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Author Topic: Shadow Race - Merkan, 1957 (Revision Phase)  (Read 12938 times)

Madman198237

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Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #120 on: October 02, 2017, 08:13:41 pm »

Alright, let's do some actual James Bond stuff, shall we? If we're encouraged to be only mostly plausible, I present to you the last suit you'll ever wear       only thing you'll ever need most superior article(s) of clothing you shall ever find your self desiring of in a most intense fashion.

Men In Black
We have found ourselves in desperate need of concealment for the tools of our trade. To meet these requirements, a set of remarkably unobtrusive suits with a lot of hidden pockets are employed. They are capable of concealing an improbable amount of spy gear with no noticeable effects, as well as one suppressed handgun (Can be larger than our Subduer). They also come with some really, REALLY cool sunglasses.

And for a REVISION (Needs a better name!):
Spy Car
A standard civilian car is modified so that there are well-hidden compartments for gear, clothing, even a couple of suppressed weapons. The goal is for each operative to have access to them, so modifications are kept to a minimum in favor of inexpensiveness.
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BBBence1111

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Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #121 on: October 04, 2017, 01:13:50 pm »


Quote from: Votes
Design 1:
(2) Stealth Tank: Gwolfski, FallacyofUrist
(0) Stealth Van:
(2) Walkie Talkie: eS, BBBence

Design 2:
(4) IDIOT: Madman, BBBence, Shadowclaw, FallacyofUrist
(1) Coworker Coercion: eS
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Madman198237

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Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #122 on: October 04, 2017, 02:06:31 pm »

Quote from: Votes
Design 1:
(2) Stealth Tank: Gwolfski, FallacyofUrist
(0) Stealth Van:
(1) Men in Black: Madman
(2) Walkie Talkie: eS, BBBence

Design 2:
(4) IDIOT: Madman, BBBence, Shadowclaw, FallacyofUrist
(1) Coworker Coercion: eS
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Shadowclaw777

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Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #123 on: October 04, 2017, 02:41:47 pm »

Quote from: Votes
Design 1:
(2) Stealth Tank: Gwolfski, FallacyofUrist
(0) Stealth Van:
(1) Men in Black: Madman
(3) Walkie Talkie: eS, BBBence, Shadowclaw

Design 2:
(4) IDIOT: Madman, BBBence, Shadowclaw, FallacyofUrist
(1) Coworker Coercion: eS
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Chiefwaffles

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Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #124 on: October 10, 2017, 12:20:01 am »

Heads up: After next Operations report I'll very likely be doing away with the expense roll. Expense otherwise will remain untouched, just that the Expense of new items will depend on GM decision in addition to their Effectiveness and Bug Rolls. Global League's control bonus will be changed as well - likely to a reassignable expense credit. But until then, the expense roll stays.

Tech Design: Walkie Talkie
[3, 5, 4]

The Walkie Talkie is a refinement of existing military radio communications technology into something a bit more suitable for use in the Espionage sector. It was quite a bit of work to do this and while we may not have accomplished all the original goals, we have made significant progress towards something useful.

As we were unable to miniaturize it to the point of fitting in a shoe sole, the Walkie Talkie fits in a relatively large briefcase - just barely able to be held by one hand. A wire extends outward from the handle to connect to a modified headset. Whereas the military used a headset similar to modern telephones, we have refined it to be less obvious. A wire-like metal frame rests on the head, reaching down to one ear where the audio comes out. The microphone extends outward from here to be a bit closer to the mouth where it can be heard. A simple button on the earpiece enables the microphone for talking into it.
The headset assembly isn't hidden, but isn't immediately obvious. As long as our agents wear hats. Which we feel is practically a given: hats will never go out of fashion, after all.

An agent simply carries the briefcase around with them and feeds the wire from the handle through their clothing to the headset, allowing them to communicate with nearby agents and assets. Command would love if we could increase the range enough and establish a control room for communication between Command and Agents in the field, but that's for later. Not now.
Though at the moment the Walkie Talkie isn't particularly useful - our agents have been trained to work without non-proximity communication. Some modification to our Skill doctrines will be needed to make full use of this design.

Due to power constraints, the Walkie Talkie has a decent amount of trouble communicating through walls. Thick walls practically prevent communication entirely, with the more typical walls simply making our lives a bit harder. Civilian buildings should mostly be fine as long as our agents don't somehow find the way to have the most walls between two communicating agents, but with more secure military buildings like those occasionally found on Government and Global League sites, we may have a problem.

Finally, it turns out that the military's radios never fell under the jurisdiction of the Disarmament Law. Meaning that the military still has large stores of them just lying around! We can skip a lot of effort by simply modifying existing radio sets into Walkie Talkies rather than making our own from scratch. Cheap.



It is still the Design Phase. Vote on a single Tech or Skill design proposal fulfilling the "subtle & non-lethal" Design Credit requirements.
« Last Edit: October 14, 2017, 07:37:21 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

FallacyofUrist

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Re: Shadow Race - Merkan, 1956 (Design Phase Pt.2)
« Reply #125 on: October 10, 2017, 06:48:02 pm »

My vote will stay on IDIOT for the moment, but here's some other ideas.
~~~
Basic Bug:
A little microphone that looks like a spider. Picks up sound and routes it to a data storage device, via a wire inserted in the wall the spider is placed on.

Knockout Pen:
A knockout device disguised as a pen. When stabbed into someone, pumps a non-lethal drug into their system that will knock them unconscious in a short time.
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evictedSaint

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Re: Shadow Race - Merkan, 1956 (Design Phase Pt.2)
« Reply #126 on: October 10, 2017, 07:56:56 pm »

You know, with interrogation now a thing, we could design a knock-out dart...

hops

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Re: Shadow Race - Merkan, 1956 (Design Phase Pt.2)
« Reply #127 on: October 11, 2017, 05:28:41 am »

.
« Last Edit: October 11, 2017, 08:19:59 am by Cinder »
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Madman198237

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Re: Shadow Race - Merkan, 1956 (Design Phase Pt.2)
« Reply #128 on: October 11, 2017, 08:03:40 am »

Please copy the votebox from earlier posts when voting, it makes things MUCH easier on the GM and the other players.
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hops

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Re: Shadow Race - Merkan, 1956 (Design Phase Pt.2)
« Reply #129 on: October 11, 2017, 08:20:22 am »

Ummm I have a tenous grasp on Arms Race as of now so I think I'll defer to other people first then.
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Madman198237

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Re: Shadow Race - Merkan, 1956 (Design Phase Pt.2)
« Reply #130 on: October 11, 2017, 08:28:45 am »

That's not the issue--Arms Races really don't require any background knowledge of their system, and you'll catch on quickly. I'm just asking you to quote the previous votebox-containing post and filling in your vote (Or sometimes votes, but that will be rare in this game).

I think your vote and opinion is perfectly legitimate, though I disagree with it (But do not assume any one person is right because they've been in more ARs than you) and want to do IDIOT instead because it's my design and I'm biased
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hops

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Re: Shadow Race - Merkan, 1956 (Design Phase Pt.2)
« Reply #131 on: October 11, 2017, 10:01:16 am »

Well I'm just in general confused on the state of the votes at present.
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Madman198237

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Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #132 on: October 11, 2017, 10:03:45 am »

Quote from: Votes
(4) IDIOT: Madman, BBBence, Shadowclaw, FallacyofUrist
(1) Coworker Coercion: eS
(1) Knockout Pen: Cinder
Just like that.
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Chiefwaffles

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Re: Shadow Race - Merkan, 1956 (Design Phase)
« Reply #133 on: October 14, 2017, 07:32:30 pm »

Skill Design: Infiltration, Detection, and Internal Operational Tasks (IDIOT)
[4+1, 6, 5]

Our agents' covers are now much more convincing. The IDIOT protocol, an evolution of the WGOAM Skill, is a big step forward in espionage. No longer our are agents merely just disguised soldiers, but are now truly operatives. Each agent is given a false identity with a plethora of forged documents. Birth certificates, the occasional diploma, and more. False references are created that we can rely on. Drivers licenses, everything. In addition to all the relevant documents and information, each agent is trained in their new false identity and how to act in accordance with their cover.
MOLE agents now practically live second lives. They still have their original home and similar items, but to the people at their cover job, they're a different person.

This isn't enough to begin infiltrating the really high echelons of relevant organizations. Our agents still have to rely on regular promotions from within. They're subject to the spontaneous whims of their higher-ups and while we can garner enough influence and resources for occasional fake degrees, this isn't enough for promotions to the level where we want our agents.
Our agents are high-up in their cover jobs. Not enough to be particularly trusted with anything important, but enough to get the benefit of the doubt in most matters. Middle-managers, essentially. They don't have much influence over the company, but they should have the appropriate security clearances to do anything that isn't explicitly "high security". They still have to conceal their weapons well.


Agents under the IDIOT protocol will of course be expected for basic actions to maintain their cover, but for the most part still abide to Memorized Orders. Most of our work can't really be applied to the sector of mission planning - that's largely out of scope for this project.
And while not a new flaw, Command still believes an activation method is advisable. Agents have to make routine stops at HQ in order to receive new orders. This is understandably bad for maintaining cover. It isn't the fault of our R&D department in this case - the lack of activation isn't a new flaw, but rather just a significant component not covered in the proposal for the IDIOT protocol. Command also wants to point out that even with memorized orders, agents have to return to get those orders in the first place and in case anything changes.

Finally, the IDIOT protocol simply builds off of existing infrastructure put in place for WGOAM and as such is also Cheap.

Spoiler: Skill Design: IDIOT (click to show/hide)


It is now the Revision Phase.
« Last Edit: October 14, 2017, 07:34:05 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Shadowclaw777

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Re: Shadow Race - Merkan, 1956 (Revision Phase)
« Reply #134 on: October 14, 2017, 08:03:09 pm »

Tech Revision: Disguised Command Radio; one of the disguised laptop/briefcase radio will have a larger battery and more sophisticated parts to allow the radio to have extended range and more potency compare to the other disguised radios. By containing a larger improved battery and an improved form of frequency that can alternate to Central Command and the operatives. It means this new advanced radio will perform the task that Central Command has been yearning for; the ability to coordinate and direct agents in real-time. Of course it isn't real-time because first the message has to be sent to the main operative, who will be tasked as a "messenger", who will have to coordinate the directions from Command and than communicate the directions to the other operatives. But if done correctly, we have met Command's desire to communicate with the operatives on the field, an awkward method sure, but a method nonetheless.

Skill Revision: High-Security Distraction: The sole purpose of increasing our ability for distraction is for one purpose, the ability to make sure only one operative can infiltrate high-security zones. This is done by the operative by instead of using simple pebbles or bullet cases, the operatives create heavily improvised time-sensitive devices, that can be set off to create a moderate sound to distract and confuse a guard and let them wander off so that an operative to get in. Operatives are also teached on how to more effectively and efficiently distract, and how to exploit "dead periods" when the guard-shifts happens. Or that, the most important part is the period that try to get to the entrance.
« Last Edit: October 14, 2017, 09:04:16 pm by Shadowclaw777 »
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