Week 13, Or Actions from the ShadowsArchetype: Mad Scientist
Traits: Researcher (2) Man with a Plan (1)
Minion Cap: 20
Minions: 7 Scientist, 2 Regulars, 1 Technician, 4 Thugs
Henchmen: Dr Doom (3).
Cash: $2,320 USD (+$500/week)
Resources: 46 (+30/week)
Notoriety: 118
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory
2x Giant Laser
5x Laser Rifle
1x Aerial Survey Drone
5 ESDs
5 AADs
1x 'Shield Cannon'
Weekly Actions: For reasons unknown to you, oneof the businesses you have been extorting, simply are not there when collection day arrives. It is boarded up and abandoned.
You sell 20 resources, for a little more spending cash. (-20 Resources, +$1,000)
Led by Dr Doom, your minions descend upon a helpless camp for christian teens. Within hours the counselors have been subjugated and the pre-teens are hard at work on a series of evil science projects, Led by Dr Doom. Dr Doom has corrupted a section of youth towards evil and cheerfully gave interviews to several local newspapers and TV crews. This causes a ridiculous wave of crime as the children return home with their new evil devices. +19 Notoriety.
The approach to the statue goes brilliantly, your minions almost have the truck loaded under the guise of 'Statue cleaning services' before anyone even thinks to question the giant laser being used to saw it off the base. The security forces are quickly mobilized, and manage to take out one of your regulars before your minions get their actual gear out of the truck. The fight quickly turns to your minions side and they get the statue and get out before the actual cops arrive. -1 Regular, +5 Notoriety. + Fine Statue. (+3 Minion Loyalty)
Your continued extortion draws a little more notoriety. +2 Notoriety.
Gear construction goes well (+5 ESDs, +5 AADs) (-25 resources)
The sum total of your research is low. Very low. A little progress in every field.
**Minion Cap Increased**
Robotics Research: 8.03
Robotics Unlocks:
-Aerial Survey Drones (5R/per)
-Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Physics Research : 21.15
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)
-Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
Biology research: 10.68
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Genetic Tampering
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: 1 Regulars, 3 Guards, 6 Scientists, 2 Technicians, 2 Thugs
Henchmen: Francessca.
Cash: $10,350
Resources: 124
Notoriety: 61
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 minions easily track down Francessca, who is apparently in the middle of a fight with the local authorities. They were hunting her through the forest when your men intervened, easily coming to her rescue. She is willing to join you at least temporarily, while she gets to know your organization. (Hench Information in PM). +3 Notoriety.
Knowing better than to question your orders, your minions do as you requested. It outrages the citizenry, but there are few, if any ties back to you or your organization. +2 notoriety.
A fine breakthrough in physics, but it only manages to confirm some of your blueprints.
As far as your trades go, One of your regulars goes missing, And no cash returns. -1 Regular
Physics Research: 20.73
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: 3 Regulars, 10 Thugs, 8 Scientists, 1 Technician, 1 Guard
Henchmen: 'Teeth'.
Cash: $2,040 (+$2000/Week)
Resources: 20 (+20/week)
Notoriety: 76
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
2x Giant Laser
2x Spider Drones
Laboratory
-Biology Containment Chamber
Workshop
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions: Your training goes alright. One more scientist for your glorious cult. -1 Reg, +1 Sci
Initial leads are promising, but your minions just cant quite seem to get anything actionable together.
Of all the thugs you send out, only one success is reported back. A bit more cash is always helpful though. +2 Notoriety.
The mayhem is acceptable, the local area sees a dramatic spike in criminal activity. +8 Notoriety
The final week of your abominations occurs, they must all have died early as no one was really talking about them, +1 Notoriety
Research continues apace, with your minions reaching breakthroughs in both biology and chemistry. Your biology breakthrough simply confirms your previously held plans. With those all confirmed, the future is yours for the claiming. Whereas your chemistry research gives you access to a new concentration drug. Your researchers caution you it could be dangerous.
A minion is sent out to make the drop, and return..but is never seen or heard from again. (-$2,500, -1 Reg)
Biology Research: 26.13
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: 10.95
Chemistry Unlocks:
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)
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)
Robotics Unlocks:
Spider Drones (5 R/P)
Archetype: Layabout Playboy
Traits: Legal Eagles (2) Man with a Plan (1)
Minion Cap: 15
Minions: 2 Regular, 2 Guard, 1 Technician, 6 Scientist, 4 Thug.
Cash: $7,620
Resources: 31 (+30/week)
Notoriety: 67
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 (Damaged, 10 resources to repair)
2x Giant Laser
5x AP Turrets.
Weekly Actions: Alas your plots bore no fruit this week.
Your thugs only narrowly avoid getting shot for their efforts this week. +1 Notoriety
The turrets are starting to clutter up your ride, maybe you have enough? +2 AP Turrets. -20 resources
Research was plodding along just fine, when a violent explosion rocked your ship. All hands were required to help patch the ship up and fortunately you were able to explain it away to locals as an engine failure. The laboratory sustained some damage. Fortunately, one of your chemists at least managed a breakthrough. In fact that might have explained the explosion too.
Your trade goes just fine.
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 10.76
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)
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 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, 6 Scientist, 1 Technician, 2 Guard, 4 Thug
Cash: $9,800
Resources: 01 (+20/Week)
Notoriety: 84
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Ivory Figurines (+3 Loyalty -or- pawnable for 3-6k)
Fine Mahogany Desk (+4 Loyalty)
Laboratory
Secure Vault
Anti Personell Turret: Stock 2.
10x Laser Rifles
3x Spider Drones
Weekly Actions: Your minions easily secure and install a Secure vault (-$3,000)
You put the word out, and before long two scientists and a thug have agreed to your terms of employment ($-1200, +2 Sci, +1 Thug)
Two of your thugs comes back with tales of failure. The third has succeeded beyond your expectations. +3 Notoriety. +10 R/W
The mayhem goes well, People are speaking in hushed whispers about you. +6 Notoriety
Your research progresses at a fairly smooth rate. Nothing spectacular though.
The plotting you requested is horrible. Not even your expertise is enough to salvage any plans.
Your trade goes off without a hitch.
Physics: 3.46
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Robotics Research: 14.24
Robotics Unlocks:
Spider Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personell Turrets 10 R/P
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)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Archetype: The Mob Boss
Traits: Streetwise (1) Legal Eagles (1) Extortionist (1)
Minion Cap: 20
Minions : 11 Thugs, 6 Scientists, 2 Guard
Henchmen: 'Breaker' (3)
Cash: $5,750 (+$2000/Week)
Resources: 43
Notoriety: 121
Lair: A small mom and pop shop in small town US (Serious damage, 40 resources to repair.)
Lair Accoutrements:
Workshop
1x Giant Laser.
21 ESD's
21 Assisted Aiming Devices
Weekly Actions: Your recruitment goes fine. Before long many new faces are around the place. (-$3,200, +2 Sci, +1 Guard, +5 Thug)
One successful extortion, its not much but every little bit helps. The rest is a steaming pile of failure. (+$500/week) +3 Notoriety
The research is a mixed bag. On the one hand, progress was made, and another of your blueprints was proven to work properly. On the other hand, an explosion rocked your lair. None of your scientists were hurt thanks to their use of ESD's while researching. But some damage was caused.
Your construction goes fine though.
As far as your trade goes..Well, the minion you tasked to it vanished, as did your money. (-$1000, -1 Thug)
Rumbling in the underworld suggests that some sort of reprisal might be coming for you.
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.)
Improved Batteries.
Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
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)
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Archetype: Mad Scientist
Traits: Researcher (3)
Minion Cap: 15
Minions : 9 Scientist, 3 Regulars, 1 Technician, 2 Guards
Cash: $3,340
Resources: 14
Notoriety: 68
Lair: Abandoned Warehouse
Lair Accoutrements:
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield
Weekly Actions: Well your minions managed to screw up that bank robbery in a ridiculously hilarious fashion. They shot through a wall to create an entrance, only to find that they'd managed to a) hit the bathrooms, and b) rupture a water main. They still manage to get into the bank, but pretty much everyone has left, and the water shorted out the giant laser, so they didn't have an effective method of getting into the vault. They still managed to grab every scrap of money left out on the floor, so it wasn't a total loss. The escape went pretty smoothly, by comparison. Unfortunately the police on the scene recognized your men. +$2,400, +8 Notoriety
A fine week for your physics research, You and your minions manage to make an improvement on your Force-field generator. It seems to be much more stable. And it only required a small redesign.
Chemistry Research: 2.11
Physics Research: 25.01
Physics Unlocks:
Improved Batteries
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Giant Laser (10 R/P)
Forcefield (25 Resources, Large Power Drain) (I)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Botany: 1.01
Robotics: 2.13
Anti Personnel Turrets (10 R/P)
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (2)
Minion Cap: 22
Minions : 6 Thug, 5/6 Scientist, 1 Guard, 2 Regulars.
Cash: $1,530 (+$2500/Turn)
Resources: 10
Notoriety: 51
Lair: An unassuming Casino.
1x Giant Laser
Training Room
Secure Vault (Some protection from thefts)
Weekly Actions: Your recruitment goes well. +5 Scientists -$2,000
The thug gets trained in short order (-1 Reg, +1 Thug)
Your thugs did make some progress with extortions. (+500/turn)
The guard reports nothing unusual this week.
Find a new base? With your funds? Madness. Your minions make absolutely no progress.
And to top it all off, an explosion rocks your lab space this week. Fortunately the damage isnt too bad. Your scientist has some troubles walking though. He'll need the next week off.
One of your thugs stumbles back to base, "The trade didnt go off..We were intercepted..Agents..emblem of a sword..." Then the thug dies. How very curious. (-4 Thugs)
Chemistry Research: 9.83
Chemistry Unlock:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Chemistry Research: 9.83
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 (2)
Minion Cap: 10
Minions : 2 Scientist, 2 Guard, 3 Regulars
Cash: $5,525
Resources: 8
Notoriety: 42
Lair: Abandoned Zoo
Lair Accoutrements:
Training Room
Laboratory
A Priceless Renaissance Painting. (+4 Minion Loyalty)
Weekly Actions: Your regulars manage to restock your lagging coffers slightly, with a few more resources. (+8 Resources) +2 Notoriety
Your biology research easily pushes forward into the realm of another breakthrough. Your scientists hesitate to mention this breakthrough to you, but since you were there when it was put together on paper, you know what it is capable of. Breaking down a human body into a number of resources that could be used.
Research: Biology: 26.53
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.
Plans: The Recycler (Base Improvement) (50 resources. Can sacrifice 1 minion for 1d8 resources.)
Archetype: Mad Scientist
Traits:
- Researcher (2)
- Cult of Personality (1)
Notoriety: 39
Minions (cap 14):
7 Scientist, 4 Regulars, 2 Guard, 1 Technician
Cash: $1,500
Resources: 27
Lair: Abandoned Laboratory.
Lair Accouterments:
- Laboratory
- Training Room
- Giant Laser
-3x AP Turrets.
-6x ESD.
-6 Laser Rifles
Weekly Actions:
You hire a regular. ($-100) +1 Regular
Your minions turn some cash into resources. -$1,000, +20 R
What you requested is done, great overlord. (-$500).
Ah, to training, your minions easily succeed at their training duties. -3 Regulars, +2 sci, +1 guard.
The minions seem enamored by a strange crystal necklace that has come up on the news a lot lately. They feel they can manage to snatch it.
Research wise, you see some spectacular work done in the fields of physics and robotics. Your chemistry research lags behind significantly, but still manages a breakthrough, confirming the science of the concentration drugs.
Research:
Physics : 23.19
Physics Unlock:
Giant Laser (10 R/P)
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Feeble Forcefield (20 Resources, Large Power Drain)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Robotics: 14.83
Robotics Unlock: Aerial Survey Drone 5 Resources/Per.
Anti Personell Turrets 10 R/P, Stock 1.
Chemistry: 10.35
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! Members of several evil organizations have been showing up at police stations around the globe, confessing their actions and asking for the harshest possible sentences for their misdeeds. Authorities are confused but have taken these individuals in for questioning regardless. Suspicions are high surrounding these events.
In other news, Dr Doom has struck again, this time capturing a summer camp for christian teens. He was responsible for indoctrinating them in the ways of evil, and showing them how to build minor devices to cause terror. In an interview, Dr Doom was very cheerful and open about his plans. "Evil is a growth industry. If we don't prepare the children now, they wont stand a chance in the competitive evil market of the future. Its really a public service that I'm performing here." Dr Doom rambled for many hours before releasing the camera crew, and sending the children home on buses before escaping from the police with ease. Experts say the crime wave that followed his actions, is only just beginning.
-----
Agency: C.A.R.E
Headquarters: Unknown.
Leader: Natalia Shields (5)
Status: Normal, In Hiding.
Other known information: None:
Agency: S.W.O.R.D.
Other Known Information: None.
As usual, any errors, let me know.