Had a thought about getting the codes since it seems Alan isn't going to be doing it any time in the near future.

Reach out to Solanaceae

DC ???

You learned that the Digitizer Codes were acquired by Emerald Solanaceae, and you're fairly certain that the codes are actually there this time! While you could just try and take it from them, TECHNOR's talk about means and David's recent offer has you thinking - what if you could just buy the codes? While it would be a bit more obvious that you're looking into this than you'd like, if negotiations are successful it could save you a lot of trouble.

It would probably cost us some money and we'd definitely be open about it, but whoever's behind Solanaceae knows about us anyway, so that's less than a problem than it would probably normally be.

Would probably be a Stew action...and of course cost us some of our hard-earned money
 
Inators

Inators are incredible machines that can casually violate the laws of physics, but they come with their own set of downsides. For starters, inators are unable to be mass produced, nor are you able to casually gain an understanding of a new technology through them. It may be possible for your less-than-mad scientists to reverse engineer the machines and bypass chunks of research, but more likely than not this will be a long and arduous process.

You automatically create a random new inator every turn and may choose to activate it if you desire. You must choose to do so as part of your overall turn plan, before you know what Inator you get. The result of this could be anything from a bonus to certain actions, a reroll of a low die, or new opportunities presenting themselves. Unfortunately, this also runs the risk of some less-than-stellar results happening as well, from one-time stat penalties to events you will need to deal with.

Mechanically, I'm going to have a list of inators and roll a die to choose which one you make in a turn. There are slightly more good Inators than bad ones, but it's a close thing. Write-in ideas are accepted provided they meet a few certain requirements:

  1. Inators must be single-function devices, usually activated with the flip of a switch, press of a button, or pull of a lever. The function itself can vary but it has to be specific. Something that will do your laundry is good, something that kills all your enemies with a button press won't fly.
  2. Inators cannot affect the flow of time, exert influence outside Earth's atmosphere, or deal with interplanetary or interdimensional travel. Some of these things are insanely dangerous and would lead instantly to a Bad End, and others would just take away all the fun. I reserve the right to veto anything that is too deliberately overpowered, even if it made an appearance on the show.
  3. For every "good" inator idea, you must submit a "bad" one along with it to balance things out. The severity of these things should match up- if you only want to submit a simple freeze gun, the bad idea could be a gun that paints things plaid. If you want to make something that can transmute molecules, you have to add in something awful, like a machine that would create a terrible rival for you.
So, rereading the mechanics for inators I have a few questions / comments:

  • "You automatically create a random new inator every turn and may choose to activate it if you desire" -> Does this mean if we choose to not activate an inator, the inator that was created on that turn is put into storage to be used at a later time? And then we can choose to activate it, either knowing or not knowing what affect it will have based on if we tinkered with inators or not on the turn the iantor was made. (So if we don't activate for 4 turns in a row, on the 5th turn we could activate 5 at once, but without knowing what inators we have in storage unless we also tinkered with inators during those 4 turns)
  • We've been suggesting a lot of inators that have been perfectly balanced in their good/bad effect, how does that jive with the claim "There are slightly more good Inators than bad ones, but it's a close thing" Are the ideas rebalanced, or are there a few slightly good inators added to the pool to make it so?

Comments for us

  • There is nothing here that says the inator's effects only have to affect the next turn. We can and probably should suggest inators with more long-term impact. The inator may self-destruct or be one use, but that doesn't mean the affect that is applied by the inator during its short lifespan is temporary.
  • "It may be possible for your less-than-mad scientists to reverse engineer the machines and bypass chunks of research, but more likely than not this will be a long and arduous process." -> Perhaps if we roll inators that we like, even if the inator itself had a negative effect, we could take a learning action or personal action to have HATEBAGEL reverse engineer some small pieces of it, and maybe start an action chain to try and get some benefit from it.
And while I'm discussing inators, I figure I should present a pair myself for consideration: @Made in Heaven

Shadowrun-Inator (Good): You overheard the term "Shadowrun" being thrown around occasionally but didn't know quite what it meant. But perhaps you can harness the power of shadows for yourself. Doof gains the ability to move through shadows at will. Doofenshmirtz gains a minor martial and intrigue bonus that is more powerful in darkness. If this inator and the "Shrouded-in-Shadows-Inator" are both rolled over the course of the quest, interesting things will happen.

Shrouded-in-Shadows-Inator (Bad): You overheard the term "Shadowrun" being thrown around occasionally but didn't know quite what it meant. But perhaps you can harness the power of shadows for yourself. Doof will randomly exude shadows from his body, shrouding him in darkness. Unfortunately, the effect is ironically quite noticeable when done at the wrong time and blocks Doofenshmirtz's vision as well. On martial and intrigue rolls, Doofenshmirtz rolls a 1d6 to determine if he receives a minor malus. Rolling a 5 or 6 will apply the malus, but while in darkness only a 6 will apply the malus. If this inator and the "Shadowrun-Inator" are both rolled over the course of the quest, interesting things will happen.
 
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The two top votes definitely seem interesting to me; Galfed would fit his speciality a lot better and also open him up to a whole new scale when it comes to tech, meanwhile the Dimensions has a much better odd of success while giving him a look into another field.

[X] Change Alan's Learning Action (write-in)
-[X] Research extradimensional tech
 
Adhoc vote count started by nwish425 on Aug 17, 2021 at 2:59 PM, finished with 95 posts and 42 votes.
Here's where the votes stand
 
Votes closed!

Adhoc vote count started by Nystical on Aug 17, 2021 at 2:59 PM, finished with 95 posts and 42 votes.
 
@Made in Heaven

So, here's the:
Cup-of-Joe-Inator!
An inator designed to instantly teleport perfectly made cups of coffee to your employees.
All national actions take +10 on the next turn due to increased focus. Princess Coffee Java learns how each and every one of your employees takes their coffee.

But that's not all! BEHOLD MY MASTERPIECE INATOR! The:
Couple-O-Joes-inator!
You've been thinking of renaming all your employees "Joe" for a while. This Inator does it!
While Doof is focused enough to make sure the right Joe is assigned on nationals, he's less concerned with what his Employees do in their free time. All employees assigned to personal Actions switch their personal action with another employee assigned to personal actions. This can lead to things like Max getting an Apartment, or Khan seeing a powerline concert. Effects from these actions are determined by the QMs. The structure of quest vote may also change this turn as a response (since everyone will be named Joe).
 
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Mind-Swapper-Inator: Two hero units of your choice swap bodies for at least two turns. After the two turns, the swap can be reversed by one of the two units taking the personal action "Find out how to swap back." The DC for swapping back starts moderately high but decreases every turn.

Freaky-Friday-Inator: Two random hero units, including Doof, swap bodies for at least two turns. After the two turns, the swap can only be reversed by one of the two units taking the personal action "Find out how to swap back." The DC for swapping back starts high but decreases every turn. The weight of Doof being picked is increased by 1 for every 2 hero units you have.
 
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Couple-O-Joes-inator!
You've been thinking of renaming all your employees "Joe" for a while. This Inator does it!
While Doof is focused enough to make sure the right Joe is assigned on nationals, he's less concerned with what his Employees do in their free time. All employees assigned to personal Actions switch their personal action with another employee assigned to personal actions. This can lead to things like Max getting an Apartment, or Khan seeing a powerline concert. Effects from these actions are determined by the QMs. The structure of quest vote may also change this turn as a response (since everyone will be named Joe).
I know that it's an issue of mechanical balance, but isn't it a little weird for the Hero Units to be confused on what they're doing with their own personal time? Like, even if Khan was suddenly named Joe, he wouldn't mistake himself for Max Joe and get a Powerline concert ticket. Or even know how to.

Well, this is based on the premise that Doof doesn't actually order the HUs to take personals, even though we the Questers do. Though it does sound fun and shenanigan-filled and true to the spirit of inators.
 
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I know that it's an issue of mechanical balance, but isn't it a little weird for the Hero Units to be confused on what they're doing with their own personal time? Like, even if Khan was suddenly named Joe, he wouldn't mistake himself for Max Joe and get a Powerline concert ticket. Or even know how to.

Well, this is based on the premise that Doof doesn't actually order the HUs to take personals, even though we the Questers do. Though it does sound fun and shenanigan-filled and true to the spirit of inators.
To an extent I'm assuming Doof is getting a list of personal time requests from his employees when he hires them, and then assigning them to do that stuff and get paid for it. Mostly because it's funnier.
 
Could we make -inator items that we then assign to our different heroes? The intro post referenced a freeze gun as an example.
Freeze-Any-Object-Inator: This handheld inator is perfect for instantly encasing any object, living or otherwise, in a solid cube of ice while on the go! You gain a freeze-gun that can be assigned to a hero like any other item.

Plaid-Any-Surface-Inator: This handheld inator is perfect for painting any surface with a pattern of plaid! You gain a gun that paints things plaid that can be assigned to a hero like any other item.

Something like this?

Narratively inators usually self destruct or are destroyed after being used, but that isn't always the case (as seen by the chicken-replace-inator in the movie, dramatic lightning inator in the quest, etc) so inators that could be re-used constantly like these should be fair game.

Maybe there is a random roll for inators where the inator itself rather than just its effect is designed to have an unspecified lifespan (longer than 1 turn) to see if it gets destroyed on a turn by turn basis?
 
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Okay, so I made an Inator, but it feels more like I just wrote up a whole ass new mechanic for this quest instend.

Deep-Cover-Inator: One of the things you always jealous of Perry for was his skill at disguises. You think you're talking to a regular platypus when suddenly, (gasp) PERRY THE PLATPUS?! So, you made this Inator to keep up with him. Unfortunately, you never had the chance to use it against him, but you can still put it to good use.

When this Inator is rolled, pick a Hero unit and a known faction. Starting next turn, that unit will infiltrate that faction under a fake identity, complete with an appropriate disguise. The unit will then provide Doof with intel every turn they're there, with the amount of information provided based on their identity's current place in the hierarchy of the faction (initial hierarchy place based on a d10 roll). Each turn, the unit must roll a Intrigue check, with the difficulty increasing the higher up the hierarchy they are. If they pass, they remain undetected this turn and may stay another turn, but if they fail, their cover is blown and they must abandon the identity by the next turn. The first roll has a +10 bonus due to the disguise, but subsequent rolls will be based solely on the unit's stats and traits.

In addition, the unit has a completely different set of Personal Actions while undercover. The exact nature of these actions varies depending on the unit and faction chosen as well as placement on the hierarchy, but are generally geared towards obtaining status and influence within the faction, gaining new channels of information and manipulating/sabotaging the faction's actions. They can also still National Actions, but only a small selection of them due to having to work remotely (Intrigue actions, in particular, will all be locked out for balance reasons). Should the need arise, the unit may also chose to leave the identity on their own accord at any time, letting them immediately take any National or Quest Action in exchange for less intel. In such a case, at the end of the turn the unit can either permanently retire the identity or return to it in exchange for taking a malus for the next Intrigue check (with the malus' value increasing each time this option is taken).
 
Okay, so I made an Inator, but it feels more like I just wrote up a whole ass new mechanic for this quest instend.

Deep-Cover-Inator: One of the things you always jealous of Perry for was his skill at disguises. You think you're talking to a regular platypus when suddenly, (gasp) PERRY THE PLATPUS?! So, you made this Inator to keep up with him. Unfortunately, you never had the chance to use it against him, but you can still put it to good use.

When this Inator is rolled, pick a Hero unit and a known faction. Starting next turn, that unit will infiltrate that faction under a fake identity, complete with an appropriate disguise. The unit will then provide Doof with intel every turn they're there, with the amount of information provided based on their identity's current place in the hierarchy of the faction (initial hierarchy place based on a d10 roll). Each turn, the unit must roll a Intrigue check, with the difficulty increasing the higher up the hierarchy they are. If they pass, they remain undetected this turn and may stay another turn, but if they fail, their cover is blown and they must abandon the identity by the next turn. The first roll has a +10 bonus due to the disguise, but subsequent rolls will be based solely on the unit's stats and traits.

In addition, the unit has a completely different set of Personal Actions while undercover. The exact nature of these actions varies depending on the unit and faction chosen as well as placement on the hierarchy, but are generally geared towards obtaining status and influence within the faction, gaining new channels of information and manipulating/sabotaging the faction's actions. They can also still National Actions, but only a small selection of them due to having to work remotely (Intrigue actions, in particular, will all be locked out for balance reasons). Should the need arise, the unit may also chose to leave the identity on their own accord at any time, letting them immediately take any National or Quest Action in exchange for less intel. In such a case, at the end of the turn the unit can either permanently retire the identity or return to it in exchange for taking a malus for the next Intrigue check (with the malus' value increasing each time this option is taken).
I think you need a counterpart Inator to that one, sadly. Also, just in the flavortext, it feels like Agent K should be referenced?
 
I think you need a counterpart Inator to that one, sadly.
I don't really know what a counterpart Inator for this would be, honestly. The thing is so complicated that it's hard to gauge what an equal yet opposite Inator would be. It doesn't help that it reads as a neutral Inator to me (yes, you're getting intel from a rival faction, but you have to basically give up a Hero unit to do so; plus, it's a gamble of risking getting caught, which would obviously have some narrative consequences, to say the least). What do you feel needs to change about this Inator for it to be considered neutral?
 
I don't really know what a counterpart Inator for this would be, honestly. The thing is so complicated that it's hard to gauge what an equal yet opposite Inator would be. It doesn't help that it reads as a neutral Inator to me (yes, you're getting intel from a rival faction, but you have to basically give up a Hero unit to do so; plus, it's a gamble of risking getting caught, which would obviously have some narrative consequences, to say the least). What do you feel needs to change about this Inator for it to be considered neutral?
Maybe for the opposite a Hero unit from another faction infiltrates us?
😸
...maybeeeee not.
 
Answering a Discord question about the possibility of spending Learning actions to do things related to Inators:

You can try to go down the path of replicating some of the effects of an inator you've done in the past, or try to make a machine that would function in a way similar to an inator, E.G. breaks the normal rules of science. But this will be Very Hard.
 
Answering a Discord question about the possibility of spending Learning actions to do things related to Inators:

You can try to go down the path of replicating some of the effects of an inator you've done in the past, or try to make a machine that would function in a way similar to an inator, E.G. breaks the normal rules of science. But this will be Very Hard.
We must learn how to replicate the effects of the Super-Inator, that we might be able to supercharge any Inator we want!
 
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Inator Storage

This post will attempt to serve as a guide for the inators that we have created, seen, used or were mentioned in the quest for potential reverse engineering. As evidenced by Kat's use of the Groundhog-Day-Inator (Bad) (Doubled) during the crisis, the inators that we rolled but didn't choose from tinkering with inators were still built and thus presumably could still be studied, they were merely not activated. Thanks to @MrHobbit for help with this list.

January/February 2015
Whale Translator-inator! For the next turn, he has the ability to speak fluent Whale! He lives in the Midwest, so this is entirely useless!

March/April 2015
The Yodel-Inator: All Hero Units gain +5 to Loyalty for one turn!

May/June 2015
The Everyone-Think-Like Me-Inator! Enemy actions in Doofania automatically get +10 for the next turn as your personal thoughts are naturally intuited by your every citizen

July/August 2015
The Anti-Procrast-inator! Doof gets 1 free Personal Action next round!

September/October 2015
The Flash-Trainer-Inator! Doof gets +1 free martial!

November/December 2015
No inator was activated (Yikes!)

January/February 2016
The Army-Summon-Inator! You manage to summon a hoard of Mongols that immediately swear fealty to Temujin and join your PMC! The malus that your enemies receive for attacking Doofania has been increased by 1!

March/April 2016
Nemesis-Inator: Summoned Kat (Inator Roll: A cat knocks over some trash cans in the alley. That was rather anticlimactic.)

May/June 2016
The Mystery-Inator! Something affects your next turn, but you don't know what! It is a mystery! (turned out to be The For-Want-Of-A-Sandwich-inator!, which lowered a failure to one less degree of failure)

July/August 2016
[Inator roll counteracted by Phineas and Ferb's Mysterious Force trait]

September/October 2016
The Super-Inator! The inator doubles, for better or for worse, the effect of the next Inator roll!

November/December 2016
The Probabilitor-Inator, doubled! Every success is a critical success. Every failure is a critical failure. Roll 1d20 for the random event roll, and flip a coin. If it's heads, the 1d20 corresponds to 80-100. If it's tails, the 1d20 corresponds to 1-20.

January/February 2017
In-vest-inator: This machine puts you and everyone in a 3-mile radius in some very unfashionable vests - tightly enough you can't get them off! -5 to Diplomacy rolls for the turn - except for quests, as your fortunate subordinates are out of range!

March/April 2017
The Deviled-Egg-Inator: One random, non-villainous hero turns mustache-twirlingly evil for the next turn, gaining +5 to rolls on anything they would consider evil and -10 to anything that they consider good.

May/June 2017
The Rainfoodinator! Giant falling meatballs and sausages crush cars and clog the streets with rotting meat. Take an income hit from the cleanup. Doof's public image is damaged.

July/August 2016
[ ] The Duplicatinator! This inator replicates the effect of the last five inators rolled, all at once!
[ ] The On-Ice-inator! Doofenshmirtz cryogenically freezes himself for two months as a proof of concept. Next turn, Mirage is in charge of DEI! King stats and National Actions will be changed to reflect this!

September/October 2016
TBD

November/December 2016
TBD

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Other-Dimension-Inator
Dance-inator
Dramatic Lightning-inator
Blend-inator
Radio-inator, that he picked up the Tempest Domain and Jumba up with (it also picks up radio waves across the whole US)
Mountain-Out-of-a-Molehill-Inator
Subtitles Inator
Secret-inator to vet spies
Existential-Inator, to trap the office
Place-a-Glass-Wall-In-Front-Of-Whoever-Stands-Near-It-Inator, to trap the office
Teleport-Away-Inator for Vanessa
Ghost-inator
Contact-Inator doof used to contact Russ, but the Blot hijacked the transmission
Tide-Stabilizer-inator
Bag-Over-Your-Head-Inator
(Please @ me with more as we see them narratively or if you remember any that we've seen already, as this list needs the most work currently)

The Sleep-Inator! +5 to all of Doof's personal actions!

The Groundhog-Day-Inator (Bad), doubled! Roll four times for each hero action, and take the worst.

The Garum Farminator: All through his life in Drusselstein, Doof was always told about how delicious Garum was! It was a rare condiment only available to the rich! So he never actually experienced it himself, but he always wanted it! Thus, the Garum Farminator! Doof has no idea what Garum is, or how it's made, but why should that stop him from farming it and giving it to his citizens? The Garum Farminator creates a Garum Farm just upwind of downtown Danville! The noxious smell of rotting fish produced by the garum farms will cause riots followed by a Garum Themed Supervillain attack in three turns unless Doof dedicates 1 Income and a Stewardship action to relocating the Garum farms elsewhere.

The Equivalent Exchange-inator! Next turn, one random, successful national action becomes a critical success. One other random action becomes a critical failure, regardless of whatever it rolls.

White-Board-inator!
De-Fix-Inator! (As in, removing a prefix)
Shrink-inator
Bounce-house inator (makes the ground bouncy)
Monogram-inator (monogramming anything placed in it)
 
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The Spin-off-Inator: roll a d3

1. DoofQuest Space: DC to get off planet reduced but there's an additional dice check on the return trip

2. DoofQuest Babies: All stats are significantly lowered but PA effectiveness skyrockets

3. [Insert Hero Unit Name Here]Quest: Due to inator hijinks a random H.U. is put in charge of a D.E.I. subsidiary company and acts as a prince for the turn. They have a budget of 5 income.
 
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