Week 12, Or Lack of a Witty TitleArchetype: Mad Scientist
Traits: Researcher (2) Man with a Plan (1)
Minion Cap: 15
Minions: 7 Scientist, 3 Regulars, 1 Technician, 4 Thugs
Henchmen: Dr Doom (3).
Cash: $820 USD (+$500/week)
Resources: 61 (+40/week)
Notoriety: 92
Lair: Under a Warehouse
Lair Accoutrements:
Laboratory
2x Giant Laser
5x Laser Rifle
1x Aerial Survey Drone
1x 'Shield Cannon'.
Weekly Actions: Even with the help of Dr Doom, your minions make no progress in extorting any more businesses. +1 Notoriety
The plotting is sort of a mixed bag. Your minions squander most of the week, then one of them comes up with a brilliant plan to steal a prominent, and well known statue from outside a local university.
Your technician manages to trip on his way out of base, spraining his ankle and laying him up for the week.
Robotics research progreses slowly.
Physics research plows ahead nicely. But all your minions manage, is to prove the blueprints you already have.
Your biology research barely, -barely- manages to push forward to another breakthrough.
Your trade to the forces of Doom goes just fine. (-$3,500, -20 resources)
Robotics Research: 7.21
Robotics Unlocks:
Aerial Survey Drones (5R/per)
Physics Research : 20.23
Physics Unlocks:
-Giant Laser (10 Resources/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.)
Biology research: 10.00
Biology Unlocks:
Passive +1 to all Plotting and Research 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)
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Archetype: The Mastermind
Traits: Man With a Plan (2) (+5 all plotting rolls. 2% chance of a free mission each week) Eyes and Ears (1)
[Can get the gist of PM'd orders.]
Minion Cap: 15
Minions: 2 Regulars, 3 Guards, 6 Scientists, 2 Technicians, 2 Thugs
Cash: $10,350
Resources: 124
Notoriety: 56
Lair: House in Germany
Lair Accoutrements:
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
2x 'Shield Cannon'
10x HP Sedatives (+3 combat/escape rolls[Must be added to all minions in a mission]
7x Energy Shielding Devices
4x Assisted Aiming Devices
Weekly Actions: Your week begins with the hiring of a few more scientists and technicians. (-$2000), +3 Sci, +2 Tech.
Your minions approach you with the potential for a new recruit.. Apparently, there is a woman known as Francessa, and she is the dark heir to the truth of the myth of Dr. Frankenstien. Your minions spin you a tale of a mad scientist taken down by the forces of justice, who had forged life from death. He was defeated, but his creation 'lives' on. Your minions believe they can find her, and make her an offer to join forces with DOOM.
Your research continues apace, slowly but surely pushing forwards.
Your trade to the Boys of the USA is unfortunately intercepted by agents of CARE. They seize some of the blueprints, and a portion of the cash. The rest gets safely through. (+$4000)
Your trade to the forces of E.V.I.L goes much better, (+$3,500, +20 resources)
Physics Research: 19.12
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)
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Archetype: Cult Leader
Traits: Cult of Personality (3) (+10 to minion cap, 10% reduction to minion recruitment costs)
Minion Cap: 25
Minions: 5 Regulars, 10 Thugs, 8 Scientists, 1 Technician, 1 Guard
Henchmen: 'Teeth'.
Cash: $3,040 (+$1500/Week)
Resources: 0 (+20/week)
Notoriety: 69
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
2x Giant Laser
2x Spider Drones
Laboratory
-Biology Containment Chamber
Workshop
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions: Your recruitment goes well, +1 Sci, +2 thug, (-$1080)
Your guard reports nothing amiss this week.
Teeth, is unable to make any progress with extortions this week, Only one of your thugs reports any success. +3 Notoriety.
People are still talking about the bizarre behavior exhibited by animals since last week. (+4 Notoriety, 1 week remaining.)
Nothing leaps off the page for your plotting minions. Alas, perhaps better luck next week.
A week full of middling successes in all your research, no breakthroughs but you feel you're close.
Biology Research: 24.21
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Genetic Manipulation (Passive stepping stone tech.)
Minor Aberration : Can spend 20 resources, to gain 1d6 Notoriety every week, for 3 weeks, as your genetically altered animals cause unheard of chaos.
Physics Research: 0.00
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries.
Chemistry Research: 9.73
Chemistry Unlocks:
Hallucinogenic Compound (1 resource/Minion[Must add to all], 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)
Robotics Unlocks:
Spider Drones (5 R/P)
Archetype: Layabout Playboy
Traits: Legal Eagles (2) Man with a Plan (1)
Minion Cap: 15
Minions: 2 Regular, 2 Guard, 1 Technician, 6 Scientist, 4 Thug.
Cash: $7,620
Resources: 27 (+30/week)
Notoriety: 66
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty, Can pawn for 6-8k
Training Room
Laboratory
2x Giant Laser
3x AP Turrets.
Weekly Actions: Only one of your thugs manages to report home with any success. +3 Notoriety.
The training goes very well, -3 Regular, +3 Sci
Your regular, manages to discover nothing interesting happening in the local area.
At the end of the week, your technician has cranked out 3 new AP turrets.
You hire one regular, -100.
Physics Unlocks:
Improved Batteries
Chemistry Research: 9.03
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)
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)
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 (1)
Minion Cap: 15
Minions: 2 Regular, 4 Scientist, 1 Technician, 2 Guard, 3 Thug
Cash: $14,000
Resources: 11 (+10/Week)
Notoriety: 75
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
Anti Personell Turret: Stock 1.
10x Laser Rifles
3x Spider Drones
Weekly Actions: In a fit of brilliance your minions manage to mastermind an exterior problem that mobilizes the police force long enough for them to slip in under the guise of renovators and contractors. Most of the police force is gone, and your minions easily subdue the remainder with the hallucinogenic compound. A few returning police officers almost manage to thwart you, but each one wanted all the glory so they were easily picked off by your minions. The desk is slowly lugged out of the building, it gets a few scrapes as your minions drop it and bang it into a few walls. A few hours pass and it is safely within your vehicle ready for transport away. And the transport away is entirely uneventful. (+ Fine Mahogany Desk (+4 Loyalty)) +13 Notoriety.
The robotics research doesnt do terribly well, but hey, its more than enough for a breakthrough. Your minions proudly demonstrate a fine automated turret. (-10 Resources, +1 AntiPersonnel Turret)
Physics research stalls out early in the week.
Your plotting turns up few leads.
Physics: 1.89
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Robotics Research: 13.45
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
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) Legal Eagles (1) Extortionist (1)
Minion Cap: 20
Minions : 7 Thugs, 4 Scientists, 1 Guard
Henchmen: 'Breaker'
Cash: $8,450 (+$1500/Week)
Resources: 103
Notoriety: 118
Lair: A small mom and pop shop in small town US
Lair Accoutrements:
Workshop
1x Giant Laser.
15x ESD's
Weekly Actions: Your trade is intercepted by agents of CARE. They manage to seize $2,000 of your funds, and one of the blueprints you were trading for. The other two make it to you.
This is how it all went down. In a pitched battle between your faithful minions, and the forces of C.A.R.E. The field of battle, was their headquarters in Chicago. The advantage was yours from the beginning, with your improved tech. Your minions approached arrogantly, not even bothering to try to be stealthy they blasted the door down and attacked the agents on duty. 10 Agents were slaughtered outright in the first few minutes of battle before they managed to get together any serious sort of defence. The shielding devices proved their worth in this conflict as they prevented serious casualties, even under concentrated pistol and SMG fire. The agents of C.A.R.E routed before your superior capabilities, leaving their dead behind. Then, your minions were flanked by newcomers, fresh off success interfering with your tech trade and brandishing laser rifles. These laser rifles were sufficient to even the field, and 2 of your thugs were shot down, before the battle ended in your favor. Natalia Shields was nowhere to be found, and must have escaped during the confusion.
Taking account after the battle, it seems your technician also went missing.
Seized: $4,000, 15 Resources. +31 Notoriety. -2 Thugs, -1 Technician.
Also, within the facility, you found a caged man, working out in his cell. Your minions radioed in to see if you wanted him released, and when you gave them the affirmative, they opened his cell and he agreed to work for you.
Henchman: 'Breaker'
**Minion Cap Increased**
Physics Research: 18.92
Physics Unlocks:
Giant Laser (10 R/P)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Improved Batteries.
Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
Biology Research: 18.01
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Genetic Tampering (Stepping Stone)
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Archetype: Mad Scientist
Traits: Researcher (3)
Minion Cap: 15
Minions : 9 Scientist, 3 Regulars, 1 Technician, 2 Guards
Cash: $940
Resources: 20
Notoriety: 60
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
Weekly Actions: Recruiting scientists goes well for you, (-$2,000), +5 Scientists.
Your minions, sensitive to your lack of cash reserves have come up with a brilliant plan to rob a local bank. It should go magnificently.
The technician however, fails monumentally in his task to cause any mayhem this week.
You only barely manage to catch a critical error in someones math that may have resulted in an explosion.
Apart from that, research this week is fairly uneventful.
Chemistry Research: 2.11
Physics Research: 22.13
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)
Feeble Forcefield (20 Resources, Large Power Drain) Current Stock: 1.
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.) (1, On.)
Botany: 1.01
Robotics: 2.13
Anti Personnel Turrets (10 R/P)
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (1)
Minion Cap: 19
Minions : 9 Thug, 1 Scientist, 1 Guard, 3 Regulars.
Cash: $4,530 (+$2000/Turn)
Resources: 10
Notoriety: 51
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Secure Vault (Some protection from thefts)
Weekly Actions: Hiring goes well, Evil is always a growth industry. -$300, +3 Regulars.
Your thugs and guard lurk around your base, and your paranoia was rewarded. Your minions managed to at least interfere with an attack by the NCV. Your minions weren't very successful, they were outclassed in terms of technology. Bullets and blows were stopped by some manner of energy shield. Your minions were subdued peacefully, though they managed to kill one of the NCV's scientists. The new vault managed to stop them from making off with too much of your cash. (-$1,000)
Your research progresses modestly this week, but not quite enough for a breakthrough.
The extortion almost went well, If not for a strange caped figure who intercepted the one thug who might have been successful, and given him a severe pummeling and left him tied up for the cops. Fortunately one of your other thugs stumbled upon him first. +2 Notoriety.
**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)
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 10
Minions : 2 Scientist, 2 Guard, 3 Regulars
Cash: $5,525
Resources: 0
Notoriety: 40
Lair: Abandoned Zoo
Lair Accoutrements:
Training Room
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions: Your research goes poorly, but at least some progress was made.
The approach to the bank robbery went poorly, thankfully that disease seems a bit more widespread than you thought. Theres practically no foot traffic inside the bank, which leads to a bit of a wait to get the main vault open. Your minions while away the time keeping lookout and giving a little incentive to the bank employees. Before long the vault is open, your minions take all they can carry and vanish into the mid-afternoon. Your minions are briefly pursued by a crazy looking fellow in a red sweater, but he cannot catch up, or even keep up. +$3,500. +15 notoriety.
Your training goes well, -1 Reg, +1 Guard.
Research: Biology: 24.12
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)
Minor Aberration : Can spend 20 resources, to gain 1d6 Notoriety every week, for 3 weeks, as your genetically altered animals cause unheard of chaos.
Archetype: Mad Scientist
Traits:
- Researcher (2)
- Cult of Personality (1)
Notoriety: 39
Minions (cap 14):
5 Scientist, 6 Regulars, 1 Guard, 1 Technician
Cash: $3,100
Resources: 10
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory
- Training Room
- Giant Laser
-3x AP Turrets.
-6x ESD.
Weekly Actions: You hire 4 regulars, to start your week, (-$400) +4 regulars
Your minions strike out at a seemingly innocuous casino in Canada, they easily penetrate the depths of the building and discover that yes, the Whistling Zephyr makes its home here. Your minions are ambushed by a group of thugs and a guard but the ESD's prove their worth, and your minions manage to put the opposing minions down with sedatives. You did regretably, lose one scientist who panicked and shut off his shield. Your minions lurk through the various floors trying to discover the secrets of his base. Your forces are stymied greatly in terms of any thefts, by his newly installed vault, and only manage to grab $1,000, before they decide it may be a good idea to depart. Your minions escape just as his thugs are arriving.
+$1,000, +2 Notoriety. -1 Scientist.
Your research muddles along, Physics manages a breakthrough, unfortunately it just confirms that some of your blueprints should work perfectly.
Research:
Physics : 21.21
Physics Unlock:
Giant Laser (10 R/P)
Improved Batteries.
Laser Rifles
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.)
Robotics: 13.56
Robotics Unlock: Aerial Survey Drone 5 Resources/Per.
Anti Personell Turrets 10 R/P, Stock 1.
Chemistry: 9.72
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)
Action World News:
"I'm Nathan Stone, with a special news bulletin. I'm standing outside the smoking crater, that was once the lair of nefarious Mad Scientist, Ochita. Involved in a long drawn out standoff with the authorities, Ochita proclaimed loudly over a loudspeaker that the forces of Justice would 'Rue the day they crossed me'. The base, located within a small forest clearing, was the site of a massive explosion just as the authorities received final confirmation to move in. Curiously no bodies were found, but experts say that the force of the blast likely would have incinerated anyone caught within this evil genius' lair. We can only hope for a similar speedy resolution, to all the other organizations out there."
Breaking News!C.A.R.E Headquarters was attacked today, by forces thought to be from the Boys of the USA. Data recovered from the security footage shows that the Boys were almost casualty free during the engagement. Popular opinion is that the agency announced its presence too soon, and was taken down solely by the technological edge the evil organizations must have over the Forces of Justice. Our sources indicate that Natalia Shields survived, but was unable to be reached for comment. We are also informed that C.A.R.E has not given up, and that they are currently rebuilding in a secret location.
-----
Agency: C.A.R.E
Headquarters: North America, U.S.A, Chicago.
Leader: Natalia Shields (4)
Status: Weakened, In Hiding.
Other known information: None:
Note, everyone should have 3 total points of traits, If you dont, you can still select up to that #.
As usual, any errors, let me know.