The Plan behind the Bat - A Wayne Enterprises Planquest

Vote closed
Scheduled vote count started by Tjf on Mar 16, 2024 at 10:11 AM, finished with 65 posts and 45 votes.
 
I forgot to vote but the option I wanted won anyway. Good.

I kind of want to add that it's also entirely possible that we use catwoman in an ethical manner to test and improve our own security. It's not like we have to use her to steal cancer medication from gotham central hospital while twirling a moustache and cackling or anything like that.

And, if nothing else. Having her on our payroll, means she's not on anyone else.
 
I forgot to vote but the option I wanted won anyway. Good.

I kind of want to add that it's also entirely possible that we use catwoman in an ethical manner to test and improve our own security. It's not like we have to use her to steal cancer medication from gotham central hospital while twirling a moustache and cackling or anything like that.

And, if nothing else. Having her on our payroll, means she's not on anyone else.
Nothing stopping her from being Dubble or more agent if she wanted too. It's not like she never Dubble crossed anyone otl.
 
Thinking about it, I'd like to for us to lean and sponsor environmental policies and renewable energy for Wayne Industrial and (when we get more influence) Gotham as a way to reduce the gloominess and pollution...
 
Thinking about it, I'd like to for us to lean and sponsor environmental policies and renewable energy for Wayne Industrial and (when we get more influence) Gotham as a way to reduce the gloominess and pollution...

I'm all for that. Wayne Industries being the front of green energy would be good for Gotham and for Wayne Industries.

Interestingly, that would have quite the effect on public health in Gotham, reducing hospital visits and improving air quality across the board.

Getting the Gotham City Council to plant a bunch of trees all over Gotham would help too, as it improves public health and psychology. Only problem would be when Dr. Isley becomes a problem.
 
Just a head's up, I'm in the middle of writing the next turn. Still fiddling with the numbers, so it probably won't be up tonight, but soon.
 
Fair. If there are ancient trees beneath Gotham, like in Arkham Knight, it would be a matter of buying the land those trees are under and having her wake them up. Or having the city do so under imminent domain.
The first one doesn't seem like a good idea but the latter we could do when we do these green policy and energy.
Just a head's up, I'm in the middle of writing the next turn. Still fiddling with the numbers, so it probably won't be up tonight, but soon.
Take as much time as you can.
 
I'd like to also invest in small/medium businesses so we could at least some revenue as a way to increase our cash and (maybe) get discounts on the things we'll need...
 
Year 1 - Q2
Gotham, The Owl Club:

"How are you doing, old boy?" Your companion asks over a filter of brandy, as you look around uncomfortably at your surroundings. You never quite expected you'd be sitting on an armchair in The Owl Club - Gotham's most exclusive gentleman's club - and you're not entirely comfortable, to be seeing the interior, despite how much of an honor you've been assured it is.

"Oh, I'm fine." You answer, nursing your own drink as you pretend not to notice the stares from some of the other inhabitants in the room - some of Gotham's richest of the rich, not-so-subtly informing you that you don't belong.

"Dreadful, utterly dreadful. To think, that some madman would attack you at the opera of all places. A blow at society's very heart, I tell you." Your companion declares dramatically. You look the man over, not impressed by the sight, but polite enough not to let it show, even as you find your suspicions about the Wayne Foundation's CEO deepen with every second you spend with him. "Well, the man wasn't attacking me - he was targeting Falcone." You respond, but get the sense your companion doesn't really care to hear it.

"Are you liking the club? It's very exclusive, you know - it was quite hard for me to get you inside. A full membership would be even harder, but I'm sure it wouldn't be off the table. If they see that you're the...right sort. Which I have no doubt that you are." Quincy Sharpe flashes a smile that doesn't reach his bespectacled eyes. "You know, it's not just money, there's a certain...temperament a man must posses to fit in at the Owl Club. Did you know the Waynes have never been invited to join? Between you and me, they...don't have what it takes." He leans in, eyeing you to see how you respond. You wonder if he's about to invite you to a plot, before he leans back, the conspiratorial air fading away. "Tell me, Lucius, do you like polo at all? Oh, I have to teach you about it some time, it's the sport of kings, old sport, the sport of of kings!" You nod, ignoring him and counting down the minutes until lunch ends and you can get back to the office.

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Wayne Steel Mill - Gotham
The Wayne Steel Mill has employed Gothamites since the Great War, and produces plentiful steel used both in Wayne Industries' other plants, and sold on the open market.

While operational:
Profit: + $105 per turn
+10 to Manufacturing


Wayne Automotives Plant - Gotham
Slightly technologically outdated, but still highly productive, the Wayne Automotives Plant produces plentiful consumer automobiles, as well as light military vehicles.

While operational:
Profit: + $120 per turn

Wayne Aerospace Production Plant - Gotham
Wayne Aerospace is largely responsible for the creation of passenger jets and is a major profit driver.

While operational:
Profit: + $330 per turn

Wayne Aerospace Design/Test Facility - Nevada
One of the few R&D facets of Wayne Industries. Deep in the Nevada desert, the Wayne Facility is home to a number of aircraft designers and test pilots whose role it is to design new, in-house aircraft for Wayne Aerospace to produce.

While operational:
Ability to design new aircraft

Wayne Shipping 2 fleets of cargo ships - Multinational

While operational:
Profit: + $150 per turn

Wayne Shipping Private docks - Multinational

While operational:
Profit: + $50 per turn
Discount to price of setting up business in other countries

Gold Mine - Zambesi

While operational:
Profit: + $50 per turn

Platinum Mine - Zambesi

While operational:
Profit: + $80 per turn

Combined Asset Profits - $835
Corporate Upkeep - $300
Low Credit Rating Penalty - $100
Low Bruce Relationship Penalty - $10
(425-125-300-100-10+835=725)

Special Personnel:

A professional thief, the Cat Woman proved her skills by cracking Wayne Industries' security and even breaching your office. She's offered to help you in matters of espionage, both on the offensive and defensive - for a fee, of course.

Skillset: Espionage, Security (Adds Two Dice when hired to assist with an action in these fields)
Cost: $25 per die
Relationship: 0
Uses per turn: 2

^
QM Note: To hire Catwoman to help with an action, simply write [] Hire Catwoman under the action you're using her services for. This will add 2 dice to the roll.

Resources: $725
Action Points: 10

QM Note: Multiple action points can be spent on the same action - adding d100 dice to the same roll.

Looking through reports of the assets under your purview, you wonder if you shouldn't start your reign off with a bang - publicly stating that Wayne Industries is back on the map, with big, visible construction work?

[] Expand Gotham Steel Lvl 2: A flagship enterprise of the Wayne empire, expanding the Gotham Steelworks would be a big symbol of the company's intentions to claw back its dominant position once more - and provide employment for Gotham. (0/250)
Increase to Optimum Employee Numbers: 200 Unskilled, 50 Skilled
Cost: $50 Per Action Point

[] Expand Gotham Automotives Plant Lvl 2: Expanding the Wayne Automotives Plant will allow you to increase the number of production lines, creating additional automobiles, or allowing you to produce different types of vehicle in parallel. (0/250)
Increase to Optimum Employee Numbers: 200 Unskilled, 50 Skilled
Cost: $50 Per Action Point

[] Expand Gotham Aerospace Plant to Lvl 2: As with the automobile factory, an expansion will allow you to either build more passenger jets, or multiple types of aircraft simultaneously. (0/300)
Increase to Optimum Employee Numbers: 100 Unskilled, 50 Skilled
Cost: $60 per Action Point

[] Construct a New Shipping Fleet: Wayne Shipping already has a sufficient number of cargo ships to transport Wayne goods globally and keep the Empire moving. Additional fleets of cargo vessels, however, can be hired out to governments and companies to help satisfy their own transport needs - paying Wayne Industries a premium for the privilege. (0/150)
Increase to Optimum Employee Numbers: 300 Unskilled, 50 Skilled
Cost: $50 per Action Point

[] Construct a new factory: Building a factory from the ground up requires a substantial investment in both manpower and money, but increases production more than a mere factory expansion would, and allows you to focus on the production of a new good without having to repurpose an existing factory. (0/500)
Increase to Optimum Employee Numbers: 1000 Unskilled, 300 Skilled
Cost: $150 per Action Point
[] Write in: What good the factory will produce (ie: Household Appliances, automobiles, small arms, clothing etc)

[] Repurpose an existing Factory: Instead of building something new, you can save on cost by converting an existing production line to produce a different kind of product. (0/200)
Increase to Optimum Employee Numbers: 50 Unskilled, 10 Skilled
Cost: $30 per Action Point
[] Write in: Which factory to convert, and what their new production good will be

[] Construct a retailer: Wayne Industries' civilian goods are generally sold to middlemen retailers these days, but that wasn't always the case - the Waynes once owned malls, department stores, shopping centers and auto dealerships across the country. Physical retail might not be the most in demand these days, but having a location to sell goods direct to the public puts the Wayne brand back in the public eye. (0/250)
Increase to Optimum Employee Numbers: 500 Unskilled, 100 Skilled
Cost: $100 per Action Point

Then again, looking at the reports you can't help but notice that they're a little sparse on detail. Some research might be in order.

[] On-Site Inspections: There's no substitute for physically visiting a place of business, meeting its employees and inspecting the day to day operations. With the immensity of Wayne Industries and its facilities, any inspection more thorough than a mere whistle-stop tour will take a great deal of time and effort, but having firsthand experience of your business will help you understand its needs. Being seen by your workers will also help reassure them that you're not another suit preparing to lay them all off, but someone who actually cares about seeing the business succeed - and keeping them employed. (286/500)
Cost: $15 per Action Point

[] Research the Market (Civilian Goods): If you want Wayne to be a household name again, you need to put products in the hands of regular people. To do that, you need to have a good handle of the public's wants and needs. (5/100)
Cost: $50 per Action Point


[] Research the Market (Military Goods): Bruce Wayne might not like it, but the military is one of the key sources of the corporation's funding. You should put out some feelers to figure out what fancy doohickeys are big in the world of armaments. (0/30)
Cost: $50 per Action Point

[] Research Gotham: You love your city, but it's undeniable that Gotham has begun to decay. It might not be your job, but you feel you should spend some time looking into Gotham's social ills. (0/30)
Cost: $10 per Action Point

[] Research a Rival: There are numerous companies doing far better than Wayne Enterprises - they must be doing something right. Put some effort into learning what makes the competition tick. (0/30)
Cost: $30 per Action Point
[] Write in: Which Rival corporation to research

[] Research lesser companies: Look into some small, less highly valued companies that might be targets for acquisition. Who knows? Maybe you'll snatch up the next big thing. (0/30)
Cost: $30 per Action Point

[] Research the other divisions: It might be worth looking into the other Wayne Enterprises divisions to see how they're doing. (0/30)
Cost: $10 per Action Point

[] Research gifted potential hires: In Gotham and abroad, there are many extraordinarily talented people who would make for an asset to the company, be they brilliant scientists, business experts, or security specialists. It might be worth searching for any interesting individuals (0/30)
Cost $10 per Action Point


Governments and corporations have plentiful money, making them good clients. It might be worth seeing who's willing to pay you to produce stuff for them - successful contracts could lead to more business down the line.

[] Seek a military light vehicle contract: Bruce Wayne isn't crazy about selling weaponry, but luckily he's not really paying much attention to his company at the moment. Offer to build a line of light vehicles for military use. (0/75)

[] Seek a military aircraft contract: Bruce Wayne isn't crazy about selling weaponry, but luckily he's not really paying much attention to his company at the moment. Offer to build a line of military aircraft. (0/75)

[] Spend time with your family: You've become an incredibly busy man, but you should find time to spend with your wife and children.

[] Speak to Alfred: The old butler seems like a good person, and clearly he cares about his ward. Perhaps it might be worth seeing if you can find some common cause to help keep Wayne from doing anything foolish. (50/100)

[] Spend time with Bruce Wayne: As much as he might try to hide it through charm and callousness, and as much as he's definitely a weirdo, you think that Wayne might not be such a bad guy. He honestly seems kind of lonely. Perhaps he could use a friend? (0/200)

[] Attempt to form a rapport with the Cat Woman: The Cat Woman has offered you her services, and you've established a working relationship. For now, though, the only thing that connects her to you is money. Perhaps it would be worth meeting with her and trying to establish a rapport. If she knows you mean well for the city, it might help establish some loyalty on her part. (0/200)

[] Inform Bruce Wayne about the Cat Woman: Wayne doesn't seem to care much about the company, but he might have thoughts about you teaming up with a criminal. It could be best to see him and inform him of what you're doing before he figures it out by himself. (Free)

[] Co-ordinate with WayneTech: Traditionally, there stood a fairly strong relationship between WayneTech and Wayne Industries - one division designed stuff, the other division produced it. With the near liquidation of WayneTech, however, that link has been disrupted. Perhaps by building bridges and helping restore WayneTech to its former glory, you might create a solid pipeline of new tech to produce. (0/250)
Cost: $150
Sway: 5

[] Co-ordinate with Wayne Biotech: Wayne Biotech is involved in pretty fundamentally different markets than your division, but there are still elements of business where you could benefit from cooperation. Perhaps the two strongest divisions in the company should work together more closely? (0/250)
Cost: $100
Sway: 5

[] Co-ordinate with the Wayne Foundation: Quincy Sharpe seems...less than reliable, but perhaps you can score some good PR from working with the Wayne Foundation? Lets just hope the money goes where it's supposed to. (0/200)
Cost: $50
Sway: 5

[] Politic: It's a little distasteful, but every workplace has its share of office politics. Spend some time currying favors and gathering rumors to enhance your status in the company. (0/75)
Cost: $10
Sway: 10

[] Restore/Create a new division of Wayne Enterprises: In the old days, Wayne Enterprises was made up of many independent divisions, all with their own budgets and staff. For cost reasons, most of them were shuttered or forced under the authority of a different division. Restoring or creating a new division will add new profit to the company, and more cynically doubling the size of your domain will vastly enhance your prestige in the company. (0/1000)
Cost: $1000
Sway: 35

[] Take over another division: Making a corporate power play is risky and more than a little ethically questionable, but by seizing control of another division, you'll have far more resources - as well as vastly increasing your own power. (0/1000)
Cost: $500
Sway: 50


[] Petition to become CEO: When you feel you're ready, approach Bruce Wayne and make your case, asking him to step down as CEO in favor of you. He'd remain owner of the company, but all operational authority would rest in your hands. You'd best have some good results to show as evidence that you deserve the position, though - Bruce is a paranoid man, and despite not caring much for the company, is unlikely to trust you enough to give you so much power without good reason.

[] Seek Investment: You could always use an influx of money. Wine and dine some fat cats and use your financial expertise to assure them that Wayne Industrial is a safe financial bet. (0/100)
Cost: $30

[] Sell off an asset: It's regrettable, but it might be wise to downsize to keep things afloat. Hopefully your apology to the workers won't go viral. (0/50)
[] Write in: Asset to sell

[] Determine Salary Levels: Your workers are still being paid at the same levels your predecessors decided. Use your knowledge of finance to determine wages that are both financially feasible and fair to the people who work their asses off for the company every day. (0/250)
Cost: $10
^
QM Note: This is just determining what an equitable wage would be. Once this is completed, you will still be able to pay higher or lower than this amount.

[] Financial Magic: Wayne Enterprises, like most corporations, comes with offshore accounts and shell corporations. By using these, as well as your financial expertise, you can funnel funds toward Bruce Wayne's 'night job'.
[] Write in: How much money do you funnel to the Batman operation?

[] Fund a scholarship: Coming from a poor background, you had no choice but to join the military to get into college. Most people aren't so lucky - education simply isn't an option for a disturbing number of Gothamites. Offer partially and fully funded scholarships to Gotham U for people from the Bowery and the Narrows. (0/100)
Cost: $80 per Action Point
Gain small influx of skilled workers every turn

[] Give elementary schools a donation: The state of education in Gotham is sickening. Overworked teachers, decrepit schools and a pervasive lack of equipment is rampant. Donating some money won't fix the problem by a long shot, but it should at the very least help. (0/100)
Cost: $30 per Action Point

[] Repair damaged city infrastructure: Gotham is doing as bad on a physical level as it is on a social level. Broken down sewers and water systems mean that whole neighborhoods often go without water or plumbing, and several of the roads are simply unsafe to drive on. Fixing it would be a monumental undertaking, but you'd be doing a genuine good deed for the people of your city. (0/400)
Cost: $150 per Action Point

[] Institute a former-convict employment scheme: You're not sure if your boss is out for justice or vengeance, but you understand enough to realise that the latter isn't working. Gotham's felons are being sent to prison, then being released into a city where they're rejected from legitimate work, before ending up in prison again. A post-prison employment scheme would give Wayne Enterprises an influx of workers, and give criminals a chance to turn their lives around. Of course, there are safety concerns, though - not every prisoner will be willing to reform. (0/300)
Cost: $50 per Action Point
Gain influx of unskilled workers every turn
Wayne Industries security decreases

[] Go on a recruitment drive (Unskilled): Wayne Industries is understaffed - especially if you have plans of expanding. Post job ads and send the message publicly that you're looking for new blood. (62/100)
Cost: $15 per Action Point
Generates a pool of available workers to hire - the higher your roll, the higher the workers. You can decide how many people from the pool you want to hire - you don't have to hire everyone

[] Go on a recruitment drive (Skilled): Wayne Industries is understaffed - especially if you have plans of expanding. Post job ads and send the message publicly that you're looking for new blood. (59/100)
Cost: $15 per Action Point
Generates a pool of available workers to hire - the higher your roll, the higher the workers. You can decide how many people from the pool you want to hire - you don't have to hire everyone

[] Hire Security Staff: Wayne Industries could use more people on hand to protect it from threats like corporate espionage or organised crime. (59/100)
Cost: $15 per Action Point
Increases Wayne Industries security level

Spoiler: Design Actions
[] Design a new aircraft
Opens Design turn

[] Design new aircraft parts: A new engine or battery type could be designed in isolation, without having to design an entire aircraft, and sold to other manufacturers for a profit (0/300)
Cost: $20 per Action Point

[] Hire Security Staff: Wayne Industries could use more people on hand to protect it from threats like corporate espionage or organised crime. (59/100)
Cost: $15 per Action Point
Increases Wayne Industries security level

[] Review Wayne Industries' Security Protocols: After your encounter with the Cat Woman, you've been looking into the company's security measures, and what you've found is...less than reassuring. Perhaps it's time to do a company-wide evaluation of your security for the first time since MySpace was popular? (0/75)
Cost: $15 per Action Point
Increases Wayne Industries security level

[] Stress Test: No security set up can be truly secure until it's successfully thwarted an attempt to breach it. Hire thieves, hackers and other reformed ne'er do wells to find the weaknesses in your security, so you can patch them. (0/30)
Cost: $20 per action point
Increases Wayne Industries security level

[] Install new locks and key pads: An alarming number of sensitive areas in company buildings are completely accessible without locks or keys or security procedures. It's time to restrict access to these areas by placing secure locks on doors and windows, making them accessible only by key cards, biometric scanners or armed guard checkpoints - depending on how important the room is. (0/50)
Cost: $50 per action point
Increases Wayne Industries security level

[] Increase the arsenal of Wayne Security forces: Gotham is a city where everything from submachine guns to grenade launchers are available easily and fairly cheaply to any criminal who wants them - thanks largely to the efforts of organised crime figures like The Penguin. Your security, on the other hand, are armed only with pistols. Shelling out for some more formidable weaponry and body armor would help increase their performance if and when the company is attacked - and will help morale, too. (0/75)
Cost: $50 per action point
Increases Wayne Industries security level

[] New corporate security rules: "Loose lips sink ships", or so your employees will be constantly reminded. Introduce new rules regarding privacy and disclosure, while implementing policies to educate your workforce and find rule-breakers, reducing the risk of competition getting hold of important secrets. (0/75)
Cost: $20 per action point

[] Implement a new comprehensive security protocol (Stage 1): With your bases covered and your planning done, it's time to implement a new company-wide security protocol. (0/200)
Cost: $30 per action point
Increases Wayne Industries security level
Effect increased by the number of security actions previously completed

You glance at the TV in your office, watching as sunlight bounces off the bald head of the man mutely speaking on screen. War with Lex Luthor... You nearly shudder at the thought. But sometimes, you know, you have to stand up to a bully, no matter how powerful they are.

[] Concede: LexCorp is a ruthless opponent, and fighting fire with fire is likely to get yourself burned too. Humiliating as it might be, it might be worth going to Lex hat in hand to see what it will take to stop whatever he's planning against Wayne Enterprises. As the victor, Lex is likely to take a prize - maybe the forced sale of an asset, or a non-compete agreement locking the company out of a certain industry, etc.

[] Court Double Agents: LexSec (LexCorp Security) is a fearsome intelligence apparatus almost more akin to the CIA or ARGUS than corporate security. Still, any organisation that size will have its weak links. Find corruptible LexSec members and convince them through bribery, blackmail or whatever other tactic is necessary, so you can have a heads up when Luthor makes a move on Wayne Enterprises. (0/150)
Cost: $25 per action point
Increases the chance of getting advanced warning when LexCorp makes a hostile move against Wayne Enterprises

[] Intel Gathering (Subtle): Collecting info through the grapevine isn't the most glamorous form of espionage, but it's legal, simple and unlikely to provoke a response. You won't get crucial info this way, but the more mundane nuggets of can still be useful. (0/50)
Cost: $10 per action point
Increases the chance of discovering a random piece of information on LexCorp

[] Breaking and Entering: Though it's definitely illegal, it might be worth sending someone to physically infiltrate LexCorp's facilities to get their hands on some more important information. High risk, high reward. (0/100)
Cost: $25 per action point
Guaranteed chance of gaining a piece of sensitive information on LexCorp

[] Corporate Propaganda: Good old rumor-mongering is a timeless strategy. Despite LexCorp's wealth and power, Lex Luthor is an unlikeable sociopath, and many would be willing to believe the worst about him - true or not. This could damage the company's relations with clients, prompt employee defections, or even tank the stock price. (0/150)
Cost: $30 per action point
Effectiveness increased if in possession of damaging intel on LexCorp
Effectiveness increased if Fox has acquired a media company


[] Pick a different target: It might not be all that wise, but you could potentially use espionage tactics on a different target than LexCorp.
[] Write in: Which company you're targeting
[] Write in: Which espionage action(s) you're undertaking


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(100-100= $0)
Illicit Resources: $0
Illicit AP: 2

In the cave beneath Wayne Manor, you examine the batsuit and Wayne's grapple gun. Field testing has been a success - you'd have picked a softer target than the godfather of Gotham, but Wayne pulled through without a scratch. Still, the Batman's armory is still far from complete, and you still have more to do.

[] Build the Batsuit 1.0: The time has come - you've put together a design you're quite proud of, despite its prototype status. A set of mottled black and grey armor with a mask and cowl, made to resist knives and small caliber bullets, while blending into darkness and allowing a range of free movement. It's time to build the first batsuit. (0/100)
Cost: $50

[] Build some upgraded gadgets: Bruce's gear is incredibly rudimentary - like it's from a ninja film or something. There's only so much you can do with limited resources, but you're pretty sure you can fashion a grapple gun with a rudimentary motor, capable of supporting the man's weight. It will be slow, but he'll be able to ascend to the top of a building without having to physically throw the rope, or climb up it. (0/100)
Cost: $50


[] Renovate the cave - Step 1: Bruce's choice of headquarters - the cave beneath Wayne Manor - is simply a hollowed out cave, dark, damp and rocky. Converting it into a proper base is going to take time and effort. The first step is adding in some light, as well as metal platforms to walk on so that you have the stability to add things like a computer, a weapons and armor rack, and a workbench. (0/50)
Cost: $100

[] The Bat-Computer - Step 1: Already, you've been picturing some kind of advanced in-house computer system that Batman can interface with to aid him in his crime fighting endeavors. Something that complex will take time, but you're pretty sure in the meantime you could link the GCPD criminal database to a secure device, that Batman could use to help him identify suspects. It's a far cry from the supercomputer you're imagining, but it's a start. (0/50)
Cost: $30

[] Design the Bat...Vehicle: A vigilante needs a way to go around the city quickly, preferably one more suitable than Wayne's Bentley. Go to the drawing board and design a vehicle from him to use.
Begins a design turn
 
Last edited:
Sorry for the long delay - I'd written most of the update, only to have everything get deleted, which wasn't great for my motivation. So, I've redone the numbers on basically all the actions, making them take less time and progress to complete, as well as adding a few new sections - espionage and security. The only actions that are unmodified are the ones you've already invested in, and some of the construction actions.

By turn 3, I'm hoping to have a section for political actions, as well as one for more legal methods of competing with LexCorp.

As always, please feel free to let me know if you have questions or suggestions, and thanks for bearing with me after such a lengthy break.
 
I'm not great at plans but we should at very least finish the Inspection, start working on one of the cheaper security actions and if we can set Catwoman on Lexcorp.
 
Anyways, before anything else. I feel I should point out that Bat-Funding is currently 0. We're going to need to move some money over there with Financial Magic if we want to actually use those 2 Illicit AP we have.
 
Well for the Batman actions we should renovate the cave but I don't know if then we should go for the computer or the Batmobile
 
We should probably go for the batmobile so he can travel faster at least until we upgrade his batclaw
He can probably go a little longer without the computer but the cave and the batmobile are what I would go for
 
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