Project: Cerebral EnhancerRolls*: Time (1) Cost (5)
The Cerebral Enhancer is certainly an ambitious project. The process of direct neural stimulation requires razor sharp control to prevent accidental seizures or other damage to the nervous system. Given the atypical nature of a supers brain, or specifically the brain of Brian himself in this case, much of the existing research is irreverent, and must be repeated with the appropriate conditions to provide usable data, and thats just the problems with research. The design elements are also incredibly daunting. 100 billion neurons in the human brain, and they have to stimulated perfectly to improve function without creating interference in other tasks. Designing the simulator manually would be an impossible task, so a program must be written to make the design, and left to run on a supercomputer for a very long time. This also requires a rudimentary mapping of Brian's brain to run the simulation on. Altogether, it looks like it is going to take a very long time to complete this project. However, there is some good news. Many of the initial concerns about the required human testing and the the cost of acquiring subjects intelligent enough to be relevant and yet still unknowable enough to be disposable do not manifest. Since the program will run on a simulation of Brian's own brain, no subjects will be necessary. The main costs come from the massive amount of computer power for the program, and memory storage enough to hold a human brain. Not negligible, but still much less than it could have been. A few favors to get it past the relevant ethics boards and to acquire a permit for a supercomputer are the only other things needed.
Project Cost: 5 million $ and 3 favors per turn of research.
Project time: 4 turns of research to complete.
*Initial rolls for the project are always unmodified. Modifiers affect the second set of rolls. (effect, price, bugs.)
Deployment phase
During the deployment phase, each character you control can take one (1) action. There are a number of different actions they can take.
Research:Assign a character to one of you projects, if you have the money and favors available to fund it.
Recruitment:Assign a character to recruit another hero or villain to your group, up to your current maximum. You can spend renown to modify the recruitment roll. 100 renown is a 1.0 modifier. (An unmodified roll) You can spend as much or as little as you like, but you cannot roll something outside of the 1-6 range.
Movement:Move a character to another area on the map. They cannot perform other actions during this time. Unless special measures have been taken (ie. research or a project) a character cannot be intercepted or otherwise engaged during travel.
Engagement:Send a character to influence the city they are currently in. If no plan is specified, they will take generic actions. Robbing banks or stopping muggers, depending on your side. It will produce about an even ration of $ and influence.
You can also create a specific plan for your characters engagement that will effect the outcome. There are no generic presets to these. You can do whatever you scheme up. For example, a terror bombing may produce no real money, but a lot of influence. You could also take on bigger targets. Instead of stopping muggers, you might try to break up an organized crime ring. This will see you facing a number of weak generic enemies, and might be dangerous for a lone or inexperienced character, but will provide greater rewards than generic action.
Battles occur when heroes and villains attempt to engage in the same city during the same turn. If either side has uninjured characters after the battle they will still attempt to carry out the original plan. (provided the character is not uninjured because of a retreat) If you were attempting a high value target, the little mooks will usually show up during the battle, so a lone surviving rookie will always succeed on a mission after a battle.