Week 10, Apparently Extortion is the new Black? Archetype: Mad Scientist
Traits: Researcher (1) Man with a Plan (1)
Minion Cap: 15
Minions: 7 Scientist, 3 Regulars, 1 Technician, 4 Thugs
Cash: $2,320 USD
Resources: 51 (+40/week)
Notoriety: 79
Lair: Under a Warehouse
Lair Accoutrements:
Laboratory (Ruined, 50 resources to repair)
2x Giant Laser
5x Laser Rifle
1x Aerial Survey Drone
1x 'Shield Cannon'.
Weekly Actions: Only one of your thugs reports any sort of success this week. The rest come back with varying degrees of failure. +2 Notoriety
This is not a good week for plotting, or maybe your minions were distracted.
As far as mayhem goes..Your technician fires the shield cannon, hitting most everyone within a few shots.. The public assumes it was some sort of issue with the free food. No one even thinks it might have been you.
Your robotics research continues slowly, but steadily.
Your physics research jerks around a bit, before devolving into a loud debate between your scientists. A little progress but not much.
By comparison, your lone biologist is the superstar this week, pushing theboundaries of your knowledge quickly and easily.
Robotics Research: 6.72
Robotics Unlocks:
Aerial Survey Drones (5R/per)
Physics Research : 17.12
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: 8.73
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: 112
Notoriety: 46
Lair: House in Germany
Lair Accoutrements:
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
2x 'Shield Cannon'
10x HP Sedatives (+3 combat/escape rolls[Must be added to all minions in a mission]
Weekly Actions: Your minions quickly piece together the technology they will need to fully equip for this mission.
Your minions were poorly prepared, and had no plan going into this mission. To say it went poorly would be an understatement. Now, none of your minions died, but they were led into an ambush by the Bundswehr. They had to use all their technology and raw animal cunning simply to escape the elaborate trap set by the Bundswehr. In fact, your minions are damn certain a) they were being toyed with, and b) that they were followed back to base. +3 Notoriety.
Your miniaturization project goes..Poorly. But at least nothing blows up, and it was apparently a close thing.
Alas, even you turn up nothing via plotting.
Your trade with the forces of Black Industries goes well, (Tech swap successful)
Physics Research: 14.28
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.) Current Stock: 7
Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die) Current Stock: 2
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
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
Henchmen: 'Teeth'.
Cash: $5,700 (+$1000/Week)
Resources: 50 (+20/week)
Notoriety: 56
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: Your minions approach the secluded villa of this retired mob lieutenant. He is waiting for them on the porch, and has apparently just locked up. He turns and says 'I've heard of you lot, and while I don't necessarily agree with yer religious views, I'm perfectly willing to join up with you anyhow. So lets go.' +Henchman, 'Teeth'.(See Inbox for what hes good for.)
Your attempted extortions don't go well, but at least they don't go poorly. +1 Notoriety
Your plotting uncovers nothing of any real interest.
Your research into Biology, moves ahead quickly. Before long your minions are proudly showing off some animals behaving in wildly more aggressive ways. This leads to a slow down in research as your minions must watch carefully to make sure the damn things don't break out before they die.
Your chemists manage no such great breakthrough, but at least they made solid progress.
Biology Research: 20.82
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.)
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.
Chemistry Research: 8.62
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: 15
Minions: 1 Regular, 2 Guard, 1 Technician, 2 Scientist, 4 Thug.
Cash: $10,320
Resources: 21 (+20/week)
Notoriety: 57
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty, Can pawn for $6k-$8k
Training Room
Laboratory
Giant Laser, x2
Weekly Actions: Your extortion attempts go poorly this week. But none of your minions were harmed. +1 Notoriety.
Your chemistry research turns up an interesting concoction that makes your researchers better at focusing. But it could end up killing them, by overuse.
Your minions set out, with the giant laser, to intercept this Transport laden with gems. They approach with ease, local traffic making it easy to blend in. Unfortunately the planned route seems to take them past no locations where your giant laser could cause a landslide. Then your minions realize "Wait we have a giant laser" and simply fire it at the trucks tires, to run it off the road. Once there your minions engage in a brief shootout with the drivers and guards, and bundle up several cases of jewels. During this time the cops arrive and your minions decide to simply book it, leading the police on a merry chase up and down the backroads of Spain. +15 Notoriety. +Jewel Collection, +2 Minion Loyalty, pawns for 6-8k
Your minions also manage to pick up some technology from Dr Black. (-$500)
**Minion Cap Increased**
Chemistry Research: 6.24
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)
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])
Archetype: The Mastermind
Traits: (Wo)man with a Plan (2) (+5 all plotting rolls, 2% chance weekly of a free Plotted mission)
Minion Cap: 15
Minions: 2 Regular, 4 Scientist, 1 Technician, 1 Guard, 1 Thug
Cash: $11,200
Resources: 45 (+10/Turn)
Notoriety: 55
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Laboratory
Ivory Figurines (+3 Loyalty -or- pawnable for 3-6k)
Weekly Actions: Your thug easily manages to intimidate some folks into paying into your protection racket.
Your technician causes some beautiful mayhem, and wont stop talking about it all week when things show up in the newspaper. +10 Notoriety
Your minions come up with a plan to turn your reserves of cash into resources.. Wait..no..I mean..look okay we've got nothing. Really. Sorry.
Fortunately your scientists fare better. Your minions would be unveiling something new, but the revelation that gave you Assisted Aiming ran them out of ideas.
Your trade with the forces of DOOM, and one Reginald, goes well. (Tech Swapped successfully)
**Minion Cap Increased*
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Robotics Research: 12.31
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) Legal Eagles (1)
Minion Cap: 15
Minions : 8 Thugs, 1 Technicians, 4 Scientist, 1 Guard
Cash: $7,850 (+$1500/Turn)
Resources: 58 (+30/turn)
Notoriety: 65
Lair: A small mom and pop shop in small town US
Lair Accoutrements:
Workshop
1x Giant Laser.
Weekly Actions: Your thugs are stymied by the inspiration of Natalia Shields, And one of them even managed to get pinched by the cops. (-1 Thug), but at least a few of them had successes. (+20 Resources/Week), People are starting to talk again, hoping Natalia Shields will be back. +3 Notoriety.
Strangely, the Laser seems to be exhibiting some odd behavior, Such as not firing, or firing with reduced power. The Technician spends the week fixing it.
Your research muddles along at no great speed. A modest biology breakthrough, but nothing else really worth reporting.
Natalia Shields was spotted boarding a plane, heading towards your general operating area.
Physics Research: 17.56
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: 15.
Improved Batteries.
Biology Research: 16.17
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Genetic Tampering (Stepping Stone)
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 10
Minions : 4 Scientist, 3 Regulars, 1 Technician, 2 Guards
Cash: $2,940
Resources: 20
Notoriety: 47
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
Weekly Actions: Your guards report nothing out of the ordinary this week.
Your chaos and mayhem goes modestly this week, All told your minions are responsible for a pretty average swath of destruction over the local area. +13 Notoriety
As far as your research goes, Well before too long your minions have easily pushed into the realm of a breakthrough. Thankfully your minions managed to catch a critical error in the math that may have resulted in an overload, prior to turning the Generator on.
Chemistry Research: 2.11
Physics Research: 21.25
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.
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.) (1, On.)
Botany: 1.01
Robotics: 0.00
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (1)
Minion Cap: 14
Minions : 9 Thug, 1 Scientist, 1 Guard,
Cash: $3,830 (+$3000/Turn)
Resources: 10
Notoriety: 41
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Weekly Actions: Your training goes well, -1 Regular, +1 Thug
Some of your extortions go well, Others do less well. You lose 3 thugs, and get a few more businesses in line. +8 Notoriety, -3 Thugs
Your scientist was making no progress, and heard a noise late in the week..Then apparently blacked out.
Your guard, while plotting also heard a noise and tried to investigate.. He woke up a few hours later with one hell of a headache.
$6,000 has gone missing from your coffers. In its place is a note reading 'Thanks. -Fingers'
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: $3,410 (+$1000/week)
Resources: 64
Notoriety: 58
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: Your research into the death mold progresses slowly. Probably because your minions are treating it with a ridiculous amount of trepidation.
Your personal research goes slightly better, but you can hardly call it progress.
Your minions manage to pry you away from your research to point to the army-guarded research base that the resource convoy was sent to. Then, they ask if you seriously intend for them to attack it. You realize it would be suicidal for your minions to attempt this, and instead send them out to steal resources on a smaller scale. They bring home a few crates. +18 Resources, +6 Notoriety
((Honestly you had no chance of getting that convoy))
Research: Physics 12.13
Physics Unlock: Improved Batteries.
Research: Chemistry 8.26
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: 7.21
Biology Unlocks: Passive +1 to all Plotting and Research rolls.
Archetype: Mad Scientist
Traits: Researcher (2)
Minion Cap: 10
Minions : 1 Scientist, 6 Regulars
Cash: $2,025
Resources: 0
Notoriety: 25
Lair: Abandoned Zoo
Lair Accoutrements:
Training Room
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions: Your training room is set up in practically no time.
Your recruitment also goes well, adding another 2 regulars to your available talent pool. +2 Regulars, -$200.
Your minions come up with a decent plan to steal a shipload of materials coming in nearby. It'll probably go smoothly. The plan looks solid at least.
Slowly, your biology research pushes forward, to the point where you are now, well prepared to strike forth at the world in small ways.
Research: Biology: 21.11
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)
Minor Aberration : Can spend 20 resources, to gain 1d6 Notoriety every week, for 3 weeks, as your genetically altered animals cause unheard of chaos.
Archetype: Mad Scientist
Traits:
- Researcher (2)
Notoriety: 37
Minions (cap 10):
6 Scientist, 2 Regulars, 1 Guard, 1 Technician
Cash: $2,000
Resources: 43
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory
- Training Room
- Giant Laser
Weekly Actions: You exchange some cash for resources in a particularly humdrum manner. -$3,000, +60 resources.
Your technician then repairs the lab. -20 resources.
As far as plotting goes, well, Your minions seem a bit lackluster in that particular area. They have nothing to show at the end of the week.
Your robotics research continues slowly. But solidly.
Your Chemistry research barely progresses at all.
Your Physics research progresses nicely, and may show a breakthrough before too long.
Research:
Physics : 18.23
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: 13.56
Robotics Unlock: Aerial Survey Drone 5 Resources/Per. Stock 1.
Anti Personell Turrets 10 R/P, Stock 1.
Chemistry: 8.25
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Any Errors, as usual, Let me know. As we are now Week 10, Everyone has one more Trait Point to place.