...I just realized that Hego would be STOKED to be on a crack-pot heroball with the rest of the Defenders of Dynatron City.

...Hey, what are the odds he can succeed on hiring one of them From The Rolodex? He's liable to synergize with the loons and hire multiple when he crits

Probably bad since Hego doesn't do diplo... and there other Heroes we want more than them...

Speaking of the Rolodex, anyone has a good idea of what would it give us if we crit?
 
I have come up with valid excuses for why Shego shouldn't kill us!
Problem 1: We activated the Probabilitor-inator and screwed with Lady Luck for everyone.
Excuse: It was actually our employee that turned it on, plus we're warning her about it now, so she can twist this to her advantage.
Problem 2: We sent Hego into a cabal den when we knew the drug ring was still around.
Excuse: We didn't receive the Dickens' report until just before the quest team came back. Plus, it just seemed like an inhospitable trash heap. How were we supposed to know someone was living out there?
 
"Buck up compatriots!" Hego declares. "I know it may seem bad, but, uh…"

"But it could always get worse." Lizzy finishes. You decide you like this girl. She is a realist.

"That's terrible." Lizzy comments dryly.

"I know, but it's the closest thing we've got. Our car, as excellent as Mr. Lee has built it, won't be able to survive running inside that particulate, so-"

"I meant the name."
"I'm not sure which is worse, the endless brown waste outside or the horrible primary colors in here." Lizzy complains.

"It is rather garish." you agree.

"Yes! Secondary colors form a far superior artistic schema!" Technor declares.

"Who makes a product called panda jerky?" Lizzy asks after a moment.

"These towers must have been a concerted effort by someone to clean this place!" you realize.

"Well it didn't work." Lizzy notes.

"Nonetheless! It is a sign that value lies ahead. Onward, everyone!"

"Onward!" Technor and Hego cry.

"Onward." Lizzy says.

I don't know why Lizzy's Diplomacy is so low. I have yet to read a single line of hers on this Quest that I didn't wholeheartedly empathize with!

...ah, wait, I think I see the problem.
 
Having more Quest isn't a problem at all. As for learning actions the problem isn't the number of actions we've, the problem is overspreading ourselves, we've 2 things we're extremely good at, so we should focus on them unless we've very good reasons to not to.
More quests is something that is very useful to us. Quests provide Material Benifits, Items, new actions and Stat improvements, and the only limits to taking quests is the number of heros we have, something we've been surging forward at a rate of 2-4 heros a turn
 
My problem with the Perform Supervillainy action:
(Reward: Income increase, increased cred in rogue and villain community, risk of reduced government or public opinion, ???; some hero units may dislike this.)
Such as, oh, I don't know, HEGO?!! The man is already at 0 Loyalty! I do not want to push the buck on this one! It's not gonna tide over well with some of our more heroically inclined employees, such as Russ, and maybe Goofy. We just got rid of Russ' loyalty malus for calling ourselves evil. We do this, it's gonna bring it right back. THIS RISK IS UNACCEPTABLE AND I REFUSE TO VOTE FOR IT!!!!!!!!!!!
 
hmmm hopefully we can put her on a national action that improves her. Maybe uncle Mal running a seminar?

I don't think this is possible. National Actions are Nation Actions, not Personal Actions in disguise, the same goes for Personal Actions. However, when we recruit Mal (or if we've recruited Celena this turn) we can put them to tutor Janna. Man, now I hope this is possible, seeing Janna learn more magic, and becoming a witch, and achieving her dreams is one of the things I love the most about this quest.
 
My problem with the Perform Supervillainy action:

Such as, oh, I don't know, HEGO?!! The man is already at 0 Loyalty! I do not want to push the buck on this one! It's not gonna tide over well with some of our more heroically inclined employees, such as Russ, and maybe Goofy. We just got rid of Russ' loyalty malus for calling ourselves evil. We do this, it's gonna bring it right back. THIS RISK IS UNACCEPTABLE AND I REFUSE TO VOTE FOR IT!!!!!!!!!!!
There's no way Hego's loyalty isn't getting boosted after the quest.
 
Yeah, I'm with zhi; I do think Hego's going to gain some Loyalty, here. He got to take down a legitimate supervillain in a teamup fight! That's, like, Superheroing 101, right there!

Sure, Hego hasn't gotten to Superheroing 102, yet, but that's besides the point!
 
There's no way Hego's loyalty isn't getting boosted after the quest.
Yeah, I'm with zhi; I do think Hego's going to gain some Loyalty, here. He got to take down a legitimate supervillain in a teamup fight! That's, like, Superheroing 101, right there!

Sure, Hego hasn't gotten to Superheroing 102, yet, but that's besides the point!
Maybe so. But if we do this? Odds are pretty good any gains brought by this quest will be neutralized
 
Due to the speed at which this thread travels I'm going to
So I heard you liked the Government and Space. TL: DR at the bottom.
In order to catch attention.
I like this. Let's just deal with the US with space diplo and actions related to space, we already have enough in our plate between Toffee and The Grid. I'm perfectly fine helping them kickstart it, as long as we get something worth it out of it (personally I'd like already developed military tech).
Apologies in advance if someone has already said all of this or something, an update just dropped and missing something is easy when you're glazing over stretches of mega-posts.

Just a reminder that in order to collaborate with any faction on anything, we first have to open relations with them. In this case, that's a 100 DC. After the success of aforementioned action, two options appear: Trying to research something with the group (which looks to be a universal DC of 90) or working with them on an issue which has a variable DC. I'd expect a somewhat higher DC for us than others due to, yunno, having declared ourselves separate from the Government. Something the government doesn't especially like as evidenced by the opinion malus they took when we made ourselves the food provider (and thus controller of said food) earlier.

We'll pass that by, say we pass those checks without trouble. Now we come to ACTION ECONOMY and how the choke-point of only two actions smothers many dreams before they can become reality. One of these actions seems locked onto the Recruit action due to the simple fact that people love characters and they're the epitome of 'reasonable shiny'. We've been taking the Recruit action for the past three actions since we got the second diplomacy action. So we have to look at why doing this is better/worse than other options we have available.

First off, we just got juicy info on the Drug Ring that we can collaborate with Shego on. Something that seems like a 'use-it-or-lose-it' due to turns taking place over two month increments. So that has some high priority. Second up is the influence our Inator is having: pushing us toward high-success actions due to successes being converted into critical successes. Not to mention high-risk options becoming even riskier from failures to critical failures. Something that makes the 100 DC especially daunting.

After that comes the simple fact that planning past the next turn is massively difficult: if we're not going to do this next turn, then you're trying to lobby for something that would take place over two and three turns into the future.

I think it'd be really cool to manage what you guys are aiming for, but it just doesn't seem like Government-aligned Doof is likely to happen. Instead I'd suggest pushing to simply advance down the Space Action-Tree and shoot down it fast enough that the Government works with us instead. I'm leery of managing to slip that action in next turn however, due to the Inator effect and the fact that the Space Program action doesn't have a hard DC to pass/fail.

You might be able to pass the splash-action of Exotic Vehicles in however. It has a DC of 90, something easily passed when our combined learning bonus is above 70. It also incentivizes Sublight Drives due to that sweet, sweet QM listed ??? synergy. Not to mention the possibility of lobbying the action as 'Anti-Doom' due to the other listed reward (Reduced DC to vehicle-related actions like mass transit) something that allows us to start attacking Doom's wallet in a meaningful way.


TL: DR: Working with the Government on space is basically a no-go. Starting Space Program next turn is also super unlikely, instead push for Exotic Vehicles. It makes actions that like Space Program more likely to pass, in this case Sublight Drives. It's easily passable which is a huge plus due to the Inator effect, and allows for infringing on Doom's primary market.
 
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There's no way Hego's loyalty isn't getting boosted after the quest.


That doesn't mean we should burn it thought.

Such as, oh, I don't know, HEGO?!! The man is already at 0 Loyalty! I do not want to push the buck on this one! It's not gonna tide over well with some of our more heroically inclined employees, such as Russ, and maybe Goofy. We just got rid of Russ' loyalty malus for calling ourselves evil. We do this, it's gonna bring it right back. THIS RISK IS UNACCEPTABLE AND I REFUSE TO VOTE FOR IT!!!!!!!!!!!

I think we should either take the risk with one of the other high dc martial actions or assault another King (Doom) which could be extremely good because all of them would be confused by the chaos caused by our inator. It's also possible that given that Russ has made contact with Fred that we've some options to help him in Sanfra which shouldn't be too difficult since we'd be able to leverage Khan's monstrous Martial there.
 
I assume after opening Government relations we'll need to pursue a government contract with them, which is likely another DC 100. But once we get it, I'm pretty sure the government contract bonus is +30, which is great.
 
My problem with the Perform Supervillainy action:

Such as, oh, I don't know, HEGO?!! The man is already at 0 Loyalty! I do not want to push the buck on this one! It's not gonna tide over well with some of our more heroically inclined employees, such as Russ, and maybe Goofy. We just got rid of Russ' loyalty malus for calling ourselves evil. We do this, it's gonna bring it right back. THIS RISK IS UNACCEPTABLE AND I REFUSE TO VOTE FOR IT!!!!!!!!!!!
But remember we are planning on attacking Doom, No way a guy called Doom isn't a secret villain.
 
Due to the speed at which this thread travels I'm going to
So I heard you liked the Government and Space. TL:DR at the bottom.
In order to catch attention.

Apologies in advance if someone has already said all of this or something, an update just dropped and missing something is easy when you're glazing over stretches of mega-posts.

Just a reminder that in order to collaborate with any faction on anything, we first have to open relations with them. In this case, that's a 100 DC. After the success of aforementioned action, two options appear: Trying to research something with the group (which looks to be a universal DC of 90) or working with them on an issue which has a variable DC. I'd expect a somewhat higher DC for us than others due to, yunno, having declared ourselves separate from the Government. Something the government doesn't especially like as evidenced by the opinion malus they took when we made ourselves the food provider (and thus controller of said food) earlier.

We'll pass that by, say we pass those checks without trouble. Now we come to ACTION ECONOMY and how the choke-point of only two actions smothers many dreams before they can become reality. One of these actions seems locked onto the Recruit action due to the simple fact that people love characters and they're the epitome of 'reasonable shiny'. We've been taking the Recruit action for the past three actions since we got the second diplomacy action. So we have to look at why doing this is better/worse than other options we have available.

First off, we just got juicy info on the Drug Ring that we can collaborate with Shego on. Something that seems like a 'use-it-or-lose-it' due to turns taking place over two month increments. So that has some high priority. Second up is the influence our Inator is having: pushing us toward high-success actions due to successes being converted into critical successes. Not to mention high-risk options becoming even riskier from failures to critical failures. Something that makes the 100 DC especially daunting.

After that comes the simple fact that planning past the next turn is massively difficult: if we're not going to do this next turn, then you're trying to lobby for something that would take place over two and three turns into the future.

I think it'd be really cool to manage what you guys are aiming for, but it just doesn't seem like Government-aligned Doof is likely to happen. Instead I'd suggest pushing to simply advance down the Space Action-Tree and shoot down it fast enough that the Government works with us instead. I'm leery of managing to slip that action in next turn however, due to the Inator effect and the fact that the Space Program action doesn't have a hard DC to pass/fail.

You might be able to pass the splash-action of Exotic Vehicles in however. It has a DC of 90, something easily passed when our combined learning bonus is above 70. It also incentivizes Sublight Drives due to that sweet, sweet QM listed ??? synergy. Not to mention the possibility of lobbying the action as 'Anti-Doom' due to the other listed reward (Reduced DC to vehicle-related actions like mass transit) something that allows us to start attacking Doom's wallet in a meaningful way.


TL:DR: Working with the Government on space is basically a no-go. Starting Space Program next turn is also super unlikely, instead push for Exotic Vehicles. It makes actions that like Space Program more likely to pass, in this case Sublight Drives. It's easily passable which is a huge plus due to the Inator effect, and allows for infringing on Doom's primary market.

There're other ways to go about this, if we want to, like using Xanatos as an intermediary. He gets to benefit from giving the teach to the Government, probably getting a cut somewhere else and probably (again) being able to investigate space things if he wants, we, on the other hand, get new shiny investigated tech that we can use immediately to upgrade ourselves.

Also, I find it extremely doubtful that if we start a Space Program the US first reaction would be to come to work with us.
 
If we're set on doing an Attack Rival, we do have that bonus to Toffee operations and Tom rolls quite well in these kinds of circumstances.
 
If we're set on doing an Attack Rival, we do have that bonus to Toffee operations and Tom rolls quite well in these kinds of circumstances.

That might not be a bad idea actually because if we succeed we'd be crit succeeding and it'd be rather difficult for Toffee to track us down. Although I've to wonder what we could do to him? Like it'd have to be annoying, but not too annoying.

Tom ain't doing shit for us if it doesn't find star

Nope, he's also quite fine with trying to murder/harm/inconvenience Toffee
 
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