Evil Genius: Mastermind
For players, and those who just want to sit in, we have an IRC Chat; #StarWarsGame
For players, and those who just want to sit in, we have an IRC Chat; #StarWarsGame
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.
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