Time to kick it
again! Here's the original thing:
Welcome to Dagger Branch, a Cold War-based RTD that was inspired by James Bond movies (I know, I know)
Dagger Branch is an elite sub-branch of the American CIA. Our unspoken enemy, the Union of Soviet Socialist Republics, or the U.S.S.R, have been building up heat in the Atlantic Coasts and Southern Asia. We need to have intelligence on these activities, and they will be expecting us. That is why we need only the most elite of operatives to go on these missions. Expect counter-intelligence measures on missions.
Each member of the team will be sent out on missions, often with multiple squad members, occasionally with all six, and rarely solo. You will need to use your skills to your team's advantage as you assassinate, sabotage, and steal from our enemies. Each mission will give you a choice of equipment to bring along and the missions will be decided based on your skills. Each agent has a currency card which will allow them to buy anything that doesn't require cold cash. These cards can be stolen or taken from your dead body to lend support to our enemies.
There is also Lumberjack, the mission director. You can easily contact him through your headset, and he will lend you loads of mission advice and information. In most cases, he will even draw up a tactical map for you and send it to your PDA. He is also who you call when you have completed a task, and need extraction. If you need to be transported somewhere, call for Lumberjack on your headset. Basically, Lumberjack is your eye in the sky.
What's the difference this time? I'm not going to make it as god damn complicated as I did last time. I'll be keeping it simple underneath, but through *hopefully* decent GMing I'll be able to keep it just as good as last time. This thing
WILL take priority over all other forum games I have going on. Not going to let this one go because god damn it this was a good one and I'm very sad that I lost my time to do it last time.
For skills, it'll work like this. You get to pick one major skill, and that skill will always give you a +2 to doing that specific skill. This means that no matter what, you've always got a high chance of doing decent and accomplishing the task.
You will also get to choose two minor skills, in which you will always get a +1 to.
The skills are as follows:
- Pistols
- SMGs
- Assault Rifles
- Sniper Rifles
- Hand-to-hand
- Melee Weapons
- Driving
- Security
- Computers
- Intrigue
- Doctoring
- Stealth
Weapons are only applicable in certain ways. For example, pistols are good for concealing. SMGs are good for close quarters fighting. Assault Rifles are good for full on assaults and defenses. I will be giving modifiers to your rolls as I see fit depending on your weapon's actual viability under certain circumstances. So no, you're probably not going to headshot that smuggler captain from a mile away using a revolver. These modifiers also go along with faulty/cheap equipment.
Each player will be given an individual mission. In their individual missions, players will have a decided upon loadout based upon their skills and the mission. They will have a list of contacts in the area and specific objectives. They may also be given operatives to command based on their missions.
Agent Name:
Agent Code-Number: (3 numbers of your choosing)
Agent Nationality:
Major skill:
Minor skill 1:
Minor skill 2:
Backstory:
Playerlist:Knave
Twinwolf
Xardalas
Sentient Bowtie
Yourmaster
Waitlist:Stirk
Sheb
My Name is Immaterial
Playergamer
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-Hawk132
Agents Who Never Existed *cough*dead*cough*Jonathon Cross (Hawk132), dead by communist Nepalese politician-
Note: Will start up right away. No need to wait for all five as the missions are individual.