Week 16: Not the FoJ they need, but the one they deserve. Archetype: Frontline Leader
Traits: Leader of Men
Offer You Can't Refuse (3)
Minion Cap: 20
Minions: 2 Regulars, 7 Thug, 7 Sci, 1 Tech
Henchmen:
Dr Cal Gore (2)
Cash: $5,800(+$1,500/Week)
Resources: 13
Notoriety: 110
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Tapestry (+4 Minion Loyalty)
Laboratory
Small Generator (2x)
Gear:
9x Laser Rifles
2x Giant Laser
6x Arc Rifle
Traps:
1x Gas Trap (Knockout)
1x Pit Trap
Physics Research: 29.84
Physics Unlocks:
-Laser Rifles (+3 combat rolls, 3R/per)
-Generator, Small. (10 R, 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
-Arc Rifle, +7 Combat rolls, 5R/Per
Weekly Actions:
Alas, this week your minions were attacked by a bright eyed young man, in steampunk-ish clothing.
He seems to understand the secrets of the Arc Rifle, as he wields a contraption on his fist that shoots bolts of electricity. Both of your guards were slain defending your base, and it seems your laboratory was ransacked. He only killed those who stood against him, so your science team is fine. -2 Guards.
Your minions come just shy of a breakthrough in physics. Plans however are coming together and you like what you see from your minions.
You yourself succeed at adding another extortion to your criminal empire. But forces of SHADOW have performed a terrible act. They have butchered every employee of one of the businesses you extorted. Then they stole everything and burnt the building down. This unfortunately removes one of your extortions.. But according to the news, SHADOW is being hunted by the forces of Justice now.
Attempts to capture a reporter are met with failure. But your minions assure you they came very close to succeeding.
Plotting seems to have delivered some interesting intel this week. It would appear that very close to you, the Forces of Justice are setting up..something. There is a great deal of material and manpower being moved into the location your minions discovered. Perhaps this should be dealt with?
The Technician, armed with a giant laser, puts the fear of the Crimson Fists into the populace of many towns. +8 Not.
Archetype: Cult Leader
Traits: Cult of Personality
Aura Of Fear (2) Enemies have reduced morale in offensive plotted missions.
Lair of Fear (1) Your base gives off a creepy vibe.
Minion Cap: 22
Minions: 9 Sci, 9 Thug, 4 Guards
Henchman:
Dr Jerald 'The Cutter' Cuthbert (2)
Cash: $4,200(+$1000/W)
Resources: 1
Notoriety: 102
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Sarcophagus (+5 Minion Loyalty)
Laboratory
Traps:
4x Lockdown Devices
Gear:
13x Laser Rifles.
Biology Research: 13.57
-Passive +1 to all Plotting and Research rolls.
-Passive +2 to all Combat related rolls
Physics Research: 11.01
-Laser Rifles (+3 combat rolls, 3R/per)
-Generator, Small (10 R/P)
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: 6.97
-Counter-Interrogation Training: Captured Minions are less likely to reveal any information.
Weekly Actions: More minions are hired, for your great works. +2 Sci, +2 Thug, +1 Guard. -$2,000
It would appear that your own minions now face the righteous anger of the people. A group is actively attempting to prevent your minions from performing evil deeds. Some funds are still procured but for now they have you outmanuevered. +$600, +2 Not.
Your guards report nothing this week.
The Oracle has a few leads, but will need time to acquire you the mission you request. (-$2,000)
Research is reasonably fast this week. A breakthrough in both Physics and Psychology. Chemistry however, makes no progress.
Archetype: Mad Scientist
Traits: Reckless Ambition
Well Laid Plans (1) (small bonus during plotted missions)
Careful Experimentation (1)(Small research bonus)
Larcenous (1) (Increased cash gains)
Minion Cap: 15
Minions: 6 Sci, 7 Regulars, 1 Thug, 1 Guard
Henchmen:
The Thinker (2)
Cash: $4,500
Resources: 5
Notoriety: 92
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: 30.01
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.)
-Deployable Cover (5 R/P) One Shot device, +5 Combat/Escape/Stealth rolls
-Payload Device (200 R, 20 M/W)
Weekly Actions:
Physics research pushes ahead. Your minions are proud to announce that they have the capability to build a Payload Device.
Your guard reports a ruckus in the lab one night. But he arrived to find no one there.
A rather large amount of cash is raised this week. And the police seem none the wiser. +$2,000 +5 Not
Nothing your minion plots holds any water.
Archetype: Mastermind
Traits: Contingency Planning
Elusive Shadow (2): Bonus to stealth-related checks during plotted missions
Slippery Bastard (1): Bonus to Escape rolls.
Minion Cap: 15
Minions: 3 Regulars, 5 Sci, 1 Tech, 2 Guard, 3 Thug.
Henchmen:
'Gears' (2)
Cash: $6,000 (+$1,000/W)
Resources: 23
Notoriety: 89
Lair: Harbor Warehouse
Lair Accoutrements:
Fine Statue. (+4 Minion Loyalty)
Laboratory
-Simulation Supercomputer
-Environment Simulator
-Containment Chamber
Traps:
2x Lockdown Devices
1x Gas Trap (Hallucinogen)
Gear:
HC Compound (10)
RIGs (10x)
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 Pheremones (+10 to all Non Combat rolls within a mission) 4R/P[Must add to all]
Biology Research: 9.74
Biology Unlocks:
-Passive +2 to all Combat related rolls
Weekly Actions: Your attempt to capture a bruiser is met with no success at all. They were unable to even find one.
Your guards report that the bases defenses might have been tested this week, but they did not manage to catch anyone.
Your minions skulk into the area, a modest suburb. The security forces that patrol the area are easily avoided. When they reach the house, they manage to trigger not one, not two, but three separate alarm systems. Acting quickly before they are swarmed by police and private security your minions manage to secure only a few easily fenced goods.
In the shootout during the escape, one regular valiantly sacrifices himself to buy your other minions time to escape. The rest of the escape is easy thanks to the Perpetual Innocence Pheromones. The news is full of speculation about your activities, and the police are out in force looking for your minions.-1 Reg, +$5,000, +17 Not.
Biology research stutters and stalls repeatedly. The progress this week is limited.
Archetype: The Spider
Traits: Patient Hunter
Information Web (2)
Elusive Shadow (1)
Minion Cap: 15
Minions: 6 Regulars, 6 Sci, 1 Tech, 2 Thug
Henchmen:
Knuckles (2)
Vault : $2,600 (+$1,500/W)
Warehouse : 13 Ru
Notoriety: 87
Lair: Undisclosed Bunker
Lair Accoutrements:
Laboratory (R)
-Rare Plant (+5 Chemistry Research rolls)
-Reinforced Reaction Chamber
-Blast Chamber
-Simulation Supercomputer
Holding Cell
Traps:
2x Lockdown Devices
Gear:
2x Goo Cannon.
9x Laser Rifles
Physics Research: 9.41
-Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 18.74
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)
-Hallucinogenic Compound (1R/per [Must add to all], Gives +2 to all Combat+Stealth rolls within the mission)
Robotics Research: 10.07
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personell Turrets 10 R/P
Weekly Actions: Parts in place, the Technician needs only assemble them. And within the week, the
Supercomputer is running at full capacity.
Your minions independently bring forward news of a shipment of resources being ferried through the dark and untamed forests of Germany. With your talents, you devise that this mission has the air of suspicion around it. Perhaps a trap lays in wait for any unwise enough to attempt this mission.
Your minions interpret your conflicting orders to mean stealing, to buoy your coffers. They return with a small haul, but almost no notoriety. +$900, +1 Not.
With your new team layout, Robotics research pushes forward easily. Physics and Chemistry are relegated to the wings, as the Robotics team unveils a pair of breakthroughs. Of course these devices are simply on paper at the moment.
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If I missed anything do let me know, im sure i did.
My apologies for this, I was rather busy and away from computers for most of the time I planned to work on this. I will say this: Being on set is ridiculous amounts of fun, and im on TV now. So theres that.
(Disclaimer: Terenos is only background, usually not very visible, and probably wont tell you what show hes on.)