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Missing in Action - OOC - Roll20 RP

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Missing in Action - OOC - Roll20 RP

Postby Harkback Union » Thu Jun 04, 2020 10:55 am

M.I.A.

- Missing In Action -

Out of Character
(Please be advised, the RP is played live on discord!)

Image



I n t r o d u c t i o n

Theme



"Good evening, gentleman." - A grey haired officer welcomes his audience as he walks into the dimly lit room of O.S.S. Headquarters, somewhere in the outskirts of London. - "My name is Colonel Weynes, and I'm terribly sorry for dragging you in here on this lovely afternoon, but there is an urgent matter on hand..." - He explains. - "We are terribly short on time, so lets cut to the chase!" - He signals to his colleague standing besides the projector that the briefing can begin.

The cutting edge machine in the back of the room is powered on and a sharp image of a young OSS agent appears on screen. - "Robert Pennington, codename "mailman" is one of our best field operatives, with an impressive list of successful missions, fluent in both French and German. He's been working undercover in Northern France for almost a year now, establishing contact with the local resistance and infiltrating the Nazi bureaucracy. He is a master of disguise and adept at compromising the enemy ranks, and having briefly attended the Wermacht's Kriegsschule as part of an earlier operation. He managed to keep a low profile throughout his years in service, until now..."

The next slide on screen showed a map of northern France, dotted with red circles highlighting locations of importance.

"In his last message to headquarters, the mailman has informed us that he managed to steal several top secret Nazi documents, but his cover was blown in the process and he is now being pursued by the SS. Sadly, he could not share us the content of said documents, as his message was interrupted by a raid on his hideout, but in his last words he said that the secrets he unveiled must be recovered as they are critical to the allied war effort. He then requested a commando team to be urgently deployed to the nearby town of Falaise to help him in this affair, before breaking his radio to prevent its capture by the enemy."

"Of course, its possible that the mailman was already compromised, and that this is nothing more then a german plot at draining our resources, but the top brass believes its worth the risk. Whatever lies within those documents could be of vital importance, the mission is to either transmit the information via radio to hq or to transfer them physically back to allied territory."

"This operation is... extremely high risk. I understand some of you might have doubts. I will not force anyone to take part in this mission, and so if you wish, you can leave this room now. However, should you have the courage to stay, I can guarantee you that, should you return alive from this mission, you will be granted a 1 year leave from armed service... and those who don't will be awarded the Victoria Cross post humus."

At this point, several man have left their seats and left the room in a hurry, others followed shortly after. The Colonel paused the briefing for the time, his eyes focused on those passing before him in a condescending gaze...

"We had very little time to plan this operation, and even less to gather the equipment and personnel required, but the royal air force and some american logistics officers stationed on our shores have lend us a hand. Their weapons and supplies will be at your disposal in the armory downstairs. The plane heading for Falaise will be taking off after sunset at 2000 hrs from a nearby airfield, so you've got 3 hours to prepare. You'll be above Falaise an hour late and land on a parachute down to a safe spot. Sergeant Baker will help you gearing up for the drop."

"Any Questions? No? Then dismissed!" - The colonel barked.




- THE APPLICATION FORM -

Code: Select all
 [i]OSS Special Ops
Identity Manifest[/i]

[b]Name[/b] -

[b]Gender[/b] -

[b]Date of Birth[/b] -

[b]Codename[/b] -

[b]Appearance[/b] -

[b]Biography[/b] -

[b]Skills[/b] -

[b]Drawbacks[/b] -


LIST OF SKILLS AND DRAWBACKS

SKILLS (3)
- Acrobatics - Climb walls, jump off buildings, climb ropes (2x advantage)
- Driving - Drive vehicles with significantly reduced chance of running into a tree (2x advantage).
- Engineering - Set up explosives, craft items, build makeshift fortifications... (Unique action: Engineer)
- Gunslinger - You may Equip/Fire/Reload 2 small arms at once!
- Karate: You're trained for fighting at close quarters. When fighting a single target, all successful attacks deal double damage.
You may also fight multiple targets at once, each with a different move.
- Leadership: encourage (combat action) reduce panic of an ally within 2 sq by 1 level and give them advantage on their next roll.
- Marksmanship - Fire guns with more accuracy. Effective range of each weapon you carry is extended by +1 in both direction.
- Medicine - Use medical equipment with significantly reduced chance of killing your patient (No disadvantage)
- Signaling - Operate radios.
- Stealth - You move like a shadow, in complete and deafening silence... (2x Advantage on sneaking).
- Sprinting (+1 Move speed)
- Strength - +5 Inventory slots. May carry around heavy objects, throw powerful punches and survive slightly more bullets to the chest (+1 HP, +1 Melee Damage).
- Valor - Makes you immune to fear induced mental conditions (Incompatible with Coward, auto succeed stress rolls).
- Zealot - May use action: - Pray - to increase chance of success of another character's action by 5%.


DRAWBACKS (2)
- Agnostic - You do not have a lucky coin (Lucky coin saves you from first death).
- Clumsy - Increased chance of mishandling items (5% chance of failing item related actions).
- Coward - Increased chance of gaining debilitating mental conditions while under stress (Disadvantage on panic Roll).
- Fat - You won't fit through narrow holes and have halved movement speed. You will however survive significantly more bullets to the chest and take longer to starve (+1 HP).
- Shortsighted - Comes with mandatory glasses item (0 slots). (-1 to sense and combat rolls if glasses are broken.)
- Sickly - You start with a sickness condition.
- Unfocused - Max/Starting focus reduced by 2.
- Untermensch - You're clearly not an Aryan. You will be unable to effectively wear civilian or German disguise.
- Weak - Incompatible with strong. 2 Less inventory slots, survive less bullets to the chest and throw the weakest punches (-1 HP).
- Chain Smoker: If without tobacco for 30 minutes, -1 penalty to all stats.
- Alcoholic: If without alcholof for 30 minutes, -1 penalty to all stats.
Last edited by Harkback Union on Fri Jun 05, 2020 8:30 am, edited 2 times in total.

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Jun 04, 2020 10:56 am

Link to Roll 20 Page (Includes rules and example characters)

https://app.roll20.net/join/7613525/iMykeg

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Fri Jun 05, 2020 8:29 am

Well it was worth a try...


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