Agent Russ brought back some interesting news from San Fransokyo. Apparently there's a group of 'like-minded individuals' who all dress in red with weird symbols on their robes, marching around the docks and performing community service. You have no idea what to make of it, but it sounds sufficiently cultlike to you... maybe something will come out of it if you investigate?
Bit of an odd error here, Max's investigation action isn't being attributed to him? Dunno who this Russ fellow is, though.
 
None of the above. In order for us to give you a DC on a write-in, it needs to be clear what you are telling your employees to do. Are you telling them to break in to the national archives and search for clues? Are you telling them to try and search the black market for anyone selling the Declaration on the lowdown?

If you just do a write-in to 'track down the thief', the hero unit will do whatever the heck they want to in pursuit of that. They could do literally anything based on their temperament, intelligence, subtlety, loyalty, and more. And therefore we can't really give you a DC.

I have an idea for a write in for Declaration (NOWCA)

Infiltrate offices & homes of government officials to pick up any chatter regarding their own investigation into the theft of the Declaration of Independence to follow their leads

Could be done by being pets or maybe just pure stealth depending on the agent(s).
 
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My idea was to watch the feds and follow where their investigation goes, they're going to be in a hurry to catch the thief so they should be easy to notice. Then piece together some leads based on what we learn.
 
[ ] Plan: Supervillainy, Repairs, and Basic Magic Theory
-[ ] National Actions:
--[ ][Martial] Perform Supervillainy (Olivia) DC 85 BR 43 RN 42
--[ ][Diplomacy] Recruit from your rolodex - Splatter Phoenix (Technor) DC 70 BR 44 RN 26
--[ ][Diplomacy] Form a Research Agreement with the Government
---[ ] With the Imagination Institute (Goofy) DC 85 BR 50 RN 35
--[ ][Stewardship] Repair Normbot hubs (Roddy) DC 120 BR 70 RN 59
--[ ][Stewardship] Repair the power plant (Phineas and Ferb) DC 120 BR 66 RN 54
--[ ][Intrigue] Investigate the Hatless Man (Mirage) DC 100 BR 51 RN 49
--[ ][Intrigue] Infiltrate a Hotspot
---[ ] Zootopia: (Monogram) DC 70 BR 41 RN 29
--[ ][Intrigue] Track down Kat (Tobe) DC ?(Contested Roll?) BR 45 RN?
--[ ][Learning] Re-Develop Digitizer Codes (Alan Bradley) DC 150 BR 83 RN 67
--[ ][Learning] Research Emergent AI (Wendy) DC 150 BR 98 RN 52
--[ ][Occult] Basic Magic Theory (Gomez) DC 75 BR 30 RN 45
--[ ] Continue the Feldrake World Tour (Part 2 of ???)
---[] Kitsune (leader)
---[] Janna
---[] Queen Lizzie
---[] Dennis

-[ ] Personal Actions:
--[ ] Doof:
---[ ] Read About Lean Evil
---[ ] Tinker with Inators
---[ ] Chat with the Bossman: Wendy Wower
---[ ] Start Writing a Musical
--[ ] Genghis Khan (Study History)
--[ ] Coyote (Expand ACME products to Japan)
--[ ] Norm Prime (Try to become a Real Boy)
--[ ] Max (Powerline concert)
--[ ] Vanessa (Watch the Eggheads)
--[ ] Jumba (Experiment!)
--[ ] Janus Lee (Help Jumba Experiment(write in))
--[ ] Ludivine (robot)
--[ ] Tom Lucitor (Rule The Underworld)
--[ ] Wasabi (Organize your Workstation)
--[ ] Malifishmertz (Create Meatlings (use the meat from the rain-food-inator))
--[ ] Marco Diaz (Train with Macbeth)
-[ ] Item Assignments:
--[ ] Ruby Wings: Wile E. Coyote
--[ ] Amur: Kitsune
-[ ] Miscellaneous:
--[ ] Don't Overclock TECHNOR
--[ ] Activate an Inator
--[ ] Hire Olivia this turn

Well here's my attempt at a plan. I don't expect much deviation among the central pillars of the plans (Repairs, Emergent AI, and BMT) but who knows.
 
[ ] Investigate the theft of the Declaration of Independence

DC???

You know enough about crime to know that when you do something as big as stealing the Declaration of Independence you're going to draw some federal attention. You know the feds are good at what they do, I mean OWCA always knew what you were up to and they were hardly the best! Watch the feds to see where they go and try to figure out what happened.


How's this?
 
You could do that. DC would probably be... I wanna say 150 or so? I'll have to check with Cmoon. Definitely high enough there's a risk of things going wrong.
 
Uh, where did following the "lead" we got from Lazer Pirate go? Did I miss something?

[ ] Plan: Chasing Kats and Cash

-[ ] National Actions:

--[ ][Martial] Perform Supervillainy (Olivia)

--[ ][Diplomacy] Recruit from your rolodex: Splatter Phoenix (Technor)
--[ ][Diplomacy] Form a Research Agreement with the Government (Goofy)
---[ ] With the Imagination Institute (DC 85)

--[ ][Stewardship] Repair the power plant (Roddy)
--[ ][Stewardship] Repair Normbot hubs (Phineas and Ferb)

--[ ][Intrigue] Investigate the hatless man (Mirage)
--[ ][Intrigue] Track down Kat (Wile E. Coyote)
--[ ][Intrigue] Infiltrate a Hotspot (Monogram and NOWCA)
---[ ] Zootopia (DC 70)

--[ ][Learning] Re-Develop Digitizer Codes (Alan)
--[ ][Learning] Research Emergent AI (Wendy)

--[ ][Occult] Basic Magic Theory (Gomez)

--[ ] Continue the Feldrake World Tour (Part 2 of ???)
---[] Kitsune (leader)
---[] Janna
---[] Queen Lizzie
---[] Dennis

-[ ] Personal Actions:
--[ ] Doof:
---[ ] Tinker with your Inators
---[ ] Brew a potion
---[ ] Chat with the Bossman: Wendy Wower
---[ ] Start Writing a Musical

--[ ] Genghis Khan (Study History)
--[ ] Norm Prime (Help father write his musical)
--[ ] Max (Go to see a Powerline concert)
--[ ] Vanessa (Watch the Eggheads)
--[ ] Tobe (Train ''''''your ninja'''''' some more)
--[ ] Jumba (Experiment!)
--[ ] Janus Lee (Help Jumba Experiment! Muahaha!)
--[ ] Ludivine (Repair the Martian Robot)
--[ ] Tom Lucitor (Rule The Underworld)
--[ ] Wasabi (Organize your Workstation)
--[ ] Malifishmertz (Create Meatlings (use the meat from the rain-food-inator))
--[ ] Marco Diaz (Train with Macbeth)

-[ ] Item Assignments:
--[ ] Ruby Wings: Wile E. Coyote

-[ ] Miscellaneous:
--[ ] Don't Overclock TECHNOR
--[ ] Activate an Inator
--[ ] Hire Olivia this turn


Zootopia as a placeholder until we can think of a way for Monogram to investigate National Treasure.
Hmm. For the most part, I like it, but I do have a few questions/suggestions. First, is there any particular reason you are assigning Rodey to the power plant and the boys to the Normbot hubs? I feel like it might be a better option to have the layer master work on the hubs, and the boys work on the power station. Though, I did have a thought about that I'll expand on below. Secondly, is there a particular reason you're going for Basic Magical Theory rather than Form a Coven? While I can totally see Basic Magical Theory being a major priority, I feel like getting a second Occult action and finishing off the Council should be an even higher priority.

More generally, I have a mechanics question I really think we should consider: does the power plant count as involving energy fields for the purposes of Wasabi's trait? Because he's got a pretty good stewardship stat (only one less than Rodey) and if we can add a +20 to that, I want to at least consider it. Plus, repairing a power plant feels like a job Wasabi could really get behind on a few levels.
 
Uh, where did following the "lead" we got from Lazer Pirate go? Did I miss something?


Hmm. For the most part, I like it, but I do have a few questions/suggestions. First, is there any particular reason you are assigning Rodey to the power plant and the boys to the Normbot hubs? I feel like it might be a better option to have the layer master work on the hubs, and the boys work on the power station. Though, I did have a thought about that I'll expand on below. Secondly, is there a particular reason you're going for Basic Magical Theory rather than Form a Coven? While I can totally see Basic Magical Theory being a major priority, I feel like getting a second Occult action and finishing off the Council should be an even higher priority.

More generally, I have a mechanics question I really think we should consider: does the power plant count as involving energy fields for the purposes of Wasabi's trait? Because he's got a pretty good stewardship stat (only one less than Rodey) and if we can add a +20 to that, I want to at least consider it. Plus, repairing a power plant feels like a job Wasabi could really get behind on a few levels.
Firstly, I feel like Roddy might get a larger benefit from doing the power station than Phineas and Ferb would, but I don't have a large preference so it could be flipped if people wanted.

BMT because we really don't want to potentially crit fail on coven making the DC potentially skyrocket. My plan would probably be to do BMT this turn, have Doof do the magic personal next turn while repairing the avatar, then Coven. (Or flipped around if doing BMT helps with Coven and having the coven attempted next turn)

But I am open to the idea of just having Gomez attempt Coven this turn.

As for Wasabi, the answer for that was no because it is a standard power plant.
 
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Part of why I'm wanting to get involved with the National Treasure stuff is that even if we don't get any of this big pile of treasure, we could get on an excellent treasure hunter's good side and get a completely different pile of treasure from the sequel.
 
[ ] Research Dinosaur Weapons Platforms

DC 140

Is it impractical? Definitely. Could it be done more efficiently with a tank? Of course. But it's impossible to deny how awesome it'd be to send out armies of dinosaurs carrying artillery! Maybe even Uncle Sam will be interested in purchasing some of these if they turn out right!
I mean, yeah, this is pretty freaking awesome! I'd vote for this when we have carnivore domestication done.

Also, we should totally attack Mark Beaks. Seriously, we need to work on our supervillain credit and destroy this man's whole career.
 
We don't have Kat giving us a -10 to the roll for them any more. So we are much more likely to get good ones.
Our inator rolls have sucked. A -10 on 2D100 is not nearly enough to explain the horrific results we have been getting. Even more so when this latest turn didn't have that debuff and still massively screwed us over.

We like Janna because she got a whole bunch of good rolls early on and even now has few bad rolls on her record. We got rid of Hego because he invariably rolled badly. IIRC the only good roll he ever managed was on something that was mathematically impossible for him to succeed on.
It is clear that the dice hate our inators just as much as they hated Hego. Yet people insist on continuing with them.
 
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Our inator rolls have sucked. A -10 on 2D100 is not nearly enough to explain the horrific results we have been getting. Even more so when this latest turn didn't have that debuff and still massively screwed us over.

We like Janna because she got a whole bunch of good rolls early on and even now has few bad rolls on her record. We got rid of Hego because he invariably rolled badly. IIRC the only good roll he ever managed was on something that was mathematically impossible for him to succeed on.
It is clear that the dice hate our inators just as much as they hated Hego. Yet people insist on continuing with them.
Inators are hands down one of the best parts of this quest and I love them.
 
The Big Idea trait won't proc.

Big Ideas: The world has never seen engineers like Phineas and Ferb. Any Stewardship action related to construction, creation, or otherwise 'Big Idea-able' attempted with Phineas and Ferb that succeeds will automatically critically succeed. However, the DC is also boosted by 20, as they are not content to stay within the boundaries you laid out on paper.

This DC must still be passed in order to actually keep the project, as anything below the DC will result in a set of random circumstances mysteriously conspiring to wipe all traces of their project from existence. A bare failure will not reduce the DC on further turns.

In addition, a project can only be attempted once with this unit- if they fail, they will not try the same action twice. The same restrictions apply to their products as your inators- they can't be mass produced, they can't be replicated more than once, and you can't bypass technology developments using them.

Phineas and Ferb cannot get bare failures, but they can still get critical failures.
Ahhh.
Well we could have them try to make a new power plant, they haven't done that before.
@Arathnorn , if we wanted to and I'm not saying we should... Well, hypothetically could we assign them the Big Idea project of "build a power plant to replace the old one?" What would be the DC, if so?

It would have helped if there was even a single mention of an opposed roll, I personally was under the impression it was going to be a flat yes or no, not an opposed roll heavily stacked against us. As a result I feel duped.
Okay, well for the record, let's remember this:

When you negotiate with Judge Doom, expect him to be a creep. Likewise expect Doof to ramble, Glomgold to be greedy to the point of miserliness, Shere Khan to exude predatory menace, and Shego to file her nails.

In much the same spirit, when you negotiate with Xanatos, expect him to maneuver for personal advantage.

If you don't think you can hold your own against Xanatos when he's maneuvering for personal advantage, do not dicker with Xanatos. This is the case for much the same reason that you should not armwrestle with Hego unless you can bench-press a truck, nor make fun of Shego's grooming habits unless you are immune to plasma bolts.

Because some characters are predictable and will act in logically predictable ways, according to their nature, even when it is not to your advantage for them to do so.

So, generally speaking I don't like complaining. This thread has provided me with considerable amounts of entertainment over more than a year and represents a titanic amount of effort for the GMs, so saying this makes me uncomfortable.

That said, I think that DC 130 is a bit rough for something that was described as a couple of "moderate difficulty" actions. Unless I am fumbling my figures, there is a worse than even chance of accomplishing either repair action even if we put our top Stewardship characters there.
Our initial assessment of the DCs for repair options at 130 was a bit too high, so we're reducing it down to 120, which should be more reasonable.
@Made in Heaven

So noted, and thank you.

Now, me... I'm not so much questioning your decision here as trying to understand the context. See, with most actions that have a DC of 120 or so, we can intuitively see why it is difficult, even for someone with the resources at Doof's disposal. For instance, making DoofOS and DaedalOS compatible is obviously hard in an abstract, objective sense. Because DaedalOS is a well-designed normal operating system built by sane and very competent people, while DoofOS is a bizarre and miraculously functional mass of spaghetti code designed by LOVEMUFFIN.

...

Now, rebuilding the power plant is a big job, don't get me wrong! But to my intuition, it seems like it wouldn't be an especially hard job unless there's something about the logistical situation that stops us from just saddling up the construction equipment and ordering new machinery from the plant.

Intuitively I'd expect it to be more of a time-consuming job- say, something with a moderate DC but where multiple action successes are probably going to be required, much like fusion research was.

So what I'd like to ask is... What about this action is particularly difficult, that gives it a DC of 120 or so? What are the specific foreseeable obstacles to success?
 
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BMT because we really don't want to potentially crit fail on coven making the DC potentially skyrocket. My plan would probably be to do BMT this turn, have Doof do the magic personal next turn while repairing the avatar, then Coven.
I mean, how much would this actually decrease our chances of getting a crit fail? Crit fail threshold on this one is 47.5 (42.5 with XP), and (assuming I've calculated this right) we'll get 1d100+0+4+(11+19)(Insufficiently Analyzed Magic)+0(since Gomez technically doesn't have an Occult score for the loyalty bonus to boost) for a total of 34. Assuming we apply XP, we get a crit fail on an 8 or below. Not good, but not exactly horrible either. If we can get a boost to Doof's Occult score (we'd have to succeed at BMT and the personal) we would decrease it by... honestly, I'm not sure how much we could reasonably expect. After another 2 turns. Not sure that's actually worth the delay.
 
I mean, how much would this actually decrease our chances of getting a crit fail? Crit fail threshold on this one is 47.5 (42.5 with XP), and (assuming I've calculated this right) we'll get 1d100+0+4+(11+19)(Insufficiently Analyzed Magic)+0(since Gomez technically doesn't have an Occult score for the loyalty bonus to boost) for a total of 34. Assuming we apply XP, we get a crit fail on an 8 or below. Not good, but not exactly horrible either. If we can get a boost to Doof's Occult score (we'd have to succeed at BMT and the personal) we would decrease it by... honestly, I'm not sure how much we could reasonably expect. After another 2 turns. Not sure that's actually worth the delay.
That's fair. I'm going to have Gomez form the coven.
 
Our inator rolls have sucked. A -10 on 2D100 is not nearly enough to explain the horrific results we have been getting. Even more so when this latest turn didn't have that debuff and still massively screwed us over.

We like Janna because she got a whole bunch of good rolls early on and even now has few bad rolls on her record. We got rid of Hego because he invariably rolled badly. IIRC the only good roll he ever managed was on something that was mathematically impossible for him to succeed on.
It is clear that the dice hate our inators just as much as they hated Hego. Yet people insist on continuing with them.
The problem with arguing whether or not use Inators is that you can't really make arguments for either side, because, outside of Kat's -10, there has been no indication that the rolls can be influenced in any way. So pretty much any Inator roll we make is based on pure luck and any trends we noticed are entirely coincidental. I do want to keep using them (if only to show off more of the Inators we made), but I will acknowledge that it's a pretty big gamble.

I feel like there should be a way to skew the results to be more positive like what happened with Jumba's Experiments (still need to use that at some point). @Made in Heaven, if there is a way to do so, please tell me there is (you don't need to indicate what that way is or even post it in the thread; this is just for my piece of mind and a PM saying "Yes, there is" is good enough for me).
 
That's fair. I'm going to have Gomez form the coven.
Cool. Speaking of edits, I note that you now have us recruiting Mezmerella. I think that's probably a good idea, especially since I've been kind of worried about the Screenslaver plot, and just how close we potentially are to it. I wouldn't be too surprised if there's a backdoor in DeadalOS for "Screenslaver" to use, and we kind of just set up Hego for the same role Elastigirl played. I would not be at all surprised if we're high on the list of potential people to frame as being Screenslaver, really. As such, having our own mind control specialist sounds like a good idea.
 
[ ] Upgrade Normbots to current standard

DC 110

You've come up with a few upgrades that should bring your Normbots to a higher level. Right now they're getting the job done but they could always be improved. It might be difficult to rotate them out as you improve them while still maintaining law and order, but it's definitely possible with the right person in charge. You already have the technology!

(Reward: Normbots upgraded to current standard, Normbot efficacy increased)

[ ] Upgrade Normbots to current standard

DC 75

You've come up with a few upgrades that should bring your Normbots to a higher level. Right now they're getting the job done but they could always be improved. It might be difficult to rotate them out as you improve them while still maintaining law and order, but it's definitely possible with the right person in charge. You already have the technology!


(Reward: Normbots upgraded to current standard, Normbot efficacy increased)

Current Technologies: 'Algorithmic Priming'
Comparing the "Upgrade Normbots to current standard" actions, it looks like the DC reduced by 35 because they are currently offline (and provides an additional tech to add to the upgrade), so doing it right now seems like a good idea, especially with how their specs were leaked in the past. It seems like a very rare opportunity that would be worth delaying supervillainy by just one turn.

And Olivia can only do one action a year anyways.

Thoughts?
 
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