Doof crit failed 3/11 actions this turn, or 27%. If you remove the nat 1 that would have crit failed no matter what, that's 2/10.

Other factions rolled 22/64 or 34% crit fails. That's a lot worse.

If you remove Xanatos and Shego, the two factions you explicitly told about the crits, they rolled 21/51 or 41%.

Doof did fine. Other people did very not-fine. Chill.
This post summarizes the last time we got the all crit turn. We crit failed 20% of all of our actions, and that's after taking out one of the crit fails from the calculation!
 
The Duplicate inator has 2.5 effects that are immediately noticeable to anyone looking (meat, vests, evil person).

Heinz is known to not repeat inators. It won't be too hard to trace back the super-probability to us.

This is the kind of stuff that moves one from 'potentially useful' into 'clear danger' territory.
Also, they benefitted last time and don't nearly have room to complain about it. And we just fought off an invasion of alien cats, plus we helped stop Demona from destroying the human race a while back so really? We have a ton of credit to burn through before anyone has any room to complain.
 
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[x] The On-Ice-inator! Doofenshmirtz cryogenically freezes himself for two months as a proof of concept. Next turn, Mirage is in charge of DEI! King stats and National Actions will be changed to reflect this!
 
[x] The On-Ice-inator! Doofenshmirtz cryogenically freezes himself for two months as a proof of concept. Next turn, Mirage is in charge of DEI! King stats and National Actions will be changed to reflect this!
 
Feldrake should provide enough income (5 to 7) that there is only 1 background roll in the way.

If we do the duplicateinator there will be at 2 background rolls.
I'll make one last appeal SilentGrove. If you want Muppets as fast as possible, vote duplicator. I have no issue with people voting On-Ice because the want Mirage Quest, even if I disagree, I respect their preferences. But your reasons to vote for it are a little backwards, since the other option brings you closer to your goal.

The Feldrake quest getting us 7 or even 5 income right off the bat in the quest itself is staggeringly unlikely. We got 2 from his untouched main sanctum, and needed a second action to get the other 5. I don't expect this already-explored base to have 5 income total in the whole place, but even if we did we'd need a second action to touch the bulk of it, so no matter which inator we pick, we aren't getting Muppets next turn.

Now as for getting it the turn after - yes, Duplicator costs us 3 from meat rain, but we can crit sweep a few income actions and almost certainly come out with more than enough for Muppets. With Mirage - well, we've got all our eggs in the Feldrake basket. Her pathetic Martial makes Supervillainy risky and we can't invest in instability. If Feldrake doesn't pay out 5 or more, and it very well might not - it might have been looted already, a smaller base without much loot, or we might fail the follow-up action - we're hooped and need to wait a whole extra turn. By focusing on income on a crits turn we don't run that risk.

If you really want a Mirage Quest then by all means vote that way, but if you want Muppets as quick as possible, join us in the chaos train! And isn't that the Muppet-ey thing to do anyways? All the hijinx and unpredictability of a dysfunctional organization always kept barely afloat by zany schemes is what I love so much about the Muppets, they wouldn't want us to bring them into the fold by playing it safe and doing things like corporate suits.
 
Decided to go back and look at the positives and negatives from our first time breaking probability. I'll only be including the things that it actually effected here, so I'm leaving out crit successes that were more than double the dc and the crit fail from the nat 1:

Good:
[X] Build Roof-Mounted Laser Cannons (Wasabi)
DC 95 (Reduced by XP)
53+20+26+20+2=121
Critical Success!
[X] Recruit from your Rolodex: Juniper (TECHNOR)
DC 60 (Reduced by XP)
67+18+23+4=112
Critical Success!
[X] Study the SHV 20905 Plans (Ludivine)
DC 80 (Reduced by XP)
Absent Minded activates!
Work on Climate Controlled Environments instead!
DC 100 (Reduced by XP)
87+38+40+4=169
Critical Success!



Bad:
[X] Host a company retreat (Roddy Blair, King of Lairs)
DC 65 (Reduced by XP)
6+24+29+5=64
Critical Failure!
[X] Improve DoofOS Security (Alan Bradley)
DC 130 (Reduced by XP)
51+24+26+20+5+2=128
Personal Attention Reroll: 35+24+26+20+5+2=112
Critical Failure!




So basically, we got three extra crit successes at the cost of two crit failures. I'd say that's pretty good.

We were literally one off from the retreat and superpowers:cry:
I wanted to say that we weren't one off on superpowers, as we had rolled a nat 1, but I guess you could count needing a 2 or higher as 1 off?


Edit: Another thing about the Duplicatinator is that it also includes the Super Inator that'll boost whatever we roll next. If we take Tinker with Inators this next turn, there's a high likelihood of getting a boosted beneficial Inator that could give us a much needed advantage on the turn after.
 
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So basically, we got three extra crit successes at the cost of two crit failures. I'd say that's pretty good.
My big problem with this is that the benefits we got for the three boosted successes don't really compare to the downsides of the two crit fails. We got +15 defense which sure, eh, we got juniper with +10 loyalty I believe and we got "minor bonus and some tech tree" compared to "our OS is borker forever, majorly cutting into our income and a 7 turn -10 loyalty malus for each hero.
 
Inator Your Way to Success
Inator Your Way to Success

You are Joe, a staff accountant at one of the largest corporations in the world, run by the least likely individual in the world. On this chilly fall day, you find yourself in a garish tight vest, watching a hailstorm of meatballs raining outside the offices of Doofenshmirtz Evil Incorporated. As you sip a nice morning cup of coffee - you begin to reflect on why your short amount of time at the company has you thinking this is a place you can make a long career out of.

It's quite simply really. The CEO actually remembers your name. That's something that can't be said for a lot of places. It shows that beneath it all, your boss cares about the little guys. But that doesn't mean you don't have a few things that boggle your mind. And the boss's robot super was watching the meatballs outside too, so you figured you would ask him some questions to assuage your confusion.

You walk up to the windows and gesture outside. "So uh.. what's up with this meatballs? Again?"

"Ah Yes! Father decided the best course of action was to reactivate his Rainfoodinator."

You scratch your chin. "And why don't the Normbots, I don't know, build a large net to catch the meat before it can hit the surface?"

"Great question! The explanation is quite simple: That's now how you inator your way to success!"

He continued "You cannot do anything to interfere with the inator's effects."

"But what about those meat golem things from that art project that someone made two months ago?" You question him.

"The meatlings! They of course are not in violation of the inator principal. They were created after the inator was finished."

"So if you can affect the results after the fact, why not simply have the normbots at least assist with the clean up operation instead of outsourcing everything? Then the inator's effects wouldn't be interfered with and you could save a bit of money."

"That would violate the second principal of inators. First: Do not interfere. Second: Do not mitigate. Paying the clean up costs is part of the effect of the inator, and thus cannot be mitigated in any way."

As you absorbed the information about your boss's methods for "success", you came to a stark realization.

"So you know something is going to happen, can't avoid or prevent it, can't mitigate the consequences after the effects are over, but you *can* find some way to reuse whatever is left over to make something new?"

"Now you're getting it! I'm going to discuss with father on promoting you to lead the inator branch of the company! He still hasn't replaced the last guy who quit!"

As the robot quickly walked into a nearby elevator, your stomach dropped in despair. You guess you won't be cutting out of your new vest with a pair of scissors.
 
...Y'know, I just realized something. We've talked about how the Duplicatinator could let us easily crit succeed creating a Coven, but there's another action we're taking next turn that would also be really great to crit: our research collaboration with the Imagination Institute.

Even disregarding the benefits of crit-succeeding whatever we actually do, if people are concerned about our relationship with the feds getting a crit success while working with them might help boost their opinion of us.
 
[x] The On-Ice-inator! Doofenshmirtz cryogenically freezes himself for two months as a proof of concept. Next turn, Mirage is in charge of DEI! King stats and National Actions will be changed to reflect this!
 
Confirmed by Discord: we only get one turn. If we reject Mirage Quest now, we're never getting it.
A Mirage turn is our one unique opportunity to give us the entire perspective on DEI from someone that is not only sane, but has experience running megacorps, secrets, the cape scene, advanced tech, etc.

Doof would never let someone take the helm naturally, and wouldn't freeze himself if he normally developed freeze tech.

We do know this inator isn't coming up again.

Its a roulette. We take it or its gone.
 
Well, doing some pros and cons for the Duplicatinator.

Pros:
  1. All successes will be crits!
  2. Any action by the Turn Evil hero unit that is considered "evil" by them gets a +5.
Cons:
  1. All failures are crit failures.
  2. All Diplomacy rolls get a -5 hit (except on quests).
  3. Turn Evil hero units get a -10 to anything that they consider "good".
  4. Income takes a hit.
  5. Our public image is damaged.
Yeah... All for MirageQuest. Seems ultimately better in the long run.
 
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