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Author Topic: Evil Genius 2! EVIL HARDER! Turn 21 now up!  (Read 47332 times)

Donuts

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Re: Evil Genius 2! EVIL HARDER! Turn 19 now up!
« Reply #240 on: October 15, 2012, 02:02:06 pm »

Lol Scooby-Doo? xD
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"Oh shit, they've got a slogan! It means they're serious!"

Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 19 now up!
« Reply #241 on: October 15, 2012, 04:24:11 pm »

Couldnt resist. Cmon, he has a trait that makes his lair frightening. He is INVITING This sort of thing.

Besides, I couldnt be serious if I tried.
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But despite what you've been told, I once had a soul. Left somewhere behind...

RulerOfNothing

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Re: Evil Genius 2! EVIL HARDER! Turn 19 now up!
« Reply #242 on: October 15, 2012, 06:53:49 pm »

Orders:
3 Regulars, 1 Tech and Gears will assault the Biology Lab. They will use HCs, RIGs and PIPs.
3 Guards will guard.
3 Thugs will extort.

Training:
1 Regular will continue learning to become a Bruiser.

Production:
3x HCs (-3Ru), 3x RIGs(-6Ru), 5x PIPs (-20 Ru)

Research:
9 Scientists will research Defensive Chemistry.

Other:
Purchase 20 Ru (-$1000)
Install 2 Gas traps (1 Hallucinogen and 1 Confusion/amnesia, if possible otherwise 1 Knockout)
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Maxinum McDreich

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Re: Evil Genius 2! EVIL HARDER! Turn 19 now up!
« Reply #243 on: October 15, 2012, 08:11:33 pm »

''Line up!'' Jerald called out, as the minions assembled. Professional and many. ''Enigma has our newest orders.''
''Indeed.'' A low voice came out, as Enigma revealed himself from the shadows. ''Progress has been steady and positive. That panic ray, what a piece.'' The scientists on the breakthrough gleamed. ''But, not hearing anything from the Oracle doesn't spell too well, and now our operations require ever increasing amounts of money... and what's worse, our reputation we have built will be used against us. This is not an ideal time, but PH34R! is now known to the world. We must make them tremble before they can even rouse up a force. Continue as before, but get that 'Seer' Neural Mapping built. I want us to progress like never before!''

The minions gave a massive 'yes, Enigma.' and got on with it with agusto.

Then he donned a monster suit and terrorised a local village playing on a local myth to lure those meddling kids away!

Orders:
Convert 5250 dosh into resources (+105)
6 Scientists build the 'Seer' Neural Mapper (-100)
Build another Panic Ray (-10)
9 Thugs armed with laser rifles and ESD's plus a Panic Ray go and steal.
4 Guards armed with laser rifles, ESD's and a panic ray guard the base.


Research:
1 Scientist + Jerald: Offensive Psycology.
1 Scientist: Offensive Physics.
1 Scientist: Support Biology.
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IronyOwl

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Re: Evil Genius 2! EVIL HARDER! Turn 19 now up!
« Reply #244 on: October 18, 2012, 10:03:45 pm »

Orders:
The Thinker, 2 Sci: Research Physics Support
4 Sci, 11 Regulars, 1 Guard: Move base to island volcano lair
1 Thug, 1 Regular: Cash Raising

Purchase 40 Resources (-$2000)
Build Small Generator (-10R)
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Neyvn

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Re: Evil Genius 2! EVIL HARDER! Turn 19 now up!
« Reply #245 on: October 24, 2012, 07:44:42 am »

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

Tech :: Construct Network Isolated Test Chamber. -60Ru

4 Regulars + EG - Plot Capture Mission

2 Thug + Knuckles - Kidnap Guard - Equipment:: L-Rifles, AA, 1 Goo Cannon.

Science Teams ::

Chem - 3/3 - Support
Phys - 3/3 - Offensive
RBTC - 3/3 - Support
Aero - 4/4 - Payload/Offensive

NOTE:: Capture Mission was for the thing I PMed you earlier, Would you be interested in the RP I had in mind???
[/quote]
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 19 now up!
« Reply #246 on: October 25, 2012, 03:02:28 pm »

Sure thing Nevyn. Turn to come this weekend.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 20 now up!
« Reply #247 on: November 01, 2012, 06:12:54 pm »

Week 20: Cool toys and more cool toys!





------
So, with week 20 +1 trait point for you all.

---Engage Rambling---
In addition. Since pure focus seems to give some rather nice gear (by design), I am preliminarily

testing a combination system, to give some cool toys to anyone who decides to split their research. Combo techs were always planned, but not yet implemented.
My initial thoughts for this were every 5 points(so an unlock point) you have in 2 fields, you can try to combine em. So if you have 5 in physics, and 5 in Chem, and 5 in Biology, you can try to combine them. Say you combine Physics and Chem and get whatever tech. You cant then combine either of those with Biology till you hit 10 (in physics or chem). This may require some more attention on my part but I think I can handle it.

Actually that seems like something I might do there for the real game. Every time you hit 5 points in a field you get your regular unlock, then you get an unlock point that you can use in pairs to unlock a combo tech. That would keep it reasonably manageable, And could be used to give powerful splashy techs to the people who are splitting their focus. In order to keep them on par with the guys who only focus on one tech. But on the other hand I don't really want them more powerful persay.

Maybe just having more options.
It could easily go either way.
« Last Edit: November 01, 2012, 09:32:46 pm by Terenos »
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IronyOwl

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Re: Evil Genius 2! EVIL HARDER! Turn 20 now up!
« Reply #248 on: November 01, 2012, 08:07:33 pm »

Orders:
The Thinker, 3 scientists: Research Physics Support
4 regulars: complete base move
1 scientist: build training room (-100R)
2 scientists, 2 regulars: train regulars into scientists
1 guard: guard base, use laser+ESD
1 thug, 6 regulars: cash raising, use laser+ESD

Purchase 40 resources (-$2000, +40R)
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

RulerOfNothing

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Re: Evil Genius 2! EVIL HARDER! Turn 20 now up!
« Reply #249 on: November 03, 2012, 12:53:33 am »

Orders:
Gears, the 3 Regulars and 2 of the Thugs will plot against this "Clockwork Sentinel".
3 Guards will guard.

Training:
The Bruiser will train 1 Thug.

Construction:
The Technician will construct a Reinforced Reaction Chamber (-40 Ru)

Research:
9 Scientists will research Offensive Chemistry.

Other:
Purchase 50 Ru (-$2500)
Gain new Trait: Careful Experimentation
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Maxinum McDreich

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Re: Evil Genius 2! EVIL HARDER! Turn 20 now up!
« Reply #250 on: November 14, 2012, 03:39:39 pm »

''Cutter!'' Enigma called over his right hand man in science.
''Yes, Enigma, sir!?'' Jerald snapped to attention in a craze.
''I think you can handle some competition, right?'' Enigma said, with a gleam. It made Jerald a little uneasy. ''Teabag!'' Out came a thug that had been with them most of the journey. Big yet calm, he was a man that had led many a successful raid. ''You're promoted to my field commander. Jerald, leader of the base and research.''
Jerald smiled. Competition implied another scientist. Teabag, as he was known, sure was intimidating, but was well respected in the place.

Orders were made and the hope for the Oracle to reappear!


New Trait: Careful Experimentation.


Orders:
Promote Thug 'Teabag' to Henchman.
Hire thug (-400)
Build laser rifle and ESD. Acquire resources as necessary (my head is dead, sorry)
8 Thugs and Teabag armed with laser rifles, ESD's and a panic ray go stealing once more.
Guards guard with laser rifles and ESD's and a panic ray.


Research:
4 scientists plus Jerald: Offensive Psycology.
3 scientists: Offensive Physics.
2 scientists: Support Biology.


(Sorry for the wait. I thought I had done a turn...)
« Last Edit: November 14, 2012, 08:34:17 pm by Maxinum McDreich »
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Riversand

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Re: Evil Genius 2! EVIL HARDER! Turn 20 now up!
« Reply #251 on: December 21, 2012, 11:07:31 pm »

Hey, i missed this getting started, No PM's. well, if i can still get in, even if late to the party. Jier Sunrender here.



Jier grins smugly, shuffling the notes about his desk getting things ready... the stage was getting ready, variables in place, to make a move. A grand experiment soon to begin... A grin crosses the shaped face of the Scientist.


----------------------------------------
Jier Sunrender Of Gensys Inc.

Gensys Inc.

Archtype: The Mad Scientist
Starting Trait: Reckless Ambition

Minions: Researcher 1; Regular 4

Lair: Underground base/abandoned missile silo/old mine [all either way, i want to be underground. i tend to get.. dug in. but, will happily change that. [base preferred, old mine likely]

Assets:
$5,000
100 Resources
Notoriety 0

Researchers: 1; Regulars: 4
« Last Edit: December 21, 2012, 11:16:27 pm by Riversand »
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This is Dwarf Fortress! If we can chuck magma at innocent wildlife, we can do ANYTHING!

It was at this point that I realised that dwarves are actually the essence of chaos. What else can make perpetual motion machines, recursive statues with more building materials than the average tower and has such a short attention span that a damn fine chair can off-set the death of their entire family.

Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 20 now up!
« Reply #252 on: December 22, 2012, 07:01:59 am »

..Holy crap I totally forgot about this. And it seems 2 of my players did as well. FOR SHAME!!!1eleven.

I'll see about getting a turn together this weekend! reviving this.
« Last Edit: December 22, 2012, 08:50:28 pm by Terenos »
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Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 20 now up!
« Reply #253 on: January 05, 2013, 05:46:03 pm »

Week 21: A New Year, NEW EVIL!




------
Action World News! Tonight!

Good evening, I'm Drake Nightly. We're sorry to report tonight that the lull in actions by the so called Evil Genius', was merely a ruse to buy time. While some seem to have faded into the background, others have stepped forwards. The forces of PH34R are whipping the nations into a frenzied panic, and now with the arrival of the newcomer Gensys Inc, people are afraid to leave their houses.
The Malevolence Foundation continues their dire work, and an source claiming to be an insider has revealed they may be plotting to bring down that hero of justice known as the Clockwork Sentinel. Using a coded message in a drop box, the Sentinel has let us know that he is unafraid of the forces of Evil.
And the Ring of Iron seems to have vanished from the public eye. Leading experts suggest they have probably moved their base, and it will take time to track them down so that strike teams can be mobilized.

Governments around the world wish the public to know that special task forces are being created to deal with the rise of evildoers. Two are in the final stages of being created, and the government is convinced they will bring these evildoers to justice.
Up next..Underage road rage? Get a closer look at the problem plaguing the suburbs.. *click*
--------
If I missed anything let me know. Everyone should have 4 trait points spent.
Lets REVIVE THIS THING!
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RulerOfNothing

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Re: Evil Genius 2! EVIL HARDER! Turn 21 now up!
« Reply #254 on: January 05, 2013, 06:52:43 pm »

Max carefully considered his current strategic position. While his minions had managed to get closer to locating the Clockwork Sentinel, the recent upsurge in people looking for his base of operations had Max concerned. He decided that it was best to relocate away from San Francisco, and leave the Sentinel for one of his rivals to deal with.

But where to relocate
to? Max believed that while a defensible position was good, flexibility (and the ability to escape with most of your equipment intact) was more useful, and he did not see any way to get the latter without forfeiting the former. While some of his minions were looking for a new base site, he decided to replenish his stockpiles of chemical augmentations, to forstall any problems that might arise during this time.

Orders:
Gears and the 3 regulars will attempt to locate a site for a new base of operations that would make the base difficult to locate and easy to evacuate if attacked.
3 Guards will guard.

Training:
2 Bruisers will train the remaining 2 Thugs into Bruisers.

Research:
9 Scientists will continue to research Offensive Chemistry.

Production:
Produce 21 Hallucinogenic Compounds, 21 Reactive Ingested Guardians and 4 Apathy Grenades (-75 Ru)

Other:
Purchase 50 Ru (-$2500)
Install 2 more Lockdown Devices (-$500)
« Last Edit: January 05, 2013, 07:15:10 pm by RulerOfNothing »
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