main
side
curve
  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

SWRPF Archive TRIAL - The Evil Masterminds RPG - It's good to be bad.

Discussion in 'Star Wars Role Playing Archive' started by Sith_Lords, Jun 11, 2005.

Thread Status:
Not open for further replies.
  1. Sith_Lords

    Sith_Lords Jedi Grand Master star 4

    Registered:
    May 17, 2004
    Welcome to the Trial of the Evil Masterminds RPG.

    This RPG revolves around you being an evil genius. You set missions for your minions, build a base, and micro-manage to your hearts extent.

    It is 1961, and there is a new threat to the world. Evil Geniuses. They are taking over the world, operating from hidden bases all over the planet. In light of this new evil, a meeting took place in America, at the UN building. In it, the Secret Services of every country in the world agreed to work together to stop the Evil Geniuses. Forgetting their old differences, an agreement known as the ?Peace Treaty of ?61? was formed. Within months where there had once been nearly a 100 Evil Geniuses, there were now only 6. These Geniuses had to either work together to conquer the world, form alliances, or slowly eat up the opposition. This is their tale?

    THIS IS A TRIAL RUN OF THE RPG.

    Rules.

    I work on a 3 strikes and you?re out system. If you break any of these rules 3 times, than your out.

    1. No God Moding
    2. Obey the GM at all times, his decision is final.
    3. There is a limit of 6 Evil Genius, but no limit to Henchmen.
    4. It is vital to have read through the below to play
    5. Try and keep everything relevant and OOC to a minimum.
    6. PM all character sheets to the GM for approval (If you wish to be an Evil Genius, then you should also include the base, and income scheme you want.)
    7. Obey the TOS.
    8. Do not spam the thread.
    9. Last, and most importantly, Have Fun!


    FAQ.

    Research
    By getting you scientists to research upgrades, you get a building or item upgraded,

    E.g. A power plant, that can be upgraded to a Nuclear Power Plant, which increases production speed by 25%, with a limit of 2.

    Production and Build times
    Production speed upgrades speed up the build time. (Duh!) All build times is Real Life time, not game time.

    Minions and Troop Limits

    Minions are NPCs that build your base, and take part on missions with your Henchmen (Or women). The GM controls them.

    At the start of the game all Evil Genius have a Troop (Minion) Limit of 50. With every Barracks built, the limit increases by 25. The highest troop limit is 150.

    The Minions consist of 3 different Chains, (Social, Military, and Science) each with 4 possibilities for the workers. After the 2nd Chain there is a split, into two other types of minions, which are both listed as the 3rd Step.

    Missions

    The Evil Genius him, or her, self sets missions, after clearing them with the GM. You then send out your minions on the missions, and they either fail, or come back with rewards.

    A mission reward could be money, an item (i.e. the Crown Jewels), or new building techniques, or rooms.

    You?re Base and your income.

    To accommodate your minions, buildings, treasures, and yourself, you need a secret base. There is a choice of bases, and income, first come, first served.

    Base Type and Location Income Type

    Secret Island Base - Casinos
    Underground Island Base - Drug Smuggling operation
    Cave Base - Weapon Smuggling
    Underwater station - Diamond Mining
    Sky Base - War Profiteering
    Hollowed out Volcano Base - Gold Mining

    The income is different for each one, but you?ll have to guess which is highest, and which is lowest. As these are taken, I will post to update the list. You are able to mix and match bases to income schemes.

    Your base starts with an Inner Sanctum, Control Room, Barracks, Mess Hall and Power Plant. (All fully built)

    Evil Geniuses and Henchmen (Or women)

    The Evil Genius

    The Evil Genius competes against others, and does most the evil scheming and micro-managing. The Evil Genius does not leave the base, but can inspire minions. He or She will be in charge of the whole operation, and will make peace or war with the other Evil Geniuses.

    Henchmen (Or women)

    Henchmen (Or women) do the Dirty work so an Evil Genius won?t have to. If you?re an RPer that does not enjoy micro managing, and prefer a more action packed r
     
  2. Darth_Joesha

    Darth_Joesha Jedi Master star 4

    Registered:
    Apr 22, 2004
    Evil Genius name: Elaine Rivers
    Alias: Black Thorn
    Age: 32
    Sex: Female
    Nationality: British
    Physical Appearance: Caucassian, tall thin woman. She waer alot of black, usualy a long black coat with black gloves. her eyes are a dark yellow, she has long black hair with several white streaks.
    Characteristics: she is a ruthless, cunning desceptive woman with as much pity as a war crazed monkey.
    Favoured Weapon: a ball and chain
    Organisation Name: Thorn Industries
    Bio: Elaine was raised in a boarding school in hampshire as her parents were always away but shew as kicked out at the age of 5 for almost hanging another girl. IN public school she rarely lasted a term being kicked out for violence and bullying so ehr parents hired a string of tutors to teach her from home but all quit claiming emotional distress. At the age of 15 Elaine ran away from home stealing all her mothers money, which was a considerable amount and started her own diamond mining company Thorn Industries under the name of The Black Thorn . The company itself is just a front though... for her mad schemes!

    I will be taking the underwater station.
     
  3. Sith_Lords

    Sith_Lords Jedi Grand Master star 4

    Registered:
    May 17, 2004
    I said to pm sheets for approval, but oh well. Approved Joesha.
     
Thread Status:
Not open for further replies.