Stewardship Check: find a shelter with something worth looking into:
DC 60
6+22+18=46
Failure!
Stewardship Check: Is there anything worth salvaging?
DC 70 needed: 94+22+18=134
Success!
I think these should each have a +7 for PMC, right? Unless that's what the occult check we blew did.
Learning Check: Examine the robots
DC 90 needed: 68+21+20=109
Success!
Lizzy should have 30 learning. Unless these robots are far enough out of her normal robotics specialty that we're using TECHNOR's stat instead? It doesn't matter for the roll, though, it's still a pass.
 
Jeez, we are sucking on these rolls so far. I say we go check out the city center: all the trash has been cleared, so it's possible WALL-E's there
 
[ ] The BnL Wall-To-Wall Hyper-Mega-Mall
[ ] The library
[ ] The office building
[ ] The center of the scrap mountains
Okay, so the first one seems likely to let us learn about BnL, albeit probably not anything directly about AUTO unless we roll well.
Library possibly general information on what's going on here? Not sure.
No idea.
Potentially Wall-E.

Jeez, we are sucking on these rolls so far. I say we go check out the city center: all the trash has been cleared, so it's possible WALL-E's there
We're rolling an average of 57 so far, just not perfectly distributed.
 
You know, I just had a thought.... Remember how Motor Ed has a MAJOR crush on Shego?

I wonder if he would be a total Bro about this and wish Doof the best and make sure to stop by to talk about treating his former lady right or else....

Or if he would charge in and try to make some challenge to "Win her Back"


Guy is a lot smarter than he looks and acts and is surprisingly skilled at making anything with an engine.
 
.............How has no one thought of this? This helps TECHNOR's power malus for a turn or two, as well as defends us from a crippled Doom
Because it would harm everyone else in LA? The harm to Doom is far less than the general harm caused by indicing balckouts.

Anyway I'll be voting for

[ ] The Probabilitor-Inator

and either
[ ] The library
or
[ ] The office building
Cause we need info more than salvage or the mystery box.
 
I've got to say, I'm really enjoying the interactions with the group.

They seem to be getting along pretty well.

I think the occult check was to notice the somewhat massive time distortion. Must be magical in nature.
 
So I'm guessing the library will tell us that this part of the US is from an alternate timeline what with differing history books and stuff.

Might give us insight on the paradoxes
 
Well that was an interesting set of rolls. I imagine next turn's rival reports will be rife with Negaverse fuel.

Skeleton of a Plan for next turn, focusing on low DC/high crit effect actions. EXTREMELY subject to change.

-[-] National Actions:
--[-] Perform Supervillainy (Genghis Khan) (CoS: 99%, 99% w/ XP)
--[-] Recruit rogues and villainous capes (Mirage) (CoS: 81%, 91% w/ XP)
--[-] Recruit heroic capes (Goofy) (CoS: 82%, 92% w/ XP)
--[-] Hold a Company Retreat (Wile E. Coyote, Genius) (CoS: 81%, 91% w/ XP)
--[-] Collaborate with Smarty Mart (Alan Bradley) (CoS: 83%, 93% w/ XP)
--[-] Infiltrate a Hotspot: Cape Suzette (Tobe and the Vagabond Ninja) (CoS: 79%, 89% w/ XP)
--[-] Investigate what's happening in Florida (Agent Russ) (CoS: 71%, 81% w/ XP)
--[-] Research Silphium (Ludivine von Drake) (CoS: 99%, 99% w/ XP)
--[-] Large Herbivore Domestication (Dr. Jumba Jookiba) (CoS: 99%, 99% w/ XP)
--[-] Study the Crystal Key (Janna Ordonia) (CoS: 82%, 92% w/ XP)
--[-] Improve Recycling Programs (L.O.V.E.M.U.F.F.I.N.) (CoS: 88%, 98% w/ XP)
--[-] Spy on your employees (Dickens Detective Agency (Large)) (CoS: 68%, 78% w/ XP)


I tried to minimize as much risk as possible so we hopefully don't get dunked on by the Probabilitor-Inator. Roughly managed it, but Intrigue is still a bit shaky. Hopefully we get one or two lower DC Intrigue options next turn.

Edit: One thing to keep in mind for next turn is that Wile E. Coyote's ACME Unlimited trait should fire off to ensure the normal DC of an action is met, as that'd be a crit success, so for this turn and this turn only Coyote gets an effective +5 to his Martial, Stewardship, and Intrigue odds. The proto-plan above takes that into account, but just something to remember for future planning.


...Oh hey, first turn of the Wasteland Quest dropped, neat!

[ ] The Probabilitor-Inator

Voting for this one. It has the chance to be beneficial to us and might screw over our enemies, as compared to the Groundhog one that wrecks us and only us.

[ ] The BnL Wall-To-Wall Hyper-Mega-Mall

There's probably some nonperishable goods still here. Like, maybe, consumer electronics and technology? Sure, it'd be yet more actions added to the Learning backlog, but a chance to reverse engineer stuff like holographic screens, service robots, etc could be well worth it.

[ ] The library

Could net us scientific knowledge, if there were any major advancements made between the time the Axiom left and now. Could be nothing that we care about, could be the equivalent of getting the Theory of Relativity a century early.

[ ] The office building

Risky, just like the library. Could just be tax documents for a business, could let us "Sports Almanac" ourselves by providing a guide of what businesses made it big in the future.

[ ] The center of the scrap mountains

Mystery Box. Could be nothing, could be a working Wall-E that we can recruit/bring back, could be a deactivated Wall-E that we bring back and study.

Really tough choice on this part. Ultimately, I'll have to shoot for The Center. Firstly, Mystery Box. Secondly, if we can indeed recover Wall-E, studying how the heck a mass-produced robot the size of a toaster gained sentience seems like a way to further our understanding of AI.
 
Last edited:
You are Wile E. Coyote, and you're pretty sure that you're in hell.

Oh sure, you've spent most of your existence in inhospitable deserts, relentlessly pursuing a quarry that never quite seemed to be in your grasp. You've become intimately familiar with the many different ways in which one can injure themselves out in the middle of nowhere. Blazing sunlight, brewing thunderstorms, dangerous wildlife. You're pretty sure that you've grown an immunity to cactus needles given how many times you've fallen in patches of them.

Nothing could have prepared you for the sheer devastation that now encompassed the United States Rust Belt.

Based on the preliminary reports, you were pretty sure that things couldn't be quite that bad. There might be a lot of trash, so what? Junkyards have lots of trash, and you've spent hours in those just tinkering things together!

When your group first came across the incomprehensible magnitude of garbage, even your wildest misconceptions of the area could not have prepared you for the endless piles of refuse, sprawled out far beyond the horizon. The ground beneath you was arid and cracked, silt piling up in many places as a hot wind carried the taste of copper and oil. The sky was marred with distant weather systems, massive red clouds like demonic thunderheads that you were none too keen on encountering. The air quality was comparable to Delhi on a bad day; you could take off your hazmat suit and still breathe, if you had to, but it was definitely not on the list of things you were particularly excited to try.

The experience was…humbling, to say the least. Even Technor, who was usually prepared to cut the silence with a pithy quip worthy of a supervillain, seemed at a loss for words as the sheer scale of what happened here dawned on him. This went far beyond villainy, even far beyond evil. You shuddered to imagine the sheer incompetence that could have allowed something like this to happen! Even the most hackneyed after-school specials that talked about how evil landfills could be had nothing on this. It seemed like someone had taken the set of Mad Max and covered it in literal mountains of waste. It seemed like nothing more than a grotesque parody, and yet here you were.
I'm late to the party! So, what's happeni--Oh. Oh dear. That's some grade A devastation right there. I'd be surprised to see any non-AI beings living here. This will be... interesting.

Obviously I'm voting for The Probabilitor-Inator. Chaos, chaos everywhere!

As for our choices in location... I think... I'd vote for either the library or the trash heap. The former provides information and may clue in the characters IC about paradoxes. The latter might reveal robot scrap, or more hopefully, Wall-E's hideout.
 
Here's idea for a martial action next turn

[ ] Assault a rival(khan)
Have TECHNOR repeatedly drain power from doom while you beat up anyone who tries to stop him

This action will hopefully raise doom's DCs by A LOT while also skyrocketing TECHNOR's loyalty

Doom probably uses public power, so draining it will likely require taking out power to a city.
That...is a very good point. Hmmm...

Maybe the crit will mitigate that?

Edit: alright new plan: have Ludivne use applied science to strategically drain power from things that would hurt doom specifically. Wont net us near as much power but might have a higher impact on his dcs

At least we'll have the technocreeps to help us
 
Last edited:
You know, this mission is hitting home for me since I live in the middle of Iowa, so in this timeline I'm probably a corpse berried under a mountain of trash from when the paradox dropped it on top of me, along with everyone I know and love.
 
Last edited:
You know, this mission is hitting home for me since I live in the middle of Iowa, so in this timeline I'm probably a corpse berried under a mountain of trash from when the paradox dropped it on top of me, along with everyone I know and love.
You got off easy. I'd have to deal with the omnipotent Xanatos on a daily basis. Which would cause my extreme paranoia to shoot through the roof with all the back-alley deals and mystical happenings all around me
 
Back
Top