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 .
Do either of you wish to be more specific?
Kinda agree with biscuit here. Are you researching time travel, the fabric of time it self, how to beter measure time, how to weaponise time.
Its like saying your researching penguins, it sounds obvious and clear but there multiple species of penguins in differrant locations. If you don't specify and focus you'll probally get a lesser result.
 
Lorepost: On the nature of Mad Science
On phone. UI sucks. Have come up with explanation for Mad Science. Will explain when I get to a proper keyboard.
So, finally back at my desktop (and have a few minutes off).

Mad Science is a mindset, rather than some sort of pseudomagic; their results are entirely attributable to a distinctly different approach to the scientific method which is far more effective than normal, but requires several distinct personality traits that a non-mad scientist by definition does not have. Given this, theoretically anyone could become a mad scientist, given the correct formative events.

A Mad Scientist can sort of drag non-mad help along through this bizarre methodology of theirs through sheer force of personality, but if a normal person tries to replicate it without assistance their psychological preconceptions and hangups will get in the way, preventing them from doing so effectively. Of course, it's quite possible to break past these psychological barriers, but in the process of doing so that person quickly becomes a Mad Scientist themselves.

@I just write, I can't remember if I saw anything about it, but can our characters die? And if they do die what happens, is that player done or do they just make a new one continue?
Yes, PCs can die.

Unlike in all my previous riot quests though, that's not necessarily the end, as it is quite possible to revive a deceased character through the power of SCIENCE!

That said, death does represent an opportunity to make a new character; if you do so, all attempts to revive your previous character will either fail or result in an NPC.
 
So can someone give me clearance on numbers of minions I can requisition to order around this week for minion construction this week to help with the raid? With a continuing lack of up-to-date solid minion numbers, it's hard to tell how many - if any - aren't otherwise occupied, I'd rather not try double-ordering minions and getting in the way if I can avoid it, but right now as far as I can tell the only minions that are available are at best probably a pair of interns, which doesn't really do much good for me at all.
 
So can someone give me clearance on numbers of minions I can requisition to order around this week for minion construction this week to help with the raid? With a continuing lack of up-to-date solid minion numbers, it's hard to tell how many - if any - aren't otherwise occupied, I'd rather not try double-ordering minions and getting in the way if I can avoid it, but right now as far as I can tell the only minions that are available are at best probably a pair of interns, which doesn't really do much good for me at all.
The Spiderbots are currently assigned to creating more Forging Furnaces. We REALLY need more of those, because those are our primary source of production, so I'd rather them not be ordered elsewhere. I'm fairly certain that Norm is being assigned to Fight. You can have the Interns, but they are not that good at stuff unless they are leveled up, making them basically Unskilled Laborers. We probably have plenty of money for you to just hired a bunch of Skilled Laborers though, 2 Funds each with 2 Operations each. Get a dozen or so and, assuming you help them out, you should be able to get a lot done. Can't give you any more exact numbers however because we have no idea how much stuff costs yet.
 
These are all the minions, human and not, that we currently have access to, courtesy of ConfusedPotato. As you can see, a lot of them are the prototypes we get with our designs.

6 Fetchbots - 0 pay
5 Interns - 1.75 pay
1 Fire Bot - 0 pay
1 Spider Bot - 0 pay
1 Norm - 0.5 pay
1 Mechanogoblins - 0 pay
3 Mettools - 0.75 pay
1 Cat Friends - 0 pay
1 Unusual Stray Cat Colony - 0 pay
1 Stealthy Combat Drones - 0 pay
1 Motobug - 0 pay
1 The simple VI: Operations - 0 pay

We desperately need to consolidate our designs, look at all these one offs.
 
[X] Advance Understanding of a Field
-[X] Mad!Economics
One of Dr Briefs things is being super rich, so if this is an acceptable field he can pitch in
[X] Manufacture Equipment
-[X] Forging Furnaces
We need more.
 
Do either of you wish to be more specific?
Kinda agree with biscuit here. Are you researching time travel, the fabric of time it self, how to beter measure time, how to weaponise time.
Its like saying your researching penguins, it sounds obvious and clear but there multiple species of penguins in differrant locations. If you don't specify and focus you'll probally get a lesser result.

Hey, there's also me and @Umi-san, we just all have different votes.

As for the focus... you do realize that there's no need for that, mechanically speaking, when advancing a field?
I mean, we are Mad Scientists. All of us work in our own, individual fields, and trying to force a focus on a sub-field is... not going to work.
Besides, if we need some very specific knowledge, we'll gather it while working on our inventions.

If you want to train killer penguins from Antarctica, you don't force fellow Mads to study only those penguins.
You just study penguins (or heck, animals in general) alongside others and then examine the species you want to 'domesticate' when working on said project.

Ah, also stuff like measuring time and examining the fabric of space-time will be useful in any project involving time, be it a weapon or a vehicle.
It's like researching physics- you'd have to know it's rules to use it for anything.
 
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These are all the minions, human and not, that we currently have access to, courtesy of ConfusedPotato. As you can see, a lot of them are the prototypes we get with our designs.

6 Fetchbots - 0 pay
5 Interns - 1.75 pay
1 Fire Bot - 0 pay
1 Spider Bot - 0 pay
1 Norm - 0.5 pay
1 Mechanogoblins - 0 pay
3 Mettools - 0.75 pay
1 Cat Friends - 0 pay
1 Unusual Stray Cat Colony - 0 pay
1 Stealthy Combat Drones - 0 pay
1 Motobug - 0 pay
1 The simple VI: Operations - 0 pay

We desperately need to consolidate our designs, look at all these one offs.

That list is out of date, we have at minimum 21 Spider Bots and 11 Fire Bots. There may be others that need updating as well, but I am unaware of them.
 
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Speaking of which, are Interns the only kinds of minions we can hire?
Minions Available For Hire
Intern Skills: None
Pay: 0.35
Special: Eligible for a single level-up, which raises pay to 1 Unskilled Labor Skills: Operations 1
Pay: 1
Skilled Labor Skills: Operations 2
Pay: 2
Lab Assistant Skills: Research 1
Pay: 1
Researcher Skills: Research 2
Pay: 2
Engineer Skills: Research 1
Pay: 2
Special: Research counts as 3 when designing a new blueprint.
Informant Skills: Espionage 1
Pay: 1
Mole Skills: Espionage 2
Pay: 3
Ex-KGB/Ex-CIA operative Skills: Espionage 3
Pay: 5
Thug Skills: Combat 1
Pay: 2
Ex-Military Skills: Combat 2
Pay: 4

If you look under minions on the OP it tells you what you can hire and build, and is probably easier to read than this.
 
So, finally back at my desktop (and have a few minutes off).

Mad Science is a mindset, rather than some sort of pseudomagic; their results are entirely attributable to a distinctly different approach to the scientific method which is far more effective than normal, but requires several distinct personality traits that a non-mad scientist by definition does not have. Given this, theoretically anyone could become a mad scientist, given the correct formative events.

A Mad Scientist can sort of drag non-mad help along through this bizarre methodology of theirs through sheer force of personality, but if a normal person tries to replicate it without assistance their psychological preconceptions and hangups will get in the way, preventing them from doing so effectively. Of course, it's quite possible to break past these psychological barriers, but in the process of doing so that person quickly becomes a Mad Scientist themselves.


Yes, PCs can die.

Unlike in all my previous riot quests though, that's not necessarily the end, as it is quite possible to revive a deceased character through the power of SCIENCE!

That said, death does represent an opportunity to make a new character; if you do so, all attempts to revive your previous character will either fail or result in an NPC.

Well... here's the problem. I designed my character as very much not mad. Due to genetic tampering, he has all the benefits of Sparkhood with none of the downsides. Where does he fit into all of this? Is he just a superintelligent normie? Or do I have to change my backstory and personality to fit in with the world better?
 
According to my tally, these actions currently suffer Lone Wolf.

Are you guys sure?/Maybe consolidate with each other by offering future actions.

  1. [X] BUILD Minions
    -[X] Mechanogoblins
    Hazard
  2. [X] Design a Blueprint
    -[X] A template for the M3
    --[X] The template wil be named a Pillah, a biomechnical hybrid, drawing from our knowledge from both biology and robotics. The biological half is able to produce chemicals that are sealed into pils by the mechincal half. These creatures are able to produce any chemical known to MAD.
    @Lizard Knight

    4.[X] BUILD Minions
    -[X] Build NetNavi With Three Levels of Research.
    Happerry

    5.[X]Advancing Dryads - try to allow for more freedom in space- time movement.
    dunk1010

    6.[X] Manufacture Equipmet
    -[X] Forging Furnaces
    @Trondason
    My formats weird because I'm on mobile and had to remove some that turned out not to be alone due to typography.
    P.S. This is in no way a shame list, somebody has to be the first to pitch an action.
 
According to my tally, these actions currently suffer Lone Wolf.

Are you guys sure?/Maybe consolidate with each other by offering future actions.

  1. [X] BUILD Minions
    -[X] Mechanogoblins
    Hazard
  2. [X] Design a Blueprint
    -[X] A template for the M3
    --[X] The template wil be named a Pillah, a biomechnical hybrid, drawing from our knowledge from both biology and robotics. The biological half is able to produce chemicals that are sealed into pils by the mechincal half. These creatures are able to produce any chemical known to MAD.
    @Lizard Knight

    4.[X] BUILD Minions
    -[X] Build NetNavi With Three Levels of Research.
    Happerry

    5.[X]Advancing Dryads - try to allow for more freedom in space- time movement.
    dunk1010

    6.[X] Manufacture Equipmet
    -[X] Forging Furnaces
    @Trondason
    My formats weird because I'm on mobile and had to remove some that turned out not to be alone due to typography.
    P.S. This is in no way a shame list, somebody has to be the first to pitch an action.
Building minions and manufacturing equipment won't suffer lone wolf though? I think GM said so?
 
Well... here's the problem. I designed my character as very much not mad. Due to genetic tampering, he has all the benefits of Sparkhood with none of the downsides. Where does he fit into all of this? Is he just a superintelligent normie? Or do I have to change my backstory and personality to fit in with the world better?
In his case, he's just got an on/off switch built into his brain. For the sparkiness.
 
Well... here's the problem. I designed my character as very much not mad. Due to genetic tampering, he has all the benefits of Sparkhood with none of the downsides. Where does he fit into all of this? Is he just a superintelligent normie? Or do I have to change my backstory and personality to fit in with the world better?
Oh don't you worry.
A Mad Scientist can sort of drag non-mad help along through this bizarre methodology of theirs through sheer force of personality, but if a normal person tries to replicate it without assistance their psychological preconceptions and hangups will get in the way, preventing them from doing so effectively. Of course, it's quite possible to break past these psychological barriers, but in the process of doing so that person quickly becomes a Mad Scientist themselves.
One of us.
One of us.
ONE OF US.
 
Did some math on how much Forging Furnaces me and the spider bots will make.
The Spider Bots have a combined Operations Skill of 28 and a Manpower bonus of 42. Thus they supply 182 points. With Equipment Bonuses from SKYnet and the Robot Maintence Hub, they are boosted 30%, that gets them up to 236.6 points. Then add me on (done at the end because I'm no robo), that's 253.6 points. Then we double that thanks to the Workroom, 507.2 points.
Considering earlier a total pointage of 100 got us 1 Furnace, this should get us 5, which will cost 50 Funds before the recycler, which knocks costs down to 32.5.
Also, with the revelation that a Forging Furnace costs only 10 Funds, I'm kinda wanting us to dedicate the 3 forging furnaces we have currently to making more forging furnaces. But I realize that doing so is dedicating almost none of our current production ability to preparing for the raid, so I won't suggest it.
 
Did some math on how much Forging Furnaces me and the spider bots will make.
The Spider Bots have a combined Operations Skill of 28 and a Manpower bonus of 42. Thus they supply 182 points. With Equipment Bonuses from SKYnet and the Robot Maintence Hub, they are boosted 30%, that gets them up to 236.6 points. Then add me on (done at the end because I'm no robo), that's 253.6 points. Then we double that thanks to the Workroom, 507.2 points.
Considering earlier a total pointage of 100 got us 1 Furnace, this should get us 5, which will cost 50 Funds before the recycler, which knocks costs down to 32.5.
Also, with the revelation that a Forging Furnace costs only 10 Funds, I'm kinda wanting us to dedicate the 3 forging furnaces we have currently to making more forging furnaces. But I realize that doing so is dedicating almost none of our current production ability to preparing for the raid, so I won't suggest it.
First off, where did you get that the Furnace only costs 10 funds? I haven't seen anything about a price yet. Second Forging Furnaces can't make more Forging Furnaces.
 
First off, where did you get that the Furnace only costs 10 funds? I haven't seen anything about a price yet. Second Forging Furnaces can't make more Forging Furnaces.
It was edited in at some point.
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
And why could a forging furnace not produce a forging furnace? The Furnaces presumably aren't to big, they don't qualify as a room after all, and they can make things rather big like Norm, so presumably they can do the assembling outside their body.
 
Did some math on how much Forging Furnaces me and the spider bots will make.
The Spider Bots have a combined Operations Skill of 28 and a Manpower bonus of 42. Thus they supply 182 points. With Equipment Bonuses from SKYnet and the Robot Maintence Hub, they are boosted 30%, that gets them up to 236.6 points. Then add me on (done at the end because I'm no robo), that's 253.6 points. Then we double that thanks to the Workroom, 507.2 points.
Considering earlier a total pointage of 100 got us 1 Furnace, this should get us 5, which will cost 50 Funds before the recycler, which knocks costs down to 32.5.
Also, with the revelation that a Forging Furnace costs only 10 Funds, I'm kinda wanting us to dedicate the 3 forging furnaces we have currently to making more forging furnaces. But I realize that doing so is dedicating almost none of our current production ability to preparing for the raid, so I won't suggest it.
Recycler is a room though, and only one exist current, which located in not-yet finished junkyard. I doubt it give bonus to the forging furnace in our Pilar Office
 
And why could a forging furnace not produce a forging furnace? The Furnaces presumably aren't to big, they don't qualify as a room after all, and they can make things rather big like Norm, so presumably they can do the assembling outside their body.
The original design for them stated that they could not do so, I had thought I removed that bit, however when I asked the GM at some point after I rewrote them, it was stated that they could not make more of themselves. It wasn't that big of a deal, so I just went with it.
 
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