Core thread - Go here if you want to see the rules or OOC discussion!
Night surrounds the mysterious complex as you and the others in the R&D team are brought in. You barely catch a glimpse of this night, as your blindfold comes off just before your vehicle enters the complex.
You and the others are escorted into the central planning room, where most of the agency's operations will be run. Before you arrive at that room, you think you catch a glimpse of the previous members of the R&D team locked and secured in an interrogation chamber. You are welcomed with a strangely warm greeting once inside the room.
Welcome to
Merkan's best hope for the future! It is your job to develop the tactics and technology needed by our skilled operatives to beat back the
Astrian brutes once and for all. The last, less-performing, team has been
taken care of leaving you and your compatriots the full resources of the agency!
Perhaps you should start by devising some method to protect our agencies from the brute force of the Astrians. The Disarmament Law may not affect us anymore, but it's kept us back quite a bit in the weaponry department unlike the uncivil Astrians! Remember that both
Offense and
Defense matter here; taking control of parts of a company doesn't matter if we let enemy operatives waltz in and take it back from under our noses. But also something to consider while you work on your first Design is the
name of the agency. "Untitled Espionage Agency" isn't exactly that intimidating to our enemies, after all.
It is now the Design Phase of 1953. Vote for a single Tech or Skill proposal to be worked on as this year's design.
Companies
- Human Power Inc. [A: 2/4; M: 2/4] (Gain bonus to Skill Bug rolls)
- Singleton Arms [A: 2/4; M: 2/4] (Gain bonus to Tech Bug rolls)
Governments
- Astria [A: 5/5; M: 0/5]
- Merkan [A: 0/5; M: 5/5]
Global League [A: 2/4; M: 2/4] (Gain bonus to Expense rolls)
- Distraction - Operatives will team up to get past security via some Operatives throwing rocks and making noises and whatnot while the others sneak through. Cheap.
- Flee - Operatives will immediately (and temporarily) abort their mission and sneak out if they're spotted, to avoid unnecessary casualties. Cheap.
- Memorized Orders - Operatives are given their mission in person at HQ, and are expected to remember the specifics of their mission until they report back (again in person) for debriefing and a new assignment. Cheap.
- A-R1942 - A simple yet functional assault rifle
stolen developed during the war, roughly on par with the weapons of other world powers developed around the same time. Very obvious, but quite versatile. Expensive. - Merkan Subduer - A 5-round low-caliber semi-automatic pistol originally developed for special operatives in the early years of the war. Can be somewhat concealed with enough effort, but is very easily located if anyone cares about the holder carrying weaponry. Cheap.
Links:
Design Phase 1953Revision Phase 1953Operations Report 1954Design Phase 1954Revision Phase 1954Operations Report 1955Design Phase 1955Revision Phase 1955Operations Report 1956Design Phase #1 1956Design Phase #2 1956Operations Report 1957Design Phase 1957