Week 4, Other Evil? Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions: 1 Scientist, 4 Regulars
Cash: $5,870 USD
Resources: 20
Notoriety: 16
Lair: Under a Warehouse
Lair Accoutrements: 2x Giant Laser.
Laboratory
Weekly Actions: Lord Silver, your minions descended upon the research facility where the Sentinel Project was being perfected. They blasted a hole in the wall with their giant laser and descended during the confusion a random explosion causes. The battle was fierce and pitched with the internal security forces. Both sides remained in fine shape until the arrival of the N.C.V, opening a second front with a completely separate giant laser blast, causing the internal security forces to be picked off easily. Our two factions eyed each other warily for a few moments before conflict rose anew. Even though their numbers were inferior, a fortunate shot by the N.C.V knocked out our giant laser! With laser superiority, the N.C.V managed to keep us pinned down while they made a move for the prize, Project Sentinel!
Another explosion rocked the facility, followed by a weird electronic hum. Maniacal laughter was heard within, and a voice crying out "YES! ITS MINE!". And the next thing we knew, a man in an exo-suit was there, forcing the N.C.V to retreat.
"Yes! Return to your feeble masters, and tell them that Doctor Doom possesses the Sentinel Project now!"
After this, your forces managed to pull out with no casualties, and the N.C.V, hounded by Dr Doom, retreated into the night.
Dr Doom apparently spent the remainder of the evening tormenting the police with his new exo-suit.
Also, it seems that both you and the NCV were noted as being involved in this heist. +4 Notoriety
Fortunately, the laser itself was mostly undamaged, fixing it didnt take any time.
Your research is a modest success this week, pushing you well past the point of breakthrough. Your laser gun research is necessarily sidetracked by the need for an improved power supply.
Physics Research : 10.54
Physics Unlocks: Giant Laser (10 Resources/Per)
Improved Batteries.
Archetype: The Mastermind
Traits: Man With a Plan (1)
Minion Cap: 10
Minions: 4 Regulars, 1 Guard
Cash: $7,650
Resources: 150
Notoriety: 25
Lair: House in Germany
Lair Accoutrements: A Fine Historical Tapestry (+3 Minion Loyalty)
Weekly Actions: Your minions, find a stunt double for the man and film him in houses of ill repute, doing illegal activities, Kicking a -helpless- -puppy-. When the tapes hit , the media has a field day with them. Accusations, denial, tear filled pleading with the public, all of it is for naught as the politician is forced by angry voters to resign. The police are well aware it was you, but the public was not listening. +11 Notoriety
Hot off the presses, your minion has discovered an entire case of what is quite possibly the worlds most sought after fine liquor. The case was discovered during the renovation of a subway system, and could fetch hundreds of thousands at auction. But not if you get your hands on it first.
Archetype: Cult Leader
Traits: Cult of Personality (1)
Minion Cap: 9
Minions: 5 Regulars, 2 Thugs, 2 Scientists
Cash: $4,700
Resources: 140
Notoriety: 24
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Weekly Actions: Without a question, The forces of justice truly believe your minions both started the fire, and caused it to consume that town. Your minions worked together exceptionally to beat up firefighters, fill in fire-breaks with flammable material harvested from elsewhere, and sabotage water tanks, fire-planes, and everything else they can get to. The fire wipes clean the area, and forces hundreds of thousands in property damage!
+11 Notoriety, After your well worded communique to the powers that be, claiming responsibility.
Brilliant work by your biologists have managed to devise another 'dietary supplement' to increase the potential of your minions. This one has some side effects but nothing terribly over the top, So the traditional dosing without knowledge went ahead as normal.
Biology Research: 12.11
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Physics Unlocks:
Giant Laser (10 R/P)
Archetype: Layabout Playboy
Traits: Legal Eagles (1)
Minion Cap: 5
Minions: 3 Regulars, 1 Guard, 1 Technician
Cash: $10,250
Resources: 215
Notoriety: 22
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Weekly Actions: Your minion reports back that they have tentatively made contact with an organization in the US, that might be who you're looking for.
You easily manage to round up a technician, and add his skills to your forces. -1 Regular, +1 Technician
Your forces strike out at an unsuspecting populace, burning down businesses and causing terror to rise regarding your name. Ruin and rubble are left in the path of your minions, and it is truly glorious the way the police scramble to keep control. +12 Notoriety
Archetype: The Mastermind
Traits: (Wo)man with a Plan (1)
Minion Cap: 10
Minions: 4 Regulars, 2 Scientist
Cash: $7,600
Resources: 150
Notoriety: 25
Lair: A warehouse on the outskirts of London.
Weekly Actions: Hiring a scientist goes quite well, another disgruntled recruit straight from university.
Your research goes modestly , and you think your research department has ironed out all the gaps in your Robotics research.
Well, your minions manage to assemble a dossier on one Dr Doom. Hes well known in the villainous world, but has never really had the subtlety required to rise to the ranks of Evil Genius. Hes often been associated with other more prominent villains. Hes quite talented in Robotics, and only has a small cadre of dedicated technicians who are responsible for maintaining his robotic contraptions of death and mayhem. He also loves phoning up the media and grandstanding before them while he commits mayhem and chaos.
Theres every possibility that his lair is somewhere in Northern France. That's what your research suggests.
A payment of $500 is received from one Reginald Gathord, Great Mastermind.
Robotics Research: 4.52
Archetype: The Mob Boss
Traits: Streetwise (1)
Minion Cap: 10
Minions : 1 Regular, 6 Thugs, 1 Technicians, 2 Scientist
Cash: $3,000 (+500/Turn)
Resources: 20 (+10/turn)
Notoriety: 31
Lair: A small mom and pop shop in small town US
Lair Accoutrements:
Workshop
1x Giant Laser.
Weekly Actions: Your minions, aided by a giant laser, easily manage to convince another few businesses that it would be far safer, all around for them to make a few purchases for you, so it all looks legitimate. Rumors still abound however. +2 Notoriety
The training goes very well, with Technets Regular arriving, being trained and being shipped out again. All without letting him see an inch of your actual lair.
Your recruitment goes just fine too. -1 Regular, +5 Thugs, +1 Scientist -$2,800
Physics Research: 5.11
Physics Unlocks: Giant Laser (10 R/P)
Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions : 1 Scientist, 3 Regulars, 1 Technician
Cash: $4,940
Resources: 75
Notoriety: 9
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
Weekly Actions: Your scientist quickly sets up a laboratory.
Your research goes particularily well this week, pushing you well past a breakthrough in Physics! You successfully demonstrate an energy shield by strapping it onto a minion, firing it up, then shooting at him with a semi-automatic gun. Pity the shield got shorted out, but at least you were done firing.
3 of your regulars hit the streets, to do petty crimes and raise your cash resources. Its a reasonable success, pulling in $240 in cash. The cops must have been dozing while all this happened, +2 notoriety.
It would appear that Fankie accepts your deal, As your minion arrives back, well trained in being a Technician
Research: Physics 11.40
Physics Unlocks:
Improved Batteries
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.) Current Stock: 1.
Archetype: Mob Boss
Traits: Streetwise (1)
Minion Cap: 5
Minions : 4 Thug, 1 Scientist
Cash: $5,830 (+$1000/Turn)
Resources: 100
Notoriety: 16
Lair: An unassuming Casino.
Weekly Actions: One of your thugs tries to get a feel for bribery/corruption opportunities.. He doesn't get very far. Maybe he doesn't understand subtlety?
The three out trying to get more businesses to cave to your iron rule..Yeah that doesn't go so well at all. Fortunately your minions all evade capture, But it seems Natalia Shields is expanding her repertoire and area of influence, and is directly responsible for nearly putting your men behind bars.
+2 Notoriety (already reduced), from your continuing Extortion rackets.
Your chemistry research makes some small gains, but nothing terribly exciting.
Chemistry Research: 4.53
Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions : 2 Scientist, 3 Regulars
Cash: $4,310
Resources: 20
Notoriety: 22
Lair: A small camp in a forest.
Lair Accoutrements:
Laboratory
A Small Bronze Statue (+2 Minion Loyalty)
Weekly Actions: Havoc is spread in your glorious name, businesses are demolished, clean rivers sullied, and farms torched. Truly a glorious week for evil. +13 Notoriety.
Your research was going fine, until one night in the middle of the week, one of your minions heard a noise and stormed into the laboratory, upsetting beakers, scattering notes, and basically undoing all of your work. It takes the rest of the week simply to clean up the mess.
Research: Physics 9.63
Physics Unlock: Improved Batteries.
Research: Chemistry 5.23
Chemistry Unlock: 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 type rolls within the mission)
Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions : 1 Scientist, 4 Regulars
Cash: $5,000
Resources: 0
Notoriety: 10
Lair: Abandoned Zoo
Lair Accoutrements:
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions: Somehow, while trying to drum up a buyer for your new painting, one of your minions alerts the powers that be it is you that possesses it. +5 Notoriety.
Well, Either there are no local botanists, or your minions simply cant find them. They suspect none have ever put down roots here.
Your scientist deigns not to descend to simple 'plotting' instead, working on biology with you.
And yknow what, The research was going just fine, until one of your minions thought they heard a noise, and stormed into your laboratory in the dead of night, upsetting everything! It takes you the rest of the week simply to clean up the mess.
Research: Biology: 6.08
Biology Unlock:
Passive +1 to all Plotting and Research rolls.
Archetype: Mad Scientist
Traits:
- Researcher
Notoriety: 20
Minions (cap 5):
3 - Scientist 2 - Regulars
Cash: 5,000
Resources: 90
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory
- Giant Laser
Research:
Physics : 7.00
Physics Unlock: Giant Laser (10 R/P)
Robotics: 4.11
Chemistry: 4.13
Weekly Actions: Your minion assigned to mayhem does poorly. His explosives never go off, he cant menace anyone effectively and hes just incapable of coming up with catchy slogans that strike fear into the hearts of the populace. He refuses to leave his room for the rest of the week.
Between you and your minion, you manage to get a few ideas down on paper, but the week is pretty much a wash in terms of progress.
As your minions planned, the Minions of Lord Silver descend upon the research facility where the Sentinel Project is being perfected. They blast a hole in the wall with their giant laser and descend during the confusion a random explosion causes. The battle is fierce and pitched with internal security forces. Both sides remain in fine shape until the arrival of your minions, opening a second front with a completely separate giant laser blast. This causes the internal security forces to be picked off easily. Both factions of evil eye each other warily for a few moments before conflict rises anew. Even though their numbers are inferior, a fortunate shot by your troops knocks out the E.V.I.L giant laser! With laser superiority, your forces manage to keep E.V.I.L pinned down while they make a move for the prize, Project Sentinel!
Another explosion rocks the facility, followed by a weird electronic hum. Maniacal laughter can be heard within, and a voice crying out "YES! ITS MINE!". Your forces reach the heart of the research facility to find it swarming with crude robotic automatons, and Doctor Doom, strapped into an exo-suit. He picks up a convenient desk and hurls it at your minions, forcing their retreat.
"Yes! Return to your feeble masters, and tell them that Doctor Doom possesses the Sentinel Project now!"
After this, the forces of E.V.I.L managed to pull out with no casualties, and your own troops, hounded by Dr Doom, retreat into the night.
Dr Doom apparently spends the remainder of the evening tormenting the police with his new exo-suit.
Also, it seems that both you and E.V.I.L were noted as being involved in this heist. +4 Notoriety
A Communique From Dr Doom Newcomers to the path of Villainy, I bid you welcome. I have run across several of your operations during the course of my actions, and I like what I see. I make the following decree to you all, The first of you to reach a suitably diabolical threshold shall have the chance to make a permanent alliance with me, Dr Doom! Together we shall force the world to its KNEES!
Yet again, Feel free to point out errors.