The Outside World and Previous Actions
In the Archipelago's there are three major things that come to the attention of it's inhabitance. Firstly, Pren Gwyn has started to create a youth program. Originally, it started in Pentrefsiapaneaidd, however, with it's great early success a number of other cities and towns are considering setting up their own. Though, it would likely take some time before it spreads. Due to the nature of the program and the fact it's half leisure, half practical skills, there is some hopes that it will allow more people with trades to work, and help revitalize the economy. Elsewhere, in Shirohon, a new branch of the police would be created, dedicated to striking against any sort of organized crime and capturing their leaders. While not officially called such, they are often referred to as the Shinobi section, though some find this nickname insulting. Lastly, in Nemorland, the New Clear Visionaries have seem to run into hot water with the government, and a number of prominent members arrested. Why exactly this is happening is unknown at the moment, and there are a lot of conflicting reports, but what is clear is that this action is being seen as a direct attack against meta humans, no matter how much the government tries to deny it. And, naturally, meta humans in Nemorland aren't taking kindly to this...It's expected there might be some unrest for the near future...
Project: STORM Broadcasting Service.As this goes on, the STORM Broadcasting Service starts to get set up, with the building that was bought having the required inspections done and renovations to be turned into a TV studio underway. Additionally, for the parts of the building that do not need to be renovated new furniture would be bought and placed, along with the rooms in question getting a decent amount of new décor. And bit by bit, the renovations would finish, and the new furniture and equipment would go in. The progress on the renovation has gone quite well, though there's still work to be done. Further, it will be some time until staff will be hired, though that might happen near the end of the next bit of work. Still, the building is certainly taking shape, and progress has gone smoothly thanks to Agent 156's work.
Engagement: First RespondersThanks to the new 779 emergency line, and a proper G.E.W.E.H.R office in the city, there is now a greater deal of more reliable information for Agent 109 to work with. Of course, not everything is so simple with that, as most calls are simply crimes that are to be dealt with by police, like further gangsters. However a few are far more concerning and worth looking into, one of which was a jackpot of sorts. Someone has, apparently, seen a helicopter come in and out of the city around about the same time every day to drop people off and take others away during his bird watching. Always the same one with the same paint scheme. While he didn't think much of it at first, over time he noticed there was a pattern to their arrival. It always landed at one of 6 spots. Though, which one it actually landed at was seemingly always random. Regardless, with the recent broadcasts of reporting suspicions activity. While originally 109 didn't think much of this, finding the helicopter, and getting lucky with it landing not too far from him at one of the locations mentioned, he would tail the team that came from it and find them enter a small warehouse at the edge of the city...
Engagement 1 of 1, Agent 109 VS 5
Einherjar Goons.
It is Evening
5 Einherjar Goons arrive on foot
Agent 109 arrives on foot
Agent 109 fails to spot enemies in the warehouse (1)
Einherjar Operatives fail to spot Agent 109 (2, 1, 2, 2, 1.)
Neither side has initiative.
Agent 109 fails an intelligence check (1)
Agent 109 looks around and finds something suspicious (4)
3 Einherjar Goons notice Agent 109 (5, 3, 6, 1, 4)
Agent 109 doesn't notice the goons! (1)
Einherjar goons have initiative!
Goon 1 raises the alarm
Goon's 2, 3, 4, and 5 shoots 109 with T3SEG's and only 2 misses (2, 5, 4, 6)
Agent 109 takes 75 damage (275/350)
Agent 109 attempts to run! (6)
Goons 1, 2, 3, 4, 5 fail to catch up with 109! (3, 5, 2, 1, 3)
Agent 109 succeeds an intelligence check (4)
Agent 109 enters a side office and attempts to enter a vent (5 V 3, 1, 4, 2, 3)
Goons 1, 2, 3, 4, 5 rush after agent 109 and don't find him.
Agent 109 succeeds an intelligence check (5)
Agent 109 remains hidden for a short time, and tries leaving the building (6)
Goons 1, 2, 3, 4, 5 don't notice (2, 4, 1, 2, 1)
Agent 109 waits outside for a time, watching to try and see the goons leave, and spots Goon 1 and 3 leaving (6)
Agent 109 fails an intelligence check! (2)
Agent 109 fires at goon 1 (5)
Goon 1 takes 30 damage! (30/60)
Goon 1 and 3 return fire, but miss (2, 1)
Agent 109 fires at goon 1 (5)
Goon 1 takes 30 damage and is killed (0/60)
Goon 3 takes goon 1's weapon and attempts to run back inside (3 V 4)
Agent 109 gives chase
Agent 109 keeps up with Goon 3, and opens fire once they enter the building! (6)
Goon 3 takes 30 damage (30/60)
Goon 3 continues running (2)
Goon2 2, 4 and 5 reveal themselves, and fire, 4 hitting (2, 6, 2)
Agent 109 takes 25 damage (250/350)
Agent 109 fires at goon 3 (5)
Goon 3 takes 30 damage and is killed (0/30)
Goons 2, 4, and 5 fire, 4 hitting (2,4,2)
Agent 109 takes 25 damage (225/350)
Agent 109 succeeds an intelligence check (5)
Agent 109 runs into a side office, and waits by the door.
Goons 2, 4, and 5 succeed an intelligence check (4,6,4)
Goons 2, 4, and 5 wait
Agent 109 succeeds an Intelligence check (6)
Agent 109 goes into the vents again (5)
Agent 109 attempts to navigate the duct system (6)
Goons 2, 4, and 5 don't hear anything (3, 5, 2)
Agent 109 finds a opening and strikes from a distant vent! (4)
Goon 2 takes 30 damage (30/60)
Goons 2, 4, and 5 try finding where the shot came from but cant! (1,3,1)
Agent 109 fires again (5)
Goon 2 takes 30 damage and is killed (0/60)
Goon 4 notices where the shot is coming from while 5 does not! (6, 3)
Goon 4 fires into the vent and misses (4-1)
Goon 4 succeeds an intelligence check (5, 2)
Goon 4 takes cover in a side office while Goon 5 fires again (3-1)
Agent 109 shoots goon 5 (4)
Goon 5 takes 30 damage (30/60)
Agent 109 jumps out of the vent and shoots goon 5 again! (5)
Goon 5 takes 30 damage and is killed (0/60)
Goon 4 succeeds an intelligence check (4)
Goon 4 sets a fire, using abandoned paperwork as kindling. (6)
Agent 109 rushes into the side office while the Goon is finishing setting the building alight (3)
Goon 4 doesn't notice! (1)
Agent 109, upon seeing Goon 4, strikes! (3 v 1)
Agent 109 has a distraction advantage
Goon 4 takes 25 damage! (35/60)
Goon 4 struggles. (5+2 V 3+2)
Goon 4 breaks free!
Goon 4 takes out a knife and slashes Agent 109 (6 V 3+1)
Agent 109 takes 10 damage (215/350)
Agent 109 punches Goon 4 (5 V 4)
Goon 4 takes 10 damage (25/60)
Agent 109 punches Goon 4, but he blocks! (3 V 5)
Goon 4 slashes at Agent 109 (4 V 2+1)
Agent 109 takes 10 damage (205/350)
Agent 109 punches goon 4 but he dodges just in time (4 v 5)
Goon 4 attempts to slash at Agent 109 bit is grappled (1 v 6+1)
Agent 109 attempts to knock out and restrain Goon 4 (6 v 3)
Goon 4 takes 10 damage (15/60)
Goon 4 struggles (1 v 3)
Goon 4 takes 10 damage and is subdued (5/60)
Agent 109 fails an intelligence check
Agent 109 succeeds an intelligence check
Agent 109 has won the engagement!
Much like with the barn, Agent 109 would sneak into the building quietly as he could. However, there was an issue when he entered. He couldn't hear them nor see them, and with the lights off in the building, only what little came in through the few windows the building had would give off light. But, this went both ways. The group clearly couldn't see him, right? Snooping around a bit, he would discover a strange light blueish glow of sorts coming from some sort of weapon. Coming closer to inspect it, he'd notice far too late the sudden glow of a number of other weapons and a shout. And soon, a number of cracks would be heard as Agent 109 ran like his life depended upon it, getting struck a number of times. Yet, the weapons these people used didn't fire bullets. They fired something else. Whatever it was, it stung like hell as if he was being electrocuted. And, that was with all the things except for one barely hitting him, and the one that did strike decently struck his back, and caused quite a bit of pain and issues... Still, rushing into a side office, he would swiftly enter a vent and hide, soon thankful these unknown enemies didn't search as well as they could of. Breathing a sigh of relief, he'd remain in the vents before sneaking out of the building, careful to avoid these agent's sights. Luckily, he wouldn't be spotted when heading outside.
Upon getting outside, he'd rest a bit, trying to devise a plan when in the distance, he heard sirens. Sirens of a police car. He presumed the noise was heard and someone called 779, yet so too did these strange people as he noticed two of them rushing out. Swiftly, he'd shoot at one, and strike him in the chest, and the two would turn to face 109 but by the time they did so, one of them had another hole in their chest, and fell over dead. The remaining one outside would grab their fallen comrades gun and run back inside, Agent 109 in pursuit. Rushing in was a bad idea, but it was better to take another one out and then retreat than face all four at once. So, he opened fire as he chased, and strike the man in the shoulder. Though he was right to think this wasn't the best idea, as he would soon find himself under fire by the remaining three as the other one ran. Though luckily, only one of the goons, who seemed to wear green, would be close to on target. Even so, Agent 109 continued, shot the running goon in the neck, and then rushed for the side room, standing by the door to strike at anyone who entered at point blank before they could. Yet, they wouldn't take the bait. And after a while of waiting, he swiftly would re enter the vent system, carefully and quietly trying to get into a good position utilizing his spatial awareness and sense of direction. And, he'd end up right where he wanted.
Looking out of a vent grate, he would aim his pistol at the group and fire twice, striking down one of the goons as the one in green rushed for a different side room and the fifth one, now knowing where the agent was, fired at the vent, failing to hit his target before being gunned down as 109 dramatically exited the vent. Now, there was only one left. Rushing into the side room, 109 would be surprised to see a growing fire that the goon was working on setting, and he would tackle them. However, while 109 was on top him, he would roll to the side and forcefully slam 109's head against the wall before scrambling to his feat and away, pulling out a knife while 109 got up. "You made quite the mess, Gewehr agent. You have no clue what you are up against. But you aren't a normal one, aren't you? You're that special one I've been told about, aren't you?" He would say as he started to try and hack and slash, getting a few light cuts in before 109 punched him right in the head, causing him to back off for a moment. "Tch. Look at you...How injured you are...Still alive sure, but really, all this against us?" he'd say as he struck again with his knife, and soon blocked 109's fist with his spare hand, continuing on as he fought. "We aren't the elites you know. We're just the fresh faces eager to join, nothing special. If you struggle against us, how can you possibly deal with Einherjar?" he'd say with a smug grin as he dodged another strike. However, as he went in for a harsh stab, he would find his arm caught, and he'd be soon thrown to the floor, and the knife forced out of his hand, before slamming his head against the floor and knocking him out. With this, 109 would stand up, and say "How knife of you to give me so much information." before looking at the fire which had grown during their fight. With this, he'd swiftly pick up the man and run.
After all of this, G.E.W.E.H.R has learned of a new enemy. Einherjar. The various landing points that the helicopter arrived in before would be watched. Yet, it wouldn't arrive. Nor would any helicopter of matching description be seen elsewhere outside of false reports...Concerning, for sure.
Agent 109 has gained 6 favors and 6 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: 16 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 - 25
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 Großerthron and Kalterhafen)
Current Projects:Project: MURMUR Costs 1$ and 1 Influence per turn. 3 Turns Remaining.
STORM Broadcasting Service Costs 2$ and 1 Influence per turn. 2 Turns Remaining.