Week 6, Light in the Darkness Archetype: Mad Scientist
Traits: Researcher (1) Man with a Plan (1)
Minion Cap: 10
Minions: 4 Scientist, 3 Regulars, 1 Technician, 2 Thugs
Cash: $3,820 USD
Resources: 30
Notoriety: 30
Lair: Under a Warehouse
Lair Accoutrements: 2x Giant Laser.
Laboratory
Weekly Actions: Firstly, you accept the deal made by the Whistling Zephyr for giant laser blueprints.
Then you hire a few more minions, +2 Thugs, +3 Scientists. -$2,000
Giant laser or no giant laser, that mission just went badly. Sure your minions managed to get a few resources, but blowing up the truck was probably not helpful. +10 resources, +2 Notoriety.
Your technician was primed for a beautiful string of explosions..that never happened. Either the bombs got disarmed or he didn't make them right.
Your physics research moves along well. There's some neat ideas being put down on paper, tested, and retested.
Physics Research : 13.47
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 (2) (+5 all plotting rolls. 2% chance of a free mission each week)
Minion Cap: 10
Minions: 2 Regulars, 3 Guards, 3 Scientists
Cash: $5,950
Resources: 150
Notoriety: 33
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: It is a somewhat slow newsweek,But your minions rally and manage to come up with a daring plan to capture a news station long enough to deliver dire messages about DOOM. Could be useful to get put yourself in the public eye.
Your guards manage to bring home $300, and a little bit of police attention. +2 Notoriety.
Your two regulars vanish without a trace, somewhere in northern France. -2 Regulars
Between your three scientists, they manage to reach a breakthrough this week, barely.
Physics Research: 5.00
Physics Unlocks:
Improved Batteries.
Archetype: Cult Leader
Traits: Cult of Personality (2) (+7 to minion cap)
Minion Cap: 17
Minions: 5 Regulars, 3 Thugs, 3 Scientists, 1 Technician, 1 Guard
Cash: $4,850 (+$1000/Week)
Resources: 200 (+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: Your recruitment goes well, +1 Sci, +1 Tech, +1 Guard, +1 Thug (-$1600)
An excellent week for research, but not quite enough for a breakthrough. Its close though, so very close.
Your minions manage to cause yet more businesses to fall into line behind you.
Your minions bring word of minor religious figure speaking out against your 'cult'. Will such a thing stand?
Biology Research: 14.21
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[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)
Archetype: Layabout Playboy
Traits: Legal Eagles (1) Man with a Plan (1)
Minion Cap: 10
Minions: 5 Regulars, 2 Guard, 1 Technician, 1 Scientist, 1 Thug.
Cash: $9,690
Resources: 65
Notoriety: 29
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Training Room
Weekly Actions: The training goes well, +1 Guard, -1 Regular
Your minions come up with a reasonable plan to hit the armored delivery trucks in transit. Could be fairly lucrative.
The mayhem goes modestly well. But its like no one was paying attention at all. +4 Notoriety.
Yes! More minions to support your lavish lifestyle. Huzzah. +1 Sci, +1 Thug, +3 Regs (-$1100)
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 (2) (+5 all plotting rolls, 2% chance weekly of a free Plotted mission)
Minion Cap: 10
Minions: 3 Regulars, 3 Scientist, 1 Technician, 1 Thug, 1 Guard.
Cash: $11,100
Resources: 50
Notoriety: 36
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Laboratory
Weekly Actions: It would appear your scientist managed to cut himself rather seriously on a bit of lab equipment. He is unfortunately laid up for the rest of the week.
The training goes well. +1 Scientist, -1 Regular
Your minions strike against the feeble defenses of the bank, during cover of night. The alarms are disabled easily, and before long your minions are daunted by the bank vault itself. After a few panicked minutes your minions decide to simply blow a hole into the vault. With the exception of yknow, the noise, the smoke and the whole alerting the authorities, this goes quite well. Your minions grab cash quickly and try to escape before the cops show up, but they must have been nearby. A fierce shootout occurs and your minions barely manage to escape.
+11 Notoriety, +$3500
Robotics Research: 4.52
Archetype: The Mob Boss
Traits: Streetwise (1)
Minion Cap: 10
Minions : 7 Thugs, 1 Technicians, 2 Scientist
Cash: $4,600 (+1500/Turn)
Resources: 60 (+20/turn)
Notoriety: 40
Lair: A small mom and pop shop in small town US
Lair Accoutrements:
Workshop
1x Giant Laser.
Weekly Actions: Two of your thugs have successes, adding yet more cash flow to your empire of evil!
The other two fail horribly. Oh well, still a net profit for the week. And a little more police attention to boot! +3 Notoriety.
Your thugs seem to have no great or insightful plans to stop Natalia Shields. Maybe they put too much faith in their ability to simply kill her if they tangle with her.
Your physics research doesn't seem to get very far. But all told its a better week than last.
The mayhem goes reasonably well. Your technician manages to take out a widely traffic'd bridge, causing delays in shipping and travel for days. +6 Notoriety
Physics Research: 13.11
Biology Research: 1.72
Physics Unlocks: Giant Laser (10 R/P)
Improved Batteries.
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 5
Minions : 1 Scientist, 3 Regulars, 1 Technician
Cash: $4,940
Resources: 50
Notoriety: 19
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
Weekly Actions: Your research falters, but your assistant is there to pick up the slack. Progress is made quite nicely.
The mayhem goes nicely too, a few fires, some terrorized citizens. Life is good. +5 Notoriety.
Research: Physics 14.27
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: $7,630 (+$500/Turn)
Resources: 80
Notoriety: 33
Lair: An unassuming Casino.
1x Giant Laser
Weekly Actions: Your minions are equipped with some emergency sedatives, just in case.
The trade goes off without a hitch.
Your minions put together a Giant Laser. And 'demonstrate' it, as part of an elaborate light show, just to make sure its working. People are impressed, but don't know what they just witnessed.
Maybe, just maybe, your minions were better off at home. They can't seem to make any headway overseas, but they do bring back some nice knick-knacks.
Talk of the day is about how Natalia Shields managed to break 2 of your extortions. +9 Notoriety.
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) Heavy-Handed Negotiator (1) All prices for legitimate purchases are reduced by 10% (Resources, possibly other things fall under this)
Minion Cap: 10
Minions : 2 Scientist, 3 Regulars
Cash: $4,310
Resources: 32
Notoriety: 35
Lair: A small camp in a forest.
Lair Accoutrements:
Laboratory
A Small Bronze Statue (+2 Minion Loyalty)
A Japanese Crested Ibis. (+2 Minion Loyalty)
1x Giant Laser
Weekly Actions: All of your research progresses at a modest rate, with your own research constructing a giant laser.
Your minions return a healthy supply of resources. +25 resources, +3 Notoriety
Research: Physics 12.13
Physics Unlock: Improved Batteries.
Research: Chemistry 7.53
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 (2)
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 minions interrogate the police officer, he was snooping around looking for you. And according to him, everyone knows where he was looking. They'll come rescue him. So on, so forth.
Plotting wise, your minions come up with nothing much.
Your research progresses modestly this week. Nothing really to say about that.
Research: Biology: 12.17
Biology Unlock:
Passive +1 to all Plotting and Research rolls.
Genetic Tampering (Passive stepping stone tech.)
Archetype: Mad Scientist
Traits:
- Researcher (2)
Notoriety: 30
Minions (cap 10):
3 - Scientist 2 - Regulars
Cash: 5,000
Resources: 85
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory
- Giant Laser
Research:
Physics : 12.23
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: Your mayhem goes modestly, bringing a bit of police attention your way. +6 Notoriety.
As far as your research goes, Chemistry and Robotics fail to make any progress, Your physics research plows ahead slowly, and your special project makes no progress.
Action World News! Natalia Shields struck a blow for Justice this week, when she was directly responsible for ending several extortion rackets, in eastern Canada. She spoke at length about the need to loosen the grip of that evil organizations are starting to have on legitimate businesses. She called out the Boys of the USA, and said she was coming to make sure justice was done.
And with that, CyberGenesis will have the reins for a bit. Unless theres a problem with this turn. Dum de dum.
Try not to make him hate you too much.
Unless hes unable to. I'll keep things rolled up in case.