The Outside World and Previous Actions
Despite everything going on in the world, for a time, in the archipegalo, there is peace...Until Sothweg decided to unveil in a grand force of arms a massive military parade along with the unveiling of a 'supper weapon' of an armor system, capable of making a soldier as strong as a light tank. Naturally this was used as propaganda for their socialist cause, and had their anthem blasting all the while. While no one in the higher stages of government or the scientific community anywhere except in the eastern block believing such a weapons system could possibly work, it's mostly dismissed by the west. Though, to some, it is concerning and shows that they are working on a project like that, something highly concerning. Meanwhile, in Schwarzes Holz, a number of commercials funded by the government would promote their new 779 emergency call line. In these, three animated characters take prominence, Karl der Kriminalpolizist, Dietrich der Doktor, and Bernhard der Brandmeister. The first of the three are the most famous for their use as a way of also asking Schwarzes Holz civilians to do their part and report more than just criminals but also spies with the like "Only you can sniff out spies!" Elsewhere in the archipelago, nothing much of note happens. At least, for now...
Project: 779 Emergency lineRolls: Effectiveness (6+1), Cost (4), Bugs (5)
The establishment of the 779 emergency line goes smoothly, and swiftly starts to be established throughout the country through government initiative and due to 156's help in managing the program. Very swiftly it see's it's use as any and all criminal or suspicious activity can be announced and notified to the police. Further, a number of expansions have extended this to medical and fire emergency services as well. Really, the only bit of the project we need to do is set up a special office in the various cities of the empire so that any information on potential spies or particularly dangerous people, like meta humans, can be recorded. Luckily, it won't be too costly to set those up...
Engagement: Going Nowhere FastNaturally, given 109's record and style of doing things, the main work in Großerthron would be to root out enemy agents and counter espionage. Of course, this is a easier said thing than done as 109 is often the one sent to deal with a problem rather than find it, but still he can easily adapt to the circumstances, and using what information he can gather from G.E.W.E.H.R along with police records, he would slowly work on tacking down a number of suspected individuals. It would take some time, but with luck, the local police would come to find someone who would give information. Not much, but that a meeting was going to happen in a small barn on the outskirts of the city, and with some minor work, he would come to believe that this 'meeting' was potentially with forign agents. And as such, he did a little more digging before waiting and watching. Eventually after some time, his target would come. A car, and a large truck of sorts would pull up to this location in the dead of night...
Engagement 1 of 1, Agent 109 VS 6 Gang members. *
It is Night
2 Gang guards and 1 Gang lieutenant arrive in a civilian car
2 Gang guards and 1 Gang lieutenant arrive in a truck.
Agent 109 arrives on foot.
Agent 109 Spots 3 enemies enter the barn (3)
All Gang Guards fail to notice Agent 109 (1-2, 3-2, 4-2, 2-2)
All Gang Lieutenant's fail to notice Agent 109 (2-2, 4-2)
Agent 109 has initiative
Agent 109 Succeeds an Intelligence check (4)
Agent 109 sneaks into the barn and spots remaining 3 enemies.
Agent 109 Succeeds an Intelligence Check (5)
Gang Lieutenant 1 Fails an Intelligence Check (1)
Gang Guard's 1 and 4 are ordered to turn power back on.
Agent 109 attempts to sneak attack guard 1!
(6+2 V 1-2)
Agent 109 has stealth advantage!
Guard 1 takes 25 damage (5/30 HP)
Guard 1 is unconscious
Guard 4 doesn't notice (1)
Agent 109 attempts to sneak attack Guard 4
(1+2 V 1-2)
Agent 109 has stealth advantage!
Guard 4 is unconscious
Agent 109 succeeds an intelligence check. (3)
Agent 109 attempts to sabotage both cars and succeeds. (6, 6)
Agent 109 returns to the barn
Gang Leuitenant 1 succeeds an intelligence check (5)
Gang Leuitenant raises the guard
Agent 109 succeeds an intelligence check (4)
Gang Guard 3 fails an intelligence check (2)
Agent 109 attempts to sneak attack Guard 3.
(6+2 V 3)
Agent 109 has stealth advantage!
Gang Guard 3 takes 25 damage (5/30 HP)
Gang Guard 3 is unconscious
Gang Guard 2 doesn't notice (3)
Gang Lieutenant 1 and 2 notice and attempt to flee!
Agent 109 succeeds an intelligence check.
Gang Lieutenant 2 fails to notice Agent 109 (3+2 V 2)
Agent 109 attempts to sneak attack Gang Lieutenant 2
(4+2 V 1-2)
Agent 109 has Stealth Advantage
Gang Lieutenant 2 takes 25 damage (25/50)
Gang Lieutenant 2 Struggles to break free x2
(1+1 V 3+2)
(3+1 V 5+2
Gang Lieutenant fails to break free and takes 20 damage (5/50)
Gang Lieutenant subdued
Gang Lieutenant 1 fails an intelligence check (4-2)
Gang Lieutenant 1 and Guard 2 desperately attempt to start the car to no avail
Agent 109 spots the remaining 2 gangers (5)
Agent 109 fails an intelligence check
Agent 109 shoots at Gang Guard 2 with their silenced pistol and misses (1+2)
Gang Guard 2 and Gang Leuitenant notice Agent 109 (5+1, 4+2)
Gang Guard 2 fires their Sten gun and (6-1, 6-1) hits Agent 109 in a hail of bullets
Agent 109 takes 30 damage! (320/350)
Gang Leuitenant 1 fires their revolver at Agent 109 (2) but misses
Agent 109 goes 1st!
Agent 109 shoots at gang guard 2 with their silenced pistol and hits! (5+2)
Gang Guard 2 takes 30 damage (0/30
Gang Guard 2 dies!
Gang Lieutenant 1 succeeds an intelligence check! (6)
Gang Lieutenant 1 ditches the car and tries to run!
(2 V 3)
But he cannot get out of Agent 109's sights
Agent 109 shoots at gang Lieutenant 1 (5+2)
Gang Lieutenant 1 takes 30 damage (25/55)
Gang Lieutenant surrenders (4-2)
Agent 109 has won the engagement!
Sneaking into the barn after seeing the three enter and waiting a short bit to hear them engrossed in conversation, or rather business. Apparently, these people aren't enemy informants or agents sadly, just members of the local and not so local organized crime, who plan on setting up business in the city through the export of drugs. In other words, one gang desiring to supply another for profit, mainly due to finding Großerthron too risky for their blood but their boss still wanting a new source of profit from it. The dealer seems uneasy, though the one from the local gang seems far more relaxed. Seeing this, Agent 109 would make his move, working his way out of the barn and quietly looking arround for the source of power to the barn. Luckily, it seemed it was powered by an old generator, and by simply giving it a few kicks, the thing would die. Back inside the barn the more relaxed of the two gangers would send off their two guards to go fix the rusty thing, hardly giving it a second thought while the other got increasingly paranoid. Outside, the two gangers sent to fix the thing would casually walk without a care in the world, making small talk before Agent 109 struck the one lagging behind and carefully and quietly choked him out. The other not noticing and getting upset at the lack of answer from the other guard. He'd turn around a moment too late before he too was taken care of.
However, instead of just returning to the inside of the building, Agent 109 would search one of the goons and find a screwdriver before looking over to the vehicles the criminals drove in on, and quietly he would go under the car and jab the fuel tank multiple times with the screwdriver until quite a bit of fuel was leaking out of both vehicles, careful not to get any on his suit, before quietly opening up the hood of both the truck and the car to use the screw driver again to damage the engine itself. After this was done, he would return to the barn and quietly wait for a few minutes before making a small noise near one of the guards who was at the edge. He'd walk over to investigate while the two were still talking about business, the more paranoid lieutenant occasionally impatiently asking for this to hurry up, despite the dark, before Agent 109 would take care of the guard who tried investigating his disturbance. Unfortunately, he'd make a racket as he went down, slamming his fist against the wooden wall before he soon went still. Naturally, the remaining gangers decided it was every man for himself, and both ran, the lieutenant from out of town taking his surviving guard with him while the other tried booking it for his car. Naturally, 109 would go for the one on his lone. And once the three were now in two groups and out of sight of each other, 109 would swiftly tackle the other lieutenant and start to choke him out. He'd face a fair bit of struggling, but it wouldn't be effective due to panic before he too joined the many who now were soon to be detained.
With this, he would go to the other two who were trying to get the truck running, and upon seeing them, not taking any chances, he'd shoot for the guard, wishing to keep the lieutenant alive for questioning. Though, as he pulled the trigger the guard moved to open the door of the truck to go try and see why the truck wasn't working. This made the shot barely miss, grazing the now panicked guard who swiftly would use their sub machine gun to great effect, laying down heavy fire onto Agent 109 and even striking him in the stomach, and grazing him elsewhere. The bullet didn't get that far thanks to his movement, but it put a hole and stain on his relatively new suit. Not having this in the slightest, after ducking into cover, he'd swiftly pop back out again and fire a single shot, hitting the guard square in the head. With this, the last gang member remaining, the paranoid lieutenant, would run out of the car and desperately try to get away, thinking of how he should have never taken this and argued with his boss more before his thoughts were interrupted with a bullet into the leg, and as he turned around onto his back, he'd see Agent 109 pointing his gun right at him, and swiftly with much fear, the lieutenant raised his hands up as 109 walked to his side, before he would knock the lieutenant out with a kick to the head.
With this, and all the surviving gangers, enough information would be gleamed to completely collapse the gang outside the city due to the resentful and paranoid lieutenant's testimony. Additionally, multiple tons of hard and illegal drugs were found in the truck and were confiscated. The local gang remains strong, if somewhat impeded, but really, for 109, he was quite disapointed. While his wound was extremely minor due to hitting him in one of the suits inner pockets and the bullet having to go through a clip of ammo for his pistol, it still was embarrassing that such a minor foe did so to him. Further, he expected Pren Gwyn or Soviet and Sothweg spies, not petty criminals. And worst of all, his relatively new suit was ruined. Despite this, he did get quite a bit of respect from the local police force, and some extra funding went to S.T.O.R.M. and the wound in question would heal in about a month after the bullet was removed So, there's that at least.
Agent 109 has gained 5 favors and 5 million $ for his work this round!
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:Current Funds: 14 million $
Current Influence: 11 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 - 10
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
Completed Projects:779 Emergency Line An effective and simple method of being aware of crimes and potential meta humans who act overtly, and being able to respond swiftly. Passively increases the number of police NPC's to arrive in villain activities in Schwarzes Holz without a G.E.W.E.H.R office. With one, more covert actions have the chance of G.E.W.E.H.R agents interrupting them, and allow more detailed information of their activities available. G.E.W.E.H.R Emergency Offices cost 3 million per city.
Current Projects:Project: MURMUR Costs 1$ and 1 Influence per turn. 3 Turns Remaining.
* If you want a dry report every turn, I can do so, though I'd like to stick to only fluff/wet reports) Also, this engagement was so complex due to constantly succeeding the intelligence checks. It'll likely be much more likely for mistakes to be made in the future when against more equal foes.