Fools, We Will Destroy You All! ...After We Save The World! (Mad Scientist Riot Quest)(RECRUITING!)

How Should Minions Be Capped?


  • Total voters
    70
  • Poll closed .
Does the mean I don't actually talk? Sounds nice... Need to fix brain melting tho.

Of course, this would require that I bother to implant the circuit in your worthless skull. And I wouldn't waste the resources, you lazy scum.

And the implant melting your brains has the need that you have any brains in the first place.
 
Character Submission: Dr. Tele Aurus (trekbook)
Can new characters still be added? If so, I'll throw my hat into the ring (it has a built-in laser).

Player: trekbook
Name: Dr. Tele Auris
Description: Nondescript, wears glasses. Utterly average in appearance.
Backstory: At a young age, decided that everything needed to be more connected-and set out to bring the world together. He realized this was a bad idea, and tried to get away from it all. That didn't work either, so he's settled for getting everybody away from him. The teleporter still has some bugs, though.
Skill Levels: R 2, O 5, E 0, C 0
Starting Inventions:
Long-Range Bulk Selective Teleportation Device: This invention is capable of teleporting large quantities of mass from large distances. Unfortunately, it can only teleport one element at a time. This bug is obviously a feature, and Dr. Auris uses it to collect pure metals from mines and oceans.
 
Starting Inventions: Orthanc (Dedicated server for the group. Provides a secure network). Mechanogoblins (Small, unobtrusive drones specialized in gaining access to things they should not have access to according to people other than Claudia), Sting (EMP/Jammer, often mounted on Mechanogoblins as a failsafe).
 
Welp, here's a highlight from what I've gotten done on the update today. More coming tomorrow.
Action 7: Advance Understanding Of Biology
Roll 91 + 10 (manpower) + 95 (skill) + 39 (equipment) = 235
EPIC SUCCESS

In all honesty, it should have been expected that a bunch of mad scientists would be some of the least likely people to treat the creation, alteration, and reanimation of life as some sort of taboo that should not be broken. Especially not this bunch.

After kidnapping a few homeless people to use as test subjects, the first order of business is seeing what happens when Herbert's reanimation serum is injected into someone who didn't survive exposure to the Felinationizer (they reanimate, duh), along with what happens when the two chemicals are injected simultaneously (eliminates mortality rate at the cost of slightly increased mental degeneration). Professor Dunwich's Anatomical Structure Analyzer and Krista's gene-splicer in 'read' mode helped map the physiological and genetic changes induced by each chemical, and by the end of the week everyone is satisfied with the data they've got.

In fact, with the data on why exactly the reanimation serum causes mental degeneration, Herbert thinks he might have a lead on how to reduce the deleterious side-effects a bit.

(Field Advanced: Biology)

XP
@rolling-the-dice Research (1/11)
@Moronis Research (1/7)
@Entropy Engineer Research (1/17)
@Umi-san Research (1/11)
@Shadowhope Research (1/7)
 
Welp, here's a highlight from what I've gotten done on the update today. More coming tomorrow.
Action 7: Advance Understanding Of Biology
Roll 91 + 10 (manpower) + 95 (skill) + 39 (equipment) = 235
EPIC SUCCESS

In all honesty, it should have been expected that a bunch of mad scientists would be some of the least likely people to treat the creation, alteration, and reanimation of life as some sort of taboo that should not be broken. Especially not this bunch.

After kidnapping a few homeless people to use as test subjects, the first order of business is seeing what happens when Herbert's reanimation serum is injected into someone who didn't survive exposure to the Felinationizer (they reanimate, duh), along with what happens when the two chemicals are injected simultaneously (eliminates mortality rate at the cost of slightly increased mental degeneration). Professor Dunwich's Anatomical Structure Analyzer and Krista's gene-splicer in 'read' mode helped map the physiological and genetic changes induced by each chemical, and by the end of the week everyone is satisfied with the data they've got.

In fact, with the data on why exactly the reanimation serum causes mental degeneration, Herbert thinks he might have a lead on how to reduce the deleterious side-effects a bit.

(Field Advanced: Biology)

XP
@rolling-the-dice Research (1/11)
@Moronis Research (1/7)
@Entropy Engineer Research (1/17)
@Umi-san Research (1/11)
@Shadowhope Research (1/7)
Just going by that bit, the full update is going to be FUN.
 
Character Submission: Gary "Twenty&One" Arneson (PurposefulZephyr)
Hello everyone! Mind if I join? It's gonna be fun.
Hopefully it's not too meta-gamey. :whistle:
Player: @PurposefulZephyr
Name: Gary "Twenty&One" Arneson
Description:
Balding, black haired man. Short, slightly overweight. Does not bother with lab coats, except for Tuesdays and January. Wears a very festive hat every Full Moon.
Refuses to leave any choice to chance, following an increasingly elaborate system of rules. All of those are written down in his Rule Book, which he carries everywhere (excluding visits to his mother).
Backstory:
Originally an office worker, running a D&D campaign with his co-workers.
After a series of increasingly improbable series of events (including a session with only critical rolls), which lead to immediate bankruptcy of his employer, became obsessed with probability and luck.
Currently on a quest to find (and throttle and/or join) the Dice Gods.
Skill Levels:
Research, 4
Operations, 3
Espionage 0
Combat. 0
Starting Inventions:
Butterfly cage -
Cage full of butterflies. Causes massive consequences... somewhere. Not yet sure where, but I'd like to find out.
Improbability Drive - Increases the chance of unlikely events to occur. This mostly leads to catastrophic and bizarre accidents to occur. Runs on AA batteries.
 
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Damn, robotics research did not go good.
*Felicia pets one of the many stray cats from her colony that are now living in and around the base.* Of course it didn't.... no cats. Our biology research went.... amazing.
Welp, here's a highlight from what I've gotten done on the update today. More coming tomorrow.
Action 7: Advance Understanding Of Biology
Roll 91 + 10 (manpower) + 95 (skill) + 39 (equipment) = 235
EPIC SUCCESS

In all honesty, it should have been expected that a bunch of mad scientists would be some of the least likely people to treat the creation, alteration, and reanimation of life as some sort of taboo that should not be broken. Especially not this bunch.

After kidnapping a few homeless people to use as test subjects, the first order of business is seeing what happens when Herbert's reanimation serum is injected into someone who didn't survive exposure to the Felinationizer (they reanimate, duh), along with what happens when the two chemicals are injected simultaneously (eliminates mortality rate at the cost of slightly increased mental degeneration). Professor Dunwich's Anatomical Structure Analyzer and Krista's gene-splicer in 'read' mode helped map the physiological and genetic changes induced by each chemical, and by the end of the week everyone is satisfied with the data they've got.

In fact, with the data on why exactly the reanimation serum causes mental degeneration, Herbert thinks he might have a lead on how to reduce the deleterious side-effects a bit.

(Field Advanced: Biology)

XP
@rolling-the-dice Research (1/11)
@Moronis Research (1/7)
@Entropy Engineer Research (1/17)
@Umi-san Research (1/11)
@Shadowhope Research (1/7)

Zombie Cat Friends... might be nice. I think Herbert is an great person. Don't you Gauze? *Felicia keeps petting the fluffy white cat which meows some kind of response.* Yes... all of them were okay. They helped me make more Cat Friends in an way that makes them go to sleep less. All nine of them were getting lonely. Especially Butterscotch.

Starting Inventions:
The Felinationizer -
It makes new minions friends! It doesn't work a lot though, and tends to kill put things to sleep more often than convert. When an thing converts it becomes mutated into an feline like monster with lowered mental capacity and an more simple line of thought. They all show loyalty to Felicia first and foremost though.

Unusual Stray Cat Colony- They don't do much. But Felicia seems to talk to them a lot and know things she shouldn't know. The cats are slightly more intelligent than usual, and serve as an rudimentary information network. They're small in population right now though, and still not very smart, so it's unlikely for anything of earth shattering importance to be known by them.

Cat Friends Minions- They're human in shape but with varying catlike mutations and levels of intelligence. She has nine right now. Felicia is willing to share with her new friends though! Just don't let them get hUrT alright? Bad things happen to people who hUrT her friends. So don't cause bad things to happen okay? Okay <3~!

I like the people here..... and Henrietta. Henrietta is cool. Kittens are cute. I think I'll help her goals. She seems wonderful. Right Gauze? *Gauze meows* Of course.
 
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I like the people here..... and Henrietta. Henrietta is cool. Kittens are cute. I think I'll help her goals. She seems wonderful. Right Gauze? *Gauze meows* Of course.

I believe I like you as well, Felicia. You know who the superior species is. Your felinization may prove... useful.

*plots contingencies for the inevitable betrayal- from either side of the equation*
 
I believe I like you as well, Felicia. You know who the superior species is. Your felinization may prove... useful.

*plots contingencies for the inevitable betrayal- from either side of the equation*

*Felicia beams at Henrietta* Of course! If everyone was a cat, I could easily be friends with them! Felinization lets me make friends and a better world. Everything is simpler as a cat. The world will hurt less if everything is simpler instead of the mess of social cues, subtext, and assumptions that human interaction is. Our world is too complicated sometimes. Especially people. I don't like most people. *She frowns* Everyone here is okay though. I liked the group I did research with. Herbert's serum will be useful in converting more people into Cat Friends. Then we can all be friends.
 
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While Magnus admits cats are nice, Magnus likes robots better. Hm, Magnus believes he will make robot kitty in the near future. Robot kitty shall be very cuddly this Magnus says.

Magnus wonders why he is talking in third person, it is difficult to do. Magnus probably won't continue to do so, unless it amuses him, then Magnus will continue to be in third person.
 
While Magnus admits cats are nice, Magnus likes robots better. Hm, Magnus believes he will make robot kitty in the near future. Robot kitty shall be very cuddly this Magnus says.

Magnus wonders why he is talking in third person, it is difficult to do. Magnus probably won't continue to do so, unless it amuses him, then Magnus will continue to be in third person.

Felicia is glad that Magnus thinks that cats are nice, that makes him a good person to her. Felicia thinks that cuddly robot kitties would be nice and that many people who are allergic to real kitties would like to have an cuddly robot kitty instead. Felicia thinks that there would be an market for it and that they would be good at gathering information. Felicia also thinks this talking in third person thing is indeed difficult after just now trying it for herself.
 
Felicia is glad that Magnus thinks that cats are nice, that makes him a good person to her. Felicia thinks that cuddly robot kitties would be nice and that many people who are allergic to real kitties would like to have an cuddly robot kitty instead. Felicia thinks that there would be an market for it and that they would be good at gathering information. Felicia also thinks this talking in third person thing is indeed difficult after just now trying it for herself.
Magnus feels silly now, he completely forgot about the potential for information and money gathering that making robot kitties could have. Magnus will now go sit in sad pocket.
 
Character Sumission: Master Viper Jaminson (ConfusedPotato)
@I just write good to see you again. Do you want me to handle the stat maths for you like last time?
Anyway here is my character sheet.

Player: ConfusedPotato
Name: Master Viper Jaminson
Description: Master Viper Jaminson has the looks and appearance of a young 20 year old man of mixed Asian and European decent, but if one were to ask for his age one would find that he was actually born over 60 years ago, this is due to a side affect of his Angelfield invention as the earlier versions would take literal decades to bring someone back to life causing him to miss years of history due to being dead. He can usually be found in the labs wearing his favourite red labcoat with safety goggles in his midnight black hair and a spark of insanity in his eyes.
Backstory: If one were to ask Master Viper Jaminson for his history one would receive a blank stare and little to no information, while one would think that he didn't like talking about his past the truth is that he remembers very little about his past in the first place. When he first invented the L.E.A.R.N.E.R. module it deleted memories in order to make room for more knowledge. A flaw he fixed at first opportunity he has kept it as an optional function in case he wants to selectively forget something. Over the years he has sacrificed many things in order to feed his insatiable need for knowledge: memories, social skills and even his sanity. If you were to ask him if it was worth it, he would grin and say yes every time.
Skill Levels:
Research - 7 (His thirst for knowledge with his L.E.A.R.N.E.R. module makes him very good at discovering new things)
Operations - 0 (His constant being dead has left him with very little knowledge of the current state of the economy)
Espionage - 0 (His most recent knowledge of other organisations comes from the cold war)
Combat - 0 (He can do running away, but other than that he is terrible in a fight)
Starting Inventions:
Angelfield 1.6.4 - a swarm of nanobots that will restore a registered user to full healthiness from any and all injuries, both mental and physical, including death... eventually, the current version takes forever to do so,... also only works as a personalised upgrade... but hey at least paper cuts heal faster now, they still hurt like a bitch though.
L.E.A.R.N.E.R. - Local Evidence Acquirement Rate Neural Enhancement Routine, a implant into the brain which enhances the rate at witch one can learn and remember new information, boosts research speed and experience gain, also a testament to what people will do to get fancy acronyms.
 
Welp, here's a highlight from what I've gotten done on the update today. More coming tomorrow.
Action 7: Advance Understanding Of Biology
Roll 91 + 10 (manpower) + 95 (skill) + 39 (equipment) = 235
EPIC SUCCESS

In all honesty, it should have been expected that a bunch of mad scientists would be some of the least likely people to treat the creation, alteration, and reanimation of life as some sort of taboo that should not be broken. Especially not this bunch.

After kidnapping a few homeless people to use as test subjects, the first order of business is seeing what happens when Herbert's reanimation serum is injected into someone who didn't survive exposure to the Felinationizer (they reanimate, duh), along with what happens when the two chemicals are injected simultaneously (eliminates mortality rate at the cost of slightly increased mental degeneration). Professor Dunwich's Anatomical Structure Analyzer and Krista's gene-splicer in 'read' mode helped map the physiological and genetic changes induced by each chemical, and by the end of the week everyone is satisfied with the data they've got.

In fact, with the data on why exactly the reanimation serum causes mental degeneration, Herbert thinks he might have a lead on how to reduce the deleterious side-effects a bit.

(Field Advanced: Biology)

XP
@rolling-the-dice Research (1/11)
@Moronis Research (1/7)
@Entropy Engineer Research (1/17)
@Umi-san Research (1/11)
@Shadowhope Research (1/7)
Totally not Jealous,Totally not Jealous, Totally not jealous

Real quick, could I have a list of starting blueprints? It's rather necessary to ensure accurate action resolution.

I doubt it matter much, but here.
Pandora orb, symbiotic device that bond with someone and integrate technology (mainly machines) to it's host. The result of integration always adapted to host so to avoid complication and generally benefit it's host. Pandora's and integrated technology effectiveness increase the longer it bonded with it's host.

Angelfield 1.6.4 - a swarm of nanobots that will restore a registered user to full healthiness from any and all injuries, both mental and physical, including death... eventually, the current version takes forever to do so,... also only works as a personalised upgrade... but hey at least paper cuts heal faster now, they still hurt like a bitch though.
L.E.A.R.N.E.R. - Local Evidence Acquirement Rate Neural Enhancement Routine, a implant into the brain which enhances the rate at witch one can learn and remember new information, boosts research speed and experience gain, also a testament to what people will do to get fancy acronyms.
Well those certainly looked delicious dear, mind if my Pandora eat some of them? :V
 
31 with 3 Espionage. Welp. Here's hoping we don't get in too much trouble. I really should have changed that action when I agreed with Hazard.
 
Week 1 (Getting Your Act Together)
Name Vote

By far, when asked what they wanted to name their new organization, around two thirds of those mad scientists asked responded with either "Meh, don't care." or some variation on "What does it matter? There is SCIENCE! to be done!"

Of those who did care, there was much bickering and disagreement over what the name should be. Still, the name with the most support behind it was the Metanatural Anomaly Department, which was easily shortened to M.A.D. Most of the others who cared about such things accepted it with only minor grumbling, and the ones who didn't care, well, didn't care.

Organization renamed: M.A.D.

Action 1: Advance understanding of Fusion
Roll 82 + 4(manpower) + 30 (skill) = 116
Success

Fusion power; clean, safe, efficient, and reliable. It's also pretty straightforward to improve on once you've got a working reactor. Admittedly, Siris has a... unique taste in reactor design, but his design does work. By the end of the week, Siris and Doctor Watson have not only doubled the output they can get from a given reactor, but they're pretty sure they've improved their mastery over plasma dynamics to the point where a coherent plasma beam could be directed straight out of a specially-designed reactor core to flash-fry your enemies.

Needless to say, this is immensely interesting.

(Field Advanced: Nuclear Fusion)
XP
@Void Stalker: Research (1/11)
@Rotekian: Research (1/7)

Action 2: Advance Understanding of Robotics
Roll 27 + 6 (manpower) + 60 (skill) = 93
Success

Meanwhile, the quest for better robotic servitors continues. Though there's a lot more bickering in this particular project about the correct way to build a robot, the three mad scientists eventually come to see that each of them has come up with approaches that provide their robots with unique advantages. With a bit more painful deflation of egos, they all manage to combine their disjointed approaches to robot-making into a unified methodology that has most of the advantages of each.

(Field Advanced: Robotics)
XP
@DarkKing98: Research (1/15)
@Happerry: Research (1/11)
@Hazard: Research (1/7)

Action 3: Search for suspicious activity
Roll 80 + 8 (manpower) + 55 (skill) + 16 (equipment) = 156
EPIC SUCCESS!

Given how easily you found evidence of these other would-be world conquerors now that you have an inkling of what to look for, it honestly strains disbelief that they managed to evade detection for so long. With the combination of your own excellent legwork and the strangely cooperative stray cat population in the area, you've been finding other supernaturals left and right. To whit, this week alone, you have found
-A bunch of wizards from a branch of the 'Arcane Society of Merlin' in Buenos Aires near Chacaburo Park
-Another bunch of wizards in Martina (a part of the greater Buenos Aires area) who are seemingly unaffiliated with anyone else.
-A cell of operatives working for the Illuminati based out of Morón
-A nest of Vampires in Buenos Aires' Mataderos neighborhood
-A solitary werewolf living in San Justo
-Some number of dream creatures living in and around just about anywhere you bring either the Dimensional Sensor or the Anomalous Energy Sensor. Apparently they're a sort of background phenomena?

You're sure there's more such things out there somewhere, but you aren't sure where.

In addition, you were also contacted by a group of fellow mad scientists who set up shop a bit south of Buenos Aires. This'll probably lead to rivalry eventually, but for now you're both more interested in the other weirdness in the general area.

(basic intelligence gained)

XP
@theflyingbiscuit Espionage (1/9)
@Moronis Espionage (1/9)
@Shadowhope Espionage (1/11)
@Shadowhisker Espionage (1/5)

Action 4: Design Blueprint (Spiderbot Hub)
Roll 93 + 4 (manpower) + 30 (skill) = 127
Success

Originally intended for only the spiderbots, the automated robot maintenance system was quickly expanded in scope at Albert's suggestion. After much pestering of the other mad scientists for the specs of their robots, the first prototype was up and running, able to keep all of M.A.D.'s various robotic servitors in good working order, completely without human oversight. There is no possible way this could go horribly wrong.

(ROOM BLUEPRINT GAINED: Robot Maintenance Hub)
(Pilar Office Building gained room: Robot Maintenance Hub | 1 Storeroom converted)
(No further rooms can be added to the Pilar Office building without expanding or compromising functionality)
(get a new base, or expand your current one)

XP
@Phasehand Research (1/7)
@Happerry Research (1/11)

Action 5: Start A Front Business (Junkyard)
Roll 4 + 4 (Manpower) + 15 (skill) = 23
Failure

So, turns out opening a junkyard is expensive. As in, more expensive than you can afford right now. Sadly, by the time you'd figured this out, you'd already sunk a significant chunk of money into the project, resulting in M.A.D. having ownership of a chunk of land and all the rights to use it as a junkyard, but not having the money to properly staff or equip it in any way that would remotely preserve the secrecy of your operation. Because having the site crawling with robotic servitors, while doable, would be rather unsubtle.

-40 Funds
250 more Funds required to open Junkyard.
Base Acquired: Junkyard To Be

XP
@Phasehand Operations (1/7)
@Ylamona Operations (1/5)

Action 6: Design Blueprint (Recycler)
Roll 68 + 4 (manpower) + 20 (skills) = 92
Success

Well, at least one part of the disastrous junkyard project went somewhat well. Namely, building a device that can easily break down inserted items into their constituent chemical elements. It's been installed at the would-be junkyard in a hastily-erected shed. Hopefully, it doesn't get discovered.

Room Blueprint Gained: Recycler
Base Expanded: Junkyard To Be (Size 1)(Recycler)

XP
@theflyingbiscuit Research (1/7)
@Ylamona Research (1/7)

Action 7: Advance Understanding Of Biology
Roll 91 + 10 (manpower) + 95 (skill) + 39 (equipment) = 235
EPIC SUCCESS

In all honesty, it should have been expected that a bunch of mad scientists would be some of the least likely people to treat the creation, alteration, and reanimation of life as some sort of taboo that should not be broken. Especially not this bunch.

After kidnapping a few homeless people to use as test subjects, the first order of business is seeing what happens when Herbert's reanimation serum is injected into someone who didn't survive exposure to the Felinationizer (they reanimate, duh), along with what happens when the two chemicals are injected simultaneously (eliminates mortality rate at the cost of slightly increased mental degeneration). Professor Dunwich's Anatomical Structure Analyzer and Krista's gene-splicer in 'read' mode helped map the physiological and genetic changes induced by each chemical, and by the end of the week everyone is satisfied with the data they've got.

In fact, with the data on why exactly the reanimation serum causes mental degeneration, Herbert thinks he might have a lead on how to reduce the deleterious side-effects a bit.

(Field Advanced: Biology {level 2})

XP
@rolling-the-dice Research (1/11)
@Moronis Research (1/7)
@Entropy Engineer Research (1/17)
@Umi-san Research (1/11)
@Shadowhope Research (1/7)

Action 8: Combat Training
Roll 20 + 2 (manpower) + 5 (skill) = 27
Minor Failure

So, turns out that trying to train combat skills all by yourself really doesn't achieve much of use. By the end of the week you've learned next to nothing about how to fight properly, and you're certain you looked like an idiot to anyone who might have been watching.

XP
@Shadowhope Combat (1/5)

Action 9: Advance understanding of Shadow Technology
Roll 74 + 2 (manpower) + 15 (skills) = 91
Success (?)

Sooo... turns out that your two devices actually have little in common? Your Shadow Manipulator conceals you via distorting the light around you, that much you knew. However, your Shadow Gate (the thingy that lets you phase through walls) is a whole different beast, being based on a partial dimensional shift.

From what you can tell, the thing actually shunts most of your mass over to a weird sub-verse that you've taken to calling the Shadow Plane, before re-settling you in this spacetime.

Still, at least now you know how your kit really works?

XP
@Keeper Of Storms Research (1/9)

Action 10: Manufacture Equipment (Orthanc)
Roll 64 + 2 (manpower) + 5 (skill) + 71 (workroom bonus) = 142
Success (3)

While you already had an Orthanc unit that you'd brought with you to Argentina, redundancy of critical systems is seldom a bad thing. Thus, you get to work assembling another Orthanc server, then another, then before you know it you've made three of them in just a few days. Well, that's certainly something.

-3 Funds for materials
+3 Orthanc servers

XP
@Hazard Operations (1/5)

Action 11: Advance Understanding of Exotic Particles
Roll 27 + 2 (manpower) + 25 (skill) = 54
Minor Failure

It may surprise you to learn that there are a lot of things that could count as 'exotic particles'. Even among mere mortals, there's conclusive knowledge of neutrinos, the Higgs Boson, the various exotic quarks, all the different sorts of Lepton, gluons, Z bosons, W bosons, antimatter, Dark Matter and Dark Energy. On top of that, they've theorized the existence of such out there possibilities as magnetic monopoles, Tachyons, and Negative Mass.

Meanwhile Mad Science has knowledge of at least twenty more types of exotic particle, which only adds more oddities to the whole mess. All in all, you get basically nowhere due to your area of research being too wide and not focused enough.

XP
@Shadowhisker Research (1/13)

Action 12: Design Blueprint (Lightning Pistol)
Roll 58 + 2 (manpower) + 10 (skill) = 70
Success

An interesting fact about Mad Scientists is that every one of them, without exception, eventually builds a death ray. Reasons vary, from simply wanting a self-defense weapon, to wanting highly energetic revenge, to simply viewing their production as an interesting hobby. Of the vast number of possible 'Death Rays', lightning guns and electrolasers are one of the more common options, largely because of how easy they are for a Mad Scientist to make, and of how versatile they are. After all, a Lightning Gun is one of the few types of death ray that can reliably be set to stun.

This especially applies to the Lightning Pistol that Will E. Coyote has just put the finishing touches on, as it was designed explicitly with capture in mind, though it's still capable of frying someone if absolutely necessary.

XP
@Megaolix Research (1/7)

Action 13: Design Blueprint (Holding Cell)
Roll 16 + 2 (manpower) + 10 (skill) = 28
Failure

You consider the problem of how to contain the various supernatural gribblies that your group is likely to wind up capturing, only to realize that you don't know enough about them to design countermeasures for any abilities they might have. Ultimately, you table the project for when you have more information.

(holding cell design requires further information on potential captives)

XP
@Megaolix Research (2/7)

Action 14: Infiltrate the Argentine Federal Intelligence Agency
Roll 31 + 2 (manpower) + 15 (skill) + 6 (equipment) = 54
Failure

So, turns out that trained intelligence operatives are more observant than you gave them credit for. You were almost immediately detected upon entering their local HQ, and a pursuit ensued which you only managed to escape courtesy of phasing through several walls with your Shadow Gate. You also happened to take a bullet through your right arm on the way out, which presents its own problems. Fortunately, you managed to escape in Will's rocket car (which you borrowed without his knowledge), but still, this was a disaster. Not only were you wounded, but now the Argentine authorities know there's someone who can phase through walls and has access to a rocket car.

XP & Statuses
@Keeper Of Storms Espionage (1/9), Injured (3 weeks)

Action 15: Advance Understanding of Computer Science
Roll 99 + 4 (manpower) + 45 (skill) = 148
EPIC SUCCESS

Computers are one of those critical technologies without which little can be done, at least when it comes to making robots. Better computers thus directly translate into smarter and/or smaller robots, along with a bunch of other things. Thus, improving M.A.D.'s computer technology falls to Doctor Nuclear and "Not Ted" Mathers. They succeed beyond their wildest dreams, producing a jump in the group's computer technology that equals about a decade of progress for mere mortals.

(Field Advanced: Computing, Lv. 2)

XP
@Bass11 Research (1/11)
@jaiveer00 Research (1/13)

Action 16: Start a Front Business (software company)
Roll 22 + 2 (manpower) + 15 (skill) = 39
Minor Failure

So, turns out that starting a software company is also really expensive just due to the office space requirements required to hire enough people to keep it from being obvious that there's a Mad Scientist involved. This isn't even accounting for payroll.

Still, at least you did your research on startup costs ahead of time, and a software company is less expensive than a junkyard by a longshot.

(cost to open a Software Company: 80)

XP
@Bass11 Operations (1/9)

Action 17: Start a Front Business (Agricultural GMOs)
Roll 100 + 2 (manpower) + 15 (skill) + 14 (equipment) = 131
EPIC SUCCESS

Finally, a business where Mad Science is directly applicable, and is a massive advantage! Your techniques for making plants grow faster and with better produce than normal quickly earn you the attention of several dozen farmers, who are practically jumping at the opportunity to increase their output tenfold with minimal effort on your part. Very quickly you find yourself involved in an extremely lucrative business, more than recouping your minimal startup costs in the first week. After hiring several non-mad genetecists and others to handle the company while you focus on your research, you've still provided M.A.D. with a huge income stream that's likely to grow massively if properly managed.

Front Business Started: Fairweather Agricultural Supplies (Income: 350)

XP
@Umi-san Operations (1/9)

Action 18: Researching the future
Roll 54 + 2 (manpower) + 15 (skill) = 71
Success (?)

Well, researching the future seems to have gotten you little except disoriented. And has attracted a lot of worried glances from your colleagues. Apparently whatever you were working on Monday caused you to disappear out of existence in a loud 'foomph' before returning on Friday. Meanwhile, no time whatsoever passed from your perspective So, apparently you've discovered a way to teleport things forwards in time, which is certainly one way to see the future.

Phenomena discovered: Prograde Chronoportation

XP
@dunk1010 Research (1/9)

Action 19: Advance Understanding of Chemistry
Roll 14 + 2 (manpower) + 35 (skill) = 51
Minor Failure

Writing down the chemical formula for the reanimation serum only succeeded in telling you why the mere-mortals you showed the formula to thought it was nonsense. Just looking at the formula, every theoretical model you can think of tells you that molecular abomination of over 100 nitrogen atoms and only trace amounts of other elements should explode basically the instant it comes into being. And yet, it does not. Why this is the case is not clear to you.

XP
@Entropy Engineer Research (2/17)

Action 20: Design Blueprint (Hyper-Rotating Plasma Engine)
Roll 79 + 2 (manpower) + 10 (skill) = 91
Success

Well, the result isn't exactly spherical, but it's at least circular when viewed from the rear. Using your new advances in fusion technology, you've cobbled together a basic fusion torch rocket engine, which would not only greatly increase the fuel efficiency of Will's rocket car, but would also be easily scaled up to propel entire space battleships.

Component Blueprint Completed: Hyper-Rotating Plasma Engine

XP
@Rotekian Research (2/7)

Action 21: Advance Understanding of Slacking
Roll 56 + 2 (manpower) + 10 (skill) = 68
Success (?)

You cannot further improve your understanding of slacking, for you have mastered it.

XP
@them8... No, you don't get XP for this, you spent the whole time slacking off!

Action 22: Build Minions (Fetchbots)
Roll 57 + 2 (manpower) + 25 (skill) = 84
Success

You have built a six-pack of Fetchbots, the robotic servitors perfectly designed for getting you things without you having to move for your desk. Which is to say, they are functional.

-3 Funds for raw materials
+6 Fetchbots

XP
@them8 Operations (1/13)

Action 23: Research Local Geology
Roll 55 + 2 (manpower) + 20 (skill) = 77
Success

Taking a closer look at the local geology has highlighted something rather interesting. Namely, that the best nearby site for a sprawling underground base worthy of a bond villain would be in the Luján Partido, a bit to the southwest of Pilar. Admittedly the digging will be a bit labor-intensive, especially if you want to keep it secret, but for concealment and defensibility there's little better than an elaborate underground base... with proper defenses against bunker-busters, of course.

Potential Base Site Revealed: Luján Partido Bunker

XP
@rolling-the-dice Research (2/11)

Action 24: Manufacture Equipment (Dimensional Sensor)
Roll 86 + 2 (manpower) + 10 (skill) + 98 (workroom bonus) = 196
EPIC SUCCESS

Given the bizarre phenomena you're likely to be dealing with (especially dream creatures, which seem to be partially transdimensional), it makes a lot of sense to have the means to see what's going on in other dimensions. Fortunately, you have a device that easily enables such. You quickly set about churning them out, only to find at the end of the week that you've made two dozen of them.

-6 Funds for raw materials
+24 Dimensional Sensors

XP
@Void Stalker Operations (1/7)

Action 25: Hire 5 Interns
Roll Not Relevant
Success

You hire a set of five lanky teenagers looking for a bit of extra spending money, and according to their resumes, "adventure". Well, you can certainly provide both of those, though you can't guarantee their odds of survival. Or their odds of not getting experimented on.

XP
@jaiveer00

NOTES
-Payroll starts next turn
-Pay for Interns increased to 0.35
-Only those who actually do something get their characters and blueprints posted to the OP.
-Please, I'm begging you! Coordinate your actions!
-@ConfusedPotato HALP! Telling me which blueprints need integrating, character handling, and finance calculation would be much appreciated.

Actions
Each Character receives
-1 General action (can be any type)
-1 Research action (must be research)
-any number of free actions

FREE ACTIONS

[] Boss Minions Around

RESEARCH ACTIONS
[] Design a blueprint
-[] Details?
[] Advance Understanding of a Field
-[] Details?
[] Study a Supernatural Phenomena

OPERATIONS ACTIONS
[] Hire Minions
-[] Details
[] BUILD Minions
-[] Select Blueprint
[] Acquire a new base
-[] Details?
[] Expand/Modify an existing base
-[] Details?
[] Manufacture Equipment
-[] Select Blueprint
[] Start a Front Business
-[] Details?
[] Acquire Other Funding
-[] Details?

ESPIONAGE ACTIONS
[] Search for suspicious activity
[] Write-In

COMBAT ACTIONS
[] Suppress an ill-advised action
[] Write-In

TRAINING ACTIONS
[] Research Training
[] Operations Training
[] Espionage Training
[] Combat Training
 
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