Week 14, Or A Slow News WeekArchetype: Mad Scientist
Traits: Researcher (2) Man with a Plan (1)
Minion Cap: 20
Minions: 11 Scientist, 3 Regulars, 1 Technician, 1 guard, 4 Thugs
Henchmen: Dr Doom (3).
Cash: $3,620 USD (+$500/week)
Resources: 58 (+30/week)
Notoriety: 138
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory
2x Giant Laser
6x Laser Rifle
1x Aerial Survey Drone
6x ESDs
6x AADs
1x 'Shield Cannon'
1x Security Jammer
Weekly Actions:
Orders:
Doom and Crew have 'fun' as requested, to the tune of several parking structures left in ruin. (+20 notoriety)
Your regulars manage to plot out a caper! They finally stop being useless enough so that you dont have them killed for their insolence. You were given a report in regards to some erratic behavior of a local bank CEO. He seems to be moving a large portion of his possessions out of his home and into a new location.
Your technician makes and hands off the gear requested of him to Doom.
Research:
Robotics research results in a Security Jammer: +2 to Approach rolls(or really any roll we deem it appropriate)
Physics research ends in a colorful display of lights in your lab. No one is harmed, but everything has shut down for a short time as well as requiring the replacement of several fuses in the Lab. New Toy: EMP grenades: (1 resource per, required for every minion in a mission[+2 to escape rolls and combat rolls VS mechanical, Consumable])
Minor gains in Biology and general confusion of ideas by your men.
Robotics Research: 10.11
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)
Physics Research : 23.15
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 rolls and combat rolls VS mechanical, Consumable])
Biology research: 12.01
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)
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
Henchmen: Francessca.
Cash: $10,790
Resources: 121
Notoriety: 61
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
3x Assisted Aiming Devices
Weekly Actions:
Recruiting goes as well as usual. +1 Reg
Orders:
Physics research makes some headway, just not a lot.
Robotics research goes well with the reverse engineering of the AA. They did however break the AA in the process.
Francessca uses 1 resource and manages some decent gains in biology research, especially or someone starting from nothing.
Modest gains of $540 on the cash acquisition.
Plotting results in nothing special.
Physics Research: 23.22
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 Research: 4.93
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Biology Research: 3.98
Archetype: Cult Leader
Traits: Cult of Personality (3) (+10 to minion cap, 10% reduction to minion recruitment costs)
Minion Cap: 25
Minions: 3 Regulars, 10 Thugs, 8 Scientists, 1 Technician, 1 Guard
Henchmen: 'Teeth'.
Cash: $4,040 (+$2000/Week)
Resources: 30 (+30/week)
Notoriety: 76
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:
One of your resource extortions works out, the rest is pretty much a pile of fail.
Plotting finally gives you the payoff you were looking for. You learn the location of some groundbreaking research going on into the field of Psychology...at a mental health ward.
Natalia shows up at some of your extortions with a colleague, they manage only to intercept one of the 'payments' you were meant to receive. Nothing more painful than that though. (-10 resources)
Research:
Biology Research goes slowly - though not nearly as slowly as your Chemistry research.
Biology Research: 28.61
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: 12.68
Chemistry Unlocks:
Hallucinogenic Compound (1R/per [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: (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)
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.
Henchmen:
(2)
Cash: $7,620
Resources: 42 (+30/week)
Notoriety: 67
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
5x AP Turrets.
3x Laser Rifles
Weekly Actions:
The hiring of a henchmen goes well. Your men show up at his hidden chalet in force, but non-threatening. He commends you on your ability to hunt him down and returns with your men. (Terenos will need to PM his info, i don't have his)
Extortion was just shy of success for the week on -all- counts.
Your guards spend the week repairing the cosmetic damage of prior fail. Nothing of note and now your boat looks less broken.
Lab repair and production go smoothly.
Physics achieved some moderate gains, Chemistry less so.
Physics Research: 3.75
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 12.83
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 type rolls within the mission)
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, 6 Scientist, 1 Technician, 2 Guard, 4 Thug
Cash: $9,800
Resources: 21 (+20/Week)
Notoriety: 84
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
Secure Vault
Anti Personell Turret: Stock 2.
10x Laser Rifles
3x Spider Drones
Weekly Actions:
Robotics research ends with solid confirmation for the plans you have and a good basis for further research.
Guarding goes well. Your men manage to scare off some nosey Private Investigation. Moreso was the Spider Drones than your men.
You and your crew plot a super-secret mission, ideas were solid - information was not.
Physics: 3.46
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Robotics Research: 17.43
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)
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: The Mob Boss
Traits: Streetwise (1) Legal Eagles (1) Extortionist (1)
Minion Cap: 20
Minions : 12 Thugs, 6 Scientists, 2 Guard
Henchmen: 'Breaker' (3)
Cash: $5,750 (+$2000/Week)
Resources: 43
Notoriety: 121
Lair: A small mom and pop shop in small town US (Serious damage, 40 resources to repair.)
Lair Accoutrements:
Workshop
1x Giant Laser.
21 ESD's
21 Assisted Aiming Devices
Weekly Actions:
Breaker and the Guard will guard.
Your Thugs nearly had the underworld information they were looking for. Apparently the contact ditched at the last minute though.
The Lair Hunt went ok, your men know he's somewhere in Spain.
Research:
Physics research went well. Your minions have a solid idea of the direction they think they should go for the next step.
Biology goes 'meh'.
Physics Research: 21.08
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: 19.98
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: $3,340
Resources: 14
Notoriety: 68
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield
Weekly Actions:
Orders:
Shield Guards make for good defenders, sadly no one showed up for them to be used on.
Your minions manage to locate a valuable Ming Vase up for grabs at some regional rich estate.
Your research goes retardedly well, giving you access to the Assitive Aiming tech as well as a functional understanding on the turrets all in one week. Your happy crew of nerds seems to flourish under your terrifying guidance.
Chemistry Research: 2.11
Physics Research: 25.01
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: 10.11
Anti Personnel Turrets (10 R/P)
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (2)
Minion Cap: 22
Minions : 6 Thug, 6 Scientist, 1 Guard, 9 Regulars.
Cash: $4,030 (+$2500/Turn)
Resources: 10
Notoriety: 51
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Secure Vault (Some protection from thefts)
Weekly Actions:
Recruiting finishes without issue.
***Training ignored due to player not playing attention to the rules of recruitment - Seriously, not hand-holding. Impossible orders will just be ignored***
Physics research makes a bit of progress this week.
Extortion goes nowhere, people just don't seem to fear your thugs this week - laser or not.
Plotting goes poorly for everything. Nothing seems worth the effort to steal.
Research:
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 : 4.89
Physics Unlock:
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 10
Minions : 2 Scientist, 2 Guard, 3 Regulars
Cash: $5,525
Resources: 8
Notoriety: 42
Lair: Abandoned Zoo
Lair Accoutrements:
Training Room
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions:
Research Progresses, Guards stay alert.
***Standing orders, playing MIA***
Research: Biology: 28.95
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.
Plans: The Recycler (Base Improvement) (50 resources. Can sacrifice 1 minion for 1d8 resources.)
Archetype: Mad Scientist
Traits:
- Researcher (2)
- Cult of Personality (1)
Notoriety: 45
Minions (cap 14):
8 Scientist, 3 Regulars, 2 Guard, 1 Technician
Cash: $500
Resources: 40
Lair: Abandoned Laboratory.
Lair Accouterments:
Crystal Necklace (+2 loyalty, AND it's pretty)
- Laboratory
- Training Room
- Giant Laser
-3x AP Turrets
-7x ESD
-7x Laser Rifles
Weekly Actions:
Orders:
It was a trap, the approach went poorly as hell, but your minions bludgeoned their way inside through force of tech, not tactics. Managed to fight off the guards and police forces long enough to seize the necklace. At the end of the day you're pretty sure the Red Storm followed your men home. (+6 notor and Crystal Necklace)
Plotting was a dismal failure, if you could unlearn how to steal something worth a damn, your scientist just might have. You suspect he was playing cards with the guard due to his epic amounts of boredom.
Minor gains in physics for the week, nothing special seems to come to mind for yourself or your assistant.
Chemistry research went nowhere. You start to wonder what your minions do when you're not around.
Your men manage to piece together some plans for some shiny additions to your laser rifles. Unlock: Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Research:
Physics : 24.91
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.)
Robotics: 16.75
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])
Chemistry: 10.35
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)
-----
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.
As usual, any errors, let me know.