The Outside World and Previous Actions
In Nemorland, elections are set to start soon and in a surprising, or unsurprising, turn of events the New Clear Visionaries are projected to win a number of seats over the conservative National Liberty Party and the liberal United Freedom Party in area's where the New Clear Visionaries are positioned. Naturally, both of the mainstay parties have started a number of advertisement campaigns and some attempts to discredit the new upstart party, yet despite the fairly moderate leaning of the New Clear Visionaries there's a decent chance they might manage to become the largest third party in Nemorland. Other than this, following Schwarzes Holz's method, Shirohon has merged fire and medical emergency calls to a 112 number, while reorganizing 113 for police matters, including calls for possible signs of corruption. On a related note, a number of arrests in Northern Shirohon involving Section 570, more commonly nicknamed the Shinobi Section. Further, it seems a number of arrests were tipped off by a single anonymous source, and all seem related in some way to the trafficking ring that was shut down. Lastly, the museum that was being built in Kalterhafen expects to open it's doors by the end of the month, and two media campaigns about it's art and Military history section have become prominent, including bringing together a number of famous generals, admirals and aces for it's opening. Some of the more famous of the latter category being Brunhilde and Nicholas von Rheinbach, Katherein Fladenschrot, Tabbart Friedrich Fuchs, and Clauwes Mutzhas. A notable exception however to this is Irma Raedler.
Project: MURMURContinuing to chug along at a modest pace, the further and further cataloging of people with unnatural abilities goes on with greater ease as more and more people are hired. Slowly, other places in the empire get their records straight and the various data comes in to be filed away. Sooner rather than later we'll not only have a list of all the meta humans in the empire but also a decent amount of information as to if they'd be agent material or not. Or at least be trusted with the information of our agency. Regardless 156 mainly has to sort all of this, but being paperwork and her specialty it'll likely be done shortly, probably by the end of next month.
Engagement: That Sinking Feeling.Working on the Intel that was gathered from the team that ditched, he has approached a small complex a fair bit away from the city, and has quietly kept watch on it for some time, examining the entrances and methods of entry alongside the operations of those who came and went there. Something he noticed however was the place had modest activity that seemed to rise after a while once the thievery ramped up once again. And this combined with a bit more investigation made it clear in 109's mind that this place clearly belonged to Einherjar. Attempts to find out anyone connected to Einherjar through who owned the place failed due to the fact that according to the papers, no one owned the building. Still, it was only natural that 109 would have to do things himself and the hard way...
Engagement: Agent 109 VS 12
Einherjar Goons and 2
Einherjar Soldiers
It is night
Agent 109 arrives on foot
6 Einherjar Goons and 1 Soldier arrive in a van
6 Einherjar Goons and 1 Soldier arrive in a van
Agent 109 manages to spot the first team entering the building, as well as the second (5, 6)
Einherjar Team 1 fails to spot 109 (4-2, 2-2, 4-2, 1-2, 3-2, 2-2, 1)
Einherjar Team 2 fails to spot 109 (5-2, 3-2, 2-2, 5-2, 5-2, 1-2, 3)
Agent 109 has initiative.
Agent 109 succeeds an intelligence check (3)
Agent 109 sneaks in, and is able to further keep an eye on the Einherjar forces
Agent 109 succeeds an intelligence check (6)
Only 5 of Einherjar forces are in positions that make a stealthy takedown impossible (2, 6, 2, 3, 3, 1, 3, 2, 5, 2, 3, 6, 5, 4)
Agent 109 waits, and tries taking down a Einherjar goon stealthily (6+2 V 1-2)
Agent 109 has stealth advantage!
Einherjar Goon 1 takes 25 damage (35/60 HP)
Einherjar Goon 1 Struggles to break free x2
(4 V 4+2)
(3 V 2+2)
Einherjar Goon 1 is subdued and takes 30 damage (5/60 HP)
Agent 109 tries taking down Einherjar Goon 3 stealthily (4+2 v 1-2)
Agent 109 has stealth advantage!
Einherjar Goon 3 takes 25 damage (35/60 HP)
Einherjar Goon 3 Struggles to break free x2
(4 V 3+2)
(2 v 6+2)
Einherjar Goon 3 is subdued and takes 30 damage (5/60 HP)
Agent 109 tries taking down Einherjar Goon 4 stealthily (3+2 v 2-2)
Agent 109 has stealth advantage!
Einherjar Goon 4 takes 25 damage (35/60 HP)
Einherjar Goon 4 Struggles to break free x2
(3 V 6+2)
(4 v 5+2)
Einherjar Goon 4 is subdued and takes 30 damage (5/60 HP)
Agent 109 tries taking down Einherjar Goon 5 stealthily (5+2 v 4-2)
Agent 109 has stealth advantage!
Einherjar Goon 5 takes 25 damage (35/60 HP)
Einherjar Goon 5 Struggles to break free x2
(1 V 2+2)
(6 v 6+2)
Einherjar Goon 5 is subdued and takes 30 damage (5/60 HP)
Agent 109 tries taking down Einherjar Goon 6 stealthily (5+2 v 6-2)
Agent 109 has stealth advantage!
Einherjar Goon 6 takes 25 damage (35/60 HP)
Einherjar Goon 6 Struggles to break free x2
(5 V 4+2)
(3 v 2+2)
Einherjar Goon 6 is subdued and takes 30 damage (5/60 HP)
Agent 109 tries taking down Einherjar Goon 7 stealthily (1+2 v 1-2)
Agent 109 has stealth advantage!
Einherjar Goon 7 takes 25 damage (35/60 HP)
Einherjar Goon 7 Struggles to break free x2
(6 V 5+2)
(2 v 3+2)
Einherjar Goon 7 is subdued and takes 30 damage (5/60 HP)
Einherjar Notices what's going on and an alarm is raised! (3, 3, 3, 4, 3, 6, 3, 6)
Agent 109 succeeds an intelligence check! (5)
Agent 109 rushes after the source of the noise, quietly.
Agent 109 gets in position and is able to strike while their forces are divided!
Agent 109 shoots at Einherjar Goon 2
Einherjar Goon 2 takes 30 Damage (30/60)
Einherjar Goons 2 and 8 don't know where the fire came from (2, 1)
Agent 109 shoots at Einherjar Goon 2 again
Einherjar Goon 2 takes 30 Damage and dies (0/60)
Einherjar Goon 8 spots Agent 109 and tries shooting, but misses (2)
Agent 109 doesn't miss (5)
Einherjar Goon 8 takes 30 Damage (30/60)
Einherjar Goon 8 tries to get help!
Agent 109 shoots Einherjar Goon 8 (6)
Einherjar Goon 8 takes 30 damage and dies(0/60)
Einherjar Goon 9, 10, 11, and 12 alongside Einherjar Soldier 1 and 2 arrive.
Agent 109 succeeds an intelligence check and hides
Einherjar Goon 10 and Einherjar Soldier 1 spot 109 (4-2, 6-2, 5-2, 3-2, 5, 3)
Naturally they open fire (4, 4)
Agent 109 takes 50 damage (300/350)
Agent 109 returns fire on the Goon (5)
Einherjar Goon 10 takes 30 Damage (30/60)
Agent 109 attempts to finish off Goon 10 and slip back into the shadows (4)
Einherjar Goon 10 takes 30 Damage and dies (0/60)
Agent 109 fails to get away in time! (1)
Einherjar Goon 9, 11, 12, and soldiers 1 and 2 return fire (6, 5, 3, 2, 4)
Agent 109 takes 75 damage! (225/350)
Agent 109 succeeds an intelligence check! (5)
Agent 109 rushes Goon 9 and grabs him! (6 v 3)
Agent 109 shoots Goon 11 while using 9 as a human shield! (5)
Einherjar Goon 11 takes 30 Damage (30/60)
Einherjar Goon 11 and 12, alongside Soldier 1 and 2 keep firing! (1-2, 4-2, 1-2, 1-1)
And murder poor Goon 9 while 109 takes minimal damage from Einherjar's unusual weapons.
Einherjar Goon 11 and 12 keep firing and miss as 109 ditches his human shield. (2, 1)
Einherjar Soldier 1 and 2 go in for melee (4 v 5+1) (6 v 6+1) but miss
Agent 109 tries shooting Soldier 1 in melee and hits (6-2)
Einherjar Soldier 1 takes 30 damage (70/100)
Agent 109 succeeds an intelligence check (5)
Agent 109 kicks Soldier 1 away and tries shooting Goon 11 (6 v 4) (5)
Einherjar Goon takes 11 Damage and dies (0/60)
Einherjar Soldier takes 10 damage (60/100)
Einherjar Soldier 1 and 2 take a few swings as Goon 12 joins the melee (4 v 3+1) (1 v 3+1) (5 v 2+1)
Agent 109 takes 10 damage (215/350)
Einherjar Soldiers 1 and 2 continue to try and strike with 12 as 109 manages to dodge gracefully (6 v 6+1) (4 v 6+1) (5 v 6+1)
Agent 109 succeeds an intelligence check (5)
Agent 109 moves to the side and kicks soldier 1 against soldier 2, and fires! (6 v 1) (5)
Einherjar Soldier 1 takes 40 damage (20/100)
Einherjar Soldier 2 takes 20 damage (80/100)
Einherjar Goon 12 bottles it and runs!
Einherjar soldier 1 curses and tries striking again with soldier 2 (4 v 5+1) (5 v 1+1)
Agent 109 takes 10 damage (205/350)
Agent 109 strikes Soldier 1 (5 v 4)
Soldier 1 takes 10 damage (10/100)
Agent 109 tries knocking out Soldier 1 (5 v 2)
Soldier 1 takes 5 damage and is knocked out, (1) though dies of wounds later (0/100)
Soldier 2 curses and tries running and gets out of sight! (3 v 1)
Agent 109 wins the engagement!
Agent 109 upon entering the building looks around and finds it crawling with Einherjar goons, and even recognizes one of the leaders of sorts there. Interestingly, in a calm area where 109 can actually examine the forces, he notices that the goons seem to have a red stripe while one of the soldiers has a orange one while the one 109 remembers has a yellow one. Despite this observation of what is presumably their rank, 109 quietly watches and waits for a moment to strike. And he does such a number of times, knocking out a number of the goons before his handiwork was finally spotted with a yell and an alarm of sorts was raised. Thinking swiftly, 109 tried rushing the people who found their knocked out friends and swiftly 109 dispatched them with out a scratch, the one who tried calling for help taken care of right as their allies arrive. And naturally seeing the numbers advantage clearly against his favor, 109 tried slipping away into the shadows after striking at his enemies. This didn't end well, as he wasn't able to move quick enough before a hail of fire ruined yet another suit, something that was getting on his nerves at this point, and hurt him fairly badly. However, using his willpower and smarts he went around a corner and grabbed the first person to come around it, using them as a human shield as they shot at the other goons.
Luckily for 109, whatever weapons Einherjar was using, they didn't punch through his makeshift armor, even though it clearly was too much for the poor sudden volunteer. With this, he found himself being approached by the soldiers as he let go of his captive, and dodged a few more shots, and naturally dodged a few fists as well. Of course, so close his pistol was unlikely to be able to fire again, so he shot as they approached and soon gained an idea as he kicked the closest of the two away so he could finish off one of the two Goons who were still there, making the fight a 3 on one instead of a 4 on one. With some concern, the remaining goon joined the melee and managed to strike 109 while he was distracted, yet using the newly gained momentum he'd slide on his side, kick the one soldier in the knee and fire, the bullet going right though and hitting the other target behind. Before he got up, the goon decided to run and the soldiers recovered, though 109 gave a strike to the remaining soldiers head before the other soldier realized what he was up against and ran, and with 109 not realizing where he went, he caught his breath and said "Well this is quite the sorry fight..."
After this he moved on to search the building in relative peace, eventually finding a room full of files. And opening one of the drawers and examining the documents, he'd find a horrible discovery. It was the files of an agent. Each folder contained files on an agent. And it even listed them as terminated or alive, along with the cause of death in the former case. Worse, there was even a file on himself...After further searching, he eventually found a small cassette tape listed as 'For G.E.W.E.H.R'. Putting it in, the audio would say "Hello, I presume you are 109, 262, or maybe even 110. Regardless of if you are Jakob Stine, Lorena Geschwind, or Meik Rossel I congratulate you on actually managing to not die horribly. However, you cause problems for our organization, as I'm sure you understand. So, here's what you will do. Stop bothering our organization and our activities or else you will suffer the full consequences. As you probably noticed, we have a lot of secrets related to your agency. And we can just as easily release it to a newspaper who would be willing to make a story on it. Maybe one in Pren Gwyn, maybe elsewhere. But regardless, all those little secrets of yours will come out. Are you sure you want that? Of course, if you really want to push us, we can do far, far worse to you and your little country. All it requires is our leaders orders. And unlike the other's you've dealt with, they are quite intelligent. Please, bring this to your superiors. I'm sure they will have quite a bit of fun." After this, the tape ends...
This...This is bad...But regardless of the massive mess and panic the higherups are bound to have at this news, it was damn well important and hard fought...And honestly, 109 wants a bit of time to relax after that...
Agent 109 has gained 15 favors and 10 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: 21 million $
Current Influence: 36 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 - 65
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. (Offices currently in all Schwarzes Holz cities.)
STORM Broadcasting Service A broadcasting service that reports on our overt agent's actions and can garner a far greater reputation for them. While it cannot report on our covert actions, some of their missions can be reported and grant us some greater influence though, and simply running it can allow us to manipulate some things with regards to public opinion and get a bit more funding from the government. Costs 1 million per two turns and produces 1 influence per the same amount of time.
Current Projects:Project: MURMUR Costs 1$ and 1 Influence per turn. 1 Turn Remaining. (+1)
Stiletto Shoes with Spider Venom Costs 2$ and 2 Influence per turn. 2 Turns Remaining.
STORM Aviation Detachment Costs 2$ and 1 Influence per turn. 2 Turns Remaining.
Covert Armored Suit Costs 4$ and 1 Influence per turn. 3 Turns Remaining.
Refit & Repair Costs 1$ and 2 Influence per turn. 7 Turns of bureaucracy hell Remaining.