Heritage Posted March 22, 2017 Share Posted March 22, 2017 The thread in question; it didn't go far, but I guess it's still canon? Not sure how bad bureaucracy is in AEGIS, or if the right hand knows what the left hand is doing. Link to comment
Sophistemon Posted March 22, 2017 Author Share Posted March 22, 2017 I'll admit to portraying AEGIS as a sort of labyrinthine governmental bureaucracy with a sprinkling of silliness here and there, but that's largely for fun and out of a distaste for being too serious. AEGIS is, I'm sure, a perfectly competent organization. Link to comment
Blarghy Posted March 22, 2017 Share Posted March 22, 2017 Given that it's a clear expy for SHIELD, I tend to think of it the same way. I like how Marvel has portrayed it in recent films: good at what they do, but just so shadowy and secretive that even Director Powers probably doesn't know everything going on. Stories about moles and rogue spies are too much fun to make the agency entirely purehearted anyway. Link to comment
Sophistemon Posted March 22, 2017 Author Share Posted March 22, 2017 (edited) It is, at the very least, not a flawless organization -- not in my portrayals, anyway. If it was, they wouldn't tolerate people as emotionally and psychologically abnormal as Samuel Steiner running around as deputized agents, nor would they likely allow for Ethan Stone to pilot a sizable percentage of the nation's defense budget into battle against fire-breathing supervillains and blade-armed cyborgs. They're a comic book science fiction super-spy agency and therefore at least mildly ridiculous as a matter of course. Edited March 22, 2017 by Sophistemon Link to comment
Heritage Posted March 22, 2017 Share Posted March 22, 2017 (edited) I agree with everything that's been said here. I think the one thing AEGIS probably doesn't know about her is her time offworld, since it took place in another dimension. When I started that surveillance thread for Supercape, I went back over all her threads up until that point to find out all the things they might come up with due to research, interviewing witnesses and direct surveillance, assuming they didn't have permission to bug her up until that point. And realized that it was all suspicious as hell Edited March 22, 2017 by Heritage Link to comment
Heritage Posted March 24, 2017 Share Posted March 24, 2017 Lynn can understand any spoken language; what's the general jist of what the armed men are saying? Link to comment
Sophistemon Posted March 24, 2017 Author Share Posted March 24, 2017 More or less, 'Hands up, exit the vehicle, no funny business.' Link to comment
Heritage Posted March 26, 2017 Share Posted March 26, 2017 Going for the Fascinate here, or would Distract be more appropriate? Either way, here's my roll. 1d20+20=29 Link to comment
Sophistemon Posted April 1, 2017 Author Share Posted April 1, 2017 Still more than high enough a roll to make a positive impression, Heritage. Link to comment
Heritage Posted May 6, 2017 Share Posted May 6, 2017 Any rolls i can make for either Lynn or Gretch? Link to comment
Sophistemon Posted May 12, 2017 Author Share Posted May 12, 2017 A standard Notice Check for both would be sufficient. Link to comment
Heritage Posted May 13, 2017 Share Posted May 13, 2017 Grim's Notice: 1d20+15=26 Shrike's Notice: 1d20+10=30 Well of the two, Gretch is the more paranoid Link to comment
Sophistemon Posted May 17, 2017 Author Share Posted May 17, 2017 Whoa, excellent role Heritage. Kudos! I'd be lucky to get something like that once in a blue moon. Link to comment
Heritage Posted May 19, 2017 Share Posted May 19, 2017 Am I correct in assuming that the section that starts with 'Lynn, on the other hand' is actually describing what Gretchen notices? Link to comment
Sophistemon Posted May 19, 2017 Author Share Posted May 19, 2017 I have no idea what you're talking about. Try reading it again. Link to comment
Heritage Posted May 19, 2017 Share Posted May 19, 2017 Maybe I'm wrong, but Gretchen was the one checking for technology stuff, and that part sounds like a tevh assessment. Anyway, they can both relay information back and forth mentally, so it really diednt matter who sees it. Link to comment
Sophistemon Posted May 19, 2017 Author Share Posted May 19, 2017 No, you weren't wrong; I had to edit the post. Link to comment
Blarghy Posted May 23, 2017 Share Posted May 23, 2017 Ok, so before I post, can I ask what your plan is here? Am I supposed to try talking the guard into letting Warne stick around, or is it better for the story if he goes to the hotel? Because if you don't have anything particular in mind, but rather just aren't ready to bring all the PCs together yet, then I'm down for some spying. Warne has an awesome Gather Info bonus, and if you've got a long scene planned for Grim 'n Co., then I can even break out the Stealth, Bluff, and whatever else to really go all out with it. Thanks to a few ranks of Luck, I shouldn't ruin the game by getting caught after a bad roll, either. Link to comment
Sophistemon Posted May 24, 2017 Author Share Posted May 24, 2017 I had an encounter planned for you at the hotel, but it could take place more or less anywhere on the island if you wanted to walk around and explore a bit. Please, feel free to ask around and get to know the island; I have lots of notes. Link to comment
Blarghy Posted May 24, 2017 Share Posted May 24, 2017 Works for me! I'm fine with starting out at the hotel, if that's easier for you, but after that, I'm eager to do some spying. Link to comment
Heritage Posted May 24, 2017 Share Posted May 24, 2017 Poor Warne! I love seeing this story both from the perspective of the Silberman's group and the agent following them, of whom they're blissfully unaware! Link to comment
Sophistemon Posted June 1, 2017 Author Share Posted June 1, 2017 That's fine, that's fine. I'm glad you're enjoying yourselves! Link to comment
Heritage Posted June 5, 2017 Share Posted June 5, 2017 Lynn continues to lay on the charm with a trowel Link to comment
Sophistemon Posted June 8, 2017 Author Share Posted June 8, 2017 It works in her favor. Gallo is, true to his archetype, a womanizer. Link to comment
Heritage Posted August 7, 2017 Share Posted August 7, 2017 (edited) Can Lynn or Gretchen figure out what's up with Sam via Sense Motive? I'll roll just in case! Lynn's roll: 1d20+5=18 Gretchen's roll: 1d20+10=28 Edited August 7, 2017 by Heritage Link to comment
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