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

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
 
Why are villains perceived so casually? Aren't all government structures interested in suppressing a group prone to committing anti-social actions?
 
Why are villains perceived so casually?
Well it all started back in the 1910s during WW1, when the first Powered Supervillain was literally created by accident and dunked on the entire industrialized world's military-industrial complex and it took a team of specialized badasss to defeat him. War ended in 1919 with about a million more people dead, the Russian civil war got harry and more chaotic for them...as well to put it in their words "Man created a literal god, and tried to kill it"

Then the 20s and 30s started to get funky as said superman published a paper on ubermensch morality and started the first wave of "Capes" as it were. Then in 1931, a dark miricle happened, and the first person to be naturally born with Powers was born in Germany.

Things steadily got more insane, a Superpower arms race started, the World Wars happened and then cold war time.

You see Capes and Villains aren't any more different then contractors, they just have silly gimmicks and branding quirks that make them marketable to people.

Tl;DR: Villains and Hero's are basically independent Contractors the Government uses on occasion, whatever they do off the clock is...somewhat regulated.

Like recall the Contract, its mostly so that our Professor can't just go around fighting the Hero's willy nilly, he has to keep in mind property damage and the logistics of running a villain lair in the area.

As to why Villain Laiers are allowed so frequently? Fallout Bomb shelters for the general population during a nuclear war. Its kinda meaningless now but Villains of the past were incredibly self serving in how to save their own skin...and made those deals for resources to make them.
Aren't all government structures interested in suppressing a group prone to committing anti-social actions?
They used to...but then the 1970s hit and the villains and Hero's changed models to a contract/mercenary model subordinate to state powers in exchange for better rights, privileges and the ability to work freely.

Its a Job, like any other.
 
That is, villains and heroes are a system for controlling and containing the destructive impulses of people with supernatural abilities who are allowed to have conditional independence and cause a fixed level of destruction while they restrain the most dangerous and destructive superhumans and other events beyond the of human capabilities, as well as a convenient way to hire people with various superpowers.
Did I get the idea right?
 
The New People

Name: Milissa Anders
Age:31
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:29
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:20
Health: 5.0
Fertility:125%

Power:NONE!

Diplomacy: D20 => 19+2+2=23 (With an Ex in nearly a lot of places on earth, you have a charming disposition, or are just good in the sack. Also you speak like 5 languages.)

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=24 (An Agent expected to Die, well your ticket hasn't been punched yet.)

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=20 (GUNS Knives and fists you have them all mastered...somewhat.

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)

????:????

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)

Why do they all wear suits?

Because Professionals DRESS FOR SUCESS!
 
Spoiler: Pic Name: Milissa Anders
Age:31
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)
Hello Saberface. How's life been.
 
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.
 
Can we freely appoint advisors to oversee projects so that events receive an increase in their characteristics, or do we need to spend our action first?
 
[X] Plan: Meeting New Faces
-[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.

-[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.

-[X]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.

-[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]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:

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

-[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?Cost:100, Chance of Sucess: ??? Reward: You learn about…options.
-[X] The Warfront

-[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]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.

-[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. Cost: 20,Chance of Sucess: 50% Reward: Plan a Heist of something important.

-[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]Plot a Heist
 
[X] Strengthening positions in new territory
-[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.
-[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.
-[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.
-[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.
-[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] 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.
-[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] 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.
-[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] Make a Schedule: You need to properly sort out how you spend your time. DC:50% Reward: Gain +1 personal action.
 
I'm a little confused about Sunshine. If we know she's a double agent, why are we hiring her?
Because she's not only cheap, she's really good at her job, can be blackmailed easily with enough time, and she's only been in her job as a field agent for about a year, so she's basically at our mercy.

Also we pay her well, so she's at least going to be good to the two paychecks she gets for doing the exact same thing.

As for why we hired her, it was the safer option then letting her roam free somewhere else to be a problem later.
 
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