Week 17, Or Justice is On Vacation?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)
Cash: $6,320 USD (+$1500/week)
Resources: 18 (+30/week)
Notoriety: 155
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory
Training Room
2x Giant Laser
6x Laser Rifle
1x Aerial Survey Drone
6x ESDs
6x AADs
1x 'Shield Cannon'
1x Security Jammer
1x AP Turret
1x Generator, Small, (On)
Weekly Actions: Plotting went exceptionally well this week, Your minions easily secure you not one, but two spies. Questioning them yourself, yes they clearly work for established intelligence agencies. You immediately order your Regulars to learn their secrets
2 Regulars, 50% of way to Spy. Will finish next week.
Your guard report absolutely nothing.
A training room is put together in the nick of time, for you needed it this week.
You pick up a few resources off the market. (-$1,000, +20 Resources)
Research wise your robotics went rather well, pushing almost to the threshold of a new breakthrough. Your physics department working through long nights and harsh days manages to come up with a nice breakthrough. Expanding on the knowledge they already have, they come up with a rather cunning design for a base generator, and put one together when the resources arrive. (-10 Resources, +1 Small generator)
Biology progress is small, but enough for a breakthrough.
Dr Doom returns with a harrowing tale of his near defeat at the hands of Red Storm. He's pretty sure they both survived the encounter.
Robotics Research: 19.83
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 : 31.09
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])
-Generator, Small. (10 Resources, Reduces chances of location by FoJ)
Biology research: 15.32
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission 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: 20
Minions: 3 Guards, 6 Scientists, 2 Technicians, 2 Thugs
Henchmen: Francessca.
Cash: $13,680
Resources: 04
Notoriety: 101
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'
1x HP Sedatives (+3 combat/escape rolls[Must be added to all minions in a mission]
9x Energy Shielding Devices
9x Assisted Aiming Devices
1 Generator, Small, On.
Weekly Actions: Your minions piece together a few more items of gear. +6 AAs, +2 ESDs -18 R
You have the very distinct feeling that the A.I (if there even is one), is more cunning than you currently. It simply cannot be located.
Research into Physics goes poorly this week, coming up shy of a breakthrough. Francessca reports a much better success, however it is still insufficient.
It is begun. Approaching the complex slowly in the dead of night, your minions manage to dispatch dozens of outlying guards. They survey the complex from all sides, making a note of entry and exit points. A convoy departs while your minions are surveiling it, but it simply seems to be an escort of guards. Probably for one of their high ranking scientists. After giving them a chance to get out of sight your minions decide to make an entrance using the shield cannons to catch the entry-way guards in a crossfire. It goes rather well, and without further ado your minions are inside the complex. Guard keycards are distributed among your forces and they make their way to the central hub room to start packing things up.
Calamity! Your minions manage to run headlong into a large man in what looks like some sort of powered exosuit. His armor seems mostly proof against small arms fire and he manages to crush the life from 2 of your regulars before your thugs manage to trip him up, sedate him, and tear his exosuit apart. Working quickly your minions manage to secure the remainder of the complex and begin packing up the Omega Cluster.
Omega Cluster, 1/4 Weeks
+37 Notoriety.
**Minion Cap Increased**
Physics Research: 29.14
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: 8.93
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, 12 Thugs, 1 Bruiser, 13 Scientists, 1 Technician, 2 Guard
Henchmen: 'Teeth'.
Cash: $2,200 (+$1000/Week)
Resources: 77 (+30/week)
Notoriety: 110
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
Laboratory
-Biology Containment Chamber
Workshop
2x Giant Laser
3x Spider Drones
5x Laser Rifles
Heart Urn of the Pharaoh (+4 Loyalty)
Captured Reporter
Weekly Actions: A huge amount of recruiting takes place, drawing a little attention your way. (-$3,840, +1 Guard, +5 Sci, +6 Thug, +5 Not)
Some gear is put together for you. +5 LR's +1 Spider Drone. -20 R
After an initial setback that nearly went very badly, your minions manage to 'acquire' the services of a Reporter, to train one of your minions. You will however need a training room before this can occur.
Finding a bruiser takes almost no effort, and one of your thugs takes the opportunity to brush up on his skills. (-1 Thug, +1 Bruiser)
Your guard reports a general sense of..well he feels like he was being watched, But he didn't really see anything.
Plotting turns up nothing this week.
No further extortions come together for you.
The mayhem goes poorly, and one old lady tries to make tea for your minions. This is -not- how things are supposed to go!
Opening research into Psychology goes reasonably well for your minions. They make decent strides, but nothing spectacular.
Again the biology containment chamber saves the lives of your scientists (and probably some other lives too). But it appears your scientists were too busy betting on the test subjects to get any work done.
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)
Psychology Research: 3.97
Archetype: Layabout Playboy
Traits: Legal Eagles (3) Man with a Plan (1)
Minion Cap: 15
Minions: 2 Regular, 2 Guard, 1 Technician, 6 Scientist, 4 Thug.
Henchmen:
(3)
Cash: $10,220 (+$500/W)
Resources: 42 (+20/week)
Notoriety: 91
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: Your technician caught a rather serious cold prompting him to stay in bed this week.
No success from your Thugs set to extortion.
Well, nothing really sciency is happening this week. It all pales in comparison to the Omega Cluster being unveiled. As such your minions spend the week cleaning the base.
Your minion reports that there are things to be stolen, most certainly. But nothing that would really suit you at current. You suspect he doesnt have any leads however.
You manage to hire a thug easily (-$400, +1 thug)
Chemistry research putters along nicely, as does physics. No breakthroughs but good solid work this week.
A few of your extortions are broken by Natalia Shields. Shes really quite a nuisance (-2 extortions, 1 of each, +12 notoriety)
Physics Research: 9.26
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 18.34
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: 7 Regular, 6 Scientist, 1 Technician, 2 Guard, 4 Thug
Cash: $7,300
Resources: 106 (+20/Week)
Notoriety: 114
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
3x Aerial Survey Drone
1x Tunneler (Crude)
Weekly Actions: A few more regulars find their way to your base, lured by promises of work. (-$500)
A sizeable amount of resources are delivered to your minions this week, drawing some attention (+80 R, -$4,000, +3 Not)
Your thugs almost, -almost- manage to acquire a reporter. But he gave your men the slip just before getting snatched.
Plotting wise your minions come up with a fine opportunity to bring global attention your way. There is a prominent dam that could be destroyed to cause massive property damage..
A failed attempt by your technician brings you no additional notoriety.
Your thugs bring back a pile of cash. $2,000 stuffed into dufflebags. They also bring back a lot of police attention. +8 notoriety
No more suspicious behavior from tourists but your Guards are still a bit paranoid.
A banner week for research. Your physics department plows ahead, confirming plans already possessed.
Physics: 8.11
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: 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. (Minor damage. 10 Resources to repair)
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield
Weekly Actions: Your guards report nothing untoward
Confused by your request, your minions put together a plan to acquire the Omega Cluster, even though they know where it is, and thanks to some online tour videos they know most of the facility. Their plan is pretty sloppy, you're not sure if its any better than just rushing in. Maybe a little.
Your robotics research blitzes ahead through lab explosions, and delivers you designs for a cute little spider drone. Your lab is a little damaged however.
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: 17.27
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 (5R/per)
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (2) 1 Additional Point
Minion Cap: 22
Minions : 14 Thug, 6 Scientist, 2 Guard,
Cash: $9,530 (+$2500/Turn)
Resources: 14
Notoriety: 68
Lair: An unassuming Casino.
Training Room
Secure Vault (Some protection from thefts)
1x Giant Laser
10x Laser Rifles
1x Captured Spy
1x Captured Reporter
Weekly Actions: Your minions buy up some resources, stocking them away in your lair.
You then order them to put together some laser rifles, and they do. They will surely help your minions. (-30 R, +10 LR's)
Maybe your minions are too busy playing with their new rifles. Maybe they're simply lazy. Whatever the reason, your minions have made absolutely no progress this week.
In better news your minions easily managed to secure a spy. Regretably you have no regulars to train.
The Bruiser your thugs had picked out managed to give them both a severe beating.
Fortunately the reporter went better, but again you have no regular to train.
These kidnapping attempts bring a little more attention your way. +4 Not
Your guards report nothing this week.
Physics research progresses well again, but does not come close to a breakthrough.
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 : 13.27
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Archetype: Mad Scientist
Traits:
- Researcher (3)
- Cult of Personality (1)
Notoriety: 56
Minions (cap 19):
8 Scientist, 8 Regulars, 2 Guard, 1 Technician
Henchmen:
Doppleganger (3)
Cash: $1,350
Resources: 8
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: A few of your minions arrive at the scene to recruit The Doppelganger. After a few moments of searching for him they all regroup..And theres one additional minion.. This one smiles and laughs, slaps your minions on the back in a comradely fashion and accompanies them back to your base. (+Henchman Doppelganger)
You also recruit 5 regulars. (-$500)
Stealing it couldn't be too hard. Your minions draw up some plans based around some online tour videos. Its not perfect but it might give you an edge.
Your regular tasked with stealing brings back a stuffed backpack. (+$780) +4 Notoriety
A narrow escape by your chemists leads to little progress this week in Chemistry. But at least no one was killed.
Physics fared slightly better, with a nice boost that puts you in range of a breakthrough.
Robotics did incredibly well. Just shy of a breakthrough as well.
Research:
Physics : 29.53
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: 24.23
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: 13.24
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)
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Agency: C.A.R.E
Headquarters: Unknown.
Leader: Natalia Shields (5)
Status: Aggressive.
Other known information: None:
Agency: S.W.O.R.D.
Other Known Information: None.
Action World News Two empires of Evil collapsed today. Well known Mob Boss Fankie Fredaroni simply retired to a luxurious estate in Raratonga. This estate is rumored to be a hedonistic resort, where Fankie and his loyal minions live out their remaining years in style. He remains unreachable, and attempts by international police have failed thus far to bring him in for all that he's done over the years.
The other, is none other than reputed Mad Scientist Edward T.Error of Genesis Labs. Little is known about what happened at the site of Genesis Labs, but it is thought that his repeated experiments in biology have created some manner of super powered beast. Minions loyal to Edward still lurk around his lair, snatching up innocents who then disappear. Not to worry people in the area, as these minions are easily evaded and seem to have lost most of their higher brain functions.
In other news, the Omega Cluster facility was attacked today, Casualties are high and the Russian government is preparing a strike team to reclaim the facility. "It was a trap that we foolishly set with actual bait, and did not guard well enough. No matter. The security system reports these are but a handful minions from D.O.O.M and we are not threatened by them." Stated a spokesperson in an interview set mere hours after the attack."
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As usual, Any errors let me know.
Now! As we are down to 8 Players, I am going to allow the first two names off the Waiting List their chance to join up. (You will not be penalized for a late start, you will most likely land in the middle of the pack somewhere). They may of course refuse, And I'll keep moving down the waiting list. Just PM me if yer at ze top of the list and want to slot up.
Cript, Ultimuh, I am sad to see you go, but I understand. I hope you both had fun.