🎨 Creative [NECRO] 101+ Espionage Plot Ideas

MoonHunter

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79) Agent 001

This plot takes some collusion with your other players. They need to play the situation and the characters straight and like nothing is different. One player is "it". This can be a birthday gift or the result of an incident.

You know all that realistic spy stuff we have been talking about for the last 70+ scenarios?

Toss it out the window.

Where die rolls might be required for anything that might stretch a character's abilities, now you need them to do the movie action scenes. There are big guns that mooks die when hit and you just go ow. There are explosions! There are special effects. Transforming cars. Hot Babes/Guys. You can practically hear the sound track running.

You are a big gun agent and you need to save the world from .... The Bad Guys!

Yes, you are a bond agent in a movie living a charmed life.

Your friends are all the extras around you... some of them heroes, some of them support staff, even one or two might be "the bad guys" (or the bad guy's major thugs).

It is all cheesy and over the top.

Eventually you are going to wake up, discovering that you have been drugged or shot or something.

Still it was a fun adventure and you all get to save the EPs/ skill checks from it.
 
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MoonHunter

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80) The New Illegals

Twelve deep cover operatives of SVR, the foreign spy agency of modern Russia and a successor to the KGB, were outed by a defecting Russian Agent a few years back. Ten were captured, two managed to elude the manhunt. Agency Control has received intelligence that there were more, a second wave so to speak. They want you to investigate a family that has been working both at the UN and The Hoover Institute. The couple Simpson and Yvonne Bradly are both suspected, there three children may or may not know of their parent's affiliations. (To be honest, Yvonne has very respectable credits... she may not be involved (or if she is she is not "an illegal" but simply turned.) The family seems fairly normal... the kids in a variety of athletics, boy scouts, college lacrosse. The family has a wide variety of activities. You settle in for a long mission, but will eventually get lucky and catch a drop.



Well your surprise will increase when the kids are gung ho gun bunnies and martial artists, so when the cover is blow or even threatened they will pop into action.

The family has access to a boat in sausalito. They will try to reach the boat and escape to international waters.



https://en.wikipedia.org/wiki/Illegals_Program
https://en.wikipedia.org/wiki/Hoover_Institution
https://en.wikipedia.org/wiki/Stanford_University and https://en.wikipedia.org/wiki/Palo_Alto,_California
https://en.wikipedia.org/wiki/Sausalito,_California
 

MoonHunter

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General Espionage Information I collated in another thread.

http://en.wikipedia.org/wiki/Secret_agent Might as well start with basics
http://en.wikipedia.org/wiki/Category:Espionage_techniques Again with the basics

https://www.cia.gov/library/center-for-the-study-of-intelligence/csi-publications/csi-studies/index.html Learn from the people who do it.

http://www.espionageinfo.com/ Easier to follow, smaller bits of data

http://www.experiencefestival.com/espionage_-_espionage_technology_and_techniques
Ignore the source, click the first two recomended article links

https://www.cia.gov/library/publications/the-world-factbook/index.html

To be honest, most real world espionage is truly boring. Roleplaying, a little. Lots of Spot/ Perception rolls. Some Shadowing/ Stealth rolls. A few knoweldge rolls. And these are far and inbetween. In truth, an agents life is supposed to be totally boring. It is when an agent's life gets interesting that they have done something wrong.

Oh this is supposed to be good
http://www.alibris.com/search/books/qwork/9573521/used/Spycraft Manual: The Insider's Guide to Espionage Techniques
 

MoonHunter

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81) The Illegals are going to be used for a prisoner exchange. The problem is, the kids are American Citizens... but known to work with the spies. They are going to be sent with their parents. The exchange isn't for American Prisoners. No, these are two Chinese spies. The US is going to exchange them for three reporters who are allegedly not spies.

The exchange is on "neutral ground", in Vietnam, in a backwater airport. You are part of the team to drop them off. The Military is doing the exchange, your team is monitoring the exchange... providing external security and watching for others who will intervene.

So when the RPG is lobbed into the event, one of the Chinese agents escapes. (The Russians retreat and your military team retreats.) You are the only people involved not in the blast radius. It is time for a daring action sequence. I like a chase on foot, with a touch of parkour. If your players are good with a vehicle, it is time for a chase scene. There may be a third party, probably Chinese team, is involved in the chase... often chasing you.

Eventually you will corner him. He is a master martial artist, so it might take your team to stop him, since you will be under armed - as you might not have guns.

81b) Now that you have him... how do you get him out? You need to get back to the airport quickly before your team pulls out, the Chinese agents get you, or The Russians take you out to get their prisoner back.

So if the team pulls out, you are in an enemy country with very few resources. Getting out is going to be hard, but a boat might be the best way. Or overland into Cambodia? You need to get out before the Vietnamese forces find you (as illegal aliens and possible spies). The Chinese or the Russians who are also at risk from the Viet forces are after you.

81c) Your team still has a passive cover of the film crew. If the GM feels like being nice, you can run into some people who think you are the film crew. They might be able to help you out (especially since you would be part of a grey market). If the producer is alive and you haven't turned him in, he will trade immunity for past crimes for getting you out safe. (Or you can make some kind of arrangement.
 
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MoonHunter

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82) Since you were in the area (and might of reported a lead in this area), control assigned you to investigate some things along the sea of Japan and Rusian Coast (such that it is) . There seems to be Soviet Arms being shipped out into the arms market. This would not be unusual, but it is of new manufacture and some of it has been upgraded with developments of the last few years. They need you to find out where it is being shipped out of on the Russian Coast (or is it the Russian Coast?). This is made more complicated as the Russian Mafia has been hired to be security for these weapons (for a modest cut).

83) Once you can find the initial contacts, you can follow it back into the Russian Confederacy. Some group, with their security wearing current Russian Confederacy Uniforms, has started up a local factory. They are making improved "old era" weapons there... employing people from the town. The Confederation claims no knowledge of this factory, as it was abandoned over thiry years ago (leaving the town to go to poverty). The Military also has no information on anyone you find there. Yet, they are building weapons and shipping them out towards the coast via trucks (and sometimes the other direction, to later to be loaded to trains to the coast).

One of the "suits" in the operation is one of those people who have been shooting at you from time to time with Knox. So, perhaps you have stumbled over something big.

Can you get lucky and not be hunted down by "military guys" with machine guns on jeeps, deep in foreign territory, who will also be turned in by most of the civilians in the area? Still you will have to get out of country. As you head to the coast, people invoolved in 82 will be looking for you (they are a little behind things aren't they?).
 
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MoonHunter

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84) After so much high profile activity, your team is too hot to be used secretly against the threats you have been working against. They assign you to an out of the way listening post, dealing with telecom interception and analysis.

However, then a wikileak happens.

A deep operative will be blown when someone gets around to dealing with that set of the documents. Time for you to quickly get in and get the agent out.

The Agent won't go unless you help him get a certain piece of evidence (a physical lock key device that decrypts data files that contain the movements of drugs and drug money). She is not wasting three years of her life and leaving without it. It is in a safe room that must be closed when the safe is open. A biometrically locked safe, protected by a laser grid when not opened. Good luck.

So come up with an elaborate plan to help her get it.... and try to get out before you get noticed by the Private Army of Guards, with their armed drones... and the wikileak data comes to light.

I expect there will be another cool chase scene... jungles/ forests and atvs against motorcycles and helicopters following you?
 
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MoonHunter

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85) It was a quick mission in a Central American Country using your film crew cover. Gather some quick intel, maybe some soft peripheral penetration on the target, and take a drop. In. Out. One week at most.

Sigh.

Your team, through no fault of your own, are trapped in a South American Embassy/Mission. Going outside is to invite either death (narco-lords) or arrest for espionage and other charges (government) which might end in your death in prison. You find out that information has been flowing freely to the narco-lords. Someone is either a mole or just selling information. You have nothing better to do. You have to keep this low key because if you make too many waves inside the embassy (the ambassador or his senior staff may be in on it), they will just ask you to leave (thus putting you on the run). Note: As time goes on, the Policia will not be a vigillant watching the gate, so you might be able to get out. (If you are inventive, they might not even know you are out of the embassy. It will really annoy them if you are seen entering the embassy after they have been watching you exit.
 

MoonHunter

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86) At least the Government has stopped watching for you. But before you go.....

What little intel you were able to get before your quicky mission was scrubbed, leaves Control to believe that one of Knox's known associates is arranging weapons of a military grade to be sold to the local Narco-Lord. They can't tell you how they got the intelligence, but they have a date and time for a weapon's drop of some note on the coast. Be there, see what happens, gather info, and if you really have to... stop the exchange. It is a beach right where a local "river" reaches the sea. During the day, there is a playa shack that serves some of the best food. Strangely enough, nobody is around at night... like ever.

Who knew the beautiful beach was going to look like Normandy. Three amphibeous APCs (suitable for river/jungle/ mountain terrain) full of weapons are the drop off.

You see them transfer a small case... with a biohazard symbol on it. Yes, this is the oh, shit moment. You should just report in with what you have, but biohazard materials in a narco-lord's hands. You should retreive it.

If you get get really ballsy, you can let them take it back to the compound... break it the heavily fortified place... and steal the unknown material. Yah. I like those odds too....

If you are really lucky, a few explosives will take out these things and be a great distraction If you are lucky, you get out and nobody notices. You people have not been this luck... ever. So now you are being chased by these APCs with large explosions coming from the cool weapons in the APCs. Maybe you can get to town, where the APCs are going to do massive damage. Still, with some inventive actions maybe you can stop all of them and maybe even take control of one of them. Then maybe you can go to the Narco-Lord's mansion and "knock on the door"... get the stuff and get out while things are exploding. (This is a PC adventure, stuff will be exploding right?) Back to the embassy or if you are really lucky, an extraction out of this place.
 
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