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MisterVimes

Secret Agents/Danger International One-Shot Help

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Every year, on January 1st, my group does a long one-shot game. This year, with all the excitement over "Skyfall", I decided to run a Danger International/Spy game. It's clearly a team dynamic, so, more like "Sneakers" or the "Mission Impossible" tv series than James Bond. My questions are around character creation and team roles. I want each character to feel unique, but I want to ensure that they have input into character creation as well. All THAT being said, I also want it to be modular.

 

This is where I am headed and the input I need.

 

Basic Training Characteristics - Package Deal/Template - The minimum stats for passing basic training.

Basic Training Skills - Package Deal/Template - Breakfall, Climbing, Weapon Familiarity, Transport Familiarity, Language

Agency Perks - Package Deal/Template - Deep Cover,

Martial Arts Training - Package Deal/Template - 12-16 points of one martial art taken from a list (Karate, Kung-fu, Krav Maga, etc)

Specialist Training - Package Deal/Template - Here is where the uniqueness comes in (and where I need the most help) by defining their spy specialty: Assassin, Faceman, Hacker, Wheelman, etc. Suggestions are VERY welcome.

Nationality - Package Deal/Template - Native Language, Area Knowledge -- and I need suggestions.

Cover Identity - Package Deal/Template - 6-9 points of skills that define their day-to-day cover.

Personal Points - An opportunity to boost stats and add a few skills/talents (maybe 10-20 points)

 

Input/suggestions/criticisms are -- frankly -- what I need.

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Re: Secret Agents/Danger International One-Shot Help

 

Specialist Training - Package Deal/Template - Here is where the uniqueness comes in (and where I need the most help) by defining their spy specialty: Assassin' date=' Faceman, Hacker, Wheelman, etc. [b']Suggestions are VERY welcome. [/b]

 

Medic, pilot, master of disguise, comms (to whatever extent separate from hacker), "gadgeteer" (Q type) ...

 

You might also have them decide, what was your background prior to joining The Company? Military / special forces / FBI / DEA / "extracurricular" (bounty hunter, mercenary -- maybe The Other Side 20 years ago?). If military, which branch? Navy could imply SEALS, Air Force could imply piloting, etc.

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Re: Secret Agents/Danger International One-Shot Help

 

Medic, pilot, master of disguise, comms (to whatever extent separate from hacker), "gadgeteer" (Q type) ...

 

You might also have them decide, what was your background prior to joining The Company? Military / special forces / FBI / DEA / "extracurricular" (bounty hunter, mercenary -- maybe The Other Side 20 years ago?). If military, which branch? Navy could imply SEALS, Air Force could imply piloting, etc.

 

 

Great thought, prior unit training is critical.

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Re: Secret Agents/Danger International One-Shot Help

 

This has come up before. leverage and the A-Team have been suggested as templates. I don't know how many players you have but their five man bands are usually a mastermind who is good with deduction, perception, planning on the go, a face who can scrounge stuff together with plenty of seduction and persuasion, a big guy who can beat people up with combat skills, high ocv, high str, a pilot with lots of skill levels with aircraft, or a burglar with climbing, lockpicking and related.

 

Mission Impossible teams have also come up and fit the same general type.

CES

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Re: Secret Agents/Danger International One-Shot Help

 

On MI you had your central team(Mastermind, fem fatal, strongman/thug, and gadget/mechanic/black person who can sacrifice himself in case something goes wrong ;)AND/OR additional specialist choose specifically for the mission(George Takei was an IMF agent in one episode – I believe he was a fabulous virologist, but I cannot recall exactly. No matter what, he was fabulous!) - so based upon a rough outline of the mission certain specialty and skills would be more likely (IE is the mission is in a middle-eastern country a working knowledge of Arabic, or maybe Farsi,would be a plus).

 

 

Fun ideas might include:

The group is composed of regular intelligence officers rather than '00' level field agents. Could be an embassy listening post or something. Your security specialist could be actually a marine, your computer specialists a contract/civilian. It would make it much harder on the players, but could be fun. The real bonus here is your secondary skill/hobby packages could be really varied and useful (like a computer geek who races cars on the weekend, the cross-dressing cos-player with skills in disguise and tailoring, and even the weekend blacksmith who makes metal sculptures from old car parts).

 

 

Set it in a different era. Maybe theyare English agents in Spain during the time of the Armada (or theFrench Revolution – go go Scarlet Pimpernel); the Tzars agentsworking in the Kaisers Germany as the October revolution rolls overRussia, maybe even Roman agents in Carthage (Or Greek spies in Troy).

 

 

A list of common espionage tropes can be found here:

http://tvtropes.org/pmwiki/pmwiki.php/Main/EspionageTropes

 

 

Have to tap in here for the Martial Arts – check out my favorite – Pankration! Its brutal, lacks finesse, and leaves opponents broken or dead.

http://en.wikipedia.org/wiki/Pankration

 

 

Hope I have been of some help.

BKB/DrC.

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Re: Secret Agents/Danger International One-Shot Help

 

Leverage uses good classes: The Grifter, the Hitter, the Hacker, the Thief and the Mastermind. In the Leverage game, you pick a primary class and then a secondary class.

 

Hacker isn't limited to computer expertise: it's really a techie in general. Similarly, Mastermind isn't just a planner. It covers someone who is heavy on the knowledge skills, like an analyst, or someone with a good sense of tactics.

 

What's interesting is the definitions you get when you start combining the roles:

 

A Hitter Hacker would be a good wheelman, for example. A Mastermind hitter is a field commander. A Thief is a Ninja. A Grifter Mastermind is a Director, etc...

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