Week 19: Revealed Schematics! Archetype: Frontline Leader
Traits: Leader of Men
Offer You Can't Refuse (3)
Minion Cap: 20
Minions: 1 Regulars, 7 Thug, 7 Sci, 2 Guard, 1 Tech, 1 Reporter
Henchmen:
Dr Cal Gore (3)
Cash: $11,100(+$1,500/Week)
Resources: 15
Notoriety: 154
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Tapestry (+4 Minion Loyalty)
Training Room
Laboratory (R)
Holding Cells
Small Generator (2x)
Gear:
9x Laser Rifles
2x Giant Laser
8x Arc Rifle
Traps:
1x Gas Trap (Knockout)
1x Pit Trap
Physics Research: 38.92
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
-Payload Device, [Physics] (200 Resources, 10 M/W)
-Gravity Cannon (20R/P)
Weekly Actions: You and a few of your minions steal some resources, to reduce the costs of your training room. The haul is not great. +12 R, +4 Not.
You order the purchase of more resources, and the hiring of a few more minions. +2 Thug, +1 Sci, +60 R, -$4,200
The training room is thusly constructed. -100R.
A regular has finished his training, and is now a Reporter.
The bruiser once more manages to give your minions the slip.
Plotting turns up only missions that are beneath your notice. You have a reputation to uphold after all.
Your guards report a minor skirmish with the Clockwork Sentinel. No casualties, and he left before they could bring him down. He was making another attempt for the Lab.
Research moves forward speedily. Another new tool for use in your diabolical manueverings. This cannon causes localized disturbances in gravity, resulting in intense damage to structures and people it is a heavy weapon on par with the giant laser. Fortunately your minions also decided to build some shielding into it so the user is not annihilated by it.
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 (3)
Cash: $6,550(+$1000/W)
Resources: 5
Notoriety: 147
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Sarcophagus (+5 Minion Loyalty)
Laboratory
-Centrifuge
1x Small Generator
Traps:
4x Lockdown Devices
Gear:
14x ESD
14x Laser Rifles.
1x Panic Ray.
Biology Research: 13.83
-Passive +1 to all Plotting and Research rolls.
-Passive +2 to all Combat related rolls
Physics Research: 18.04
-Laser Rifles (+3 combat rolls, 3R/per)
-Generator, Small (10 R/P)
-Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
Chemistry Research: 11.02
-Concentration Drugs, 1R/Per. Adds a +4 to research rolls, 2% chance of killing the minion. (Can
be used multiple times per scientist)
-Reactive Ingestable Guardian (R.I.G): 2 R/P [Must Add to all], Reduces the odds of fatalities on missions.
Psychology Research: 13.15
-Counter-Interrogation Training: Captured Minions are less likely to reveal any information.
-Panic Ray: 10R per, Limit 1 per mission. Can cause enemies to panic and retreat.
Weekly Actions: Your orders for acquisition this week are a laundry list. Of course it is all acquired for you. But some additional scrutiny was thrown in free of charge. +2 Not, +13 ESD, +1 Panic Ray, +1 Thug, +2 Guards.
Your money is picked up by the Oracle this week, but he doesn't get in contact with you.
People FLEE at the very sight of your minions this week. The panic ray was inadvertently set to a wider field than is recommended. Your stalwart minions are easily able to collect a fine haul this week. Of course, causing widespread panic certainly gets your name in the news. +$3,000, +13 Not.
Your guards chase off a gang of teenagers, and their brightly painted van. They were apparently drawn to the creepy aura of the place. Well. At least they didnt bring a television crew to film their 'investigations'.
Your research department plods forward with no great successes.Everyone seems to be busy playing with the new Centrifuge. Things should settle down next week, they swear.
And thats when you saw one scientist riding the damn thing. They're like children...
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: 20
Minions: 6 Sci, 12 Regulars, 1 Thug, 1 Guard
Henchmen:
The Thinker (3)
Cash: $7,000
Resources: 65
Notoriety: 110
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: 40.02
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)
- Phase Shift Control Console (15 R/P, Large Device) Adds Special Roll: Bypass to missions where applicable. 1x Per device. Or adds +10 to Escape rolls. Can result in lost minions.
- Active Camoflauge Skin (Base Upgrade) 120 R, Gives enemies a -20 Malus to locating your base via visual means.
Weekly Actions: The raw numbers you have tasked to the search have located a solution to your problem. A military laboratory in Canada would be the ideal re-location for your lair. It would require ousting the current occupants, which could lead to reprisal. Alternatively you could make your home on a small island. Fewer occupants, very defensible. But it might not have the same bonus to research that you are after. It does have an active volcano though, And really, Aren't you the kind of Evil Genius who -deserves- a volcano lair?
(Choice, mission to dislodge/move, Or straight move of 20 M/W)
A few minor scuffles with the local law confirms that yes, your location is well known. +1 Not.
Physics research benefits greatly from the raw numbers you continue to assign. Your minions unveil several low scale devices that make chairs, desks, computer systems, what-have-you, completely disappear from sight. They call it 'Chameleon' Active Camoflauge Skin, and with some minor adjustments, and the power to run it they could make your base absolutely invisible from the outside. They have refrained from putting this device into play until after your plans to move, have reached fruition.
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: 20
Minions: 4 Regulars, 9 Sci, 1 Tech, 3 Guard, 3 Thug.
Henchmen:
'Gears' (3)
Cash: $6,000 (+$1,000/W)
Resources: 36
Notoriety: 116
Lair: Harbor Warehouse
Lair Accoutrements:
Fine Statue. (+4 Minion Loyalty)
Laboratory (R)
-Simulation Supercomputer
-Environment Simulator
-Containment Chamber
Training Room
Holding Cell
-Captured Bruiser.
Traps:
4x Lockdown Devices
1x Gas Trap (Hallucinogen)
1x Gas Trap (Knockout)
Gear:
HC Compound (2)
RIGs (2x)
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: 17.92
Biology Unlocks:
-Passive +2 to all Combat related rolls
-Passive +3 to Guard rolls.
-Passive +2 to Plotting rolls.
Weekly Actions: You enlarge your science department, and add another guard to your roster. You also purchase some resources. +20 R, +4 Sci, +1 Guard, -$3,000
You then order the Reinforcing of the laboratory.
Several reports have crossed your deck about potential observers lurking about and watching your minions in the field. Though it appears they break pursuit before coming within a certain radius of your lair.
Success has been acquired by your men, under the leadership of Gears. A Bruiser is now languishing in your cells, until such time as one of your Regulars has claimed his secrets. (1 Regular, 50% to Bruiser, +2 Not)
Your minions plot and scheme, they have failed to discover you any access to a new field of science. However they do deliver plans to raid a laboratory which is ahead of you in the fields of Chemistry, or Biology.
Research plows forwards. Soon your base is filled with a barely detectable gas. Your minions seem more alert and capable.
Archetype: The Spider
Traits: Patient Hunter
Information Web (2)
Elusive Shadow (1)
Minion Cap: 20
Minions: 4 Regulars, 13 Sci, 1 Tech, 2 Thug
Henchmen:
Knuckles (3)
Vault : $3,100 (+$2,000/W)
Warehouse : 3 Ru
Notoriety: 112
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
4x AP TurretsGear:
2x Goo Cannon.
9x Laser Rifles
-9 AADs
Physics Research: 11.93
-Laser Rifles (+3 combat rolls, 3R/per)
-Deployable Cover (5 R/P) One Shot device, +5 Combat/Escape/Stealth rolls
Chemistry Research: 22.17
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)
-One Shot Acid Spray (OSAS), (5R/P) One Shot Device, +5 to Approach, Combat,
Robotics Research: 13.79
Robotics Unlocks:
Assistive Aiming Device (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personell Turrets 10 R/P
Weekly Actions: Your ranks swell this week, Many more minions are proud to don the jumpsuit in your name! +4 Reg, +3 Sci -$1,600
Then you assign some of your older Regulars to training. Your science department will be the envy of all, Even the once legendary Labrat.
-4 Reg, +4 Sci.
The mayhem of your technician is mostly ignored this week. In truth he did not manage to accomplish much. +1 Not.
You task your minions to achieve some extortions. They are mildly successful, adding a single extortion to your criminal empire. +2 Not.
(Since resource purchase is instantaneous, Its easier to just have it all be cash)
Chemistry research plods forwards. No great strides this week.
------
If I missed anything, Let me know. I'm sure something slipped past me.
! Look! New stuff! Will be added to post 2 when I get around to it.
TERE SLEEP NOW. Blaarrgh. (But not actually since I cant sleep, much as I want to.Damn this cold)
New Base Upgrades! (all improvements to the Lab)
Robotics:
Network Isolated Test Chamber: 60 R, 2 Minion/Weeks, Reduces the impact of a Robotics research critical failure)
Automated Prototype Production: 100 R, 6 M/W. Gives a bonus to Robotics research. Increases likelihood of being detected during passive sweeps of the area.
Psychology:
Isolation Chambers (60 R, 2M/W) Reduces the impact of a Psychology critical failure.
'Seer' Neural Mapping (100 R, 6 M/W), Gives a bonus to Psychology Research, Increases minion loyalty.
Aerospace Engineering:
(Name TBD, Taking Suggestions) 80R, 2 M/W Reduces the impact of an Aerospace Engineering critical failure.
(Name TBD, Taking Suggestions) 125R, 8 M/W, Gives a bonus to Aerospace Engineering, May result in damage to base.