It was nearly half a century ago when the first supers started appearing. Nobody knows why. The construction industry is booming.
Until yesterday, the City of Megatownopolis, new capital of the USA, had all its reconstruction efforts sourced through Builders, Inc. As it turns out, the Builders, Inc. CEO was none other than the infamous supervillian, Steve Arkans. Builders, Inc. has been dissolved. Steve Arkans' whereabouts are unknown, but with his assets literally frozen, the day is saved.
Now the City of Megatownopolis really needs new construction companies. Help!
CEO Name:
Corporation Name:
History: (Optional)
Interesting company details: (Do you hire illegal immigrants at below minimum wage to shoddily yet quickly build things? Do you have contacts with Incredibuilder? These should reflect your stats where possible.)
Stats: (Increase stats by reducing others. Stats below 2 suffer a penalty. 0 is the minimum.)
Funds: 6
Reputation 0
Leadership: 0
Tools: 0
Work Quality: 0
Work Speed: 0
Criminality: 0
Funds: Starting money. Very useful for budgeting mishaps, hiring more work crews, or paying workers if you have trouble finding work contracts. Cannot start at 0.
Reputation*: Affects likelihood of winning contracts, but increases penalties for failure. Used for interacting with heroes, especially buying heroic super-tech.
Leadership: Affects CEO's ability to train, manage, or inspire work crews.
Tools: Affects whether you're digging ditches with shovels or super-tech vehicles. Somewhat increases worker costs.
Work Quality: Institutional training experience for how well work crews work. Important for structures that need to survive a hit from Mega Guy's trademarked move, Villain Toss.
Work Speed: Institutional training experience for how fast work crews work. Important for keeping on top of work in a city with daily super fights.
Criminality*: Contacts with the villain underworld, and skill at carrying out or hiding shady dealings. Can be used to buy super-tech.
Note that reputation and criminality are somewhat opposed, and will be harder to increase the further behind they are from the other.
Rolls are on a D10. 1 is villainous failure, 4 is a bare success, 9 is heroic success, 10 is overshot, >10 are various levels of heroic overshots.
The first 6 get in.
Suggestions for heroes, villains, plots, crimes, or battles are encouraged. They need not be balanced.