RE: Fanstic Mastermind
07-01-2019, 06:48 PM
(This post was last modified: 10-09-2020, 11:51 AM by ProfessorLizzard.)
RESERVED FOR THE ENCYCLOPEDIA
The world map
MECHANICS
Money: You will start with a set amount of Steven Untraceable Gold Bars, the most neutral of payment modes, fully untraceable. You can gain this money in various ways, and spend it on buildings, minions, or equipment.
Your income is based on your various holdings around the world, as you sink your claws in various illegal and legal markets. Your lair’s main front operation will also generate money, but its main use is to provide a distraction.
The Powers
The Visitors
The Turns
The Minions
The Suspicion
The Subsidiaries
The Research
The world map
MECHANICS
Money: You will start with a set amount of Steven Untraceable Gold Bars, the most neutral of payment modes, fully untraceable. You can gain this money in various ways, and spend it on buildings, minions, or equipment.
Your income is based on your various holdings around the world, as you sink your claws in various illegal and legal markets. Your lair’s main front operation will also generate money, but its main use is to provide a distraction.
The Powers
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Spoiler
Power represent the aptitude of a minion team, a henchfolk, and your facilities.
STRENGTH is used to perform heists of the physical nature, such as hauling heavy crates of gold, punching a large amount of bodyguards to get to the gold, or toppling a giant statue (to find the gold under it). In your lair, a high strength value will ensure watchful patrols, who fill filter out agents who try to sneak behind your Legitimate Cover, and will ensure that whoever you captured stays inside. STRENGTH can be also used to protect your other field operatives, should they be found while scouting or heisting.
SMARTS is used to perform heists of the magitechnological nature, such as testing out a new magic wand that causes earthquakes, hack into a database about magic wands, or making the local crocodiles have a hankering for wands. In your lair you can also use SMARTS research new items and minion enhancements. SMARTS can be used to scout out a location by gathering data.
SLICK is used to perform heists of the social nature, such as gaining blackmail over a company, crashing the stocks of a company or frame a company for punching rare seal-serpents. In your lair, you can use SLICK to make your Legitimate Front look more Legitimate, and get more money out of clients. SLICK can be also used to contact heads of the criminal underworld and corrupt politicians.
You can spend as much as you want to upgrade your lair with better facilities, which can increase the power rating of your lair, or the power rating of your heist equipment. Perhaps a better lab would give more power for Lair SMARTS, a Control Room would give you SMARTS to spend on the map. It costs 1k to give 1 power to the lair itself, or 2k to make heist equipment.
NOTORIETY can be spent during heists as a wildcard. The more famous you become… the more contingency you have… However, Notoriety attracts stronger agents.
Power represent the aptitude of a minion team, a henchfolk, and your facilities.
STRENGTH is used to perform heists of the physical nature, such as hauling heavy crates of gold, punching a large amount of bodyguards to get to the gold, or toppling a giant statue (to find the gold under it). In your lair, a high strength value will ensure watchful patrols, who fill filter out agents who try to sneak behind your Legitimate Cover, and will ensure that whoever you captured stays inside. STRENGTH can be also used to protect your other field operatives, should they be found while scouting or heisting.
SMARTS is used to perform heists of the magitechnological nature, such as testing out a new magic wand that causes earthquakes, hack into a database about magic wands, or making the local crocodiles have a hankering for wands. In your lair you can also use SMARTS research new items and minion enhancements. SMARTS can be used to scout out a location by gathering data.
SLICK is used to perform heists of the social nature, such as gaining blackmail over a company, crashing the stocks of a company or frame a company for punching rare seal-serpents. In your lair, you can use SLICK to make your Legitimate Front look more Legitimate, and get more money out of clients. SLICK can be also used to contact heads of the criminal underworld and corrupt politicians.
You can spend as much as you want to upgrade your lair with better facilities, which can increase the power rating of your lair, or the power rating of your heist equipment. Perhaps a better lab would give more power for Lair SMARTS, a Control Room would give you SMARTS to spend on the map. It costs 1k to give 1 power to the lair itself, or 2k to make heist equipment.
NOTORIETY can be spent during heists as a wildcard. The more famous you become… the more contingency you have… However, Notoriety attracts stronger agents.
The Visitors
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Spoiler
During turns, you can have visitors, such as tourists and clients, enemy agents or perhaps crime lords who think they could strike a deal with you. It’s up to you how to deal with them. Tourists and clients will be obvious, and mostly just spending their money in your facilities. Crime lords might be scouting out your place, and you might not notice them immediately, but will eventually request audience with them.
Agents will start as bumbling and nosy inspectors who will try to find the secret entrances in your casino (when there is none), while stealthy agents might actually find these entrances, and sneak in. If you have good enough Legitimitate Security, you can just throw them out, or let them fall into your traps, or even imprison them. The last two might have repercussions, if too many agents are missing, but this is why you use SLICK type heists, after all.
Deep agents might disguise themselves as a minion, spending many days in your base, before they strike, stealing one of your precious loots, plans, or sabotage your base. Better look for hints…
Military teams might be sent to your island if your crimes are too great. Hopefully this won’t happen. Still better than… named super agents…
During turns, you can have visitors, such as tourists and clients, enemy agents or perhaps crime lords who think they could strike a deal with you. It’s up to you how to deal with them. Tourists and clients will be obvious, and mostly just spending their money in your facilities. Crime lords might be scouting out your place, and you might not notice them immediately, but will eventually request audience with them.
Agents will start as bumbling and nosy inspectors who will try to find the secret entrances in your casino (when there is none), while stealthy agents might actually find these entrances, and sneak in. If you have good enough Legitimitate Security, you can just throw them out, or let them fall into your traps, or even imprison them. The last two might have repercussions, if too many agents are missing, but this is why you use SLICK type heists, after all.
Deep agents might disguise themselves as a minion, spending many days in your base, before they strike, stealing one of your precious loots, plans, or sabotage your base. Better look for hints…
Military teams might be sent to your island if your crimes are too great. Hopefully this won’t happen. Still better than… named super agents…
The Turns
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Spoiler
Each turn lasts as long as it takes for you to decide what to do with your minions. You can assign them to long term tasks on your base, such as researching something new.
You can also send out your minions across the world, either to scout, or perform heists. Heists have minimum target number of required power, which will be revealed to you during planning your mission. But you may still get casualties, if it the risk is too high.
Scouts perform passive and/or routine tasks, laying low, slowly feeding you information about the area and its key figures. They create a low amount of Suspicion when they arrive to a new location.
When you send out an operative squad to a heist, they are unavailable until the end of the turn. Sending out minions doesn’t cost anything, a heist’s travel price is included in the target numbers. Operatives working as scouts can be converted to heist team members at no cost, but won’t be able to return until you finish, or cancel the heist. People returning from cancelled heists can not be assigned to new heists.
Once everyone assigned all their heist teams, and finished diplomacy, they might press the Big Red Button to start them. Heists happen concurrently, and if they are risky, you might need to have to send in snap decisions, and command updates.
A successfully finished Heist can give you many rewards, such as Notoriety, Gold, More Minions, Rare Loot, and many more! It also gives you Suspicion...
Each turn lasts as long as it takes for you to decide what to do with your minions. You can assign them to long term tasks on your base, such as researching something new.
You can also send out your minions across the world, either to scout, or perform heists. Heists have minimum target number of required power, which will be revealed to you during planning your mission. But you may still get casualties, if it the risk is too high.
Scouts perform passive and/or routine tasks, laying low, slowly feeding you information about the area and its key figures. They create a low amount of Suspicion when they arrive to a new location.
When you send out an operative squad to a heist, they are unavailable until the end of the turn. Sending out minions doesn’t cost anything, a heist’s travel price is included in the target numbers. Operatives working as scouts can be converted to heist team members at no cost, but won’t be able to return until you finish, or cancel the heist. People returning from cancelled heists can not be assigned to new heists.
Once everyone assigned all their heist teams, and finished diplomacy, they might press the Big Red Button to start them. Heists happen concurrently, and if they are risky, you might need to have to send in snap decisions, and command updates.
A successfully finished Heist can give you many rewards, such as Notoriety, Gold, More Minions, Rare Loot, and many more! It also gives you Suspicion...
The Minions
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Spoiler
Your lair minions are handled abstractly, via your facility’s power ratings, but your Operative Squads are much more interesting. These minions are more trained than lowly jumpsuited construction workers or basic technicians, therefore, they will deserve special treatment. Minions tend to be cheaper than heist equipment. The drawback is that you can lose minions, while you can not lose equipment (you just have a really big pile of guns and beakers, maybe).
An Operative Squad costs (1k * power in main a stat + 1.5k * power in an optional secondary stat). You can upgrade your existing Operative Teams to have a secondary stat, such as turning your Scientist Team into Science Celebrities, to give them a tiny bit of SLICK.
You can send multiple Operative Squads on the same mission, and each Operative Squad may have one equipment assigned to them.
Your lair minions are handled abstractly, via your facility’s power ratings, but your Operative Squads are much more interesting. These minions are more trained than lowly jumpsuited construction workers or basic technicians, therefore, they will deserve special treatment. Minions tend to be cheaper than heist equipment. The drawback is that you can lose minions, while you can not lose equipment (you just have a really big pile of guns and beakers, maybe).
An Operative Squad costs (1k * power in main a stat + 1.5k * power in an optional secondary stat). You can upgrade your existing Operative Teams to have a secondary stat, such as turning your Scientist Team into Science Celebrities, to give them a tiny bit of SLICK.
You can send multiple Operative Squads on the same mission, and each Operative Squad may have one equipment assigned to them.
The Suspicion
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Spoiler
Suspicion is the measurement of how much evidence the forces of justice has against you. It ranges from Blue, Green, Yellow, Orange and Red, each one summoning more and more terrifying agents. This can be decreased by waiting, deceiving visiting agents instead of killing them or diplomacy/blackmail.
Harmony and Discipline have a seperate suspicion scale. The unorganized neutral agents have a common suspicion scale too, but this does not represent a single Force Of Justice, for now.
Suspicion is the measurement of how much evidence the forces of justice has against you. It ranges from Blue, Green, Yellow, Orange and Red, each one summoning more and more terrifying agents. This can be decreased by waiting, deceiving visiting agents instead of killing them or diplomacy/blackmail.
Harmony and Discipline have a seperate suspicion scale. The unorganized neutral agents have a common suspicion scale too, but this does not represent a single Force Of Justice, for now.
The Subsidiaries
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Spoiler
By doing business with Crime Leaders, Politicians and Executives, you might take over other operations, such as smuggling soft drinks to restrictive nations, or perhaps a laundry network, which is perfect for turning your income white. Or perhaps you take over a tech startup company, or a TV station. These subsidiaries provide Power that can be spent only in the region they are in, or be sent home. Money they generate is added to your general treasury.
By doing business with Crime Leaders, Politicians and Executives, you might take over other operations, such as smuggling soft drinks to restrictive nations, or perhaps a laundry network, which is perfect for turning your income white. Or perhaps you take over a tech startup company, or a TV station. These subsidiaries provide Power that can be spent only in the region they are in, or be sent home. Money they generate is added to your general treasury.
The Research
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Spoiler
SCIENCE is really important to create new traps and equipment for your evil plans! This might make certain items cheaper by allowing you to manufacture it yourself, or perhaps it allows new methods of research. A research project always requires a sample, which can either be a thing you want to upgrade (a gun, a medikit, a robot), or perhaps some kind of exotic loot that you want to reverse engineer or exploit (a mummy’s bandages, an ancient wand, a new snack). SMARTS power is funneled into research projects, and once a threshold is reached, you may finish your research. The minimum threshold is 200 SMARTS, but better samples can make research cheaper.
SCIENCE is really important to create new traps and equipment for your evil plans! This might make certain items cheaper by allowing you to manufacture it yourself, or perhaps it allows new methods of research. A research project always requires a sample, which can either be a thing you want to upgrade (a gun, a medikit, a robot), or perhaps some kind of exotic loot that you want to reverse engineer or exploit (a mummy’s bandages, an ancient wand, a new snack). SMARTS power is funneled into research projects, and once a threshold is reached, you may finish your research. The minimum threshold is 200 SMARTS, but better samples can make research cheaper.