I'd actually say, after thinking on it more, that either Jumba should do Sublight, because he has a larger bonus, or Ludivine should try out the transmissions, which have a much narrower and better set of options to Absent Mind to.

I´d prefer the Transmission, because we seem to be running outta time *hard* on that angle.

*But that´s probably just me being a "doomer" again, because arguing for cautiong and poutting things into perspective seems to be "doomsaying" now*
 
I´d prefer the Transmission, because we seem to be running outta time *hard* on that angle.

*But that´s probably just me being a "doomer" again, because arguing for cautiong and poutting things into perspective seems to be "doomsaying" now*
Could you point out specific factors that make you think we're running out of time on the transmissions now as opposed to earlier in the quest? Or do you simply want to stop putting it off?

[ ] Plan: Hunting Cats and Money
I generally like the plan, especially Jumba finally experimenting after the results table has been improved twice. Janus doing a write-in personal to join Jumba in experimenting sounds like fun. I also like giving the wings to Dennis, finally brewing a potion, Tobe training 'his ninja', and finally getting around to finishing the musical about the Sands Gala.

Furthermore, one of the rewards in the description from opening diplomatic channels to the feds action we did last turn was lending condottieri, which could potentially be a way to get some instant income - instant as opposed to increasing the amount of income we'll get on our next income turn which is like 4 turns away - from a diplo action, assuming it is diplo. Plus it could help our relationship with the feds. And who knows, maybe the timing on us lending them condottieri specifically next turn will cause the feds to see this as a way to force Doof to accept aid for the citizens/victims of the recent crisis without Doof realizing.

Oh and for Norm, now that we can do write in personals, I would prefer him to do a personal "Design Weaponry".
 
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Could you point out specific factors that make you think we're running out of time on the transmissions now as opposed to earlier in the quest? Or do you simply want to stop putting it off?

At least one already was it stated in-game that the broadcasts seemed to increase in both frequency and "urgency", at least from the sound of the voice.

Aside from that, the QMs (I think it was Weredrago2 specificall) stated that we would soon loos an important action forever...Color me nervous

But yeah, I also simply want to contact Drossel, who is one of the more benign Kings around.
 
Aside from that, the QMs (I think it was Weredrago2 specificall) stated that we would soon loos an important action forever...Color me nervous
We've received more info regarding that hint, also we potentially figured out that it was related to an action that had its description recently changed.

The best contender for which action it was considering what actions changed, how they changed, and the nature of the warning itself makes it seem like it's the buyout options that are going away forever because the change in the description was specifically about other people potentially buying out the companies if we don't. Which is why we have recently become so motivated to do supervillainy / get as much income as possible to either outright purchase the companies or to minimize how much debt we go into to purchase them.
 
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We've received more info regarding that hint, also we potentially figured out that it was related to an action that had its description recently changed.

The best contender for which action it was considering what actions changed, how they changed, and the nature of the warning itself makes it seem like it's the buyout options that are going away forever because the change in the description was specifically about other people potentially buying out the companies if we don't. Which is why we have recently become so motivated to do supervillainy / get as much income as possible to either outright purchase the companies or to minimize how much debt we go into to purchase them.

Good to know that those hints were about the buyout options, but that doesn´t change anything about me wanting us to meet Drossel ASAP.
 
Current Plan for next turn with personals pending Norm interlude:

[ ] Plan: Hunting Cats and Money
-[ ] National Actions:
--[ ][Martial] Perform Supervillainy (Olivia) DC 85 BR 43 RN 42
--[ ][Diplomacy] Recruit from your rolodex - Mesmerella (Technor) DC 70 BR 44/49/54 RN 26/16
--[ ][Diplomacy] Collab with Imagination Institution (Goofy) DC ? BR 50 RN ?
--[ ][Stewardship] Repair 1 (Roddy) DC ? BR 55/70 RN ?
--[ ][Stewardship] Repair 2 (Phineas and Ferb) DC ? BR 66 RN ?
--[ ][Intrigue] Investigate the hatless man (Mirage) DC ? BR 50 RN ?
--[ ][Intrigue] Kat Nemesis Action (Hero? + Coyote/Coyote) DC ? BR ?/38 RN ?
--[ ][Intrigue] Investigate Cat Mafia (Monogram/NOWCA) DC ? BR 41 RN ?
--[ ][Learning] Research sublight drives (Ludivine) DC 140 BR 82 RN 58
--[ ][Learning] AI followup? (Wendy) DC ? BR 98 RN ?
--[ ][Occult] Coven (Gomez?) DC 95 BR ? RN ?
OR --[ ][Occult] Basic Magic Theory (Gomez/Malf) DC 75 BR ?/19 RN ?/56
--[ ] Continue the Feldrake World Tour (Part 2 of ???)
---[] Kitsune (leader)
---[] Janna
---[] Queen Lizzie
---[] Dennis

-[ ] Personal Actions:
--[ ] Doof:
---[ ] Start Writing a Musical
---[ ] Tinker with your Inators
---[ ] Brew a potion
---[ ] Nemesis action
--[ ] Genghis Khan (Get an apartment)
--[ ] Norm Prime (pending interlude)
--[ ] Hego (pending continuation)
--[ ] Max (Powerline concert)
--[ ] Vanessa (Watch the Eggheads)
--[ ] Jumba (Experiment!)
--[ ] Tobe (Train ''''''your ninja'''''' some more)
--[ ] Janus Lee (Work on Personal Projects/Help Jumba Experiment(write in))
--[ ] Alan Bradley (??? (the personal is ???))
--[ ] Tom Lucitor (Rule The Underworld)
--[ ] Wasabi (Organize your Workstation)
--[ ] Malifishmertz (Create Meatlings)
--[ ] Marco Diaz (Train with Macbeth)
-[ ] Item Assignments:
--[ ] Ruby Wings: Dennis
-[ ] Miscellaneous:
--[ ] Don't Overclock TECHNOR
--[ ] Activate an Inator
--[ ] Hire Olivia this turn
Hm. It's a good plan, but i'd make some changes. For one thing, i'd probably put Wasabi on repairing our city. Our laser platforms and power systems were some of the damages, and that's his specialty. Plus, since I don't want to activate an Inator this turn (yeah, I don't), i'd like to see what their PA looks like. Also, i'd sub in Jumba for Ludivine, since he has the larger bonus, and have her keep working on the Martian Robot. With one of Doof's PAs freed up by not activating an Inator, i'd probably put him on chatting with Hego (depending) and, uh, oh yeah, i'd probably sub out having him potion brew for using his automatic potion brewer, it mantains the Doofish chaos we love without being nearly as risky as an Inator. And, depending on how Nemesis actions work, i'd probably have him just browse online for interesting stories and hope we get lucky. Also, given the meterobeats, it might be a good idea to give Kitsune Amur, in case. And i'd probably have Tobe train himself (with Maui Mallard) rather then train his ninjas. Also, I might have Vanessa do school stuff, since she's going off to college, partly just so I can see what's behind that.
 
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Personally I want Technor building his robot in the few turns we have before heroballing him, maybe with Janus custom designing for him as a synergy thing to help out with gearing up the mech and hopefully making it a faster process
 
Say, is NOWCA going to train dinosaur agents? Do dinosaur-related actions result in stat boosts for Monogram as a result? I kind of want to write an omake around that.
 
It's a good plan, but i'd make some changes
- For Jumba on his personal over Ludivine. We have already upgraded Jumba's Experiment! personal twice and I really want to see how it its. In a way you can consider this a reward for him after us dragging him into this last crisis.
- For P&F on repairs I'm mostly waiting on the DC and description of the actions. If one of the repairs actions specifically mention the laser turrets or the energy grid I will put him there but for that we will need to wait and see.
- Brewing a potion vs automatic brewing. We have never actually brewed a potion so I think its best to first simply brew a potion to see our available options and to know if doing the automatic brewing is worth it or not.
- For the nemesis action I don't know if since its a Doof nemesis changing it to a National will consume one of Doof personals or not. We will have to wait to have QM clarification.
- Amur is already assigned to Kitsune
- I will not make nor vote a plan that doesn't have us activating an Inator (yes its a completely personal choice to die on this particular hill) but I would be okay on having P&F on a BI national and just not Tinker with the Inators.
 
- I will not make nor vote a plan that doesn't have us activating an Inator (yes its a completely personal choice to die on this particular hill)
And I shall not vote for any plan that does have 'activate an inator'. The sodding things have done far more harm that help and I am sick of wasting one of Doof's actions trying, and thus far failing, to mitigate them.
 
And I shall not vote for any plan that does have 'activate an inator'. The sodding things have done far more harm that help and I am sick of wasting one of Doof's actions trying, and thus far failing, to mitigate them.
First off I'm pretty sure that activating an Inator doesn't cost an action, only tinkering does, and why wouldn't we? We are playing as Heinz Doofenshmirtz, a Doof that doesn't Inate isn't Doof.
 
First off I'm pretty sure that activating an Inator doesn't cost an action, only tinkering does, and why wouldn't we? We are playing as Heinz Doofenshmirtz, a Doof that doesn't Inate isn't Doof.
Because there is a very real chance we will get something as bad or worse than 'all heroes roll 4 times and pick the lowest'. Spending an action has historically given us the option of choosing between two horrible things rather than one, which is inefficient.

As to Doof being Doof, character development is a thing. And a thing I am very much in favour of.
 
Because there is a very real chance we will get something as bad or worse than 'all heroes roll 4 times and pick the lowest'. Spending an action has historically given us the option of choosing between two horrible things rather than one, which is inefficient.

As to Doof being Doof, character development is a thing. And a thing I am very much in favour of.
Historically the action has been actively sabotaged and giving us worse results than it was supposed to, it has been stated multiple times that the action is actually weighted slightly in our favor, and it should be that way now that Kat's sabotage has been taken care of. Also the only reason why that one was making us roll four times and take the worst result was due to the effects of the Inator-Inator, it's the one we didn't pick to be supercharged and affect us, chances are we're not going to get something as bad as or worse than that. You are greatly exaggerating the situation.
 
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I like the Inators, but there are other ways to get random bonuses. That's why my plan includes automatic potion brewing and P&F's personal. Both Doof's inators and Jumba's Expirements are inherently chaotic and, frankly, this turn chaos is the last thing we need. P&F's work is chaotic too, but their stuff is A. Generally non-destructive and B. Doesn't last long.
 
I like the Inators, but there are other ways to get random bonuses. That's why my plan includes automatic potion brewing and P&F's personal. Both Doof's inators and Jumba's Expirements are inherently chaotic and, frankly, this turn chaos is the last thing we need. P&F's work is chaotic too, but their stuff is A. Generally non-destructive and B. Doesn't last long.
I will say this, Inators for me its not just about the randomness of the thing since the quest by its nature has already a lot of randomness with the dice in every action.
Its more about the spirit of the thing and for me the Inators are a relatively fun way to keep things interesting.
Also not pulling an Inator just after we got rid of the sabotage that was making them worse doesn't feel right for me.
 
I will say this, Inators for me its not just about the randomness of the thing since the quest by its nature has already a lot of randomness with the dice in every action.
Its more about the spirit of the thing and for me the Inators are a relatively fun way to keep things interesting.
Also not pulling an Inator just after we got rid of the sabotage that was making them worse doesn't feel right for me.
The thing is, we haven't really? The city's still smashed up, and, given we're trying our hardest to make income right now, and Inators often hurt that...I'd say we can take a break for one turn, ya know?
 
The thing is, we haven't really? The city's still smashed up, and, given we're trying our hardest to make income right now, and Inators often hurt that...I'd say we can take a break for one turn, ya know?
And also the Inators could help with the Income, its weighted towards the positive we just had a streak of bad luck accentuated by the sabotage.

But anyways I understand why you would chose to not activate one, I'm just saying that trying to put other lesser random options on the plan won't do anything about my opinion on that.
I would recommend to just chose what you think are the better ideas and not go with half measures (if those where already what you wanted, just say it like that and not as a placating effort).
 
And also the Inators could help with the Income, its weighted towards the positive we just had a streak of bad luck accentuated by the sabotage.

But anyways I understand why you would chose to not activate one, I'm just saying that trying to put other lesser random options on the plan won't do anything about my opinion on that.
I would recommend to just chose what you think are the better ideas and not go with half measures (if those where already what you wanted, just say it like that and not as a placating effort).
Meh. I mean, i'm fine with it without you, but fair enough.
 
Here's my plan:
[ ] Plan: Hunting Cats and Money
-[ ] National Actions:
--[ ][Martial] Perform Supervillainy (Olivia) DC 85 BR 43 RN 42
--[ ][Diplomacy] Recruit from your rolodex - Mesmerella (Technor) DC 70 BR 44/49/54 RN 26/16
--[ ][Diplomacy] Collab with Imagination Institution (Goofy) DC ? BR 50 RN ?
--[ ][Stewardship] Repair 1 (Roddy) DC ? BR 55/70 RN ?
--[ ][Stewardship] Repair 2 (Wasabi) DC ? BR 52 RN ?
--[ ][Intrigue] Investigate the hatless man (Mirage) DC ? BR 50 RN ?
--[ ][Intrigue] Kat Nemesis Action (Hero? + Coyote/Coyote) DC ? BR ?/38 RN ?
--[ ][Intrigue] Investigate Cat Mafia (Monogram/NOWCA) DC ? BR 41 RN ?
--[ ][Learning] Research sublight drives (Jumba) DC 140 BR 96 RN 58
--[ ][Learning] AI followup? (Wendy) DC ? BR 98 RN ?
--[ ][Occult] Coven (Gomez?) DC 95 BR ? RN ?
OR --[ ][Occult] Basic Magic Theory (Gomez/Malf) DC 75 BR ?/19 RN ?/56
--[ ] Continue the Feldrake World Tour (Part 2 of ???)
---[] Kitsune (leader)
---[] Janna
---[] Queen Lizzie
---[] Dennis

-[ ] Personal Actions:
--[ ] Doof:
---[ ] Start Writing a Musical
---[ ] Chat with the Bossman: Hego
---[ ] Automatic Potion Brewer
---[ ] Browse for Interesting Stories Online
--[ ] Genghis Khan (Learn History)
--[ ] Norm Prime (Remove your Obsession with Platypodes)
--[ ] Hego (???/Train with Khan)
--[ ] Max (Powerline concert)
--[ ] Vanessa (Chip In at School)
--[ ] Ludivine (Repair the Martian Robot)
--[ ] Tobe (Train with Maui Mallard)
--[ ] Janus Lee (Talk to your Coworkers)
--[ ] Alan Bradley (??? (the personal is ???))
--[ ] Tom Lucitor (Rule The Underworld)
--[ ] Phineas and Ferb (Know What You're Going To Do Today)
--[ ] Malifishmertz (Create Meatlings)
--[ ] Marco Diaz (Train with Macbeth)
-[ ] Item Assignments:
--[ ] Amur: Kitsune
-[ ] Miscellaneous:
--[ ] Don't Overclock TECHNOR
--[ ] Don't Activate an Inator
--[ ] Hire Olivia this turn
 
Historically the action has been actively sabotaged and giving us worse results than it was supposed to, it has been stated multiple times that the action is actually weighted slightly in our favor, and it should be that way now that Kat's sabotage has been taken care of. Also the only reason why that one was making us roll four times and take the worst result was due to the effects of the Inator-Inator, it's the one we didn't pick to be supercharged and affect us, chances are we're not going to get something as bad as or worse than that. You are greatly exaggerating the situation.
Kat caused a -10 on what is presumably a D100.
This suggest that 'slightly in our favour' means 1-45 are bad and 46-100 are good. Except the 'good' ones have been at best mediocre and the bad ones have been catastrophic. This is reinforced by the player submitted inators which generally have more powerful negative effects than positive ones.

The utterly crippling 'roll 4 take worst' inator exists. Nothing suggests it is the worst inator we could get. So in what way is it an exaggeration to say that activating an inator is a significant risk?
 
Kat caused a -10 on what is presumably a D100.
This suggest that 'slightly in our favour' means 1-45 are bad and 46-100 are good. Except the 'good' ones have been at best mediocre and the bad ones have been catastrophic. This is reinforced by the player submitted inators which generally have more powerful negative effects than positive ones.

The utterly crippling 'roll 4 take worst' inator exists. Nothing suggests it is the worst inator we could get. So in what way is it an exaggeration to say that activating an inator is a significant risk?
A. Technically, it's a roll 2 take worse inator. It just happens we rolled it right after a turn where we rolled an Inator that amplifies the effects of our NEXT Inator (that was, by the way, the same turn we rolled the Probabillination, which was similarly affected. Under normal circumstances, the Probabillinatior would only affect us, not every faction on the board.)
B. I'm sorry, but I will note, I paired it with an Inator that has the exact opposite effect IE roll 2/4, take the BEST.
 
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Kat caused a -10 on what is presumably a D100.
This suggest that 'slightly in our favour' means 1-45 are bad and 46-100 are good. Except the 'good' ones have been at best mediocre and the bad ones have been catastrophic. This is reinforced by the player submitted inators which generally have more powerful negative effects than positive ones.

The utterly crippling 'roll 4 take worst' inator exists. Nothing suggests it is the worst inator we could get. So in what way is it an exaggeration to say that activating an inator is a significant risk?
Did you completely ignore the part where I explained that that Inator was supercharged and acting far more powerfully than it was supposed to?

Again, you are greatly exaggerating the situation. At best it's ignorant, at worst it's disingenuous and manipulative.
 
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