***INCOMING MESSAGE*** SOURCE: HEADQUARTERS ID: 071317 CLEARANCE LEVEL_FIVE BEGIN TRANSMISSION: Good morning, Agent. I realize this will interrupt the standard operations of your team, but we have a situation. At 2144 Zulu last night, Agent Griswold and Team Nine were caught in an ambush by elements of a secret society we know only as SCARAB. Agent Griswold's fate is unknown, though he is presumed KIA, or at least captured. Of the rest of Team Nine, only one agent survived. Team Nine has, as a result, been decommissioned, and we are assembling a new team to deal with the threat of SCARAB. You have been Selected to join this team. Your mission, should you choose to accept it, will be to uncover Agent Griswold's fate, dig up the truth of how SCARAB knew where to ambush Team Nine, as well as their plans for global domination, and put a stop to their machinations before it's too late. The task will not be easy, but that's why we selected you. Welcome to Team Thirteen, Agent. ***THIS MESSAGE WILL SELF DESTRUCT*** ***HAVE A NICE DAY*** ************* Hello, everyone. Let's make some mistakes! This is my latest AC, played here in my AC chat. First things first: the general concept is that you are agents of a spy organization known simply as The Agency. It is an international group of super spies dedicated to preserving world peace in secrecy, and thus even knowledge THAT it exists is classified(except for a few conspiracy theorists it was purposely leaked to just to discredit the idea to the general public if real information ever DID leak). You were a member of a team operating on another project - feel free to name this team(Team Number is the convention), provide NPCs from it, antagonists, concepts...whatever detail you want. I don't promise to include any of that, but if I see something I like, I may well do so. Anyway, you were an agent of another Team who was pulled unceremoniously to form the nucleus of Team Thirteen. You can either know your fellow PCs or not, or have read OF them but not know them...whatever you'd like. Most but not all missions will feature at least two pre-planned methods of completion, which generally boil down to a violent vs nonviolent approach. I'm totally down for PC modification to those methods, or even fusing the two and making things up on the fly, but the point is the effort has been put in on this end to ensure that the HOW of defeating SCARAB is entirely up to you. This game will feature a Companion system very similar to the one from Behind The Lines. At game start, you only have one Companion, who is preassigned, but fairly early in the game you'll have the chance to select from a list of additional teammates. More on that when the time comes. Let's talk character sheet: Here it is: Spoiler : Name: Description: Bio: Level: 1 XP: 0 HP: 10 Stats: -STR: -DEX: -CON: -INT: -WIS: -CHA: -AIM: Skills: Hacking: Medical: Charisma: Demolitions: Analysis: Perception: Tumble: Agility: Leadership: Athletic: Stealth: Fortitude: Feats: Inventory: Handgun ...and here's what to do with it: Spoiler : Name: Character name. Description: Describe your agent. Looks, personality, age...any outward details. Bio: Give us the run-down on who you are. You don't have to write down everything here, and it's fine to have secret backstories, but here is where you put down what the other PCs should know about your character. Level: 1 (Your character's level. Update when you level up.) XP: 0 (Your character's total XP. When you earn enough XP, you level up. There is an XP/Level chart below for details) HP: 10 (You start with 10 hit points. When they are exhausted, you are knocked out or killed, depending on context. Every point of CON up to 5 provides 2HP, and every point thereafter provides 1. You gain HP when you level up, or from Feats.) Stats: These are the stats that define your character. You start with 49 points to customize. Prior to Feats, you cannot go over 10 in any one stat. You must have at least 1 in each...sorry. -STR: Strength governs physical strength and melee damage. -DEX: Dexterity governs agility and melee hit chance. -CON: Constitution governs HP and melee defense. -INT: Intelligence governs computer technology and ranged defense. -WIS: Wisdom governs street smarts and ranged damage. -CHA: Charisma governs leadership and bluffing. -AIM: Aim governs ranged hit chance and perception. Skills: (Skills represent most actions you can take in the game. To calculate your skill modifier, put in your modifier from the relevant stat - your modifier being the difference from 5. IE, 6 is +1, 4 is -1, 5 is +0, etc - and then add any bonuses from Feats. Later in the game, you'll unlock Skill Points which can be spent directly on Skills as well. You cannot increase a skill past a modifier of +12.) Hacking: (INT) Hacking is useful for breaching computer systems and disabling gear. Medical: (WIS) Medical is exactly what it sounds like. Charisma: (CHA) Charisma is highly useful for bluffing and lying. Demolitions: (INT) This is the skill you want when you need to hit backspace on a SCARAB installation. Analysis: (WIS) Analysis is used for decoding non-computer items, or reconstructing past events. Perception: (AIM) Perception is used for noticing things you don't want to miss. Tumble: (DEX) Tumble is used to recover from falls without taking damage. Agility: (DEX) Agility is used for jumping, balancing, and flexibility. Leadership: (CHA) Leadership can be used to create buffs and debuffs on friendly and enemy targets. Athletic: (STR) Athletic governs swimming, climbing, sprinting, and other such things. Stealth: (DEX) The ability to disappear is a critical component in any spy's arsenal. Fortitude: (CON) Fortitude is what you rely on to resist stun effects and poisons. Feats: (You start the game with 3 Feats of your choice. You will unlock more as you level up.) Spoiler : Training Montage: +1 to a Stat of your choice. May be taken multiple times. Skill Boost: +3 to a Skill of your choice. May be taken multiple times, but only once per Skill. Tough As Nails: +10HP. CQE Training: +3 to all Melee Combat rolls. Range Training: +3 to all Ranged Combat rolls. Rough and Ready: +2 Each to Tumble and Athletic Bedside Manner: +2 Each to Medical and Charisma Vigilant Officer: +2 Each to Leadership and Perception From the Inside: +2 Each to Demolitions and Stealth Forensic Mind: +2 Each to Analysis and Hacking Gym Rat: +2 Each to Agility and Fortitude Crazy Prepared: Gain three gadgets, pending GM approval. May be taken twice. Deadeye: Once per encounter, you may launch a ranged attack that ignores all enemy cover bonuses AND halves their INT modifier for ranged defense. Requires AIM 8 and Level Two Shipley. Sneak Attack: When launching a melee attack from stealth, you are guaranteed to score a critical hit. Requires DEX 8 and Level Two Pax. Intimate Knowledge: Once per mission, you may use your studies of SCARAB's inner workings to gain a +50% bonus to any roll made with the intent to deceive SCARAB personnel or technology. Requires WIS 8 and Level Two Penny. In The Blood: Once per mission, you may take a guaranteed success on any roll that is not a combat attack.(GM reserves the right to deny certain rolls on sheer logic). Requires Character Level Five and Level Two Jessie. Inventory: (Your inventory contains the items your character has in his or her possession. You may add anything that has only an RP function, or a VERY minor practical function - I.E., a lighter or book of matches - but if you want anything more, run it by me or take the Crazy Prepared Feat.) Handgun XP/Leveling Table: Spoiler : Level One: 0XP/Character Creation Level Two: 1000XP/+5HP, +1 Skill Point Level Three: 2000XP/+5HP, +1 Feat Level Four: 3500XP/+5HP, +1 Skill Point Level Five: 5000XP/+5HP, +1 Feat Level Six: 7000XP/+5HP, +1 Skill Point Level Seven: 9000XP//+5HP, +1 Feat Level Eight: 12000XP/+5HP, +1 Skill Point Level Nine: 15000XP/+5HP, +1 Feat Level Ten: 20000XP/+5HP, +1 Skill Point Next post is reserved for character listing. Tentative time for the game is Thursdays at 5PM EST, today excepted.