Week 11, Force of Justice!Archetype: Mad Scientist
Traits: Researcher (2) Man with a Plan (1)
Minion Cap: 15
Minions: 7 Scientist, 3 Regulars, 1 Technician, 4 Thugs
Henchmen: Dr Doom.
Cash: $3,820 USD (+$500/week)
Resources: 41 (+40/week)
Notoriety: 91
Lair: Under a Warehouse
Lair Accoutrements:
Laboratory
2x Giant Laser
5x Laser Rifle
1x Aerial Survey Drone
1x 'Shield Cannon'.
Weekly Actions: Only one of your thugs reports back with any success. The rest come back with an assortment of bruises and sore calf muscles. +2 Notoriety.
Your plotting goes exceptionally poorly this week. They must be hitting the drugs because honestly, you cannot otherwise comprehend their absolute lack of talent this week.
Your laboratory is fixed quickly and efficiently.
Your Robotics research doesn't get off the ground this week.
Your Physics research goes much much better, but still not great.
Your Biology research goes pretty slowly. Pretty humdrum week for research
As far as your love-able henchman..Well... He has a rousing success. Lets say that. +10 Notoriety. +$1,500
Robotics Research: 6.72
Robotics Unlocks:
Aerial Survey Drones (5R/per)
Physics Research : 18.94
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: 9.31
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) Eyes and Ears (1) [Can get the gist of PM'd orders.]
Minion Cap: 15
Minions: 2 Regulars, 3 Guards, 3 Scientists, 2 Thugs
Cash: $4,850
Resources: 104
Notoriety: 56
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]
7x Energy Shielding Devices
4x Assisted Aiming Devices
Weekly Actions: Your thugs and guards achieve great things in terms of causing panic and alarm across the lands. Many news stations are doing reports about the actions of your minions. +10 Notoriety.
Plotting wise, this is not a good week. Apparently air cannons are cool, and they are used to great distractive effect throughout the week.
Your miniaturization project goes reasonably, the minions make great strides in physics research, but no new breakthroughs, just solid research that backs up some of the blueprints you already possess.
**Minion Cap Increased**
Physics Research: 17.72
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.)
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)
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 (3) (+10 to minion cap, 10% reduction to minion recruitment costs)
Minion Cap: 25
Minions: 5 Regulars, 8 Thugs, 7 Scientists, 1 Technician, 1 Guard
Henchmen: 'Teeth'.
Cash: $3,120 (+$1000/Week)
Resources: 10 (+20/week)
Notoriety: 62
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
2x Giant Laser
Laboratory (Damaged, 20 resources to repair)
-Biology Containment Chamber
Workshop
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions: Your minions release a minor abberation into the public zoo. It quickly makes headlines causing propertydamage and injury to many dozens of people before escaping. +4 Notoriety(2 Weeks Remaining)
Your minions take advantage of the chaos to do a few petty crimes. These mostly go well, bringing you in a further $420, +2 Notoriety
Your thugs, and Teeth manage no such successes. Seems quite a few local businesses were boarding up due to some news of savage animals.
Guarding is fairly slow this week, without anything to really report.
Your technician drops 40 resources on enhancing your laboratory slightly. Adding a solid Biology Containment chamber. This should prevent any untoward events, from your biology research.
Biology research progresses solidly but slowly. In time you'll see a breakthrough at this rate.
Your chemistry research manages to cause a small explosion in your laboratory. It is only slightly damaged.
Your trade with Dr Black goes well. (-$4000)
Biology Research: 22.15
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)
Robotics Unlocks:
Spider Drones (5R/per)
Archetype: Layabout Playboy
Traits: Legal Eagles (2) Man with a Plan (1)
Minion Cap: 15
Minions: 4 Regular, 2 Guard, 1 Technician, 3 Scientist, 4 Thug.
Cash: $7,720
Resources: 37 (+20/week)
Notoriety: 63
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty, Can pawn for 6-8k
Training Room
Laboratory
Giant Laser, x2
Weekly Actions: Your thugs are completely unable to make any progress with extortions this week. Perhaps for the better, as you've heard tales of an agent in the US cracking down on such things. Seems she'll be up for global jurisdiction soon.
Your chemistry research hums along. Aided by the drugs? You like to think so. Regretably, one of your scientists dies due to the strain. -1 Scientist.
Your minion decides forum games on the internet, are a better use of his time.
Your technician does much better, causing some general chaos in shipping lanes, and minor official offices to get people talking about you. +6 Notoriety.
The guards report nothing amiss.
Your recruitment goes fine. +3 Regulars, +2 Scientists
Trade-wise, things also go well. You acquire a few blueprints, and give a few out.
Physics Unlocks:
Improved Batteries
Chemistry Research: 9.03
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])
Anti Personnel Turrets (10 R/P)
Archetype: The Mastermind
Traits: (Wo)man with a Plan (2) (+5 all plotting rolls, 2% chance weekly of a free Plotted mission) Eyes and Ears (1)
Minion Cap: 15
Minions: 2 Regular, 4 Scientist, 1 Technician, 2 Guard, 3 Thug
Cash: $14,000
Resources: 15 (+10/Week)
Notoriety: 62
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Laboratory
Ivory Figurines (+3 Loyalty -or- pawnable for 3-6k)
10x Laser Rifles
3x Spider Drones
Weekly Actions: Your minions quickly assemble the gear, and put out the word you're hiring. -$1200 +2 Thugs, +1 Guard
Your scientists all told, make middling progress. Nothing too fanciful though.
Your minions easily construct a plan to make off with the local police chief's fine mahogany inlaid desk. A veritable treasure, -and- it would seriously piss off the police chief to lose it.
Regretably, your thug makes no progress with any extortions this week.
Your technician picks up his slack however, causing a number of incidents across London. +7 Notoriety
Physics: 1.89
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Robotics Research: 13.45
Robotics Unlocks:
Spider Drones (5R/per)
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) Extortionist (1)
Minion Cap: 15
Minions : 9 Thugs, 1 Technicians, 4 Scientist, 1 Guard
Cash: $8,950 (+$1500/Week)
Resources: 88
Notoriety: 87
Lair: A small mom and pop shop in small town US
Lair Accoutrements:
Workshop
1x Giant Laser.
Weekly Actions: Beginning the week by hiring a thug, A fine start. -$400
Your thugs set to extortion fail, bringing home no extra paydays. At least they were out on the street. (+1 Notoriety)
As far as a plan to kidnap Natalia Shields.. Your minions think they might have come up with something. Theres a lot of 'if' coming off that plan however.
Your tech, and his giant laser do quite well in terms of causing mayhem. People are tying up phone networks trying to contact the police. Little do they know, no one is coming to help them. +9 Notoriety
Your physics research keeps plugging along.
Likewise your biology research.
Natalia Shields descends from her plane, and without even a break to freshen up, she strikes hard at your current extortions. She is not alone. A dozen people are with her, worming their way through your territory, interrogating shopkeepers, and locating 3 of your extortions. By the time the day is out, these businesses have managed to sever ties with you, with Natalia's help. (-30 Resources/Week). Fortunately they had already paid for this week, At least this gets people talking about you. +12 Notoriety.
Physics Research: 18.92
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: 18.01
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 (3)
Minion Cap: 15
Minions : 2/4 Scientist, 3 Regulars, 1 Technician, 2 Guards
Cash: $2,940
Resources: 20
Notoriety: 60
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
Weekly Actions: Your guards report nothing. Quite a slow week according to them.
Your mayhem goes beautifully. Technet is on everyones lips in the local area after the several fires, property damage, and humiliated authorities. +13 Notoriety.
..Well.. Your laboratory survived. And after the ensuing battle with your guards, the.. test robots were destroyed. A little research was salvaged, but two of your scientists are going to need a little rest and recuperation next week.
Your trade with Labrats goes well.
**Minion Cap Increased**
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: 2.13
Anti Personnel Turrets (10 R/P)
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (1)
Minion Cap: 14
Minions : 9 Thug, 1 Scientist, 1 Guard
Cash: $6,830 (+$2000/Turn)
Resources: 10
Notoriety: 49
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Weekly Actions:
None of your thugs bring home news of more successful extortions. They were out and about, and seen. +2 Notoriety.
Your continuing extortions are attacked by Agents of C.A.R.E! Only 2 are broken, but this causes undue attention from the authorities. +6 Notoriety. Fortunately they'd already paid up.
Nothing out of the ordinary this week, reports your guard. Though he does think he was being watched.
Your research department, unsure of the direction to take plays solitaire all week.
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: NO ACTIONS POSTED Please contact us to get you rolled up for this turn. 1 week out.
Research: Physics 12.13
Physics Unlock:
Improved Batteries.
Giant Laser (10 R/P)
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 : 2 Scientist, 1 Guard, 4 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: A critical success to your plotting this week shows you a delicious bank, low on guards due to some local disease, and ripe with cash to be stolen. You would have to strike quickly to be able to reap the full benefit of this mission.
Your minions also easily manage to kidnap a guard, and interrogate his secrets out of him, -1 regular, +1 Guard.
Your minion trains into a scientist. +1 Sci, -1 Reg.
Your research goes well. Progress is made, aberrations are fed. Its a good week.
Research: Biology: 23.21
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)
- Cult of Personality (1)
Notoriety: 37
Minions (cap 14):
6 Scientist, 2 Regulars, 1 Guard, 1 Technician
Cash: $3,500
Resources: 23
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory
- Training Room
- Giant Laser
-3x AP Turrets.
Weekly Actions: Your technician builds a couple more AP turrets. -20 Resources
Your minions, Following a series of news broadcasts, communications between legal authorities, and just dumb luck, Manage to find what it was you sought. They have confirmed for you it's location.
Chemistry progresses slowly but surely. Your robotics researchers are stymied by a series of pranks from other minions. Your personal research muddles along slowly.
Your trades go just fine. Just fine indeed.
Research:
Physics : 19.34
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.
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Robotics: 13.56
Robotics Unlock: Aerial Survey Drone 5 Resources/Per.
Anti Personell Turrets 10 R/P, Stock 1.
Chemistry: 9.72
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)
Action World News! "Tonight! Natalia Shields struck an apparent blow against two of the rising evil organizations. She struck swiftly with the resources granted her by the governments of North America, cutting into the resource chains of these nefarious cadres. Natalia Shields is now reportedly the head of the Coalition of Agents Resisting Evil, or C.A.R.E. She is empowered to strike out against the new crop of Evil Genius' and hopes to be responsible for bringing them down. In an interview Ms Shields said the following (Cut to press conference!) "It is our responsibility to ensure that justice is done. Already we have struck blows against the Boys of the USA, and the elusive Mr Ping. We'll continue our fine work and never back down to these criminals." (Cut back to newsroom). Powerful words, from a powerful woman.
We take you now to the field, with Nathan Stone!"
Cut to Camera 3, In the field.
(Explosion!)"Barb! I'm out in the field where Dr Doom has struck once more. He can be seen over there (camera pans left), as he is terrorizing the local populace with what appears to be a laser rifle, and a few of his more colorful robotic assistants. He seems to be robbing a bank. I'm going to head up and see if I can get a little more information." *camera moving, Nathan Stone running up* "Dr Doom! Doctor!! Nathan Stone, Action World News. I and my viewers are curious about your sudden vacation from evil, and your also sudden return"
Dr Doom turns to the camera and smiles, firing his laser with wild abandon, while he speaks "Ah! Stone! Let it be well known I have -never- stopped working for EVIL! And in fact one could say I am even now, more closely aligned with it than I have ever been! This is me, announcing my partnership with the forces of E.V.I.L, led by a nefarious man who leads the current field!" With this, Dr Doom picks up a few sacks of cash and starts his slow retreat, causing more chaos and damage.
Nathan Stone: "You saw it first, on Action World News. Back to you Barb."
Newsroom, Camera 1. "Thanks Stone. In lighter news.." *click*
---------------
Agency Created: C.A.R.E
Headquarters: North America, U.S.A, Chicago.
Leader:Natalia Shields (4)
Other known information: None.
As usual any errors, Let me know. Ochita, You need to get last turns info in to me, and I'll update this post.