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faceman

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  1. Haha. Well actually this was document was started prior to the bond-reboot with Casino Royale. And in my opinion, the whole Daniel Craig "Bond" is just blasphemy... he's not Bond, he's just a Jason Bourne rip off MGM conned up after the huge success of the Bourne movies and the tired, stale muck that was the Brosnan films. James Bond will always be the suave, charming womaniser as portrayed by Sean Connery, Roger Moore, Timothy Dalton (and even to a lesser extent, Pierce Brosnan)
  2. I had this design document for a spy themed RPG I did a while ago and have been adding to it here and there. Then I discovered Alpha Protocol and thought my dreams had come true. I'm just wondering if there are going to be "classes" which will affect your predisposition/equipment/stats/etc in a similar manner to what I had planned? If a dev could weigh in on this, that would be swell Excerpt from my design doc... 5. CLASSES 5.1. Secret Agent You prefer the "James Bond" approach. Suave, sophisticated and charming - communication is your weapon of choice. You rely on disguises and an assortment of the latest gadgets and hi-tech toys to accomplish your mission. Violence is always a last resort and you find it best to avoid taking the enemy head-on in favor of finding a more quiet approach. Clothing Options: Mission Specific clothing to allow you to blend into the crowd. For example casual jeans and t-shirt for a mission in a populated city park; a Dinner Suit for an expensive party hosted by a corrupt political figure, etc. By no means is that all however, as disguises are also one of your primary tools. During a mission you can knock out NPCs and steal/change into their clothes ("Hitman" style). No access to body armor Equipment Access: Sidearms (Heckler & Koch P7M8, Heckler & Koch USP Compact, Glock 19, Walther P99, SIG Sauer P230) Gadgets (Sleeping Gas Grenade, Smoke Grenade, Poison Syringe, Lock-Pick Gun, Infrared/Heat-vision Monocle, "Cell Phone" Taser, Proximity Mine, "Pen" Flashbang, "Cigarette Pack" Miniature Camera, Snake-Cam) Strengths: The Secret Agent excels at communication, with Charm bonuses and additional dialog options that the other classes do not have access to. The Secret Agent silently infiltrates, completes his mission then exfiltrates without anyone knowing he was even there. Trained in the latest techniques to defeat electronics and encryption, the Secret Agent can often disable alarms, electronic locks and cameras with ease to quietly get into restricted areas without raising any alarm. Special Ability: Man of Many Faces: You can change disguises/clothes during a mission. You are vulnerable while changing clothes (which takes up to 10 seconds) but there is no "Recharge" time before it can be used again. Suspicious actions will draw unwanted attention and will ultimately cause you to be discovered as a spy. Once you are discovered, enemies will radio for backup and let everyone know what you currently look like - so you will have to escape and change clothes again or take out the enemy that saw you before they radio anyone else to survive. Major Perks: Charm (+10) Electronics (+10) Gadgets (+20) Stealth (+10) Intelligence (+20) Movement (+10) Minor Perks: Hand-to-Hand Combat (+5) Sniper Rifles (+5) Weaknesses: Pretty much all heavier types of weaponry and explosives. Intimidation is also not particularly your strong suit as you prefer to use your intelligence, wit and charm to coerce contacts and NPCs so much so that even your "threats" are "playful" rather than "intimidating", but no less real. Disadvantages: Explosives (-10) Shotguns (-10) Assault Rifles (-10) Intimidation (-10) Machineguns (can never be raised above 0 and thus cant be picked up) 5.2. Trained Assassin You prefer to approach things the "Jason Bourne/Jack Bauer" way. None of this pansy "Disguises" crap. You stalk the shadows sneaking to your objective with bouts of hardcore violence to take assailants down quickly (and oftentimes quietly) but you don't mind leaving a little trail of death and destruction behind you. "Any means necessary" is your motto. You prefer hand-to-hand combat (with or without a knife) and using threats and intimidation to coerce NPCs to get the job done. Clothing Options: Option of "Jason Bourne" style black-sweater and cargo-pants (allows you to blend in to a crowd) with Covert Body Armor (Armor +5 bonus) Option of "Sam Fisher" style sterile black-ops uniform (offers a +5 Stealth bonus but prevents you from blending into a crowd) with Overt Body Armor/Tactical Vest (Armor +10 bonus) Equipment Access: Combat Knife Sidearms (Heckler & Koch USP, Glock 17, SIG Sauer P228, FN Five-seveN, Beretta 92FS) Sub-machineguns (Heckler & Koch MP5, Heckler & Koch UMP, Heckler & Koch MP7, Steyr TMP, FN P90) Sniper Rifles (Remington 700, SR-25) Explosives (C2 Charge, C4 Charge, Frag Grenade, Flashbang) Gadgets (Infrared/Heat-vision Monocle, Snake-Cam, Lock-Picks, Proximity Mines, Night Vision Goggles) Strengths: CQB combat (hand-to-hand or with firearms). Precision shooting and methodical Takedowns. The "thinking man's soldier", the Trained Assaassin plans and plots his approach carefully before moving in. But once he does move, he moves with precision and purpose and will drop anyone that stands in his way without a second thought. Special Ability: Takedowns: During combat, you can pause and "Tag" up to two enemies for a "Takedown" move, where upon returning to the action your character will automatically carry out a sequence which will 100% defeat the two opponents tagged in a split second. The "Takedown" move will depend on if your character is unarmed (in which case hand-to-hand combat and the environment come into play) or if armed, he will fire two consecutive double-taps at the tagged enemies' heads. This Special Ability takes at least 20 seconds to recharge before it can be used again. Major Perks: Hand-to-Hand Combat (+10) Sidearms (+10) Sniper Rifles (+10) Intimidation (+10) Stealth (+10) Minor Perks: Electronics (+5) Explosives (+5) Gadgets (+5) Sub-machineguns (+5) Movement (+5) Intelligence (+5) Weaknesses: While adept at CQB and light weapons, you detest heavier weaponry such as shotguns, assault rifles and machineguns as they tend to show a lack of expertmanship. You believe "spray and pray" weapons like machineguns and shotguns fly in the face of what it means to be a "professional assassin". That's not to say that in certain situations a sub-machinegun can't be handy (eg: multiple moving targets at ranges too close to snipe and too far for CQB) but in general prefer the "one-shot-one-kill" method of target elimination. Disadvantages: Shotguns (-10) Assault Rifles (-10) Machineguns (-10) Charm (can never be raised above 0) 5.3. Ex-Special Forces/Mercenary You prefer the "Punisher" approach to problems. Guns, Guns, Explosives, Guns and more Guns. Your motto is "Shoot first, ask questions later". Clothing Options: Soldier BDUs (offers a +5 Intimidation bonus but prevents you from blending into a crowd) with Overt Body Armor/Tactical Vest (Armor +10) Option of "Sam Fisher" style sterile black-ops uniform (offers a +5 Stealth bonus but prevents you from blending into a crowd) with Overt Body Armor/Tactical Vest (Armor +10) Additional Body Armor; Shoulder, Neck, Arms, Legs, Groin, Helmet, Faceshield (Each additional piece produces a -2 Movement penalty) Equipment Access: Sidearms (Heckler & Koch USP, Glock, SIG Sauer P228, FN Five-seveN, Beretta 92FS, Colt 1911A1, IMI Desert Eagle) Shotguns (Benelli M4, Franchi SPAS-12, Remington 870) Sub-machineguns (Heckler & Koch MP5, Heckler & Koch UMP, Heckler & Koch MP7, Steyr TMP, FN P90) Assault Rifles (Heckler & Koch HK416, Heckler & Koch HK417, Heckler & Koch G36C, SCAR-L, SCAR-H, SIG 551 SWAT, SIG SG-552 Commando, IMI Tavor TAR-21) Sniper Rifles (Remington 700, SR-25, Barrett M82A1) Machineguns (MK.46, MK.48) Explosives (C2 Charge, C4 Charge, Frag Grenade, Flashbang, M32 Grenade Launcher, M320 for HK416/HK417, EGLM for SCAR-L/SCAR-H, RPG-7) Gadgets (Smoke Grenade, Proximity Mine, Infrared/Heat-vision Monocle, Night Vision Goggles, Ballistic Shield) Strengths: Offensive, take-no-prisoners action. Large-scale firefights and explosions. Using threats and intimidation. Access to additional weaponry other classes don't. Special Ability: Quick Reflexes: During combat, acts as a sort of "bullet time" slowing the action down slightly to give you the edge for engaging multiple moving targets more easily and simultaneously taking 30% less damage. Lasts for 8 seconds. This Special Ability takes at least 30 seconds to recharge before it can be used again. Major Perks: Sidearms (+10) Shotguns (+10) Assault Rifles (+10) Sub-machineguns (+10) Machineguns (+10) Intimidation (+10) Minor Perks: Hand-to-Hand Combat (+5) Sidearms (+5) Sniper Rifles (+5) Explosives (+5) Weaknesses: Less Dialog Options than the other classes. Predisposition to making more enemies than friends among contacts. Cannot blend in to crowds. Intelligence and Charm are not your strong suits. Disadvantages: Electronics (-10) Stealth (-10) Intelligence (-10) Charm (can never be raised above 0)
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