Any possible legal loopholes that might exist come from our lack of understanding of copyright law rather than Mark Beaks'. You can safely assume that he's got an airtight case and a lawsuit would be a very intense and wasteful uphill battle.

Great, so the "clean" way of doing things is right out already, so yeah, sending Kitsune to rattle Beaks a bit might be the best cause of action in the end (it also would sate her *Goblin Fox* trait, so it´s a win-win situation for us)
 
Would that count as an intrigue action? Do we have other actions to worry about for next turn? I know one of the important(?) Intrigue actions is investigating Hawk's death, an important clue to outing Doom.
 
She has a cause chaos for people that aren't us personal action, but I don't know if we could specifically ask her to troll Beaks.
 
Would that count as an intrigue action? Do we have other actions to worry about for next turn? I know one of the important(?) Intrigue actions is investigating Hawk's death, an important clue to outing Doom.
I'd actually count that as Assaulting a Rival, making it a Martial action, something we don't seem to know what to do with these days. So, it's kind of perfect
 
Thought: Since Malfensmitirz doesn't really have the stats for staring our last Council spot, should we spin the prophecy wheel again?
 
I don't think firing LOVEMUFFIN is ever going to be worth the effort. The only thing they're anything resembling competent at is Learning, so their ability to backstab us is pretty insignificant.
But what about our free extra action? How are we supposed to keep that if we don't have LOVEMUFFIN?
 
But what about our free extra action? How are we supposed to keep that if we don't have LOVEMUFFIN?
I do consider LOVEMUFFIN worth investing effort into for that reason- we should definitely put Technor on them next chance we get, and work toward reorganizing them. But if I wanted them gone, I'd want to just let them stick around until they quit of their own accord.
 
Yeah, regardless of their attitude, the extra action they give us is still useful enough to put up with them. Still, having Technor take a whack at them and putting them on some genuine mad science ought to help out their loyalty somewhat, and we do have other options such as having Roddy build them a lair of their own.
 
Speaking of LOVEMUFFIN, they are furious at "Mark Beaks revealing the truth." According to an extremely long-winded letter from Rodney, he "deeply resents how you took their hard work and slapped your name on it. DoofOS is a stupid name, by the way."
Wait. Are they pissed off at Doofenshmirtz, Beaks, or both? I'm not quite sure. I think they're saying that it was fine before we stole it from them, or something?

Hey, maybe we could sell the reorganization as giving them their own subdivision of the company.

At any rate, I am all for convincing them that Mark Beaks is, in fact, their nemesis.
 
Bonus for Love Muffin Learning Actions: 38 + 14 - 2 (20% of 14 rounded down) = 50
They also crit fail at 2/3 DC rounded down instead of 1/2 DC rounded down
  • DC 80 -> 97% chance of not crit failing, 99% with XP (rolling a nat 1)
  • DC 100 -> 84% chance of not crit failing, 94% with XP
  • DC 120 -> 70% chance of not crit failing, 80% with XP
  • DC 140 -> 56% chance of not crit failing, 66% with XP
  • DC 150 -> 50% chance of not crit failing, 60% with XP
  • DC 165 -> 40% chance of not crit failing, 50% with xp
DC 165 is the breaking point where it becomes a coin flip with XP, and DC 150 without XP.

Bonus for Love Muffin Stewardship Actions: 24 + 8 -1 (20% of 8 rounded down) = 31
  • DC 60 -> 91% chance of not crit failing, 99% with XP
  • DC 80 -> 77% chance of not crit failing, 87% with XP
  • DC 100 -> 64% chance of not crit failing, 74% with XP
  • DC 120 -> 51% chance of not crit failing, 61% with XP
  • DC 121 -> 50% chance of not crit failing, 60% with XP
  • DC 136 -> 40% chance of not crit failing, 50% with XP
DC 136 is the breaking point where it becomes a coin flip with XP, and DC 121 without XP.

So even at a DC as high as 120 for Learning actions or around 100 for Stewardship actions, we aren't risking that much in the long run.

Change your perspective on the extra action and consider a boring old regular failure as a 'success', a bare failure as a crit success (which the halved DC actually might cause in the next turn), and a success / crit success as winning the jackpot.

Just give them high DC actions (assuming they aren't something that we really don't want to be sabotaged). Sure, we might take the occasional crit fail, but it is worth it. The odds are still rigged in our favor.
 
Last edited:
Nevermind, bad comment- didnt' see Made in Heaven's response.

still, we should probaly bring DOOF OS up to snuff soon.
 
Last edited:
How do folks feel about putting L.M. on Greco-Roman Terraforming?

We're low on things that can activate "King of Lairs" right now and lava is a classic Mad Scientist material.

Edit: DC is 100
 
Last edited:
How do folks feel about putting L.M. on Greco-Roman Terraforming?

We're low on things that can activate "King of Lairs" right now and lava is a classic Mad Scientist material.

Edit: DC is 100
A fair number of us would prefer to out them on researching the SHV laser. It seems more mad science-y, has a DC of about 80, and there's no chance of them pulling a Ludivine and switching to a different project because of a roll of the dice.
 
Back
Top