Evil Genius NES

Milarqui

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Granada, Andalucía, España, Europa
ORDERS FOR UPDATE TWO: MARCH 1961 BEFORE NEXT MONDAY 22.

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You ever thought being James Bond would be fun?

Probably this is NOT your game.

Did you ever want to know how it felt when James Bond got tied down to a table and the bad guy pushed the button to activate the laser that would cut him in two?

Then you have come to the correct place.

Evil Genius NES is a game in which you must take control of an organization dedicated to spread fear amongst Earth's population. The objective of this is to get every nation in the world to surrender to YOU. Or, to be more exact, to your avatar in the NES.

The reason(s) why you want to TAKE OVER THE WORLD may be simple or complicated, one or many, due to love or to hate. It doesn't matter. You want to control the whole world.

However, you are not going to get it easy. For starters, there are many other people that, like you, want to TAKE OVER THE WORLD, for reasons that are not yours. And, always watchful, are the Intelligence Agencies, which are savvy enough to know that they might have to face people that are mad enough to attempt to TAKE OVER THE WORLD, and thus have a great number of agents and investigators always ready to find and destroy any criminal organizations that appear in the world.

However, you still have a chance to do that. For starters, you have money, which you can use to buy Fronts; you have Minions, that will be willing to work for you (for pay, of course); you have Henchmen and Henchwomen, special people that work for you expecting to get something when you finally take over the world; and you have your wits and intellect to push your plans through.

Now, to the important thing.

Stats:
Spoiler :
Name / Player (Archetype(s))
Origin
Henchmen
Homebase
- Rooms
Money: Stored in Lair / Stored in Bank / Produced / Maintenance+Salary
Minions: Current / Max
Minion Loyalty: X%
Fronts:
Projects:

Name / Player (Archetype(s)): Pretty basic.

Origin: it states where you come from. Certain Archetypes (see below) will provide you bonuses or handicaps depending on your original region.

Henchmen: this one shows the special people that are working with you. They may have strange powers and are (maybe) 100% loyal to you. Treat them right, and they will treat you right. For greater potential, use them in your stories.

Homebase: this tells where your base is. It doesn't have to be the same place as in Origin.
- Rooms: your homebase has to have certain rooms if you want things to work out well. Each room costs money both when you build it and in maintenance.

Money: probably the most important stat. No money means you are completely screwed. There are four parts in this:
- Stored In Lair: it requires a Strongroom to be built. Money in here can be accessed directly. You start with 200,000$ in the lair, so that you can start building up some things. Rich Bored Bastards have 400,000$.
- Stored In Bank: takes a turn (month) to access it (unless you own a bank), but gives a percentage in interests every turn.
- Produced: the money your fronts produce every turn. If you don't spend it, it will go either to your Strongroom or a bank.
- Maintenance: the money you have to pay to keep all your rooms working every turn.
- Salary: the money you have to pay to your minions.

Minions: the ones that will help you with the hard task of TAKING OVER THE WORLD. You will have to provide them with room and a salary ($100/month for each of them) to keep them happy. If you can afford to pay them a bit more, they will be happy. Unless you find some way to keep them happier, less than $100/month will make them likelier to turn on you. You start with 20 Minions. Unless you say so, you can get 5 Minions for free every turn. Every extra Minion costs 500$.

Minion Loyalty: this one measures how loyal your minions are to you. The higher it is, the less likelier they are to turn on you. If it drops too much, they will leave the organization, and if they are angry enough, they will steal from your Strongroom and/or tell the Intelligence Agencies where you are.

Fronts: all the businesses you possess. They provide some money every month, which you will need, and they will also help some with obtaining materials in an easier way. Every business needs to have a certain number of Minions working there in order to work.

Projects: this shows all special things you have gotten up to so far. They cost money and time, but once you finish them they will provide you with extra things, such as increased loyalty or higher protection within your base. Research of scientific theories and practical application of them will be here too.

Besides these stats, there are three secret stats that I will have on my computer and that you will only be able to ascertain through the updates or by spending money doing some investigation.
Heat: out of 100 (one per continent (Africa, Asia, Europe, North America, Oceania, South America), it indicates the interest each Intelligence Agency has on you, the higher it goes the better agents they will send after you)
Fear: out of 100 (one per region, it indicates how much the people at a region fear you, the higher it is the likelier it is that your demands will be heard)
Popularity: out of 100 (one per region, it indicates how much the people at a region love you, the higher it is the likelier it is that they will ask you to take over)


Regions: each continent has a number of regions, and is protected by an Intelligence Agency, which is dedicated to fighting evil geniuses, criminal masterminds, Treasury inspectors and rabble of the same caliber. They will be sending operatives after you as the heat you generate raises, and the higher it is the better agents they will send, until it reaches such a level that they will send their best agent after you.
Spoiler :
  • Africa (protected by AFRO, Africans against Fear and Revolution Organization)
    • Antananarivo (Madagascar)
    • Cairo (North-Eastern Africa)
    • Casablanca (North-Western Africa)
    • Kinshasha (Eastern Africa)
    • Ouagadougou (Western Africa)
    • Pretoria (Southern Africa)
  • Asia (protected by ASIA, Association of Spies and Infiltrators of Asia)
    • Almaty (Central Asia)
    • Ankara (Near East)
    • Beijing (Eastern Asia)
    • Bombay (India)
    • Hanoi (Indochina)
    • Teheran (Middle East)
    • Tokio (Japan)
    • Vladivostok (Northern Asia)
  • Europe (protected by EURO, European Union's Research Organization)
    • Budapest (South-Eastern Europe)
    • Copenhagen (Northern Europe)
    • London (British Islands)
    • Monaco (Western Europe)
    • Reykjavik (Greenland-Iceland)
    • Stockholm (Scandinavia)
    • St Petersburg (Russia)
    • Yerevan (Caucasus)
  • North America (protected by NACIO, North American Control and Investigation Organization)
    • Chicago (USA East Coast)
    • Los Angeles (USA West Coast)
    • Omaha (USA Center)
    • Ottawa (Canada East Coast)
    • Vancouver (Canada West Coast)
    • Winnipeg (Canada Center)
  • Oceania (protected by OCEA, Oceanic Catchers, Espionage and Attack)
    • Auckland (New Zealand)
    • Hagatña (Micronesia)
    • Jakarta (Indonesia)
    • Manila (Philippines)
    • Rabaul (Papua-New Guinea)
    • Sydney (Australia)
  • South America (protected by SANAE, South American Nations Against Evil)
    • Bogota (Northern South America)
    • Buenos Aires (Southern South America)
    • Cuzco (Western South America)
    • Havana (Caribbean)
    • Mexico D.F. (Central America)
    • Rio de Janeiro (Brazil)

This is a comprehensive map where you can see the different regions:
evilgeniusmap.png



Archetypes: this is what defines you and your reasons for trying to TAKE OVER THE WORLD. Each Archetype has an advantage and a disadvantage (which I have tried to keep balanced). You must pick one Archetype, and a second one is possible, but choosing 2 Archetypes might carry the problem of having a third disadvantage unless you can think of a good backstory that explains it adequately. If you think you can develop a different Archetype, you can do it, but you must design the advantage and disadvantage in such a way that they balance.
Spoiler :
  • Border Breaker: the United Nations is a good thing. Is a great thing. You don't understand why everybody is unable to get past something as stupid as a flag. You think everybody should band together in one great nation that encompasses the whole world. It is the only way to stop wars, to prevent deaths because of a stupid matter like a square mile of land. Maybe you'll have to do it by force, but then that seems to be the only language people hear. And, once you TAKE OVER THE WORLD, you will be able to make sure that nationalities become a thing of the past.
    • Advantage: extra Fear from actions that decrease national identity
    • Disadvantage: missions that do not decrease national identity are harder
  • Earth Paranoid: you know it. You know that THEY are always watching you. That thing in there is a camera, you are sure of it. You know it. You know their plans. You know that you must be always vigilant. At any moment THEY can come down on you. You can't escape THEM, you can't escape THEM... But you can go after THEM. Surely there must be some other people that know about THEM. You can band together. And you can do your best to get rid of THEM. They only way to do it is to TAKE OVER THE WORLD. It is the only way you can make sure every one of THEM is dead, and will never disturb you anymore.
    • Advantage: less Heat everywhere.
    • Disadvantage: higher costs for every mission.
  • Exile: you hate your country. Loads. In fact, you loathe your country. You feel that, if your country disappeared off the map, the world would be much better. Then, you realize something. You could bring many people together, people that hate your country as much as you do. You could organize them. And you could lead them in a quest to TAKE OVER THE WORLD, and in the meantime destroy your country. Wouldn't that be fun?
    • Advantage: extra Fear at Origin for actions there
    • Disadvantage: extra Heat at Origin for actions there
  • Fanatic: who do you worship? Zeus? Allah? The Invisible Pink Unicorn? The problem is not what you worship, the problem is that you are angry because the whole world should be worshipping the same thing as you do, but they don't. You are ready to bring the word of your god(s) to them, even if it is by gun and bomb. If you TAKE OVER THE WORLD for your god(s), they will surely reward you in your next life!
    • Advantage: minion loyalty and number increase easier.
    • Disadvantage: you have to follow a series of precepts (basically, you get a disadvantage that I choose related to your religion).
  • Legacy Criminal: you have been trained all your life for this. Your dad wanted to TAKE OVER THE WORLD, but he never had the chance, so he delegated the task upon you. And after your dad died, you found yourself alone in the world. You have your loyal minions around, and the organization your dad left to you, but you know it is going to be a very hard task to finally leave your father's shadow behind.
    • Advantage: highly loyal minions
    • Disadvantage: missions give less fear everywhere (you are Daddy's boy, after all)
  • Mad Scientist: you developed a great theory that actually made sense, but the scientific community laughed in your face. Desperate, you turned to crime to get the funding needed to make the proof. By the time you got eveything, you finally realized that the thrill of stealing was on par to that of working out a theory. That was when you decided to TAKE OVER THE WORLD, so that it was all under your control and then you could face the scientists that laughed at you and shout "WHO'S THE FOOL NOW?" before pushing them into the vat of chemical products.
    • Advantage: faster Research
    • Disadvantage: your Minions are a bit bad at fighting
  • Rich Bored Bastard: you have a lot of money. A lot. You don't know what to do with so much money. And you are bored. Really bored. Maybe... just maybe... hey, that a great idea! Maybe you could try to buy your town... or the surrounding lands... that's it! You can try to buy your country! And TAKE OVER THE WORLD with large rolls of cash! Maybe that could push back the boredom...
    • Advantage: you have more money from the start.
    • Disadvantage: you have to do high profile things every turn.
  • Rogue Agent: you were once part of an Agency, but as you trapped bad guys, you realized that being one of the bad guys was better than killing and arresting them! That done, you used your contacts everywhere and disappeared... only to resurface with other name and face, ready to apply the knowledge you got from fighting next to your agency against your agency and all others, so that you can TAKE OVER THE WORLD!
    • Advantage: missions are easier to do
    • Disadvantage: you get heat from your Origin agency with all missions
  • Ultra Patriot: you love your country. Loads. Calling it chauvinism is falling short. And you hate it when you think other countries are spiting yours. That's why you are starting all of this schtick. That's why you are hiring so many people that think like you. Because you want your country to be the only country in the world. And if it is with you at its tyrannic helm, even better. After all, if you TAKE OVER THE WORLD, you are not going to leave it to some other idiot, aren't you?
    • Advantage: higher popularity at Origin
    • Disadvantage: worse popularity at some random region

Lair buildings: these are mighty important. Without them, a snowball has a better chance in hell than you as an Evil Genius.
Spoiler :
Armory: this one gives your minions access to weapons for when the excrement hits the rotatory cooling device. If you research better weapons, you will make this more efficient.
- Cost: 20000$
- Maintenance: 7500$/month
Barracks: barracks are required to house your minions. One barrack may house up to 100 Minions.
- Cost: 5000$
- Maintenance: 1000$/Month
Control&Security Room: you control the missions from here, as well as watching out for any idiot agent that attempts to get into your lair. Some research can make this room more useful, as you may build cages that hold the agents down, torture devices, better security cameras and communication systems to make sure your Minions are acting correctly.
- Cost: 20000$
- Maintenance: 5000$/Month
Freezer: excellent place to collect the bodies of all the agents that dare to get inside your lair, until they can be safely taken away and buried (or used for some other nefarious purpose).
- Cost: 5000$
- Maintenance: 500$/Month
Infirmary: your minions can get healed in here. Research may provide this room with better services, such as a robot surgeon, an auto-diagnoser or something like that.
- Cost: 15000$
- Maintenance: 7500$/Month
Inner Sanctum: this is the most important place of the base. The Inner Sanctum is where you live, and where you hold your meetings. Make sure it is well protected.
- Cost: 50000$
- Maintenance: 25000$/Month
Laboratory: necessary to research things.
- Cost: 30000$
- Maintenance: 10000$/Month
Mess Hall: your minions will be able to eat in here. It helps to improve loyalty, especially if you research things that can be added here.
- Cost: 10000$
- Maintenance: 2000$/Month
Power Plant: required to power anything that needs electricity. Research can help with the construction of better and more resilient power systems.
- Cost: 20000$
- Maintenance: 5000$/Month
Strongroom: where your money is stored when in lair. Some research of the security kind will be invaluable for this room.
- Cost: 10000$
- Maintenance: 1000$/Month
Training room: if you need a minion to be good on a certain thing for a mission, this is what you require to give the minion the required training. Especially needed for delicate things such as a medic or an advanced researcher.
- Cost: 20000$
- Maintenance: 4000$/Month


Fronts: these might be your main source of money, so they are important. Each front requires a number of Minions on roll-call, that will count towards the maximum you can have. If you are able to research some things, earnings may be increased.
Spoiler :
  • Store: small place where people can go to buy certain things. Makes for a good hideaway if required, but doesn't give much money.
    • Cost: 10000$
    • Earnings: 1000$/month
    • Maintenance: 3 Minions on Roll-Call
  • General Store: like a store, but at greater cost and greater benefit. Great hideaway in the underground, and a great way to get interesting things.
    • Cost: 50000$
    • Earnings: 6000$/month
    • Maintenance: 10 Minions on Roll-Call
  • Hotel: bigger initial cost, but if put in a good place it will allow you to rake the money as it comes. Not too much of a hideaway, but great for meetings.
    • Cost: 100000$
    • Earnings: 7500$-25000$/month
    • Maintenance: 15-50 Minions on Roll-Call
  • Casino: great initial cost, great benefit.
    • Cost: 150000$
    • Earnings: 10000-50000$/month
    • Maintenance: 20-40 Minions on Roll-Call
  • Factory: great initial cost, and provides certain things for free. Really bad hideaway.
    • Cost: 100000$
    • Earnings: 10000$/month
    • Maintenance: 30 Minions on Roll-Call
  • Port: high cost, free transportation for any coastal or sea/ocean mission (reduced mission costs)
    • Cost: 200000$
    • Earnings: 15000$/month
    • Maintenance: 50 Minions on Roll-Call
  • Airport: very high cost, free transportation for any mission (reduced mission costs)
    • Cost: 500000$
    • Earnings: 20000$/month
    • Maintenance: 60 Minions on Roll-Call
  • Island Resort: really steep, but provides a good hideaway and a lot of money.
    • Cost: 1000000$
    • Earnings: 100000$/month
    • Maintenance: 100 Minions on Roll-Call

What to do in each turn:
- Send your Minions to Missions. You are the one who decides what to do, I am not going to railroad you into doing this or that thing, like in the game. You have to decide how much money you will spend and how many minions you want to send. Too many or too few of either can turn the mission into a failure.
- Have your Minions develop some Projects. They can research how to build something that you decide could be useful, or design a thing that you can sell through your fronts and make an extra money out of it.
- Write stories. Stories help much with the construction of the setting. If you write them very well, you can get special bonuses.

Very useful tips for this NES:
- Use your money. Money begets money, if spent in a correct way. Of course, keep always an eye on the money.
- Read the Evil Overlord List. While you don't have to pay attention to everything in it, it is still a mighty funny read, so it is still recommended.
- Behave like a typical villain. Large Hams and stereotypical behaviour are very acceptable.
- The latter doesn't mean you have to be an idiot. Some Genre Savvyness will be useful in the fight against the Intelligence Agencies.
- Play your strengths. Don't try to go for Mr Popularity if you know your guy will not be winning that award soon.
- Well developed backstories, not only for your avatar, but also for your Henchmen, are recommended. Good backstories mean better stories.
- Make sure to plan for anything. Even if a mission becomes a failure, you can still pull out something good out of it.

Now, don't post until I say so. Meanwhile, prepare your guy's stats:
Starting Stats:
Name / Player (Archetype(s))
Origin
- Backstory
Homebase
- Rooms
Money: 200,000$ (400,000$ for Rich Bored Bastards) minus the costs of the rooms and fronts you buy at the start
Loyalty: 60% (70% for Legacy Criminal)
Fronts:
 
Evil Geniuses' Stats:

Tiberius Anderson / Nuclear kid (Ultra Patriot/Rich Bored Bastard)
Origin: Las Vegas, USA West Coast
Henchmen: None
Homebase: Las Vegas, USA West Coast
- Rooms: 1 Armory, 1 Barracks, 1 Control & Security Room, 1 Freezer, 1 Laboratory, 1 Mess Hall, 1 Training Room, 1 Strongroom
Money: 25,000$ / 46,042.50$ / 50,000$ / 31,000$+4,500$
Minions: 45 (40) / 100
Minion Loyalty: 58%
Fronts: 1 Casino
Projects: Mr Massachusetts Project (2,500$/100,000$) (DD&C)

General Babaham / badunoff (Exile)
Origin: Cairo, North-Eastern Africa
Henchmen: Carl Lightman (Living Lie Detector, former MI5 Agent)
Homebase: Havana, Caribbean
- Rooms: 1 Barracks, 1 Strongroom, 1 Training Room
Money: 7,000$ / 19,530$ / 57,500$ / 6,000$+6,900$
Minions: 69 (50) / 100
Minion Loyalty: 63%
Fronts: 1 Casino, 1 Law Firm
Projects:

Hans von Barron / Haseri (Legacy Criminal)
Origin: Berlin, Northern Europe
Henchmen: Charlotte Tisza (Hot Scientist)
Homebase: Casablanca, North-Western Africa
- Rooms: 1 Barracks, 1 Control & Security Room, 1 Laboratory, 1 Strongroom
Money: 13,500$ / 0 / 6,000$ / 17,000$+2,500$
Minions: 25 (10) / 100
Minion Loyalty: 70%
Fronts: 1 General Store
Projects: None

Sister Mary Catherine / Luckymoose (Fanatic)
Origin: Paris, Western Europe
Henchmen: None
Homebase: Monaco, Western Europe
- Rooms: 1 Armory, 1 Barracks, 1 Infirmary, 1 Mess Hall, 1 Strongroom, 1 Training Room
Money: 27,000$ / 0 / 8,000$ / 23,000$+2,500$
Minions: 25 (16) / 100
Minion Loyalty: 55%
Fronts: 1 General Store, 1 Store
Projects: None

Dr. Mobius / merciary (Mad Scientist)
Origin: Chicago, USA East Coast
Henchmen: Lance Guill (Master Thief)
Homebase: Chicago, USA East Coast
- Rooms: 1 Barracks, 1 Power Plant, 1 Strongroom, 1 Training Room
Money: 81,000$ / 0 / 8,000$ / 11,000$+3,000$
Minions: 30 (16)/ 100
Minion Loyalty: 61%
Fronts: 1 General Store, 2 Stores
Projects: None

David Moreau / Seon (Rich Bored Bastard)
Origin: Sacramento, USA West Coast
Henchmen: David Strange (Infiltration and Disguise Specialist)
Homebase: Los Ángeles, USA West Coast
- Rooms: 1 Armory, 1 Barracks, 1 Control & Security Room, 1 Freezer, 1 Laboratory, 1 Mess Hall, 1 Power Plant, 1 Strongroom, 1 Training Room
Money: 124,500$ / 0$ / 12,000$ / 36,000$+4,500$
Minions: 45 (20) / 100
Minion Loyalty: 60%
Fronts: 2 General Stores
Projects: Mercenary Project (10,000$/20,000$) (Elite minions trained in firearms usage)

Dr. Louis, Prince Napoléon / GamezRule (Ultra Patriot)
Origin: Brussels, Western Europe
Henchmen: None
Homebase: Paris, Western Europe
- Rooms: 1 Barracks, 1 Armory, 1 Strongroom, 1 Freezer
Money: 20,000$ / 0$ / 15,000$ / 10,000$+3,600$
Minions: 36 (29) / 0
Minion Loyalty: 63%
Fronts: 3 Stores, 2 General Stores
Projects:

Yuri Semmovich / bestshot9 (Rogue Agent)
Origin: Novorossiysk, Caucasus
Henchmen: None
Homebase: Omsk, Northern Asia
- Rooms: 1 Armory, 1 Barracks, 1 Laboratory, 1 Power Plant, 1 Strongroom
Money: 41,000$ / 0$ / 12,000$ / 24,500$+2,500$
Minions: 35 (20) / 100
Minion Loyalty: 61%
Fronts: 2 General Stores
Projects: Armory Upgrade Project (better weaponry)

Jonathan William Smith / tuxedohamm (Earth Paranoid)
Origin: Alamogordo, USA West Coast
Henchmen: None
Homebase: San Francisco, USA West Coast
- Rooms: 1 Barracks, 1 Control & Security Room, 1 Power Plant
Money: 0$ / 53,655$ / 12,000$ / 11,000$+2,900$
Minions: 29 (20) / 100
Minion Loyalty: 57%
Fronts: 2 General Stores
Projects: None

Mister Tan/ChiefDesigner (Exile/Rogue Agent)
Origin: Singapore, Indochina
Henchmen: None
Homebase: Hong Kong, Indochina
- Rooms: 1 Barracks, 1 Control & Security Room, 1 Freezer, 1 Mess Hall, 1 Strongroom
Money: 10,000$ / 0$ / 30,000$ / 9,500$+5,500$
Minions: 55 (30)/ 100
Minion Loyalty: 60%
Fronts: 1 Casino
Projects: Armory Upgrade (0/15,000$, 0/1 Armory) (Better weaponry)

Vladmir Virskosky / Prospo (Border Breaker/Fanatic)
Origin: Stalingrad, Russia
Henchmen: Mr. Tolkovyy (MENSA member, genius researcher)
Homebase: Geneva, Northern Europe
- Rooms: 1 Barracks, 1 Strongroom, 1 Training Room
Money: 53,000$ / 0$ / 1,000$ / 13,500$+3,000$
Minions: 30 (16) / 100
Minion Loyalty: 63%
Fronts: 1 General Store, 2 Stores
Projects: None

Marla Willington / kentharu (Rich Bored Bastard)
Origin: London, British Islands
Henchmen: None
Homebase: Cape Town, Southern Africa
- Rooms: 1 Armory, 1 Barracks, 1 Control & Security Room, 1 Freezer, 1 Laboratory, 1 Mess Hall, 1 Power Plant, 1 Training Room
Money: 0$ / 49,350$ / 10,000$ / 35,000$+3,000$
Minions: 30 (20) / 100
Minion Loyalty: 54%
Fronts: 1 Casino
Projects:
 
Fronts' names
Legend: S = Store, GS = General Store, H = Hotel, C = Casino, F = Factory, P = Port, A = Airport, IR = Island Resort, O = Other

Tiberius Anderson
- Las Vegas: Atlantis Casino (C)

General Babaham
- Havana: Pharaoh's Casino (C)
- New Orleans: Tax Law Firm of Whitney and Brian (O)

Hans von Barron
- Casablanca: Barron's Souks (GS)

Sister Mary Catherine
- Monaco: Galerie Sacre Cœur (GS), La Révérende Mére (S)

Dr Mobius
- Chicago: Mobius Mall (GS), Mercy Shop, Ciary Shop (S)

David Moreau
- Los Ángeles: Moureau's Mall One and Two (GS)

Dr. Louis, Prince Napoléon
- Paris: Paris Internationale (GS), La Nouvelle Paris, Le Brioche Français, Le Coq (S)
- Brest: Français Internationale (GS)

Mari Saari
- Helsinki: Suuri Sotilas (GS)

Yuri Semmovich
- Omsk: Omsk Home and Supply (GS)
- Hanoi: Hanoi Home and Supply (GS)

Jonathan William Smith
- San Francisco: Smith Supplies #1 and #2 (GS)

Mister Tan
- Hong Kong: Casino Hing Yam Kung (C)

Vladmir Virskosky
- Geneva: Swiss Supplies (S)
- Helsinki: Suomen Tarvikket (GS)
- Monaco: Fournitures Française (S)

Marla Willington
- Cape Town: Willington's Casino (C)
 
Right here's mine, I think I got everything right:

Dr. Mobius /merciary/Mad Scientist
Origin
Chicago
Thrown out of nearly every university and research firm for his highly unorthodox test and habit of using everyone one as a test subject Dr. Mobius decided to advance the field of science on his own. His first experiment was on the applications of society's rules, more over how they could be not be applied to him. So naturally he tested his hypothesis by breaking laws, stealing money, and unethical testing. He came to the conclusion that for the betterment of himself and science society's laws should not affect him. Further more he hypothesized that society's rules were holding back the pursuit of science so much that he needed to TAKE OVER THE WORLD and make better rules, for SCIENCE.

Homebase, Chicago
- Barracks
-Strongroom
-Training room
-Power plant
Money: $50,000
Loyalty: 60%
Fronts: General Store, 2 Stores
 
Dr. Jacques Bonaparte

I'll put something together in a bit.
 
Sister Mary Catherine / Luckymoose (Fanatic)
Origin:
Spoiler :
Born on the steps of the Fundamental Truth of Heart and Faith Nunnery and Hospital, a young Mary Catherine was raised, as an orphan, into the Catholic church and grew to be a well respected theologian in her own right. Deciding to marry the Lord and spend her days attending to the unfortunate that ended up in her hospital. She received a medical degree from Paris nearly 20 years ago, and now in her late 40s, is the head medical doctor and nun at the hospital and nunnery. In the past decade she has increasingly become critical of the state of Christianity, and the world in general, moving towards a more radical form of worship in secret, slowly collecting her fellow nuns and orphans into her guild. She now commands a large group of young femme fatale nuns. All of which are trained in the deadly martial arts and beneath the cloth are often extravagantly beautiful, which they use to their advantage in situations where being a nun will not get the best outcome. Sister Mary Catherine and her League of Deadly Sisters, use the hospital as a main front, followed by their sweet nun appearance, but they own and operate various stores and commit crimes against what they view as A Broken World. The ultimate goal is the assassination of all the top Catholic bishops and the Holy See himself, then the world!

Homebase: Monaco
- Infirmary
- Barracks
- Strongroom
- Training Room
- Armory
- Mess Hall
Money: 50,000$
Loyalty: 60%
Fronts: 1 General Store, 2 Stores
 
Very interested. Few questions though:
1. In the beginning, do the fronts have to be located in the same city or even landmass as the home base?
2. Is this present day or way back when Havana was the Switzerland of the Western Hemisphere(peak of the mafia and criminal masterminds)?
 
Not bad. 5 people so far are interested. Let's see if we can reach 12 Evil Geniuses!
Very interested. Few questions though:
1. In the beginning, do the fronts have to be located in the same city or even landmass as the home base?
2. Is this present day or way back when Havana was the Switzerland of the Western Hemisphere(peak of the mafia and criminal masterminds)?

1. I'd say that first it would be better if they were in the same region. Then, as you expand, you can get them in other places.
2. I'd say the 60s.

@Merciary: you need to state what's your Origin. Not the Backstory, but where you come from. Backstory is quite interesting, BTW.

@Luckymoose: interesting character. Soon, you will know what's your nuns' disadvantage.

@GamezRule: let's see what you can come up with.

@Everyone: Nice choices so far. Remember that your Homebase need not be exactly in the regional "capital" (for example, Luckymoose's nuns could be living in Orleans instead of Monaco). I'd also like to have at least 1 Evil Genius, and perhaps 2, in every continent. Also, would love to remind you: you may start having some problems with the electricity until you build your power plants.
 
Yes, in. I think I am going to gun for Rich Bored bastard (Eat cash and take over the world), Rich Bored Bastard/Legacy Criminal (Son of a mafia boss, I guess?), or Rich Bored Bastard/Mad Scientist (ie: Mr. House/evil Tony Stark)
 
@Merciary: you need to state what's your Origin. Not the Backstory, but where you come from. Backstory is quite interesting, BTW.

I think I fixed it.
 
Hans von Barron / Haseri (Legacy Criminal)
Origin: Germany, Northern Europe
The first von Baron (Baron Byron von Barron) rose to prominance in the early 20th Century. He fought for the Kaiser, keeping afloat in the interim years stealing from the French. When Hitler rose to power, he liked the idea of getting back at France, but hated the racial aspects of the Nazi party. He died before Poland was invaded, leaving his son, Johan von Barron, the criminal empire he had built. Johan hindered both the Axis and the Allies, and then everyone the world over once the war ended. Johan died the way all Evil Geniuses should - betrayed by the woman he loved (and captured) for a suave agent, his volcano base exploding around him. Thus every remaining asset was left to his only son, Hans, who had just finished his schooling.
Homebase: Casablanca ("The back-up base, son. Never let it get blown up.")
- Inner Sanctum
- Control and Secruity Room
- Barracks
- Strongroom
Money: 70,000$
Loyalty: 70%
Fronts: General Store
 
Vladmir Virskosky / Prospo (Border Breaker/ Fanatic)
Origin: Russia
- During the war, Vladmir lived out his teen years in Stalingrad too young to be drafted too old to be ignorant. He watched as the Red Army, the gathering of all the peoples of the Soviet Union, was pushed back by the Germans. As the grey tide advanced to Stalingrad, the bombs arrived. The germans gifts to the Slavs. On the west bank of the Volga, he watched as brave soldiers fought in the ruins of his home. When all was said and done, and the Soviets had won their hollow victory, Vladmir saw the terrors of nationalism. Nationalism had taken his family from him, and he would hold a grudge.

His loss of faith in God did not help his melancholy either. He to the opinion that humans are gods themselves, masters of their own destiny. When the United Nations was formed after the war, he saw it as a weak compromise. Eventually he grew more and more deranged, and began devoloping "his" world. He studied linguistics, anthropology, and warfare. He created his own international culture, a false dream. He began to see it as more and more of a possibility, and that he should make it come true. He gathered others to his cause, many veterans of the war. He taught them his invented language, and made them renounce their ethnicities. He set up a store front after years between jobs. As creator of this New World, he decided he would be its god and demanded worship from his minions. They followed suit and soon his god complex overtoook him.

Homebase: Geneva
- Armory
- Power Plant
- Mess Hall
- Barracks
- Laboratory
- Infirmary
- Inner Sanctum
Money: $40,000
Loyalty: 60%
Fronts: Store
 
I have just updated the stats to where they should be. Some of you got a bit enthusiastic at the moment of buying buildings, and will tether at the border of bankruptcy for some time.

Also, I wish to remind you that your homebases or origins need not be at the regional "capitals". The cities names are there only as a way to let you know which is the most important city in the region by this games' standards (as well as where the regional office of the correspondent Intelligence Agency stands), no one is forcing you to have your bases there. For example, anyone in the Near East region could install its Homebase in Tel Aviv or Damascus.
 
General Babaham/ Badunoff (Exile)
Origin-Cairo
- Once the most effective general of Egypt, Abdul Babaham was forced into hiding after the revolution was over and an audit was ordered on his actions. Who would have thought that one tiny little massacre of civilians would be such a big deal? They're civilians! Who cares, right? An arrest order was issued for war crimes, no less! The nerve! Well, the honorable General was not going to sit around waiting to get shot, oh no! He fled the country with some of his most loyal officers and soldiers, vowing vengeance of Egypt. A few decades passed, and the good General, though not forgetting his vow of vengeance, had even bigger ambitions. Some of his operations were successful, earning him not only cash and infamy, but the realization that it was within his power to take over the world! And once at the top, Egypt will fall to its knees and beg for forgiveness. Haha! Hahaha!!! HAHAHAHAHA!!!!!
Homebase- Havana
- Barracks
- Strong Room
- Training room
Money: 15,000$
Loyalty: 60%
Fronts:
-Casino(20 minions, Havana)



Spoiler :
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One of my favorite games​
 
Also, I wish to remind you that your homebases or origins need not be at the regional "capitals". The cities names are there only as a way to let you know which is the most important city in the region by this games' standards (as well as where the regional office of the correspondent Intelligence Agency stands), no one is forcing you to have your bases there. For example, anyone in the Near East region could install its Homebase in Tel Aviv or Damascus.

Change me to Berlin then, please.
 
John D. Cluck / bestrfcplayer (Legacy Criminal)
Origin
Spoiler :
Born in the 1920's, Cluck was born into a poor family, with little to no food. As time went on, his life became worse. Then, World War 2 broke out. Cluck's father joined the war as a marine. His father then died in 1940, and his mother soon died because she was malnourished. So, Cluck ran away from home, (which was in the U.S).

He then stumbled upon some criminals, and decided to join them. He soon rose through the ranks, and became a top criminal, even being the FBI's #1 most wanted for a time. Then, the worst moment in his life occurred. He was on a mission, when suddenly, he found himself thrown out of the truck by his own comrades! He knew why he was betrayed: he was just too powerful, and if he wasn't stopped, he wouldn't need minions anymore. Then, when things couldn't get any worse, 10 police cars (who were chasing him) stopped, and there was a firefight. The aftermath was that Cluck was captured, both of his legs amputated, and he was going to be put on death row! The year was 1958.

But, the day before he was going to be executed, some of his friends (who didn't betray him) led a daring prison break. It worked, but Cluck was the only one alive. He was found by his Uncle Scott, who built him a wheelchair, and gave Cluck two pistols. Cluck thanked his uncle, and then shot Scott. Cluck then later moved to Australia to set up his base of operations.

Homebase: Sydney (Australia)
- Armory
- Barracks
-Mess Hall
-Infirmary
Money: 80,000$
Loyalty: 70%
Fronts:
3 Stores, 1 General Store
 
Um.... it's 1960, none of that has happened.
 
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