Week 16, Or Hey Look, Better Minions!Archetype: Mad Scientist
Traits: Researcher (3) Man with a Plan (1)
Minion Cap: 20
Minions: 12 Scientist, 3 Regulars, 1 Technician, 1 guard, 3 Thugs
Henchmen: Dr Doom (4)(MIA till Week 18)
Cash: $5,820 USD (+$1500/week)
Resources: 78 (+30/week)
Notoriety: 155
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
1x AP Turret
Weekly Actions: You easily hire one thug, and one scientist. (-$800)
Maybe it was the gear, Maybe it was simply time..But both of your thugs report back with success! +3 Notoriety
Your minions report back, They believe they are now capable of capturing, and gaining the skills of some slightly more advanced minions. (See Info post following turn post, and after that, Post 1)
Nothing to report guard-wise.
Your technician reports back that he found several chunks of red sweater, and a single glove of the style Doom likes to wear, scattered among the sewers, amidst some blood and a few teeth. In response to this he tries to blow up a few buses, and manages quite adequately +7 Notoriety
Selling 20 resources raises a few eyebrows, the channels you use may be becoming inundated.
Research goes..adequately. Your robotics research blitzes forward cracking through another breakthrough! Your minions unveil a magnificent new turret.
The physics and biology departments, unable to resist playing with the other developments, make significantly less progress.
Robotics Research: 17.94
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)
Anti Personell Turrets 10 R/P
Physics Research : 26.12
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: 14.81
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 (2) [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: $13,680
Resources: 22
Notoriety: 64
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
1 Generator, Small, On.
Weekly Actions:
Research progresses well! Your minions push the boundaries of your physics knowledge quite nicely, and before long are showing off a small generator to use for base power. They are also speaking of ideas for a smaller, rifle type version of the shield cannon.
Francessa occasionally drags some of your minions away to test things on them. Its all for the best however, as she makes progress in the Biology field. Before long shes dosing all of your minions with your permission.
As far as your plotting goes, This was a particularily slow week. Your minions figure that you might be better off simply researching in that direction.
Physics Research: 27.23
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)
Generator, Small. (10 Resources, Reduces chances of location by FoJ)
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: 6.12
Passive +1 to all Plotting and Research rolls.
Archetype: Cult Leader
Traits: Cult of Personality (4) (+12 to minion cap, 20% reduction to minion recruitment costs)
Minion Cap: 32
Minions: 3 Regulars, 7 Thugs, 8 Scientists, 1 Technician, 1 Guard
Henchmen: 'Teeth'.
Cash: $5,040 (+$1000/Week)
Resources: 67 (+30/week)
Notoriety: 105
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: Truly your decision to invest in a containment chamber was a brilliant investment Lord Thrakor. Otherwise your minions would undoubtably have been cut down by a horrific aberration that was accidentally created. Instead, some progress was made.
Your chemists do far worse, but still manage to come up with a breakthrough. Before long all of your concoctions will be more potent.
This time around the mission goes slightly better. To the extent that they only manage to bungle the approach, but with the giant lasers backing them up they easily secure entry into the facility. Your minions, unsure of what precisely to grab, simply grab every scrap of paper and hard drive they can get their hands on, they'll sort it out at the base. The police however, were waiting for your new attempt and attacked in force. 2 of your thugs were killed, another captured, but your minions managed to fight their way out with the research data, and eluded the police long enough to return home. -3 Thugs,
+Psychology Field! +12 Notoriety.
You hire another Thug.
Teeth and your other thug manage to add another extortion to your list. +3 Notoriety
Alas CARE, this week led by Natalia Shields, attacked your extortions once more. 2 were lost (1 each) before they pulled out. +6 Notoriety
**Minion Cap Increased**
Biology Research: 33.72
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
Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 15.13
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)
Improved Potency.
Robotics Research: 0.00
Robotics Unlocks:
Spider Drones (5 R/P)
Archetype: Layabout Playboy
Traits: Legal Eagles (3) Man with a Plan (1)
Minion Cap: 15
Minions: 2 Regular, 2 Guard, 1 Technician, 6 Scientist, 3 Thug.
Henchmen:
(3)
Cash: $8,620 (+$1,000/W)
Resources: 44 (+30/week)
Notoriety: 79
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty, Can pawn for 6-8k
Crown Jewels (+4 Minion Loyalty)
Training Room
Laboratory
2x Giant Laser
5x AP Turrets.
10x Laser Rifles
10x AA Attachments
Weekly Actions:
4 LRs and 4 AA's are constructed easily and quickly.
Your minions, led by your henchman knock this one out of the park. They hardly even need the drugs, or most of the gear. The approach is silent, quick and professional. The security forces are drugged up and left to their own devices while your henchman makes short work of the security systems in the villa. Before long your minions have quietly bundled up the Crown Jewels and moved them into the van.Your minions are long gone by the time the police even hear about the heist. +12 Notoriety, +Crown Jewels (+4 Minion Loyalty)
If only your minions assigned to plotting were that skilled. You caught both of them playing solitaire on multiple occasions.
Your guards report nothing amiss.
Research plods along, with Chemistry doing much better than physics.
((Furthermore, your count was slightly off. As you had some laser rifles and AA attachments, so your minions didn't need new ones for the heist))
Physics Research: 6.81
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 15.42
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)
Improved Potency.
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 (2)
Minion Cap: 20
Minions: 2 Regular, 5/6 Scientist, 1 Technician, 2 Guard, 4 Thug
Cash: $9,800
Resources: 6 (+20/Week)
Notoriety: 103
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
2x AP Turret
10x Laser Rifles
3x Spider Drones
10x AADs
3x Aerial Survey Drone
1x Tunneler (Crude)
Weekly Actions: Your mayhem doesn't go very well, but people still talk about it. Just not much. +5 Notoriety
Research plows ahead at a breakneck pace. One of your scientists may have even broken their neck, but the progress cannot be argued with! Your minions unveil a Tunneling machine. Its pretty crude, but it tunnels very quickly. Or so you learned when they suddenly opened a new doorway into your office. Your violent threats towards them were scarcely heard over the sound of them high-fiving each otherand cheering. -1 Sci available next week.
Your attempt to scout out the home of the spacesuit went horrifically. Your thug was able to escape without getting caught. His best estimate is that there are "A bunch of dudes" and "Probably some security cameras.."
The guards report some suspicious behavior by some tourists.
Surveillance and data gathering give you almost too many leads to work on. Continuing at this pace, It will be at least 2 weeks before you know exactly where they are.
2 Aerial survey drones are built.
**Minion Cap Increased**
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: 26.72
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)
Tunneler (Crude) (Can Tunnel) 20 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: **No Orders Received** - 1 Week Out.
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 (4)
Minion Cap: 15
Minions : 9 Scientist, 3 Regulars, 1 Technician, 2 Guards
Cash: $3,340
Resources: 14
Notoriety: 82
Lair: Abandoned Warehouse
Lair Accoutrements:
Fine Ming Vase (+3 Loyalty)
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield
Weekly Actions:
This mission was in so many ways, a cakewalk. Crashing into the estate through walls, trees, hedges, whatever got in the way of your minions and their giant laser. Theres every possibility your minions were drunk on their own power, but this impacted the mission only slightly. The security forces at the estate tried to put up a fight, but were easily cut down by your minions. The vase itself was defended by some modest security but hey, Giant laser. The alarms went off and your minions slowly extracted hoping for a chance to add a bit more property damage to the proceedings. They got their wish as the police pulled up and were shot at several times. Shielding your minions was a wise choice as heavy gunfire erupted during their escape. Fortunately they were able to ditch their pursuers. +14 Notoriety, +Fine Ming Vase
The research would have probably gone much better, if one of your minions hadn't nearly destroyed the lab with a failed experiment. Still, at least no serious damage was caused.
Chemistry Research: 2.11
Physics Research: 27.21
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: 12.13
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 : 14 Thug, 6 Scientist, 2 Guard,
Cash: $9,030 (+$2500/Turn)
Resources: 10
Notoriety: 64
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Secure Vault (Some protection from thefts)
Weekly Actions: A little training occurs, -3 Reg, +2 Thug, +1 guard
Your thugs as a group manage to only collect a few bruises for their trouble.
The other 3 report some near misses, and one success. +3 Notoriety
Data is gathered, likely sites are surveilled. Another week of results like this, and your minions will easily discover the exact location of at least someone.
Physics research plows ahead nicely, before long your minions will be able to fit themselves out with laser rifles.
CARE struck against you this week, but only managed to break one of your extortions. +8 Notoriety
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 : 11.82
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 15
Minions : 2 Scientist, 2 Guard, 3 Regulars
Cash: $5,845
Resources: 14
Notoriety: 50
Lair: Abandoned Zoo
Lair Accoutrements:
Training Room
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions: Your minions continue guarding, No threats pop up and a few of them get bored and go do some light robbery. +6 Resources, +5 Notoriety.
Research continues slowly, but solidly.
**Minion Cap Increased**
Research: Biology: 33.01
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 (3)
- Cult of Personality (1)
Notoriety: 52
Minions (cap 19):
8 Scientist, 3 Regulars, 2 Guard, 1 Technician
Cash: $1,070
Resources: 16
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
1x Small Generator (On)
Weekly Actions: Your research progresses slowly in physics, But still makes progress.
Chemistry is a different story, a couple of your scientists take the rest of the week off due to some nasty skin rashes.
Were it not for your use of the concentration drugs, your minions would have likely blown up the lab this week with their robotics research. As it stands they managed a small breakthrough.
Your guards report some slightly increased surveillance, locally. It doesn't seem to be law enforcement related.
One of your minions returns with a report on a potential henchmen. Maybe not what you're looking for, but certainly useful.
Your regular returns with a ridiculous amount of cash for just one minion. +$300, +4 Not
**Minion Cap Increased**
Research:
Physics : 27.84
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: 20.03
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])
Improved Hydraulics
Chemistry: 12.67
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.
Any Errors, Let me know.
ACTION World News: A pair of vigilantes have come forward with an internet-based protection service. Unfortunately for those suffering repeated extortions in the United States, these vigilantes appear to be based out of the Middle East. Natalia Shields commented "Its good to see others stepping forward to combat evil, in all its forms."
In other news, A new supercomputer network was unveiled in Russia today. This network is easily the strongest grouping of computers ever seen in the world today. Utilizing secret software and hardware the Omega Cluster as its being called, is being used to pioneer research into artificial intelligence. An Inside source suggests that breakthroughs in A.I have already been made, but that the A.I in question fled the Cluster as soon as it was able to.
Russian officials scoffed at whether the network was proof against the Evil Organizations, stating that the network was only valuable as a whole. It would not work in bits and pieces, and the chances any Organization could seize the entire thing, were laughable.
Breaking that down. The Omega Cluster is a mission that can be attempted by anyone. It will require an investment of time no less than 3 weeks (IE, you must hold ground for 3 weeks while your minions box everything up and ship it out, as its useless in chunks).