Week 15, Or The Storm Breaks!Archetype: Mad Scientist
Traits: Researcher (2) Man with a Plan (1)
Minion Cap: 20
Minions: 11 Scientist, 3 Regulars, 1 Technician, 1 guard, 2 Thugs
Henchmen: Dr Doom (4)(MIA!)
Cash: $5,120 USD (+$500/week)
Resources: 68 (+30/week)
Notoriety: 145
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:
Calamity! Doom gets intercepted by The Red Storm! They fight in an open street with the media and police looking on, powerless to intervene as the first police on the scene were destroyed by Doom's use of giant laser. Doom gains the upper hand briefly, but the Red Storm annihilates a pair of Dooms thugs while the others limp back home. At the end, both Storm and Doom tumble into the sewers and neither resurface this week! (BOTH Doom and Storm are MIA till week 18)(-2 Thugs)
Your Regulars manage to steal a couple cars, but forgot to find a chop shop to sell them to. On the bright side, at least you have a few disposable getaway vehicles now.
Your Tech decided to paint your Organization name on a football field, in gasoline and fertilizer, burning your name into the grass for the next several weeks. (+7 Notoriety)
Your resources are sold without a hitch.
Research:
Robotics very nearly had a breakthrough this week, Both Biology and Physics manage not a lot this week. (My bad, I gave you a breakthrough last week too early, so I just rounded out the numbers)
Robotics Research: 14.89
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 : 26.01
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: 14.71
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 (3)
Cash: $11,180
Resources: 32
Notoriety: 66
Lair: House in Germany
Lair Accoutrements:
Laboratory
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:
Physics research nearly makes a breakthrough this week, while your Robotics research manages to finalize the understanding of the basic plans you have.
Francessca seemed heavily distracted lately and got little done.
$390 in gains by your boys out walking the streets. Must be getting close to tourist season. (+$390, +2 Not)
Your minions unsure exactly what you're looking for, sneak away in the middle of the day to do some petty crime, stealing you a few more resources. +11 Resources +3 Notoriety.
(We're not sure what you were after, and your plotting rolls were simply..terrible)
Physics Research: 24.87
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: 6.02
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Biology Research: 4.66
Archetype: Cult Leader
Traits: Cult of Personality (3) (+10 to minion cap, 10% reduction to minion recruitment costs)
Minion Cap: 25
Minions: 3 Regulars, 9 Thugs, 8 Scientists, 1 Technician, 1 Guard
Henchmen: 'Teeth'.
Cash: $6,040 (+$1500/Week)
Resources: 48 (+30/week)
Notoriety: 84
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:
Orders:
Well, your minions speak of their fine approach and keep going back over it in their accounts of the mission. However there are differing reports of how horribly things went bad. Too much security they say, the police arrived too quickly says another. The lunatics distracted them. Every minion has another story to deflect guilt or blame. The police are talking about your attempt, but nothing came of it this time. (+4 Notoriety)
Your continuing extortions attract the attention of C.A.R.E. once more. They manage to break one of your cash extortions, but little else. +4 Notoriety
Teeth fails his extortion attempt, your Thug never returns. News reports tell of 'Another robbery gone wrong' in the same area Teeth reported your Thug was headed. (-1 Thug)
Research:
Biology Research goes well enough to manage a semi-breakthrough. Your scientists have learned how to apply a lot of their genetics work toward your minions. (Passive unlock)
Chemistry output for the week, however, was weak.
Biology Research: 31.11
Biology Unlocks:
Passive +3 to all Plotting and Research rolls.
Passive +3 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Genetic Manipulation (Passive stepping stone tech.)
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
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: 14.12
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 Research: 0.00
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, 3 Thug.
Henchmen:
(2)
Cash: $7,620 (+$1,000/W)
Resources: 51 (+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.
6x Laser Rifles
6x AA Attachments
Weekly Actions:
Your technician easily pieces together the gear you request. Minus the giant lasers as he does not seem to have any plans for them (..At least not according to my sheet, or any of the turn reports back to 10 where I checked. Did we miss a trade? Should you have them?)
Two of your thugs report success, One does not return. Your minions spend some time swapping rumors of this new force striking out at the evil forces of the world. (+$1,000/W) -1 Thug
A few priceless baubles catch the eye of your seasoned henchman. He reports a nicely lucrative opportunity to acquire some precious crown jewels of some ancient dynasty or another.
Your guards report nothing unusual this week. Maybe a few more idle glances from the townsfolk where you're making port.
Your chemistry research moves slowly along. Nothing to report here.
On the other hand your physics team does much better, making a breakthrough and easily confirming some of your traded plans.
Physics Research: 5.47
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 13.78
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)
Spider Drones (5 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: 16 (+20/Week)
Notoriety: 98
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 Personel Turret: Stock 2.
10x Laser Rifles
3x Spider Drones
10x AADs
1x Aerial Survey Drone
Weekly Actions:
Nothing to report from your guards, though you suspect they are still in possession of at least one deck of cards.
Mayhem goes marvelously. Your minions are the terror of several small towns surrounding London. Even a rail station or two are bombed and the credit goes to you, Dr Black. +14 Notoriety total
The plotting goes alright you think. Your minions have at least a passable plan to steal a priceless item. The worlds first spacesuit. Do you dare to be up to the challenge?
Slow going on that research, your minions are nowhere near even the beginning of that project. However they make good strides in Robotics as a result. Well, except the two invited to a 'game of cards'.
Your minions unveil a cunning device that they use to keep an eye on each other, and the base. Though they suspect it would be of far greater use out in the field.
Physics: 3.46
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Biology Unlocks:
Passive +1 to all Plotting and Research rolls
Passive +2 to all Combat related rolls
Robotics Research: 21.02
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
Aerial Survey Drones (5R/per)
Chemistry Research: 6.22
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)
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:
Nothing to report guard-wise this week. Though Breaker goes out a few times and comes back whistling jauntily.
Your Thugs nearly had the information from the underworld they were looking for. Apparently the contact ditched at the last minute though. Your minions DID manage to determine the threat isn't from the underworld, but some Agency acting from the shadows.
The Lair Hunt went ok, your men know his general location is somewhere in Spain. Further investigation should reveal his exact location.
Research:
Physics research went well. Your minions have a solid idea of the direction they think they should go for the next step.
Biology research goes..poorly. Your minions are far too busy testing recreational pharmaceuticals of no strategic merit.
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:
Shielded Guards make for good defenders, But alas the world seems to be passing you by in terms of interest.
Your minions expand on the plan for the vase, but are effectively waiting for your go-ahead. (+2 to all rolls within that plotted mission).
Poor research all around. You suspect it might have been due to several brownouts in the local area that disrupted your power long enough to infuriate your scientists as it chipped away at their work. Some progress was still made. (Wow that was a collection of horrific rolls! Ye didnt get ONE over 40 mate.)
Chemistry Research: 2.11
Physics Research: 25.72
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
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (2)
Minion Cap: 22
Minions : 12 Thug, 6 Scientist, 1 Guard, 3 Regulars.
Cash: $6,530 (+$2500/Turn)
Resources: 10
Notoriety: 53
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Secure Vault (Some protection from thefts)
Weekly Actions:
The training finishes without incident. +6 Thugs, -6 Reg
Well your minions have a few ideas on where to start, focusing heavily on the United States to track down the Boys or maybe the Disciples. But no real solid leads yet.
The scientists do some great work, easily pushing forward to a breakthrough and nearly a second.
Your continuing extortions draw a little more notoriety your way. +2 Not.
Nothing to report Guard-wise. Though rumor has it C.A.R.E is plotting something in your area.
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 : 8.76
Physics Unlock:
Improved Batteries
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 10
Minions : 2 Scientist, 2 Guard, 3 Regulars
Cash: $5,845
Resources: 8
Notoriety: 45
Lair: Abandoned Zoo
Lair Accoutrements:
Training Room
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions:
Your regulars get bored and head out to do some cash grabbing. They bring back a few hundred. +$320, +3 Notoriety
Your research progresses well, Easily pushing you forward in your knowledge of best giving your minions the edge over normal humans. Indeed you've started to take some of the passive drugs yourself.
Research: Biology: 30.12
Biology Unlock:
Passive +3 to all Plotting and Research rolls.
Passive +4 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.)
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
Archetype: Mad Scientist
Traits:
- Researcher (2)
- Cult of Personality (1)
Notoriety: 48
Minions (cap 14):
6/8 Scientist, 3 Regulars, 2 Guard, 1 Technician
Cash: $770
Resources: 32
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:Scientists:
All your research made some decent gains except your Physics. Even with your personal guidance little got done. A breakthrough was still made but alas it wasn't anything new or shiny. A pair of your scientists had a bad reaction to the drugs though and are laid up in bed for the next week.
Guard duty went lazily, nothing to report.
Nothing much comes out of your plotting session this week. The regular you assigned to steal cash though comes home with quite an amount for one minion. +$270, +3 Notoriety.
Research:
Physics : 25.01
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: 18.81
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 add to all])
Chemistry: 12.11
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: Belligerent, In Hiding.
Other known information: None:
Agency: S.W.O.R.D.
Other Known Information: None.
As usual, any errors, let me know.
And we are Week 15! So be welcome to your new Trait point!