No we are still doing them, we just need to work on something to improve out luck, or something to improve the good things for us. If Jumba can get better experiments we can get better inators.
 
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.
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.

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.
 
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.

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.
It's not ducking responsibility, it directly states why he's using the Inator
 
So what are the last five Inators?

As per the following quote that lists the last five Inators...

  • 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!

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 due to poor luck would be a great benefit.
 
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.
 
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!
 
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.
I guess it would make sense for the inator to massage away people's reactions.

That would actually explain how Doof got away with so much stuff in the cartoon.
 
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.
 
Gotta say, I'm actually pretty happy with the personals. Completed the musical, Vanessa gained +1 Learning, Wasabi is just two off from completing his action, Juniper is 23 off from completing hers... oh, and TECHNOR's Power-Hungry malus is gone and we got Mesmerella! All of those are good. And we finally know what potions are available! Even better.

Question though, shouldn't Vanessa have a +10 on her roll due to her bonus on Personals?
 
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.
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.
 
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.
 
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.
This seems like a great reason to pick the on-ice inator.

It makes it safer to have him be the one to attempt the coven, which could reduce his platter of sweetmeats trait so we can make him our premier occult unit.
 
  • 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 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.

So basically, do we want to suffer the rainfoodinator affects one more time for a 2nd all crit 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.

The Rain-foodinator helpfully gave Malf a +20 on his Meatlings roll, he was just unlucky enough to get a 1.
 
We may also want to go for the on-ice inator because we may have pissed off Uncle Sam enough that we may be forced to rejoin it if we want to appease it, and that would be easier to accomplish with Doof being temporarily indisposed and not in charge.
 
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.
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.

Plus, with the Normbot hubs repaired and able to assist with cleanup, we hopefully won't take as much of an income hit.

Though I have to say that I'm tempted by the on-ice inator, seeing as how we could possibly use that as a leap off into cryogenics - which with the US Gov pushing for space could prove extremely lucrative, not to mention all the applications for those who are old, terminally ill, etc.
 
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.
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 &!#@ "
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.
 
Back
Top