Week 1, The Stretching of Evil. Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions: 1 Scientist, 4 Regulars
Cash: $5,120 USD
Resources: 90
Notoriety: 1
Lair: Under a Warehouse
Weekly Actions: Your minion assigned to plotting manages to spend the whole week browsing silly youtube videos and thusly gets no work done.
Your thefts are merely a modest success, gaining you +$120, and 1 Notoriety. Your minions also limp back with a few more bruises. They dont wish to talk about what happened.
The research goes spectacularily, and within the space of a small week you unveil your new Giant Laser! Its
large. Its heavy. It takes up a good chunk of a room, But damnit whats an evil lair -without- a giant laser?
Really. It makes the place feel more homey.
Physics Research : 5.11
Research Unlocks: Giant Laser (10 Resources/Per)
Lair Accoutrements: 1x Giant Laser.
Archetype: The Mastermind
Traits: Man With a Plan (1)
Minion Cap: 5
Minions: 5 Regulars
Cash: $7,650
Resources: 150
Notoriety: 2
Lair: House in Germany
Weekly Actions: One of your minions approaches you with news of a very important historical tapestry being moved into a museum near your location. Perhaps it would look better hanging in your inner sanctum, Great Mastermind.
A feeble haul from your minions sent to rob, You merely gain $150, and 2 Notoriety
Archetype: Cult Leader
Traits: Cult of Personality (1)
Minion Cap: 9
Minions: 5 Regulars, 2 Thugs, 2 Scientists
Cash: $3,630
Resources: 100
Notoriety: 4
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Weekly Actions: Your minions return bearing several sacks of cash (+$230 cash), They were however unsuccessful at maintaining a low profile (+4 Notoriety)
You probably should not have left that Sudoku book out, Your minions assigned to plotting seem to have wasted the week.
Archetype: Layabout Playboy
Traits: Legal Eagles (1)
Minion Cap: 5
Minions: 5 Regulars
Cash: $10,750
Resources: 200
Notoriety: 6
Lair: A Luxury Cruiser
Weekly Actions: Your minions, with access to the internet, manage to scam several dozen people out of a modest amount of cash.. (+$750)
This however attracts a comparatively large amount of attention from the powers that be. +6 Notoriety.
Your plotting reveals an archaeological dig that is about to send a large Aztec statue to be the centerpiece of a museum exhibit. It could be easily stolen in transit!
Archetype: The Mastermind
Traits: (Wo)man with a Plan (1)
Minion Cap: 5
Minions: 5 Regulars
Cash: $7,500
Resources: 150
Notoriety: 12
Lair: A warehouse on the outskirts of London.
Weekly Actions: A brilliant success, Your minions deface public monuments in broad daylight, steal scooters and terrorize the populace, and generally cause a fair amount of mayhem. And they escape easily. The authorities take note of this.
(+12 Notoriety)
You and your minions come up with a few plans while listening to the police scanner, but nothing seems worthwhile or hell, not suicidal. Until suddenly! Some of the boffins at a nearby university seem to have made great strides in the field of Robotics. You could make off with their research to start your own department.
Archetype: The Mob Boss
Traits: Streetwise (1)
Minion Cap: 5
Minions : 1 Thug, 3 Regulars, 1 Technician
Cash: $5,000
Resources: 100
Notoriety: 3
Lair: A small mom and pop shop in small town US
Weekly Actions: Several small businesses around town cave to your protection racket. You can choose between +$500 a week, or +10 Resources a week (the choice is made once, and sticks until your extortion is broken) People however, start to talk about you moving in on the businesses. +3 Notoriety.
Your minions easily kidnap a technician from a few state lines over. He spills his secrets in exchange for his life.
New Minion type: Technician. Tasks Available: Enhance Base, 2(Enhance jobs occur at 2 Minion Weeks per 1 Technician. A 2x boost to construction speed), Guard, General Mayhem.
-1 Regular, +1 Technician.
Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions : 1 Scientist, 4 Regulars
Cash: $5,000
Resources: 100
Notoriety: 0
Weekly Actions: Your minions bring word of a modest shipment of resources you could acquire to bolster your stockpiles a considerable amount.
Your research advances slowly, though between you and your scientist minion, you manage to come up with some very practical improved batteries.
Research: Physics 5.00
Research Unlock: Improved Batteries (This is a prerequisite unlock to a large number of things, So don't get disheartened.)
Lair: Abandoned Warehouse
Archetype: Mob Boss
Traits: Streetwise (1)
Minion Cap: 5
Minions : 1 Thug, 4 Regulars
Cash: $5,260
Resources: 100
Notoriety: 2
Lair: An unassuming Casino.
Weekly Actions: Since you have literally no idea where to find this so called Evil playboy, your minions must instead comfort themselves with a heavy handed raid on coastal villages across China. The take is modest at best (+$260), and the local police seem powerless to stop you (+2 Notoriety)
Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions : 1 Scientist, 4 Regulars
Cash: $5,000
Resources: 100
Notoriety: 0
Lair: A small camp in a forest.
Weekly Actions: Your minions seem quite excited about the possibility of stealing a small bronze statue. All the papers are talking about how it is a huge deal that a nearbyish museum gets to showcase it in their new summer display. Well we can't have people being excited, can we?
An incredible breakthrough by your scientist ..Or you think theres an incredible breakthrough. Hes sort of clutching at the air and babbling about rhinos. He -might- have developed a usable hallucinogen in injectable form. He seems fine a few hours later.
Research: Chemistry 5.23
Chemistry Research 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: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions : 1 Scientist, 4 Regulars
Cash: $5,000
Resources: 0
Notoriety: 0
Lair: Abandoned Zoo
Lair Accoutrements:
Laboratory
Weekly Actions: Your minions very successfully round up many stray cats and dogs, and use the cages of your lair, to contain them. This should give many boosts to your research.
Your laboratory is constructed quickly and efficiently. By your other scientist (Not a regular)
Unfortunately, you are unable to come up with much as of yet.
Sorry Lemon, To keep things moving you've been pushed to the waitlist. Or you can speak to Cyber about getting rolled up for the weeks you're missing to catch up.
Other things to remember folks, Only your scientists (And now Technicians!) can build base enhancements.