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Another plan ruined. Another base destroyed. But this is not the end. You raise your arm/tentacle/robotic gripping appendage to the sky and swear that tomorrow will be the first day of your successful master plan (version 5)
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The following is information on the RP
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What is this glorious evil?
DDD is an RP about being an evil mastermind. Your latest attempt at world domination/mass destruction/interior design has failed and you are now forced to move and start again.
With what remains of your cash you have bought yourself a new Lair in Yam City and are ready to begin your new Master Plan
The goal of this RP is mostly whatever you wish of it. There will be a variety of possibilities for earning money/increasing your influence available.
I've tried to make it rather open in terms of options. If you have another path you want to pursue, feel free to hit me up.
With what remains of your cash you have bought yourself a new Lair in Yam City and are ready to begin your new Master Plan
The goal of this RP is mostly whatever you wish of it. There will be a variety of possibilities for earning money/increasing your influence available.
I've tried to make it rather open in terms of options. If you have another path you want to pursue, feel free to hit me up.
Home Sweet Home
Your secret lair is your base of operations. If it is over run it is not the end so long as your mastermind escapes, but it will set you back greatly. The Ground Floor is for your front business (to keep the public from discovering your den).
You can build your Lair either up or down. Your lair must have an inner sanctum for your Mastermind to reside.
Examples:
Floor 2 - Inner Sanctum
Floor 1 - Surveillance
Ground Floor - Front business, Butcher
Basement 1 - Armoury
Basement 2 - Secret Laboratory
Floor 1 - Surveillance
Ground Floor - Front Business, Warehouse
Basement 1 - Secret Laboratory
Basement 2 - Detainment Cells
Basement 3 - Armoury
Basement 4 - Inner Sanctum (Emergency Exit installed)
Miscellaneous Purchases
Inner Sanctum, Free
Emergency Exit, $200
Extra Floor, $300
Rooms
Armoury, $200 - Allows your minions to wield firearms
Detainment Cells, $100 - Stash away fools you have captured for whatever reason you are capturing fools
Surveillance, $50 - Your cameras lead here. With a worker minion watching, you'll see most threats coming and have time to sound the alarm
Training Room, $50 - Allows you to upgrade Minions rather than purchasing whole new ones
Morgue, $150 - A source of bodies for your evil deeds
Sacrificial Chamber, $150 - Consort with nightmares and monsters from beyond the veil if you have a Ritualist running the show
Secret Laboratory, $150 - With at least one Scientist you can unlock really stupid things. It'll be great
Robotics Manufacture, $150 - Requires an Engineer but will allow you to create machines to do your bidding
You can build your Lair either up or down. Your lair must have an inner sanctum for your Mastermind to reside.
Examples:
Floor 2 - Inner Sanctum
Floor 1 - Surveillance
Ground Floor - Front business, Butcher
Basement 1 - Armoury
Basement 2 - Secret Laboratory
Floor 1 - Surveillance
Ground Floor - Front Business, Warehouse
Basement 1 - Secret Laboratory
Basement 2 - Detainment Cells
Basement 3 - Armoury
Basement 4 - Inner Sanctum (Emergency Exit installed)
Miscellaneous Purchases
Inner Sanctum, Free
Emergency Exit, $200
Extra Floor, $300
Rooms
Armoury, $200 - Allows your minions to wield firearms
Detainment Cells, $100 - Stash away fools you have captured for whatever reason you are capturing fools
Surveillance, $50 - Your cameras lead here. With a worker minion watching, you'll see most threats coming and have time to sound the alarm
Training Room, $50 - Allows you to upgrade Minions rather than purchasing whole new ones
Morgue, $150 - A source of bodies for your evil deeds
Sacrificial Chamber, $150 - Consort with nightmares and monsters from beyond the veil if you have a Ritualist running the show
Secret Laboratory, $150 - With at least one Scientist you can unlock really stupid things. It'll be great
Robotics Manufacture, $150 - Requires an Engineer but will allow you to create machines to do your bidding
Minions
Basic Minions
Thug $50 - Tough guys with more steroid-enhanced muscles than brains, Thugs like to break things and hurt things. Sometimes there is a beautiful shining moment in which they discover they can break and hurt things at the same time. This is known as Thug-Nirvana. Combat minion. Upgrades to Goon.
Goon $100 - Goons are much like Thugs except Goons can usually spell words more difficult than 'cat' thanks to classes at the local community college. Although they also like to hurt/break/both things Goons will prioritize your orders because they are smart enough to be afraid of death rays and shark-mounted lasers. Combat minion. Upgrades to Enforcer.
Enforcer $150 - At some point a Goon will decide upon his career path and more often than not that winding road leads to punching. No longer content with having more gains than the average gym junkie the Goon works hard at being a better kind of fighter. Mean, malicious and muscled, the Enforcer is finally the kind of employee an enterprising mastermind would be proud to hire. Well, maybe not proud. Less shamed perhaps. Combat minion. Upgrades to Beater, Soldier or Shadow.
Beater $300 - Harder, better, faster and indeed stronger than Enforcers are the Beaters. They've dedicated their lives to becoming the perfect fighter. Second to none in hand-to-hand combat and without hesitation when it comes to violence. They're also less flashy than soldiers due to their preference for getting up close and personal. Combat minion.
Soldier $300 - Many of the lesser minions, when asked about guns, will roll up their shirt sleeves and flex. The soldier is marginally less moronic and will immediately bring up his pride and joy: firearms. Although other minions will sometimes use firearms none have quite the training or artistic vision as the Soldier. Combat minion.
Shadow $300 - Sometimes violently smashing things is, oddly enough, not the solution to all of life's problems. As distressing as this information may be to some people there is a simple way of working around that. Hiring a stealthy individual for your nefarious thieving, espionage or assassination needs is always a perfectly acceptable measure. Infiltration and Combat minion
Workman $50 - More flimsy than a Thug but not mentally deficient. Not very skilled at anything but is good at doing basic things, like stocking the fridge, watching security cameras and diving in front of bullets. Work minion. Upgrades to Technician or Cultist
Technician $100 - Sometimes you need a minion with just a liiiiiiittle more in the way of education. You know, a minion who can actually do things. Should anyone cause damage to your property or possessions you'll need to fix them. Duct tape sadly is not the answer in some cases. That is where the technician comes in. A Technician keeps everything running nice and smooth. Work minion. Upgrades to Mad Scientist or Engineer
Mad Scientist $200 - Have YOU ever wanted to unleash hordes of giant bees upon your enemies? Do YOU want to outfit your mediocre henchmen with dangerous plasma weaponry? Introducing the Scientist, master of abusing the laws of nature and playing God. With this employee and a Laboratory you'll be riding your very own dinosaur in no time. Work minion. Upgrades into Action Scientist
Engineer $200 - Working in your robotics division to supply you with the greatest of cyborgs and androids. No domination is quite complete without a giant robot. Work minion. Upgrades into Combat Engineer.
Cultist $100 - Performing sacrifice is hard work. There's blood and screaming and you need like half a dozen mops to clean up sometimes. That is four more mops than a worker can use. Cultists are mindless sycophants who just like robes and chanting but they are useful. Work minion. Upgrades to Ritualist or Necromancer
Ritualist $200 - A person who consorts with demons. Having a Ritualist and a Sacrificial Chamber will satisfy all your devilish doomsday needs. Work minion
Necromancer $200 - Master of the undead. Necromancers can return Minions to life if they have been slain, as well as turning fallen enemies into minions. Work minion
Advanced Minions
Action Scientist $400 - Armed with some sort of energy weapon and possessing a PhD in both ass-kicking and theoretical physics, the Action Scientist is like a Soldier but with a bit more smarts. An Action Scientist can also be used as a Technician or Scientist when not blasting enemies with the power of SCIENCE. Work and Combat minion.
Thug $50 - Tough guys with more steroid-enhanced muscles than brains, Thugs like to break things and hurt things. Sometimes there is a beautiful shining moment in which they discover they can break and hurt things at the same time. This is known as Thug-Nirvana. Combat minion. Upgrades to Goon.
Goon $100 - Goons are much like Thugs except Goons can usually spell words more difficult than 'cat' thanks to classes at the local community college. Although they also like to hurt/break/both things Goons will prioritize your orders because they are smart enough to be afraid of death rays and shark-mounted lasers. Combat minion. Upgrades to Enforcer.
Enforcer $150 - At some point a Goon will decide upon his career path and more often than not that winding road leads to punching. No longer content with having more gains than the average gym junkie the Goon works hard at being a better kind of fighter. Mean, malicious and muscled, the Enforcer is finally the kind of employee an enterprising mastermind would be proud to hire. Well, maybe not proud. Less shamed perhaps. Combat minion. Upgrades to Beater, Soldier or Shadow.
Beater $300 - Harder, better, faster and indeed stronger than Enforcers are the Beaters. They've dedicated their lives to becoming the perfect fighter. Second to none in hand-to-hand combat and without hesitation when it comes to violence. They're also less flashy than soldiers due to their preference for getting up close and personal. Combat minion.
Soldier $300 - Many of the lesser minions, when asked about guns, will roll up their shirt sleeves and flex. The soldier is marginally less moronic and will immediately bring up his pride and joy: firearms. Although other minions will sometimes use firearms none have quite the training or artistic vision as the Soldier. Combat minion.
Shadow $300 - Sometimes violently smashing things is, oddly enough, not the solution to all of life's problems. As distressing as this information may be to some people there is a simple way of working around that. Hiring a stealthy individual for your nefarious thieving, espionage or assassination needs is always a perfectly acceptable measure. Infiltration and Combat minion
Workman $50 - More flimsy than a Thug but not mentally deficient. Not very skilled at anything but is good at doing basic things, like stocking the fridge, watching security cameras and diving in front of bullets. Work minion. Upgrades to Technician or Cultist
Technician $100 - Sometimes you need a minion with just a liiiiiiittle more in the way of education. You know, a minion who can actually do things. Should anyone cause damage to your property or possessions you'll need to fix them. Duct tape sadly is not the answer in some cases. That is where the technician comes in. A Technician keeps everything running nice and smooth. Work minion. Upgrades to Mad Scientist or Engineer
Mad Scientist $200 - Have YOU ever wanted to unleash hordes of giant bees upon your enemies? Do YOU want to outfit your mediocre henchmen with dangerous plasma weaponry? Introducing the Scientist, master of abusing the laws of nature and playing God. With this employee and a Laboratory you'll be riding your very own dinosaur in no time. Work minion. Upgrades into Action Scientist
Engineer $200 - Working in your robotics division to supply you with the greatest of cyborgs and androids. No domination is quite complete without a giant robot. Work minion. Upgrades into Combat Engineer.
Cultist $100 - Performing sacrifice is hard work. There's blood and screaming and you need like half a dozen mops to clean up sometimes. That is four more mops than a worker can use. Cultists are mindless sycophants who just like robes and chanting but they are useful. Work minion. Upgrades to Ritualist or Necromancer
Ritualist $200 - A person who consorts with demons. Having a Ritualist and a Sacrificial Chamber will satisfy all your devilish doomsday needs. Work minion
Necromancer $200 - Master of the undead. Necromancers can return Minions to life if they have been slain, as well as turning fallen enemies into minions. Work minion
Advanced Minions
Action Scientist $400 - Armed with some sort of energy weapon and possessing a PhD in both ass-kicking and theoretical physics, the Action Scientist is like a Soldier but with a bit more smarts. An Action Scientist can also be used as a Technician or Scientist when not blasting enemies with the power of SCIENCE. Work and Combat minion.
The forces of JUSTICE™
Once upon a time an enterprising mastermind ran a protection racket in a city. So long as people remembered to pay him money he would make sure that no "accidents" happened. He also had words to say to people who caused "accidents" at businesses he was being paid by, words such as 'broken kneecaps' and 'sleep with the fishes'. So successful was he that slowly his racket spread more and more until eventually everyone in the city was paying money for protection. No criminals dared commit crimes under his watchful eye and everyone gave him money.
It was at this point that he realized he had become a police force. The protection money was essentially taxes.
At first this disgusted him, but the lure of money was strong. He rebranded his organization as JUSTICE™, dedicated to stamping out the forces of evil (so long as the money poured in). Wealthy and powerful as he was the mastermind decided to expand his operations to nearby cities and now has a presence in every major city in the country.
For you this is quite bothersome. This means that as you grow powerful the forces of JUSTICE™ will pay more and more attention to you.
It was at this point that he realized he had become a police force. The protection money was essentially taxes.
At first this disgusted him, but the lure of money was strong. He rebranded his organization as JUSTICE™, dedicated to stamping out the forces of evil (so long as the money poured in). Wealthy and powerful as he was the mastermind decided to expand his operations to nearby cities and now has a presence in every major city in the country.
For you this is quite bothersome. This means that as you grow powerful the forces of JUSTICE™ will pay more and more attention to you.
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The following is what is needed for application
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The Mastermind
[Picture here, if applicable. If it is absurdly large, like, American McDonalds upsized meal large, please use a hider]
/// Note that if you are a robot, or alien, or fishthing, some things such as Sex will not apply to you. Replace it with Species instead. Some things, like if you're an alien who shoots eye lasers, may require you to also use an Ability for it.
Name: eg - Joey "Facestomper Soulflayer" Williams, terror of the online gaming community (If you want to have lots of silly names or titles, go nuts)
Age: eg - 12 (the majestic number, rare though as it may be, is the best answer to this question)
Sex: eg - Male (he identifies as an omnisexual genderqueer sea-cucumberkin but for identification purposes we're going with biology here)
Appearance: (if not using a picture, feel free to describe your dashing devilish doom-monger in delectable detail here)
Personality:
Ability:
Create two abilities. Can be technological, magical, social, combat. Anything. But keep in mind GM has the right to accept or deny them - don't go overboard
Skills:
Four skills. This is things like Hand to Hand Combat, Firearms, Stealth, Frugality, Observation, etc
/// Note that if you are a robot, or alien, or fishthing, some things such as Sex will not apply to you. Replace it with Species instead. Some things, like if you're an alien who shoots eye lasers, may require you to also use an Ability for it.
Name: eg - Joey "Facestomper Soulflayer" Williams, terror of the online gaming community (If you want to have lots of silly names or titles, go nuts)
Age: eg - 12 (the majestic number, rare though as it may be, is the best answer to this question)
Sex: eg - Male (he identifies as an omnisexual genderqueer sea-cucumberkin but for identification purposes we're going with biology here)
Appearance: (if not using a picture, feel free to describe your dashing devilish doom-monger in delectable detail here)
Personality:
Ability:
Create two abilities. Can be technological, magical, social, combat. Anything. But keep in mind GM has the right to accept or deny them - don't go overboard
Skills:
Four skills. This is things like Hand to Hand Combat, Firearms, Stealth, Frugality, Observation, etc
Your Secret Lair
Cash - $500
Lair
Floor 1 -
Ground Floor -
Basement 1 -
Minions
Lair
Floor 1 -
Ground Floor -
Basement 1 -
Minions