Mission Start! (a series of action mini-quests)

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Congratulations, you are now an action B-movie protagonist, complete with a franchise! You will...
00: Character Creation

We Just Write

Blatantly Plural
Location
New England
Pronouns
Plural
Congratulations, you are now an action B-movie protagonist, complete with a franchise! You will now be sent on a series of high-stakes missions to various places with no overarching plot connecting these missions in any way. Still, before we can send you on your first mission, we need to know at least a little about you. Write-ins not permitted.

Name
[] MacGearhead
[] John Knot
[] Jane Doom
[] Alicia Star

Gender
[] Male
[] Female
[] Killer cyborg from the future
Stats (7 points may be distributed)(9 points are available if 'killer cyborg' is chosen)
Stealth [][][][]
Combat [][][][]
Tech [][][][]
Plot Armor [][][][]
Equipment (10 Requisition Points available)
Stealth Gear
[] Really Quiet Shoes (+1 Stealth, uses no battery)(1 RP)
[] Camouflaged clothing (+1 Stealth, uses no battery)(1 RP)
[] Optiflex Suit (+4 Stealth, uses 3 battery per round)(3 RP)
[] Night Vision Goggles (Allows clear vision in dark areas, uses 1 battery per round)(2 RP)
[] Grappling Hook Pistol (+1 Combat, Allows walls to be easily ascended, uses 5 Battery per use)(2 RP)
[] Scout Drone (Scouts ahead, informing you of enemies and traps, can be destroyed, can trigger alert, uses 2 battery per use)(3 RP)
[] Aqualung (allows trips underwater longer than 1 round)(3 RP)
[] Batteries (10 units)(1 RP)
[] Smoke Bombs (3 units)(Allows a re-roll of a stealth check, even when being observed)(2 RP)
Combat Gear
[] Knife (+1 Combat, +1 Tech, uses no ammo)(1 RP)
[] Silenced Pistol (+2 Combat, uses 1 ammo per use)(1 RP)
[] Shotgun/Rifle (+3 Combat, breaks stealth when used, uses 1 ammo per use)(2 RP)
[] Machine Gun/Assault Rifle (+5 Combat, breaks stealth when used, uses 5 ammo per use)(3 RP)
[] Ammunition (20 units)(1 RP)
[] Explosives (3 units)(Adds +6 to a Combat roll, or a terrain-related Tech roll. Each unit is one-time use. They stack.)(2 RP)
[] Body Armor (protects from the effects of a failed Combat roll. Has a 30% chance of breaking that goes up by 10% each time it is used.)(3 RP)
Tech Gear
[] Multitool (+2 Tech, uses no battery)(1 RP)
[] Toolbox (+3 Tech, uses no battery)(2 RP)
[] Pocket Plasma Welder/Cutter (+4 Tech, +2 Combat, uses 4 battery per use)(3 RP)
[] Laptop (+6 for computer-related Tech, uses 1 battery per use)(2 RP)
[] Password Cracker (allows opening of electronic locks and computers without the code, uses 1 battery per use)(2 RP)
[] EMP grenades (1 unit)(Automatically destroys all computers and security cameras in the same room as it's used)(1 RP)
Misc
[] First Aid Kit (can change a character's status from Wounded to Healthy. A character can only benefit from First Aid once per mission)(2 RP)
[] Good Luck Item (Purely cosmetic, it does nothing of importance)(1 RP)

Well, agent, what's your loadout?
 
Character Sheets & Missions
NOTE: If you die, it's time for a new character.

Player Characters

Agent 001 Dossier said:
Name: Alicia Star
Gender: Female
Stats
Stealth: [X][X][][]
Combat: [X][X][X][]
Tech: [][][][]
Plot Armor: [X][X][][]

Equipment
-Really Quiet Shoes
-Camouflaged Clothing
-Knife
-Body Armor
-Multitool
-First Aid Kit
-Good Luck Item
Past Missions
Mechanics
I'm making shit up as I go here.
 
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Well alrighty then.

[x] Plan: T-2000

[x] Killer cyborg from the future

Stealth
Combat [x][x][x][x]
Tech [x][x]
Plot Armor [x][x][x]

[x] Batteries (10 units)(1 RP)
[x] Machine Gun/Assault Rifle (+5 Combat, breaks stealth when used, uses 5 ammo per use)(3 RP)
[x] Ammunition (20 units)(1 RP)
[x] Ammunition (20 units)(1 RP)
[x] Pocket Plasma Welder/Cutter (+4 Tech, +2 Combat, uses 4 battery per use)(3 RP)
[x] EMP grenades (1 unit)(Automatically destroys all computers and security cameras in the same room as it's used)(1 RP)
 
[X] John Knot
[X] Male
Stealth [][][][]
Combat [X][X][X][]
Tech [X][X][][]
Plot Armor [X][X]
[X] Knife (+1 Combat, +1 Tech, uses no ammo)(1 RP)
[X] Silenced Pistol (+2 Combat, uses 1 ammo per use)(1 RP)
[X] Ammunition (20 units)(1 RP)
[X] Body Armor (protects from the effects of a failed Combat roll. Has a 30% chance of breaking that goes up by 10% each time it is used.)(3 RP)
[X] Shotgun/Rifle (+3 Combat, breaks stealth when used, uses 1 ammo per use)(2 RP)
[X] Good Luck Item (Purely cosmetic, it does nothing of importance)(1 RP)
[X] Multitool (+2 Tech, uses no battery)(1 RP)
 
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[X] Alicia Star

Gender
[X] Female
[] Killer cyborg from the future
Stats (7 points may be distributed)(9 points are available if 'killer cyborg' is chosen)
Stealth [X][][][]
Combat [X][X][X][]
Tech [X][][][]
Plot Armor [X][X][][]
Equipment (10 Requisition Points available)
Stealth Gear
[X] Really Quiet Shoes (+1 Stealth, uses no battery)(1 RP)
[X] Camouflaged clothing (+1 Stealth, uses no battery)(1 RP)
[X] Knife (+1 Combat, +1 Tech, uses no ammo)(1 RP)
[X] Body Armor (protects from the effects of a failed Combat roll. Has a 30% chance of breaking that goes up by 10% each time it is used.)(3 RP)
[X] Multitool (+2 Tech, uses no battery)(1 RP)
[X] First Aid Kit (can change a character's status from Wounded to Healthy. A character can only benefit from First Aid once per mission)(2 RP)
[X] Good Luck Item (Purely cosmetic, it does nothing of importance)(1 RP)
 
[X] Alicia Star
[X] Female
Stealth [X][X][][]
Combat [X][X][X][X]
Tech [][][][]
Plot Armor [X][][][]
[X] Really Quiet Shoes (+1 Stealth, uses no battery)(1 RP)
[X] Camouflaged clothing (+1 Stealth, uses no battery)(1 RP)
[X] Knife (+1 Combat, +1 Tech, uses no ammo)(1 RP)
[X] Body Armor (protects from the effects of a failed Combat roll. Has a 30% chance of breaking that goes up by 10% each time it is used.)(3 RP)
[X] Multitool (+2 Tech, uses no battery)(1 RP)
[X] First Aid Kit (can change a character's status from Wounded to Healthy. A character can only benefit from First Aid once per mission)(2 RP)
[X] Good Luck Item (Purely cosmetic, it does nothing of importance)(1 RP)
 
[X] Alicia Star
[X] Female
Stealth [X][X][][]
Combat [X][X][X][X]
Tech [][][][]
Plot Armor [X][][][]
[X] Really Quiet Shoes (+1 Stealth, uses no battery)(1 RP)
[X] Camouflaged clothing (+1 Stealth, uses no battery)(1 RP)
[X] Knife (+1 Combat, +1 Tech, uses no ammo)(1 RP)
[X] Body Armor (protects from the effects of a failed Combat roll. Has a 30% chance of breaking that goes up by 10% each time it is used.)(3 RP)
[X] Multitool (+2 Tech, uses no battery)(1 RP)
[X] First Aid Kit (can change a character's status from Wounded to Healthy. A character can only benefit from First Aid once per mission)(2 RP)
[X] Good Luck Item (Purely cosmetic, it does nothing of importance)(1 RP)
 
First Agent & Mission Select
Final build (NOTE: Stats have been aggregated)

Name: Alicia Star
Gender: Female
Stats
Stealth: [X][X][][]
Combat: [X][X][X][]
Tech: [][][][]
Plot Armor: [X][X][][]

Equipment
-Really Quiet Shoes
-Camouflaged Clothing
-Knife
-Body Armor
-Multitool
-First Aid Kit
-Good Luck Item

Mission Select
(REMINDER: None of these missions will have long-term consequences for taking or not taking them)

[] 01: Trapped At Sea
Briefing: A brilliant scientist is being held captive aboard a cruise ship by a conspiracy that seeks to use his talents to unleash a bioweapon to wipe out 'undesirables', and needs to be rescued. Only the VIP areas of the ship are under the conspiracy's control, meaning that there could be civilians in the line of fire if you screw up. Needless to say, sinking the ship will get your agent status revoked.
Complications
-Limited options for insertion/extraction (the guy's on a ship)
-Rescue Mission
-Collateral Damage Limits (civilians/sinking the ship)

[] 02: Dig Deeper
Briefing: A wealthy weapons manufacturer saw an opportunity for profit in the form of a copper mine along a major faultline near Saudi Arabia. This profit wouldn't come from mining copper, instead it would come by inserting a nuclear bomb into the fault and using it to set off a massive earthquake. This would likely destabilize the middle east even further, and provide a ripe opportunity to sell weapons to a variety of unsavory sorts. Stop this.
Complications
-Environmental Hazards (cave-in)
-Time limit (you have 12 turns to stop the plot)

[] 03: Retribution
Briefing: Agent, we have bad news. There were survivors from the last terrorist organization you dismantled, and one of them is after your head. We don't have any clues to their identity, but we do know they're coming, and they want you dead. Good luck.
Complications
-Nemesis
-Collateral Damage Limits (Civilians/Damage to Agency base)
 
If no one adds their vote by the time votes close, consider me flopping to the other option.
 
Mission 1 pre-phase: Briefing
You hurriedly exit the briefing room. If what you've just been told is accurate, there's a hostile Agent coming for you and there's no time to waste. The corridors of your base sprawl out ahead of you, and you rapidly make two decisions. The first decision is who you'll call on your way to your destination. The second decision is, where are you going?

To the first, you called

[] Your family- the person who's after you might try to use them as leverage

[] Your mentor- the guy's got a lot more experience than you and his assistance will probably be invaluable

[] A contact in law enforcement- They might be able to give you advance warning of who the hostile agent is

As for your destination, you went to

[] The Requisitions Department- Though stingy, you might be able to get some extra equipment off them if you grovel and beg.

[] Your House- You've got some extra equipment stashed here (and you'll be in deep shit if your bosses ever find out about this), and your family needs to be protected.

[] The Airport- Going globetrotting could buy you some extra time to come up with a plan.

[] Write-In (you're in a mid-sized city of about 300,000)
 
[X] Your mentor- the guy's got a lot more experience than you and his assistance will probably be invaluable
[X] Your House- You've got some extra equipment stashed here (and you'll be in deep shit if your bosses ever find out about this), and your family needs to be protected.
 
[X] A contact in law enforcement- They might be able to give you advance warning of who the hostile agent is
[X] Your House- You've got some extra equipment stashed here (and you'll be in deep shit if your bosses ever find out about this), and your family needs to be protected.
 
[X] Your family- the person who's after you might try to use them as leverage

Having your family murdered before you eyes sucks...not like I would know!

[X] To your local Baskin Robbins. You feel like you could use an Oreo milkshake, all these things, so stressful.
 
[X] Your mentor- the guy's got a lot more experience than you and his assistance will probably be invaluable
[X] Your House- You've got some extra equipment stashed here (and you'll be in deep shit if your bosses ever find out about this), and your family needs to be protected.
 
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