Shout out to King crimson for helping me put this together. I fixed a lot of this up thanks to his advice. Now on with the show.
So far, you're doing well. You managed to learn some science, got some good stuff from the GCPD, meet some new people and you learned a little of the Batclan.
But it's not enough for Killer Moth.
You have six actions this turn.
Martial
[] Train your body
DC 28. A supervillain's life is full of danger, training your body to its peak condition could save your life one day.
[] Break in and obtain goods
DC (Depends on your target). A supervillain without proper equipment is one asking for society to slap handcuffs on him.
-[] DC 80. Wayne Enterprises, A massive diversified multinational conglomerate owned and chaired by Bruce Wayne.
-[] DC 75. Stagg Enterprises, A multinational corporation owned and run by Simon Stagg with interests in engineering, chemistry and genetics.
-[] DC 55. S.T.A.R. Labs, An international independent network of research laboratories.
-[] DC 48. Police Warehouse. The GCPD has tightened security but it might be still possible for you to get inside.
-[] DC 35. Gotham Merchant's Bank, a bank is always full of cash and important information. Due to the GCPD robbery they have tightened their security.
[] Booby trap your apartment
DC 25. For the time being you are operating out of your apartment and as a supervillain and in a city like Gotham it would be prudent to make it as secure as possible.
[] Incorporate weapons into the Mothmobile.
DC 80. The Mothmobile is currently defenseless, adding weapons to it would add to your defense in a tight situation.
[] Break into Blackgate Penitentiary
DC 151. Blackgate is a prison located on a small island in the Gotham Bay where non-insane criminals are incarcerated when captured. If you free the prisoners, you could gain some loyalty and manpower.
[] Learn Martial Arts
DC 34. Learning hand to hand fighting will give an edge if you have no weapons on hand.
[] Learn Marksmanship
DC 30. You're a good shot but good isn't good enough.
Diplomacy
[] Bribe Politicians
DC 5. Gotham politicians always bark in anyone's favor if enough money is given to them.
[] Bribe Police
DC 20. Police officers have a hard job with little reward, especially so in Gotham. Many officers are willing to be on your payroll and do anything you want of them.
[] Recruit criminals
DC 78. Nobody can truly succeed on their own and average criminals already have a low standard when it comes to job offers. The name Killer Moth doesn't really command respect and so few people are willing to work for you unless it's for a lot of cash.
[] Recruit the homeless
DC 60. The homeless of Gotham struggle everyday and are willing to perform any number of tasks for the right amount of money. They do come with their own set of problems, so you'll have to be very careful with them.
[] Meet with Holly Robinson
DC 20. Holly is young and impressionable; you could use that to gain her allegiance.
[] Meet with Selina Kyle
DC 42. Selina Kyle is a mysterious woman you like to get to know better.
[] Gotham's high society
DC 20. The ultra-rich love to give themselves parties for every conceivable reason. You should attend some of these and get to know the upper class.
Stewardship
[] Create a secret base
DC 48. A secret place nobody knows about would be very helpful to you.
[] Create a business
DC 70. A business would give you some legitimacy and enable you to operate more openly although opening a business in Gotham would invite opposition from various elements legal and illegal.
[] Buy a vehicle
DC 10. There are always various vehicles in Gotham to buy and having a secondary inconspicuous vehicle could prove useful.
[] Get a patron to sponsor you
DC (depends on your decision). Gotham is full of powerful figures who could use a deniable asset.
-[] DC ???. Joker's gang, the most feared in all of Gotham, would gain you some cloud although you would have to deal with the Joker's whims.
-[] DC 30. The Falcone Crime Family was once the undisputed rulers of Gotham until the Batman and various supervillains popped up. They might be interested in evening the playing field and are a "safe" group to work with a while. You could use their need to gain some concussions if your careful enough.
-[] DC 40. The Penguin's gang is current one of the strongest in Gotham and led a shrewd businessman. An excellent partnership could be formed if you play your cards right.
-[] DC 35. The False Flag Society, an up and coming group that if you join soon you could gain a leadership role in.
[] Sell gear from the robbery
DC 35. You gained much from the GCPD job but some of it you don't need that other people could use for their own purposes.
Intrigue
[] Investigate the Gotham Underworld
DC 40. Knowledge is power and knowing the major players, locations and activities of the criminal underworld is very powerful.
[] Investigate the Gotham Supervillains
DC 45. You may be considered a joke now but that will change someday, and you will need to know your rivals.
[] Investigate the False Flag Society and its leader Black Mask.
DC ???. The False Face Society is an enigma. It would be best to discover who they are and what their goals are under their leader Black Mask.
[] Investigate the Gotham Sewers
DC 31. The sewers are rumored to host everything from strange cults to secret societies and even killer monsters that attack anyone. You could potentially discover something useful to you.
[] Gather Blackmail
DC ???. Everybody has skeletons in their closet especially the rich and powerful of Gotham.
[] Uncover Batman's identity
DC 285. The Batman come out of nowhere one day and is the source of your current crappy reputation. Maybe you can expose him. Figuring out who he is will send your reputation through the roof.
[] Uncover Nightwing's identity
DC 270. The first Robin who really isn't in Gotham much so you likely wouldn't get far. Figuring who he is will give you an edge over the rest of the Batclan.
[] Uncover the current Robin's identity
DC 220. The violent, loud mouthed current sidekick of Batman. Your not a fan and a child is surely guarding his identity worse than any of the adults.
[] Uncover Batgirl's identity
DC 263. She single-handedly destroyed your reputation. Firefly might be content to let bygones be bygones but you want revenge and figuring out who the vigilante who humiliated you is will make that so much easier.
[] Investigate the Batclan's methods.
DC 151. People in general have patterns, ways they do things that are comfortable in. The Batclan has a way they complete their work and figuring out what it is can assist you in dealing with them effectively.
Learning
[] Learn about the Major Criminal Players of Gotham
DC 10. Gotham is a hotbed of crime. You need to know who is and isn't boss.
[] Learn about the Justice League
DC 10. The Justice League is composed of the greatest superheroes on the planet. It would be wise to know more about them.
[] Learn about Magic
DC 26. The reveal that magic has been a part of the world forever was a surprise to you. Magic could be very useful to your future.
[] Learn about Mathematics
DC 40. The science that deals with the study of quantity, structure, space, and change.
[] Learn about Biology
DC 34. The study of life and living organisms.
[] Learn about Chemistry
DC 35. The study of the properties, composition, and structure of substances, the transformations they undergo, and the energy that is released or absorbed during these processes.
[] Learn about Engineering
DC 57. The use of scientific principles to design and build machines and structures.
[] Learn about Physics
DC 37. The study of the structure of matter and the interactions between the fundamental constituents of the observable universe.
[] Learn about Psychology
DC 25. The study of the mind and behavior.
[] Learn about History
DC 28. The study of past events.
[] Learn about Sociology
DC 21. The study of the development, structure, and functioning of society.
[] Learn about Computer science
DC 33. The study of computers and computational system
[] Learn about Economics
DC 30. The study of the production, distribution, and consumption of goods and services.
[] Learn about Astronomy
DC 32. The study of extraterrestrial objects and phenomen
[] Learn Stealth
DC 33. If you know how to get in and out of places without anyone knowing you could avoid unnecessary trouble.
[] Learn Espionage
DC 38. The practice of spying to gather information.
[] Learn Escapology
DC 35. The practice of escaping from restraints or other traps.
[] Learn the Art of Disguise
DC 30. Sometimes it would be helpful to not be yourself in situations.
[] Learn Tracking
DC 28. There's more to finding someone even in today's world than just knowing their name.