int checks on mission.  Would be interesting to develop and use the Aviation Detachment.  A lot of baggage though.  Willing to bet her absurd amount of HP is some kind of latent super power?
Red-haired Sniper: Pilot turned sniper (Ranged 4, rifle included!), marginal melee skills though.  Int 3 is also nice for research and not failing int checks on mission.  Would be interesting to develop and use the Aviation Detachment.  Might need to develop her a CQB sidearm if dispatched solo?

None of these are bad choices.  My first instinct was Agent 262.  Similar to 109, so we can dispatch her solo like 109.  Ezekiel would be good muscle, though Katherein Fladenschrot is technically a better fighter and smarter too.  The old girl could beat 109 toe to toe, which is kinda hilarious when you visualize it.  She's got some questionable traits though and doesn't include a weapon.  Her counterpart, Irma Raedler, is a pure sniper and already kitted out as such.  Same melee skills as 156 and Smith, still more HP than 109.  Might be difficult to hire, but doesn't have all the baggage of her royal frenemy.

I'm still on the fence for recruits, but I'd like to hear some other opinions.

As for another Project, should we step up our weaponry?

Project: Scuzi
Quote from: Project Scuzi
A young weapon designer from Magna Mongadizafra entered a prototype into the Heer trials to replace the aging MP 50.  It's a compact submachine gun, somewhat resembling the Israeli Uzi, but smaller.  It fits an impressive sound suppressor, and due to clever use of space age polymers, is both surprisingly light and water resistant.  The prototype has promise for our operations, but our military-industrial complex is pushing a simpler design that they claim is more suitable for conscripted hands.  It doesn't help that the foreign designer has a heavy accent, and that the Heer Colonel overseeing the trials has begun mocking the weapon as the "Scuzi" due to the designer's constant apologies about language misunderstandings.

We at STORM believe this young man has nothing to apologize for.  As a clandestine agency, we literally have license to operate outside traditional military procurement schemes, and should do so to develop and field this cutting-edge weapon system.  Enough systems should be produced to equip our field agents and future Nighthawk personnel.

« Last Edit: November 11, 2021, 07:36:57 pm by ConscriptFive »
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ConscriptFive

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Re: S.T.O.R.M (Heroes VS Villains, Heroes, Turn 8, Project phase.)
« Reply #108 on: November 11, 2021, 07:43:42 pm »

...alright.

(At least there was some talk on the Discord.)

So with how much we spent to get that roll, we kinda have to go with one of the They Who Dare Aces.  With those stats, either could solo NPC fights like 109.  Katherein is the more rounded one.
"Pren Gwyn scoundrels are afoot in the Fatherland.  You've answered the call of your nation before... it's time again."

Quote from: Recruit
(1) Katherein Fladenschrot: ConscriptFive

Quote from: Research
(1) Project Scuzi: ConscriptFive

Happerry

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Re: S.T.O.R.M (Heroes VS Villains, Heroes, Turn 8, Project phase.)
« Reply #109 on: November 13, 2021, 08:57:54 am »

Quote from: Recruit
(2) Katherein Fladenschrot: ConscriptFive

Quote from: Research
(2) Project Scuzi: ConscriptFive
We're going to really need to make sure not to get her killed or even seriously hurt though, given her social position and friends.
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Shadowclaw777

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Re: S.T.O.R.M (Heroes VS Villains, Heroes, Turn 8, Project phase.)
« Reply #110 on: November 14, 2021, 02:39:58 pm »

Quote from: Recruit
(3) Katherein Fladenschrot: ConscriptFive, SC777

Quote from: Research
(3) Project Scuzi: ConscriptFive, SC777
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