Week 5: The First Scuffle Archetype: Frontline Leader
Traits: Leader of Men
Minion Cap: 10
Minions: 3 Regulars, 3 Thug, 4 Sci.
Cash: $2,200
Resources: 130
Notoriety: 36
Lair: Abandoned Warehouse
Lair Accoutrements:
None
Weekly Actions: Your recruitment drive this week goes over well. -$2,800. +3 Thug, +4 Sci
Your minions managed to run a part of the resource convoy off the road, but unfortunately the police were quick on the scene. You yourself took a wound and were forced to retreat before being captured. The police were dogged in their pursuit of your minions but a small prize was still recovered. +30 R, +7 Not, Incapacitated for 1 week.
Some of the things in your base seem to have been moved about this week.
Archetype: Cult Leader
Traits: Indoctrination
Minion Cap: 5
Minions: 4 Regulars, 1 Sci
Cash: $6,100
Resources: 10
Notoriety: 20
Lair: Decommissioned Facility
Lair Accoutrements:
Laboratory
Physics Research: .84
Weekly Actions: Your scientist, lacking direction, makes meager progress in the physics field.
The minions you sent out to gather cash have better success, bringing in $600. +$600, +3 Not.
Archetype: Cult Leader
Traits: Cult of Personality
Minion Cap: 7
Minions: 2 Regulars, 2 Sci, 1 Thug, 1 Tech
Cash: $6,050(+$500/W)
Resources: 0
Notoriety: 24
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Sarcophagus (+5 Minion Loyalty)
Laboratory
Biology Research: 5.01
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Weekly Actions: You hire a technician to shore up your numbers. -$400, +1 Tech
Research progresses solidly. Before the end of the week your scientists are dosing your minions with some experimental vitamin supplements. It seems to make them more focused and alert.
For your plotted mission, see below.
Archetype: Mad Scientist
Traits: Reckless Ambition
Minion Cap: 10
Minions: 1 Sci, 3 Regulars
Cash: $5,100
Resources: 0
Notoriety: 27
Lair: Abandoned Warehouse
Lair Accoutrements:
-Da Vinci Sketchbooks (+5 All Physics Research rolls)
Laboratory
-Blast Chamber
Weekly Actions: Your minions descend upon the rumored sketchbooks like a murder of crows. People attempt to escape only to find themselves corraled by your ever encroaching minions. Realizing they cannot flee they turn to fight only to find themselves facing overwhelming firepower. Your minions have won the day! However they tripped every single alarm in their zeal. The police are on their way and your minions barely have time to snatch up the sketchbooks and attempt to escape. The pursuit is long and managed to catch one of your minions.
But you did not lose your prize. -1 Reg, +Da Vinci Sketchbooks, +12 Not
**Minion Cap Increased**
Archetype: Mastermind
Traits: Contingency Planning
Minion Cap: 5
Minions: 3 Regulars, 1 Sci, 1 Tech
Cash: $4,500
Resources: 110
Notoriety: 23
Lair: Harbor Warehouse
Lair Accoutrements:
Laboratory
Chemistry Research: 1.68
Weekly Actions: You send out for a few more resources. +20R, -$1,000
A better week, but your chemistry research is still proceeding slowly.
For your plotted mission, See below.
Archetype: The Spider
Traits: Patient Hunter
Minion Cap: 5
Minions: 2 Regulars, 1 Sci, 1 Tech, 1 Thug
Vault : $7100
Warehouse : 10 Ru
Notoriety: 15
Lair: Undisclosed Bunker
Lair Accoutrements:
Laboratory
-Reinforced Reaction Chamber
Chemistry Research: 1.27
Weekly Actions:
A modest week for research is overseen by your scientist.
The mayhem goes poorly. A few people take notice but its not very talked about. +2 Not
On the other hand the near fatal bungling of your plotted mission made the news several times over. Your minions reportedly failed to outwit security, failed to get past security twice, failed to threaten their way in when they lost their cool. And almost managed to fail the getaway. Theres a little police chatter about the incident and they might be ready for you if you try again. +4 Not.
The Scuffle for the Sarcophagus! The forces of PH34R manage to descend stealthily in the night. There are few guards but the perimeter is well lit. While they are attempting to penetrate the lax security there is a commotion from another side of the camp. It would appear that the forces of The Malevolence Foundation have decided caution is not something they will attempt. That or their attempt at caution was badly bungled. Alarms have begun blaring and it seems a private security firm was on site and a pitched battle erupts. PH34R forces take the upper hand and manage to load the sarcophagus into a truck without damaging it noticeably. But then they are surprised by a sudden resurgence of activity from the Malevolence forces.
Driven into the night the forces of PH34R are forced to plan a new attack. Fortunately for them the Malevolence foundation became momentarily distracted by the on site security. This distraction lasted long enough for PH34R to commandeer the transport truck and trundle off into the night. The Malevolence Foundation managed to escape with no casualties. PH34R was not so lucky. Through what might be supernatural good fortune the police and security forces nearly managed to catch your minions several times over. A regular valiantly sacrificed himself to buy some time.
Unfortunately it appears the sarcophagus had a tracer installed that your minions failed to notice immediately. The forces of justice may have a good idea where to begin looking for this stolen item, PH34R.
-1 Regular, PH34R
+5 Not, Malevolence Foundation
+10 Not, PH34R
+Sarcophagus (+5 Minion Loyalty), PH34R
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As usual any errors let me know. And my sincere apologies, I've been distracted and busy the last few days.
It is now Week 5, As such you all gain a trait point that may be spent on a General trait. General traits are somewhat weaker than Unique Traits, and are the ones you improve with trait points received every 5 weeks.
Your unique traits may or may not grow stronger as time passes. This is something I'm still running the numbers on.