Week 9, A Lull In The MayhemArchetype: Mad Scientist
Traits: Researcher (1) Man with a Plan (1)
Minion Cap: 15
Minions: 7 Scientist, 3 Regulars, 1 Technician, 2 Thugs
Cash: $2,320 USD
Resources: 36 (+30/week)
Notoriety: 77
Lair: Under a Warehouse
Lair Accoutrements:
Laboratory (Ruined, 50 resources to repair)
2x Giant Laser
5x Laser Rifle
1x Scout Drone
Weekly Actions:
Orders:
Two of your Thugs manage to be successful in extortion this week. The other two are mocked
incessantly by the successful ones. Yet those 2 still returned with 11 resources (and +2 notor for
some events downtown).
The mission didn't go as nearly as well as you would have hoped, but it didn't go nearly as bad as
they made it sound. The terrorizing went better than average, only because the men you sent were
gleeful at the opportunity to shoot up the place with lasers (+9 notor).
Your scientific efforts for the week were sufficient to gain a quick grasp of robotic engineering
allowing for quick discovery of basic drones. The Biology research also managed a breakthrough this
week, allowing for actual understanding of the drug combo you've been pumping your men with lately.
This should speed up your progress elsewhere in the field.
Robotics Research: 5.03
Robotics Unlocks:
Scouting Drones (5R/per)
Physics Research : 16.59
Physics Unlocks: Giant Laser (10 Resources/Per)
Laser Rifles (+3 combat rolls, 3R/per)
Improved Batteries.
Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
Biology research: 5.01
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
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)
Minion Cap: 10
Minions: 2 Regulars, 3 Guards, 3 Scientists, 2 Thugs
Cash: $4,850
Resources: 148
Notoriety: 43
Lair: House in Germany
Lair Accoutrements:
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
1x 'Shield Cannon'
10x HP Sedatives (+3 combat/escape rolls[Must be added to all minions in a mission]
Weekly Actions:
Thugs are well, Thugs. So the fact that their report contained a vague description of their approach
being rather sloppy wasn't a surprise. Apparently they just decided to run the truck off the road,
grab what they could and leave as fast as they could. They managed a half decent hall given there
were only the pair of them. (10 HP Seds, 8 Resources and 6 notor gained)
Your minions continuing plotting and feel like their time would have been better spent mugging the
homeless.
Scientists are giddy after successful attempts to modify their Shield Cannon and spend the better
half of the week picking off your minions, as well as eachother, for the giggle value.
The Guards try in vain to find the Red Storm's home number. To be fair they were fighting a losing
battle - Turns out that the Storm uses a dead drop voice mail service he collects via disposable
phones. Despite this, your minions leave him as threatening a VM as they can muster telling Red to
"back down or the next time he wont be so lucky"
Physics Research: 14.28
Physics Unlocks:
Improved Batteries.
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)
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3
Combat/Escape rolls)
Archetype: Cult Leader
Traits: Cult of Personality (2) (+7 to minion cap)
Minion Cap: 22
Minions: 5 Regulars, 8 Thugs, 7 Scientists, 1 Technician, 1 Guard
Cash: $4,700 (+$1000/Week)
Resources: 30 (+20/week)
Notoriety: 55
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
2x Giant Laser
Laboratory
Workshop
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions:
You manage another extortion racket for supplies. Due mostly to no one paying attention to your men
this week. You, and they, found it odd.
Plotting turned up the location of a former Mob lieutenant. Your minions hear he seems to be retired
- he also seems to be bored.
Chemistry research yields minor gains, but sufficient for a breakthrough. Your scientists were so
very pleased with themselves...right up until your runner returned with the data you had just
purchased. Your scientists started dishing the 'breakthrough' out to the lower minions for booze
cash, leaving them all drooling in their bunks the the night. (**Sorry, i had rolled your research
gains just before you had purchased the same tech**)
Your biology research gave way to a better understanding of genetic manipulation, but came just shy
of breakthrough due to the comeplete jackassery of the other two assisting the research. Seems they
got bored and paid one of the smarter minions for his supply of your chemistry 'breakthrough'.
Biology Research: 19.81
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Genetic Manipulation (Passive stepping stone tech.)
Physics Research: 0.00
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries.
Chemistry Research: 6.75
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)
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3
Combat/Escape rolls)
Archetype: Layabout Playboy
Traits: Legal Eagles (1) Man with a Plan (1)
Minion Cap: 10
Minions: 1 Regular, 2 Guard, 1 Technician, 2 Scientist, 4 Thug.
Cash: $10,820
Resources: 5 (+20/week)
Notoriety: 41
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Training Room
Laboratory
Giant Laser, x2
Assistive Aiming Device x1
Weekly Actions:
Your Thugs manage a pair of extortions from some local supply chains. Which makes for a very slow
week for your minions. With your assistance, your plotting minions manage to find a heist for some
valuble jewels and what-not being shipped cross-country by some rich nancy-boy. You might be able to
catch the shipment on the way out of town.
Chemistry Research: 4.08
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3
Combat/Escape rolls)
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 Regular, 4 Scientist, 1 Technician, 1 Guard, 1 Thug
Cash: $10,700
Resources: 45
Notoriety: 45
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Laboratory
Ivory Figurines (+3 Loyalty -or- pawnable for 3-6k)
Weekly Actions:
Your men enacted a flawless entry and execution of the theft. The figurines were snatched right in
front of two Guards. No one was the wiser up until one of them started giggling on the way out and
got the whole group chased all over town. (+4 notor)
The Guard uses the Drone to do something that resembles guarding the warehouse. In reality it's just
fun.
Your research managed a nice breakthrough in Assistive Aiming technology. While a normal scope or
laser sight will help direction, these fun pieces of hardware actually guage distance and wind speed
and will attempt to nudge an aim in the right direction.
Robotics Research: 8.97
Robotics Unlocks:
Spider Drones (5R/per) Stock: 1
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
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)
Archetype: The Mob Boss
Traits: Streetwise (1)
Minion Cap: 15
Minions : 9 Thugs, 1 Technicians, 4 Scientist, 1 Guard
Cash: $6,350 (+1500/Turn)
Resources: 90 (+10/turn)
Notoriety: 62
Lair: A small mom and pop shop in small town US
Lair Accoutrements:
Workshop
1x Giant Laser.
Weekly Actions: The recruitment goes fine, +2 thugs, +2 Scientists, +1 guard
Your thugs seem to go out of their way to fail. Maybe they got over confident when Natalia Shields
got forced by her superiors to take a vacation. Only one succeeds in adding another chunk of cash
flow to your empire. +1 Notoriety
Your technician again, is the shining star of your organization, causing widespread chaos and panic,
and making sure everyone knows it was the Boys. +7 Notoriety
Your minions push forward in research and manage to draw up some plans for a passable energy shield.
And they build the first to test it out on each other as a dare. "No seriously wear this, then im
going to shoot you. You'll be fine. Don't be a baby."
Physics Research: 16.25
Physics Unlocks: Giant Laser (10 R/P)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.) Current Stock:
1.
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 : 4 Scientist, 3 Regulars, 1 Technician, 2 Guards
Cash: $2,940
Resources: 30
Notoriety: 34
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
Weekly Actions: Your guards report nothing unusual or out of place this week.
Given your minions are unsure how to power the damn forcefield, in a van, they leave it behind. Also,
its heavy.
Your minions burst into the university, giant laser blazing at anything that might even remotely look
like a threat. Grad students are hurling themselves behind bookcases, out windows and behind potted
plants in terror and alarm. The security forces barely even show up before apparently saying 'Giant
laser? Screw THAT!". Within minutes your minions have easily claimed the science department and begin
seeking out the data they require. It does not take them long to locate, and they can hear sirens in
the distance. They load up and roll out into the night, firing the giant laser a few more times for
giggles.
+8 Notoriety
+ Field, Botany.
Your physics research continues at a reasonable pace, pushing you tantalizingly close to a
breakthrough. Your scientists are salivating at what fantastical device they will piece together
next.
In addition your trade goes swimmingly, and you now have the tools you need to begin a Robotics
department.
Chemistry Research: 2.11
Physics Research: 19.83
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 Forcefield (20 Resources, Large Power Drain) Current Stock: 1.
Botany: 1.01
Robotics: 0.00
[spoiler]
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (1)
Minion Cap: 14
Minions : 11 Thug, 1 Scientist, 1 Guard, 1 Regular
Cash: $7,830 (+$2000/Turn)
Resources: 10
Notoriety: 33
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Weekly Actions: One of your thugs succeeds in their extortion related tasks. The others bring back news of varying degrees of failure.
Your scientist doesnt understand his orders, but plods along on chemistry anyways.
Your guard fails to come up with anything interesting.
The training goes well, -1 Reg, +1 Thug
The recruitment also goes well, +3 Thugs, +1 Regular, -$1,300
This is paid for by your sale of tech, For the most part. +$1,200
Chemistry Research: 8.05
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: 15
Minions : 3 Scientist, 3 Regulars, 2 Guards, 1 Thug
Cash: $2,410 (+$1000/week)
Resources: 46
Notoriety: 52
Lair: A small camp in a forest.
Lair Accoutrements:
A Small Bronze Statue (+2 Minion Loyalty)
A Japanese Crested Ibis. (+2 Minion Loyalty)
1x Giant Laser
Weekly Actions: Against the counsel of your scientists, you order the overtaken laboratory unsealed,
Clearly it cannot pose -that- much of a threat. Your men collect a few samples, and hurriedly reseal
the
building after you turn your back. Clearly, it leads you forward down the path of biology. Leading
you slowly forward. Your minions affectionately call it Death Mold. They seem afraid of it.
Your thugs continue their fine work extorting local businesses. (+$500/Turn), +2 Notoriety as this
draws some attention.
Your minions try to track the end point of the resource convoy, and are able to do so. Unfortunately
the three of them do not feel they can liberate any of those resources from their current location.
As
such they knock over a few stores instead. +14 Resources. +5 Notoriety.
**Minion Cap Increased**
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: 6.12
Biology Unlocks: Passive +1 to all Plotting and Research rolls.
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 10
Minions : 1 Scientist, 4 Regulars
Cash: $2,225
Resources: 100
Notoriety: 25
Lair: Abandoned Zoo
Lair Accoutrements:
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions: Your minions round up a few more test subjects. People are beginning to talk about
the sudden dearth of wild animals in your general area. +4 Notoriety
Your minion is completely unable to come up with anything to do, so he just hangs out in front of a
convenience store all week.
Your scientist manages to acquire 100 resources, but really you cant afford any more. And he cant
imagine you'd need it. This large purchase draws some local attention. -$5,000, +100 Resources +2
Notoriety.
He then proceeds to assist you with your biology research, which progresses forward at a glacial
pace.
**Minion Cap Increased**
Research: Biology: 18.23
Biology Unlock:
Passive +1 to all Plotting and Research rolls.
Passive +2 to all Combat related rolls.
Genetic Tampering (Passive stepping stone tech)
Genetic Manipulation (Passive stepping stone tech)
Archetype: Mad Scientist
Traits:
- Researcher (2)
Notoriety: 37
Minions (cap 10):
6 Scientist, 2 Regulars, 1 Guard, 1 Technician
Cash: $5,000
Resources: 03
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory (Damaged, 20 resources to repair)
- Training Room
- Giant Laser
Weekly Actions: Your robotics research slowly, calmly reaches a breakthrough! A finely constructed
Anti Personnel Turret now graces your office, pointed subtly at the seats occupied by your minions.
-10
Resources, +1 AntiPersonell Turret.
Your minions bungle the approach so badly, the gangs actually think you're the local police come to
arrest them all. They all take flight in numerous directions, fortunately your Aerial Survey drone
manages
to corral many of them back into the area by simply being a whirring menace in the air, that they
dont fully understand. After getting several of the gangs back into the area, and subduing the
arriving mob,
your minions make off with the tithes being paid by the gangs, as well as several new bullet holes,
and they also seem way better at casual insults. +$3000. +7 Notoriety.
Your scientists continue to fail at combining lasers, + a survey drone. Maybe it was never meant to
support weapons, your scientists claim halfheartedly.
The training goes well, -1 Regular, +1 Scientist
Misfortune strikes as your new regular, eager to learn, bumps into your chemistry researcher,
knocking his arm while he was carefully controlling the mixture of two substances. In the ominous
silence that
follows, you can all hear a sudden sharp cracking noise, much like the sudden breaking of glass under
extreme pressure.
There is a madcap dash towards the doorway, and all of you make it out unscathed. Fortunately this is
an abandoned laboratory and as such has reasonably thick walls and doors. The lab equipment is pretty
much a bust but you can order up replacements. And the best part is there was absolutely no evidence
of this occuring from the outside. Gosh that would be embarassing wouldnt it? (Lab Damaged.)
That said, your physics research never really had a chance now did it?
Apart from that, your trade goes off without a hitch.
Research:
Physics : 16.03
Physics Unlock:
Giant Laser (10 R/P)
Improved Batteries.
Laser Rifles
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.) Current Stock:
0.
Feeble Forcefield (20 Resources, Large Power Drain) Current Stock: 0.
Robotics: 10.14
Robotics Unlock: Aerial Survey Drone 5 Resources/Per. Stock 1.
Anti Personell Turrets 10 R/P, 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)
Any errors, complain as usual ^^