Week 18, Or Don't you! Forget about ME!Archetype: Mad Scientist
Traits: Researcher (3) Man with a Plan (1)
Minion Cap: 20
Minions: 12 Scientist, 1 Regulars, 1 Technician, 1 guard, 2 Thugs, 2 Spies.
Henchmen: Dr Doom (4)
Cash: $7,820 USD (+$1500/week)
Resources: 8 (+30/week)
Notoriety: 165
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory
Training Room
2x Giant Laser
7x Laser Rifle
1x Aerial Survey Drone
7x ESDs
7x AADs
1x 'Shield Cannon'
1x Security Jammer
3x AP Turret
1x Generator, Small, (On)
Weekly Actions: Training completes, nothing to say about that.
Your technician assembles 1 ESD, 1 AAD, 2 AP turrets and a laser rifle, and the sedatives needed for the mission.
Research in robotics never got off the ground this week. Maybe they were all zonked out due to lack of sleep, but your intervention prevented any accidents.
Physics research did reasonably well. Solid progress there.
Biology progress is slow, but there.
Your assault against the Omega Cluster was interrupted by forces from TechNet. Striking a tentative truce your minions prepared and struck against the forces of DOOM in waves in order to give the defenders no time to rest. Your gear was instrumental in preventing casualties but still, a thug was brutally murdered during fire exchanges. The forces of Doom are too firmly entrenched, your minions manage to damage the structure of the facility, but are forced to withdraw or lose more lives and gear. -1 Thug, +10 Notoriety
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 : 33.92
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: 16.73
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: 5 Guards, 9 Scientists, 2 Technicians, 1 Thugs
Henchmen: Francessca.
Cash: $10,880
Resources: 04
Notoriety: 111
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 numbers are bolstered by a few scientists and guards. +4 Guards, +3 Sci -$2800
A poor week for physics research sees the lab upset by a guard searching for the source of some noise. Fortunately only the weeks work was destroyed.
Francessa reported a noise as well. And was frazzled enough by it to be unable to do much in the way of research.
The attempt to return the damaged exosuit was stymied primarily due to the rather intense interest in the Omega Cluster this week.
Your minions were happy to receive new gear this week, and it arrived in time to help them in their battle to hold the Omega Cluster.
There was a distinct air of tension for your minions this week. Packing went slowly as they spent time checking and rechecking security cameras, certain some sort of reprisal was coming their way. It turns out that was absolutely true. Your minions were engaged by forces from both TechNet, and the forces of E.V.I.L. The fighting was fierce as they came in waves, spending more time fighting your troops than each other. Several lives were lost on your side, and it almost looked like you were holding them back when a surprise assault from the TechNet forces managed to nearly route your minions. TechNet has been driven back, E.V.I.L must have pulled out during the fray, and your minions have sent the bodies home, thankfully with all your gear intact, if not all their lives. -2 Guards, -1 Thug. +10 Not
Omega Cluster 2/4 Weeks.
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: $3,200 (+$1000/Week)
Resources: 143 (+30/week)
Notoriety: 133
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: No success from your extortionists this week. But a lot of media attention came your way considering. +3 Notoriety
A few of your minion brigade sent out to gather resources report back with unconditional successes..The rest have failed you horribly. However you add about 36 resources to your stockpiles. Oh, they'll talk about this one. 12 Notoriety.
One of your guards complains about the ridiculous amount of chittering the Spider drones were making this week...As you glared at him he realized that the chittering noise is meant to alert people to intruders. Fortunately for him, nothing seems out of place.
Your minions approach you with a magnificent plan to rob some rich fellows private vault. Should be quite lucrative.
The media is talking all about the giant laser related shenanigans your technician got up to this week. +8 Not
Psychology research plows ahead, pushing you easily past one breakthrough and close to another.
Alas your biology research was in no way as efficient. Someone ate an experiment for lunch mere hours before it would have borne fruit.
Biology Research: 34.93
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: 9.74
Unlocks:
Minion Loyalty Conditioning (+2 Minion Loyalty)
Archetype: Layabout Playboy
Traits: Legal Eagles (3) Man with a Plan (1)
Minion Cap: 20
Minions: 2 Regular, 2 Guard, 1 Technician, 6 Scientist, 4 Thug.
Henchmen:
(3)
Cash: $10,720 (+$500/W)
Resources: 20 (+20/week)
Notoriety: 104
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
6x Spider Drones
Weekly Actions: Your tech assembles many spider drones.
A success would have been possible this week, if one of your thugs hadnt tripped into the other one while running away from the cops. Hilarity ensued while your minions led the police on a merry chase. +4 Notoriety.
The mayhem goes much better, with several deaths and serious accidents being attributed to your dire name. +9 Notoriety
Lady Luck has smiled on you. Your next port of call is hosting a symposium/luxury cruise for many scientists in the field of Aerospace Engineering. Maybe a space program is in the books for your evil empire.
Your guards have nothing to report this week.
Slow, solid progress in both chemistry and physics was enough to give you a physics breakthrough. But not one in chemistry.
**Minion Cap Increased**
Physics Research: 10.35
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Chemistry Research: 19.78
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)
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: 5 Regular, 8 Scientist, 1 Technician, 2 Guard, 4 Thug
Cash: $7,300
Resources: 23 (+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
Training Room
Secure Vault
Anti Personel Turret: Stock 2.
10x Laser Rifles
3x Spider Drones
10x AADs
1x ESD
3x Aerial Survey Drone
1x Tunneler (Crude)
Weekly Actions: Your technician easily puts together a training room. -100 R
A few scientists take it upon themselves to show some regulars the ropes. -2 Reg, +2 Sci
You speak to your minions about the need for finer defenses, and your research department delivers that in spades. Before long theya re showing off the first energy shielding device they have put together.
One of your guards gets knocked out, but nothing else seems to have happened this week. Your other guards must have scared the fool off.
You've located him! Cowering as he does within an abandoned laboratory. There isn't a huge amount of activity around it, so it must be him. (Lair Located: Labrats)
Your thugs easily manage to kidnap a reporter this week. No slipping away from you this time. One of your minions immediately sets to learning the reporter's secrets. 1 Regular 50% of way to Reporter.
Physics: 11.53
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
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, 1 Technician, 2 Guards
Cash: $3,340
Resources: 14
Notoriety: 92
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: This is a singularily poor week for your robotics research, Only your constant oversight has managed to prevent catastrophic results nearly a dozen times. Suffice to say, little progress was made.
Your assault against the Omega Cluster nearly managed to seize it from the forces of DOOM. A quick alliance was struck in the field with forces from E.V.I.L and your combined forces struck in waves. Your giant laser was used to fine effect in a flanking attack that nearly managed to route the forces of DOOM. Unfortunately they were too firmly entrenched and were able to hold the facility this week. Your minions limped home, gear intact, but not all lives. -3 Regulars. +10 Not
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: 18.43
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 (3)
Minion Cap: 25
Minions : 12 Thug, 6 Scientist, 2 Guard,
Cash: $10,030 (+$2500/Turn)
Resources: 9
Notoriety: 71
Lair: An unassuming Casino.
Training Room
Secure Vault (Some protection from thefts)
1x Giant Laser
25x Laser Rifles
1x Captured Spy
1x Captured Reporter
Weekly Actions:
((As you are well damn aware, you cannot recruit more troops this week, as your CoP trait point hasn't become active yet. And yeah, you now get a 10% recruitment discount. And unless you specify otherwise they will immediately start training off your captured guys.))
((Theres no focus rules yet.))
Your physics research plows ahead solidly. Pushing you past another breakthrough. Your minions proudly unveil plans for a giant laser. They decided not to build one cause,well, you already have one.
Nothing to report from your guards this week. They did manage to prevent the Spy from escaping. Twice.
Your thugs have finally run down the base location of..Lord Thrakor, and his Disciples of Thought.
Clearly your thugs need a refresher course in basic fisticuffs, because that Bruiser just took out all 4 of them at once.
..Critical failures in attempting to extort more businesses lead to the loss of 2 of your thugs. The other two barely made it away. But at least Natalia Shields is too busy giving press conferences about your failure to break any more of your extortions. +3 Not
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 : 16.93
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Giant Laser (10 R/P)
Archetype: Mad Scientist
Traits:
- Researcher (3)
- Cult of Personality (1)
Notoriety: 62
Minions (cap 19):
9 Scientist, 6 Regulars, 2 Guard, 1 Technician
Henchmen:
Doppleganger (3)
Cash: $1,450
Resources: 17
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 Arc Rifle
1x Small Generator (On)
Weekly Actions:
A few more scientists to add to your growing research department! Huzzah. +2 sci -2 Reg
Finally, a thug is added to your ranks with no difficulty. +1 Thug, -1 Reg
Alas no success with plotting this week.
Your minions manage to bring home a small haul of cash this week. +$1100 +6 Notoriety
Nothing to report, guard-wise.
Doppleganger reports that within a weeks time, he will likely have pinpointed the other Genius you were seeking.
Your scientists assigned to research physics push you easily into the realm of another breakthrough. Unveiling their new designs for superior weaponry the likes of which the world has never seen. They call it an Arc Rifle, and they advise non-conductive soled shoes to anyone wielding it. -5r, +1 Arc Rifle
One of your scientists overdoses on the concentration drugs, but at least he didn't cause any accidents to your robotics research which also progresses nicely. Your minions have some nice plans for spider drones, but dont make any given your resource shortages. -1 Sci
Research:
Physics : 31.22
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.)
-Arc Rifle, +7 Combat rolls, 5R/Per)
Robotics: 26.19
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
Spider Drones 5R/P
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)
Archetype: Layabout Playboy
Traits: Man With a Plan (1) Legal Eagles (3)
Notoriety: 62
Minion Cap: 15
Minions: 4 Scientists, 3 Thugs, 3 Guards, 5 Regulars.
Cash: $12,000
Resources: 33
Lair: Rural French Chateau
Lair Accoutrements:
Training Room
Native American Totem Pole (+2 Minion Loyalty)
1x Small Generator (On)
Weekly Actions: You have lurked in the shadows too long, Viscoth Norrec. The time has come to swoop from your perch, and darken the skies over the world. Competition seems fierce, and you have much ground to make up.
Physics Research: 18.69
Giant Laser (10 R/P)
Improved Batteries.
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
-----
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.
Now! As we are down to 9 Players,and Cyber hasn't really updated the waitlist I'm just going to executively decide whos in by pming people who've expressed an interest and thusly finding out. (Yes this means I have to scan a whole whack of pages. But eh, I read fast so..yeah.)
Furthermore! I'm not going to go out and arbitrarily decide a limit to gear. But lets be reasonable. These are laser rifles, Odds are good your minions cannot dual wield rifles of any variety. You know who you are.
1000 posts..Never thought we'd make it this far. I truly hope yer all enjoying things. I'd love to hear what you all think so far.