From the Introduction:
Evil Genius #2: Crime & Punishment is a collection of four scenarios of robbery, extortion, kidnapping, and general mayhem, plus the price you pay for doing all of the above. Crime does not pay, but there’s always someone who didn’t get the memo:
Deep Runs the Dreadnaut–The armored Dreadnaut plants mines in the city’s harbor, holding the seas hostage until his demands are met.
Great Armored Car Robbery–Armor-plated battlewagons stage daring daylight bank robberies. They’re not robberies of armored cars, they’re robberies using armored cars!
Doing Time–After thirty years trapped in a moment of frozen time, an innocent man blames the heroes for his unfair imprisonment. Now it’s their turn.
Fame is Fleeting–In a bid for fame and fortune, Speed Demon sets out to rob more banks in a single day than any criminal before.
Each adventure outlines the main action, but you can expand or compress the pacing as you see fit. A single scenario could be drawn out across multiple game sessions or finished all in one sitting. They are also peppered with new Action Shticks (Sinking Ships, Hit by a Car, etc.) that you can lift and use in your other games, and each scenario has Variants to give you alternate ways to run them.
If you have other Lame Mage adventures (like Zodiac Ring, the Dr Null series, or Evil Genius #1) there are places where you can use Action Shticks from those releases, but they are not necessary for play.
Later issues of Evil Genius will feature other collections all designed to give you, the GM, tools to put the game on the table. Because the real evil genius isn’t the criminal mastermind, it’s the person behind the screen.
Just don’t do the crime if you can’t do the time.