Week 12: I'm Bad At Personal Deadlines. Or Just Busy. Archetype: Frontline Leader
Traits: Leader of Men
Offer You Can't Refuse (2)
Minion Cap: 15
Minions: 3 Regulars, 5 Thug, 5 Sci, 1 Guard, 1 Tech
Henchmen:
Dr Cal Gore (2)
Cash: $6,300(+$1500/Week)
Resources: 3
Notoriety: 87
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Tapestry (+4 Minion Loyalty)
Laboratory (Damaged, 40R to repair)
Small Generator (2x)
Gear:
9x Laser Rifles
2x Giant Laser
Traps:
1x Knockout Gas Trap
1x Pit Trap
Physics Research: 18.97
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: You are unfortunately unable to add more extortions to your empire of crime. There seems to be an upswing of justice, and your extortions may be threatened at some point in the near future. +2 Not.
Your guard reports that there are several unmarked white vans engaged in some surveillance in and around your general location.
The mayhem goes swimmingly. And there are a few less white vans near your territory. +8 Not.
Your minions, have delivered you a mission that some may say is beneath you. They want to steal from a rather undefended bank. They seem to want to play it safe.
Physics research causes some serious damage to the lab. And as such makes no progress this week.
Archetype: Cult Leader
Traits: Indoctrination
Minion Cap: 15
Minions: 3 Regulars, 4 Sci, 1 Tech, 2 Thugs
Cash: $2,900
Resources: 160
Notoriety: 57
Lair: Decommissioned Facility
Lair Accoutrements:
Laboratory
Gear:
1x Giant Laser
Physics Research: 8.46
Physics Unlocks:
-Giant Laser (10R/P)
Biology Research: 5.27
Biology Unlocks:
-Passive +1 to all Plotting and Research rolls.
Weekly Actions: [Standing Orders]
Your minions move out with the intention of filling your coffers. They are mildly successful, bringing home a decent take. +$1,100, +7 Not.
Your scientists make great strides in the field of Physics, but make no breakthroughs this week.
Archetype: Cult Leader
Traits: Cult of Personality
Aura Of Fear (2) Enemies have reduced morale in offensive plotted missions.
Minion Cap: 17
Minions: 7 Sci, 7 Thug, 3 Guards
Henchman:
Dr Jerald 'The Cutter' Cuthbert (1)
Cash: $2,650(+$1000/W)
Resources: 50
Notoriety: 73
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Sarcophagus (+5 Minion Loyalty)
Laboratory
Traps:
4x Lockdown Devices
Gear:
10x Laser Rifles.
Biology Research: 11.34
Biology Unlocks:
-Passive +1 to all Plotting and Research rolls.
-Passive +2 to all Combat related rolls
Physics Research: 7.93
Physics Unlocks:
-Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 7.84
-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: You sell some resources, hire some troops, and get an Oracle Mission. You also put together some gear.
The Oracle delivers you information that points out an incredibly poorly guarded religious artifact that would bring you much notoriety if you were to claim it.
Your guards report that the interest of the forces of Justice seems to have been shifted lately. Things are quieting down around here.
Your thugs bring back a modest take. +$1,000, +5 Not.
Research in all departments plods along. No new unlocks this week.
Archetype: Mad Scientist
Traits: Reckless Ambition
Well Laid Plans (1) (small bonus during plotted missions)
Careful Experimentation (1)(Small research bonus)
Minion Cap: 15
Minions: 6 Sci, 8 Regulars, 1 Thug
Henchmen:
The Thinker (1)
Cash: $4,800
Resources: 15
Notoriety: 71
Lair: Abandoned Warehouse
Lair Accoutrements:
-Da Vinci Sketchbooks (+5 All Physics Research rolls)
Laboratory
-Blast Chamber
-Centrifuge
Gear:
1x Giant Laser
Physics Research: 16.81
Physics Unlocks:
-Giant Laser (10R/Per)
-Forcefield (1) (20 Resources, Large Power Drain)
-Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
Weekly Actions: Your physics research -easily- plows forward to a new upgrade. You've unlocked the secrets behind energy shielding devices.
Alas, your minions are struck low with a strange series of computer maladies that prevent any plotting from getting done.
Cash raising goes modestly well, with another lump sum deposited into your books. +$1,200, +5 Not.
Archetype: Mastermind
Traits: Contingency Planning
Elusive Shadow (2): Gives a bonus to stealth-related checks during plotted missions
Minion Cap: 15
Minions: 4 Regulars, 5 Sci, 1 Tech, 2 Guard, 3 Thug.
Henchmen:
'Gears' (1)
Cash: $500 (+$1,000/W)
Resources: 10
Notoriety: 62
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.
Biology Research: 0.8
Weekly Actions: You recruit a few regulars and some resources. +2 Regs, +10R -$700
Training goes well, giving you another 2 scientists to push your research forwards. +2 Sci, -2 Reg
The guards report nothing amiss. Seems you aren't even close to the radar of the forces of justice.
One of your thugs delivers forth another success. He is showing much promise. +$500/W, +3 Not.
Biology research has begun, and plots forward slowly.
Archetype: The Spider
Traits: Patient Hunter
Information Web (1)
Elusive Shadow (1)
Minion Cap: 15
Minions: 6 Regulars, 6 Sci, 1 Tech, 2 Thug
Henchmen:
Knuckles (1)
Vault : $3,700 (+$500/W)
Warehouse : 4 Ru
Notoriety: 82
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: 4.51
Chemistry Research: 13.91
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)
Robotics Research: 3.8
Weekly Actions: Research in chemistry makes reasonable strides. Research in physics fails at every turn. Still at least its progress!
The mission was a smashing success! The time you waited allowed for the feeble protectors to relax their guard. Little did they know that you are a patient hunter indeed. Your minions sedated much of the guard force, slowly inexorably working their way deeper and deeper into the facility. By the time your minions had reached what they presumed was the main lab and data hub there was no one left awake or alive to stop you.
Except for this rather greasy looking teenager wearing what seems to be steampunk costuming. Your minions do not take him seriously and this proves to nearly be their undoing. Showcasing some excellent martial aptitude and what seems to be a gauntlet that fires arcs of electricity the teenage crusader manages to nearly send your minions packing. The sidearms your minions carry are nearly useless against him as his suit appears to be well armored. Knuckles engaged the teen in fisticuffs long enough for your minions to grab some of the data and escape!
A lucky shot from the Goo Cannon during the escape disables your pursuer neatly. But alas your minions were unable to return to deliver a coup de grace upon this feeble whelp who DARES stand against you, because they forgot to disable the security system and there was a strong police presence on the way.
He will however think twice before fighting you openly again. And the shadows are your dominion, Gathord.
+Field, Robotics!
+3.8 Research, Robotics.
+16 Notority.
Enemy Observed: The Clockwork Sentinel.
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Action World News: TONIGHT!
Good evening. I'm Drake Nightly.
Panic grips the world today as several high profile acts of evil have been reported on by a variety of news sources. Insisting on being directly in our faces, the forces of the evil organization codenamed VENOM have been busy the past few weeks. They have been responsible for the heist of a rare and valuable plant used in chemical and botanical experiments, and just recently attempted to steal valuable research data in the field of robotics. They were thwarted in their efforts by the aptly named Clockwork Sentinel. In this reporters humble opinion this shows great strength of character, and a return to the ideals put forth by the mighty and selfless heroes who last defended us from the rigorous terror of the past.
In a move certain police experts are claiming stems from their history as far reaching gang of ill repute, the Crimson Fists are endeavoring to set up a strong and unbreakable series of extortions to fund their acts of evil. Police Consultant June Berry is concerned that after they were nearly eradicated and imprisoned, the Crimson Fists appear to have come back even stronger. The police are urging the government to establish a well funded agency with which they will have the tools to defuse these building blocks of criminal power.
Experts state that once famed
Layabout Playboy Reginald Gathord (recently escaped from maximum security psychological monitoring at an undisclosed facility) is believed to be behind the forces of VENOM. While infamous gangland leader 'Cleaver' (real name unknown), leads the Crimson Fists. We urge our viewers to call this special hotline if either of these individuals or their minions are sighted, as they are considered a dangerous and serious threat to the safety and well being of the public. Thank you.
Up next, this detective wont talk but you will! Mime and Punishment..*Click*