Sunday, January 11, 2015

Agents of DAGGER

Something I threw together using HeroMachine

Comic book superhero universes (including original RPG settings) usually have some law enforcement organization that specializes in addressing ‘super-powered’ threats.  Perhaps the most well-known example is Marvel’s S.H.I.E.L.D.  The analogous agency in Supervillains is DAGGER, an acronym for Defense Agency of the General Government, Exceptional Requisites.  (I would have gone with Dangerous Assault Group – General Emergency Response, but whatever.)

“DAGGER agents are traditionally clothed in a red costume with a black dagger superimposed on a white ring symbol on their chests,” the rules state.  Above, I have attempted to render a passable depiction.  What the uniform lacks in subtlety, it makes up for with fascist iconography.

The rulebook states, “DAGGER is a high technology organization, which employs the best scientific minds to be found anywhere in the world.”  Standard equipment for a field agent includes:
1 DAGGER rifle (“+2” attack bonus, 20 space range)
1 Laser sight (tight-beam light makes a spot on the intended target. If a normal being sees this, he will usually give up since he knows that if the agent fires, he will hit)
1 100× magnifying sight
Rubber bullets (for stunning) and regular bullets
1 Napalm Cannister (5 space range, covers 1 hex for one turn as heat control K:“1-10”)
1 Liquid Nitrogen DeWar flask (5 space range, covers 1 hex for one turn as cold control K:“1-10”)
3 Smoke Bombs (7 space range, covers 1 space for 1 turn. Note that the smoke may block line of sight.)
2 MACE cannisters (7 space range, covers 1 hex, square, or square-hex for 1 turn, stings eyes and skin – victims lose their next attack)
1 Cyanide capsule (used in case of capture)
1 Miniaturized grappling hook and cord (50')
1 Communication device (to request reinforcements)
Shoot, a fella' could have a pretty good weekend in Vegas with all that stuff.  In addition, “each agent has a special helmet...which transmits impulses from all five of their senses directly to their brain, making it impossible for anyone to take a uniformed DAGGER agent by surprise...” 

If a supervillain is defeated and arrested, there is a chance DAGGER will obtain custody of him (or her).  If so, DAGGER will either attempt to brainwash the character or 'experiment' upon him (or her).  Successful brainwashing means the supervillain becomes “a law and order character” as well as “a prime DAGGER agent.”  Failed brainwashing (1-in-6 chance) results in death.

Experimentation can have various results.  Aliens and characters who don't look human “will always die and be removed from the game.”  For androids, DAGGER has a 50% chance of “gaining the ability to reproduce the mechanism which gave that particular android its ability...and will be able to add this ability as a weapon to their arsenal.”  Additionally, an “android may either be permanently deactivated...or he may be 're-programmed' to become a law and order character.”

For human characters, “there will be a 5% chance that that DAGGER has discovered how to recombine DNA to produce that character's particular appearance, and will be able to 'create' their own law and order character possessing the same abilities as the character experimented on.”  Regardless of DAGGER's success (or lack thereof) with the DNA, a d% is rolled:
01-30     Death
31-60     Insanity and lose ability
61-80     Insanity
81-90     Insanity and ability doubles
91-95     Lose ability
96-00     Double ability
Characters who survive and retain their abilities (but not those with the 'double ability' result) are “saved.”  This has nothing to do with finding Jesus, it means that “DAGGER will keep these characters in a state of cryogenic 'sleep'.”  DAGGER will revive these characters “when any type of random destruction becomes necessary, for the event of war.”  Perhaps allowing (possibly insane) supervillains to run rampant sounds like a bad idea.  Of course it does!  That's why “DAGGER has implanted small remote-controlled bombs in the skulls of these characters, so [they] can be destroyed in the event they attempt to do anything other than what they are ordered to do...”

DAGGER's hiring and promotion practices leave much to be desired:
The current structure of the DAGGER heirarchy [sic] allows for one director, up to five commanders, and as many as twenty lieutenants.  These positions are almost exclusively reserved for “those of demonstrated leadership capability,” which means that those agents who hold these positions will almost always have some type of superpowers...  So far, in the agencies [sic] brief existence, only two men have been promoted to the position of DAGGER commanders.  In order for an agent to qualify as a lieutenant, DAGGER will lock the applying agent in a “danger room”, and will throw the deadliest perils available at him.  Examples of these traps are:  raising the floor temperature to 1000 degrees, sending electrical arcs across the room, turning loose several very large and deadly robots, mounting machine guns in the walls, and pumping all of the air out of the room...There is also a test which must be passed in order for a character to become a DAGGER agent, although it is not nearly as difficult as the test to become a lieutenant.  Many agents were rumored to be trying out for the position of DAGGER lieutenant when they simply “disappeared”.  Those who, through quick thinking and courage, manage to “pass” are commissioned as lieutenants and command squads of twenty field agents...
With a law enforcement organization like this, who needs supervillains?

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