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Messages - piratejoe

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196
Forum Games and Roleplaying / Re: COUP! [0/10]
« on: April 06, 2021, 02:41:04 am »
I'd not mind joining this.

197
Project: STORM Broadcasting Service

Initial Rolls: Time (4) Cost (6)

The creation of the STORM Broadcasting Service is something that obviously will take some time. After all, the creation of an entirely new broadcaster takes time. Of course, it undoubtedly will provide quite a bit of help to our efforts and prestige but there's a few issues. How exactly do we deal with agents like Jakob? It not like we can go around praising him for all his great work when he's meant to be a secret agent, right? Despite it clearly not being able to work for our covert agents, there is the possibility of it working for our more overt agents. Perhaps when we get a super powered individual we could utilize it to grant them greater attention? Regardless, while we cannot bring direct attention to our more covert agent's, we can at least bring attention to their actions that can be considered public, and by extension bring attention to them when it comes to the various circles of people in the know. Regardless making a proper broadcasting service was expected to cost a lot. It still is, but thanks to Agent 156 doing her magic, she has been able to get a nice deal with a renovation company and buy a modest, used, office building that is large enough for our efforts. The Renovations will take time, as will hiring the staff and getting the equipment for proper technicolor programing to be aired. First of it's kind in Schwarzes Holz. Regardless, it'll take some time, and the results from it will be seen in the near future, ideally. But for now, we must wait until it is finished and finalized.



It is currently the Deployment phase.

You may now assign a character to either work on one of you projects, recruit more heroes into the fold, move to another city, or lastly engage in the world for one action or another. In the case of the latter, it is best to devise a plan. Otherwise, they will simply do more generic actions that fit their character.


Status of the Association:

Heroes List:
Spoiler: Agent 109 (click to show/hide)
Current Reputation - 10

Spoiler: Agent 156 (click to show/hide)
Current Reputation - 0

Completed Projects:
Spoiler: Projects (click to show/hide)

Current Projects:
Spoiler: Projects (click to show/hide)

198
Forum Games and Roleplaying / Re: Cabal of Villain's
« on: April 05, 2021, 12:46:38 am »
Sneaking Suits

Initial Rolls: Time (3) Cost (5)

Sneaking suits as they are simply called in the earliest design phases, are an elaborate, fireproof, and camera disrupting suit with additional ballistic weave to secure the safety of those wearing and operating it. Additionally, it comes with shoes that dampen the sound made. Needless to say, all of this is a fair lot of work, and it's very much ambitious. But, caution wasn't what got Feng rich, nor was it what lead her to her current status. So, work has started. Realistically, due to Feng's connections and business ventures, the cost of the project isn't likely to be too much and can easily be payed by her business ventures. Really, the biggest issue is cost of something quite different. Time. All of these things are simple on their own, but doing all of them will take a fair bit of time. Especially the camera disrupting abilities of the suit. Still, if this is successful, well...Not even the royal vaults will be safe. A part of her from all of this was reminded of her younger days...A mix of nostalgia and pride considering her humble beginnings, something the scar on her left shoulder from her time stowed away and the amulet she kept with her served as memento's for. Still, if this worked, she'd be able to be the undisputed queen of selling stolen goods...If it worked...



It is currently the Deployment phase.

You may now assign a character to either work on one of you projects, recruit more heroes into the fold, move to another city, or lastly engage in the world for one action or another. In the case of the latter, it is best to devise a plan. Otherwise, they will simply do more generic actions that fit their character.


Status of the Cabal:
Spoiler: Status of the Cabal (click to show/hide)

Villain list:
Spoiler: Feng Zhelan (click to show/hide)
Current Reputation - 33

Spoiler: Vinod Ashtekar (click to show/hide)
Current Reputation - 0
Completed Projects:
Spoiler: Projects (click to show/hide)

Current Projects:
Spoiler: Projects (click to show/hide)

199
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 line

Rolls: 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 Fast

Naturally, 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. *
Spoiler: Dry Report (click to show/hide)

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:

Heroes List:
Spoiler: Agent 109 (click to show/hide)
Current Reputation - 10

Spoiler: Agent 156 (click to show/hide)
Current Reputation - 0

Completed Projects:
Spoiler: Projects (click to show/hide)

Current Projects:
Spoiler: Projects (click to show/hide)

* 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.

200
Forum Games and Roleplaying / Re: Cabal of Villain's
« on: March 29, 2021, 03:48:25 am »
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: Madame Dragon's Lucky Dry Cleaning

Rolls: Effectiveness (5+1), Cost (6), Bugs (4+1)

With Fengs swift work and connections, alongside a decent chunk of money, the work into getting the dry cleaning, along with the rest of the local businesses goes quite well and without a hitch. Furthermore, the expansion under the buildings proves to allow a fairly large number of people to remain under in what can best be described as a nice, large, staff room, along with a training room and a few other amenities. Due to the fact that it's more akin to a whole street of shops than just a dry cleaning and the fact all the basements are merged together means we have quite a bit of space. Of course, it's nothing too special but all of this including the nice back ally access means that really any sort of criminal dealing can be done with ease, especially the auctioning and selling of stolen or illegal goods.

Project: Pren Gwyn Youth Program

Rolls Problems? (3)

Due to the fact that Vinod is hardly known, and the fact he lacks the knowledge or charismatic skill Feng has, Vinod would find himself struggling to actually complete the project. He was a mechanic and a racer, not a businessman, and this venture was his first. Still, he'd make the best of it, and try and orient himself with the task at hand, taking what advice he could from Feng and trying to situate himself with this little task. It was a major one, but instead of bungling his funding away or otherwise turning the project into a mess for Feng to fix, he instead would just quietly listen to her every word and rely on her help near constantly. It was annoying for Feng, and it got nothing done, but it didn't waste money, and after enough questions about the project and situating himself, he felt confident that actually working on it would be feasible and in his capabilities, now that he knew a bit about things like contractors or management. All there was to do was test that out through proper practice, and through him actually working on the project...If he wasn't reassigned to something else now that he just got started...


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 Cabal:
Spoiler: Status of the Cabal (click to show/hide)

Villain list:
Spoiler: Feng Zhelan (click to show/hide)
Current Reputation - 33

Spoiler: Vinod Ashtekar (click to show/hide)
Current Reputation - 0
Completed Projects:
Spoiler: Projects (click to show/hide)

Current Projects:
Spoiler: Projects (click to show/hide)

201
Pregame Revision Phase of Turn 3:

Revision Phase Skipped, and dice saved.



It is now the Design Phase of Pre game Turn 4. You have 9 dice remaining to spend on Designs, ships, or simply Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)


202
Pregame Revision Phase of Turn 3:

Revision Phase Skipped and Dice saved.



It is now the Design Phase of Pre game Turn 4. You have 9 dice remaining to spend on Designs, ships, or simply Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)


203
Pregame Design Phase of Turn 3:
Quote
Tre Montagne Acciaierie Armor Steel
Fundamentally, the best way to not die is to not get hit. However, sometimes you get hit anyway. In fact, a lot of the time you get hit anyway, because your enemy is doing their best to try and hit you. Dodging isn't always good enough, so surviving the hit is the next best thing. And the best way to survive the hit is to keep the projectile on the outside of the ship, through possessing sufficient armor. And the less mass of steel gets you to the "sufficient" mark, the better your ship can be at doing other ship things, like dodging incoming fire or carrying bigger guns to shoot the enemy with. To that end, we've invested heavily into the armor industry, which is important because very few people outside of a navy have reason to order hundred-ton ingots of steel and the hammers necessary to beat them into eighteen-inch-thick plates several meters long and a couple tall.

One particular steelworks, in the scenic mining town of Tre Montagne, has hit upon a combination of factors that work quite well for us. They produce armor steel of the Krupp type, using water-jet cooling and extremely long periods of heating and carbonizing and annealing and so on. To make the long story not nearly as long, they are pretty darned good at armor plate, and are capable of achieving an impressive depth of the hardened face of the armor plating, at least by 1890s standards. This gives added resistance to armor-piercing shells, particularly for thinner armor plates.
Effectiveness: 4 | Cost: 5 | Bugs: 6

As it turns out, our efforts on creating a solid armor originally were not in vain. Apparently, our original attempt was so bad due to major differences in the production of steel plate in Tre Montagne and the production of steel plate in some of our major seaside cities. Turns out the equipment in our factories along the coast are made for more traditional refinery, and compounds not in the original mix of the steel got into the mix that ruined the delicate balance that made it so good in the early testing with plate from Tre Montagne. In other words, it wasn't actually a scam or screw up by our scientists and engineers, but rather our factories and production. Luckily, retooling of the local factories to account for the more refined processes, along with further instructions to our shipwrights fixes this problem, and, with it, we have hardy steel to protect our ships, both on the outside hull and on the inside to minimize what does get through. It also should be mentioned that, other than the early work retooling a few factories, the cost will be minimal, and there are no major faults with it unlike the original, contaminated version of the steel. Needless to say, the people at the refineries back at Tri Montagne were quite pleased to hear the news that any and all issues weren't their fault, and that they wouldn't be sued into oblivion by the government or forced to pay any sort of fine for this little mess.



It is now the Revision Phase of Pre game Turn 3. You have 3 dice remaining to spend on Designs, ships, or simply Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)


204
Pregame Design Phase of Turn 3:
Quote
Mikken Fire Control System
Jan Mikken, for which the Mikken Fire Control System is named, is a visionary in the field of naval gunnery. He added speaking tubes and telegraph wiring to his ship, allowing him to receive rangefinding information from the mast, calculate a firing solution, and then coordinate his ship's main guns so that they all fired at once. Now, admittedly, he was the captain of a fishing boat, so this wasn't super relevant, but we liked the idea anyway.

The MFCS uses coincidence rangefinders (mounted as high on a ship as possible), the operators of which transmit (by either electrical wiring (telegraph-esque) or speaking tubes, depending on the size and layout of the vessel) their data to the fire control hub. There, with the aid of a plotting chart, a maths wiz or two, and a mechanical calculator that handles some of the more time-consuming calculations (doing so much faster than a human), a firing solution is calculated (for the ship's main guns). Subsequently, the director (colloquially known as the 'Mikker') communicates the appropriate numbers to the commander of each gun simultaneously. The order to fire is also communicated simultaneously, ensuring that all guns (of a given calibre) fire at the same time. The collection of splashes thus generated can be observed by the rangefinders, and once again communicated to the hub- the cycle continues as needed.

Key innovations of the Mikken system:
-Centralised control hub, connected to both guns and observers
-Mechanical calculators handling some of the calculations
-A director giving the order to fire simultaneously

All in all, the Mikken system is expected to bolster accuracy on our ships by a significant amount.
Effectiveness: 6 | Cost: 2 | Bugs: 6
(What is it with you rolling a 2 on cost?)

Jan Mikken, a long time fisherman and captain elected by his crew through request to the Fisher's union who saw his promise, has made quite the curios little system for his fishing ship. While originally, the method was meant to better coordinate finding the buoys for hook fishing and when they'd come up, and the madman decided to get what was essentially a grapple hook launcher to be able to get the lines faster and with less diversion. While the idea is sound in theory, in practice it's a bit less so, mainly due to the launcher itself and the calculator, and it was much more effective to just take the detour to get close enough to catch the line with a properly thrown hook. Luckily for us, his cousin, also a captain but in our navy, took his idea and presented it to the navy. And with some minor modifications of the general idea alongside a military budget to get a proper mechanical calculator, it was tested on one of our older warships. Initial testing showed that it was a significant increase in firing accuracy. And regardless of it's humble and admittedly somewhat strange origins, it works quite well. By setting up a modest rangefinder at the top of the ship, and the creation of a detailed mechanical calculator placed in a nice space on the bridge dedicated to our firing and a team working on the calculator. From there, the data can be transmitted by the 'Mikker' to our main armament and then slowly get the right elevation for the firing solution through adjustments made by watching the splashes. Sadly, this won't work for our light armament, but it's a good first step regardless. There is, of course, a drawback to this effectiveness...Cost...As it turns out, the complexity of a mechanical computer takes time, and so too does the glassmaking involved for the rangefinder...Then again at this stage it'd be more surprising if something didn't cost a arm and a leg for the quality with our track record. Even so we at least have quality down over quantity.



It is now the Revision Phase of Pre game Turn 3. You have 3 dice remaining to spend on Designs, ships, or simply Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)


205
Forum Games and Roleplaying / Re: Association of Heroes.
« on: March 20, 2021, 07:28:04 pm »
Project: 779 Emergency Line

Initial Rolls: Time (6) Cost (5)

As it turns out, it's actually not that hard to set up an Emergency line. Really, all that's needed is to open up a few land lines to be directed to a specialized line that allows calls dedicated to 779 to be directed to call centers placed under the government for emergency services. Originally, this was planned to simply be a way to contact the agency, however the government upon hearing of our plan decided to put a bit of effort into the plan themselves. Thanks to this, the cost for the program is actually not going to be that bad as we aren't the only ones paying for it, and luckily, only a few minor additions to the phone lines need to be done to get this working in the major city centers, even if it will take a bit longer for smaller cities and towns. Still, this swiftly has become a bit larger than its intended use, but the general idea is to have a few broadcasts in schools and in some commercials to advertise the number with the good old Karl.

For now, the number is meant for police and for G.E.W.E.H.R, and if the nature of the call involves spying, the local agents or police themselves will look into it and if we are needed or if there is something to what they are saying, we potentially will be contacted. At least, that's the plan for when the thing is set up. Additionally, as one might expect, the natural target of the commercials when it comes to the G.E.W.E.H.R part of the number is to have citizens report those who are working with the dastardly Prens, the ruinous reds of Sothweg and the Soviet Union, or those working for capacious criminal organizations in our mist in order to make the Empire a safer place for all. Regardless, it's quite likely this will mesh well with our other work on keeping tabs in our homeland.


It is currently the Deployment phase.

You may now assign a character to either work on one of you projects, recruit more heroes into the fold, move to another city, or lastly engage in the world for one action or another. In the case of the latter, it is best to devise a plan. Otherwise, they will simply do more generic actions that fit their character.


Status of the Association:

Heroes List:
Spoiler: Agent 109 (click to show/hide)
Current Reputation - 0

Spoiler: Agent 156 (click to show/hide)
Current Reputation - 0

Current Projects:
Spoiler: Projects (click to show/hide)

206
Forum Games and Roleplaying / Re: Cabal of Villain's
« on: March 20, 2021, 07:27:33 pm »
Madame Dragon's Lucky Dry Cleaning

Initial Rolls: Time (6) Cost (2)

Buying a lot that belonged to an old dry cleaning shop to do more...nefarious deeds is a bit of a venture. Of course, the place is more planned to be something for our local agents to use to come back to and 'work' at in their spare time, and the business will not be owned by us directly, oh no. We plan on simply using some local's family shop for this. Of course, this would be easier said than done, if it wasn't for the fact that we just so happen to have the perfect local businesswoman and the perfect local shop, or rather row of shops. A small group of businesses in a chunk of the ever expanding china town in Pentrefsiapaneaidd just so happens to be owned by someone who actually is a part of a certain criminal organization we have practically full control over, in fact they and their husband are. And by simply giving them a fairly decent promotion and funding for using their family businesses we can easily get ourselves a not only a laundry mat, but also a pawn shop and a small accountants office, owned by the women's husband, and from that can use the buildings as a front and a place to have a person or two rest and lay low.

Of course, the best and most important part of this is that no one who owns the building actually has any direct connections to us, or our own business. Meaning that even if something goes wrong, we likely won't have it come back to bite us and the only people who will take a fall is the owners. Though, ideally, such can be deal with through enough bribes to the police in the event that such a thing happens. Still, while all of this won't take long, it will cost a fair bit to retool and redesign the basements of the three buildings. But it'll be worth it and will aid in future endeavors at that side of the city, and prove as a good place to use any future employees, lesser or otherwise.


It is currently the Deployment phase.

You may now assign a character to either work on one of you projects, recruit more villains into the fold, move to another city, or lastly engage in the world for one action or another. In the case of the latter, it is best to devise a plan. Otherwise, they will simply do more generic actions that fit their character.


Status of the Cabal:
Spoiler: Status of the Cabal (click to show/hide)

Villain list:
Spoiler: Feng Zhelan (click to show/hide)
Current Reputation - 33

Spoiler: Vinod Ashtekar (click to show/hide)
Current Reputation - 0

Current Projects:
Spoiler: Projects (click to show/hide)

207
Forum Games and Roleplaying / Re: Cabal of Villain's
« on: March 14, 2021, 03:51:49 am »
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...

Contacting Vinod is fairly easy, the issue is mainly ensuring him that we aren't planning on... 'removing' him, and instead want a permanent deal. It takes time, as all things do, and unfortunately in the process we have to let him in on the fact of who's the one giving him the money, seeing as we aren't one of his more...traditional customers, and arguably could be seen as a rival. Still, given how important and skilled of a figure he is, it's only natural, and provided he only know's who his employer is, doesn't ask too many questions, and most importantly doesn't get arrested, it will likely not cause too many issues, and even in the scenario he does get caught, unless something has royally gone wrong, his word will likely not be very believable... Regardless, with a few million transferred to ensure a life long contract, and a much more modest payment plan with all the benefits a prospective employee could want, Vinod has officially become a chauffeur and personal mechanic. Unofficially, he is what he always was. A get away driver and our perfect transport of stolen and elicit goods.



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 Cabal:
Spoiler: Status of the Cabal (click to show/hide)

Villain list:
Spoiler: Feng Zhelan (click to show/hide)
Current Reputation - 33

Spoiler: Vinod Ashtekar (click to show/hide)
Current Reputation - 0

Current Projects:
Spoiler: Projects (click to show/hide)

208
Forum Games and Roleplaying / Re: Association of Heroes.
« on: March 14, 2021, 03:50:58 am »
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:

Heroes List:
Spoiler: Agent 109 (click to show/hide)
Current Reputation - 0

Spoiler: Agent 156 (click to show/hide)
Current Reputation - 0

Current Projects:
Spoiler: Projects (click to show/hide)

209
Forum Games and Roleplaying / Re: Cabal of Villain's
« on: March 06, 2021, 10:43:26 pm »
Recruit Villain

Roll: 5=5 * 0.67 (67 renown spent) = 3.35, rounds up to 4

Utilizing a good deal of reputation, along with influence in less...public circles, two people would be found in the efforts of getting a villain of some sort to actually be able to aid us. The first of which is Nang Sung-Ryung, or Gumiho. She is a Hóng gùn, though her skills are somewhat...wasted in her current position. She uniquely is skilled in martial arts along with manipulation, and as their nickname name suggests, is also quite good at taking the hearts of men...That and a supposed rumor about her favorite dishes always containing a liver or heart as an ingredient that is likely overblown. Other than this, another option is a Vinod Ashtekar, who is a...unique option. They are a drag racer of sorts, and occasionally does some other illegal activities on the side. From India, he has actually caused some problems for some of our smaller operations, but it might be better to make him an asset now than an enemy to deal with later.


Spoiler: Vinod Ashtekar (click to show/hide)

Please vote on who you wish to acquire. Gaining Gumiho will cost favors, while gaining Vinod will cost funding. Both will be available for the next turn if chosen.

210
Forum Games and Roleplaying / Re: Association of Heroes.
« on: March 06, 2021, 10:42:34 pm »
Recruit A-Team Member:

Roll: 6=6 * 1.0 (100 renown spent) = 6, rounds up to...well...6...Lucky bar stewards...

While it is a bit of a bother to use all of the connections in G.E.W.E.H.R already and exhaust that which they can offer, it is a necessary sacrifice. Quickly searching into things, there are two potential people which might be of use to the new branch, the first of which is Richard Mutzhas. A retired war veteran of the second Schwarzes-Pren war, and nephew to the ace pilot Clauwes Mutzhas. We know about him due to a report involving a robbery at a bank he was unfortunate to be at where he ended up shot seventeen times in the chest, yet survived. This happened two years ago, back when supers were just starting to become a thing. Issue is, we don't exactly know where he is, just that he lives somewhere in Blitzsperre, partially owing to the fact he apparently is selling his old house. Further, he has a family and whether or not we can convince him to come out of retirement is another question. Luckily we have a good deal of information on him at this moment in time. Other than this, we have one other option. Agent 156, a woman named Katherine Kruspe. They are a relatively new field agent, a bit similar to the work Agent 109 does, however they handle things in a far more delicate manner than Agent 109, instead focused on long term projects and slipping information on enemy activities to us. Unlike Richard, we can get her to join our branch instantly by using some of our influence, but we can only go after one of the two, as we will potentially lose our lead on Richard, and Agent 156 will undoubtedly get an assignment if we don't take this opportunity.


Spoiler: Agent 156 (click to show/hide)

Please vote on who you wish to acquire. Gaining Weibel will take a dedicated mission next turn, getting 156 will cost favors, and will be available instantly next turn.

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