Week 10: No I Wasn't Slacking Archetype: Frontline Leader
Traits: Leader of Men
Offer You Can't Refuse (1)
Minion Cap: 15
Minions: 3 Regulars, 5 Thug, 5 Sci, 1 Guard, 1 Tech
Henchmen:
Dr Cal Gore (1)
Cash: $4,800(+$1000/Week)
Resources: 8
Notoriety: 74
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Tapestry (+4 Minion Loyalty)
Laboratory
Small Generator (1x)
Gear:
9x Laser Rifles
1x Giant Laser
Traps:
1x Knockout Gas Trap
Physics Research: 14.99
Physics Unlocks:
-Laser Rifles (+3 combat rolls, 3R/per)
-Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
-Giant Laser (10R/Per)
Weekly Actions: Gear is assembled to your specifications.
One could say this mission went reasonably well. Your minions under your leadership managed to seize the back quickly, but not quickly enough to prevent the silent alarm. Unfortunately many police units were in the area and your troops were quickly surrounded. The police were fools to demand your immediate and unconditional surrender. They did not think that your minions would unveil your diabolical firepower and send the police running.
You ordered your minions to grab what they could and escape before heavier opposition arrived. The escape was long and arduous but your escape was secured eventually. They will be talking about this for some time. +15 Not, +$4,500.
The mayhem does not go nearly as well. Your technician comes down with a bad flu.
Cal Gore once more shows his expertise in the physics department. Before long he has unveiled another nefarious device you can use to show the world that truly, -You- are the force to be feared in the night. -10 R, +1 Giant Laser
Archetype: Cult Leader
Traits: Indoctrination
Minion Cap: 15
Minions: 3 Regulars, 4 Sci, 1 Tech, 2 Thugs
Cash: $1,800
Resources: 160
Notoriety: 50
Lair: Decommissioned Facility
Lair Accoutrements:
Laboratory
Gear:
1x Giant Laser
Physics Research: 5.00
Biology Research: 1.47
Physics Unlocks:
Giant Laser (10R/P)
Weekly Actions: Deciding against tasking your minions to acquiring the skills of a scientist you simply order the hiring of another 3. It saps your coffers but it fills your ranks. +3 Sci, -$1,200
And then you send your minions out once more. They once more impress you by delivering a modest footlocker full of untraceable cash. +$1,500. +7 Not.
Biology research stutters this week. Your scientist blames his lack of concentration on the new arrivals moving in and getting familiar with the lab. Still some progress was made.
**Minion Cap Increased**
Archetype: Cult Leader
Traits: Cult of Personality
Aura Of Fear (1) Enemies have reduced morale in offensive plotted missions.
Minion Cap: 12
Minions: 5 Sci, 5 Thug, 2 Guards
Henchman:
Dr Jerald 'The Cutter' Cuthbert (1)
Cash: $3,300(+$1000/W)
Resources: 0
Notoriety: 48
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Sarcophagus (+5 Minion Loyalty)
Laboratory
Traps:
4x Lockdown Devices
Biology Research: 7.61
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Physics Research: 6.12
Physics Unlocks:
-Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 5.98
Concentration Drugs, 1R/Per. Adds a +4 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Weekly Actions: Another thug joins your ranks. More hands for the work ahead.+1 Thug, -$400
Your thugs report a single success, but also that they appear to be under surveillance of some kind. Or at least they suspect. +1 Extortion, +4 Not.
The guards report some very suspicious activity. But they remain confident that the bases defenses will hold.
The Oracle is an elusive figure. And never meets face to face. Through a series of drops and untraceable calls you are given the details of the mission he has selected for you. Sources of the Oracle indicate that a small town is experiencing some turmoil. They have apparently blockaded a shipment of resources due to some petty concern or another. This issue shows no signs of being resolved quickly. Which means those poor resources are simply stranded there..In the middle of nowhere.
Well that just wont do, now will it?
Finally a reasonable week for research. Physics plows ahead to a breakthrough, Chemistry lags behind but still delivers a promising formula. Your biologist alas is too busy being used as a test subject to be of much use in his own field. Your minions proudly show off their completed designs for a laser rifle, and the plans for a formula that should increase the abilities of your scientists.
Archetype: Mad Scientist
Traits: Reckless Ambition
Well Laid Plans (1) (Gain a small bonus during plotted missions)
Minion Cap: 15
Minions: 3 Sci, 9 Regulars, 1 Thug
Henchmen:
The Thinker (1)
Cash: $2,900
Resources: 15
Notoriety: 62
Lair: Abandoned Warehouse
Lair Accoutrements:
-Da Vinci Sketchbooks (+5 All Physics Research rolls)
Laboratory
-Blast Chamber
-Centrifuge
Gear:
1x Giant Laser
Physics Research: 11.16
Physics Unlocks:
-Giant Laser (10R/Per)
-Forcefield (1) (20 Resources, Large Power Drain)
Weekly Actions: Showing a disdain for actually talented minions (and their associated price tag) you hire an additional five regulars. -$500, +5 Regs
The Centrifuge is finished! This will be a great boon to your Physics research.
Training proceeds without incident. +1 Sci, -1 Reg.
A few regulars set out with the intent to replenish your coffers. They return with bruises, broken bones and failure. +1 Not.
The heist against the university is a smashing success. Your minions were accosted by the security forces but they were no match for your foot soldiers of EVIL! However things became a bit more strained as they broke into the lab itself. One lone scientist working late managed to cut down two of your minions with a highly experimental device. Your minions subdued the scientist and unable to make heads or tails of the device chose not to steal it. This might be because it lit on fire seconds after being used to dispatch your minions. They did however manage to grab much data.
The escape went rather uneventfully. Almost a pity that. -2 Regs, +11 Not. +6.1 Physics research.
The Thinker has his hands full making connections between the new data, and the data you already had. Little progress is made, but still a devices was constructed, and the plans for the 2nd look nice. -10R. + Giant Laser.
Archetype: Mastermind
Traits: Contingency Planning
Elusive Shadow (1): Gives a bonus to stealth-related checks during plotted missions
Minion Cap: 15
Minions: 4 Regulars, 3 Sci, 1 Tech, 1 Guard, 1 Thug.
Henchmen:
'Gears' (1)
Cash: $1,300
Resources: 0
Notoriety: 54
Lair: Harbor Warehouse
Lair Accoutrements:
Fine Statue. (+4 Minion Loyalty)
Laboratory
-Simulation Supercomputer
-Enviroment Simulator (2 M/W 35 R Remaining)
Gear:
HC Compound (11)
RIGs (10)
Chemistry Research: 13.17
Chemistry Unlocks:
Hallucinogenic Compound (1R/per [Must add to all to add it to a mission], Gives +2 to all Combat+Stealth type rolls within the mission)
Reactive Ingestable Guardian (R.I.G): 2 R/P [Must Add to all], Reduces the odds of fatalities on missions.
Weekly Actions: Gear is created to your specifications. And resources are purchased.
And lo the Environment Simulator is completed. A great boon to your biology research.
A thug is hired, rounding out your ranks.
The mission goes poorly, but your minions were still successful in the end. The statue was poorly guarded and the locals believed your ruse about taking it off for 'cleaning'. But while loading it into the truck the police stopped you to check your work order. Panicking your minions pulled guns and laid down a hail of gunfire that wounded several bystanders. Through judicious use of your available gear your minions were able to escape easily. However the police managed to pursue your minions for a sizeable amount of time but in the end the escape was good. Sloppy, but good.
+ Fine Statue. (+4 Minion Loyalty) +12 Not.
Chemistry research nearly results in an exploded lab but thankfully your minions managed to contain the blast. It still managed to cause a setback in productivity this week. Better luck next week though.
**Minion Cap Increased**
Archetype: The Spider
Traits: Patient Hunter
Information Web (1) You perform some plotting yourself, while your minions do.
Minion Cap: 15
Minions: 2 Regulars, 3 Sci, 1 Tech, 2 Thug
Henchmen:
Knuckles (1)
Vault : $4,800
Warehouse : 32 Ru
Notoriety: 60
Lair: Undisclosed Bunker
Lair Accoutrements:
Laboratory (R)
-Rare Plant (+5 Chemistry Research rolls)
-Reinforced Reaction Chamber
Holding Cell
Traps:
2x Lockdown Devices
Gear:
2x Goo Cannon.
Physics Research: 4.02
Chemistry Research: 11.00
Chemistry Unlocks:
Goo Cannon (5R per, +3 Combat/Capture Rolls)
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Weekly Actions: Prior to embarking on any missions your minions put together a Goo Cannon. -5 R.
The mission for the research was a catastrophic failure. Your minions managed to sneak into the facility but prior to gaining access to the labs were accosted by a rather large security force. Unable to leverage their technological superiority to the fullest they were easily out-maneuvered and forced to retreat prior to sustaining casualties. A light-hearted mocking piece is splashed across the local news in an effort to discredit your actions.
The larger team had far greater success. A textbook on nefarious deeds could be written on their approach. The feeble professional security firm hired to defend this facility was found encased in Goo. Surveillance tapes? Wiped. Alarms? Deactivated. Oh certainly your minions left their mark, across the facility everywhere they could. They will know it was you.
The escape was less expertly pulled of. Your minions were apparently driving with a broken tail-light and the suspicious dress of your minions caused the police officer to attempt to seize the vehicle, and call for backup. A gunfight ensued but your minions eventually extracted themselves with only a few casualties. -2 Regulars, +18 Not. +Rare Plant.
Your scientists try to play up the explosion in your lab as entirely necessary and very enlightening. The truth of the matter is an experiment exploded, negating any gains in research this week.
**Minion Cap Increased**
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And with week 10, another trait point!
If I missed anything do let me know, i'm sure i did.