Kind of a game I'd like to run, and probably a game I couldn't do justice tonewise. Kind of half-baked rules. And yes,
Silly Spy SeasonYou are agents of APE - Agents Protecting Everything - an intelligence service of the nation Generica, headquartered in New Oldtown. From here you are sent on various missions that rarely resemble those of real life intelligence agents... or those of move spies, for that matter. Sure, you get the occassional bodyguard or infiltration mission, or have to capture some crooks, but it's always with some weird twists. And then there are missions like restraining wayward warbots with slingshots, or testing out the newest inventions from the resident mad scientist, Professor Veronica Virus.
But that's okay, kind of. You're all kind of weird too, just like the world around you. You're used to the world deciding that comic book physics should apply one moment, but not the next. It has benefits, too - most wounds you suffer are easily healed. That nose can be sewn back on, that hand slots right back in, that sort of thing. Worse are the punishments for failed missions, and you do fail missions. Ever had to unfold yourself after being turned into origami? Mr. Zed sometimes seems like an endless barrel of punishments.
As an agent of APE, your application form looks like this:
Name:
Gender:
Silly Spy Skill: This is something you are (too) good at, usually. A roll of 3, 4, 5, or 6 for this results in a 6. A roll of 1 or 2 results in a 1.
Silly Spy Stupidity: This is something you think you are good at, but aren't. A roll of 1 through 5 for this results in a 1. A roll of 6 results in a 6.
Mission tokens: You start with two mission tokens per mission. A mission token can be used either as a +1 bonus to a roll or to declare that you have some (relatively mundane) item in your pocket. Even if it's a sledgehammer.
At the start of your mission, you have a single use of your silly spy skill. A success takes that single use away, but a failure doesn't.
Using your silly spy stupidity and failing grants you an additional use of your silly spy skill for the mission. Actually succeeding with your silly spy stupidity doesn't grant an extra use, though - the success is its own reward.
At the start of a mission, you have two mission tokens. When you take an action, you may declare that you want to use one mission token. Doing so adds a +1 bonus to the roll. No more than one mission token may be used per action, and you can't use mission tokens on your silly spy skill or stupidity. Alternatively, you can use a mission token to declare that you happen to have a relatively mundane and carriable item as part of your equipment for the duration of the mission (the object seems to always vanish into limbo between missions). As long as the item is relatively mundane, like a gun, a cell phone, a lockpick, or a sledgehammer, you have it, even if you seem to have no way to actually carry it.
After most successful missions, you get an additional mission token for each mission afterwards. Some missions may be too short or too easy to provide mission tokens, however.
Mr. ZedMister Zed is your supervisor in APE, often called the Chief Ape... but best not to his face. Endless barrel of punishments, remember? He is kind of overweight, heavily bearded, and has brown hair and eyes.
Silly Spy Skill: Trick the agents into doing what he wants
Silly Spy Stupidity: Reading and evaluating people
Prof. Veronica VirusProf. Virus is APE's resident mad genius. She's so brilliant, she blinds herself regularly to the usefulness of her inventions, safety precautions, or simply the world around her. A regular source of missions, one way or another. She is short, blond, and wears sunglasses everywhere.
Silly Spy Skill: Mad science!
Silly Spy Stupidity: Useful inventions
Gertrude GarterThe secretary of Mister Zed, Getrude is tall, thin as a twig, and hook-nosed. That wouldn't really matter to anyone, but she is also convinced that she is a drop-dead sexy statuesque stunner, and has been known to try to use her feminine wiles on about every APE agent. She tends to react violently to any insinuation that she isn't quite as attractive as she believes herself to be.
Silly Spy Skill: Sift through paperwork.
Silly Spy Stupidity: Seduction