Week 7, In Which the Fan Got FilthyArchetype: Mad Scientist
Traits: Researcher (1) Man with a Plan (1)
Minion Cap: 15
Minions: 4 Scientist, 3 Regulars, 1 Technician, 2 Thugs
Cash: $3,820 USD
Resources: 30
Notoriety: 54
Lair: Under a Warehouse
Lair Accoutrements: 2x Giant Laser.
Laboratory (Ruined, 50 resources to repair)
Weekly Actions: Your Thugs go out to do their thing. One comes home without gain, while the other regales the crew with a story of how he almost made a good hit on a bowling alley - right up until a party came in for the soon to be retired Police Commissioner. Your Tech, however, fairs better in his joy ride through town melting streetlights and the occasional car (+6 notor).
On the research front: Critical failure in the minute adjustments by two of your researchers causes the prototype Laser Rifle created by another Scientist to overload the internal power supply which (being made from modified batteries of your own creation) causes an explosion in the warehouse district thought to be a small Earthquake. This wouldn't have been an issue if you weren't in a tectonically stable region...(+18 notoreity) They did however salvage the plans.
Good news! Your name was attached to all the mayhem this week in the area and has attracted more interest from the underworld.
Physics Research : 16.59
Physics Unlocks: Giant Laser (10 Resources/Per)
Laser Rifles (+3 combat rolls, 3R/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, 2 Thugs
Cash: $5,150
Resources: 150
Notoriety: 37
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: Your plotting crew tries, in vain, to find a way to capture a lone Bundswehr. They seem to hang out in groups or disappear when being followed. One of your Regulars swears the Bundswehr he lost while tailing started tailing him. Course he may also just be paranoid.
Your plotted mission into the News Station started off terrific. This was a great morale booster to your men as in their detailed report to you they "Barely made it inside the building and to the broadcast room before some large, burly Russian man (dressed in a fine-fitting red sweater) stepped out and proceeded to kick their asses up and down the station halls." Your men didn't have time to get the broadcast sent, obviously, because they were too busy hauling off one of their own men who was unfortunate enough to be at the door first as the russian exited. You were reported as being behind this failed endeavor, which still put a black mark on local security (+4 notor, 1 guard inoperable next week)).
Your research progressed quickly and efficiently. Before the end of the week your men reported a lovely new design for energy shielding. The speed of their work made the first test subject a little leary as the 3 scientists opened fire on their new design. The shield, as well as their terrible aim, saved his hide.
Physics Research: 8.68
Physics Unlocks:
Improved Batteries.
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Archetype: Cult Leader
Traits: Cult of Personality (2) (+7 to minion cap)
Minion Cap: 17
Minions: 5 Regulars, 5 Thugs, 5 Scientists, 1 Technician, 1 Guard
Cash: $5,000 (+$1000/Week)
Resources: 10 (+10/week)
Notoriety: 42
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
2x Giant Laser
Laboratory
Workshop
Weekly Actions: Your recruitment goes well, +2 Sci, +2 Thug (-$1600)
Your minions complete the act of assassination in rather awe-inspiring (to you, anyway) fashion. Your orders to make themselves known during the act were taken with great glee as your men stormed into the congregation one afternoon, started a great debate with the religious leader, and punctuated every counterpoint with a laser blast into a member of the flock. The debate was ended to the sound of sirens drowning out screams of the witnessess as your men finally blasted the leader and accidentally setting the podium on fire. Being made of fine wood, spread like mad and started the building on fire. (+16 Notoreity)
Minimal gains in Biology, but sufficient to produce the basic backbone to Genetic Tampering. Your minions feel slightly more confident about their abilities to manipulate their fellow minion's makeup.
Your chemistry research turns up squat.
Plotters seem to have located the Urn of a great Pharoah on loan from a private collector to the local Museum of Natural History. It is said the Urn contains the heart of the "Most fair and beloved Pharoah of the ages."
Your minions also cut a deal with the Boys of the USA, Some research for some dosh. (+$750)
Biology Research: 15.72
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries.
Chemistry Research: 0.12
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: 4 Regulars, 2 Guard, 1 Technician, 1 Scientist, 2 Thug.
Cash: $11,120
Resources: 115
Notoriety: 35
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Training Room
Giant Laser, x1
Weekly Actions: The training goes well, +1 Thug, -1 Regular
Cash Grabs for the week are fair but not terrific. (+$580)
Your attempt on the Armored Truck went well considering the timing was a tad off. Your men jumped the truck as it was only about two stops into it's day of rounds. Despite the timing the grab went flawlessly and your men escaped barely noticed and unharmed. (+$4000)(+6 Notoriety)
Your Scientist tries to make some headway into the field of chemistry, but doesn't seem to have any real idea where to start.
Chemistry Research: 0.11
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: 2 Regulars, 4 Scientist, 1 Technician, 1 Guard.
Cash: $11,100
Resources: 50
Notoriety: 41
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Laboratory
Weekly Actions: Your Thug on extortion duty seems to have never returned this week. Sunday EXTRA edition of the newspaper lists a "Known 'Bodyguard' of Black Industries key personnel" was reported dead over the weekend after being shot in the chest by a local shopkeeper. The shopkeeper was quoted as saying "I was defending my home my own way, and for about $6 per dozen shells, and not through the outrageous pricing in the local extortion rackets" he was being offered at the time. (+5 Notoriety)
Your Guard and Robotics researchers seemed to have an equally bored week and decided at some point to play cards out back instead of work.
You and your minion 'assistants' don't produce the outcome you desired. Instead, you believe, one of them tipped something into the mixture intended as a concentration enhancer and instead produced a compound which had all three of you on the floor giggling like toddlers for several hours.
Robotics Research: 4.52
Chemistry Research: 6.22
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: The Mob Boss
Traits: Streetwise (1)
Minion Cap: 10
Minions : 7 Thugs, 1 Technicians, 2 Scientist
Cash: $5,350 (+1500/Turn)
Resources: 70 (+10/turn)
Notoriety: 45
Lair: A small mom and pop shop in small town US
Lair Accoutrements:
Workshop
1x Giant Laser.
Weekly Actions: Well, your extorting thugs fail to manage anything, and one of them nearly got shot twice trying. (+1 Notoriety)
Between your five thugs they come up with what could be a passable plan to jump Natalia shields in her house, and threaten her to back off.
Your physics research progresses slowly. Your scientists lament that they are tantalizingly close to a breakthrough.
Your tech, after spending the first few days out on the town, locks himself in his room with a group of women and doesn't come out till Sunday.
Your trade with Lord Thrakor goes well. Both sides get what they wanted (-$750)
Natalia Shields storms into town and manages to fire up the populace against you. Several come forward and reveal your extortion rackets. She promises to aid each and everyone of them of breaking your iron grip, Even those that havent come forward yet. +4 Notoriety. (-1 resource extortion)
Physics Research: 14.71
Physics Unlocks: Giant Laser (10 R/P)
Improved Batteries.
Biology Research: 14.21
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 10
Minions : 1 Scientist, 3 Regulars, 1 Technician
Cash: $4,940
Resources: 30
Notoriety: 26
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
Weekly Actions: Your physics research procedes, easily reaching a breakthrough by sheer gruntwork. It fizzles a lot, and isnt terribly reliable, but you've got your energy shield research to the next stage! The authorities are taking note of the increased power demands of your supposedly abandoned location.
Your mayhem goes amazingly, the local area quakes in fear at the very mention of your nefarious deeds! +7 Notoriety
Research: Physics 15.55
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)
Feeble Forcefied (20 Resources, Large Power Drain) Current Stock: 1.
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (1)
Minion Cap: 10
Minions : 7 Thug, 1 Scientist, 1 Guard, 1 Regular
due to Terenos dropping the ball, your minion count should have read 10 for this turn, CoP takes affect next turn. I allowed hires for the most advanced minions this turn to fill the 5
Cash: $6,430 (+$500/Turn)
Resources: 00
Notoriety: 33
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Weekly Actions: Recruitment for the turn: 3 Thugs, 1 Guard, 1 Regular (-1700)
Your secret stash is $1,000 richer care of Ochita alone. Your scientist immediately embezzles this account to purchase the resources needed to finish the Training Room you ordered him to build.
Your thugs fair well enough to get the captain of a freighter to hand over an 'escort fee' *pick cash or resources* They also aim the laser at the moon a few times, in vain.
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 : 4 Scientist, 3 Regulars, 2 Guards, 1 Thug
Cash: $1,410
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 progress is rendered null by the Scientists' inability to pay attention to work this week. Seems someone ordered a subscription to Naughty Physicists.
Your minions return with news of a Resource Convoy bound to pass through your area this coming week.
Research: Physics 12.13
Physics Unlock: Improved Batteries.
Research: Chemistry 7.53
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)
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
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: $4,725
Resources: 0
Notoriety: 10
Lair: Abandoned Zoo
Lair Accoutrements:
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions: (Tampering is a waypoint tech, not a research field. Directed to Offensive Bio) Your reseach makes great strides in the ability to bend Darwin's Laws to your liking. You men assure you the following week will bare great fruit. *Your EG bonus to research is the only thing that stopped a crit failure*
The officer takes the $200 your minion offered him and says he won't push the investigation into the area as he gets up. The minion holds out another $75 and the officer smiles and leaves - this time setting his notes of your base operations with your minion.
Your minion returns from the Oracle with news of a possible mission involving a charity fundraiser for a local business claiming to be donating the proceeds to the 'needy'. Your minion also spends the remainder of the week locked in his room scrawling existential notes about his future.
Research: Biology: 14.99
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, 5 Regulars, 1 Guard, 1 Technician
Cash: $3,000
Resources: 85
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory
- Giant Laser
Weekly Actions: Your research manages mixed results: Hank is found passed out at his desk drooling into his latest creation. Percy very nearly had the idea for making the drones larger to compensate for Jack's inability to shrink the laser down - just before he gave up for the week due to singed eyebrows and (temporary) blindness due to an accident with some welding slag. Annoyingly AND hilariously, this distracted you enough to prevent any real progress in your own work as well.
Your Regulars report no trouble or suspicious activity beyond that of your new hires showing up one day looking like lost puppies. They were almost shot until someone was informed they'd be coming this week.
Research:
Physics : 14.73
Physics Unlock: Giant Laser (10 R/P)
Improved Batteries.
Robotics: 8.56
Robotics Unlock: Aerial Survey Drone 5 Resources/Per. Stock 1.
Chemistry: 6.68
Research: Chemistry 7.53
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)