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

I've actually got a question for ya Cyber, did increasing our notoriety have an effect on the success chance of some of our actions?
 
Turn 5
Turn 5

Cash Reserves: 7715 Dollars

Income:

+400 (City Racket)

+300 (Weapons' Trade)

+1000 (Bar and Grill and Casino)

Expenses:

Goon Wages: 400 (Professional and Midrange Goon Wages)

Hideout Upkeep: 1000

Diplomacy:

(You have 2 options)

[]Meet with the Operative: Someone was selling Super Drugs without your blessing, and you want to know why? Cost: 5 Chance of Sucess: 30% Reward: Talk to them…sternly.

[]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 Success: 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)

[]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 as a field commander, or at least a Mercenary. (Will be your Martial equivalent and grant another Martial action)

[]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.

[]Expand Territory: Now that you Arn't exactly in the Red, you can work to expand a little. Just a County or so. Cost: 1000 Chance of Sucess: 50% Reward: Expand your Territory, but beware, a Hero or Villain my try to stop you.

Stewardship:
(You have 2 options)

[]Make a Gadget: Now that you have a Workshop up in Running, now you can make things for your people, or your goons or your henchmen. Cost: 100 Chance of Sucess: ??? Reward: You make a gadget.
-[]Write in what the Gadget you want to build.
--[]For the Goons
--[]Write in Hero Unit/Henchmen.

[]Sell the Ragnorite Ore: This is one of the newest rarest minerals on the Market, and you think it'll attract some more trouble as well. Best to just sell it. Cost: 0 Chance of Sucess: ??? Reward: You sell it to a buyer and get cash influx.

[]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

[]Astronaut Training Camp: To Go to the Stars is a gift, to get trained to work up there is another matter entirely. Cost: 5000

[]Space Fabrication: To Build the materials needed to make a spaceship, its not as easy as it looks. Cost: 8000

Intrigue:
(You have 2 option)

[]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
-[] The Warfront

[]Go Underground: Well you need to wait for the heat to die down a bit, and hopefully it would go to bad while your away. Cost:50 Chance of Sucess: 50% Reward: All Actions suffer a -10 to the Rolls but the Disaster Roll suffers a -10 as a result.

[]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.

[]Do a Background Check on Dr. Eastmont: Who the hell is she, she hides her past well behind her facade of insanity, but it is not enough to hide from you. Cost: 0 Chance of Sucess:??? Reward: Learn more about Dr. Eastmont.

VILLAINY!:
(You have 2 Options)

[]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.

[]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.

[]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.

[-]Plot an Operation: You've gone nearly a year without a large villain Operation, that changes now. Chance of Sucess: Varies, Reward: It varies based on the Size of the Operation.
-[] Tiny: A Small Local affair, more of a Goon's night out than a real operation, Cost: 50, Chance of success:90%
-[]Small: We're hitting something Bigger, like a large City bank,and such. Cost: 100, Chance of success:80%
-[]Medium: We're gonna smash and Grab from someone BIG, mid-range corporate secrets, Cost: 400, Chance of success:70%
-[]Large: Yeah, we're hitting a Megacorp-sized Target, how can you tell. Cost: 800, Chance of success:60%
-[]Massive: NATIONAL CRIME THING…We have no idea what we're gonna be doing, lets just do it.Cost: 2,500, Chance of success:40%
-[]Global: "Why yes I would like to make an announcement to hold the world hostage ….No don't put me on hold!" Cost: 10,000, Chance of success:5%
-[]Interplanitary: "SO you want to threaten everyone…in the whole solar system…even the aliens that may live in some remote corner of SOL. I respect the Ambition mate." Cost: 10,000, Chance of success:1%

(Operation is on Cooldown for 2 turns)

Learning:
(You have Two options)

[]Do Mad Science: Let the researchers do what they want, Dr Eastmont will make something good happen, or burn the Lab down again, Cost:10 Chance of Sucess: Random. Reward: Random Research is done, maybe it will even be positive.

[]Research Genetic Enhancement: Ahh Human Genome, the little thing that makes us all up, how do we enhance it? Cost: 5000, Chance of Success: 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?

[]Research Ragnorite Ore: You think that once you get someone who is a specialist, you think you can find something the researchers up there missed. Cost: 100 Chance of Sucess: 30%, Reward: Study Ragnorite Ore

[]Send a Goon to be a Guinea Pig:The Goons are acting up, TO THE LABs with you, maybe some quality time with Dr Eastmont will be good for you, don't worry she won't maim or destroy your DNA, its in her contract. Cost: 40 Chance of Sucess:??? Reward: A Goon is sent to Dr Eastmont to be a guinea Pig for her experiments, don't worry she won't exparament on you in a damaging way.

[]Send a Hero Unit/Advisor to be a Guinea Pig:You think that some time with Dr. Eastmont will be good for them, maybe they'll learn. Cost: 50 Chance of Success: ??? Reward: A Hero Unit spends time with Dr. Eastmont in the lab, as a assistant and test subject, maybe they learn something or something about themselves.
-[]Write in witch Character (Can also be the MC)

Personal Actions:
(You have Two 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.

[]Have a drink with Zheng: Your oldest employee, get something nice with him.

[]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.

[]Have Dinner with Dr.Eastmont: "Well I never took you for a romantic."

[]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.

------

Hero Unit Personal Actions
(Choose 1)

[]ZHENG IRONFIST! And the Tale of the Dojo Of Doom:It started like any other, finding more and more Fake Martial Arts Dojo's to mock…only this time, you appear to have mocked a real one oh nuts…

[]Ander's Adventure in Advice and Advancement!:You meet alot of people in Villain Management, here are the highlights of your day's overall thing…

[]Felix Marston's Quest for More Money!: Tax evasion was easy as long as you don't muck it up…

[]Agent Sunshine in the Tale of TV Translocation!: "Sunshine's log, hour 2, some fat weirdo has thrown me into TV land and trying to kill me…I think he's one of those overzealous fandom weirdos…"

[]Fiona Eastmont and the Invaders of ROBOTIC RELOCATION!: "YOU WILL BE RELOCATED!" Ahh, moving robots going haywire, you didn't have this on your bingo card today…

AN: Enjoy…Round two…

Plan format please!
 
[X] Plan Martial Advisor and Heist
-[X] Meet with the Operative: Someone was selling Super Drugs without your blessing, and you want to know why?
-[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.
-[X] Hire a Professional: What you need is someone who can keep the Goons in line, and fight your many many battles.
-[X] Make a Gadget: Now that you have a Workshop up in Running, now you can make things for your people, or your goons or your henchmen
--[X] Shock Gauntlets
---[X] Zheng Ironfist
-[X] Enhanced Aerobics Center: An Enhanced Gym and Center that will help your Goons get into shape
-[X] 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?
--[X] Alaska
-[X] Look into the New Heroes: The New Capes on the Block, as it were. It's good to know who's there to be a problem, and who needs Empathy credits.
-[X] Give the cops false leads: Best not let the Cops anywhere near your operation, false leads certainly help.
-[X] 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.
-[X] 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 it's pure.
-[X] 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.
-[X] Oversee Project: You need to see this matter Personally. Reward: Oversee an action.
--[X] Hire a Professional: What you need is someone who can keep the Goons in line, and fight your many many battles.
-[X] 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.
-[X] Ander's Adventure in Advice and Advancement!:You meet alot of people in Villain Management, here are the highlights of your day's overall thing…
 
Turn 5 Results
Turn 5 Results

-[X] Meet with the Operative: Someone was selling Super Drugs without your blessing, and you want to know why? Rolled: d100 => 47

The Heat is a Bit much, we will reschedule. The Operative…

DAMN! You knew doing an operation was going to be difficult to hide from them…bad luck.

Bare Failure: +5 to the next attempt next turn.

-[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. Rolled: D100 => 64

"Darwin…how are you doing." A Hero asked as you entered the conference hall.

"Hello Dyna-Man, you know what it means to have a secret identity right?" You said with a nod.

"Just wondering how you're doing, still on for a coffee with the guys?" He said.

"My Time in Boston was brief, I'd rather not go back." you groaned, you hated that city…for more then one reason.

"Come on Professor, we've got history, A lot of us have stories to swap." He said.

"Fine, I'll make time for it." You said.

Reward: You meet an old friend from your younger years, Dyna-man, he still thinks he's gonna be a big shot one day.

-[X] Hire a Professional: What you need is someone who can keep the Goons in line, and fight your many many battles. Rolled: D100 => 96+21=117

Sunshine didn't know THIS GUY was here.

"Ahh, Agent Sunshine, I knew you were the one screwing around in Alaska, I wonder, are you spying or recruiting?" He said calmly.

"Can I say both?" She said.

(Continued in Alaskan Alabi)

-[X] Look into the New Heroes: The New Capes on the Block, as it were. It's good to know who's there to be a problem, and who needs Empathy credits. Rolled: 72

Alton the Atomizer….Power, Atomic density manipulation and immunity to most forms of earth-based radiation.

From what you heard he works as a master technician in Three Islands down in Florida.

From what you can tell, most of his work deals with Radiation-based crimes.

Reward: Meet Alton the Atomizer, a hero that specializes in Radiation-based security.

-[X] Enhanced Aerobics Center: An Enhanced Gym and Center that will help your Goons get into shape Rolled:28

Oh boy this was going to be slow going.

Reward: The Center will be active in 3 turns.)

-[X] Make a Gadget: Now that you have a Workshop up in Running, now you can make things for your people, or your goons or your henchmen
--[X] Shock Gauntlets
---[X] Zheng Ironfist Rolled:54

Ahh, the new gear for Zheng should be finished soon.

Ahh, shock gauntlets…they are fun and well built.

Zheng gains the Equipment Shock Gauntlets: These gauntlets give a large electric shock attack that builds up using kinetic force, and have a top charge capacity of 30,000 volts. (+3 Personal Combat when equipped, gives a Bonus of +10 to +30 if charged properly.)

-[X] Give the cops false leads: Best not let the Cops anywhere near your operation, false leads certainly help. Rolled: d100 => 96

Well, all that false evidence should keep the cops off your back, for a few months. By god, that was difficult.

Reward: For 2 turns, the Disaster roll and Hero Roll will suffer a -5 , however the Villain Roll will have a +5 as a result.

-[X] 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?
--[X] Alaska Rolled: D100 => 74

With the Number of Projects running around up here, it was surprising you didn't find the big ones.

(Continued in Alaska Alibi)

-[X] 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. Rolled: d100 => 21

"We need to lay off til the heat dies down." You ordered.

Failure: You got too much heat.

-[X] 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 it's pure. Rolled: D100 => 8

"NO DRUGS!" You ordered as the Dr looked at you.

"Bad expirences?" She said.

"College 71…I was high for three days." You said.

"There's more to that isn't there?" She said.

"NO." You sternly ordered, hiding that there was more.

Failure: You shut it down…firmly.

-[X] 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.
Rolled: D100 => 54

"Well, it looks a little gaudy…" You said

Dr. Eastmont said. "I think they look fabulous, all of this is meant to prioritize practical function and ability."

Reward: Goons now have a new uniform with bells and whistles. +5 to goon assigned rolls.

-[X] 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. Rolled: D100 => 72
Who: D4 => 1 (Ex-Wife)

"Anabella," you said calmly, the tension between you palpable.

"Darwin," she replied, her voice carefully controlled, trying not to let too much scorn seep through. The years hadn't made these conversations any easier.

You sighed, leaning back. "I know it's been a while since we've had an honest talk. But I thought you might appreciate this. Maybe… we could try again. Not as a couple, but as people who used to understand each other."

She raised an eyebrow, her arms crossed defensively. "Darwin, we divorced when the kids moved out for a reason. I wanted you to stop with your schemes, to be an architect again—a real one. There's good, honest money in that. But you couldn't let it go."

You ran a hand through your hair, remembering the battles, the fights over who you were becoming. "Yes, the architecture was fulfilling, but there's even more when you finally get a big score, Anabella. It's not about money anymore, it's about proving something to myself. To the world. This is what I'm good at."

Her eyes flashed with a familiar frustration. "Darwin, you always wanted more. That's why we ended it. I wanted a normal life, but you couldn't walk away from… this. The heists, the thrill, the danger. You wanted to be a supervillain instead of the man who designed bridges and homes." She looked away, her jaw tight with restrained emotion. "You wouldn't change, not even for us."

There was a bitter truth in her words, one you couldn't quite deny. You had loved being an architect once,loved the symmetry and structure of it. But the rush of pulling off the impossible, bending the rules, being smarter, faster, more cunning than anyone else, had consumed you.

"I never wanted to hurt you. Or the kids," you said quietly. "I just… couldn't let go of who I became. And I thought you of all people might understand."

She shook her head, her voice softening but still distant. "You don't get it, do you? I understood for years. I tolerated it. But when it came down to choosing between your family and your obsession, you made the choice. And it wasn't us."

The silence between you felt heavy, filled with the weight of all the unspoken things that had led to this moment. It wasn't just about your life choices, it was about the sacrifices you both made, the ones that couldn't be undone.

"I just thought… maybe we could have a real conversation, without all the anger," you said, your voice almost pleading.

She looked at you for a long moment, her expression softening just a fraction. "Maybe. But we can't pretend this isn't who you are now. And I can't pretend it didn't destroy us."

You nodded, the realization settling in that, no matter how much you tried to bridge the gap, some wounds just never fully healed.

Reward: You met your Ex-Wife Anabella Fedmos, Architect.

-[X] Ander's Adventure in Advice and Advancement!: You meet alot of people in Villain Management, here are the highlights of your day's overall thing… Rolled: D100 => 79

Anders looked at the man in the shabby suit and tie.

"Harry from PR?" She said.

"I fell on some hard times Anders…I'm here with my full force." He said.

Reward: Harry from PR has joined as an Ancillery for Anders, he grants a +5 to all diplomacy rolls.

Disaster Roll: D100 => 3

Special Event Roll: D100 => 88

The phone rang, snapping you out of your thoughts. You glanced over at it before picking up. "The Professor here."

"Darwin, it's Felix," the voice on the other end said. His tone had that casual drawl he used when he was calling in favors—a tone you recognized all too well. "You remember that thing we asked you to do after you helped us out in France?"

Ah, *that* favor. Of course, Felix would call it in now, right when things were finally starting to settle down.

"Yeah, I remember," you replied. "What does the Big Boss need?"

Felix chuckled lightly, but you could hear the seriousness lurking beneath his words. "Well, the Big Boss is calling it in, and he's hoping you can help him out with a small… situation. Should be simple, really."

You leaned back in your chair, the vague request setting off alarm bells. "Alright, Felix, what's the job?"

"He needs you to keep his daughter all nice and sorted while he handles an oncoming crime wave he's expecting to hit. Knows it's brewing, and he can't have his kid getting caught up in it."

You pinched the bridge of your nose. "Oh no… another wannabe hero in training?"

"Yeah," Felix said, letting out a low sigh. "Mr. Ambrose is insistent. Wants her kept safe and… on the straight and narrow. Of course, if you think you can convince her to go *villain*, that's not really my business," he added, a smirk audible in his voice.

You couldn't help but chuckle dryly at that. "Right, because turning someone to the dark side is such a casual afternoon hobby." You shook your head, but deep down you knew this wasn't just any favor. Ambrose had clout, and when he asked for something, you didn't say no.

"So, what's she like? The daughter?"

Felix hesitated. "Let's just say she's got her dad's fire and a lot of potential. And you know what that means—headstrong, eager, and looking for trouble."

"Great. Just what I need," you muttered, already picturing the headaches that lay ahead. Babysitting an eager hero-to-be, someone who'd probably think they could take on the world without a second thought.

"Look, Darwin," Felix said, his tone dropping the usual casualness. "I know it's not your usual gig, but the Boss is adamant. And, well… you owe him."

You sighed, knowing full well you were stuck. "Fine. I'll do it. But if she starts swinging around and calling herself a superhero, I'm not responsible for what happens next."

Felix chuckled. "Understood. I'll send over the details. Good luck, Darwin. You're gonna need it."

As the call ended, you leaned back in your chair, staring at the ceiling. Babysitting an ambitious hero. What could possibly go wrong?

Reward: In Two Turns you gain a Hero Unit/responsability.

AN: We're back, enjoy and give feedback.
 
Back
Top