Sorry guys, no Eyes and Ears this week. I just have -not- been able to sit down and work on the turn, so.. Cause of that, I just want to get it out there. Im sort of thinking of altering the trait's value to cut down on my workload around it. Maybe just have it factor into rolls if you're targeted by another EG in PMs..I dunno. Kashyyk, Taricus, your thoughts?
Week 22, Or Cool Toys and New Opposition Archetype: Mad Scientist
Traits: Researcher (4) Man with a Plan (1)
Minion Cap: 25
Minions: 12 Scientist, 2 Spies. 4 Thugs, 3 Reg, 2 Guard, 2 Tech
Henchmen: Dr Doom (4)
Cash: $11,020 USD (+$1500/week)
Resources: 22 (+40/week)
Notoriety: 201
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory
-Blast Chamber
Training Room
Holding Cells
2x Giant Laser
7x Laser Rifle
1x Aerial Survey Drone
7x ESDs
9x Void Shield
7x AADs
1x 'Shield Cannon'
1x Security Jammer
3x AP Turret
1x Generator, Small, (On)
1x Captured Saboteur
Weekly Actions: Your recruitment continues, adding more and more individuals to the great cause of EVIL. +2 reg, +1 Guard, +1 tech, +2 Thugs -$1,000.
Both of your thugs report back with success, in an absolutely unprecedented showing.
Before half the week is out, your spies have secured a Saboteur, one of your regulars will be tasked to assist him, when he has the free time (All regulars busy/Just hired, start training next week)
Your guard reports the agents of CARE in the area. No doubt they are intent on clearing some of your extortions.
Dr Doom goes out into the field, with one regular assisting him. There isn't too much media coverage of his events, possibly because it seems there are a glut of people posing as Dr Doom and demanding the media pay attention to them. He brings back some resources, and some crushed dreams. +30 R, +6 Not
With the resources brought in by Doom, your minions are able to complete the Void Shields you requested -40 R, +8 VS
A Blast Chamber, and holding cells are constructed with no great effort.
Robotics research fails when a minion 'accidentally' upsets several crucial experiments in progress. The frustration is a palpable force.
Physics however, progresses much faster. Biology as well makes a few strides.
Its true! CARE, Drunk off their most recent success has struck fiercely against your extortions. Only 1 was broken, but this is not the sort of precedent you should let stand.
Robotics Research: 23.43
Robotics Unlocks:
Aerial Survey Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Security Jammer (5R/per, +2 to Approach rolls)
Anti Personell Turrets 10 R/P
Improved Hydraulics
Physics Research : 43.21
Physics Unlocks:
-Giant Laser (10R/Per)
-Laser Rifles (+3 combat rolls, 3R/per)
-Improved Batteries.
-Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
-Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
-EMP grenades: (1R/per, required for every minion in a mission[+2 to escape/combat rolls VS mechanical, Consumable])
-Generator, Small. (10 Resources, Reduces chances of location by FoJ)
-Payload Device, Physics (200 Resources, 10 M/W)
-Void Shield (5R/P) +7 to Combat/Defense rolls.)
Biology research: 21.74
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Passive +2 to all Combat related rolls
Genetic Tampering
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Archetype: The Mastermind
Traits: Man With a Plan (3), Eyes and Ears (2) [Can get the gist of PM'd orders.]
Minion Cap: 20
Minions: 8 Guards, 6 Scientists, 2 Technicians, 1 Thugs, 3 Regulars.
Henchmen: Francessca (3)
Cash: $7,820
Resources: 68
Notoriety: 168
Lair: House in Germany
Lair Accoutrements:
Laboratory
-Omega Cluster Computer System.
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
2x 'Shield Cannon'
1x HP Sedatives (+3 combat/escape rolls[Must be added to all minions in a mission]
9x Energy Shielding Devices
9x Assisted Aiming Devices
1 Generator, Small, On.
Weekly Actions: Your guards report very little this week.
A fair few resources are added to your coffers. Alongside a little notoriety. +36 R, +10 Not
Robotics research blitzes forwards again,not enough for a breakthrough but the progress is still staggering.
Francessca requests that you assign her some assistance, to secure a very rare and potentially valuable specimen from a government research facility in Russia. She says it should be well within your power to acquire.
Physics Research: 31.50
Physics Unlocks:
Improved Batteries.
Giant Laser (10 Resources/Per)
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
Generator, Small. (10 Resources, Reduces chances of location by FoJ)
Arc Rifle, +7 Combat rolls, 5R/Per
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Robotics Research: 14.32
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Spider Drones (5 R/P)
Biology Research: 14.93
Passive +1 to all Plotting and Research rolls.
Passive +2 to all Combat related rolls
Archetype: Cult Leader
Traits: Cult of Personality (5) (+14 to minion cap, 30% Cheaper minion recruitment costs, 5% chance on hire of a minion being free.)
Minion Cap: 39
Minions: 3 Regulars, 10 Thugs, 4 Bruiser, 15 Scientists, 2 Technician, 4 Guard, 1 Reporter
Henchmen: 'Teeth'.
Cash: $4,360
Resources: 80
Notoriety: 180
Lair: An elaborate cave system, in the Blue Ridge Mountains of the USA.
Lair Accoutrements:
Laboratory
-Biology Containment Chamber
Workshop
Training Room
Holding Cells (R)
2x Giant Laser
3x Spider Drones
5x Laser Rifles
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions: Your minion count swells Lord Thrakor. 2 Thugs were proud to join your illustrious army for no cost, The rest required payment. -$5,390, +9 thugs, +9 Sci, +1 Tech, +2 Guard, +1 Reg
Training begins , your minions work tirelessly to learn new craft secrets. (50% to Reporter, +2 Bruisers, -2 Thugs)
Alas, no extortions were able to be created this week. But at least CARE did not descend upon your minions.
The guards report nothing. Tourists do not even walk here, and the caverns are huge.
No immediate henchmen leap out at your minions. This week at least.
Your holding cells are easily replaced. -25 R.
The trade goes off without a hitch. Soon your plans will be realized.
Your research progresses slowly, and comes within a hairs-breadth of a breakthrough.
Biology Research: 35.99
Biology Unlocks:
Passive +3 to all Plotting and Research rolls.
Passive +3 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Genetic Manipulation (Passive stepping stone tech.)
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
Minor Aberration : Can spend 20 resources, to gain 1d6 Notoriety every week, for 3 weeks, as your genetically altered animals cause unheard of chaos.
Payload Device (Biology) : 200 R, 10 M/W
Physics Research: 0.00
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3R/Per, Adds +2 Combat+Defence rolls)
Anti Personell Turrets 10 R/P
Chemistry Research: 15.13
Chemistry Unlocks:
Hallucinogenic Compound (1R/per [Must add to all to add it to a mission], Gives +2 to all Combat+Stealth rolls In the mission)
HP(High Powered) Sedative: (2R/per [Must add to all to add to a mission], Adds +3 Combat/Escape rolls)
Concentration Drugs, 1R/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Improved Potency.
Robotics Unlocks:
Spider Drones (5 R/P)
Psychology Research: 14.98
Unlocks:
Minion Loyalty Conditioning (+2 Minion Loyalty)
Minion Persona Training. (+2 All Deceit/Stealth Rolls)
Archetype: Layabout Playboy
Traits: Legal Eagles (3) Man with a Plan (1) Extortionist (1)
Minion Cap: 20
Minions: 2 Regular, 1 Tech, 9 Scientist, 4 Guards, 4 Thugs,
Henchmen:
(3)
Cash: $7,720 (+$500/W)
Resources: 124 (+20/week)
Notoriety: 142
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty
+Crown Jewels (+4 Minion Loyalty)
Training Room
Laboratory
2x Giant Laser
3x AP Turrets.
11x Laser Rifles
11x AA Attachments
8x ESD's
6x Spider Drones
Weekly Actions: Your guards report nothing amiss, and the transfer moves ahead slowly, but surely. (13/30)
Your henchman reports back with a few sacks of cash. (+$1,200),+12 Not
Training goes well. +2 Thugs, -2 Regs
Alas your regulars managed to fail at capturing a spy. Better luck next time.
((..I hate you with a fiery passion. You want things built, tell me what they are. You didn't even LOSE any gear in the Omega Cluster battles)) Your technician adds his talents to the transfer.
You have a brilliant idea, and after a feverish night of plotting and scheming you unveil your newest scheme. A plot to obliterate a small town absolutely. This would make the powers that be stand up and take notice.
Physics Research: 12.74
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Chemistry Research: 25.01
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Hallucinogenic Compound (1 resource/Minion[Must add to all], to add it to a mission, Gives +2 to all Combat+Stealth rolls within the mission)
Improved Potency.
Perpetual Innocence Pheremones (+10 to all Non Combat rolls within a mission) 4R/P[Must add to all]
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Spider Drones (5 R/P)
Aerial Survey Drone 5 Resources/Per.
Archetype: The Mastermind
Traits: (Wo)man with a Plan (2) (+5 all plotting rolls, 2% chance weekly of a free Plotted mission) Eyes and Ears (2) Cult of Personality (1)
Minion Cap: 24
Minions: 4 Regular, 8 Scientist,2 Guard, 4 Thug, 1 Reporter,1 Technician, 1x ARM.
Cash: $6,300
Resources: 27 (+20/Week)
Notoriety: 130
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Ivory Figurines (+3 Loyalty -or- pawnable for 3-6k)
Fine Mahogany Desk (+4 Loyalty)
Laboratory (Rein'd)
Training Room
Secure Vault
2x AP Turret
10x Laser Rifles
3x Spider Drones
10x AADs
8x ESD
3x Aerial Survey Drone
1x Tunneler (1)
1x Generator, Small (On)
Weekly Actions: You order a fair bit of training this week. +2 Thugs, -2 Regulars, 50% to Reporter.
Your minions do have some ideas, but to really cut down popular support for CARE, so soon after their victory is going to be difficult. It will take time to put this plan fully together though.
Nothing to report guard wise!
Robotics research pushes forwards! It will be not be long to reach a breakthrough at this rate. Physics doesn't do terribly well in comparison but still progress!
Physics: 17.23
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Biology Unlocks:
Passive +1 to all Plotting and Research rolls
Passive +2 to all Combat related rolls
Robotics Research: 34.92
Robotics Unlocks:
Spider Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personell Turrets 10 R/P
Aerial Survey Drones (5R/per)
Tunneler (1) (Can Tunnel) 20 R/P
Artificial Minion (1): 20 R/P Cap 2, Does not count towards Minion Cap. Counts as Regular for determining jobs.
Chemistry Research: 6.22
Chemistry Unlocks:
Hallucinogenic Compound (1 resource/Minion[you have to add it to all your minions on the mission to get the
boost], to add it to a mission, Gives +2 to all Combat+Stealth rolls in the mission)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Archetype: Mad Scientist
Traits: Researcher (5)
Minion Cap: 20
Minions : 9 Scientist, 1 Technician, 2 Guards, 8 Regulars
Cash: $900
Resources: 129
Notoriety: 116
Lair: Abandoned Warehouse
Lair Accoutrements:
Fine Ming Vase (+3 Loyalty)
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield
1x Exosuit
4x Spider Drones
3x Lockdown Devices
Weekly Actions: A few regulars are hired. +5 Reg -$500
A -ridiculous- amount of resources are purchased in short order. Eyes are certainly on you. +160 R, -$8,000, +12 Not
To counteract this, you install three Lockdown devices.(-$750)(Remember, cap 3)
A few Spider drones are pieced together, +4 Spider Drones, -20 R
Your minions don't really approach you with any cash raising opportunities. But they do inform you that they've come up with a somewhat daring plan to steal the statues of Easter Island. -That- should get the world to sit up and take notice!
(Of course you got it.)
Robotics research pushes ahead! Another solid breakthrough for your science team causes celebrations in the lab that night. Your minions are very proud to unveil the very first Evil Genius controlled Exosuit. (-15 R, +1 Exosuit)
Chemistry Research: 2.11
Physics Research: 27.21
Physics Unlocks:
Improved Batteries
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Giant Laser (10 R/P)
Forcefield (25 Resources, Large Power Drain) (I)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Botany: 1.01
Robotics: 31.98
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Spider Drones (5R/per)
Improved Hydraulics
Tunneler (Crude) (Can Tunnel) 20 R/P
Exosuit (1) 15 R/P (+5 Escape/Combat Rolls)
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (3) Extortionist (1)
Minion Cap: 30
Minions : 8 Thug, 6 Scientist, 7 Regulars, 1 Spy, 1 Reporter
Cash: $4,580 (+$1000/Turn)
Resources: 10
Notoriety: 109
Lair: An unassuming Casino.
Training Room
Secure Vault (Some protection from thefts)
5x Giant Laser
25x Laser Rifles
25x ESD
4x Spider Drones
Weekly Actions: Your large purchase of resources does not go unnoticed (-$5,000, +100 R, +6 Not)
You also replenish the losses your minions took in the field. +6 Thug, +1 Regular, -$2250
Your gear is assembled, +7 Lasers, +19 ESDs, +4 Spider Drones, -98 R
The minions tasked to retrieve the gem report back that they ran into severe resistance in the form of traps, security guards and police forces. From the very moment of their arrival they were outclassed and outmanuevered. They were forced to perform an ignoble retreat. But at least you lost nothing to this.
As your regulars are unable to discover enemy extortions, they hang around playing Sudoku all week.
In a bit of inspired brilliance, your reporter tracks the movements of CARE to track down the lairs of the other EGs. This hasn't quite managed paydirt yet, but its very close.
Your scientists are interrupted this week by a pair of explosions that rocked your lab. Fortunately no serious damage was done. But the progress made was negligible at best.
Between the four of them, your minions were able to capture a pair of bruisers. And two of your regulars were slacking this week! So the interrogation has already begun (2 regulars 50% of way to Bruiser)
Alas, you were attacked. Your guards were cut down by an invasion from the fearsome NCV. They struck brutally and without mercy. Perhaps they are in league with the Disciples of Thought! You valiantly lead the defense of your evil lair. There are casualties on both side, and unfortunately most of your minions were out in the field when they struck. Your well armed scientists managed to hold them back from doing too much damage. You've lost $2,000, and both your guards. +4 Not
**Minion Cap Increased**
Chemistry Research: 9.83
Chemistry Unlock:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Physics : 19.37
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Giant Laser (10 R/P)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Robotics Unlocks:
Spider Drones (5 R/P)
Archetype: Mad Scientist
Traits:
- Researcher (3)
- Cult of Personality (2)
Notoriety: 100
Minions (cap 27):
10 Scientist, 6 Regulars, 2 Guard, 1 Technician, 1 Thug, 1 Spy
Henchmen:
Doppleganger (3)
Cash: $7,200
Resources: 24
Lair: Abandoned Laboratory.
Lair Accouterments:
Crystal Necklace (+2 loyalty, AND it's pretty)
- Laboratory
-Blast Chamber
-Centrifuge
-Training Room
1x Giant Laser
3x AP Turrets
14x ESD
7x Laser Rifles
8x Arc Rifle
8x Assisted Aiming Devices
1x Spider Drone
1x Tunneler (1)
1x Aerial survey Drone
1x Small Generator (On)
Weekly Actions: Your guards have..something very odd to report. A small note delivered to your door, that simply reads "Surrender the Arc Rifle Plans." A date, and a time, and a sword emblem. How very curious.
You purchase a smaller amount of resources this week. -$3,000, +60 R
You also authorize some new hires. +3 Regs, -$300
And your training completes, granting you a new spy. (-1 Reg, +1 Spy)
Resources you have purchased are immediately used to build several new things. A tunneler, 4 AA devices, 2 Arc Rifles, and 1 Aerial Drone. -43 R
Your trade goes off without a hitch.
Doppleganger reports that he has no leads this week, but he'll get in touch with his contacts and should be able to get something happening next week if you like.
Striking from cover, after many of the Whistling Zephyr's minions had left the base, your minions were only impeded by a few guards and some well armed and coordinated scientists. Clearly Mr Ping himself had taken a hand in this combat. Your own forces were only slightly damaged. A few scientists, unused to their gear made poor choices. You were able to secure only $2,000 in easily moved cash, before being driven off. And of course, the loss of 2 scientists. +5 Not.
Physics research slogs forward to another breakthrough, led by your personal and oft understated genius. Your minions are finally prepared, they are ready to build a Payload Device to your specifications. In comparison the Robotics breakthrough is significantly less impressive. But all things are valuable. Your minions unveil the Intelligent Recognized Individual Safety system, or IRIS. They claim it will increase base security. ..As soon as you build one!
**Minion Cap Increased**
Research:
Physics : 35.00
Physics Unlock:
Giant Laser (10 R/P)
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Feeble Forcefield (20 Resources, Large Power Drain)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Arc Rifle, +7 Combat rolls, 5R/Per)
Payload Device (Physics, 200 R, 10 M/W)
Robotics: 30.14
Robotics Unlock:
Aerial Survey Drone 5 Resources/Per.
Anti Personell Turrets 10 R/P, Stock 1.
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Improved Hydraulics
Spider Drones 5R/P
Tunneler (1) (Can Tunnel) 20 R/P
IRIS Subsystem: 40 R, 4 M/W Increases overall security in the base.
Chemistry: 13.24
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Biology:
Passive +3 to all Plotting and Research rolls.
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
Archetype: Layabout Playboy
Traits: Man With a Plan (1) Legal Eagles (4)
Notoriety: 115
Minion Cap: 20
Minions: 4 Scientists, 4 Thugs, 1 Bruiser, 3 Guards, 2 Regulars. 1 Technician.
Cash: $7,100 (+$500/W)
Resources: 34
Lair: Rural French Chateau
Lair Accoutrements:
Native American Totem Pole (+2 Minion Loyalty)
Training Room
Laboratory.
3x Gas Traps (Knockout)
1x Small Generator (On)
2x Giant Laser
15x ESDs
Weekly Actions: You purchase a few gas traps to defend your base. -15 R. As you didn't specify your minions just load them with knockout gas.
General mayhem goes well this week. The cops are paying attention, and you're safe and secure. +13 Not
Sheer dumb luck gives your minions a find. A reputed aerospace engineer is vacationing in Sicily. You could capture him and get him to reveal enough information for the field to be unlocked.
A little progress is made towards finding whoever it is you're after. More time will be required.
Your guards report nothing.
Your minions have easily managed to capture a bruiser. +3 Not Now to get started on the training. -1 Thug, +1 Bruiser
Your biology research plods forward. Reaching a breakthrough through no special means, but hey. Breakthroughs are breakthroughs, now to dose the minions!
**Minion Cap Increased**
Physics Research: 20.00
Giant Laser (10 R/P)
Improved Batteries.
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Laser Rifles (+3 combat rolls, 3R/per)
Biology Research: 5.82
Passive +1 to all Plotting and Research rolls.
-----
Agency: C.A.R.E
Headquarters: Unknown.
Leader: Natalia Shields (5)
Status: Normal, In Hiding.
Other known information: None:
Agency: S.W.O.R.D.
Other Known Information: None
Agency: L.E.G.I.O.N
Headquarters: Rome(Who knew?)
Leader: Unknown
Status: Striking at Evil!
---------------
As usual, Let me know if theres errors, A few probably snuck in.
I was only 23 hours late..I should really stop putting down deadlines. Meh. Onward! In addition, I'm going to be accelerating things slightly, in order to try to see an endgame by Week 30-32. I'm doing this because I've got a lot of data that I want to sit down and digest, tweak the rules, improve the system, All that jazz. And I dont want to cheat you guys out of a well written end-game (arrogantly assuming I can provide that!). So lets pull together, And hop to!
Update on Rules:
Promotion A minion may now 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!