New inators!
Bottomless-Pit-inator (Good): You once had a box of junk that was sitting in the attic for forever and you thought, "I bet I could just get rid of this whole box and my life would go on completely unaffected by the loss of whatever may be inside!" Well, that didn't turn out well. But what if the problem wasn't in the actual disposing, but the method of disposal? With this device, you now have the perfect means: a bottomless pit that sends your unwanted items away! You'll bet the public will love it!
Bottomless pit created in Doofania! Gain a slight increase in public opinion, as well as a +5 to all diplomacy actions involving the government, as they will want this method as well.
Bottomless-Pit-inator (Bad): You once had a box of junk that was sitting in the attic for forever and you thought, "I bet I could just get rid of this whole box and my life would go on completely unaffected by the loss of whatever may be inside!" Well, that didn't turn out well. But what if the problem wasn't in the actual disposing, but the method of disposal? With this device, you now have the perfect means: a bottomless pit that sends your unwanted items away! You'll bet the public will love-! Oops...
Bottomless pit created in Doofania! Unfortunately, you hit a very popular public center when firing the ray, which then fell into the pit. Luckily, no one was hurt. Take a slight decrease in public opinion, as well as a -5 to all diplomacy actions involving the government, as they now question your sanity and your threat level.
Place-That-Sends-You-Mad-inator (Good): You came up with this idea after trying to deal with the maddening business that is bureaucracy and administration. You figured, "Why not weaponize this madness?" and built a ray that turns any bureaucratic and/or administrative building into a Place That Sends You Mad, straight out of that old Toon show with the Vikings and the Romans! Let's see your foes try and do their work
now!
Pick a king to fire this ray at. For the next two turns, one of this king's Stewardship actions must be to send someone into the Place That Sends You Mad. Any degree of success on this roll can then be applied to a Stewardship action with a DC 100 or lower. However, on a failed roll, the unit sent into the Place That Sends You Mad goes mad for a certain amount of time (one turn for a bare failure, two turns for a regular failure, and three turns for a critical failure). Nothing can be done to fix this, the madness must run its course. Of course, the mad unit must be contained, which means the king must spend a personal action to put the unit in confinement until they are sane. Otherwise, they will run rampant in the streets and cause a slight decrease in public opinion.
Place-That-Sends-You-Mad-inator (Bad): You came up with this idea after trying to deal with the maddening business that is bureaucracy and administration. You figured, "Why not weaponize this madness?" and built a ray that turns any bureaucratic and/or administrative building into a Place That Sends You Mad, straight out of that old Toon show with the Vikings and the Romans! Wait, is that a mirror-?
The beam was reflected back into Doofania. For the next two turns, one of your Stewardship actions must be to send someone into the Place That Sends You Mad. Any degree of success on this roll can then be applied to a Stewardship action with a DC 100 or lower. However, on a failed roll, the unit sent into the Place That Sends You Mad goes mad for a certain amount of time (one turn for a bare failure, two turns for a regular failure, and three turns for a critical failure). Nothing can be done to fix this, the madness must run its course. Of course, the mad unit must be contained, which means you must spend a personal action to put the unit in confinement until they are sane. Otherwise, they will run rampant in the streets and cause a slight decrease in public opinion.