This is a sandbox rp about an agency of secret agents. Both criminals and secret agents can be played. We might occasionally have a plot arc but that is up to us to decide. Have fun!
The Agency is an organization of intelligence-gathering agents trained in espionage. They do not work in one singular country and take employees from all around the world to deal with both international and national threats. Their main base is located in America, which is where our story will be taking place.
Sections of the Agency
Section S 'Stealth Monsters': Agents trained to stay in the dark and blend into the shadows. Their faces are rarely known and they spend most of their time crawling around in ducts, causing power outages and messing with electrical systems. Physical training is what is most important for these agents since guns are far too noisy. These agents are covered in scars and often have to retire thanks to various wounds or die in field. These agents are used for assassinations and snipers and
Codenames of Section S are numbers ranging from 100-299. They are led by The Chief.
Section M 'Suits': The Agents that stand out in the spotlight instead of sticking to the shadows. They always wear suits since they aren't required to run but infiltrate with their charms and good looks. They use guns if they get in a jam because their bodies are not trained for combat but instead are trained to be singers and actors. Double Agents are trained under this section before being deployed into the field and many actors are secretly Section Ms in disguise, along with a few singers.
Codenames of Section M are numbers ranging from 300-499. They are led by The Boss.
Section J 'Wildcards': Junior agents that are in training to become a part of a different section. They are usually assigned to have a 'mentor agent' in the section they are training to be a part of and follow that agent around in the field. They are the largest section in the agency.
Codenames of Section J are large numbers, typically 500+. The are led by The Supervisor.
Section Q 'The Scientists': The guys in lab coats that come up with all of the strange gizmos and gadgets given to agents of all fields. They are led by the Quartermaster and are known for being physically very weak, most of them unable to even handle a gun properly. They are trained in the sciences and are given medical clearance. Acces to the Q labs is restricted and heavily guarded due to how advanced the gadgets are. Explosions can usually be heard coming from the lab, along with the faint smell of fish. Section Qs are not trained by the agency as Section J's but rather trained directly under the Quartermaster. Sometimes, Qs are sent into the field with a team of other agents if it is impossible to deal with a scientific thing from afar but the agency is very protective of the few Qs they have so this is usually avoided. Section Q is the smallest section but exact numbers are not known.
Section Q does not have active codenames as all other sections simply call them Q. When talking to each other, each Q has a special number tagged to the letter Q, usually a multiple of 10. (Examples: Q200, Q540, Q310). As mentioned above, they are led by the Quartermaster.
Section D: Desk Agents. That boring section where you type away at a computer all day and rarely go out into the field. They are necessary but it is often seen as punishment to be transfered to Section D. They are responsible for cover ups and recruiting. They are the second largest section with their numbers trailing just behind that of Section J.
Section Ds do not have Codenames. They are led by The Employer
Section Z: The elite agents of the agency. These agents are mysterious and few but top of their class. They are given the highest-level threats to deal with and are willing to risk everything for the agency thanks to their devotion. Or, at least most of them are as a number of Section Zs end up going rogue and turning against the agency. When other agents are stuck, Section Z is called in to deal with the problem. Agents cannot train to become a part of Section Z but are nominated for the part in secret. Section Zs have no life outside of the agency and their deaths are faked so they can devote their entire lives to the agency. If an agent ever goes rogue, Section Z deals with them. Due to the mysteriousness of this section, many rumors go about the agency about it.
Section Zs are given numbers 1-100. The lower the number, the better the agent is. Numbers 1-10 are allowed inside the Q labs and can authorize others to enter the Q labs. They are led by The Director.
(Section Zs from 1-10 require a writing sample or past experience writing with me to be played. Other Zs do not require a writing sample)
*Agents sleep in apartments with any partners they might have so they learn to get along
*All agents are equipped with a pistol and a radio. Other technology is distributed by a member of the Q section and kept locked up in a vault
*Agents do not know each other's real names. To know an agent's real name is a sign they trust you.
*The division of the Agency we will be RPing in is located in America, specifically Chicago.
*Section heads are NPCs.
Approved Weaponry and Gadgets (Kept in the vaults)
Universal Translator Ear-Piece:Invented by Q110. It allows all spoken languages to be heard in whatever language the user chooses. Defaulted to English. It fits into an agent's left ear and appears like a hearing aid. Like most technology, it can be set to explode in the event an Agent it taken down to avoid others getting the technology.
Appearance: (Pictures are fine)
Type: (Crime Lord, Drug Dealer, Rogue Agents, etc.)
Appearance: (Pictures are fine)
3- 'Birnam Wood'