Life of Highs, Lowes, and Super Villainy (No SV, You are a Supervillain)

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Supervillainy is a Job like any other. You make friends, you make enemies, and you have to clock in every day and do your part in keeping the world running.

You may not like it...but its still has time to be a fantastic adventure.
Introduction
Location
California,USA
Life of Highs, Lowes, and Super Villainy

Its 2006, things don't suck like the 90s. Let's be fair here if you were starting out back then it was a miracle you got through it all.

Sure the mess that happened back in the day may have calmed down, but things are not as serine as you think.

Lost of old opportunities are starting to crop back up again, and well, things are getting weird again.

And I mean more weird than usual… but that just gives everyone a reason to start…or start back up again.

Of course its all just a game in the end.


What is your Name?:

[]Write in.

What do you look like:
[]Place Image.

What is your Cape Name (If you have one?)

[]Write in.

What's on your driver's license?:

[]Male

[]Female

How old even are you?:
[]Write in Age.

Got any Super Powers?

[]Yes
-[]Write in
[]No

How long have you been in the Game?

[]Just Started Last Week (You've just started the path to Supervillainy. You are new to this job)

[]I've been in the Game for a Few Years ( You have been a Supervillain for about four to five years. You have a Rival and everything.)

[]I'm DOING WELL! (Well, after ten years of running around causing damage and chaos, you can safely so you are at the top of your game, and have a whole routine going and everything. Like Clockwork even)

[]I've been doing this for years and my friends are all retiring…I'm having a midlife crisis Oh no. (Yeah Fifteen years of being a villain is a really draining and sobering realization, its just not as fun anymore.)

[]I'm an Old Pro. (A Twenty-Year Supervillan vet...Your name is synonymous with well, a lot of things, good and bad. I mean, you've lived through how much weird shit...its amazing what you've seen)

AN: So...Me and @Martin Noctis built a small superhero verse while talking and decided to share it with you all then let it linger on the vine. So enjoy this.

I don't have a questing problem...I just have fun ideas I want to share.

Enjoy have a plan format and enjoy it.
 
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The PC

Name: Darwin H. Havelock
Age:56 (Born 1951)
Health: 5.0
Fertility:95%
Cape Name: The Professor (Rank 107 on the Villain Global Ranking)
Occupation: Supervillain Mastermind (2006-Present), Formerly Assistant Professor of Architecture University of Bonn (1970 -1985), Supervillain Trainee under The Krauserman Circle (1985-1986), Supervillain Planning Consultant and Operative for Hire. (1986-1996), Henchman for Super Criminal Blanc Le Roche (1996-2005)

Power: Observational Shatterpoint (The Ability to identify, decode and exploit any object, animal species, and individual for 72 hours, and in that 72-hour period, the observed object will give details on personal health, integrity and ability of the Object/Person/Animal.)

Diplomacy: 37+3=40 (Fashioning yourself a Professional gentleman of class and ability, your reputation is built on a healthy sum of self respect)

Martial: 18+3=21 (Your ability to plan small unit raids are...professional, but lack real creativity.)

Stewardship: 28+3+3=34 (You've managed large amounts of Wealth in your time, mostly Mr. Le Roche's money, but you've lived your whole life counting.)

Intrigue: 35+3=38*78* (You have done more heists, Thievery Jobs, and Internal Goon Affairs then you care to admit.) *With your Powers you know the Exact type of Person they are to an extent.)

Learning: 34+3=37 (While your true love is Villian Base Design, you have nearly have a passing knowledge of doomsday rays and Goon Management)

Personal Combat: 3+3=6 (You can use a Gun, and punch an average man, but you're not exactly...fighter material.)

Traits:

Supervillain (The Professor!): You are the Professor, the world's most capable Supervillain Consultant, or at least one of them, you don't keep tabs as much anymore. (+3 all stats. Special actions are available when meeting heroes and villains.)

Set in Ways of Motion: The Professor has never been one to deviate from a set of beliefs, its what got him successful and prosperous in the first place. Field Work's...chaotic nature is...not something he's had to manage in a long time. (+10 to all adventure rolls within Social Adventures (Casino Heists/Blackmail missions and such. Or a -10 in an Active Adventure (Battle, Rival Battle, Robbery and such)

Villian Lair Architect: You are a professional builder of Supervillain lair's, from Island bases on volcanic islands to highrise apartments and hidden bunkers, you never stopped being your specialization. (Difficulty of building a Lair and Upgrades lowered, Special Equipment and Upgrades Unlocked. +3 Stewardship, +10 to all Lair Rolls (Be it upgrades or just maintenance) when assigned.)
 
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Henchmen, Goons and Hero's
Henchmen and Councilman


Name: Zheng Wei Sun
Age:29 (Born 1978)
Health: 5.0
Fertility:100%
Cape Name: Zheng Ironfist.
Occupation: ROK Reservist (1996-1998), Street Sweeper (1986-1991), Nine Star Gang Member (2001-2004)

Power:NONE! He is a Martial Artist of the NINE STAR Criminal Combat School!

Diplomacy: 6+5=11 (You have the polite Decorum of a Gentleman, but only enough to not embarrass yourself)

Martial: 25 (You were one of the Masterminds of the Assult on Samsung to keep several members of your gang from selling out…and as a military-trained man you did well)

Stewardship: 5 (Your mathematical education began and ended with "Do I have it?")

Intrigue: 17 (From the Mean Streets of Souel to a New Life, nothing has changed.)

Learning: 19 (In spite of your upbringing, you understand human biology and the classics of Korean literature.)

Personal Combat: 24+5=29 (Your Body is an excellent physical shape and your training only enhances it)

Traits:

Fist of the Nine Star: You are the Fist of the Nine Star Gang, the absolute peak of the Combat Potential of the Nine Star Combat School. (+5 Personal Combat and Diplomacy, +25 to all Personal Combat Rolls when using the Nine Star Techniques.)

Only Human: Despite everything...you are just a mortal man. (-25 to personal combat rolls fighting a Hero Unit who has 50+ on Personal Combat Stats. However, gain a +25 to Intrigue rolls when attempting ot use the environment or a plan to win)

Criminal Reorganizer: You are skilled in the art of Criminal Activity, and by consequence organizing them to far more…productive works than just solely making money. (+1 Stewardship and Martial, +10 to all rolls when dealing with Organizing.)

Name: Milissa Anders
Age:32
Health: 5.0
Fertility:100%
Occupation: Diplomatic Advisor

Power:NONE!

Diplomacy:17+3=20 (Anders is a full-blooded professional, of the best quality, at least she knows what she's doing)

Martial:14 (Gulf War Vet, had some good memories in '91)

Stewardship: 4 (The reason you were fired was simple, you just can't manage company money)

Intrigue: 18 (You are not a fool, and are somewhat versed in industrial espionage.

Learning:17 (GI bil backed Communications degree)

Personal Combat: 13 (Was a Riflewoman back in the day, still am.)

Traits:

HR Specialist: You are straightforward and trained in Human Relations. (+1 Diplomacy, +5 to all Diplomacy rolls)

"Villain Relations 101": You are also trained in managing Villain and Public relations, as well as keeping goons in line. (+2 Diplomacy, +15 to all rolls related to villain PR and Goon management)

Only Human: Despite everything...you are just a mortal man. (-25 to personal combat rolls fighting a Hero Unit who has 50+ on Personal Combat Stats. However, gain a +25 to Intrigue rolls when attempting ot use the environment or a plan to win)

Name: Felix Marston
Age:30
Health: 5.0
Fertility:100%
Occupation: Financial Advisor

Power:NONE!

Diplomacy:1 (You despise people on a general level.)

Martial:12 (All theoretical, but you learned a great deal of military theory)

Stewardship: 20+2=22 (A Fiance Operator, nothing more is expected)

Intrigue: 8 (Not a fool, just an average person)

Learning: 4 (Even you are surprised you graduated college with that Math scholarship)

Personal Combat:6 (A Normal man, if a bit pudgy on the belt line)

Traits:

Fiance Operator: You are a professional financier. (+2 Stewardship, +5 to finance rolls)

Only Human: Despite everything...you are just a mortal man. (-25 to personal combat rolls fighting a Hero Unit who has 50+ on Personal Combat Stats. However, gain a +25 to Intrigue rolls when attempting ot use the environment or a plan to win)

Name: Agent Sunshine
Age:21
Health: 5.0
Fertility:125%

Power:NONE!

Diplomacy: D20 => 19+2+2+6=29 (With an Ex in nearly a lot of places on earth, you have a charming disposition, and a charisma molded by training and experience)

Martial: D20 => 10+2+2=14 (You are skilled in squad-based military theory)

Stewardship: D20 => 17+2+2=21 (You are well versed in Economics and on occasion economic fraud, its how you bought your house)

Intrigue: D20 => 20+2+2+6=30 (An Agent expected to Die, well your ticket hasn't been punched yet. After all, you have your secrets)

Learning: D20 => 10+2+2=14 (High School and some community college. You aren't going to be a mad scientist of the year)

Personal Combat: D20 => 16+2+2+6=26 (GUNS Knives and fists you have them all mastered to a strong degree)

Traits:

Expected to Die: You are an Agent of the Highest Echelon, the one they send to the most dangerous and vile missions for the sanctity of the world. That does not mean you do not come prepared, you don't be the best without being prepared. (+2 all stats, during a Survival or Escape roll she has a reroll against a failed roll)

Protege "Mr. Nobody": You have been hand selected and trained by Mr. Nobody one of the premier Spy in the world. You know some tricks that even the best in the modern world have forgotten. (+2 Diplomacy, Intrigue and Learning, Special Actions available when on adventures)

????:????

"Sunshine…Agent of Nobody": You are one of the handful of Agents that makes regular contact with the enigmatic Mr. Nobody, the level of skill and respect on display means you are in one of the top tiers of Spy craft…this is a blessing and a curse at times. (+6 to Intrigue, Personal combat and Diplomacy, +10 to all Intrigue Rolls on adventures, Specal actions and missions available to do)

An EX in Every Port: You are a freebird with many different lovers and friends, some ended well, others not... (Roll for encountering an EX during a quest, then Roll a d4, if its a 1 or a 3 they will help, if a 2 or 4...well bad things happen.)

Only Human: Despite everything...you are just a mortal man. (-25 to personal combat rolls fighting a Hero Unit who has 50+ on Personal Combat Stats. However, gain a +25 to Intrigue rolls when attempting ot use the environment or a plan to win)


Name: Fiona Eastmont
Age:39 (Born 1968)
Health: 5.0
Fertility:100%
Occupation: Scientist (Current Job), No Records Avalible.

Power:??? (Strange, you know the girl has power but won't show it off…best to ask)

Diplomacy:1+4=5 (Fiona is a naturally Shy person, but at least she's more put together than Felix.)

Martial:12+4=16 (Her military stratigam abilites are…impressive…most impressive)

Stewardship: 35+4=39 (She had 3 grants and still has money left over from them due to frugal living.)

Intrigue:22+4=26(SHe's hidden a great many things from you… "No Loose ends" was in the hiring letter, peculiar)

Learning:40+4+5+20=69 (She is double doctrine with Bio Engineering, space aeronautics and a minor specializtion in Hero Enhancement)

Personal Combat:15+4=19 (She's well put together for someone over 30…)

Traits:

"Boundless Scientist": You believe that Human limitations are for children, NO THE WORLD WILL BE PUSHED FORWARD Whether they want to or not. (+20 Learning, -20 Diplomacy Rolls, Special Research Projects available…Superpower "Enhancements" carry a reduced DC.)

"Strange Habits": Fiona is Odd, very odd and above all else dedicated to the pursuit of science and technology. (+5 Learning, Gives a +30 Bonus on Bio-Engineering, Space Technology and Hero Enhancement rolls)

"Unnaturally Skilled" Fiona is very skilled in many areas that one wouldn't expect her to be good at. (+4 all stats, +5 to rolls when personally assigned to an action.)
 
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Your Organization, Relationships and Hide Out
Your Organization, Relationships and Hide Out

The Professor's Cartel
Leader: The Professor (Darwin Havelock)
Villain Threat Level:106 (Considerable Rank)
Number of personnel: 220 Goons.
No Notable Cape or Powered Villain beyond the Professor,

The Villian Reputation of the Organization is Miniscule.

The Global Threat Level of the organization is Nonexistent.
 
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Your Budget and Friend Group
Your Budget and Friend Group

It was one thing to be in the game, it was another to actually do something with what you had before any of it. That is to say at the end of the day, people do this for the marketing incentive and insurance premiums offered in the Henchmen weekly.

Its such a good deal that nearly everyone spends at least one summer as an intern at least.

Well at least until the 90s happened, lot of people in this job died in the 90s…and that was just the bad years, it got better mostly…but thats just it, with the hole in the market needing to be filled and a lot of well, opportunity's the word for it.

New Blood and all that.


However…

You've got the skills needed.

Diplomacy:

Martial:

Stewardship:

Intrigue:

Learning:

Personal Combat:

Base Stats: D40 => 28, D40 => 3, D40 => 18,D40 => 35, D40 => 34,D40 => 37

What is your Wealth Level?:

[]Your Dirt Poor: The Last of the Court Cases wiped you out, and due to having a load of baggage and insurence payments to pay off, the government all but ran off with your money. (Start with 0 Money to your name)

[]You've got your basic Savings set up:You prepared for things to go wrong, just enough to get your affairs in order. (Start with 5000 Dollars)

[]You've done the Basics to Prepare for this Year: Villany is like any other job, needing to deal with the unexpected…so you set up a proper fund for any reason you'd need it. (You have 10,000 Cash)

[] You are Sitting on a Nice Haul: The Last Job paid rather well, and you took it and ran before anyone needed to make you do anything related to sharing the money. (You have 20,000 cash)


---------------------------

But of course, it can't all just be One against the world, its not practical for realistic reasons that's why personal henchmen are a thing, think of it like a VP to your CEO mess, it keeps you grounded.

Of course it can't be all simple.


Who is your Henchmen:

[]Bob from the janitorial staff: Bob was just at the wrong place at the right time, stopped a mass break-in by locking a few doors and prevented the seizure of evidence by the Chinese intelligence service. Sure he lost both of his eyes and one of his hands but that was an easy fix with one flight to the Villain's Supermed center in Toronto later, he's fine…now, you don't really know anything about him…beyond the fact he makes a damn fine pizza off the clock, oh and that he's somehow been Janitor of the Year…for 60 years, and hasn't aged a day.

[]Bill the Union Rep: The Most unfortunate Man you have ever met, between all the injuries he's taken before he was even 30, the various bouncing around between Villain Organizations and the fact he was a leader of the failed '05 Villain Goon Strike (Those poor fucking bastards just had to pick a fight with the Lord of Madness for more insurance) that destroyed his reputation and the Goon Union, he's only here because you need someone who can deal with the Day to Day and keep the Hideout running.

[]Zheng Wei Sun The Fist of the Nine Star Gang of South Korea: A Legendary..ish enforcer who immigrated following the end of his military service and his break with the Korean underworld, he is a man looking for, stability for his family in an unfamiliar land, the good news is he's good at two things, Street Crime and organizing men.

[]Rae Farr "Farsight": Farsight...failed Supervillan Hitman Startup, who has the power to see really far away like a telescope, problem is she kept botching hit jobs, and got iced up and thrown into the River, by the time we thawed her out she had confidence issues...but she was still reasonably skilled at not getting shot.

AN: Enjoy And plan format please.
 
Turn 1
Turn 1

You have 20,000 Dollars

Diplomacy:

(You have 2 options)

[]Send out an Ad in the Paper: These days you've got to get things set up again, what with the Strike being over, get some goons and whatnot...proper villains have goons. Cost:200 Chance of Sucess: 40% Reward: Send an Add in the paper about a new Supervillain in Town.

[]Fill out Contract: You've got to fill out a Contract with the City so that you can operate a Supervillain lair in the City Limits, mostly so they can figure out Insurance payments for anything getting damaged. Cost: 500, Chance of Sucess: 80%, Reward: Fill out the Contract with the City you live in so you won't get booted for property damages.

[]Hire a Manager: All Villains need a Manager, for it is not just a lifestyle, but a business that has obligations and benefits and PR to keep track of. Cost: 100, Chance of Success: 60% Reward: Hire a Manager.

[] Contact the Villians: Its nice to know who else is in the neighborhood, hash out terf borders and troll the Mafia, things like that, or they could be an S-Rank telling you to get off their lawn, hope it doesn't come to that. Cost: 100, Chance of Success: ??? Reward: Meet the Local Villains, and pray they don't kill you.

[] Schedule a fight with nemesis: Alright, you have a nemesis, have to keep their real life in mind so we can hash out a battle, if they don't show, the first crime committed that day is freebies. Cost: 100 Chance of Success:??? Reward: Meet your nemesis in Combat…or whatever you plan to do.

[]Schedule an Interview: The Media's slow days are perfect timeslots for a brief look into the Villains of America, sure it sets a bad example for the Kids, but its just so interesting. Cost:200, Chance of Sucess: 50% Reward: Get your public Profile out there with an interview.

[]Meet the Heroes: You know what's better than meeting the villains? Heroes, they like having moments of banter, if they aren't busy. Cost: 50, Chance of Sucess: 70% Reward: Meet the Local Heroes.

Martial:
(You have 1 option)

[]Streets and Street Toughs: You have to assert dominance in the Local Area (At least 4/6 Streets, you know walking distance) and show off your power a bit. Cost:20, Chance of Sucess:70% Reward: Take over the local area, and flex your power.

[]Take over the local gangs: It's a waste, Gangsters, Cartel men, Mafiosos. They have all the energy and potential to make something good, yet they spend all their time being parasites on good people, now you are not a man without mercy per se, but as a professional, you believe that a good thrashing and a meeting is required to set a good example because killing them will not entirely stop the problem. Cost:1000, Chance of Sucess:50% Reward: Take over the Local gangs, seize their assets.

[]Destroy the local gangs: It's a waste, Gangsters, Cartel men, Mafiosos. They have all the energy and potential to make something good, yet they spend all their time being parasites on good people, as a professional, such vermin belong in the grave, where they will be more useful in death than they ever were in life. Cost:500, Chance of Sucess: 75% Reward: Kill off the local Gangs, seize their assets.

[]Train your goons: It's the Mark of a good leader, to find the weakest link in a chain and reforge it into something stronger. Cost: 100, Chance of Sucess:50% Reward: Train your goons to a higher standard.

[]Hire a Professional: What you need is someone who can keep the Goons in line, and fight your many many battles.Cost:1000 Chance of Success: 40% Reward: Hire a Professional Villain for Hire, or at least a Mercenary.

Stewardship:
(You have 2 options)

[]Build a Lair: Every honest and well-made Supervillain needs a Lair, mostly to use as storage and cheap housing for the Goons, but a LAIR is everything, it is proof you have personality. Cost: 10,000, Chance of Sucess:70% Reward: Build a Villain Lair.
-[]Write in type

[]Hire an accountant: There is never a time in Man's life when an accountant is never useful, even with your skills and experience, there's just too much to do to be a paperwork fairy. Cost:200, Chance of Sucess:50% Reward: Hire an accountant.

[]Figure out Goon Wages: The last thing you need in this critical juncture is a Goon Riot against you due to payment and benefit packages. A villain is a professional, not a cheapskate. Cost:50, Chance of Sucess: 30% Reward: Set up Proper Wages for Goons.

[]Set up an HR Department: Human Resources, you may hate it, but they are one of the few things standing between you and a strike against you by your employees…because Villainy is like all things a business model, and keeping them happy helps. Cost: 2000,Chance of Sucess:60% Reward: Set up HR, lower chance of Goon Mutiny.

[]Build Henchmen Housing Arrangements: You are not a cruel or stupid man, you know that in this economy, between all the chaos going around and certain financial instabilities and fights with powered Supers being as common as they are, you want to give the proper arrangements so that the Goon's and their families are housed comfortably in case they need it. Cost: 2000, Chance of Sucess:60% Reward:Build Arrangements for your Goons to stay in the hideout. Lower Chance of Goon Mutiny.

Intrigue:
(You have 1 option)

[]Properly Hide your Hideout: A Hideout is not just a place where you can store loot and bodies, it is a sanctuary, and if an average joe can find it, you not doing your job right as a villain.Cost:0, Chance of Sucess:60% Reward: Hide your Hideout from people.

[]Investigate the weird happenings: SO…certain things are getting rather big yet people aren't talking about it, for one reason or another, you wonder why? Let's go and see shall we?Cost:100, Chance of Sucess: ??? Reward: You learn about…options.
-[] Hawaii
-[] Alaska
-[] Washington
-[] The Warfront

[]Hire a Spymaster...Hope this isn't an Undercover Agent: A Spymaster does many things, guard the innermost secrets, give advice, and keep an eye on things that need to be seen. Also four times out of ten, they happen to be undercover agents for someone, lets avoid that, it keeps things from getting strange…but you can live with it.Cost:100, Chance of Sucess: 50% Reward: Hire a Spymaster.

[]Build a Network: All people need information, but you need more reliable information than news and the villain grapevine. It's rather easy.Cost:100, Chance of Sucess: 60% Reward: Unlock Rumor Mill.

[]Look into the New Heroes: The New Capes on the Block, as it were. Its good to know who's there to be a problem, and who needs Empathy credits. Cost: 100, Chance of Success: 75% Reward: Learn about new heroes.

[]Launder your Money: You don't care for Taxes, and you want to make sure that is understood. Cost:0 , Chance of Sucess: ??? Reward: Halve Expenses for one turn.

Learning:
(You have one option)

[]Hire A Mad Scientist: Ahh the Scientist, the Intellectual backbone of Supervillainy, without them could you really be Super? Cost:100, Chance of Sucess:30% Reward: Hire a Mad Scientist.

[]Research Genetic Enhancement: Ahh Human Genome, the little thing that makes us all up, how do we enhance it? Cost: 5000,Chance of Sucess: 35% Reward: Unlock Gene Upgrades for Hero's and yourself.

[]Research Drug Purity: While you personally don't approve, drugs, especially superhero ones, are one of the biggest sellers on the market. Let's see if any of its pure.Cost:2000, Chance of Sucess: 45% Reward: Study Drugs and purity.

[]Reseach Powers:Well, that is peculiar, what exactly does it do? Cost: 0, Chance of Sucess: 60% Reward: Learn about your Hero units Powers.
-[]Witch Hero Unit's Powerset do you want to research?

[]Contract work with a Research institute: Its not villainy, but it pays the bills and gets a reputation and leeway with the rest of the world, mostly…but it gives them something to do. Cost:10, Chance of Sucess: 50% Reward:Send your Science Team for Contract work.

[]Research Uniform Improvements (Goons): The Man on the Street must look good, for he represents you and all your works. Let us also spend time making sure he can survive, prosper, feel pride, and look fabulous doing it. Cost:200, Chance of Sucess:50% Reward: Improve the Goon Uniforms

[]Research Uniform Improvements (Hero Units): A True Henchman's uniform must be an expression of who they are, they also must be able to survive a megaton punch from a whiny self entitled god in spandex…better work on that. Cost: 400, Chance of Sucess: 30% Reward: Improve Hero Unit Gear.
-[]Witch Hero Unit do you wish to Improve?

VILLAINY!:
(You have 2 Options)

[]Do Street Crime: The building block of all villainy, street crime, is cliche to say that it is, the bare basics of an organization's income. Hope they don't mess it up. Cost: 0, Chance of Sucess: 80% Reward: Gain Income from Street Crime.

[]Hire Goons (Small Fries): From the Homeless vagabonds, who need to get clean physically and emotionally, those who need a home, to the dispossessed by circumstances to…struggling college students who need a job, this is the bottom of the barrel of Goon recruitment. Cost:20, Chance of Sucess: 90% Reward: Hire Low Tier Goons.

[]Hire Goons (Minor Leagues): Middle-income sorts who need a Job, Ex-army guys, the recently fired office workers, the workers…they don't need much work to be the best men and women for the Job. Cost: 40,Chance of Sucess: 60% Reward: Hire Mid-Tier Goons.

[]Hire Goons (Professionals): These are men and women who knew they would be here, and trained to be the best and they are fucking expensive. Cost:60, Chance of Sucess:30% Reward: Hire Professional Goons for the Operation.

[]Buy/Smuggle Weapons: Some income gets you some good arms and equipment to sell, or use for yourself. Cost: 5, Chance of Sucess: 70% Reward: Gain Income from Weapons, get equipment for the Goons.

[]Give the cops false leads: Best not let the Cops anywhere near your operation, false leads certainly help. Cost:150, Chance of Sucess: ??? Reward: Lie to the Cops about your operation.

[]Plot a Heist: It's old fashioned, its rather small, but Heists, they BUILD CHARECTER! And get you good paydays.As long as they don't kill willy-nilly. Cost: 20,Chance of Sucess: 50% Reward: Plan a Heist of something important.

Personal Actions:
(You have one option)

[]Oversee Project: You need to see this matter Personally. Reward: Oversee an action. (Add your character stats as a bonus to a Roll)
-[]Write in what Action you want to oversee.

[]Send an Advisor: You think one of your subordinates can deal with the matter, that you are too busy to deal with.
-[]Write in which action and Hero you wish to assign.

[]Reconnect with Family:Its been a few years since you last talked to your family, and well, ever since the Kids moved out and your wife went back to working more hours at work, you haven't had time to talk more beyond holiday visits. Lets change that.

[]Move Zheng's Family: Its time to move his family into the country so they can resettle properly.

AN: Plan format please, And you will be learning MORE about our man when the rolls beguin.
 
Vote closed
Scheduled vote count started by Cyberphilosipher on Sep 27, 2023 at 11:54 PM, finished with 35 posts and 5 votes.

  • [X] Plan Foothold
    -[X] Hire a Manager: All Villains need a Manager, for it is not just a lifestyle, but a business that has obligations and benefits and PR to keep track of. Cost: 100, Chance of Success: 60% Reward: Hire a Manager.
    -[X] Fill out Contract: You've got to fill out a Contract with the City so that you can operate a Supervillain lair in the City Limits, mostly so they can figure out Insurance payments for anything getting damaged. Cost: 500, Chance of Sucess: 80%, Reward: Fill out the Contract with the City you live in so you won't get booted for property damages.
    -[X] Train your goons: It's the Mark of a good leader, to find the weakest link in a chain and reforge it into something stronger. Cost: 100, Chance of Sucess:50% Reward: Train your goons to a higher standard.
    -[X] Build a Lair: Every honest and well-made Supervillain needs a Lair, mostly to use as storage and cheap housing for the Goons, but a LAIR is everything, it is proof you have personality. Cost: 10,000, Chance of Sucess:70% Reward: Build a Villain Lair.
    --[X] Underground Fortress
    -[X] Hire an accountant: There is never a time in Man's life when an accountant is never useful, even with your skills and experience, there's just too much to do to be a paperwork fairy. Cost:200, Chance of Sucess:50% Reward: Hire an accountant.
    -[X] Hire a Spymaster...Hope this isn't an Undercover Agent: A Spymaster does many things, guard the innermost secrets, give advice, and keep an eye on things that need to be seen. Also four times out of ten, they happen to be undercover agents for someone, lets avoid that, it keeps things from getting strange…but you can live with it.Cost:100, Chance of Sucess: 50% Reward: Hire a Spymaster.
    -[X] Hire A Mad Scientist: Ahh the Scientist, the Intellectual backbone of Supervillainy, without them could you really be Super? Cost:100, Chance of Sucess:30% Reward: Hire a Mad Scientist.
    -[X] Hire Goons (Professionals): These are men and women who knew they would be here, and trained to be the best and they are fucking expensive. Cost:60, Chance of Sucess:30% Reward: Hire Professional Goons for the Operation.
    -[X] Buy/Smuggle Weapons: Some income gets you some good arms and equipment to sell, or use for yourself. Cost: 5, Chance of Sucess: 70% Reward: Gain Income from Weapons, get equipment for the Goons.
    -[X] Oversee Project: You need to see this matter Personally. Reward: Oversee an action. (Add your character stats as a bonus to a Roll)
    -- [X] Hire Goons (Professionals)
    [X] Settling in a new place and hiring competent consultants
    -[X] Hire a Manager: All Villains need a Manager, for it is not just a lifestyle, but a business that has obligations and benefits and PR to keep track of. Cost: 100, Chance of Success: 60% Reward: Hire a Manager.
    -[X] Fill out Contract: You've got to fill out a Contract with the City so that you can operate a Supervillain lair in the City Limits, mostly so they can figure out Insurance payments for anything getting damaged. Cost: 500, Chance of Sucess: 80%, Reward: Fill out the Contract with the City you live in so you won't get booted for property damages.
    -[X] Hire a Professional: What you need is someone who can keep the Goons in line, and fight your many many battles.Cost:1000 Chance of Success: 40% Reward: Hire a Professional Villain for Hire, or at least a Mercenary.
    -[X] Build a Lair: Every honest and well-made Supervillain needs a Lair, mostly to use as storage and cheap housing for the Goons, but a LAIR is everything, it is proof you have personality. Cost: 10,000, Chance of Sucess:70% Reward: Build a Villain Lair.
    --[X] Underground base
    -[X] Hire an accountant: There is never a time in Man's life when an accountant is never useful, even with your skills and experience, there's just too much to do to be a paperwork fairy. Cost:200, Chance of Sucess:50% Reward: Hire an accountant.
    -[X] Hire a Spymaster...Hope this isn't an Undercover Agent: A Spymaster does many things, guard the innermost secrets, give advice, and keep an eye on things that need to be seen. Also four times out of ten, they happen to be undercover agents for someone, lets avoid that, it keeps things from getting strange…but you can live with it.Cost:100, Chance of Sucess: 50% Reward: Hire a Spymaster.
    -[X] Hire A Mad Scientist: Ahh the Scientist, the Intellectual backbone of Supervillainy, without them could you really be Super? Cost:100, Chance of Sucess:30% Reward: Hire a Mad Scientist.
    -[X] Hire Goons (Professionals): These are men and women who knew they would be here, and trained to be the best and they are fucking expensive. Cost:60, Chance of Sucess:30% Reward: Hire Professional Goons for the Operation.
    -[X] Buy/Smuggle Weapons: Some income gets you some good arms and equipment to sell, or use for yourself. Cost: 5, Chance of Sucess: 70% Reward: Gain Income from Weapons, get equipment for the Goons.
    -[X] Oversee Project: You need to see this matter Personally. Reward: Oversee an action. (Add your character stats as a bonus to a Roll)
    -- [X] Build a Lair
    [X]Fill out Contract: You've got to fill out a Contract with the City so that you can operate a Supervillain lair in the City Limits, mostly so they can figure out Insurance payments for anything getting damaged. Cost: 500, Chance of Sucess: 80%, Reward: Fill out the Contract with the City you live in so you won't get booted for property damages.
    [X]Hire a Manager: All Villains need a Manager, for it is not just a lifestyle, but a business that has obligations and benefits and PR to keep track of. Cost: 100, Chance of Success: 60% Reward: Hire a Manager.
    [X] Take over the local gangs: It's a waste, Gangsters, Cartel men, Mafiosos. They have all the energy and potential to make something good, yet they spend all their time being parasites on good people, now you are not a man without mercy per se, but as a professional, you believe that a good thrashing and a meeting is required to set a good example because killing them will not entirely stop the problem. Cost:1000, Chance of Sucess:50% Reward: Take over the Local gangs, seize their assets.
    [X]Build Henchmen Housing Arrangements: You are not a cruel or stupid man, you know that in this economy, between all the chaos going around and certain financial instabilities and fights with powered Supers being as common as they are, you want to give the proper arrangements so that the Goon's and their families are housed comfortably in case they need it. Cost: 2000, Chance of Sucess:60% Reward:Build Arrangements for your Goons to stay in the hideout. Lower Chance of Goon Mutiny.
    [X]Build a Network: All people need information, but you need more reliable information than news and the villain grapevine. It's rather easy.Cost:100, Chance of Sucess: 60% Reward: Unlock Rumor Mill.
    [X]Reseach Powers:Well, that is peculiar, what exactly does it do? Cost: 0, Chance of Sucess: 60% Reward: Learn about your Hero units Powers.
    [X]Hire Goons (Minor Leagues): Middle-income sorts who need a Job, Ex-army guys, the recently fired office workers, the workers…they don't need much work to be the best men and women for the Job. Cost: 40,Chance of Sucess: 60% Reward: Hire Mid-Tier Goons.
    [X]Buy/Smuggle Weapons: Some income gets you some good arms and equipment to sell, or use for yourself. Cost: 5, Chance of Sucess: 70% Reward: Gain Income from Weapons, get equipment for the Goons.
    [X]Move Zheng's Family: Its time to move his family into the country so they can resettle properly.
 
Turn 1 Results
Turn 1 Results

-[X] Hire a Manager: All Villains need a Manager, for it is not just a lifestyle, but a business that has obligations and benefits and PR to keep track of. Cost: 100, Chance of Success: 60% Reward: Hire a Manager. Rolled: 1d100 => 66
Recruit Analysis: D100 => 14+38=52

The PR Manager you hired was from a Minor Villain PR firm that specializes in managing Goon rehabilitation and small business operations. Perfect, calm, and with a professional reputation that you adored.

But given it was an American company, you did little to actually research it before needing to use it.

A small mistake, But one you were aware of.

"Miss Anders." You said.

"Professor." She said.

Milissa Anders (DIPLOMATIC ADVISOR)
Of Heartreach Hills Communications Company!

"I understand that your department wanted you gone for practical reasons." You said.

"I wanted a more hands-on approach to my clients."She said.

"How so?" You said.

"More responsible scheduling and a more active healthy lifestyle, as well as more responsible uses of company money." She said.

"You assume that we're a full-on company? We are something more akin to an underground tax evasion ring with silly outfits. Because half the time thats what Supervillainy is." You said.

"Oh…That will make things difficult then."She said. "Oh well, at least you listen that's a start." She said.

Reward: Gain HR Specialist and Manager, Milissa Anders

-[X] Fill out Contract: You've got to fill out a Contract with the City so that you can operate a Supervillain lair in the City Limits, mostly so they can figure out Insurance payments for anything getting damaged. Cost: 500, Chance of Sucess: 80%, Reward: Fill out the Contract with the City you live in so you won't get booted for property damages. Rolled 1d100 => 86

"The City Council of Two Harbors Minnesota recognizes the Appealent for Supervillain Operations Contract Professor Darwin H. Havelock, alias the Professor." The secretary said as you adjusted your tie slightly.

"Professor, why have you come to our City, why not a much larger city like Duluth or St. Paul?" She said.

You cleared your throat. "Well my friend, my wife, before our divorce always wanted lakefront property and given that you are the state filled with beautiful lakes, I assumed it would be a fine gesture to consider it given both my reputation for excellence and your hospitality?"

They didn't look as impressed, but they did recognize your work…at least the ones that follow European hero affairs did. So far, they would tolerate you.

And in time, they would respect your hard work.

Americans were the dullest people in the world, or the most creative, they just couldn't decide which on any given day, or any given hour.

"Professor Darwin H. Havelock, in accordance with the US Law Code 5.6 of the Destros and Avalon Acts of 1956, do you swear on the Laws and land of the United States, do you swear to follow the outlined crimes and organized activities that you are allowed, follow all signed agreements with the State Government of Minnesota and the Municipality of Two Harbors?" The City Council said.

"I do swear by God and the High Council of Villainy. To honor all agreements." You said.

"Splendid, now onto your request for an…Underground Base, be sure to make sure all appliances are attached to the grid, and if you build an Underground reactor, to register with the proper utility companies and allow public access." She said.

"Do you also wish to have the survey data as well?" You said.

"Yes. That would be forwarded to the Department of Geological Survey."SHe said.

"Splendid, now that the formalities are done, may I ask this council, where the nearest local construction contractors are? I will have need of them to improve your economy." You said. "In the long term of course."

Reward: Agreement reached with the Two Harbor City Council, Payments for damages and botched jobs greatly reduced for 5 years. You've made a good first impression with the Local's you will soon be making terrified/worshiping you.

-[X] Train your goons: It's the Mark of a good leader, to find the weakest link in a chain and reforge it into something stronger. Cost: 100, Chance of Success: 50% Reward: Train your goons to a higher standard. Rolled: D100 => 30

"We have no equipment to train them…" Zheng said.

"Well shit." You said.

Failure: You lack the necessary facilities in your Hideout to do REAL training.

-[X] Build a Lair: Every honest and well-made Supervillain needs a Lair, mostly to use as storage and cheap housing for the Goons, but a LAIR is everything, it is proof you have personality. Cost: 10,000, Chance of Sucess:70% Reward: Build a Villain Lair. Rolled: D100 => 61
--[X] Underground Fortress

AHH,Architecture of Villain Lairs! Few things gave you such joy in the world.

You opened a Can of Beer and looked at the construction progress continue.

"Yep."You said.

"Yep," Zheng said as he picked up a beer and opened it.

You think Milissa had a box of wine next to her, and she was drinking in a Solo Cup, how barbaric, she was ruining the ritual. "I can't believe you do this stupid masculine ritual."

"If you cannot appreciate the simplicity of this ritual and what it gives to our employees a sense of satisfaction go bother someone else." Zheng said.

Reward: In 2 turns the Underground base will be complete and you can begin upgrading it.

-[X] Hire an accountant: There is never a time in Man's life when an accountant is never useful, even with your skills and experience, there's just too much to do to be a paperwork fairy. Cost:200, Chance of Sucess:50% Reward: Hire an accountant. Rolled: D100 => 74
Recruit Analysis: D100 => 4+38=42

You looked at the Man and sighed. "Fired from your last job due to taking many unusual risks with the finances?" You said.

"Yes sir, but they would have worked out in the long run." He said.

Felix Marston
Fiancial Advisor​

"All things carry risks in this business more then others." You said. "Are you sure you can manage it all?"

"Yes sir." He said, he was desperate for the job…you could use this.

Reward: Gain Felix Marston as a fiance man.

-[X] Hire a Spymaster...Hope this isn't an Undercover Agent: A Spymaster does many things, guard the innermost secrets, give advice, and keep an eye on things that need to be seen. Also four times out of ten, they happen to be undercover agents for someone, lets avoid that, it keeps things from getting strange…but you can live with it.Cost:100, Chance of Sucess: 50% Reward: Hire a Spymaster. Rolled: D100 => 99
Are they an Undercover Agent?: D100 => 4 (Sigh...they are, but we can work with this.)
"Recruit analysis" Roll: D100 + 38 => 90

The first time you saw the woman you wanted to recruit was when she fell face-first into the couch in the break room, you assumed she was looking for your office as all spies tended to try to do.

"I Meant to DO THAT!" She said, and she was loud, likely because she was rather new, likely freshly minted as a field agent and unimportant enough to her bosses to send to bother villains's new hideouts so the real agents can get in easier. "Oh shit."

This must be her first real mission, has to be? No one is this insane, and you worked with the French, whose idea of infiltrating and elimination is to send poisoned cheese in a gift basket.

You then pointed at the chair. "Have a seat agent, I assumed you are here to keep an eye on me?"

She pouted. "I was just told to get into…your office."

Ahh, unclear orders for a rookie agent, to adapt on the fly and succeed, this had Mr. Nobody written all over it, he was very clever to the proteges he considered. And the fact that she got this far showed that she had at least some skill in the matter.

How very curious of her to be so reckless getting in. "Ahh, well my office hasn't been built yet and I'm sleeping on a cot in a house I've yet to fully move in yet, so you bedeviling fool you just god played by some terrible bad luck."

"Oh…well shit, are you going to shoot me?" She said.

"No…if anything I'm curious why Nobody sent a rookie to deal with someone like myself soon after going into the Solo world, could you care to enlighten that?" You said.

"I'm afraid I'm not at liberty to say Mr. Havelock, its rather complicated and full of strange choices." She said.

"Well, If you won't tell me I will simply fill in some blanks in order to get something close to an answer and I don't forget a student." You said. "You were in one of my guest lectures as a student, likely to learn my style of work."

You then motioned for her to sit down. "Then after learning all manners of my behavior, and mannerisms, you were told to follow me and keep track of my movements..am I wrong?"

"Yes, he was insistent you were up to something. And sent me to keep an eye on you…and then if possible infiltrate your organization." She said. "Anything else is just window dressing."

"Well if you wanted to join to keep an eye on me, you could have just sent your resume, and two notables to explain yourself. Now, that you've broken into my home and are being so forthcoming I will have to think about it." You said.

"Oh…I fucked up." She said.

"Do not detest your abilities you got this far now didn't you, all you probably need is to get some honest practice, and then you can reach your potential." You said with an honest smile.

"Thank you sir,I'll send my resume to make it official and-." She said bouncing up from her seat and running to the door.

"Agent Sunshine." You said.

"Yes?" She stopped pulling herself back using the door frame and snapped turning.

"Keep the various innuendos and your fun sexual activities for off the clock and on days off, I don't need you repeating your college escapades like the peanut butter incident. We have a reputation of professionalism to cultivate." You said.

"So does that mean I have the job as your spymaster?"She said.

"After I review your resume." You said.

"YES!" She said jumpin for joy.

"Ahh to be young and loud again." You said.

Agent Sunshine\
Double Agent for Hire​

Reward: Gain Agent Sunshine as your Spymaster, New Actions available.

-[X] Hire A Mad Scientist: Ahh the Scientist, the Intellectual backbone of Supervillainy, without them could you really be Super? Cost:100, Chance of Sucess:30% Reward: Hire a Mad Scientist. Rolled: D100 => 12

"No one took your calls." Millissa said as you slammered your fist on the table.

"Darn it, now I have to deal with a middleman!" You said, remembering how difficult it would be to sort out what you needed.

Failure.

-[X] Hire Goons (Professionals): These are men and women who knew they would be here, and trained to be the best and they are fucking expensive. Cost:60, Chance of Sucess:30% Reward: Hire Professional Goons for the Operation.Rolled: D100 => 49+34=82

The Goons at least were of the highest quality, holdover professionals from the now-fallen Supervillain League member Cyran "Basebuster" who had a habit of destroying superhero and villain bases.

During the 2005 Goon Strike against the League, his allies finally got rid of him and his rather unique set of equipment. Mostly due to the fact he was going to drag down his allies with him if he didn't get his way.

"So…You know me by reputation?" You said.

"We know you are rich, will pay and have a base we can stay in when it's done. We just don't want to be screwed over this time." He said.

Reward: +100 Goons of Professional Quality. Expendature Added: -500 Cash per turn.

-[X] Buy/Smuggle Weapons: Some income gets you some good arms and equipment to sell, or use for yourself. Cost: 5, Chance of Sucess: 70% Reward: Gain Income from Weapons, get equipment for the Goons. Rolled: D100 => 7

"No one has bothered to come to us…something about a bad investment?" You said.

God damn American liberals, making a supervillain's job harder via unclear investment standards.

So someone's bad-mouthing your business ehh, you'll deal with it later, when its much less personal…never make villainy personal.

Critical Failure: DAMN YOU WHATEVER's GOING ON!

---------------------------------

Disaster Roll: D100 => 25

Hmm, No major events beyond a warning for Air travel being advised, must be the big Military Hero Drills you hear the Americans love doing every so often.

Reward: Hero Drills are being held.

Hero Activity: D100 => 2

"They've given Up Minnisota." Sunshine said.

"Hold on, the befuddled idiots of Congress wouldn't just tell their Hero Lapdogs to straight up leave a state to the wolves longer then a week,whats going on?"

Villain Activity: D100 => 76

Ahh, some messes going down in Texas...probably some big hoot or disaster relief, the community looks after their own. Like always.

AN:Ahh, the turn's results, Hope that Martin isn't mad.

Enjoy
 
Turn 2
Turn 2

Cash Reserves: 8,745 Dollars

Expenditures:

-500 (Professional Goons)

Diplomacy:

(You have 2 options)

[]Send out an Ad in the Paper: These days you've got to get things set up again, what with the Strike being over, get some goons and whatnot...proper villains have goons. Cost:200 Chance of Sucess: 40% Reward: Send an Add in the paper about a new Supervillain in Town.

[] Contact the Villians: Its nice to know who else is in the neighborhood, hash out terf borders and troll the Mafia, things like that, or they could be an S-Rank telling you to get off their lawn, hope it doesn't come to that. Cost: 100, Chance of Success: ??? Reward: Meet the Local Villains, and pray they don't kill you.

[] Schedule a fight with nemesis: Alright, you have a nemesis, have to keep their real life in mind so we can hash out a battle, if they don't show, the first crime committed that day is freebies. Cost: 100 Chance of Success:??? Reward: Meet your nemesis in Combat…or whatever you plan to do.

[]Schedule an Interview: The Media's slow days are perfect timeslots for a brief look into the Villains of America, sure it sets a bad example for the Kids, but its just so interesting. Cost:200, Chance of Sucess: 50% Reward: Get your public Profile out there with an interview.

[]Meet the Heroes: You know what's better than meeting the villains? Heroes, they like having moments of banter, if they aren't busy. Cost: 50, Chance of Sucess: 70% Reward: Meet the Local Heroes.


Martial:
(You have 1 option)

[]Streets and Street Toughs: You have to assert dominance in the Local Area (At least 4/6 Streets, you know walking distance) and show off your power a bit. Cost:20, Chance of Sucess:70% Reward: Take over the local area, and flex your power.

[]Take over the local gangs: It's a waste, Gangsters, Cartel men, Mafiosos. They have all the energy and potential to make something good, yet they spend all their time being parasites on good people, now you are not a man without mercy per se, but as a professional, you believe that a good thrashing and a meeting is required to set a good example because killing them will not entirely stop the problem. Cost:1000, Chance of Sucess:50% Reward: Take over the Local gangs, seize their assets.

[]Destroy the local gangs: It's a waste, Gangsters, Cartel men, Mafiosos. They have all the energy and potential to make something good, yet they spend all their time being parasites on good people, as a professional, such vermin belong in the grave, where they will be more useful in death than they ever were in life. Cost:500, Chance of Sucess: 75% Reward: Kill off the local Gangs, seize their assets.

[]Train your goons: It's the Mark of a good leader, to find the weakest link in a chain and reforge it into something stronger. Cost: 100, Chance of Sucess:50% Reward: Train your goons to a higher standard.

[]Hire a Professional: What you need is someone who can keep the Goons in line, and fight your many many battles.Cost:1000 Chance of Success: 40% Reward: Hire a Professional Villain for Hire, or at least a Mercenary.

[]Recruit Capes: Heroes either always fall off the wayside looking for work, or need those remedial "Empathy Credits" so they can operate. Best hit the market and see who needs them. Cost: 100 Chance of Success: 40% Reward: Hire a Hero to be on your Staff, lord knows they need the work.

[]Recruit Villains: Hired Help is good, you know the story, they need experience and security, and who knows maybe one of them might make something of themselves. Cost: 100 Chance of Success: 40% Reward: Hire a Villain that needs the work.

Stewardship:
(You have 2 options)

[x]Build a Lair: Every honest and well-made Supervillain needs a Lair, mostly to use as storage and cheap housing for the Goons, but a LAIR is everything, it is proof you have personality. Cost: 10,000, Chance of Sucess:70% Reward: Build a Villain Lair.

(Underground Lair will finish in 2 turns)

[]Figure out Goon Wages: The last thing you need in this critical juncture is a Goon Riot against you due to payment and benefit packages. A villain is a professional, not a cheapskate. Cost:50, Chance of Sucess: 30% Reward: Set up Proper Wages for Goons.

[]Set up an HR Department: Human Resources, you may hate it, but they are one of the few things standing between you and a strike against you by your employees…because Villainy is like all things a business model, and keeping them happy helps. Cost: 2000,Chance of Sucess:60% Reward: Set up HR, lower chance of Goon Mutiny.

[]Build Henchmen Housing Arrangements: You are not a cruel or stupid man, you know that in this economy, between all the chaos going around and certain financial instabilities and fights with powered Supers being as common as they are, you want to give the proper arrangements so that the Goon's and their families are housed comfortably in case they need it. Cost: 2000, Chance of Sucess:60% Reward:Build Arrangements for your Goons to stay in the hideout. Lower Chance of Goon Mutiny.

[]Upgrade your Hideout: Well any good hideout needs some degree of fine-tuning, before or after its completion. Chance of Sucess:??? Reward: Hideout Upgraded
Line Tail Upgrade

Upgrade List:

[]Enhanced Aerobics Center: An Enhanced Gym and Center that will help your Goons get into shape. Cost:2,500

[]Danger Room: The Ultimate test of a person's skill and ability, the greatest training ability on earth, only about 12 of these exist. Cost: 25,000

[]Casino and Bar and Grill: Ahh, its a nice clean and relaxing place to unwind and enjoy life, Cost: 1,500

[]Great Lake Skiffs: The Boats and Boat-based areas to train them how to use and abuse them. Cost:3,000

Intrigue:
(You have 1 option)

[]Properly Hide your Hideout: A Hideout is not just a place where you can store loot and bodies, it is a sanctuary, and if an average joe can find it, you not doing your job right as a villain.Cost:0, Chance of Sucess:60% Reward: Hide your Hideout from people.

[]Investigate the weird happenings: SO…certain things are getting rather big yet people aren't talking about it, for one reason or another, you wonder why? Let's go and see shall we?Cost:100, Chance of Sucess: ??? Reward: You learn about…options.
-[] Hawaii
-[] Alaska
-[] Washington
-[] The Warfront

[]Build a Network: All people need information, but you need more reliable information than news and the villain grapevine. It's rather easy.Cost:100, Chance of Sucess: 60% Reward: Unlock Rumor Mill.

[]Look into the New Heroes: The New Capes on the Block, as it were. Its good to know who's there to be a problem, and who needs Empathy credits. Cost: 100, Chance of Success: 75% Reward: Learn about new heroes.

[]Launder your Money: You don't care for Taxes, and you want to make sure that is understood. Cost:0 , Chance of Sucess: ??? Reward: Halve Expenses for one turn.

Learning:
(You have one option)

[]Hire A Mad Scientist: Ahh the Scientist, the Intellectual backbone of Supervillainy, without them could you really be Super? Cost:100, Chance of Sucess:30% Reward: Hire a Mad Scientist.

[]Research Genetic Enhancement: Ahh Human Genome, the little thing that makes us all up, how do we enhance it? Cost: 5000,Chance of Sucess: 35% Reward: Unlock Gene Upgrades for Hero's and yourself.

[]Research Drug Purity: While you personally don't approve, drugs, especially superhero ones, are one of the biggest sellers on the market. Let's see if any of its pure.Cost:2000, Chance of Sucess: 45% Reward: Study Drugs and purity.

[]Reseach Powers:Well, that is peculiar, what exactly does it do? Cost: 0, Chance of Sucess: 60% Reward: Learn about your Hero units Powers.
-[]Witch Hero Unit's Powerset do you want to research?

[]Contract work with a Research institute: Its not villainy, but it pays the bills and gets a reputation and leeway with the rest of the world, mostly…but it gives them something to do. Cost:10, Chance of Sucess: 50% Reward:Send your Science Team for Contract work.

[]Research Uniform Improvements (Goons): The Man on the Street must look good, for he represents you and all your works. Let us also spend time making sure he can survive, prosper, feel pride, and look fabulous doing it. Cost:200, Chance of Sucess:50% Reward: Improve the Goon Uniforms

[]Research Uniform Improvements (Hero Units): A True Henchman's uniform must be an expression of who they are, they also must be able to survive a megaton punch from a whiny self entitled god in spandex…better work on that. Cost: 400, Chance of Sucess: 30% Reward: Improve Hero Unit Gear.
-[]Witch Hero Unit do you wish to Improve?


VILLAINY!:
(You have 2 Options)

[]Do Street Crime: The building block of all villainy, street crime, is cliche to say that it is, the bare basics of an organization's income. Hope they don't mess it up. Cost: 0, Chance of Sucess: 80% Reward: Gain Income from Street Crime.

[]Buy/Smuggle Weapons: Some income gets you some good arms and equipment to sell, or use for yourself. Cost: 5, Chance of Sucess: 70% Reward: Gain Income from Weapons, get equipment for the Goons.

[]Give the cops false leads: Best not let the Cops anywhere near your operation, false leads certainly help. Cost:150, Chance of Sucess: ??? Reward: Lie to the Cops about your operation.

[]Plot a Heist: It's old fashioned, its rather small, but Heists, they BUILD CHARECTER! And get you good paydays.As long as they don't kill willy-nilly. Cost: 20,Chance of Sucess: 50% Reward: Plan a Heist of something important.

Personal Actions:
(You have one option)

[]Oversee Project: You need to see this matter Personally. Reward: Oversee an action. (Add your character stats as a bonus to a Roll)
-[]Write in what Action you want to oversee.

[]Make a Schedule: You need to properly sort out how you spend your time. DC:50% Reward: Gain +1 personal action.

[]Talk to Melissa:You want to chew the Rag with your HR manager.

[]Get Annoyed by Sunshine: "Boop." She said. "Alright, what do you want."

[]Talk to Felix: "Hmm." He said.

[]Send an Advisor: You think one of your subordinates can deal with the matter, that you are too busy to deal with.
-[]Write in which action and Hero you wish to assign.

[]Reconnect with Family:Its been a few years since you last talked to your family, and well, ever since the Kids moved out and your wife went back to working more hours at work, you haven't had time to talk more beyond holiday visits. Let's change that.

[]Move Zheng's Family: It's time to move his family into the country so they can resettle properly.

Adventures: Adventures are short quests that allow you to go out and explore a section of the world. Commit Crime, or get to know your allies.

These are Optional.

(Choose one if you wish to do any of them.)


[]Sunshine and the quest for Secure Wi Fi: (The Plan is to steal internet equipment from one of the larger groups in Michigan)
-[]Write in who wants to go. (Sunshine must come on this mission)


AN: Plan format Please.
 
Turn 2 Results
Turn 2 Results

-[X] Contact the Villians: Its nice to know who else is in the neighborhood, hash out terf borders and troll the Mafia, things like that, or they could be an S-Rank telling you to get off their lawn, hope it doesn't come to that. Cost: 100, Chance of Success: ??? Reward: Meet the Local Villains, and pray they don't kill you. Rolled: D100 => 23

To the Professor.

DO NOT BOTHER ME WITHOUT PERMISSION!

From the Grand Fighter himself.
Desmond Dominator.


Failure: He's rather short-fused...as it were, took too many hits to the head in the past.

-[X]Meet the Heroes: You know what's better than meeting the villains? Heroes, they like having moments of banter, if they aren't busy. Cost: 50, Chance of Sucess: 70% Reward: Meet the Local Heroes.Rolled: D100 => 95

Liara of Olympus, the Third Ranked hero In America fell from space.

Now this isn't an unusual thing for her, it happened all the time, working in space for the past five years led that sort of thing happening pretty often.

No the real problem was her landing in the front yard of one Darwin H. Havelock.

"Can I help you miss?" You said preparing to bend down and get the morning paper, coffee in hand.

"Is that Coffee? I haven't had real Cofee in weeks." She said.

"Sigh…I'll get a cup ready, and you can use the phone." You said as you covered your eyes and then threw a towl at her. "Cover up you just fell from orbit lady… You are lucky the neighbors are doing the commute to school and such."

(Continued in The Professor and the Olympian)

-[X] Streets and Street Toughs: You have to assert dominance in the Local Area (At least 4/6 Streets, you know walking distance) and show off your power a bit. Cost:20, Chance of Sucess:70% Reward: Take over the local area, and flex your power. Rolled: D100 => 59

You looked at the bleeding Canadian gangster as you tapped his cheek. "You are ready to give up your territory aren't you."

"FUCK YOU! German HACK!" He said spitting and missing you.

"Now that was fairly rude...would you rather I say please." You said. "May you please give up your territory?"

He then passed out.

"SOLD TO THE GERMAN!" You said doing a light hop and a happy whoop. "Come now lets organize things so it can run efficiently when I'm gone."

Reward: You establish villain Credibility, +500 Dollars in loot and material. +5 to all villain rolls next turn.

You are now a D-ranked villain in the American Villain Ranking. You are considered a MINISCULE PLAYER in the villain world in an organizational sense.

-[X] Figure out Goon Wages: The last thing you need in this critical juncture is a Goon Riot against you due to payment and benefit packages. A villain is a professional, not a cheapskate. Cost:50, Chance of Sucess: 30% Reward: Set up Proper Wages for Goons. Rolled: D100 => 66

"Done, we know you'll get us a payday...just understand that we're expecting a big bonus on our fist success." The head Goon Commander said as Zheng nodded in approval.

"Good, because when you see it, you'll get it."

Reward: Goon Wages lowered from 500 to 300, but 30% of all big scores will be taken off of the reward amount. So far the Goons like you.

-[X] Build Henchmen Housing Arrangements: You are not a cruel or stupid man, you know that in this economy, between all the chaos going around and certain financial instabilities and fights with powered Supers being as common as they are, you want to give the proper arrangements so that the Goon's and their families are housed comfortably in case they need it. Cost: 2000, Chance of Sucess:60% Reward:Build Arrangements for your Goons to stay in the hideout. Lower Chance of Goon Mutiny. Rolled: D100 => 71

"So two bunk beds for each section along with four footlockers...seems a bit cramped?" Sunshine said.

"We have the foldable walls and curtains as well as the floor outlets...and the individual rooms are for families only. You deem me unfair after that?" You said.

"We'll work on the improvements after expansion, but for now I think they're glad that they have good heating." She said.

"Good, because It took a while to get all the heating in." You said.

Reward: Housing Arrangements made, Goon Morale improves immensely. Goon Effectiveness increased by 1 rank for 1 turn.

-[X] Properly Hide your Hideout: A Hideout is not just a place where you can store loot and bodies, it is a sanctuary, and if an average joe can find it, you not doing your job right as a villain.Cost:0, Chance of Sucess:60% Reward: Hide your Hideout from people. Rolled: D100 => 8

"YOU DID WHAT!" You shouted to the City Councilwoman of Two Harbors as she looked at you utterly unimpressed by your show of force.

"We put it on the Tourist map to improve recruitment drive and revenue Professor, it was in the charter." She said as you gritted your teeth in anger.

"Since when?!" You demanded as she sighed.

"Since the '05 Goon Strike sapped the economy, while most of the regular job remains intact our usual market fare for the Villain ventures have somewhat dried up so we needed to make it obvious to increase public revenue." She said.

"My Base isn't ready or able to support a Public Trial, much less full integration into the wider economy...we haven't even finished it!" You shouted.

"Well tough luck, I have midterms and despite all the blessings we're giving sometimes we have to take you understand this better then anyone." SHe said.

"Crystal..." You said.

"Good, now lets hope you've made it presentable..." She said.

Failure: They are using you...for REVENUE HUNTING!

-[X] Hire A Mad Scientist: Ahh the Scientist, the Intellectual backbone of Supervillainy, without them could you really be Super? Cost:100, Chance of Sucess:30% Reward: Hire a Mad Scientist. Rolled: D100 => 8

"We can't find anyone...like seriously, they are busy." Melissa said.

"Where the hell are they, this is like the second time they wouldn't return my calls!" You said.

Failure

-[X] Do Street Crime: The building block of all villainy, street crime, is cliche to say that it is, the bare basics of an organization's income. Hope they don't mess it up. Cost: 0, Chance of Sucess: 80% Reward: Gain Income from Street Crime. Rolled: 1d100 => 47

Finally some honest crime.

---------------------

Zheng looked at the men as he sighed. "Two Percent for protection and one percent for insurance."

"DO I look like a charity! I can't afford that sort of rate from a two-bit racket?" He said.

"We can start breaking things, otherwise we will give a notice," Zheng said. "Have a wonderful day sir."

Reward: City Racket Established: +200 Dollars per turn

-[X] Buy/Smuggle Weapons: Some income gets you some good arms and equipment to sell, or use for yourself. Cost: 5, Chance of Sucess: 70% Reward: Gain Income from Weapons, get equipment for the Goons. Rolled: D100 => 3

Once again, you are foiled from doing any real weapons smuggling.

Failure.

-[X] Make a Schedule: You need to properly sort out how you spend your time. DC:50% Reward: Gain +1 personal action. Rolled: D100 => 75

Finally you have a planned and efficient day.

Reward: +1 Personal Action.

Disaster Roll: D100 => 1

Special Event Roll: D100 => 90

Sunshine looked at her computer. "Hey boss can I piggyback the network?"

Nobody: Don't go too crazy kid, you are still green.

(Continued in Sunshine's Rumor Mill Extravaganza!)

AN: Enjoy.
 
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