I don't give a damn about Bellweather.
Bill, Toffee and the Hat are all vastly more important enemies to deal with. Actions spent screwing with merely unpleasant rivals are actions not spent on potentially stopping an apocalypse.
Eh, taking down lesser Kings to put people more amenable to working with us against the bigger threats in power has worked somewhat well for us so far (albeit the evidence body is just Olympia).
 
Here are some preliminary thoughts for next turn. Heavily subject to change based on new actions, council, mechanics, etc. Just some thoughts.

[] Plan:

-[] National Actions:

--[] [Martial] Black Ops (Khan)

Maybe we just bite the bullet put Khan in the black ops and form it ASAP. We can always reshuffle later with just a martial action as per QM, so forming it now just to get it done and learn more about it.

We already don't know much about black ops so trying to wait to make a perfect team seems foolish. Make the team first, figure out how it works, then use that knowledge to optimize.

If we put Khan and Technor on BO we might get a unit with high enough martial and no tech malus to unlock the 2nd martial action, which means the qualms of "it taking actions to reshuffle/optimize the black ops ball" become much less relevant

So, Khan, Technor, Juniper Mez, have them do PMC upgrades and taking down gangs and such while Monogram does stewardship & DOI quest?

--[] [Diplomacy] Recruit Cruella De Vil (Juniper)
--[] [Diplomacy] Research Agreement with Zaibatsu

Cruella and Agreement with Zaibatsu for the Bakaemono teleportation device.

--[] [Stewardship] TBD (Roddy)
--[] [Stewardship] Buy out a rival corporation: Hopper Food Group (Moseby)
--[] [Stewardship] TBD (Monogram)

Hoppers, and either Bonkers or Olympia action or both if Monogram is available

--[] [Intrigue] Moles (Mezmerella)
--[] [Intrigue] Investigate Blind Eye / Doofanian Underworld / Seed Agents (Tobe)

Whatever the new moles action will be, lets try to get it done with Mezmerella. Tobe for the other intrigue action.

--[] [Learning] Research Large Carnivore Domestication (Jumba)
--[] [Learning] Decode Odd Transmissions (Alan)

Dinos + Odd Transmissions. Jumba and Janus can work on Tech E in January.

--[] [Occult] Golumetric Theory (Gomez)
--[] [Occult] Russ (Janna)

Getting the Golems not only for our Normbots but also to repair the avatar next turn, might swap with BMT?

Also getting Russ back.

-[] Personal Actions:

--[] Doof:
---[] Dinner with Bellwether
---[] Personal Attention (TBD, maybe Russ?)

--[] Max (Job shadow Moseby)
--[] Wendy (Interlude follow up / Help Norm end obsession with platypodes / TBD)

Depends on which one does the 2nd diplo action. Yes, we've reached a point where somehow Max is potentially our best diplo option. Now you see why we must recruit more units!

--[] Norm (End your obsession with platypodes / Write In)

I think platypodes should happen with Wendy ready to assist with her own personal, so perhaps an alternate action would be warranted here as Wendy could either be busy with a diplo or something else as a result of the interlude.

--[] Dennis (Train with Maui Mallard)
--[] Technor (Build a giant robot body)
--[] Wasabi (Organize your Workstation)
--[] Kitsune (Spread Chaos)

Continuing training, doing mech, organizing, goblin fox cooldown.

--[] Marco (Look for Star with Lizzy and Tom)
--[] Lizzy (Look for Star with Marco and Tom)
--[] Tom (Look for Star with Marco and Lizzy)

Not only committing more to looking for Star, but also having Lizzy interact more with other members of the group.
 
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--[] [Stewardship] Solidify your Hero Structure (Monogram)

Getting Hopper's, Dinos, and Hero structure done, assuming Monogram is available.

Subject to change depending on Olympia action description

--[] [Intrigue] Moles (Mezmerella)
--[] [Intrigue] Investigate Oregon / Seeding Agents in Solanaceae/Sky High : DC 70 / TBD (Tobe)

Whatever the new moles action will be, lets try to get it done with Mezmerella. Tobe for the other intrigue action.
We need to be investigating the Doofanian Underworld sooner rather than later, and Monogram has bonuses towards it. I for one don't want to be on the receiving end of what Doom went through. Or for there to be another Kataclysm or Lizzy/Stanley uprising.
 
We need to be investigating the Doofanian Underworld sooner rather than later, and Monogram has bonuses towards it. I for one don't want to be on the receiving end of what Doom went through. Or for there to be another Kataclysm or Lizzy/Stanley uprising.
If we decide to cut one of the 3 Stewardship actions sure. otherwise we kind of need Monogram on one since his ability to do an extra action is so valuable
 
I can get behind this for the most part, we'll have to see how the actions regarding Olympia look. We can't just leave our one actually friendly neighbor crumble like that. I also feel like we owe it to Hego, or maybe I just can't really stop thinking of him as one of DEI's own regardless of our history.
As for the path to help them, I would like to have Sinatron back so Winston can have another reliable Hero unit to support him in these trying times. However, it worries me that it could backfire and seeing Olympia's weakness prompts Sinatron to give his Independant Vegas another go.

In any case, take this chance to work on those collab TV ads and good vs evil hardcore LARPs that were suggested some time ago.

Definitely go full speed ahead with the dino research. Time is limited and it's one of our more successful work.

Best that could be done about DOR-15 is getting other kings involved. Xanatos, Shego and so on may be slow and calculating with their fellow schemers, but they should be far more active when the opponent is actually taking over people's minds as an act of conquest. They're likely aware already, but a collaboration seems safer anyway.
 
Inator ideas:

DOOM-inator
An inator that delivers instant doom to a target. Or in other worlds a giant death laser. Because death lasers are a famous invention for evil geniuses Doofensmirts figures out what it does before using it and decides to store it instead.

Upon being activated it shoots a power beam with a sound that sounds like DOOMt. It can be used to attack a specefic target once, whether in defence or when on offence, and said attack gains a +75 to the roll.

Once it has been used though Doofensmirts may lose relation with the government, people and other parties, depending on how he used the attack. D

The bonus gained from Diseased Lunatic from Danville will Permantly be lowered by 1 though, thanks to people taking him a bit more seriously because he just used a death laser.

Doom-inator
An inator that was supposed delivers instant doom to a target. Only instead it delivers Judge Doom instantly somewhere. When used it randomly teleports Judge Doom to some other place on this world, so long as said place not spell death or causes any grievous body harm to him.
 
Khan's malus would apply to the action so it's still not quite within our reach. So in order to get it done, form a temporary BO team with Khan, Technor, Juniper, Mez to give a big enough bonus and also hopefully eliminate the tech malus so we could unlock it right away.
Well, a temporary team anyways, doesn't have to be that specific one - I like the idea of using Dennis and maybe leaving Technor off the temporary team so he can build his mech in time for the permanent one
 
The DC for researching Zero Point Energy tech has increased!
Someone Else has gained access to an example of ZP Tech!
Preliminary investigation has left little to no evidence as to who it was that took your stuff; investigation is likely to be very hard!
God damnit! It's been sitting around for so long, and now I worry that no one will go for it even when Wasabi finally has his workstation organized.
 
Shore Up Olympia action unlocked!
Rebuild Sinatron action unlocked!
Hostile Takeover DC for Olympia reduced!
All three of these look tempting. Probably gonna focus on shoring up and rebuilding unless the DC is really low. But the temptation of getting all of their existing research without having to reverse engineer it is large.
I'm very concerned about what her plans are, but we can't necessarily afford to not go.
Tomorrowland reference, but probably not significant.
OH FUCK
So Riddle knows about Luck be a Lady.
That's greeaaaat.
He also remembers enough about Russ to think about searching his desk. Probably due to Bill's influence if I'm correctly remembering that he's the Illuminati guy.
several Board members claiming that they were in fact hypnotized by Ms. Deavor to support her candidacy in the first place!
Previous Actions Knowledge:
Well. This might be an issue.
I wonder if we can synergize these. Spread some paranoia about mind control tech in a deniable fashion.
 
Behold, the power of unions and worker-cooperatives:

The Unionization-Inator: With this, companies all over will be faced with a sudden drive for unionization from their employees! Depending on how harsh their working conditions are and how much effort they're willing to put into anti-union propaganda, the efforts might peter out, fail, or even succeed at some later turn.

The (Not-Really-A)-Worker-Cooperative-Inator: Next turn, the decisions for what to do next for all companies will come from the hero units, and whatever plan passes will have to gain the approval of 50%+1 of the company's hero units.
 
He also remembers enough about Russ to think about searching his desk. Probably due to Bill's influence if I'm correctly remembering that he's the Illuminati guy.

No.

Theodore Riddle is a WITCH character.

In WITCH, he is a detective working for Interpol, although he seems to have gone with the US federal government here.

He is also a psychic of fairly considerable power. ESPER, telekinetic, mind controller... all the usual generic mental powers, so him being able to peek into the void left by Russ isn't that much of a surprise.
 
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Gossip-Inator (Good): You've heard that information is the ultimate weapon in the modern era and, while you don't quite agree with that statement (death lasers are right there), you can't how useful it is to know you opponent's darkest secrets. But actually getting dark secrets is way too hard and has too many steps, so you made this inator to streamline the process.

When this inator is rolled, chose how many rival factions you want to target to a range of 1-5 (which factions are targeted, however, is entirely random). At the start of next turn, you will learn a piece of scandalous information about five of the major players (i.e. Kings, Council, and Hero Units) of the targeted factions. What information you get is random, but you are guaranteed one potentially career-ending piece of info among the five and each faction must give at least one piece of info (for example, if only target two faction, the division of info between the factions could be 2-3 or 1-4, but never 0-5). What you do with this information is entirely up to you.

Gossip-Inator (Bad): Mental note: when firing inators, make sure you know which end is the front before firing. At least the terminal is in the building so no one else can learn about you and your employees... Wait, why is the terminal hooked up to DEI's internal messaging system?!

Scandalous information about five of your Hero Units (counting Doof and council members) has been revealed to all DEI employees. Maluses and other effects are applied as appropriate. In addition, one Intrigue action is locked into trying to keep the info from leaking to the public. The DC for the action is 20/40/60/80/100, with each DC passed suppressing one piece of info, prioritizing the most damaging ones. Any unsuppressed info will be leaked and will cause an option decrease across everyone not working at DEI, at the very least.
 
Oh, come on. Stealing from Doof's personal vault is only 10 points harder than stealing from commercial aircrafts? Aren't we supposed to have all the traps and security? Blergh.

True that does seem a bit low and we just did a lot of improve security. Why is this so much easier then stealing dimensional scissors that Toffee himself isn't holding on, That was 200 DC in a not fortified area.
 
True that does seem a bit low and we just did a lot of improve security. Why is this so much easier then stealing dimensional scissors that Toffee himself isn't holding on, That was 200 DC in a not fortified area.
Probably got significantly reduced for already having major infiltration, I expect somebody just coming in off the street and stealing Doof's stuff would need to pass a much higher DC
 
Security-Inator: After someone stole from your vault, you decided that it was time to amp security, and this bad boy would help with that!

Allows for you to take an extra action related to improving your security, with said action having a bonus of +20 to the roll.

Party-inator: Ugh. You didn't know what you were thinking in creating a inator to celebrate your return from cryostasis, but you created this to celebrate through all Tri-State Area. And boy, did it left a mess.

Has a chance of taking a hit to reputation, depending in how intense was the party. Roll a dice to see how bad is the hit (DC 25/50/75/100). Other characters must roll an dice (DC 30). If they succeed, they can continue with their normal activities. If they fail, they suffer a malus of -10 for their actions this turn, as they're wasted from the party.
 
Probably got significantly reduced for already having major infiltration, I expect somebody just coming in off the street and stealing Doof's stuff would need to pass a much higher DC
That should only affect modifiers, not the raw DC.

Can anybody remember what the DC was for sabotaging Doom's Cog Factory, just for comparison?
 
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Mildly annoyed that the dice weren't as cooperative as I would have liked this round, a few bare failures that could have been regular failures, and at least one miserable failure that was close to a critical failure, so I was inspired.

BEHOLD: The Curse-Inator (Good):
Using the latest in magical advancements, and by that you means old Malifinschmirtz's book of petty grudges and revenge plots, you have determined how to curse your enemies, using unknowable cosmic power!

Effect: Players may spend XP to lower the dice rolls of opponents this turn.

The Curse-Inator (Bad):
...but before you use it on your enemies, you should probably make sure it works the way you intended.

Effect: DCs of all actions increased by 10 this turn.
 
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