1964 - The world is divided into great many countries where arrongant politicians and selfish businessman rule over the helpless people. It is time for a Charismatic, Good-looking and Incredibly cunning Genius to achieve world domination and bring order, justice and prosperity to the world!
Of course, there are many who stand in the way. The self-proclaimed defenders of freedom - pesky spies of the superpowers will no doubt attempt to unreveal and thwart such plots of global conquest and building a doomsday device will be a quiet expensive endeavor, but there are also some who will support the so called "Villain" in his endeavor. Henchmen of great skill and courage, loyal to death will assist the Genius, along with Docile Minions.
With a large sum of money in the bank, 10 brave minions and a large motorboat packed with construction materials, The Mastermind now stands ready to initiate his great plan:
1. Build a grand "lair" in a remote control of the world
2. Develop a powerful weapon or tool with which the world can be liberated
3. ...I Forgot this one.
Never mind, I'm sure the great brain knows what he is up to... Whomever he is. In case he doesn't, he may want to read the...
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Hello there, This is a 1960's James Bond-ish RP where a Villain and his henchmen will attempt to conquer the world, while super-spies will try to stop them. The RP will have some game mechanics to keep things interesting. The section far below will explain everything once its done (ETA: 24 hours) There will be only 1 Villain, so please only sign up as Villain if you Really, REALLY like this RP idea. If the villain player was to quit... well, that wouldn't be too good now would it be?
Another Important thing. Before the RP can begin, every spy will be assigned to an agency. We are yet to decide on how many and what kind of agencies there will be. I would like to have one for UK - Commonwealth and Western europe, One for the USSR and its allies and one for the US, but if we only have a few player, then there will only be 1 anti-villain agency for the whole world. I'm also accepting Ideas on new agencies.
We got enough of these for now...
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Name (or alias):
Age:
Gender:
Appearance:
Nationality:
Biography:
Plans on what to do after achieving world domination:
If you would prefer to RP as a henchmen, then this app is for you:
(You may have a criminal record if you want to)
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Name (or alias):
Age:
Gender:
Appearance:
Nationality:
Biography:
Starting Skills (total of 3 skillpoints to spend):
Staring Items:
Finally, If you would like to RP as a super-spy, or as the director of some agency, or some scientist who invents crazy gadgets... Well, You will have to start as a rookie. Keep that in mind while writing the Biography section.
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Name (or alias):
Age:
Gender:
Appearance:
Nationality:
Biography:
Starting Skills (total of 3 skillpoints to spend):
Staring Items:
Note: If possible, post images for Appearance
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CANCELLED. Only parts still relevant to RP are: Chapter 4, 6 and 7
Chapter I
Building a Lair
The Lair is the base of operations for any Villain. It is from here where he commands his evil forces. A modern lair should be built inside a solid mountain of a remote, pacific island (Note - Islands with Volcanoes are a preferable option). Building and maintaining an underground facility is a difficult task. It takes many workdays and resources to construct the rooms, corridors and ventilation shafts that constitute the lair. Consult the Harkback Incorporated for details on how much all the stuff you want to build will cost.
Once you are done building the lair, its time to equip it with machines, traps, security systems, research equipment and other devices that will allow your lair to function properly, but be sure to leave room for all the Loot you "steal" from around the world.
Finally, Assign minions to staff your lair.
Notes:
-Map of the island/lair will be created after the lair is built. The map will be unavailable to enemy spies until they explore it.
-More information about minions and lairbuilding will be shared with the evil genius by Harkback Inc.
Venturing out
Earth is a large place, full of cash and knowledge to loot. Send out your henchmen and minions to steal what you need or to do evil things which will give you notoriety and leave those who oppose you in a very bad mood. If you are short on Ideas on what to do next, you can always leave it to your minions and henchmen come up with something and then - if it works out - Take credit for it.
Beware, Enemy agents will try to kill or arrest your servants and acts of infamy will likely make the superpowers increase funding for their Intelligence services.
Science is Power!
Building a doomsday device requires some very sophisticated tools and components. The world's leading scientists have already made some progress in the advanced fields of science such as quantum-physics and micro-biology, but they are too pathetic to develop any useful application for them. You are going to need to steal the cutting-edge devices they have so far developed and then study them in a laboratory along with your scientists to make quick progress.
Skills and Items
Every henchmen and enemy agents in the world may acquire skills which will help them fight hand to hand (strength), fight with guns (precision), Detect hidden clues, traps and doors (detection), run and climb fast (stamina), stay hidden in restricted areas (stealth), remain anonymus in public areas (deception), develop - hack or sabotage various contraptions (tinkering) and research new stuff or make great plans (smartness). The max skill level is 10. Skills can be acquired in training facilities or in the field. Skills above level 5 can only be acquired in the field or learnt from other characters who also posses the skill level. Each skill will help the characters overcome challenges and fight their foes.
Items can also help henchmen, spies and even minions. They are can be purchased around the world or fabricated in workshops.
Combat
Combat will take place when characters in the game make attempts to subdue or kill each other. During each turn of combat, characters may plan ahead 3 conclusive actions. Once everyone planned their actions and sent them via telegram to Harkback Inc., the results will be calculated.
There are 3 types of actions to be taken in combat:
-Attacks: These vary from character to character. Items (such as guns) may be also involved in these actions.
-Movement: It is possible to run a few meters, take cover behind a larger object, attempt to dodge incoming attacks or
-Interaction: Finally, It is possible to interact with objects, such as doors, computer terminals or the big red button that fires the orbital laser.
Note: Some action types may be blocked if the character is injured or trapped.
Control
The Mastermind may control every minion in his close proximity. He may also roleplay (whatever that means) every other minion in the world, but he may not learn about what the minion sees/hears until he speaks to the minion.
Henchmen may receive control over some minions from the Mastermind. These minions will always be roleplayed by the henchmen. These special minions may also receive skills up to level 2.
The Spies and Saboteurs of the intelligence services may only roleplay themselves, but skilled agents may receive special abilities with which they can kill a limited number of minions without having to enter "combat". In these cases, they may - for a single post - roleplay the minion's actions.
Actions and Secret Actions
Most actions preformed by the characters will be seen by every player. This doesn't mean that they are allowed to abuse this information! Its also possible to preform secret actions that nobody will learn about. To do so, telegram them to Harkback Inc.
Note: Specifics of Lair construction (layout, location of traps and security cameras) are done in secret.
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The Agencies we came up with so far - Feel free to suggest new ones
Good guys:
Founded in 1954 to steal the recipie of Coca-cola from the Coca-cola Company after the NKGB, failed at this task for over a decade. C.R.I.M.S.O.N. Managed to get the recipie in a few days by buying a bottle of cola in West Berlin and reading its back. The Headquarters of C.R.I.M.S.O.N. is somewhere in the outskirts of Moscow. It has many skilled WWII veterans a vast network of sleeper agents in the West, ready to start a global communist revolution whenever... or at least, thats what E.A.G.L.E. agents are told to believe.
Founded in 1946 to "Stop the communists plot aiming to conquer the world and to sap and impurify all of our precious bodily fluids." The E.A.G.L.E. is centered in Washington and Has a very large budget, though much of it is used to pay for the collateral damage coused by agent Chuck Rocky, who destroys an entire town every time he is sent out on a mission (but always gets the job done).
Founded in the UK on January 9 th, 1944 to stab the Americans in the back right after the war and organize the invasion of the USA to restore it as a colony of the crown. The plan was cancelled after the americans got nukes, but the agency remained. Their goal now is to train the world's most charming agents and to equip them with the coolest gadgets so that they can Film the world's best spy movies. These guys have their top-secret Headquarters in an old London subway station.
It was in 1955 when the Chinese secret service agency D.R.A.G.O.N. was formed, to show the Soviets that they can make just as good spy agencies as them and also to stop the Imperialist thieves from stealing all the ming dynasty Vases. D.R.A.G.O.N. Has little funding to work with but has dozens of Martial Artists who can pretty much slice any material in half with their bare hands. D.R.A.G.O.N.'s Headquarters Is somewhere in Shanghai. Perhaps on a ship, nobody knows for sure.
Not so good guys:
V.U.O.T.O. was formed in 1943 by Italian resistance fighters and the Mafia to depose Il Duce. Turns out, they weren't as morally opposed to fascism and a new roman empire as much as they were power-hungry and jaded at not being in charge, as the group is now secretly blackmailing and controlling the Italian Government from the inside. They have a rather small budget and don't do much aside from padding wallets, kissing babies, meddling in the affairs of Balkan states, and rooting out communist agents and anyone who tries to undermine them. Their headquarters is in an expansive villa in Palermo, Sicily.