Week 7: HENCHMEN! Archetype: Frontline Leader
Traits: Leader of Men
Offer You Can't Refuse (1)
Minion Cap: 10
Minions: 3 Regulars, 3 Thug, 3 Sci.
Henchmen:
Dr Cal Gore (1)(I reserve the right to make names sillier.)
Cash: $2,700(+$500/Week)
Resources: 15
Notoriety: 49
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Tapestry (+4 Minion Loyalty)
Laboratory
Gear:
1x Laser Rifles
Traps:
1x Knockout Gas Trap
Physics Research: 6.83
Physics Unlocks:
-Laser Rifles (+3 combat rolls, 3R/per)
Weekly Actions: Your presence makes this mission a glorious success, mostly. The approach was simple and easy. Half your minions drove an unmarked white van up on the transport vehicles, while the other half created a roadblock to slow them down. Then your minions struck like a hammer striking against an anvil. Your minions easily overpower the guards and transport the tapestry into your own vehicle. The problem at this point was you'd just pulled off a heist, in broad daylight in the middle of a traffic jam. Your escape options were greatly limited and police sirens could be heard in the distance steadily approaching.
Your minions decide to ditch the van. Carrying the tapestry under their arms they book it down the street, led by you. A fierce shootout with police forces ensues while your minions attempt to secure new transportation. You yourself get involved in a fistfight with a dozen police officers before being almost dragged away by your minions.
The police attempt to pursue you but an unusual power surge gives you a series of green lights, and causes dozens of accidents behind you.
+ Ornate tapestry, +10 Not
You return home to find your minion tasked to plotting asleep at his desk, a half completed sudoku book under his head.
The science department reports a breakthrough. They proudly unveil their newly created laser rifles! -3R, +1 Laser Rifle
Archetype: Cult Leader
Traits: Indoctrination
Minion Cap: 10
Minions: 3 Regulars, 1 Sci, 1 Tech, 2 Thugs
Cash: $300
Resources: 110
Notoriety: 25
Lair: Decommissioned Facility
Lair Accoutrements:
Laboratory
Gear:
1x Giant Laser
Physics Research: 5.00
Physics Unlocks:
Giant Laser (10R/P)
Weekly Actions: Given your lack of funds, you decide to recruit 2 thugs, rather than anything else. -$800, +2 Thugs.
Physics research pulls ahead and your minions show off a new Giant Laser! -10 R, +1 Giant Laser
The rest of your minions manage to find word of a newly started shipping company that has many items stockpiled. At the very least, it will be a fine place to restock on resources.
Archetype: Cult Leader
Traits: Cult of Personality
Aura Of Fear (1) Enemies have reduced morale in offensive plotted missions.
Minion Cap: 12
Minions: 2 Regulars, 5 Sci, 3 Thug, 1 Tech
Cash: $4,550(+$500/W)
Resources: 0
Notoriety: 34
Lair: Abandoned Warehouse
Lair Accoutrements:
Ornate Sarcophagus (+5 Minion Loyalty)
Laboratory
Traps:
4x Lockdown Devices
Biology Research: 6.01
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Physics Research: 1.38
Chemistry Research: 1.84
Weekly Actions: More recruits for your empire of evil! +2 Sci, +3 Thugs
Physics research lags far behind Chemistry and Biology. But progress is made in all 3 fields.
Your plotting minions reveal a name. "The Oracle". They do not yet know how to contact this person, but they believe that with more time they can discover more about this elusive information broker.
Your thug does not return. He is either dead or captured. -1 Thug +2 Not
The technician enjoys his week off.
Archetype: Mad Scientist
Traits: Reckless Ambition
Well Laid Plans (1) Gain a small bonus during plotted missions)
Minion Cap: 10
Minions: 2 Sci, 7 Regulars, 1 Thug
Cash: $4,200
Resources: 20
Notoriety: 36
Lair: Abandoned Warehouse
Lair Accoutrements:
-Da Vinci Sketchbooks (+5 All Physics Research rolls)
Laboratory
-Blast Chamber
-Centrifuge (3 MW / 55 R still required.)
Weekly Actions: Plotting reveals nothing this week. You chastise your minions for their laziness.
Your minions are cast out into the world, choosing different directions and bringing crime to the populace.
They are widely successful, bringing in a large amount of money to your EVIL coffers! +$1,700, +7 Not
Archetype: Mastermind
Traits: Contingency Planning
Elusive Shadow (1): Gives a bonus to stealth-related checks during plotted missions
Minion Cap: 10
Minions: 4 Regulars, 3 Sci, 2 Tech, 1 Guard
Cash: $2,300
Resources: 35
Notoriety: 28
Lair: Harbor Warehouse
Lair Accoutrements:
Laboratory
-Simulation Supercomputer
Chemistry Research: 6.12
Chemistry Unlocks:
Hallucinogenic Compound (1R/per [Must add to all to add it to a mission], Gives +2 to all Combat+Stealth type rolls within the mission)
Weekly Actions: Your recruitment drive goes off without a hitch. Your name carries much more weight in the underground. +1 Reg, +1 Guard, +1 Tech, +2 Sci
The supercomputer is completed.
A weak week for research but at least progress is made.
Your minions return, bearing news of a bank that has lost most of its security forces due to a bad stomach flu going around. They believe that they can successfully rob it before the security force is brought back to full strength.
Archetype: The Spider
Traits: Patient Hunter
Information Web (1) You perform some plotting yourself, while your minions do.
Minion Cap: 10
Minions: 4 Regulars, 3 Sci, 1 Tech, 2 Thug
Vault : $5700
Warehouse : 10 Ru
Notoriety: 31
Lair: Undisclosed Bunker
Lair Accoutrements:
Laboratory
-Reinforced Reaction Chamber
Gear:
1x Goo Cannon.
Chemistry Research: 11.00
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)
Weekly Actions: This is a slow week for research. Very slow.
With your oversight, your minions have come up with a passable plan to seize a resource shipment. The shipment is small, but your minions feel it offers the best chance at success currently.
The trouble with using a nonlethal device to cause mayhem is that casualties are almost nonexistant. However panic is caused by your application of the Goo Cannon. Just not very much. +3 Not.
Your thug fails. It is an embarassment to his skills, and your other minions taunt him for his failure to extort a little old lady. He claims there was a gang of them and they beat him up. But who would listen to that?
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ACTION WORLD NEWS! Tonight:
Good evening, I'm Dirk Nightly. Forces of Evil, better known as the Crimson Fists have struck at a shipment and stolen a priceless historical tapestry. We go live to the scene with Dawn Weathers.
"Thanks Dirk. I'm on location where the diabolical criminal mastermind of the Crimson Fists masterminded the seizure of a priceless medieval tapestry thought by many to be worth millions. Their leader was on the scene and caused many police officers who were first on the scene to be placed in the hospital. Bystanders were shocked at the violence shown here today. Inside sources believe that the Crimson Fists had outside help. Could this be what many experts have feared? The resurgence of Evil in our streets? Back to you Dirk."
"Thank you Dawn. I must caution our viewers that the station does not believe there is a global conspiracy of evil afoot. We urge you to remain calm and allow Justice to prevail. Coming up next, a "
*Click*
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And..Turn! Just a note, promoting a minion to Henchman status takes a week and they cannot do anything that week.