Week 14: LOOK! I CAUGHT A TURN! Archetype: Frontline Leader
Traits: Leader of Men
Offer You Can't Refuse (2)
Minion Cap: 20
Minions: 2 Regulars, 4 Thug, 5 Sci, 1 Guard,
Henchmen:
Dr Cal Gore (2)
Cash: $7,600(+$1,500/Week)
Resources: 3
Notoriety: 102
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Tapestry (+4 Minion Loyalty)
Laboratory
Small Generator (2x)
Gear:
9x Laser Rifles
2x Giant Laser
Traps:
1x Knockout Gas Trap
1x Pit Trap
Physics Research: 23.21
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)
-Deployable Cover (5 R/P) One Shot device, +5 Combat/Escape/Stealth rolls
Weekly Actions: Your minions report a pair of attempts to intercept your extortion payments this week. But they were repelled by some timely giant laser shots.
Alas two of your attempts to bring in more extortions were on the cusp of success, when some black suited fellows..Lets call them ninjas for simplicity, tranq'd and deposited your minions at the local police station. These ninjas have crossed the line it seems! -2 Thugs, +4 Not.
Your technician does not return. Local police forces do not claim the credit for it. Curious. -1 Tech
Plotting yet again turns up nothing. Nothing at all. Your minions are lazy! CLEARLY!
A thug is hired. And resources are purchased to fix the lab. (-$2,400)
The lab is fixed once more, hopefully for the last time.
Well if the lab is going to be damaged again, it is not going to be this week. Your minions make admirable progress into Physics. Not enough for a breakthrough, but progress nonetheless.
**Minion Cap Increased**
Your minions have rebelled against you. With no direct supervision for many weeks, they have decided that you are not serious about your evil endeavors. You have faded into mediocrity.
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, 6 Thug, 3 Guards
Henchman:
Dr Jerald 'The Cutter' Cuthbert (2)
Cash: $4,700(+$1000/W)
Resources: 50
Notoriety: 95
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Sarcophagus (+5 Minion Loyalty)
Laboratory (Damaged, 40R to repair)
Traps:
4x Lockdown Devices
Gear:
10x Laser Rifles.
Biology Research: 13.57
-Passive +1 to all Plotting and Research rolls.
-Passive +2 to all Combat related rolls
Physics Research: 9.13
-Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 8.72
-Concentration Drugs, 1R/Per. Adds a +4 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Psychology Research: 2.50
Weekly Actions: A small amount of resources are purchased and turned into another laser rifle.
Guards report nothing this week, except a vague feeling of unease.
The facility is struck hard by your minions. They enter with purpose, and manage to arrange a distraction for the guards by causing several power failures, and releasing some of the crazier inmates. Your minions are not interrupted as they take their sweet time gathering the data you will need for your own Psychology Program. However all good things come to an end and as your minions attempt to make their escape, external guard forces manage to slow them down and separate the group.
One of your thugs is accosted by the guards and his laser rifle jams. Making him seem like an individual in need of the services of this facility. The rest of your forces manage to escape with the data they have.
-1 Thug, -1 Laser Rifle, +Psychology Field, +2.5 Psychology Research. +12 Not.
Your minions, alas report that the lab has been damaged by a series of explosions that are the blame of..Well you cant tell, everyone blames everyone else. Only one of your chemists managed to secure any of his work from the explosions. Not a good week for research.
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, 5 Regulars, 1 Thug, 1 Guard
Henchmen:
The Thinker (2)
Cash: $1,800
Resources: 5
Notoriety: 87
Lair: Abandoned Warehouse
Lair Accoutrements:
-Da Vinci Sketchbooks (+5 All Physics Research rolls)
-Tapestry of Lineage (+5 Minion Loyalty)
Laboratory
-Blast Chamber
-Centrifuge
Holding Cells
Small Generator (1x)
Gear:
2x Giant Laser
10x ESD
Physics Research: 22.13
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.)
-Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Weekly Actions: Your minions close upon the compound of this family like an ever closing ring...Of Iron i guess. Their feeble defenses do however account for a few casualties amongst your minions. But their inevitable defeat is barely staved off for long. Your minions secure the tapestry and with it, remove this prestigious families ability to prove their lineage. The British tabloids have a field day with the information when it is leaked by your minions.
The escape was nothing but a footnote in the report. Your minions were pursued but they were able to return to the lair with no further casualties.
-2 Regs, +Tapestry, +14 Not.
Your physics research pushes forward nicely, securing you a prototype reactor, and the blueprints to build more. -10 R, +Small Generator.
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' (2)
Cash: $1,000 (+$1,000/W)
Resources: 80
Notoriety: 72
Lair: Harbor Warehouse
Lair Accoutrements:
Fine Statue. (+4 Minion Loyalty)
Laboratory
-Simulation Supercomputer
-Environment Simulator
Gear:
HC Compound (11)
RIGs (4x)
PIPs (4x)
Chemistry Research: 16.93
-Chemistry Unlocks:
-Hallucinogenic Compound (1R/per [Must add to all], Gives +2 to all Combat+Stealth rolls within the mission)
-Reactive Ingestable Guardian (R.I.G): 2 R/P [Must Add to all], Reduces the odds of fatalities on missions.
Perpetual Innocence Pheromones (+10 to all Non Combat rolls within a mission) 4R/P[Must add to all]
Biology Research: 4.72
Weekly Actions: Two of your thugs return with news of dismal failure, and tales of being beaten by a gang of old ladies. The other returns with a better story, but still no more successes.
The guards report that they managed to cause..someone to leave the base, after they got in. But they didnt figure out who it was. In many ways, your inclusion of your various chemistry concoctions truly assisted in your mission. Your minions are confident that without it, they would have failed. They did manage to intercept the convoy easily, utilizing their Perpetual innocence pheromones, they were able to sneakily unload three of the trucks before anyone even noticed they were there. A small firefight broke out but your minions were able to use their RIGs to keep the pressure on and escape with some difficulty. The escape went easily as no outside forces of justice were called. All in all, a decent haul. It certainly pays for the resources expended.
As a note, your minions said that there was advanced weapons fire in the area, directed against the convoy guards. Another Evil Genius perhaps?
+80R, +11 Not.
Not a terrribly grand expedition into the depths of Biology this week. But some progress is made. Your minions must be better suited towards chemistry research. But your minions at least claim they are close to a breakthrough.
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 (2)
Vault : $200 (+$1,000/W)
Warehouse : 92 Ru
Notoriety: 83
Lair: Undisclosed Bunker
Lair Accoutrements:
Laboratory (R)
-Rare Plant (+5 Chemistry Research rolls)
-Reinforced Reaction Chamber
-Blast Chamber
Holding Cell
Traps:
2x Lockdown Devices
Gear:
2x Goo Cannon.
7x Laser Rifles
Physics Research: 7.13
-Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 16.17
-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)
-Hallucinogenic Compound (1R/per [Must add to all], Gives +2 to all Combat+Stealth rolls within the mission)
Robotics Research: 4.72
Weekly Actions: Several crates of resources are delivered, and are quickly turned into gear by your technician. +7 LR, And gear as used. -$2,500 +2 R.
Your minions arrive to find the resource train already being looted by forces from another Evil Genius. As the guards are not paying attention to these enemy forces, your minions decide to lay low briefly, before striking. Eventually the guards turn against the others, engaging in a small firefight. Your minions decide this is their opportunity, and strike. This however only distracts the guards attention, and brings them against you. You however have the clear upper hand in terms of weaponry and easily dispatch the vast majority of the guards. The rest pursue the other faction, as they seem to be easier prey. Your minions have secured several truckloads of resources. And left what pursuers came against them bogged down in Goo!
+90R, +12 Not.
One more extortion is added to your criminal empire. The others have failed you.
As far as research is concerned, only your physics team and your Robotics team have any work in your name. No breakthroughs yet, but that may be a result of the near critical failure of your chemistry research. Your minions were very entertained by the pretty lights and explosions in your reinforced reaction chamber.
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Dont forget you have 2 trait points total, so if you havent spent them, do so.
If I missed anything do let me know, im sure i did.