Week 8, Results RouletteArchetype: Mad Scientist
Traits: Researcher (1) Man with a Plan (1)
Minion Cap: 15
Minions: 7 Scientist, 3 Regulars, 1 Technician, 4 Thugs
Cash: $1,820
Resources: 15 (+10/week)
Notoriety: 65
Lair: Under a Warehouse
Lair Accoutrements:
Laboratory (Ruined, 50 resources to repair)
2x Giant Laser
5x Laser Rifle
Weekly Actions: Your Thugs, despite their chat with the Giant Laser, manage at best to find a morally loose guard at a lumberyard who couldn't care less at the occasional 'missing pallets of stock' that don't seem too uncommon as it is.
Your Tech, manages quite well this week as he figures out how to hotwire the truck into the laser. This allows him to fire continuously while driving (+11 notor). Sadly he also broke the truck and has to push it uphill back to base. (half effective the following week due to exhaustion)
Your research shifts gears this week after a near catastrophic failure the previous week. You manage nearly a breakthrough in biology, hindered only by the smell, sparks and general disarray of your busted up lab. Three of your scientists make their concerns known to you about the safety hazards.
Your other minions seem to have located an event being held downtown next week. Some sort of festival for the season. They think it would be a great time to instill fear in the locals and rob the general populace at the same time.
Physics Research : 16.59
Physics Unlocks: Giant Laser (10 Resources/Per)
Laser Rifles (+3 combat rolls, 3R/per)
Improved Batteries.
Biology research: 4.89
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted mission rolls
Archetype: The Mastermind
Traits: Man With a Plan (2) (+5 all plotting rolls. 2% chance of a free mission each week)
Minion Cap: 10
Minions: 2 Regulars, 3 Guards, 3 Scientists, 2 Thugs
Cash: $5,150
Resources: 140
Notoriety: 37
Lair: House in Germany
Lair Accoutrements:
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
1x 'Shield Cannon'
Weekly Actions: Your crew of Guards and Regulars seem to have found little of significance beyond an opportunity to hit a convoy of medical supplies headed for some dark hole of a town in eastern Europe.
Your Thugs seem to think that the crazed lunatic known as The Red Storm is holed up somewhere in Siberia when he's not stomping on minion faces. When asked where, they all point at differing places in northern Russia.
Your research progressed sufficiently to cobble together a weaponized form of the Shield tech. It seems to act much like a Heavy Laser but instead of a beam of light, it fires balls of shield energy. This seems to cause mixed reactions of stunning and killing on contact. None of your minions really want to test it out. (For all intents and purposes, the stats are equal to a giant laser, with the addendum of a survivability roll in combat)
Physics Research: 12.73
Physics Unlocks:
Improved Batteries.
Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
Shield Cannon (Giant Laser +stun, 10R/per, 50% chance target doesn't die)
Archetype: Cult Leader
Traits: Cult of Personality (2) (+7 to minion cap)
Minion Cap: 22
Minions: 5 Regulars, 5 Thugs, 5 Scientists, 1 Technician, 1 Guard
Cash: $6,000 (+$1000/Week)
Resources: 20 (+10/week)
Notoriety: 55
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
2x Giant Laser
Laboratory
Workshop
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions:
Biology research faired better than your Chemistry research. While neither group managed a breakthrough this week, both groups assure you that they have ideas and plans to continue.
Your mission to steal the Urn was a great success. Your men decided to take a more direct approach and blew a hole in a wall instead of trying to sneak inside the museum, making an entrance in broad daylight instead of at a more quiet time. One of your minions nearly dropped the Urn upon exiting when gunfire broke out from local law enforcement. Your men made it back to camp with little trouble after the initial escape. (+1 Urn, +6 Notor)
Your extortion goes poorly due to a lack of targets. You personally assume that your Thugs were just being lazy this week.
Your Technician heads to the city park and lights trashcans in the area on fire. The act is quite noticed as being deliberate as he managed to hit every single one (+7 notor)
Your Guard is found sleeping along the path to the compound by the returning group with the Urn. He assures them that they're the only living thing larger than a squirrel to pass through the entire week and they agree not to inform the Lord of his slacking.
***New Minion Bracket***
Biology Research: 18.77
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Physics Research: 0.00
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries.
Chemistry Research: 3.45
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 type rolls within the mission)
Archetype: Layabout Playboy
Traits: Legal Eagles (1) Man with a Plan (1)
Minion Cap: 10
Minions: 2 Regular, 2 Guard, 1 Technician, 1 Scientist, 4 Thug.
Cash: $11,120
Resources: 15
Notoriety: 41
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Training Room
Laboratory
Giant Laser, x1
Weekly Actions: The training goes as it always goes, +2 Thug, -2 Regular
Mayhem is noticeable in several coastal cities as you relocate your base of operations (+6 Notor).
Your personal plotting turns up nothing that catches your eye. (you dont need to specify MWaP skills, we roll it automatically. Its just such a low % early on you'll rarely see it count for anything. Course we also sometimes fudge it into the normal plotting rolls if they're close enough)
Your Scientist actually makes some progress this week into Chemistry, not a lot, but he feels he knows what he's doing now. *Note: You need to start giving DIRECTION to your research (Support/Off/Def) otherwise we're going to randomize the results*
Physics Unlocks:
Giant Laser (10R/per)
Chemistry Research: 4.08
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Archetype: The Mastermind
Traits: (Wo)man with a Plan (2) (+5 all plotting rolls, 2% chance weekly of a free Plotted mission)
Minion Cap: 10
Minions: 2 Regular, 4 Scientist, 1 Technician, 1 Guard, 1 Thug
Cash: $10,700
Resources: 45
Notoriety: 41
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Laboratory
Weekly Actions:
Recruiting completed successfully (+1 Thug, -$400)
Your Guard makes note to hide out of sight this week and spends his time getting a tan.
Your research goes well considering the threat of death making them all paranoid. Your Scientists manage the creation of a skittering "Spider Drone" they assure you will make a great automated sentry system.
You and your minions manage to plot out a heist of a rare collection of a full set of Ivory figurines reportedly worth a small fortune - provided anyone was insane enough to purchase them. Either way you feel they'd look nice in your office.
Robotics Research: 6.61
Robotics Unlocks:
Spider Drones (5R/per) Stock: 1
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 type rolls within the mission)
Archetype: The Mob Boss
Traits: Streetwise (1)
Minion Cap: 15
Minions : 6/7 Thugs, 1 Technicians, 2 Scientist
Cash: $6,850 (+1500/Turn)
Resources: 80 (+10/turn)
Notoriety: 54
Lair: A small mom and pop shop in small town US
Lair Accoutrements:
Workshop
1x Giant Laser.
Weekly Actions:
Your Extorting Thugs can't seem to catch a break this week and don't manage any new rackets of 'protection'. The locals seem afraid of your men, but safe enough with their own defences to ignore your threats.
Scientists manage a breakthrough in Physics, despite poor gains
General Mayhem, if it was that, was quite successful as your Technician managed to burn down several public buildings this week. Outside each building an American flag was staked with a business card saying "Care of the Boys of the USA". (+9 Notor)
Your attack on Natalia Shields goes through with mixed results. Her abode, poorly guarded, offered little of a challenge to your men as they kicked down the door and stormed in. Sadly however they neglected to make sure she was home at the time. They do a thorough job of trashing her place before she eventually came home. Gun drawn she gave her usual warning to your men, who tried to jump her as she entered. She managed to shoot one of your men, non fatally, and scared the rest off. Your men fled the scene just before reinforcements arrived. (+6 notor, -1 Thug avail for the coming week, 2 Week immunity from Natalia)
**You now have a higher minion cap**
Physics Research: 14.71
Physics Unlocks: Giant Laser (10 R/P)
Improved Batteries.
Biology Research: 14.21
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 10
Minions : 4 Scientist, 3 Regulars, 1 Technician, 2 Guards
Cash: $2,940
Resources: 30
Notoriety: 26
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
Weekly Actions:
Your Physics research progresses, but not much. Your scientist seems baffled on the subjects of increasing the Shielding size and strength versus the power consumption required. Likewise the Chemistry research is also barely progressing both due to a lack of any real ideas and constant interruptions for bathroom breaks due to the overuse of coffee.
Plotting goes very well. You find out that the local university is conducting research into the effects of Chemistry and Biology on various forms of advanced Botany.
Your Technician fairs QUITE poorly in causing any real Mayhem, and actually very nearly makes your organization look like a joke.
((**Make an announcement of my agency, but say that we are a new research agency, and we are sorry for th inconvenient power outage.**
I'm going to null this as a bad idea. None of you has the notoriety or Legal Eagle ability to successfully roll against -constant- investigations into your location. Somewhere at about 100-150 Notor or LE 3/4 you have the bonuses to make rolls on Guard missions and passive Investigations to have your locations known and not have FoJ agents outside your door every week.))
Chemistry Research: 2.11
Physics Research: 16.92
Physics Unlocks:
Improved Batteries
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.) Current Stock: 6.
Giant Laser (10 R/P)
Feeble Forcefield (20 Resources, Large Power Drain) Current Stock: 1.
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (1)
Minion Cap: 14
Minions : 7 Thug, 1 Scientist, 1 Guard, 1 Regular
Cash: $6,430 (+$1500/Turn)
Resources: 10
Notoriety: 33
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Weekly Actions: Despite the Laser being used to intimidate the locals, only 2 of your Thugs managed to make any impression on anyone large enough to warrant some extra income.
Your Guard continues to be bored off his ass. He questions why he bothers to leave his room at all - then remembers the threats of death, unemployment and the fact he's paid either way.
Your Regular doesn't manage to plot squat and actually seems to annoy the Scientist merely through existance. He makes gains in Chemistry, just not large ones.
You twirl your mustache diabolically in your office. No one sees this and yet you still feel justified.
Chemistry Research: 7.10
Chemistry Unlock:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Archetype: Mad Scientist
Traits: Researcher (1) Heavy-Handed Negotiator (1) All prices for legitimate purchases are reduced by 10% (Resources, possibly other things fall under this)
Minion Cap: 10
Minions : 3 Scientist, 3 Regulars, 2 Guards, 1 Thug
Cash: $1,410 (+$500/week)
Resources: 32
Notoriety: 45
Lair: A small camp in a forest.
Lair Accoutrements:
A Small Bronze Statue (+2 Minion Loyalty)
A Japanese Crested Ibis. (+2 Minion Loyalty)
1x Giant Laser
Weekly Actions:
**I appologize for this, but 3 of 4 rolls were crit fails - including the bonuses for researching with a lab**
Great news! Your Scientsists manage to discover something awesome! The bad news is that they also managed to destroy your lab in the process. It seems that when certain mixtures of chemicals and fungal life are combined they produce a rapidly growing but short lived mold that consumes everything in its path. The good news is that your strides in Biology were enough for a breakthrough! The bad news is that you no longer have a lab and the scientist that discovered this combonation was eaten by his own creation. Your other scientists were unable to recover his notes due to running for their lives and setting fires to prevent further expansion of the mold to the rest of the camp. (-1 Sci and Lab)
Your Guard manages to stay occupied despite his boredom at patrolling the area. Mostly he spends his time widdling little figurines from branches.
Your Thug finds a liqour store in a slum that seems to be doing too well for it's own good. Your Thugs points out this fact and manages a nice payment plan to ensure business continues.
Your minions do a great job of causing havoc by attending a local High School Football game and inciting a riot. (+10 notor)
Research: Physics 12.13
Physics Unlock: Improved Batteries.
Research: Chemistry 7.53
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)
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Biology Research: 3.11
Biology Unlocks: Passive +1 to all Plotting and Research rolls.
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 5
Minions : 1 Scientist, 4 Regulars
Cash: $7,225
Resources: 0
Notoriety: 19
Lair: Abandoned Zoo
Lair Accoutrements:
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions: The fundraiser was an easy event to infiltrate. Your Scientist simply used your company name, conveniently and strangely already on the list of attendees, to waltz in. They shmoozed the night away insinuating themselves as legitimate business persons by pledging several thousands in donations while waiting for the night to wrap up. While your minions kept the party distracted, your Scientist wandered off to secure the proceeds of the night and left the Regulars behind as he returned to base carrying the haul. Pissed upon their arrival, several hours later, the minions soon realized the real plan at hand. His disappearance caused a little commotion when the funds were noticed missing and the regulars had to deny guilt simply stating they were still present and he had gone home sick due to bad seafood appetizers. (Half notor gain, still +9 and a gain of $2500)
Your personal research goes well. You manage a greater understanding in Genetic Manipulation and think that you have a good idea to look into this further yet. As a side effect of this breakthrough, you've also figured out a way to increase the speed and strength of your minions. And by minions you mean rats. And by rats you mean you'll be dosing your minions by morning anyway.
Research: Biology: 17.57
Biology Unlock:
Passive +1 to all Plotting and Research rolls.
Passive +2 to all Combat related rolls.
Genetic Tampering (Passive stepping stone tech)
Genetic Manipulation (Passive stepping stone tech)
Archetype: Mad Scientist
Traits:
- Researcher (2)
Notoriety: 30
Minions (cap 10):
5 Scientist, 3 Regulars, 1 Guard, 1 Technician
Cash: $2,000
Resources: 13
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory
- Training Room
- Giant Laser
Weekly Actions: You personally manage some useful research gains into Physics and finally figure out that missing piece of the puzzle to get Laser Rifles. You seem to think this will be a great help in other areas as well. Your Robotics research however doesnt fair so well, making only minor gains.
Your Guard reports nothing of importance, and spends most of his time playing 3 card Monty with a homeless guy that has taken up residence nearby. Being a bum however, they never do exchange any cash.
Your Scientists are happy to announce that they've graduated two former idiot children of your organization into functional members of the high class elite. They make side notes on their training forms as to wanting to die several times during their training.
Your plotting goes quite well. Fred seems to have found the location for an exchange between some local gangs and a minor mob. He feels like it would be a great time to assert authority in the area as well as being profitable for you and a great loss to those involved.
Ted and his companion find a storehouse of general goods for a net gain of 8 resources. **We dont really have a mission type set up for resource grabs, so i ran a cash grab and converted the value into resources**
Research:
Physics : 16.03
Physics Unlock:
Giant Laser (10 R/P)
Improved Batteries.
Laser Rifles
Robotics: 9.64
Robotics Unlock: Aerial Survey Drone 5 Resources/Per. Stock 1.
Chemistry: 6.68
Research: Chemistry 7.53
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Any errors, please say somethingMissing info updated