You know what the hilarious thing is? The first time we role an inator of which the base effects don't fuck us over, and we get ones that are massively awful because of various dice rolls for the turn results.Okay, we are definitely pulling the plug on the Inators. We have to take into account that we are unlucky and reality doesn't exist to bend to our whims. We need to do everything we can to stop shooting ourselves in the foot.
It's not ducking responsibility, it directly states why he's using the InatorYou know what the hilarious thing is? The first time we role an inator of which the base effects don't fuck us over, and we get ones that are massively awful because of various dice rolls for the turn results.
Say, switching with Mirage wouldn't be that bad if it couldn't be construed as escaping responsibility. And rolling the past five inators didn't risk making us look like an unstable tyrant in need of nationalization.
- The Super-Inator! The inator doubles, for better or for worse, the effect of the next Inator roll!
- 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.
- 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!
- 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.
- 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.
We just learned we can learn how to reverse engineer them and use them on purpose, and these Inators aren't bad!
I was talking about how Mirage and the US Government would view Doof's dissapearance after this fiasco.It's not ducking responsibility, it directly states why he's using the Inator
Stop being defeatist! It's literally pure luck, stop ascribing motivations to the random numbers!It's not worth it. The GM said it would take a lot of work and not using an Inator gives us a higher chance of longterm planning and stability. Not having to rapidly change all our plans do to poor luck would be a great benefit.
Stop being defeatist! It's literally pure luck, stop ascribing motivations to the random numbers!
I guess it would make sense for the inator to massage away people's reactions.Inators do not cause effects not explicitly stated in the Inator. IF we ever feel circumstances are dire enough to change the effect an Inator will have on you, we'll say so when we present the action.
That does not preclude that other things you get this turn couldn't change the choices you would have made if you knew them. But we're not going to spring a popular opinion hit on you because you became a block of ice at an inconvenient time.
Without saying so first.
And Mirage knows Doof well enough that he isn't trying to escape however much work he would have to actually do as the CEO of DEI in the aftermath of... this turn.It's mostly that everyone is just used to it by now. You can expect the same sort of 'logical effects' of say, everyone in the know freaking out if the world goes wobbly again, but that wouldn't change numbers, and frankly by now most people know what Doof's deal is and 'Local Scientist Freezes Self in Ice to Promote Nonexistant Product' does not even rate anymore for anyone paying attention.
Well the thing is while having all those at once would be bad, its hard to do chat with the bossman while a block of ice.
Or...
This seems like a great reason to pick the on-ice inator.Now that the Coven DC is 48, Malifishmirtz has a 92.22% chance of success, with a 42.19% chance of a crit success. Given the possibility that a coven will partially or completely negate his Platter of Sweetmeats trait, I think we should put him on the coven next turn.
The all crit turn was a lot of fun, though it was also disappointing how many enemies got crit successes instead of crit failures.We could get another shot at a crit turn. The super inator would take effect for next turn's inator roll. The rest is semi-tolerable except for getting the rainfoodinator again.
- The Super-Inator! The inator doubles, for better or for worse, the effect of the next Inator roll!
- 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.
- 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!
- 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.
- 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.
So basically, do we want to suffer the rainfoodinator affects one more time for a 2nd all crit turn?
Can I ask where the math is coming from for this? Because iirc his roll bonus is 38 - 20 (sweetmeats)- 3 (loyalty) + 10 (XP) = +26 for about 78% odds of success
On the bright side, if we choose The Duplicatinator, then we can do the same personal for him with the knowledge that the Rain Food will grant him a +20 bonus.It looks like doing a write in personal based off of the inator's effects gave us a pretty massive modifier, especially for a personal action roll, which hopefully should help mitigate what the natural 1 was going to be.
Mirage is basically indispensable at this point, and she probably knows it, remember we got her revenge on Syndrome, she's def in for the long haul. To quote &!#@ "And Mirage knows Doof well enough that he isn't trying to escape however much work he would have to actually do as the CEO of DEI in the aftermath of... this turn.
He just did it because he felt like it?
Honestly that's more than I expected from a hero unit with 30 something loyalty. I know she's critical and does appreciate Doof as a boss, but I would feel a bit pissed if I was put in a similar situation.
I suppose if nothing else it would be rather difficult for Doof to make Mirage's job harder while frozen in ice.
At this point she was a nearly indispensable gear in DEI's machinery, which is why you trust her. If she wanted to, she could have brought the whole edifice down long ago just by handing in two-weeks notice.
And with the Potion of Haste, he can make a Coven and Meatlings on the same turn.On the bright side, if we choose The Duplicatinator, then we can do the same personal for him with the knowledge that the Rain Food will grant him a +20 bonus.