[ ] Decode Odd Transmissions DC 110 (Reduced by Translator Suite, Increased by ???, Reduced by Anime) (Reward: ???)
I absolutely refuse to loose to Shego of all people in the race for Drossel. Full speed ahead!

[ ] Research Large Carnivore Domestication DC 150 (Reward: Income produced by Doofrasic Park increases)
Glomgold wants to work on Dino parks with us, nuff' said.

[ ] Study weird object DC 140, cannot assign a human or toon (Reward: ???)
Jumba will have to do this, it will likely give us an idea of the LEP, which would be a good thing given Artemis is probably rolling around.

[ ] Research Greco-Roman Terraforming DC 100 (Reward: New Stewardship options unlocked)
We need this to rebuild Zootopia's climate systems, do it Jan/Feb.

[ ] Cure genetic diseases I DC 150 (Reward: Income and public opinion increases, further genetics options unlocked)
I want this done yesterday. I talked about it previously.

[ ] Research extradimensional tech DC 60 (Reward: Extradimensional transport established)
This is probably going to get done soon enough.

[ ] Research exotic vehicles DC 85 (Reward: Reduced DC to vehicle-related actions like mass transit, unlocks ??? when combined with sublight drives)
One word. Doofmobile. That is all.

[ ] Research sublight drives DC 140 (Rewards: Rapid deployment for your own hero units cross-country, opportunity to begin commercializing alien tech, ??? when combined with exotic vehicles)
This seems like it will be extremely useful- it might help with our ability to deal with crisis's or our action economy. Do this ASAP

[ ] Research Animal Uplink Suits DC 120 (Reward: animal uplink suits unlocked, changes ??? in the future)
Probably will boost NOWCA, I would like to do this soon

[ ] Research Uburnium fuel DC 130 (Reward: Option to build a particle accelerator and synthesize Uburnium unlocked, option to search outer space for uburnium unlocked after a space program is developed)
I want the particle accelerator. But other than that it's not necessary.

[ ] Research GalFed Cloaking Tech DC 140 (Reward: Cloaking device reverse-engineered)
We don't need to do this, it would be cool to, but it's not necessary.

[ ] Research Insect Control DC 140 (Reward: insect control technology unlocked, ???, ???, ???)
Amara is interested in this, it would get us a nice introduction in the agriculture industry.

[ ] Develop AI DC 140 Choose subcategory of military, civilian, or consumer
Wendy.

[ ] Research the metahuman genome DC 160 (Reward: Basic understanding of superpowers; superpowers tree unlocked)
This isn't really necessary. Mostly pride is demanding that I get it done eventually.

[ ] Research Silphium DC 90 (Rewards: new research unlocked, ???, ???)
Not needed, leave it for Ludivine. Healthcare industry.

[ ] Research Zero Point Energy Technology DC 130+??? (Reward: Research unlocked, stasis field technology unlocked, ???)
It would be nice to do this, but I would rather try to get back the thing we rightfully stole from Syndrome.

[ ] Re-Develop Digitizer Codes DC 150 (Reward: SHIVA algorithms created)
This option causes me physical pain.

[ ] Sequence crop genomes DC 110 (Reward: Develop Genemod Crops unlocked)
I don't really care about this.

[ ] Environmental Adaptations (Dinosaurs) DC 130 (Reward: Increased effectiveness of dinosaurs in combat. Miscellaneous benefits in other areas.)
Not really necessary. I want it, and it probably would synergize with Glomgold, but it's not necessary.

Just for the record:

Where would you most likely see a hypothetical "Research In-Vitro Meat" option sitting, in terms of both DC and priority?
 
Just for the record:

Where would you most likely see a hypothetical "Research In-Vitro Meat" option sitting, in terms of both DC and priority?
We've already researched climate controlled environments so the hydroponics should be easy to setup.

We've already researched dinosaur herbivore genetics so it should be fairly easy to get something working.

I'm imagining Jumba making something like an altered dinosaur without limbs, eyes or a complex brain. A being designed to just eat and lay large eggs filled with meat.

If we do crop genetics first we could probably do something like having meaty cucumbers grow in a hydroponics vat.

If we do cure genetic diseases first we could probably start selling synthetic Soylent green as a luxury product. We could also grow cloned organs to use in medical transplants.
 
Critical Rolls
Your chance of critical success is now defined as 1/10th of your chance of success, rounded to the nearest percent. Your chance of critical failure is now defined as 1/10 of the chance to fail, rounded to the nearest percent. To illustrate:

If you have a 20% chance of success: 8% chance crit fail, 2% chance crit success
If you have a 50% chance of success: 5% crit fail, 5% crit success
If you have 80%: 2% crit fail, 8% crit success

No matter what else might effect circumstance, you cannot Critically Succeed at a greater percentage than you could normally fail. If you have a CoS of 3%, your Crit Success chance cannot be more than 3% as well.

As always, what character you place on a roll can effect how it plays out and cause knock-on effects. Jumba critting on a genetics roll for example is likely to provide a much more impressive breakthrough than Monogram assigned to the same action, and Toons are likely to stumble into success through odd coincidences. Likewise, a crit fail is likely to be informed by 'what foible or weakness of this character would cause them to screw up massively, and how would that play out?'

Bare Failures are unchanged but will now be much less valuable, as reduced DC will now have a much smaller effect on critical chance.

As Learning actions tend to have very specialized categories without easily-transferable skills, learning actions by default have a 5% increased crit failure chance if the unit assigned is not a specialist in that area. This applies to both councilors and heroes.

Explosions
Explosions have changed. Now, if you roll a crit success, you may roll another d100 as an explosion. On another crit success, it becomes a double crit. A theoretical triple crit is again possible, and so on.

There are no crit failure explosions.

You will no longer be able to reduce Explosion Thresholds or DC with XP. XP from now on will always be used to add to your rolls.

Traits
Joking Around has changed.
Joking Around: Toons add a certain spice to life that few others can match. Any roll this unit is assigned to has the inverse of its normal critical chance. Critical failure chance is defined as the odds of success divided by 10 rounded to the nearest number, where the critical success chance is defined as ten minus that number. In addition, once these numbers are calculated, critical failure chance and critical success chance are both increased by 5%.

Traits based off of Joking Around have also changed.

The Omnidisiplinary trait has changed.
Omnidisiplinary: This unit is a master of almost every branch of science imaginable. They do not take critical penalties from any learning actions.

Doofenshmirtz's Omnidisiplinary has been changed to:
Master of the Weird: Doofenshmirtz has spent so long having his countless strange inventions blow up in his face that he has... started... to sort of... be better about that. He also refuses to stop sticking his long nose into his heroes' research. All learning critical penalties are reduced by 1%.
 
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Joking Around: Toons add a certain spice to life that few others can match. Any roll this unit is assigned to has the inverse of its normal critical chance. Critical failure chance is defined as the odds of success divided by 10 rounded to the nearest number, where the critical success chance is defined as ten minus that number. In addition, once these numbers are calculated, both the critical success and critical failure chance are increased by 5%.
So, let's say there's an action with a 0% chance of success, dc300 or something. Does this mean that if a Joking Around character is assigned, they have a 15% chance of critical success (and 5% chance of critfail)?

That sounds neat. Not sure if it would be worth it, but neat.
 
So, let's say there's an action with a 0% chance of success, dc300 or something. Does this mean that if a Joking Around character is assigned, they have a 15% chance of critical success (and 5% chance of critfail)?

That sounds neat. Not sure if it would be worth it, but neat.
Slight typo. The number should be 10%, and It can't be done if there is an exact 0% chance of success. Edited
 
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No matter what else might effect circumstance, you cannot Critically Succeed at a greater percentage than you could normally fail. If you have a CoS of 3%, your Crit Success chance cannot be more than 3% as well.
I think you made a typo here.

I assume you mean circumstancial increases to critical chances of success or failure can't move the threshold between successes and failure. They can only move the thresholds between normal outcomes and critical outcomes.
 
As Learning actions tend to have very specialized categories without easily-transferable skills, learning actions by default have a 5% increased crit failure chance if the unit assigned is not a specialist in that area. This applies to both councilors and heroes.
Well, that's gonna be pretty annoying to deal with.

Joking Around: Toons add a certain spice to life that few others can match. Any roll this unit is assigned to has the inverse of its normal critical chance. Critical failure chance is defined as the odds of success divided by 10 rounded to the nearest number, where the critical success chance is defined as ten minus that number. In addition, once these numbers are calculated, critical failure chance is increased by 5%.
Yikes. Well, a lot of our Toons just became way less viable.
 
Well, that's gonna be pretty annoying to deal with.
Not really.

Ludivine is omni-disciplinary so no problem there.

And we have a genetics/alientech expert, a computer/AI/robot expert, a bug/robot expert, a computer code/computer security expert, a optics/energy field expert, a mind control expert, and a magitech/summoning expert.

We've got quite a bit of coverage.
 
Not really.

Ludivine is omni-disciplinary so no problem there.

And we have a genetics/alientech expert, a computer/AI/robot expert, a bug/robot expert, a computer code/computer security expert, a optics/energy field expert, a mind control expert, and a magitech/summoning expert.

We've got quite a bit of coverage.
But do we have an expert in whatever random shiny bullshit showed up this week?
 
We'll just hire one.
That plays badly with hero caps, so we have a mechanical problem there.

Yikes. Well, a lot of our Toons just became way less viable.
@Arathnorn , I think this is correct. This strongly disincentivizes us from using Toon characters for National actions, and frankly makes them a liability on quests too. If you use a Toon on something that's likely to succeed, you're punished by high critical failure risks. If you use a Toon on something that's likely to fail, you have a relatively high chance of a Critical Success and low risk of Critical Failure... but you're still very likely to fail, which effectively wastes the action.

I would suggest that you modify the Toon trait to something more like "add a flat bonus to BOTH Critical Success AND Critical Failure chances." That way, the effect is mechanically balanced, and doesn't actively punish you with high risk of disaster as a penalty for giving a toon a task that is otherwise likely to succeed.

Not really.

Ludivine is omni-disciplinary so no problem there.
Didn't we make Ludivine our councillor and didn't that take her out of circulation for purposes of actually taking National Learning actions?
 
It would be funny if having an Omnidisciplinarian like Ludivine as Learning Councilor negated that aspect. Reworked just in time to be worked around.
 
This strongly disincentivizes us from using Toon characters for National actions
I did the math and as long as we do actions with 35% chance of success or less we are net benefiting from Joking Around. And considering high DC actions are a thing... If we find one in the sweet spot of 10% chance of success we get 9 times more crit success chance (1% to 9%) and a third less crit fail chance (9% to 6%).

 
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