The Outside World and Previous Actions
As those with strange, unnatural, and mostly unexplainable powers come to be more than just a handful of people, the governments of the world start to take a greater interest in these strange people with equally strange powers. Of course, in some nations and places, they are more common than others. In Nemorland, the New Clear Visionaries, a super/metahuman group recently set up in Forwit, has taken stage as a political party, and one that advocates a coexistance policy and government backed research into the possibility of granting powers to people. Their name is naturally a play on the word Nuclear, as most in Nemorland in Forwit with powers ended up breaking into the facilities there, much to the annoyance of medical professionals and the local government. In Pren Gwyn, a new ordinance was passed giving a grant to the mining and refining sector in the hopes of kickstarting the economy of the more industrial cities, and another ordinance requiring that all military personnel are to be checked for powers. Meanwhile, in Schwarzes Holz, a similar move has been done in regards to supers, requiring a census of all with powers to be taken by the end of the year, and also of interest is the opening of a grand new museum in Kalterhafen, scheduled to open in about a year's time. With the nations of Shirohon and Sothweg however, things are much more quiet...Though, in the case of the former that is to be expected, as information tends to rarely come out...
The recruitment of Agent 156 has gone smoothly, as has her reassignment. While she certainly wasn't expecting to be brought into such a specialized program and so soon, she is certainly eager to prove herself. Of course, pulling the strings necessary to hire her was a bit of a hassle. Mainly due to the fact that apparently she was supposed to go on some sort of mission to Messerbeißer as a rather bothersome group of thugs have recently been causing plenty of problems steeling refined and raw materials...Of course, we technically weren't supposed to learn this information, but when you have influence and are the head of a full branch of a intelligence agency, you aren't as restricted to a need to know basis as some bureaucrats might like. Still, this is no problem, and it will allow you to actually do things more than pencil pushing for a while by using her to do the stewardship for a bit. Though it likely would be wise to ensure she has basic training in fire arms and some field experience rather than keeping her little more than a glorified secretary...After all, a glorified secretary isn't the best combatant should our base of operations be found.
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.
Also feel free to rename the faction name to something else if you'd like.
Status of the Association:Current Funds: 10 million $
Current Influence: 8 favors
Heroes List:Name: Agent 109 AKA Jakob Stine
Gender: Male
Appearance and Background: Jakob is an elite secret agent of Schwarzes Holz trained to do a whole manner of spy work. They have been trained since the age of 6 for their job due to their parents and are very loyal to their nation partially because of this. Naturally, due to his parents job and their training, he swiftly was able to go through the hoops and requirements to gain the same job as his parents, and he swiftly would find himself a natural. While initially his work was far more mundane, as things went a bit more crazy, so too did his missions. Due to this, varying dangerous missions such as the assassination of General Merwyn Bunner, or the millionaire and evil genius Maxi Vahlen. He has been on many covert operations and has managed to get out of situations that honestly should have killed him. Despite this, he doesn't seem to be a super of any sort, just very skilled at his job due to his training, experience and luck.
He has blonde hair, green eyes, and commonly wears a snazy suit and tie.
HP 350/350
Powers
No notable powers
Stats:
Combat, Melee Lv 3
Combat, Ranged: Lv 3
Intellect: Lv 3
Traits:
Post Mortem Quips - This character will always say a fitting one liner after killing an important foe, taking up a single action. Meaningless on a one on one fight, but possibly deadly when fighting more...
Light and Agile - This character is much less likely to trip a trap and be harmed by it, and likewise can dodge a punch or shot easier than most.
Stealthy - This character due to powers or general skill is fairly sneaky.
Relationships:
None, he 'dealt' with all his evil rivals a while ago.
Specializations:
Infiltration - This character is good at infiltrating well guarded complexes, either due to their powers, their skills, or both.
Equipment:
A simple Suit, earpeace, and black sunglasses, fitting of an agent.
Silenced Pistol - A pistol with a highly efficient silencer, still makes a sound when firing though, but its quiet.
Current Reputation - 0
Name: Agent 156 AKA Katherine Kruspe
Gender: Female
Appearance and Background: Katherine Kruspe is not someone who ever thought they would be a actual spy. Born in Großerthron, they lived a fairly unassuming life until they got a ordinary office job, or at least what seemed like an ordinary one. In reality, they worked for one of the branch offices for G.E.W.E.H.R that managed a number of the more basic requisition needs for the HQ. Despite this, she actually managed to piece together what was going on through a number of conversations overheard, some of the work she had, and a bit of her curiosity. This, combined with the fact that she managed to actually trick a number of guards in her investigation was clear sign she was prime agent material. Of course, what she was able to piece together wasn't much in the grand scheme of things due to our security protocols, but the fact she was able to get any information at all is impressive in it's own right.
She has somewhat long brown hair, blue eyes. Commonly dresses as most agents at work, while on the field their clothing choice tends to vary.
HP: 150/150
Powers:
No Notable Powers
Stats:
Combat, Melee: Lv1
Combat, Ranged: Lv0
Intelligence: Lv3
Traits:
Light and Agile - This character is much less likely to trip a trap and be harmed by it, and likewise can dodge a punch or shot easier than most.
Stealthy - This character due to powers or general skill is fairly sneaky.
Actor - This character is skilled at pretending they belong somewhere they don't.
Relationships:
None at this time
Specializations:
True Spywork - This character is good at blending in and slowly infiltrating organizations and climbing through the ranks all while reporting on their activities.
Equipment:
A simple Suit, earpeace, and black sunglasses, fitting of an agent, along with a number of varying more casual or formal attire.
Current Reputation - 0
Current Projects:Project: MURMUR Costs 1$ and 1 Influence per turn. 3 Turns Remaining.