Week 5, You didn't even ask for it! Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 10
Minions: 1 Scientist, 3 Regulars, 1 Technician
Cash: $5,620 USD
Resources: 20
Notoriety: 28
Lair: Under a Warehouse
Lair Accoutrements: 2x Giant Laser.
Laboratory
Weekly Actions: Your minions assigned to general mayhem are saddened greatly by the end of the week, and having to return the giant laser. They used it to punch holes in private boats, a few monuments, and lets just say the untimely collapse of that elementary school might have been their doing. Truly, E.V.I.L is the gossip of the day. +12 Notoriety.
You send off your regular, to receive training in being a technician from Fankie and The Boys. -1 Regular, +1 Technician.
Your research progresses..Slowly. But at least theres progress to speak of. Just not a lot...
Your deal with the Disciples of Thought goes through without a hitch.
Physics Research : 11.32
Physics Unlocks: Giant Laser (10 Resources/Per)
Improved Batteries.
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Archetype: The Mastermind
Traits: Man With a Plan (1)
Minion Cap: 10
Minions: 4 Regulars, 3 Guards, 3 Scientists
Cash: $5,650
Resources: 150
Notoriety: 31
Lair: House in Germany
Lair Accoutrements:
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
Weekly Actions: A couple of your minions manage to beat up the actual security guards, and take their places. They help load the precious alcohol into the vans, and without a second thought they speed off into traffic. Before long, a few strips of cloth fall off the van's side (as prearranged by your minions) to let the pursuing vehicles catch a glimpse of your insignia. Let them know who was responsible for this. A few of your minions manage to cause traffic accidents in such a way as to delay any pursuit, and before long your minions have managed to unload the crate in your lair. A celebratory round is had by all and even you must admit, this is possibly the finest alcohol you have ever drunk.
The police are definitely keeping an eye out for your minions now. +6 Notoriety.
This week, your minion assigned to plotting managed to come up with absolutely nothing.
Your recruitment goes well, Many are eager to join the ranks of DOOM. +3 Scientists, +2 Guards, -$2,000
Archetype: Cult Leader
Traits: Cult of Personality (1)
Minion Cap: 14
Minions: 5 Regulars, 2 Thugs, 2 Scientists
Cash: $5,450 (+$500/Week)
Resources: 190 (+10/week)
Notoriety: 26
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
2x Giant Laser
Weekly Actions: The giant lasers are put together quickly, Lord Thrakor.
Our first extortion went quite well, they caved to us with barely any effort.
And another success my liege, truly we are favored this week!
A small boost to our notoriety as well, as the populace continues to talk about us. (+2 Notoriety)
Our researchers seem stressed this week, or at least unable to focus even a little. Small progress was made, but truly a poor week.
You receive $250, a few plans and some resources in exchange for the secrets you possess.
Biology Research: 12.45
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries.
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)
Archetype: Layabout Playboy
Traits: Legal Eagles (1)
Minion Cap: 10
Minions: 3 Regulars, 1 Guard, 1 Technician
Cash: $10,790
Resources: 65
Notoriety: 25
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Training Room
Weekly Actions: Your deal is accepted, your resources vanish and the plans are found in an inconspicuous backpack. Huzzah.
Your training room is completed with ease.
The guard you assign to plotting comes up with nothing. Pity that.
Your minions assigned to making money manage to come up with about $540 between them. Not a bad haul. The cops are inundated with reports of petty theft. +3 Notoriety.
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Archetype: The Mastermind
Traits: (Wo)man with a Plan (1)
Minion Cap: 10
Minions: 4 Regulars, 2 Scientist, 1 Technician, 1 Thug, 1 Guard.
Cash: $7,600
Resources: 050
Notoriety: 25
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Laboratory
Weekly Actions: This ..Minions bursting into laboratories and messing up the place seems to be some sort of epidemic. You suffered it yourself this week, and were thusly unsurprised to find no progress made in Robotics.
On a related note, your laboratory is done now. -100 Resources, +1 Laboratory.
Yes..Yes, this is more like it. Your minions prepare a precision plan for striking at a bank. Lets be honest, its not a main branch, but its a good start, and should pad your coffers quite nicely.
You hire a few more minions, -$1200, +1 Technician, +1 Thug, +1 Guard.
Robotics Research: 4.52
Archetype: The Mob Boss
Traits: Streetwise (1)
Minion Cap: 10
Minions : 1 Regular, 6 Thugs, 1 Technicians, 2 Scientist
Cash: $3,100 (+500/Turn)
Resources: 40 (+20/turn)
Notoriety: 31
Lair: A small mom and pop shop in small town US
Lair Accoutrements:
Workshop
1x Giant Laser.
Weekly Actions: Well your thugs out to extort some money kind of manage to screw that up. Apparently they were trying to shake down a place while there were cops behind them in line. You just have to shake your head at that kind of sadness. They didn't have any trouble escaping though.
Your other group manages to get a few more legitimate businesses in line with you.
The training goes quite well, and the tech is sent off to join forces with E.V.I.L.
Research..Is not your thing. Sure you made progress, if you can call it that.
You also hire another thug. - $400
Natalia Shields seems to be sniffing around your general area of operation.
Physics Research: 10.54
Biology Research: 1.72
Physics Unlocks: Giant Laser (10 R/P)
Improved Batteries.
Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions : 1 Scientist, 3 Regulars, 1 Technician
Cash: $4,940
Resources: 50
Notoriety: 14
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
Weekly Actions: A brilliant research breakthrough, spearheaded by yourself in the Physics tree. Before the week is out, you've pieced together your own Giant Laser. Its so simple!
Your technician does some reasonable mayhem, managing to spook several newspapers into running pieces on Technet, raising your notoriety slightly. +5 Notoriety.
Your minions assigned to plotting however, discover nothing. Must be a slow week.
Research: Physics 11.40
Physics Unlocks:
Improved Batteries
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.) Current Stock: 6.
Giant Laser (10 R/P)
Archetype: Mob Boss
Traits: Streetwise (1)
Minion Cap: 5
Minions : 4 Thug, 1 Scientist
Cash: $6,330 (+$500/Turn)
Resources: 100
Notoriety: 24
Lair: An unassuming Casino.
Weekly Actions: Your minions manage to cause two more businesses to cave. Unfortunately, while this was occuring Natalia Shields managed to break one of your extortions, causing a sharp rise in your notoriety as the manager filled a police report about your minions. +8 Notoriety.
(Going to need to pick cash or resources for those 2 extortions.)
Your research goes well, A breakthrough occurs though through no great insight, just regular every day grunt-work.
Chemistry Research: 6.21
Chemistry Unlock:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 10
Minions : 2 Scientist, 3 Regulars
Cash: $4,310
Resources: 17
Notoriety: 32
Lair: A small camp in a forest.
Lair Accoutrements:
Laboratory
A Small Bronze Statue (+2 Minion Loyalty)
A Japanese Crested Ibis. (+2 Minion Loyalty)
Weekly Actions: So apparently your minions cannot bluff. Your minions tried to gain entrance simply by pretending they were wildlife experts. Between the fake beards and the real glasses, they managed to completely bungle that. Fortunately they recovered nicely and simply used the hallucinogenic compound to gain entrance. The Ibis seems to have nearly made a full recovery, and is enjoying some time in a free range habitat. No one ever told your minions that a Crested Ibis is a particularily vicious animal. Or maybe your minions provoked it. Eventually they manage to get it into a cage and escape just as the police are arriving. ews of your theft is everywhere. +10 Notoriety.
A week of middling successes in your research. Nothing too special. Maybe you cant quite wrap your head around this Biology stuff.
Research: Physics 9.63
Physics Unlock: Improved Batteries.
Research: Chemistry 5.23
Chemistry Unlock: 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 Research: 3.11
Biology Unlocks: Passive +1 to all Plotting and Research rolls.
Archetype: Mad Scientist
Traits: Researcher (1)
Minion Cap: 5
Minions : 1 Scientist, 4 Regulars
Cash: $5,000
Resources: 0
Notoriety: 10
Lair: Abandoned Zoo
Lair Accoutrements:
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions: Your research was a noteworthy success this week, easily pushing you into the realm of another biology breakthrough. You feel perhaps that your luck is turning.
Or perhaps not, as your minion assigned to plotting managed to simply squander the week.
By a strange coincidence, your minions manage to capture a plainclothes police officer who was poking around your general area.
Research: Biology: 10.17
Biology Unlock:
Passive +1 to all Plotting and Research rolls.
Genetic Tampering (Passive stepping stone tech.)
Archetype: Mad Scientist
Traits: Researcher
Notoriety: 24
Minions (cap 5):
3 - Scientist 2 - Regulars
Cash: 5,000
Resources: 85
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory
- Giant Laser
Research:
Physics : 10.03
Physics Unlock: Giant Laser (10 R/P)
Improved Batteries.
Robotics: 8.56
Robotics Unlock: Aerial Survey Drone 5 Resources/Per. Stock 1.
Chemistry: 4.13
Weekly Actions: (Gods I hate you Labs.) The mayhem goes slightly better this week, No catchy slogans yet, but plenty of property damage and terror to go around. +4 Notoriety.
Your robotics research goes incredibly well, your minion seems to have been inspired, and spends the weekend churning out plans, blueprints and ideas.
Your chemistry researcher -would- be seeing a breakthrough, if he hadn't gotten distracted by the incredible work shown by his colleague.
Your physics research (with assistance) manages to devise several breakthroughs in batteries.
Word is starting to reach the organizations of evil, regarding somewhat more talented individuals, like Dr Doom. Perhaps some room can be made for a few folks above minions, but below the mighty level of the Evil Genius themselves.
So, Roundabout now I'm introducing Henchmen. Henchmen become available at 30 Notoriety. And will always have some skills that assist them and their stack of units in missions. -Most- Henchmen prefer to deal in the dark, so if you find out about one, You will get a PM.
Note, Dr Doom simply loves attention, so he made a public announcement.
In addition, Everyone has one more Trait point to distribute! Now, I don't have an entirely plotted out trait tree. So if you're after a particular bonus we can arrange something.
Or you can upgrade your starting trait.
Do let me know if theres any errors.