• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Tapscott

Field Marshal
78 Badges
Apr 25, 2011
3.056
75
  • Heir to the Throne
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sunset Invasion
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron 4: Arms Against Tyranny
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
Evil Genius: Mastermind

For players, and those who just want to sit in, we have an IRC Chat; #StarWarsGame

EvilGeniusForumGameCoverart_zps51847265.jpg

Introduction
It is 1970, and Earth finds itself in a precarious position. The Cold War is in full swing, and while events such as the Cuban Missile Crisis may be part of the none-too distant past, tensions remain high. It is during this time of global uncertainty and fear that men and women have begun to emerge, with towering, but twisted, intellects and insatiable egos. Men and women who want nothing more than to rule the world as its undisputed leader, or see the entire planet burn. These people are Evil Geniuses, and the world will never be the same.

How to Play
Welcome to my second forum game, Evil Genius: Mastermind. This game, much like my last, shall rely more on roleplaying rather than statistics to drive the game forward.

The main goal of this game is for you to become ruler of the world, or perhaps its destroyer. How you set about achieving your goal is up to you!

Signing Up
All players start off as a relative unknown in the criminal underworld, with just a handful of devoted minions and a few briefcases stacked full of counterfeit bills. When signing up, please use the following format:

Name: The name of your character.
Age: Self-explanatory.
Biography: A background of your character.
Secret Base: A description of your secret base, where it is located and what it is like.

Game Mechanics
There are four statistics that one must concern themselves with, and they are Infamy, Cash, Minions and Henchmen.

Infamy: Infamy is essentially prestige, except for those of the villainous persuasion. Infamy makes diplomacy rolls with other villains more likely to succeed and makes it easier to recruit more minions. Once certain levels have been reached, the amount of minions, and henchmen, one can have increases cost-free.

Cash: Pretty self-explanatory. Your ill-gotten gains, available to be spent freely! Use this to improve your secret base’s defences, hire more minions, hire additional henchmen, or sink it into elaborate plots of your own design.

Minions: Your expendable underlings. Minions are used on missions, and are your first line of defence. All are combat ready, and all are expendable. The player automatically recruits 10 minions per turn, at no cost. The base level, for everyone, starts at 150. This may not seem like a lot, but hey, you ARE trying to live in a secret lair.

Henchmen: Essentially super minions, and not nearly as expendable. They can serve as bodyguards, or trusted leaders over your minions. They are invaluable for one to mount a decent defence of their base, and can be designed to be corner-stones of one’s plots, or ring-leaders of missions carried out across the world. It is important to note that all players start off with a single henchman, and that to recruit more requires one to be suitably infamous.


I ask that when creating a henchman, you follow the same format as when you create your Evil Genius. Henchmen are valuable characters to have, so try to give them some colour!​


Events
At any stage of the game, an Event may occur to any player. Events are created by me, the GM, and can give the player a chance to earn more infamy and cash, or potentially lose both of the aforementioned, and much more! Each event shall explain what it requires/expects the player to do, if they are desirous of completing it.

Orders
Players get two (2) sets of orders that they can send, covering anything they can think of. The orders can’t be longer than three (3) lines long. Players also have the ability to send in one (1) plot order per turn, with victory of said plot occurring if they roll a 6/6. It costs $25m to create a plot, and $25m to support it, so use it wisely!

If the player has to fight, or plans to, they can send in a single (1) military order, covering what they want their Evil Genius to order. This can range from a full-scale military invasion, to a mere mugging of some poor bugger.


IMPORTANT NOTE
Laws are made to be broken, including the laws of science, reality, and whatever else comes to the players' mind. As such nonsensical inventions/plans are fully acceptable. After all, the player does play a Genius, an Evil one admittedly, but Genius none-the-less. Do not expect the laws of reality to be overly enforced by the GM.


 
Last edited:
Statistics

Videofan - Dr. Coma
Infamy: 85
Cash: $170m
Minions: 145/150

Henchman - Robotic Assistant
Special Abilities: ARMOR Director: Due to the Robotic Assistant’s position as a Director on the Board of Directors of the justice organization known as ARMOR, Dr. Coma has a greater chance of succeeding in any missions he conducts in ARMOR’s territory. (+1 to normal and military rolls if in ARMOR territory)

Plankofwood - Clownface
Infamy: 25
Cash: $160m
Minions: 150/150

BelgiumRuler - Dr. Sweinenstein
Infamy: 30
Cash: $70m
Minions: 130/150

Henchman - The Digger
Special Abilities: None

Maxwell500 - Alasdair Lennox-Kerr
Infamy: -10
Cash: $50m
Minions: 100/150

Blackbishop - Worshipful Grand-Master of the Eye of Horus
Infamy: 30
Cash: $-35m
Minions: 165/150

Henchman - Willard
Special Abilities: None

Deaghaidh - Dr. Horrible
Infamy: 15
Cash: $80m
Minions: 100/150

Aedan777 - William Green
Infamy: 60
Cash: $305m
Minions: 125/150

Henchman - Jasper
Special Abilities: None

Falc - Captain Obvious
Infamy: -5
Cash: $240m
Minions: 150/150

Noco19 - The Rat King
Infamy: 20
Cash: $255m
Minions: 160/150

Dr. Livingstone - Mr. Whist
Infamy: 15
Cash: $435m
Minions: 90/150

Alexander23- Dr. Mellivora
Infamy: -30
Cash: $70m
Minions: 40/150

Henchman - Francesca Circassa
Special Abilities: None

Jako473 - Scarlett
Infamy: 0
Cash: $20m
Minions: 45/150

Henchman - Winter
Special Abilities: None

Arrowfiend - Caesar
Infamy: 15
Cash: $190m
Minions: 112/150

Henchman - The Aedificator
Special Abilities: None

Brovahkiin - Evard the Black
Infamy: 15
Cash: $70m
Minions: 140/150

Henchman - Acererak
Special Abilities: None

LatinKaiser - Sir Arnold Botticker
Infamy: -5
Cash: $-15m
Minions: 130/150

Henchman - Mr. Anthony Rainsford
Special Abilities: None

Dadarian - Baron Rip von Squat-Thrust
Infamy: 0
Cash: $105m
Minions: 140/150

Henchman - Reginald
Special Abilities: None
 
Last edited:
World Information

The Forces of Justsice
ForcesofJusticeMap_zps7b4cefca.png


MapKey_zpsa28aeca7.jpg

The Forces of Justice represent the main agencies that shall conspire against, and will, if you become infamous enough or gather enough heat, sent forces to your secret base to bring you down! Depending on where you base your operations you will have to deal with one of these agencies, or if you are particularly unlucky, several of them at the same time. Beware, each of the Forces of Justice have a Secret Agent working for them who will be more than a match for your henchman in a one-on-one fight…

These six different organizations have their own marked borders, and there exists an unspoken, though often breached, agreement that each organization shall keep its activities within its own borders. The organizations are:

A.R.M.O.R.: American Reconnaissance and Military Operations Regiments. – United States led organization that covers central and northern America, and certain nations in the Asia-Pacific.

S.A.L.T.: South American Liberties Trust – A united organization of the various South American regimes dedicated to protecting the liberties of the regimes there.

E.D.E.N.: The Extraordinary Defence European Network: Centred in London, this organization is focused on defending certain European nations from threats to the states that comprise it.

M.E.T.A.L.: Middle Eastern and Total African League – Largely pioneered by the Arab world, in particular by Saudi Arabia, this organization is more Arab-focused than African, but covers both regions.

S.W.O.R.D.: Specialized Warriors of the Oriental Response Division – Led by China, this covers the majority of Asian nations.

S.T.R.O.N.G.: Soviet Terror Resistance and Organized Network Group – Russian led organization that combats unusual threats to the will of the USSR, and its affiliates.

Dmitri Grekov - STRONG Super Spy
DmitriGrekov_zps5b0c7dbd.jpg

The undisputed top agent of all STRONG operatives, Dmitri Grekov’s reputation is known throughout the world. Despite this fame, or infamy as some would call it, Dmitri remains a relatively unknown figure outside of his role as STRONG’s top agent.

Investigation into Dmitri Grekov’s past reveal little, save for a surprising tidbit of information. Dmitri Grekov was once an Evil Genius, operating out of the deep wilderness of Siberia. From there he sent out trained packs of surgically enhanced Siberian Huskies to assault and eliminate any villages or towns that they could sniff out. The reasoning behind these attacks is unknown, as is what he hoped to achieve, but all that can be gathered is that STRONG managed to track Grekov down to his base, and capture him. At some point during his confinement he agreed to join STRONG as an agent, as they recognized someone with his talents would do well in their line of work.

Once Evil Genius, turned Super Agent, Dmitri Grekov is not a man to be taken lightly. His cold intellect, enhanced combat skills and overriding drive to kill his enemies makes him a most formidable enemy. And one must not forget that relic of his Super Villain past, his loyal pack of surgically enhanced Siberian Huskies. While there numbers are reduced down to 5, any animal that can shrug of bullets and bite through steel as a knife goes through butter deserves to be taken seriously.

SiberianHuskies_zps226c9380.jpg

Grekov's enhanced Huskies. Named, from left to right, Boris, Natasha, Igor, Vladimir, and Ivan.​

Special Abilities:

Super Spy: Dmitri Grekov, thanks to his superb skills, cannot be killed unless one finds out what his weakness is.
Pack Master: Thanks to his Siberian Huskies, Dmitri Grekov is able to cause huge amounts of carnage without lifting a finger.
Former Evil Genius: His past in villany gives Dmitri a unique understanding of how Evil Geniuses think. As such, he is able to find out the base locations of Evil Geniuses quickly.

Wén Gāng - SWORD Super Spy
Wén Gāng
SWORD Super Spy

WeacutenG1010ng_zps9bf5c732.jpg

The best agent SWORD has to offer is, undoubtedly, Wén Gāng. The famous martial artist was trained in a remote monastery in over a dozen different forms of martial arts throughout his youth, having his skills honed to a deadly precision. Why he decided to join SWORD, rather than remain in the monastery of his youth, is unknown, but since he joined the ranks of the oriental Forces of Justice, he has claimed numerous victories.

The most famous victory of Wén Gāng would be his triumph over the Tibetian criminal mastermind, Gar Tongtsen. Tongsten had constructed a secret lair in Mount Everest, and was amassing the materials needed to construct his own nuclear warheads, that he planned to launch all across China unless his demands were met; Tibetan independence with him as the newly independent state’s head. Unfortunately for the Evil Genius, SWORD had caught wind of his activities and once they had tracked down the location of his base, Wén Gāng was sent in. The result was a massacre, as Wén Gāng travelled from room to room, elmininating all who stood before him using nothing but his near-superhuman skills. The Super Agent confronted Gar Tongtsen in his inner sanctum, and struck the Evil Genius down with a single blow. This feat would be the start of the legend that was Wén Gāng, SWORD Super Agent.

Special Abilities:
Super Spy: Wén Gāng, thanks to his superb skills, cannot be killed unless one finds out what his weakness is.
Master Martial Artist: Due to the extensive training Wén Gāng undertook in his childhood, and maintains today, the man is able to move fast enough to dodge bullets.
Honourable: The mindset of Wén Gāng makes him completely immune to any attempts to shake his loyalty to his cause, or his devotion to SWORD.
 
Last edited:
Name: Dr. Coma

Real Life Name: Otto Meyer

Age: ???

Biography: An ex - Nazi scientist that helped the US in numerous of its scientific projects, only to heighten his influence within the scientific world and to gather money. He resorted to a self - build laboratory inside a cryogenic pod. His thoughts and speech are translated through a terminal in the laboratory and his minions are loyal to him. His name is a reference both to his situation and the punctuation mark, while his logo is a coma.

Secret Base: The secret base of Dr. Coma lies somewhere in rural USA, a secret laboratory dedicated to physical, chemical and biological studies somewhere under a farm. However, his minions are not capable of scientific research as they are nothing more but brainwashed grunts devoted to Dr. Coma.
 
Last edited:
Name: Clownface
Age: 37
Biography: The result of an experiment to create the most insane possible human being, looks like they FAILED huh? HA HEE HOO HA! Or maybe he was a former officer of justice, turned into one of the monsters he fought. It's like if you tried to shoot someone who's trying to stab you, but then the gun turns out to be a novelty one! And then the gun turns around and shoots you! HA HEE HOO HA! Three men walk into a bar. You can't prove anything your honour, there's no way I could have hit them with that bar, they walked into it themselves! HA HEE HOO HA!
Secret Base: The clown car. A secret warehouse, located somewhere in South America, with an underground compartment, as to give the impression that more people are inside the building than physically possible.

boner_2.gif
 
Last edited:
Name: Dr. Sweinenstein
Age: 36
Bio: Once a famous hunter, he became obsessed with mechanics and especially with mechanical animals, who he then tries to hunt down with home made weapons.
Secret Base: The Big Bad Hunter train. Which is basically a very very long buried train, located in Siberia.
 
Name: Dr. Takahasi
Age: 32
History: Since da bomb fell over Japan, Takahasi has been impressed with the power of radiation and, specially, mutation. She licensed in Physics and Chemistry in the Tokyo University, and, to everyone surprise, rejected a position in a prestigious laboratory, to go back to her old rural town in Hokkaido. Nobody can´t know the truth: she, with the help of a small inherited fortune, has built her own laboratory, where she is investigating, trying to create, with the power of the atom, ever bigger and more powerful monsters and men, wich with she would be able to give Japan its position as world ruler, with her as her omnipotent Empress, of course.
Secret Base: An underground web of tunnels in a small mountain range in Hokkaido. It lead to the Pacific Ocean where, underwater, she breeds all kind of weird, evil monsters
 
Name: Sir Albert Reginalds, 5th Baronet

Age: 38

History: Descended from a long and noble family of English gentry, Albert Reginalds came to the head of the family at its lowest point, destitute and near bankruptcy. Turning to the criminal underworld, Reginalds was able to save himself from the cesspit of financial ruin, and establish himself in criminal circles. Now determined to restore his family, and the British Empire, to its former glory, Reginalds will do anything for God, Queen, and Country - but more importantly, himself and his interests.

Secret Base: An underground complex built under Somersex House, Wiltshire, the ancestral home of the Reginalds.
 
fatbastard.jpg

Name: His Grace, Aonghas Cormag Donald Fearchar Mungo Fergus Lennox-Kerr XXXIV, King of Scots, Duke of Atholl, of Montrose, and of Hamilton; Marquess of Lothian, and of Tweeddale; Earl of Eglington, of Nithsdale, and of Lindsay; Viscount of Stormont, Lord of the Isles
Real Name: Alasdair Lennox-Kerr
Age: 45
Biography: Born in 1925 to a well-to-do family in Scotland, Alasdair Lennox-Kerr's childhood would be one of little excitement, him attending a military school from a young age and then being drafted to serve in the British Armed Forces in 1943. Things would get interesting from there however when Alasdair was involved in the Normandy landings and suffered brain damage after his ship was hit and he was knocked against the rocks. Returning to Scotland shortly afterwards he fell into a bout of depression, gouging himself on food and becoming morbidly obese. At the same time he also succumbed to insanity and proclaimed himself 'Aonghas Cormag Donald Fearcher Mungo Fergus Lennox-Kerr XXXIV, rightful King of Scots'. Since that proclamation he has been gathering a host of minions at his ancestral home, planning for his eventual takeover of Scotland, Great Britain and the World!
Secret Base: The Lennox-Kerr Estate, located along the coast of northern Scotland and surrounded by a large expanse of woods.
 
olho_horus.png

Name: Worshipful Grand-Master of the Eye of Horus

Real Name: Aldous Red-Sheild

Age: 55

Bio: Born into high society, Aldous presides over many prestigious positions within the United States, including a seat on the Council of Foreign Relations, several senatorial advisory boards, CEO, President and Founder of Sheild Industries, a multinational corporation that dabbles in the avionics industry, arms manufacturing, banking and food production. Largely unknown about Aldous is the secret society he has formed with fellow power brokers in his inner circle. This shadow organization seeks to control all facets of world governance as they worship their secretive religion.

Secret Base: Aldous believes in a method of hiding in plain sight, conducting his secretive meetings in Eye of Horus lodges across the country, which on the surface appears to be nothing more then a Christian charitable organisation that serves to foster business relationships and networking.
 
Last edited:
dr-horrible.gif


Name: Dr. Horrible
Real Name: William "Billy" Horatio Urbal
Age: 30ish

Bio: Self described Super Scientist Dr Horrible believes that the world is a mess, and he just needs to rule it. Through acts of disruption to the status quo, he hopes to create a state of anarchy that he can then run.

Secret Base: While he has brilliant designs for Horrible Tower, a super advanced self-sustaining arcology which he intends to make the hub of his evil empire, Dr Horrible currently operates out of a studio apartment in Pasadena.
 
(( The game has not even started, and we have 3 evil Geniuses in America and 1 in Japan. Good Luck ARMOR ))
 
Name: William Green
Age: 32
Biography: Green claims to be a stock broker who scammed the market, and then fled to Australia and using his earning to start his completely legitimate business, but no you can't ask what it actually does. However, no one is familiar with the scam he claims to have done, and several people claim to have seen him in Langley. Others claim to have seen him in contact with KGB agents. It's clear that whatever the truth is, Green is a well connected man, and his shadowy organization, The Aesir Group, is powerful.
Secret Base: A sprawling complex in the Australian outback, kept secret by being in the middle of a desert, and a few extra highly poisonous animals released into the surrounding area.
 
Last edited:
Name: Captain Obvious
Real Name: Robert Johnson

Bio: Being average in every possible way, Robert has been feeling a growing resentment towards the rest of the world, where everyone has at least something that makes them stand out. Finally deciding to take matters into his own hands, Robert has decided to become a supervillain and show the world what he's really worth!

Secret Base: The 'Secret Lair' coffeeshop in London. It's located near the City and has built up a formidable reputation for its mochas.
 
ratcatcher.jpg
Name: The Rat King

Real Name: Otis Stiles

Age: 28

Biography: A born loser, Otis came from the slums of New York City from an abusive and distant household. Lacking basic social skills, Otis soon found himself a social misfit, accepted by none and generally despised. Despite this, Otis was a genius, and held a great amount of passion for learning, as well as partaking in adventures, of which he conducted solo. A fateful encounter led Otis to the sewers where he would find his only compatriots - the rats. Soon Otis found that, like himself, the rats were outcasts, beings that found themselves on the receiving end of prejudice. Spending the majority of his childhood with his rat kin, Otis developed his knowledge of all things rat, and by chance, discovered his talent in communicating and ultimately directing the rats.

With this, Otis knew what could be done. Abandoning his connection with Humanity, Otis declared himself, not man, but Rat King, and launched his own crusade against the evils of mankind. With his rat army, the Rat King sank into delinquency and embraced crime as his primary means of income, with his ambitions rising higher and higher after each problem he caused for the surface dwellers, resulting in the idea that the rats must inherit the Earth, through any means.

Secret Base: The labyrinthine sewers beneath New York City
 
Name: Mr. Whist
Age: 22
Biography: The fifth son of an oil tycoon, Whist decided at an early age that Evil was a game he wished to play. No matter what he read, watched on TV, or saw on the news, it was the villain that caught his attention. Whether suave, maniacal, or just plain bad, he fell in love with the villain. He retained some moral values, believing that a villain with no morals was just old hat. His father somewhat encouraged this, as morals was not for the son of one who destroyed rain forests and invaded third-world nations, or controlled the government for that matter. Even so, Whist had no interest in the business of oil, and when his father died, he sold his inheritance stock to his other four brothers to earn money for his devious plans.

Secret Base: A heavily guarded residential mansion found in the suburbs of Cairo.
 
du4n3C7.png


Organization name: Reptilia Arachnida
Name: Dr. Mellivora
Real Name: Alexander Gonzalo D'Namcy
Age:30
Bio: Born to a middle class family in the Republic of Panama. His father did the accounting for the richest man on the country when, he decided to become rich himself and steal much of this man money, they had to flee the country to Argentina were with their new found fortune live lavish life. Alexander however wasn't interested in living luxurious but biology and chemistry, with the discovery of DNA and more advancements, he assited to Oxford university, cambridge and CalTech obtaining his doctorate and multiple masters and post doctorate. In all universities however everyone expressed he was somewhat different and with bizarre ideas. After making a new fortune inventing medication and helping in antibiotics production he took his money and simply was found nowhere and none had any idea where he went be it from academia or family. so where is he? where else than the jungles of Brazil, to continue his true passion, Biological and chemical research that goes into the forbidden realm of science and to change to world forever to his own vision.

Secret Base: Dr. Mellivora secret base is located in an abandoned Military base which did secret research before being cut off by the Brazilian government in the Amazon Rain-forest. Located between the borders of Brazil and Venezuela the Base was a secret location were biological and chemical research was done by the Brazilian army in the 50s and early 60s after the program ended Dr. Mellivora took over it and all its equipment, now how operate ungodly experiments with nature.
 
Last edited:
Name: Dr. O'Malley
Actual Name: Frank Dufresne
Age: 31
Biography: Mr. Dufresne was formerly a medic working for the forces of justice. After a mysterious accident during an expedition against some evil mastermind in METAL-territory, his personality has suffered a bit of a schism. As of today, he believes himself to be two different people inhabiting the same body, with the personality calling itself "O'Malley" being in control of the body. Said second personality is a bloodthirsty megalomaniac bent on taking over the whole world and "crushing every living soul into dust", utilising copious amounts of evil laughter and robotic underlings in the process. In stark contrast stands the personality of the actual Dufresne, which is that of a peaceful man who shies away from violence (and violent words) and eats healthily.

Trivia: "Dr." O'Malley does not have a Doctor's Degree in anything, and neither did Mr. Dufresne.

Secret Base: O'Malley's secret base is located on a small and supposedly deserted island off the coast of Africa. On the surface, the island is only home to a few dilapidated buildings, but down underneath the ground lies a sprawling complex of tunnels and chambers. Dufresne is of the opinion that the base lacks re-sale value.

("They will all taste oblivion! ...which tastes just like Red Bull—which is disgusting!")
 
Last edited: