You (may have) READ IT! You (may have) LIKED IT!! (some of) You even demanded its return!
Thats right, its my evil genius game! Now with updated rules. This! IS a turn based strategy game.
The Gist of things!
You! Take command of an evil organization based around specific archetypes (these archetypes are not set in stone, and others can be added with sufficient explanation).
You! Receive a number of minions, cash, and 'resources' (the catchall everything else resource).
Actions are laid out for the week, For example, You may send 5 of your minions to steal cash. Or have some guard the base. Or have your scientists do research. Any minion can do any task they're rated for, and nothing else. 1 task per minion, per week. As many tasks as you like though. Divvy em up, clump em together.
I will roll dice to determine the success bracket for things undertaken by your minions (ranging from Dismal Failure, Failure, Slight Success, Success, Incredible Success).
The Archetypes!
The Mad Scientist
"They said I WAS MAD! BUT I'LL SHOW THEM ALL!"
Starting Traits:
Unique: Choose Between: Eureka (Eliminates the lower range when unlocking new tech. (Instead of a -1,0,+1 bracket, unlock in a 0, +1 bracket). Or Reckless Ambition Your research proceeds faster, But you have a higher chance of causing accidents.
General: None to begin.
You begin with 1 Scientist (Research, Enhance Base), 4 Regulars(General Mayhem, Cash Raising,Plotting, Guarding)
The Mob Boss
"Make them an offer they cannot refuse."
Starting Traits:
Unique: Choice between: Criminal Empire (2 starting Extortions (+$500 cash/week per), Extortions draw less heat. Or Practiced Criminal (All stealing missions operate one bracket higher)
General: None to begin.
You begin with 1 Thug, (General Mayhem/Cash Raising/Plotting, Guarding, Extortion), 4 Regulars(See Above)
The Cult Leader
"Dont drink the Kool-Aid."
Starting Traits:
Unique: Choice between Cult of Personality +2 minion cap. or Indoctrination Your minions are far less likely to betray your plans or location if captured
General: None to begin.
You begin with 5 Regulars (See Above)
The Layabout Playboy
"I say, Lets be bad guys."
Starting Traits:
Unique: Choice between : Outside Investors Instead go to 3x regular starting cash/resources, Small chance of additional funding. Or Legal Eagles They might track you down, but you are far more difficult to directly target by the Forces of Justice.
General: None to begin.
You begin with 5 Regulars (See Above)
You begin with 2x the regular starting cash/resources
The Mastermind
"Their every move makes my victory more complete"
Starting Traits:
Unique: Choice Between Man With a Plan Your minions will succeed more often at plotting attempts thanks to your guidance. Or Contingency Planning Your minions will do better within plotted missions.
General: None to begin.
You begin with 5 Regulars
You begin with 1.5x the regular starting cash/resources
The Spider
"I'll be waiting for you."
Starting Traits:
Unique: Choice Between : Lie in Wait Your base is prepared for the worst, and you gain a defensive bonus. or Patient Hunter You are more likely to manage to capture your opponents.
General: None to begin.
You begin with 5 Regulars
You begin with 1.5x the regular starting cash/resources
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But whats this I hear you say? What else do I start with?
(Regular Starting Resources, please multiply appropriately if your archetype has more)
$5,000 in starting Cash.
100 Starting Resources.
Notoriety of 0 (Notoriety is a basic indicator of how badly the Forces of Justice wish to bring you down for your nefarious deeds. All your deeds will raise notoriety, if they're even remotely visible to the public. More Notoriety will increase your minion cap, and allow you access to more Henchmen.
Minion Cap of 5 (Unless Cult Leader with CoP)
A Lair: Your choice of something low-profile and basic. A warehouse? Acreage mansion? You tell me!
A Minion (Tier 0) costs $100 per, to recruit.
All Tier 1 Minions (Thug, Scientist, Guard, Technician, Possibly 1 or 2 more types. Im still thinking.) cost $400 to recruit, but can be trained later on.
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Minion Jobs
Regular : General Mayhem, Cash Raising,Plotting, Guarding
Tier 1 Minions
Scientist: Enhance Base, Research
Thug: General Mayhem, Cash Raising,Plotting, Guarding, Extortion
Technician: General Mayhem, Enhance Base 2(2 Minion Weeks of labor at a time)
Guard: Cash Raising,Plotting, Guarding
Tier 2 minions must be captured or Trained.
Spies: General Mayhem, Cash Raising,Plotting, Guarding, Infiltrate
Bruisers: General Mayhem, Cash Raising,Plotting, Guarding, Extortion
Reporters: General Mayhem, Plotting, Smear
Saboteurs: General Mayhem, Enhance Base (2), Sabotage
Infiltrate gives you a small chance to infiltrate other organizations, Or Forces of Justice, or even possibly used as a precursor to Plotted missions, to give a slight boost to that mission.
Smear missions give a chance at redirecting slight amounts of Notoriety gain from missions you're doing, onto other factions. The backlash from this could be heavy, as I doubt the Forces of Justice would appreciate being duped.
Sabotage missions are used to damage or destroy rooms/upgrades in EG bases, or cripple the Forces of Justice.
Any and all Minions can be sent on plotted missions.
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The Research
Now admittedly, I've been running this game for awhile in other ways and I have a few gaps in the tech tree. Assistance there would be helpful. If something seems like an obvious addition, tell me and we'll slot it in.
Fields:
Tier 1
Physics,Chemistry, Biology
Tier 2
Robotics, Botany, Psychology
Tier 3
Aerospace Engineering
Further? Yes.
Tier 1 fields are public domain and can be researched by anyone. Anything T2 and beyond will be unlocked as you become more notorious.
Research is handled by specifying a field, and a direction (if you like). A field, is Biology, Chemistry, Physics, So on. A Direction is Offense, Defense or Support.
Promotion
A minion may be promoted to a Henchman (1) and his talents will lie in the general direction of his most unique job.
Assuming of course you have a slot open for one!