Week 20: Cool toys and more cool toys! Archetype: Frontline Leader
Traits: Leader of Men
Offer You Can't Refuse (3)
Minion Cap: 20
Minions: 1 Regular (50% to Reporter), 6 Thug, 7 Sci, 2 Guard, 1 Tech, 1 Reporter, 1 Bruiser.
Henchmen:
Dr Cal Gore (3)
Cash: $11,350(+$1,500/Week)
Resources: 9
Notoriety: 167
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Tapestry (+4 Minion Loyalty)
Training Room
Laboratory (R)
Holding Cells
Small Generator (2x)
Gear:
2x Giant Laser
1x Gravity Cannon
9x Laser Rifles
8x Arc Rifle
1x Void Beamer
Traps:
2x Gas Trap (Knockout)
2x Lockdown Trap
1x Pit Trap
Physics Research: 41.78
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)
-Void Beamer, +12 Combat Rolls, +10R/P
Weekly Actions: One of your extortions was suspended by the forces of justice this week.
Your minions have finally succeeded. A bruiser has given his secrets to one of your thugs in exchange for his freedom.
Your guards report nothing this week. All is silent.
A few traps are installed in your base. -$750
The mayhem is a modest success. Your technician is quite happy with it. +6 Not.
You and your minions descend upon the world at large and manage to haul back a modest bounty of resources. More than enough to build a Gravity Cannon. +24 R, +7 Not.
Your minions then construct a gravity cannon. -20R.
Research progresses swiftly and easily. Your minions are happy to unveil their plans for a new weapon incorporating what they think is the pinnacle of weapons technology. The Void Beamer practically disintegrates everything it touches. Just a matter of time.
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: $4,800(+$1000/W)
Resources: 0
Notoriety: 153
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Sarcophagus (+5 Minion Loyalty)
Laboratory
-Centrifuge
-'Seer' Neural Mapper.
1x Small Generator
Traps:
4x Lockdown Devices
Gear:
14x ESD
14x Laser Rifles.
2x Panic Ray.
Biology Research: 14.37
-Passive +1 to all Plotting and Research rolls.
-Passive +2 to all Combat related rolls
Physics Research: 18.73
-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: 15.17
-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.
-Chaos Training, Your minions cause larger notoriety gains when performing Mayhem missions.
Weekly Actions: You have ordered the purchase of a large quantity of resources. This has drawn some attention your way. +2 Not.
Your scientists have pieced together the Neural Mapper. And another Panic Ray.
No sign of those meddling kids this week.
Your squad of thugs makes an excellent haul this week. And they didn't draw nearly as much attention your way. +$2,500, +6 Not.
Science makes poor strides this week, due to the lack of manpower. But a breakthrough is made in Psychology thanks to the great work of the Cutter.
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: $5,800
Resources: 95
Notoriety: 113
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 (2x)
Gear:
2x Giant Laser
10x ESD
Physics Research: 41.87
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: Many of your minions have been tasked to the moving of your base. You are nearly completely moved. This does make some of your tasks a bit more inefficient. (16/20 M/W towards move.)
Your physics research is slowed by the noise of moving, but some progress is made.
Several resources are purchased, and a Small Generator is constructed.
The minions you task to raising cash bring back a small haul. +$800, +3 Not.
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: 3 Regulars, 9 Sci, 1 Tech, 3 Guard, 3 Thug. 1 Bruiser
Henchmen:
'Gears' (3)
Cash: $5,500 (+$1,000/W)
Resources: 27
Notoriety: 132
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
2x Gas Trap (Hallucinogen)
1x Gas Trap (Knockout)
1x Gas Trap (Confusion)
Gear:
Chemistry Research: 21.03
-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]
-Apathy Gas Grenade (3R/P, +4 Combat/Approach. OSD) Enemies become listless and uncaring. Easy prey for your minions. (Can also be loaded into knockout traps)
Biology Research: 23.13
Biology Unlocks:
-Passive +2 to all Combat related rolls
-Passive +3 to Guard rolls.
-Passive +2 to Plotting rolls.
-Forced Superhuman Evolution(Stage I): Passive +2 to all rolls.
Weekly Actions: Your guards report nothing.
Resources are purchased and crafted into gear for use in your missions. Your minions also deploy a few more traps. (Total expense, -9R, -$1,500)
Your regular has finished his training, and is now a Bruiser.
Thugs under your command have been badly beaten this week by an unknown assailant. A strong smell of ozone preceding the attacks may suggest involvement by the Clockwork Sentinel.
Your minions descend with swiftness and purpose on the scouted Biology lab. They pose as graduate students who are there for a tour, easily fooling the guards with generous applications of their PIPs. The one recalcitrant guard is given a heavy does of HCs. Before long they have been given access to the very core of the labs. They ask a great deal of questions that slowly but surely arouse suspicion in the scientists working the lab.
Security is called down on your minions, who decide to fight their way clear after scavenging a heap of useful data. The enemy is no match for your chemically enhanced minions and the battle is over swiftly. The police outside on the other hand are somewhat more of a challenge. Thankfully you decided to well gear your minions, and the RIGs prove once again to be incredibly worthwhile investments.
There is no pursuit to speak of. +5.21 Biology Research, +16 Not.
Progress in Chemistry research is aided greatly by the sheer weight of bodies you add to the task. Before long your minions are unveiling another compound for use in your nefarious schemes. The biology research, when pieced together with your own gives you access to a regimen of scientific procedures meant to push humanity further down their evolutionary path. The first test subjects (everyone) are already more alert and capable in nearly every way. Your scientists assure you that they should be able to push this research further.
Archetype: The Spider
Traits: Patient Hunter
Information Web (2)
Elusive Shadow (1)
Minion Cap: 20
Minions: 3 Regulars, 13 Sci, 1 Tech, 2 Thug, 1 Guard.
Henchmen:
Knuckles (3)
Vault : $2,100 (+$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
-Network Isolated Test Chamber
Holding Cell
Traps:
2x Lockdown Devices
4x AP Turrets
Gear:
2x Goo Cannon.
9x Laser Rifles
-9 AADs
Physics Research: 14.17
-Laser Rifles (+3 combat rolls, 3R/per)
-Deployable Cover (5 R/P) One Shot device, +5 Combat/Escape/Stealth rolls
Chemistry Research: 24.53
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: 15.82
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
Security Jammer (5R/per) OSD, +5 to Approach, Escape rolls)
Aerospace Engineering: 3.97
Weekly Actions: An Isolated test chamber is constructed. Soon your Robotics research will surge forward. -60R, -$3,000
Capturing a guard barely even needs the Goo cannon. But lets have one anyways. Why not? Before the middle of the week one of your minions has secured a guard, and gotten all of his job related secrets. -1 Reg, +1 Guard.
You believe you may have located what you were searching for. All signs point to this being exactly where your target makes his home. Minions are standing by! Awaiting your orders to engage!
As far as your research teams go, Chemistry and physics make reasonable strides. Robotics unveils a newly unlocked set of schematics. Aerospace research makes good progress.
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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.