Only Eyes and Ears Data regarding the Omega Cluster, and battle plans went through. As such it wasnt sent so much as acted on, and factored into the rolls. This is due to SWORD's interference, Not my laziness. (But actually my laziness. Ssh)
Week 20, Or That Damn Omega Cluster: 2, Electric Boogaloo! Archetype: Mad Scientist
Traits: Researcher (3) Man with a Plan (1)
Minion Cap: 20
Minions: 12 Scientist, 2 Spies. 2 Thugs
Henchmen: Dr Doom (4)
Cash: $9,920 USD (+$1500/week)
Resources: 32 (+30/week)
Notoriety: 175
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory
Training Room
2x Giant Laser
7x Laser Rifle
1x Aerial Survey Drone
7x ESDs
7x AADs
1x 'Shield Cannon'
1x Security Jammer
3x AP Turret
1x Generator, Small, (On)
Weekly Actions: You hire a few thugs to replace your losses. (-$800, +2 Thugs)
Unfortunately they cannot join the Omega Cluster battle.
Robotics research plods ahead nicely, your minions show off some cunning designs for improved hydraulics. Physics too, experiences modest success.
Biology however is the true star, pushing forward nearly to a breakthrough.
For involvement in the Omega Cluster battle, Please see the post at the end.
Robotics Research: 21.18
Robotics Unlocks:
Aerial Survey Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Security Jammer (5R/per, +2 to Approach rolls)
Anti Personell Turrets 10 R/P
Improved Hydraulics
Physics Research : 38.13
Physics Unlocks:
-Giant Laser (10R/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.)
-EMP grenades: (1R/per, required for every minion in a mission[+2 to escape rolls and combat rolls VS mechanical, Consumable])
-Generator, Small. (10 Resources, Reduces chances of location by FoJ)
-Payload Device, Physics (200 Resources, 10 M/W)
Biology research: 19.48
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission 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 (2) [Can get the gist of PM'd orders.]
Minion Cap: 20
Minions: 4 Guards, 5 Scientists, 1 Technicians, 1 Thugs
Henchmen: Francessca.
Cash: $9,680
Resources: 04
Notoriety: 151
Lair: House in Germany
Lair Accoutrements:
Laboratory
-Omega Cluster Computer System.
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
2x 'Shield Cannon'
1x HP Sedatives (+3 combat/escape rolls[Must be added to all minions in a mission]
9x Energy Shielding Devices
9x Assisted Aiming Devices
1 Generator, Small, On.
Weekly Actions: Minions are sent off to the Omega Cluster, some arrive, some do not. Your technician in the field barely manages to get off a single transmission that it seems to be the emblem of an Agency, much like CARE's emblem is (For nonsensical reasons) a bear.
Small progress is made in Robotics. But progress is progress. Francessca continues on with her own work. Shes very secretive these days.
For involvement in the Omega Cluster battle, Please see the post at the end.
Physics Research: 31.50
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)
Generator, Small. (10 Resources, Reduces chances of location by FoJ)
Arc Rifle, +7 Combat rolls, 5R/Per
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Robotics Research: 7.13
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Biology Research: 11.93
Passive +1 to all Plotting and Research rolls.
Passive +2 to all Combat related rolls
Archetype: Cult Leader
Traits: Cult of Personality (4) (+12 to minion cap, 20% reduction to minion recruitment costs)
Minion Cap: 32
Minions: 2 Regulars, 11 Thugs, 2 Bruiser, 12 Scientists, 1 Technician, 2 Guard, 1 Reporter
Henchmen: 'Teeth'.
Cash: $14,860 (+$500/Week)
Resources: 81 (+30/week)
Notoriety: 170
Lair: A small compound deep in the forest of the Blue Ridge Mountains of the USA.
Lair Accoutrements:
Laboratory
-Biology Containment Chamber
Workshop
Training Room
Holding Cells (Reinforced)
2x Giant Laser
3x Spider Drones
13x Laser Rifles
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions: You hire a few thugs to replace your losses. -$640, +2 Thugs
Training a new Bruiser goes well. +1 Bruiser, -1 Thug.
In addition, your reporter finishes training. -1 Reg, +1 Reporter
Information on your plot to kidnap a state official is..limited. There are opportunities for the kidnapping, people who can be intimidated to help. But nothing you can really use to gain a huge edge on the mission.
The holding cells are constructed easily, and they are reinforced against potential mishap. -25 R, +Holding Cells+Reinforced
Extortions are a series of failure after failure this week. Your men attribute this to the increased presence of CARE in the region.
Stealing resources goes slightly better for your minions. Its still a fairly meagre haul but it helps. +27 Resources, +12 Notoriety
Your base remains secure this week, even though CARE agents attempted to invade twice. They were driven off, no casualties on either side. Unfortunately ..It seems this was merely a diversion, as Natalia Shields breaks 2 more of your Extortions! (-$1,000/W, +9 Not)
Psychology research pushes forward slowly and solidly. Someone managed to slip some drugs to someone else..he had to be put down for his own safety. -1 Scientist.
Biology pushes forward solidly. Your minions have a fair few plans for a !Payload Device!, to be designed to your specifications.
Biology Research: 35.99
Biology Unlocks:
Passive +3 to all Plotting and Research rolls.
Passive +3 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Genetic Manipulation (Passive stepping stone tech.)
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
Minor Aberration : Can spend 20 resources, to gain 1d6 Notoriety every week, for 3 weeks, as your genetically altered animals cause unheard of chaos.
Payload Device (Biology) : 200 R, 10 M/W
Physics Research: 0.00
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 15.13
Chemistry Unlocks:
Hallucinogenic Compound (1R/per [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: (2R/per [Must add to all to add to a mission], Adds +3 Combat/Escape rolls)
Concentration Drugs, 1R/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Improved Potency.
Robotics Research: 0.00
Robotics Unlocks:
Spider Drones (5 R/P)
Psychology Research: 12.97
Unlocks:
Minion Loyalty Conditioning (+2 Minion Loyalty)
Minion Persona Training. (+2 All Deceit/Stealth Rolls)
Archetype: Layabout Playboy
Traits: Legal Eagles (3) Man with a Plan (1)
Minion Cap: 20
Minions: 7 Regular, 1 Tech, 6 Scientist, 2 Guards
Henchmen:
(3)
Cash: $6,520 (+$500/W)
Resources: 17 (+20/week)
Notoriety: 118
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty
+Crown Jewels (+4 Minion Loyalty)
Training Room
Laboratory
2x Giant Laser
3x AP Turrets.
11x Laser Rifles
11x AA Attachments
8x ESD's
6x Spider Drones
Weekly Actions: You buy a few more resources through the regular channels. (-$1500, +30 R)
A few more minions trickle into your base. No one talks about the people they're replacing (-$400, +4 Regulars)
Yer tech puts together a little extra gear, as you're 1 LR and 1 AA short, and 1 ESD's (Cause Dr Black's generously providing the other 3. (-8 R.) The rest of your gear comes together normally (-45 R)
Thusly the majority of your forces strike at the Omega Cluster
Striking quickly at the conference, your minions manage to subdue the guards quickly, and threaten some innocent scientists. Some of them seem to have had some evil-aspirations of their own, as they bring clunky laser rifles to bear on your forces. Unfortunately for them, you have shielding devices. Your henchman is nowhere to be found during the fighting, and your minions have no idea whats valuable to grab. They extract, and your henchman returns with them, laying out enough information on your desk to easily start your own Aerospace Engineering research. This may however be difficult on a boat.
Your plotting actually bears fruit. A somewhat marooned ship at sea, carrying a large load of resources. They're soon to get help, but maybe you can sidle alongside and help yourself to some of their cargo.
Chemistry research progresses modestly. A few brilliant insights. your Physics research is..Less promising. But at least theres progress.
For involvement in the Omega Cluster battle, Please see the post at the end.
Physics Research: 12.74
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Chemistry Research: 23.14
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)
Improved Potency.
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)
Spider Drones (5 R/P)
Aerial Survey Drone 5 Resources/Per
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 (2)
Minion Cap: 20
Minions: 4 Regular, 8 Scientist,2 Guard, 1 Thug, 1 Reporter,1 Technician, 1x ARM.
Cash: $6,600
Resources: 22 (+20/Week)
Notoriety: 130
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
Training Room
Secure Vault
2x AP Turret
10x Laser Rifles
3x Spider Drones
10x AADs
8x ESD
3x Aerial Survey Drone
1x Tunneler (Crude)
Weekly Actions: A few more minions are hired, to replace your losses (-$700, +1 Tech, +3 Regs)
Robotics research progresses slowly. But is still enough for a breakthrough. Your minions deploy the very first ARtificial Minion. Its certainly expensive, and will need -serious- refinement. But it barely requires anything in terms of personal space. The power requirements are quite extensive however. (-20 R, +1 ARM(minion))
Physics research goes well but comes just shy of a breakthrough this week.
Plotting reveals nothing terribly interesting. There are the new plans for laboratory upgrades, but nothing else you can strike at.
Guards report that the police have moved along, Drawn off by the actions of some damn fool with ravens.
For involvement in the Omega Cluster battle, Please see the post at the end.
Physics: 14.92
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Biology Unlocks:
Passive +1 to all Plotting and Research rolls
Passive +2 to all Combat related rolls
Robotics Research: 30.14
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
Aerial Survey Drones (5R/per)
Tunneler (Crude) (Can Tunnel) 20 R/P
Artificial Minion (1): 20 R/P Cap 2, Does not count towards Minion Cap. Counts as Regular for determining jobs.
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: Mad Scientist
Traits: Researcher (4)
Minion Cap: 15
Minions : 9 Scientist, 1 Technician, 2 Guards, 3 Regulars
Cash: $3,750
Resources: 4
Notoriety: 88
Lair: Abandoned Warehouse
Lair Accoutrements:
Fine Ming Vase (+3 Loyalty)
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield
Weekly Actions: Even though one of your minions dropped his coffee on the plans created by one of your other minions, a glowing strategy is still delivered to you regarding a bank heist. You think your minions can pull it off.
Robotics research plods along solidly. The sheer mass of brainpower you have assigned to it is pushing your progress forward in an inexorable way. Another breakthrough, you put the finishing touches on a magnificent looking plan for a tunneling device. You'd be building one but you're still lacking resources.
Chemistry Research: 2.11
Physics Research: 27.21
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: 25.21
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Spider Drones (5R/per)
Improved Hydraulics
Tunneler (Crude) (Can Tunnel) 20 R/P
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (3)
Minion Cap: 25
Minions : 8 Thug, 6 Scientist, 2 Guard, 3 Regulars, 1 Spy, 1 Reporter
Cash: $13,330 (+$2000/Turn)
Resources: 4
Notoriety: 81
Lair: An unassuming Casino.
Training Room
Secure Vault (Some protection from thefts)
1x Giant Laser
25x Laser Rifles
1x ESD
Weekly Actions: You hire a few more thugs. +3 Thugs, -$1,200
Your training finishes, a new Spy and Reporter are added to your ranks. +1 Spy, +1 Reporter, -2 Regulars
Guards report increased activity by CARE, they seem to be pushing back finally. One of your extortions is broken, but thankfully CARE doesnt seem to know exactly where you are.
Research progresses solidly into physics. Your minions unveil their 'new' energy shielding devices. They make one, but caution you that you don't have the resource stores to really push their production..yet.
(-3 R, +1 ESD)
For involvement in the Omega Cluster battle, Please see the post at the end.
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)
Physics : 19.21
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Giant Laser (10 R/P)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Archetype: Mad Scientist
Traits:
- Researcher (3)
- Cult of Personality (1)
Notoriety: 89
Minions (cap 19):
12 Scientist, 4 Regulars, 2 Guard, 1 Technician, 1 Thug
Henchmen:
Doppleganger (3)
Cash: $11,500
Resources: 10
Lair: Abandoned Laboratory.
Lair Accouterments:
Crystal Necklace (+2 loyalty, AND it's pretty)
- Laboratory
- Training Room
- Giant Laser
-3x AP Turrets
-7x ESD
-7x Laser Rifles
-4x Arc Rifle
-4x Assisted Aiming Devices
-1x Spider Drone
1x Small Generator (On)
Weekly Actions: A few more resources bought. As usual! -$1k, +20 R
Your henchman's plotting turns up a few leads. He's close..He swears he's close.
3 Arc Rifles are made, gear for your regulars on their mission (-23 R, +3 Arc Rifles, +4 AAD's)
(This was my bad, you should have had 4 regulars. Still, it didnt seem to change much.)
Success! Your minions approach the bank, wielding their fearsome Arc Rifles and terrorizing a few people on the way. They bust into the bank in a blaze of electricity, causing severe burns to several innocent bystanders. The guards surrender in the face of your vastly superior firepower. The police however, Have no such intention. A heavily armed response team descends on your minions while they are still in the middle of packing up the cash. They were apparently armed with ESD's of their own, but alas..their feeble attempts at matching your technology resulted only in fried devices and a few brutal casualties on their side. The police wisely decide to allow your minions to withdraw, intent instead on tracking them to your base. The Lady Luck smiles on you and your minions easily ditch their tail, bringing you home a fair payday indeed. But also a fair amount of increased interest from the police.
+$11,500, +22 Not
Your thug, being unused to his new talents fails horribly this week.
Nothing to report Guard wise this week.
Your physics research slogs ahead, slowly. Painstakingly slowly. Much the same as your Robotics research. Mistakes are abounding in even the simplest maths.
With the Aerial drones..your minions cannot come up with a means to power the drone, and a weapon subsystem off the same power supply.
Research:
Physics : 32.73
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.)
- Arc Rifle, +7 Combat rolls, 5R/Per)
Robotics: 28.03
Robotics Unlock:
Aerial Survey Drone 5 Resources/Per.
Anti Personell Turrets 10 R/P, Stock 1.
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Improved Hydraulics
Spider Drones 5R/P
Chemistry: 13.24
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)
Archetype: Layabout Playboy
Traits: Man With a Plan (1) Legal Eagles (3)
Notoriety: 92
Minion Cap: 15
Minions: 4 Scientists, 3 Thugs, 3 Guards, 4 Regulars. 1 Technician.
Cash: $6,000
Resources: 77
Lair: Rural French Chateau
Lair Accoutrements:
Training Room
Laboratory.
Native American Totem Pole (+2 Minion Loyalty)
1x Small Generator (On)
2x Giant Laser
Weekly Actions: Your minions have absolutely nothing to show for a weeks hard labor regarding the Aerospace Engineering field.
In better news, biology research goes nicely. Slowly, but nicely.
Your guards report an unusual amount of activity from tourists in the local area. Of course they couldnt possibly be looking for you. One of your guards also gets his picture taken by some of the 'tourists' If that is what they truly are!
Alright they've definitely tracked down a Henchman, operating quite close to your home. She is apparently known as Belaya Sova, and can reportedly be hired for a modest fee. Shes known in the underworld as a fairly talented sniper and her services are for sale..For the right price. You doubt that your minions could intimidate her into joining you, so you might have to pony up a slight fee to secure her 'loyalty'.
Your mayhem goes magnificently. Every news channel in the area is carrying stories of the death and destruction (and ravens feasting) that your minions caused. +16 Notoriety.
Your scientist puts together a lab. -100 R, +Laboratory.
Your thugs attempt to steal some resources, Only one returns with any success. And a modest number of resources. +12 R, +5 Not
Physics Research: 20.00
Giant Laser (10 R/P)
Improved Batteries.
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Biology Research: 2.13
-----
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
-----
Its Week 20, as such, New Trait point! Any errors, let me know. I'm sure a few snuck in there.
Omega Cluster: Next Post!
Info post to appear..Sometime. Soon.