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 .
Thought - given that our overall stated goal is supposedly eliminating the various non-science threats to the world in order to ensure that the World survives and that a Mad Scientist is ultimately rises to the top to conquer it, I'm wondering if we should be looking at the Lunar Rangers, SASRI, and any other fellow Mad Scientist collectives out there as potential allies who we might be able to form tentative alliances with in the name of the greater evil, rather than viewing them as enemies to be disposed of ASAP.

At least until we've taken care of all the threats out there other than our fellow mads, that is.
I don't view them as threats to be taken out asap, just threats to be taken out eventually.
As for allies, I'd see such an alliance to be strenuous at best. Mad Scientists, if not directly within the same group allowing a "Us vs Them" mind set, don't tend to play along well. And so far, the various super naturals don't seem dangerous enough to really inspire a "Us vs Them", unless, being a group of ONLY 40 Mad Scientists, we will have a REALLY hard time once the Supernatural turn their attention on us. Because there are Mad Scientist organizations out there MUCH bigger than us, and one would assume much better off tech wise. Unless there's some pseudomagic stuff going on here to make us much more effective like in I Just Writes previous riot quest Havoc Squad, I'd imagine organizations that rival or surpass us in size would similarly rival and surpass us in tech. And you've seen all the tech stuff we are putting together and planning on putting together.
What's more, unless the various supernatural races have a ton of hidden abilities up their sleeve beyond the normal scope of their race or are generally OP when compared to absolutely anything not Supernatural, I just have a hard time seeing them standing up against the unrelenting tide of SCIENCE!!! I mean, unless a werewolf can casually tear through a foot of titanium, it would be rather easy for us to put him in a cage that he can't get out of, BEFORE we get esoteric with out science (ala pokeball).
I'm looking to join in on this quest. Do you guys think there's room for an Operations-specced Mad Scientist?
There's definitely room, though you should of course realize that being a non-science oriented Mad Scientist, you won't be as able to help out with SCIENCE!
 
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There's definitely room, though you should of course realize that being a non-science oriented Mad Scientist, you won't be as able to help out with SCIENCE!
Oh, I'd be okay with that! Besides, my character's personality pretty much built around her not being particularly intuitive but having a natural talent at organizing things.
 
What do you have in mind for your starting invention(s)?
Hmm... A PDA-based personal AI which can autonomously manage one's finances and email and cross-reference data spreadsheets. Basically a somewhat self-aware virtual administrative assistant. Oh, and they can also remotely hack most electronic devices from a distance of 25 meters.
A hybrid lifesign and analytic scanner built into the frame of an innocent looking pair of glasses which displays any living's vitals and other relevant information to the wearer via a HUD. The extremely inefficient battery can also be used as an impromptu grenade if the sitution arises.

Are these good or too far out left field? Or too subdued?
 
Hmm... A PDA-based personal AI which can autonomously manage one's finances and email and cross-reference data spreadsheets. Basically a somewhat self-aware virtual administrative assistant. Oh, and they can also remotely hack most electronic devices from a distance of 25 meters.
A hybrid lifesign and analytic scanner built into the frame of an innocent looking pair of glasses which displays any living's vitals and other relevant information to the wearer via a HUD. The extremely inefficient battery can also be used as an impromptu grenade if the sitution arises.

Are these good or too far out left field? Or too subdued?
Not too out of left field. One persons starting inventions were Net Navis from Megaman X, so your AI would be a version of them that is skilled at working with Operations or Espionage instead of Research or Espionage.
As for the scanner, someone else got something like that built into their suit that helps them succeed at convo stuff.




Unrelated to that, wonder what would happen if someone absorbed an Net Navi with their Pandora Orb. Would they get a skill boost in the related things? Or would they just get a personal AI.
 
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Character Submission: Katyusha Pravdu (LuciDreamer)
Here goes nothing!

Player: LuciDreamer

Name: Katyusha Pravdu

Description: Katyusha, who is very, very short and likes to leverage this information whenever she can, thus fosters her appearance to make herself seem as childish and innocent as possible. She wears her chestnut-colored hair short and likes to attach a tiny red bow to the side of her head to sell her youngevity. Her eyes are also a sharp but bright shade of blue. All of this is in sharp contrast, however, to the crisp military uniform and ushanka (optional) she insists to wear in public. To the public eye, she appears to be nothing but a young cosplayer - eccentric, perhaps, but harmless. She is perfectly fine with this.

Backstory: Katyusha actually is not of Russian descent, as her name would imply. She is, in fact, American. Her name and image are mostly tailored after a semi-famous secondary character from a niche 21st century anime about tanks and schoolgirls. Despite being a newcomer to the mad scientist's scene, she is known for being an extremely talented organizer and charismatic figure, well-versed in the art of administration, stewardship, finance and human resources. It is said that a large number of recent (and short-lived) communist revolutions in schools and universities across the world (supposedly those that rejected her due to her megalomanic antics and supposed youth) were orchestrated by her just to satisfy her boredom and hone her skills. She also has a finger in a number of global corporations that deal in arms manufacturing, vehicle assembly, robotics, and... anime production. Strangely.

In the scientific field, Katyusha's feats are, however, less than impressive. She has a particular fascination with artificial intelligence as well as medical analysis, and her developments in those fields are indeed leagues above conventional technology, but in the face of other mad scientists of far greater caliber her inventions fall short.

Plays the Soviet march "Katyusha" while she works, and is uncharacteristically obsessed with the Russian T-34.

Skill Levels: Research 2 | Operations 4 | Espionage 1 | Combat 0 |

Starting Gadgets:

"Big_Sister" - Virtual administrative helper with limited self-awareness, hacking capabilities, and a very, very smug attitude. Loves her creator, though.

MediAnalytic Scanner Glasses (M.A.S.G.) - Portable device that tracks vitals and other relevant information on all visible sentient creatures and displays them on a sleek HUD. Helpful in stralth or overt combat. The battery sucks, however, and may be used as a grenade in hot situations.
 
List of Mad Scientists who are good at Operations(have to have atleast Operations 3 to be on list)
Dr Tele Aurus: Operations 5
Lisa McPierceson: Operations 5
Siris Reiner: Operations 4
Katushya Pravdu: Operations 4
Dr Briefs: Operations 3
Gary "Twenty&One" Arneson: Operations 3
Krista Fairweather: Operations 3
Ted "Not Ted" Mathers: Operations 3
Wow that's really useful... I can't do it this weekend but it would be really useful to have this for all categories (but research 5+ as we have 2 in base)... It would be really helpful if you could do this please
 
Week 2 (A Pack Of Lone Wolves)
NOTE: The DC for improving a Field is 60* that field's next level. DC for an Epic Success on such an action is double that of normal success.

Action 1: Design Power Armor
Roll 53 + 12(manpower) + 85 (skill) = 150
EPIC SUCCESS

Given the rather nasty threats that are apparently out there, going into battle without some sort of protection is immensely stupid. Thus, half a dozen of M.A.D.'s more martially inclined members team up to design a suit of powered armor that will allow the wearer to go toe-to-toe with any of the supernatural nasties that might be out there. They succeed beyond their wildest dreams.

The result is the Orichalcum V1 combat suit, able to take any bullet short of an APFSDS round from an M1 Abrams without even flinching courtesy of its Diamond Silk composition and bubble shield, flight-capable due to the inclusion of Movement Skates and Hyper-Rotating Plasma Engines in the boots, and in each forearm it mounts an integrated Buster Pistol and Lightning Gun. It's also fully environmentally sealed, protecting the user from all sorts of environmental hazards.

Though its integrated weaponry will never be as powerful as a dedicated longarm simply due to size constraints, this set of powered armor still can easily turn the wearer into a formidable combatant. Especially when you account for the specially-designed fusion micro-reactors that are being used to power the suit.

(1 Orichalcum V1 Power Suit Constructed!)
(Blueprint Created: Orichalcum V1 Power Suit {+99% Combat})

XP
@Ylamona Research (2/7)
@Megaolix Research (3/7)
@Happerry Research 3/11)
@EternalStruggle Research (1/7)
@Moronis Research (2/7)
@jaiveer00 Research (2/13)


Action 2: Advance Understanding of Biology
Roll 27 + 16 (manpower) + 155 (skill) + 34 (equipment) = 232
Success

As it turns out, the more you advance your understanding of something, the more complex the subject becomes. While last week you easily advanced your ability to warp the fabric of life itself by what to mere mortals would surely be decades of progress, this week brings significantly more slow going. Make no mistake, you still made loads of progress, but nowhere near as much as last week.

Field Advanced: Biology (level 3)

XP
@rolling-the-dice Research 4 (3/11)
@Shadowhisker Research 5 (2/13)
@Shadowhope Research 2 (2/7)
@ConfusedPotato Research 7 (1/17)
@OneArmedYeti Research 2 (1/7)
@Entropy Engineer Research 7 (3/17)
@Theaxofwar Research 4 (1/11)

Action 3: Open Software Branch to Fairweather Agricultural Supplies
Roll 42 + 10 (manpower) + 65 (skill) = 117
Success

Meanwhile, Fairweather Agricultural has expanded to also produce all sorts of farm-relevant software products, such as extremely accurate weather forecasting algorithms and crop growth monitoring software. This has expanded its profit margin significantly, especially with its previous products finding a wider customer base than before.

(Fairweather Agricultural Supplies increases Income to 600)

XP
@Bass11 Operations 3 (2/9)
@trekbook Operations 5 (1/13)
@PurposefulZephyr Operations 3 (1/9)
@dunk1010 Operations 2 (1/7)
@EternalStruggle Operations 0 (1/3)

Action 4: Design S.K.Y.net
Roll 52 + 8 (manpower) + 45 (skill) = 105
Success

While it may seem foolish to name the network connecting all your robots together after one of the most prominent genocidal AI in fiction, that's not enough of a reason to not do it. After a bit of work (and much chatter from Norm), the job is done, enabling all your various bots to easily network together and amplify their effectiveness. That said, while networked like that they're more vulnerable to subversion attempts... Which is why 'network mode' comes with an emergency shutdown in case hacking attempts are discovered.

{All Robot Minions equipped with Netwrok Mode, which boosts effectiveness by 20%.}

XP
@them8 Research 2 (1/7)
@Hazard Research 2 (2/7)
@Daskter Research 3 (1/9)
@FrenziedGlint Research 2 (1/7)

Action 5: Search For Suspicious Activity
Roll 85 + 8 (manpower) + 60 (skill) = 153
EPIC SUCCESS

This... this is ridiculous. How in the world did these things evade the notice of the mundane scientific community for so long, let alone the mad scientist community? Anyway, this week you did the smart thing and kept a watch on the movements of the supernaturals you already knew about, trying to see who they interacted with.

Just this week, you've found
-Two more groups of wizards; one connected with the Atlantean Inheritors, another acting on behalf of the Neo-Aztec Council. These two groups are at each other's throats constantly, only kept from active warfare by intermediation from the Arcane Society of Merlin.
-Half a dozen unaffiliated mages in and around Buenos Aires
-Three packs of werewolves, all of which hate each other
-A dozen or so more unaffiliated specimens, all of which hate each other
-Five nests of vampires, all of which hate each other, but they hate the Werewolves more.
-Exactly two unaffiliated vampires, encountered walking around in broad daylight without much issue.
-One alien infiltrator (identified by the wrong-colored blood they oozed everywhere after getting hit by a car; survival unlikely)
-Two more Illuminati cells.

You also spotted what you're pretty sure is an alien spaceship either exiting or entering hyperspace when all the dimensional sensors on-site pinged simultaneously in the direction of Tau Ceti.

You have located a nearby branch of Mad Scientists United. It is three members strong, and situated right in the middle of Buenos Aries.

XP
@Megaolix Espionage 1 (1/5)
@Moronis Espionage 3 (2/9)
@theflyingbiscuit Espionage 3 (2/9)
@OneArmedYeti Espionage 5 (1/13)

Action 6: Design Marble Reactor
Roll 48 + 6 (manpower) + 45 (skill) + 13 (equipment) = 112
Success

So, turns out that a shrink ray is really useful for designing miniaturized components. You were having some trouble getting all the parts for the thing to fit, until Marie suggested just building a full-scale reactor and zapping it with the Shrink-Inator until it was the right size. That... didn't quite work, but it at least put you on the right track and made the design process a bit easier. By the end of the week, you deliver a working reactor of the required parameters to the power armor team right on schedule.

Component Blueprint: Marble Reactor {when integrated into a design that needs a compact power source, increases effectiveness by 30%}

XP
@Rotekian Research 2 (3/7)
@Void Stalker Research 4 (2/11)
@BBBence1111 Research 3 (1/9)

Action 7: Study Dream Creatures
Roll 4 + 6 (manpower) + 55 (skill) + 10 (equipment) = 75
Success

Turns out, Dream Creatures are really weird; you didn't manage to catch any on account of not currently being able to reach the plane they exist on, but with the recent improvements to dimensional sensor technology, you at least manage a good look at a few of them.

Based on what you saw, you can come to a few conclusions.
1: Dream Creatures are just that; characters spawned in dreams that persist once the dream is over.
2: After spawning, Dream Creatures tend to twist to fit the minds of those near their corresponding location in the dreamplane.
3: The Dream Creatures in and around M.A.D. HQ (and presumably any other large group of mad scientists) mutate to fit common Sparky thought patterns, with lots of maniacal laughter, bizarre experimentation, and other such things.
4: Groups of Mad Scientists are detectable even without doing anything by observing the characteristics and behavior of the local Dream Creature population.

This, of course, requires further study.

XP
@rolling-the-dice Research 4 (4/11)
@Shadowhisker Research 5 (3/13)
@theflyingbiscuit Research 2 (2/7)

Action 8: Design Upgraded Net Navi
Roll 23 + 8 (manpower) + 55 (skill) = 86
Painful Success

It was rather unexpected that Albert's Navi decided without prompting to involve themselves in the project to produce an upgraded version of Net Navi, but no-one really complained about it. With the AI's help, progress happened rapidly... but there was a bit of a hiccup. Namely that said Navi immediately tried to recompile themselves into the new version, not only causing themselves severe code corruption in the process, but also corrupting a lot of the software elsewhere in the base's network as collateral damage. This'll take some time to fix.

MK 2. Navi: Has 3 skill ranks to distribute between Research and Espionage
Starting Navi is DECEASED.
All computer-related Research or Espionage actions are at a -15 malus until the network is repaired.

XP
@Bass11 Research 4 (2/11)
@trekbook Research 2 (1/7)
@PurposefulZephyr Research 4 (1/11)

Action 9: Upgrade Pandora Orb
Roll 15 + 4 (manpower) + 45 (skill) = 64
Minor Failure

Thank scientific protocol for animal testing. You tried to make the upgraded Pandora Orb, and at first it seemed like you'd succeeded. Then you tried bonding it to a lab-rat to make sure it worked, and as it turns out, the current version of 'black blood' is toxic as all get out. The lab rat died in short order, and a dose of reanimation serum only brought it back for a few minutes before it keeled over again. Still, at least no-one important died over it.

XP
@Ylamona Research 2 (3/7)
@ConfusedPotato Research 7 (2/17)

Action 10: Advance Understanding of Fusion
Roll 88 + 4 (manpower) + 30 (Skill) = 122
Success

You have further improved M.A.D.'s grasp of nuclear fusion. At this point you're pretty sure you could scale down those fusion thrusters you designed to the size of a pinhead, and fit fusion warheads inside of bullets. Still, it'll take a lot more work on the subject to advance further. This week's progress showed significant signs of slowing down, compared to last week.

Fusion advanced to level 2!

XP
@Rotekian Research 2 (4/7)
@Void Stalker Research 4 (3/11)

Action 11: Combat Training
Roll 1 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = -27
Failure

You would like to say you looked like a complete fool practicing your skills in an empty room between research sessions. That would be generous. Instead, that was just the beginning of your humiliation. After a while of frustratingly little progress, one of the interns walked in, and you decided to take out your frustration on him. Nothing to wound the soul of course, you just planned to flip him over and lock him in a grab. It would be startling for sure, but it wouldn't hurt him and it would relieve you.

That was the plan. Instead, when you went for him, he lashed out and broke a bone of yours in a panic. You just got wounded by your own intern. Within seconds you were lying face down, wondering what could have led to this. Fortunately he wasn't strong enough to severely wound you, which compounded with the fact it was a random flailing of arms meant that you'd only be recuperating for a short while. Still, you've made absolutely certain nobody knows about this... incident. The intern can stay, as long as he speaks not a word of this to your colleagues.

Maybe the worst part is that he didn't even know any martial arts.

XP
None (Lone Wolf)

D. D. Spectator is Injured for one turn.

Action 12: Design Dryad
Roll 69 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = 41
Painful Success

The Dryad project gave results, but it's not what you'd call a success. There are several flaws with the design that make it less than optimal, although it could be worse. The creatures have highly limited intelligence compared to your initial goal, and while their lack of sleep and nutrient absorption systems work perfectly fine, the result is a being that is very obviously off even from a distance, so not only do they lack espionage skill they're about as subtle as any robotic minion. Still, you'll take what you can get, even if the Dryads will need further upgrades to become useful compared to the machine-men being designed and made by your colleagues.

(Dryad: Research 1, Operations 1, Cost 2, Pay 0.5, requires housing and an incubation time of two turns.)

XP
None (Lone Wolf)

Action 13: Advance Understanding of Chemistry
Roll 6 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = -27
Failure

Angered from your failed attempt at combat training, you move back to trying to better learn the secrets of chemistry. Unfortunately, chemistry in the hands of a mad scientist usually ends in explosions. By forgetting this key role, you injure yourself even further when what should have been a stable compound blew up in your face, because when you're so far above normal chemistry these things just happen. Luckily, it was a small amount of the compound and wasn't meant to explode in the first place, so it didn't explode very much, which is actually bad since because that means it can't be used as a dedicated explosive. Anyway, it was just some admittedly very high velocity glass shards, so you should be patched up shortly, but this still adds yet further time to your bedrest. You hope there's no requests to fight in the near future. At least you didn't mess up like this while trying to make a dedicated explosive, you'd have been blown to smithereens.

XP
None (Lone Wolf)

D. D. Spectator is Injured for a second turn.

Action 14: Upgraded Motobug
Roll 25 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = -8
Failure

Well, that really wasn't a productive use of your time. Circumstances conspired all week to keep you from getting to work on the Motobug, including such distractions as interns trying to be 'helpful', the shrapnel from Marie Akula blowing herself up, and Norm's singing. When you did get to work on the Motobug, you kept losing your progress courtesy of such things as spilling your drink on the user interface for the autocad software, the aforementioned 'helpful' interns, and the network crashing when Albert's AI reformatted themselves.

XP
None (Lone Wolf)

Action 15: Buy Mine Site
Roll 23 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = -10
Failure

As it turns out, buying a mining site is more difficult than you previously expected. The local government is being almost obstructionist in how it throws more and more increasingly obscure forms and costs your way and you can't power through it with the cash on hand. You're concerned for a while that this is related to the failed espionage attempt, but looking into the matter a little further reveals it to be more a case of heavy pressure from environmentalist groups to not let a mine through at any costs. You didn't even know the governments in this region could be swayed by those kinds of groups, but apparently they can. The fact this group is heavily armed probably has something to do with it. At least the mine site is good, and you should be able to power through the red tape. You'll just need a lot of cash.

(-50 Funds, 200 more Funds required to get permits and construct basic mining operation.)
(1 mine site available, rich in copper and iron with some other metals as well.)
(Mine may be raided by environmentalist group if purchased.)

XP
None (Lone Wolf)

Action 16: Design skill download files
Roll 77 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = 44
Minor Failure

Well, it's possible, that's for sure. Unfortunately, skillsofts are difficult. As it turns out they are very difficult, even for such an esteemed scientist as yourself. It's difficult to extract the knowledge and almost as difficult to put it in someone else without adverse side effects. Working alone, you just can't seem to puzzle it out. Still, no progress yet isn't much of a detriment, you just need more colleagues and you're certain you'll be able to pull this off with a bit of time. Although you will effectively be starting from square one even then.

XP
None (Lone Wolf)

Action 17: Operations Training
Roll 70 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = 42
Minor Failure

You sat in a room for several hours doing paperwork. Unfortunately for you, doing that by yourself is not conducive to sharpening your skills when you are already a highly qualified administrator. On the bright side, you are now fully on top of all your taxes, and didn't embarrass yourself, so you still consider this a net gain.

XP
None (Lone Wolf)

Action 18: Spiderbot Mk. 2
Roll 69 + 4 (manpower) + 20 (skill) = 93
Success

As it turns out, upscaling Spiderbot designs is pretty straightforward. In pretty short order, a much larger Spiderbot is designed, about the size of a human. Even better, its arms are configured properly to use handheld equipment, meaning that in a pinch it could grab a death ray and help defend the base, though it's really not designed to do that.

Medium Spiderbot: +8 to any Operations action it's involved in. Can use handheld equipment.

XP
@Shadowhope Research 2 (3/7)
@Phasehand Research 2 (2/7)

Action 19: Advance Understanding of Robotics
Roll 62 + 12 (manpower) + 115 (skill) = 189
Success

Another group of MAD's members continues to explore greater and grander ways to develop improved robots, making significant progress. This especially applies to Doofenshmirtz, who puts so much effort into the engineering project that they didn't have time for other projects. By the end of the week, you're certain you could build machines stronger, faster, smarter, and overall, four times as good as you could when M.A.D. first formed.

Robotics advanced to Level 2

XP
@TheFantasticFox Research 2 (1/7)
@Vanestus Research 3 (1/9)
@DarkKing98 Research 6 (4/15)
@Daskter Research 3 (2/9)
@Space Jawa Research 3 (1/9)

Action 20: Design Cloaking System
Roll 24 + 2 (manpower) + 10 (skill) - 50 (lone wolf) = -14
Failure

So cloaking systems. Turns out they've very difficult to do right. Humanity has long since mastered the art of destruction, but hiding by artificial means is a significantly less advanced field. Even a genius such as yourself runs into this issue face first as you are confronted with the fact that stealth is really quite difficult, even though by all rights it should be fairly simple and easy. You walk out of your personal research session entirely confused on how to even get started. You're honestly unsure if it's even possible. Well, surely it is, but the means elude you.

(Higher result required for success on next research stealth action.)

XP
None (Lone Wolf)

Action 21: Design Replicator Hub
Roll 91 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = 63
Painful Success

Excellent, the replicators work just as you had hoped! Unfortunately they're not actually better than the other construction methods available to you, and they are extremely expensive to boot. Still! Unlike those other said methods, replicator technology is but in its infancy, and there is yet much room for improvement. You are sure that with the help of some colleagues and further research, you can make something truly incredible!

(Replicator Hub: Same effect as Forging Furnace, however is twice as expensive and also a room. Room does contain some automated laser turrets.)

XP
None (Lone Wolf)

Action 22: Open Future-Tech Front Business
Roll 93 + 2 (manpower) + 10 (skill) - 50 (lone wolf) = 55
Minor Failure

Much like the ill fated attempt at making a software company, Future-Tech doesn't yet get off the ground due to difficulties in acquiring staff and office space covertly while also making highly potent but not too potent consumer products. You'll need to see about getting a cash infusion if you want this vision to be a reality, and as it's more general purpose it will be more expensive to develop than a software company, although thankfully not by much.

(Future-Tech requires 100 Funds to be opened.)

XP
None (Lone Wolf)

Action 23: Network Spying
Roll 67 + 6 (manpower) + 45 (skill) = 118
Success (?)

So, turns out that the news networks actually don't know all that much. Sure, the Mechanogoblin got in just fine and tapped into their data traffic like a boss, but there really wasn't much of interest to look at. Somehow, it seems, they have managed to miss every single instance of supernatural activity out there. Needless to say, this strains your suspension of disbelief; once you have the barest inlking that something more is out there, finding specific instances of supernatural behavior is almost ridiculously easy.

SO HOW IN THE WORLD HAVE THE BIGGEST NON-GOVERNMENTAL INFORMATION GATHERING OPERATIONS IN EXISTENCE MISSED THIS STUFF!?

XP
@Hazard Espionage 4 (1/11)
@FrenziedGlint Espionage 3 (1/9)

Action 24: Improve understanding of Dimensional Physics
Roll 97 + 6 (manpower) + 50 (skill) + 6 (equipment) = 159
EPIC SUCCESS

Finally, a breakthrough! After much tinkering with a Dimensional Sensor and Harlequin's Shadow Gate, a working model of dimensional travel has now been produced. Though you can only really do anything useful with 'adjacent' subverses like the Dreamplane and Shadow Plane due to further out worlds having quite inhospitable physical laws, you can now not only perform a total dimensional shift into either of those planes (and about a dozen more besides), but you can actually fire weapons between them, as you demonstrated when you scored a Buster hit on a passing Dream Creature.

Sadly, the equipment used to do so still isn't suitable for use in the field, but as a proof of concept it's wonderful.

Dimensional Physics advanced to Level 2!

XP
@Trondason Research 4 (1/11)
@Keeper Of Storms Research 3 (4/9)

Action 25: Modify M.A.D. tech with Dynacap system
Roll 77 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = 49
Painful Success

This was in theory an easy project to start with, but in practice there's an annoying interaction between Capsules and the hyper-advanced technology in the technology of your colleagues that makes the capsules a lot less effective. It's slightly better than nothing, but as of now all you can do is use a Capsule to contain a small piece of technology. Still, you've proven it can be done, and with more time and help you know you'll be able to make it work with all of M.A.D's technology.

(Dynacap Capsules can be made and can each store one piece of man-portable equipment.)

XP
None (Lone Wolf)

Action 26: Design Advanced Battlebots
Roll 86 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = 53
Minor Failure

Improving your design is much harder without an idea of what you want from the project. Going in with a wish to make better designs is all good and well, but ends up leaving you trying to pursue a dozen different paths of potential improvement, with none of them getting the attention they need to properly pan out, at least since you're working alone on this project. In the end you're no closer to making a better battlebot than before you started, but that just gives you more resolve to giving it another go later, although probably with some colleagues if it happens at all.

XP
None (Lone Wolf)

Action 27: Build 4 Mettools
Roll 14 + 2 (manpower) + 20 (skill) = 36
Success(2)

You are disappointed in your progress, for you were only able to construct two Mettools, and even that only because the machines are exceptionally simple to make and because you had the help of the facility's workshop. Still, two Mettools are two Mettools, and you're glad to add the little guys to the machines of the group, and you're certain they'll be a great help in expanding this and future bases.

XP
None (Lone Wolf)

Action 28: Design Integrateable Teleporter
Roll 18 + 2 (manpower) + 10 (skill) - 50 (lone wolf) = -20
Failure

The classic problem with teleportation is how you stop yourself from teleporting straight into a wall. Naturally that was a solved problem with your previous system, but while working on developing a new system that can be integrated into other objects, a test went horribly horribly wrong while you were rechecking safety features. The good news is that the device didn't teleport into you, but it did intersect with a wall and cause a not insignificant detonation. Luckily the wall can be rebuilt without much hassle and money, but it did leave you showered with brick shards, which wasn't very pleasant. Still, at least the new teleportation system does in theory work. So, progress?

XP
None (Lone Wolf)

them8 is Injured for one turn.

Action 29: Integrate one Dimensional Sensor (autosucceed)

You are now the owner of a dimensional sensor implant. This functions as a sort of buzzing in the back of your head whenever you're new interesting sports of dimensional energy, and you can then switch to a sort of vision overlay that allows you to see the energy and other stuff in other dimensions in high definition, as well as a sort of information readout in your head explaining in detail what an external dimensional sensor would tell you. Very nifty!

@Ylamona

Action 30: Build one Forging Furnace
Roll 91 + 2 (manpower) + 10 (skill) = 103
Success

You assemble another of your construction engines in record time, putting it together with masterful grace, and before you know it a brand new Forging Furnace is yours. You proceed to spend the rest of the time you had allotted to construction admiring your handiwork, setting it up, relaxing and catching up on some papework.

(+1 Forging Furnace, -10 Funds)

NO XP

Action 31: Design Regeneration Serum
Roll 34 + 2 (manpower) + 35 (skill) - 50 (lone wolf) = 21
Failure

In theory, making a regeneration serum is almost identical to making your reanimation serum. In practice, it's not that simple. Thanks to your superlative skill in the sciences, you avoided anything annoying such as a test subject turning into horrifying monstrosities, that's only really a concern with your previous work, but you still didn't make any progress, which is deeply frustrating to one such as you. Still, it shouldn't be too hard to keep going and figure something out, even if you have no clue what that something is right now.

XP
None (Lone Wolf)

Action 32: Build a Jerry Device
Roll 58 + 2 (manpower) + 5 (skill) = 65
Success

You assemble a Jerry Device easily enough, a finished production model as opposed to a mere prototype. It works fine enough and can provide lab assistants, or more accurately test subjects, at a high enough rate for your purposes. Or at least that's what would be best for the local population.

Action 33: Advance Understanding of Time
Roll 52 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = 19
Failure

This went worse than expected. As it turns out, time is a very confusing subject, and you have to rewrite the book on it from scratch with the addition of just traveling forward in time at an accelerated state without abusing relativity. You shudder to think on how badly everything will be messed up if backwards time travel is added into the equation. Hell, if you didn't know any better you'd say someone is deliberately screwing with your numbers, they change and are altered based on new findings so often. And each of those new findings seemingly contradicts the last. The theory of time travel was hard, that you knew, but you didn't quite expect it to be this hard. You're further from a good understanding of time than when you began this research if anything.

XP
None (Lone Wolf)

Action 34: Advance Understanding of Explosives
Roll 47 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = 14
Failure

You blew yourself up. That's the long and short of it. You were scribbling down notes on a potential new explosive while adjusting the mixtures in an experiment with another set, and you accidentally missed a decimal point. It exploded, you're lucky to still be alive. If things had been slightly worse, you'd be dead, and if things had gone a bit more worse there would be nothing left to recover but some ash on the floor. As it stands you'll be bed bound for a while and incapable of doing heavy lifting for a while after that, but as you've already noted it could be worse. Alas, such is the curse of working with explosives. They're sort of designed hurt you.

BBBence1111 Crippled! Can only perform one action next turn, is Injured for three turns after.

EVENT!

A message drone from SASRI has arrived, containing a secure commlink. In hurried tones, they explain to you that they recently got in a second altercation with the local wizards, who captured one of SASRI's members. They're asking for your help in rescuing their chief physicist from said wizards, though the raid is planned for the end of next week. This means you have some time to acquire minions and build equipment before the raid, if you're interested.

EXECUTIVE DECISION: Will M.A.D. assist SASRI in recovering their captured member?
[] Yes
[] No

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
[] (special) Commit forces to SASRI raid
-[] Describe
[] Write-In

TRAINING ACTIONS
[] Research Training
[] Operations Training
[] Espionage Training
[] Combat Training
 
Last edited:
Huh, so I guess my upgrade action minor failure since it didn't even came out then? Oh well, at least many explosion this week.
 
NOTE: The DC for improving a Field is 60* that field's next level. DC for an Epic Success on such an action is double that of normal success.

Action 1: Design Power Armor
Roll 53 + 12(manpower) + 85 (skill) = 150
EPIC SUCCESS

Given the rather nasty threats that are apparently out there, going into battle without some sort of protection is immensely stupid. Thus, half a dozen of M.A.D.'s more martially inclined members team up to design a suit of powered armor that will allow the wearer to go toe-to-toe with any of the supernatural nasties that might be out there. They succeed beyond their wildest dreams.

The result is the Orichalcum V1 combat suit, able to take any bullet short of an APFSDS round from an M1 Abrams without even flinching courtesy of its Diamond Silk composition and bubble shield, flight-capable due to the inclusion of Movement Skates and Hyper-Rotating Plasma Engines in the boots, and in each forearm it mounts an integrated Buster Pistol and Lightning Gun. It's also fully environmentally sealed, protecting the user from all sorts of environmental hazards.

Though its integrated weaponry will never be as powerful as a dedicated longarm simply due to size constraints, this set of powered armor still can easily turn the wearer into a formidable combatant. Especially when you account for the specially-designed fusion micro-reactors that are being used to power the suit.

(1 Orichalcum V1 Power Suit Constructed!)
(Blueprint Created: Orichalcum V1 Power Suit {+99% Combat})

XP
@Ylamona Research (2/7)
@Megaolix Research (3/7)
@Happerry Research 3/11)
@EternalStruggle Research (1/7)
@Moronis Research (2/7)
@jaiveer00 Research (2/13)


Action 2: Advance Understanding of Biology
Roll 27 + 16 (manpower) + 155 (skill) + 34 (equipment) = 232
Success

As it turns out, the more you advance your understanding of something, the more complex the subject becomes. While last week you easily advanced your ability to warp the fabric of life itself by what to mere mortals would surely be decades of progress, this week brings significantly more slow going. Make no mistake, you still made loads of progress, but nowhere near as much as last week.

Field Advanced: Biology (level 3)

XP
@rolling-the-dice Research 4 (3/11)
@Shadowhisker Research 5 (2/13)
@Shadowhope Research 2 (2/7)
@ConfusedPotato Research 7 (???/17)
@OneArmedYeti Research 2 (1/7)
@Entropy Engineer Research 7 (3/17)
@Theaxofwar Research 4 (1/11)

Action 3: Open Software Branch to Fairweather Agricultural Supplies
Roll 42 + 10 (manpower) + 65 (skill) = 117
Success

Meanwhile, Fairweather Agricultural has expanded to also produce all sorts of farm-relevant software products, such as extremely accurate weather forecasting algorithms and crop growth monitoring software. This has expanded its profit margin significantly, especially with its previous products finding a wider customer base than before.

(Fairweather Agricultural Supplies increases Income to 600)

XP
@Bass11 Operations 3 (2/9)
@trekbook Operations 5 (1/13)
@PurposefulZephyr Operations 3 (1/9)
@dunk1010 Operations 2 (1/7)
@EternalStruggle Operations 0 (1/3)

Action 4: Design S.K.Y.net
Roll 52 + 8 (manpower) + 45 (skill) = 105
Success

While it may seem foolish to name the network connecting all your robots together after one of the most prominent genocidal AI in fiction, that's not enough of a reason to not do it. After a bit of work (and much chatter from Norm), the job is done, enabling all your various bots to easily network together and amplify their effectiveness. That said, while networked like that they're more vulnerable to subversion attempts... Which is why 'network mode' comes with an emergency shutdown in case hacking attempts are discovered.

{All Robot Minions equipped with Netwrok Mode, which boosts effectiveness by 20%.}

XP
@them8 Research 2 (1/7)
@Hazard Research 2 (2/7)
@Daskter Research 3 (1/9)
@FrenziedGlint Research 2 (1/7)

Action 5: Search For Suspicious Activity
Roll 85 + 8 (manpower) + 60 (skill) = 153
EPIC SUCCESS

This... this is ridiculous. How in the world did these things evade the notice of the mundane scientific community for so long, let alone the mad scientist community? Anyway, this week you did the smart thing and kept a watch on the movements of the supernaturals you already knew about, trying to see who they interacted with.

Just this week, you've found
-Two more groups of wizards; one connected with the Atlantean Inheritors, another acting on behalf of the Neo-Aztec Council. These two groups are at each other's throats constantly, only kept from active warfare by intermediation from the Arcane Society of Merlin.
-Half a dozen unaffiliated mages in and around Buenos Aires
-Three packs of werewolves, all of which hate each other
-A dozen or so more unaffiliated specimens, all of which hate each other
-Five nests of vampires, all of which hate each other, but they hate the Werewolves more.
-Exactly two unaffiliated vampires, encountered walking around in broad daylight without much issue.
-One alien infiltrator (identified by the wrong-colored blood they oozed everywhere after getting hit by a car; survival unlikely)
-Two more Illuminati cells.

You also spotted what you're pretty sure is an alien spaceship either exiting or entering hyperspace when all the dimensional sensors on-site pinged simultaneously in the direction of Tau Ceti.

You have located a nearby branch of Mad Scientists United. It is three members strong, and situated right in the middle of Buenos Aries.

XP
@Megaolix Espionage 1 (1/5)
@Moronis Espionage 3 (2/9)
@theflyingbiscuit Espionage 3 (2/9)
@OneArmedYeti Espionage 5 (1/13)

Action 6: Design Marble Reactor
Roll 48 + 6 (manpower) + 45 (skill) + 13 (equipment) = 112
Success

So, turns out that a shrink ray is really useful for designing miniaturized components. You were having some trouble getting all the parts for the thing to fit, until Marie suggested just building a full-scale reactor and zapping it with the Shrink-Inator until it was the right size. That... didn't quite work, but it at least put you on the right track and made the design process a bit easier. By the end of the week, you deliver a working reactor of the required parameters to the power armor team right on schedule.

Component Blueprint: Marble Reactor {when integrated into a design that needs a compact power source, increases effectiveness by 30%}

XP
@Rotekian Research 2 (3/7)
@Void Stalker Research 4 (2/11)
@BBBence1111 Research 3 (1/9)

Action 7: Study Dream Creatures
Roll 4 + 6 (manpower) + 55 (skill) + 10 (equipment) = 75
Success

Turns out, Dream Creatures are really weird; you didn't manage to catch any on account of not currently being able to reach the plane they exist on, but with the recent improvements to dimensional sensor technology, you at least manage a good look at a few of them.

Based on what you saw, you can come to a few conclusions.
1: Dream Creatures are just that; characters spawned in dreams that persist once the dream is over.
2: After spawning, Dream Creatures tend to twist to fit the minds of those near their corresponding location in the dreamplane.
3: The Dream Creatures in and around M.A.D. HQ (and presumably any other large group of mad scientists) mutate to fit common Sparky thought patterns, with lots of maniacal laughter, bizarre experimentation, and other such things.
4: Groups of Mad Scientists are detectable even without doing anything by observing the characteristics and behavior of the local Dream Creature population.

This, of course, requires further study.

XP
@rolling-the-dice Research 4 (4/11)
@Shadowhisker Research 5 (3/13)
@theflyingbiscuit Research 2 (2/7)

Action 8: Design Upgraded Net Navi
Roll 23 + 8 (manpower) + 55 (skill) = 86
Painful Success

It was rather unexpected that Albert's Navi decided without prompting to involve themselves in the project to produce an upgraded version of Net Navi, but no-one really complained about it. With the AI's help, progress happened rapidly... but there was a bit of a hiccup. Namely that said Navi immediately tried to recompile themselves into the new version, not only causing themselves severe code corruption in the process, but also corrupting a lot of the software elsewhere in the base's network as collateral damage. This'll take some time to fix.

MK 2. Navi: Has 3 skill ranks to distribute between Research and Espionage
Starting Navi is DECEASED.
All computer-related Research or Espionage actions are at a -15 malus until the network is repaired.

XP
@Bass11 Research 4 (2/11)
@trekbook Research 2 (1/7)
@PurposefulZephyr Research 4 (1/11)

Action 10: Advance Understanding of Fusion
Roll 88 + 4 (manpower) + 30 (Skill) = 122
Success

You have further improved M.A.D.'s grasp of nuclear fusion. At this point you're pretty sure you could scale down those fusion thrusters you designed to the size of a pinhead, and fit fusion warheads inside of bullets. Still, it'll take a lot more work on the subject to advance further. This week's progress showed significant signs of slowing down, compared to last week.

Fusion advanced to level 2!

XP
@Rotekian Research 2 (4/7)
@Void Stalker Research 4 (3/11)

Action 11: Combat Training
Roll 1 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = -27
Failure

You would like to say you looked like a complete fool practicing your skills in an empty room between research sessions. That would be generous. Instead, that was just the beginning of your humiliation. After a while of frustratingly little progress, one of the interns walked in, and you decided to take out your frustration on him. Nothing to wound the soul of course, you just planned to flip him over and lock him in a grab. It would be startling for sure, but it wouldn't hurt him and it would relieve you.

That was the plan. Instead, when you went for him, he lashed out and broke a bone of yours in a panic. You just got wounded by your own intern. Within seconds you were lying face down, wondering what could have led to this. Fortunately he wasn't strong enough to severely wound you, which compounded with the fact it was a random flailing of arms meant that you'd only be recuperating for a short while. Still, you've made absolutely certain nobody knows about this... incident. The intern can stay, as long as he speaks not a word of this to your colleagues.

Maybe the worst part is that he didn't even know any martial arts.

XP
None (Lone Wolf)

D. D. Spectator is Injured for one turn.

Action 12: Design Dryad
Roll 69 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = 41
Painful Success

The Dryad project gave results, but it's not what you'd call a success. There are several flaws with the design that make it less than optimal, although it could be worse. The creatures have highly limited intelligence compared to your initial goal, and while their lack of sleep and nutrient absorption systems work perfectly fine, the result is a being that is very obviously off even from a distance, so not only do they lack espionage skill they're about as subtle as any robotic minion. Still, you'll take what you can get, even if the Dryads will need further upgrades to become useful compared to the machine-men being designed and made by your colleagues.

(Dryad: Research 1, Operations 1, Cost 2, Pay 0.5, requires housing and an incubation time of two turns.)

XP
None (Lone Wolf)

Action 13: Advance Understanding of Chemistry
Roll 6 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = -27
Failure

Angered from your failed attempt at combat training, you move back to trying to better learn the secrets of chemistry. Unfortunately, chemistry in the hands of a mad scientist usually ends in explosions. By forgetting this key role, you injure yourself even further when what should have been a stable compound blew up in your face, because when you're so far above normal chemistry these things just happen. Luckily, it was a small amount of the compound and wasn't meant to explode in the first place, so it didn't explode very much, which is actually bad since because that means it can't be used as a dedicated explosive. Anyway, it was just some admittedly very high velocity glass shards, so you should be patched up shortly, but this still adds yet further time to your bedrest. You hope there's no requests to fight in the near future. At least you didn't mess up like this while trying to make a dedicated explosive, you'd have been blown to smithereens.

XP
None (Lone Wolf)

D. D. Spectator is Injured for a second turn.

Action 14: Upgraded Motobug
Roll 25 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = -8
Failure

You are deeply confounded over the situation you find yourself in. The Motobug is a noble and valiant design, but for some reason it just isn't suitable for upgrading. You're not sure what you missed, but whenever you try to alter the design the whole thing falls apart. It's an incredibly unstable equilibrium, and you're not sure whether you're more surprised that it works at all or more annoyed that you made such a confusing and in hindsight flawed design.

(Motobug design is revealed as extremely difficult to upgrade or alter in any way.)

XP
None (Lone Wolf)

Action 15: Buy Mine Site
Roll 23 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = -10
Failure

As it turns out, buying a mining site is more difficult than you previously expected. The local government is being almost obstructionist in how it throws more and more increasingly obscure forms and costs your way and you can't power through it with the cash on hand. You're concerned for a while that this is related to the failed espionage attempt, but looking into the matter a little further reveals it to be more a case of heavy pressure from environmentalist groups to not let a mine through at any costs. You didn't even know the governments in this region could be swayed by those kinds of groups, but apparently they can. The fact this group is heavily armed probably has something to do with it. At least the mine site is good, and you should be able to power through the red tape. You'll just need a lot of cash.

(-50 Funds, 200 more Funds required to get permits and construct basic mining operation.)
(1 mine site available, rich in copper and iron with some other metals as well.)
(Mine may be raided by environmentalist group if purchased.)

XP
None (Lone Wolf)

Action 16: Design skill download files
Roll 77 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = 44
Minor Failure

Well, it's possible, that's for sure. Unfortunately, skillsofts are difficult. As it turns out they are very difficult, even for such an esteemed scientist as yourself. It's difficult to extract the knowledge and almost as difficult to put it in someone else without adverse side effects. Working alone, you just can't seem to puzzle it out. Still, no progress yet isn't much of a detriment, you just need more colleagues and you're certain you'll be able to pull this off with a bit of time. Although you will effectively be starting from square one even then.

XP
None (Lone Wolf)

Action 17: Operations Training
Roll 70 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = 42
Minor Failure

You sat in a room for several hours doing paperwork. Unfortunately for you, doing that by yourself is not conducive to sharpening your skills when you are already a highly qualified administrator. On the bright side, you are now fully on top of all your taxes, and didn't embarrass yourself, so you still consider this a net gain.

XP
None (Lone Wolf)

Action 18: Spiderbot Mk. 2
Roll 69 + 4 (manpower) + 20 (skill) = 93
Success

As it turns out, upscaling Spiderbot designs is pretty straightforward. In pretty short order, a much larger Spiderbot is designed, about the size of a human. Even better, its arms are configured properly to use handheld equipment, meaning that in a pinch it could grab a death ray and help defend the base, though it's really not designed to do that.

Medium Spiderbot: +8 to any Operations action it's involved in. Can use handheld equipment.

XP
@Shadowhope Research 2 (3/7)
@Phasehand Research 2 (2/7)

Action 19: Advance Understanding of Robotics
Roll 62 + 12 (manpower) + 115 (skill) = 189
Success

Another group of MAD's members continues to explore greater and grander ways to develop improved robots, making significant progress. This especially applies to Doofenshmirtz, who puts so much effort into the engineering project that they didn't have time for other projects. By the end of the week, you're certain you could build machines stronger, faster, smarter, and overall, four times as good as you could when M.A.D. first formed.

Robotics advanced to Level 2

XP
@TheFantasticFox Research 2 (1/7)
@Vanestus Research 3 (1/9)
@DarkKing98 Research 6 (4/15)
@Daskter Research 3 (2/9)
@Space Jawa Research 3 (1/9)

Action 20: Design Cloaking System
Roll 24 + 2 (manpower) + 10 (skill) - 50 (lone wolf) = -14
Failure

So cloaking systems. Turns out they've very difficult to do right. Humanity has long since mastered the art of destruction, but hiding by artificial means is a significantly less advanced field. Even a genius such as yourself runs into this issue face first as you are confronted with the fact that stealth is really quite difficult, even though by all rights it should be fairly simple and easy. You walk out of your personal research session entirely confused on how to even get started. You're honestly unsure if it's even possible. Well, surely it is, but the means elude you.

(Higher result required for success on next research stealth action.)

XP
None (Lone Wolf)

Action 21: Design Replicator Hub
Roll 91 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = 63
Painful Success

Excellent, the replicators work just as you had hoped! Unfortunately they're not actually better than the other construction methods available to you, and they are extremely expensive to boot. Still! Unlike those other said methods, replicator technology is but in its infancy, and there is yet much room for improvement. You are sure that with the help of some colleagues and further research, you can make something truly incredible!

(Replicator Hub: Same effect as Forging Furnace, however is twice as expensive and also a room. Room does contain some automated laser turrets.)

XP
None (Lone Wolf)

Action 22: Open Future-Tech Front Business
Roll 93 + 2 (manpower) + 10 (skill) - 50 (lone wolf) = 55
Minor Failure

Much like the ill fated attempt at making a software company, Future-Tech doesn't yet get off the ground due to difficulties in acquiring staff and office space covertly while also making highly potent but not too potent consumer products. You'll need to see about getting a cash infusion if you want this vision to be a reality, and as it's more general purpose it will be more expensive to develop than a software company, although thankfully not by much.

(Future-Tech requires 100 Funds to be opened.)

XP
None (Lone Wolf)

Action 23: Network Spying
Roll 67 + 6 (manpower) + 45 (skill) = 118
Success (?)

So, turns out that the news networks actually don't know all that much. Sure, the Mechanogoblin got in just fine and tapped into their data traffic like a boss, but there really wasn't much of interest to look at. Somehow, it seems, they have managed to miss every single instance of supernatural activity out there. Needless to say, this strains your suspension of disbelief; once you have the barest inlking that something more is out there, finding specific instances of supernatural behavior is almost ridiculously easy.

SO HOW IN THE WORLD HAVE THE BIGGEST NON-GOVERNMENTAL INFORMATION GATHERING OPERATIONS IN EXISTENCE MISSED THIS STUFF!?

XP
@Hazard Espionage 4 (1/11)
@FrenziedGlint Espionage 3 (1/9)

Action 24: Improve understanding of Dimensional Physics
Roll 97 + 6 (manpower) + 50 (skill) + 6 (equipment) = 159
EPIC SUCCESS

Finally, a breakthrough! After much tinkering with a Dimensional Sensor and Harlequin's Shadow Gate, a working model of dimensional travel has now been produced. Though you can only really do anything useful with 'adjacent' subverses like the Dreamplane and Shadow Plane due to further out worlds having quite inhospitable physical laws, you can now not only perform a total dimensional shift into either of those planes (and about a dozen more besides), but you can actually fire weapons between them, as you demonstrated when you scored a Buster hit on a passing Dream Creature.

Sadly, the equipment used to do so still isn't suitable for use in the field, but as a proof of concept it's wonderful.

Dimensional Physics advanced to Level 2!

XP
@Trondason Research 4 (1/11)
@Keeper Of Storms Research 3 (4/9)

Action 25: Modify M.A.D. tech with Dynacap system
Roll 77 + 2 (manpower) + 20 (skill) - 50 (lone wolf) = 49
Painful Success

This was in theory an easy project to start with, but in practice there's an annoying interaction between Capsules and the hyper-advanced technology in the technology of your colleagues that makes the capsules a lot less effective. It's slightly better than nothing, but as of now all you can do is use a Capsule to contain a small piece of technology. Still, you've proven it can be done, and with more time and help you know you'll be able to make it work with all of M.A.D's technology.

(Dynacap Capsules can be made and can each store one piece of man-portable equipment.)

XP
None (Lone Wolf)

Action 26: Design Advanced Battlebots
Roll 86 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = 53
Minor Failure

Improving your design is much harder without an idea of what you want from the project. Going in with a wish to make better designs is all good and well, but ends up leaving you trying to pursue a dozen different paths of potential improvement, with none of them getting the attention they need to properly pan out, at least since you're working alone on this project. In the end you're no closer to making a better battlebot than before you started, but that just gives you more resolve to giving it another go later, although probably with some colleagues if it happens at all.

XP
None (Lone Wolf)

Action 27: Build 4 Mettools
Roll 14 + 2 (manpower) + 20 (skill) = 36
Success(2)

You are disappointed in your progress, for you were only able to construct two Mettools, and even that only because the machines are exceptionally simple to make and because you had the help of the facility's workshop. Still, two Mettools are two Mettools, and you're glad to add the little guys to the machines of the group, and you're certain they'll be a great help in expanding this and future bases.

XP
None (Lone Wolf)

Action 28: Design Integrateable Teleporter
Roll 18 + 2 (manpower) + 10 (skill) - 50 (lone wolf) = -20
Failure

The classic problem with teleportation is how you stop yourself from teleporting straight into a wall. Naturally that was a solved problem with your previous system, but while working on developing a new system that can be integrated into other objects, a test went horribly horribly wrong while you were rechecking safety features. The good news is that the device didn't teleport into you, but it did intersect with a wall and cause a not insignificant detonation. Luckily the wall can be rebuilt without much hassle and money, but it did leave you showered with brick shards, which wasn't very pleasant. Still, at least the new teleportation system does in theory work. So, progress?

XP
None (Lone Wolf)

them8 is Injured for one turn.

Action 29: Integrate one Dimensional Sensor (autosucceed)

You are now the owner of a dimensional sensor implant. This functions as a sort of buzzing in the back of your head whenever you're new interesting sports of dimensional energy, and you can then switch to a sort of vision overlay that allows you to see the energy and other stuff in other dimensions in high definition, as well as a sort of information readout in your head explaining in detail what an external dimensional sensor would tell you. Very nifty!

@Ylamona

Action 30: Build one Forging Furnace
Roll 91 + 2 (manpower) + 10 (skill) = 103
Success

You assemble another of your construction engines in record time, putting it together with masterful grace, and before you know it a brand new Forging Furnace is yours. You proceed to spend the rest of the time you had allotted to construction admiring your handiwork, setting it up, relaxing and catching up on some papework.

(+1 Forging Furnace, -? Funds)

NO XP

Action 31: Design Regeneration Serum
Roll 34 + 2 (manpower) + 35 (skill) - 50 (lone wolf) = 21
Failure

In theory, making a regeneration serum is almost identical to making your reanimation serum. In practice, it's not that simple. Thanks to your superlative skill in the sciences, you avoided anything annoying such as a test subject turning into horrifying monstrosities, that's only really a concern with your previous work, but you still didn't make any progress, which is deeply frustrating to one such as you. Still, it shouldn't be too hard to keep going and figure something out, even if you have no clue what that something is right now.

XP
None (Lone Wolf)

Action 32: Build a Jerry Device
Roll 58 + 2 (manpower) + 5 (skill) = 65
Success

You assemble a Jerry Device easily enough, a finished production model as opposed to a mere prototype. It works fine enough and can provide lab assistants, or more accurately test subjects, at a high enough rate for your purposes. Or at least that's what would be best for the local population.

Action 33: Advance Understanding of Time
Roll 52 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = 19
Failure

This went worse than expected. As it turns out, time is a very confusing subject, and you have to rewrite the book on it from scratch with the addition of just traveling forward in time at an accelerated state without abusing relativity. You shudder to think on how badly everything will be messed up if backwards time travel is added into the equation. Hell, if you didn't know any better you'd say someone is deliberately screwing with your numbers, they change and are altered based on new findings so often. And each of those new findings seemingly contradicts the last. The theory of time travel was hard, that you knew, but you didn't quite expect it to be this hard. You're further from a good understanding of time than when you began this research if anything.

XP
None (Lone Wolf)

Action 34: Advance Understanding of Explosives
Roll 47 + 2 (manpower) + 15 (skill) - 50 (lone wolf) = 14
Failure

You blew yourself up. That's the long and short of it. You were scribbling down notes on a potential new explosive while adjusting the mixtures in an experiment with another set, and you accidentally missed a decimal point. It exploded, you're lucky to still be alive. If things had been slightly worse, you'd be dead, and if things had gone a bit more worse there would be nothing left to recover but some ash on the floor. As it stands you'll be bed bound for a while and incapable of doing heavy lifting for a while after that, but as you've already noted it could be worse. Alas, such is the curse of working with explosives. They're sort of designed hurt you.

BBBence1111 Crippled! Can only perform one action next turn, is Injured for three turns after.

EVENT!

A message drone from SASRI has arrived, containing a secure commlink. In hurried tones, they explain to you that they recently got in a second altercation with the local wizards, who captured one of SASRI's members. They're asking for your help in rescuing their chief physicist from said wizards, though the raid is planned for the end of next week. This means you have some time to acquire minions and build equipment before the raid, if you're interested.

EXECUTIVE DECISION: Will M.A.D. assist SASRI in recovering their captured member?
[] Yes
[] No

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
[] (special) Commit forces to SASRI raid
-[] Describe
[] Write-In

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

Dude, where's the results of my vote?
 
Hmm, since we probably won't be able to stay hidden for so long if what the dream creatures research is true...anyone want to raid those wizards?

Maybe we should coordinate on this...2 hour no-vote discussion time?
 
Hmmm, if I get Exotic Particle cannon and Power armour, I could get at least 200% bonus on combat...huh. Of course there's a chance of exploding, but hey.
 
I plan to either expand Fairweather or start a new company, not sure which.

Might also try to study MAD!Economics.
 
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