Frankly... I mean, if you're just going to say that a capstone action, the other one of which instantly gives us 7 Income (admittedly at the cost of getting into the slave trade), is not going to be worth it, then what action is worth it?
Add Doppelganger, Subtle (requires Doppelganger of specific person in organization)
Assign a Doppelganger to occasionally impersonate an important personage in the company, speeding your infiltration; Hero unit still adds bonus but does not join long-term team, moderate chance of positive events
Or
Add Doppelganger, Hostile (requires Doppelganger of specific person in organization)
Forcibly kidnap and replace a specific person in an organization, using a Doppleganger to fully replace them. Hero unit still adds bonus but does not join long-term team, greatly increases chance of positive events and provides potential input to choices, can lead to serious repercussions if discovered.
Add Doppleganger, Hostile raises the listed DC of the action by 10+the Intrigue Score of the target unit.
@Arathnorn quick question about the above. Let's say we build a Sycorax network with Mezmerella this turn, could we build a doppelganger and add the doppelganger to the network at a later time, say while upgrading infiltration from level 1 to level 2?
I like the plan (inator aside) but can we specify that we are NOT putting Mez on active infiltration? I do not want her unavailable for other stuff, don't want to have to spend an action extracting her and don't want to lose all progress when we extract her.
Also can you add the '[ ] Steal nuclear launch codes' to [] Throw an Action in the Trash? Funny as the council comments are I really don't think it wise to keep something that suicidal on the actions list.
Sure on the nuclear stuff, I've also changed Mezmerella but I'm a little torn. I feel like she would be one to appreciate doing the cool spy stuff herself rather than organizing it from afar. Plus, by including her as active infiltration and also say, building a doppelganger of a key employee we could probably grow the spy network to Tier 3 very quickly.
[ ] Plan: Elite Units and Defenses
-[ ] [Martial] Form a black ops group (Mez)
--[ ] Juniper, Gomez
-[ ] [Diplomacy] Establish the Titans Wrestling Federation (Kermit)
-[ ] [Diplomacy] Guard against Hats (Cruella)
--[ ] Mandate Company Dress Codes
-[ ] [Stewardship] Restore Zootopia Climate Systems (Roddy)
-[ ] [Stewardship] Develop Civilian AI (Alan)
-[ ] [Intrigue] Seed corporate sleeper agents (Tobe)
--[ ] Infiltrate themselves into Sycorax
-[ ] [Learning] Research Greco-Roman Landscaping (Lizzy)
-[ ] [Learning] Research Large Carnivore Domestication (Jumba)
-[ ] [Occult] Repair the Avatar of Felldrake (Janna)
-[ ] [Occult] Search for Magical Individuals (Kitsune)
-[ ] [Corporate] Establish a Corporate Court
-[ ] [Nemesis] Reclaim the Odd Object (Russ)
-[ ] [Monogram] Host a company retreat
-[ ] Personal Actions:
--[ ] [Doof] Chat with the Bossman (Russ)
--[ ] [Doof] Chat with the Bossman (Kitsune)
--[ ] [Doof] Spend time with Norm
--[ ] [Doof] Throw an Action in the Trash
---[ ] Research Flubber Power
---[ ] Research Flubber Antigravity
---[ ] Research Flubber Weather Modification
--[ ] [Wile] Look through ACME's records
--[ ] [Goofy] Finish your degree online
--[ ] [Janus] Finish incubating Tech E. Coyote
--[ ] [Mirage] Reinforce Kronos Corp contacts
--[ ] [Ludivine] Repair the Martian Robot
--[ ] [Malifishmirtz] Watch El Matador de Amor
--[ ] [Ghengis Khan] Study History
--[ ] [Norm] Polish off upgrades
--[ ] [Dennis] Train with Maui Mallard
--[ ] [Technor] Build giant robot arms
--[ ] [Max] Hang out with Agent Russ
--[ ] [Wasabi] Obsessively Check San Fransokyo Cape News
--[ ] [Moseby] Keep up with London
--[ ] [Marco] Train with Macbeth
--[ ] [Tom] Search for Star
My reasoning:
-Black Ops has waited long enough and I like a team with Mez leading rather than Technor; if we don't like the results, we can always break it up and try again with better recruits, because this isn't a permanent fixture; it's us seeing how heroballs work
-While I think Oldies would be good, I'd rather go ahead and jump on our "Good v. Evil" branding "war" with Olympia; plus, it's entertainment run by Kermit the Frog; what's not to like?
-We need to get rid of the hats. It's becoming more and more of a security risk now the more we leave them alone, and we're out of excuses now that we have Cruella
-We have to do the climate systems now that we've collectively decided to do so
-Three reasons here: A) we need to cement ourselves on the front of AI; with Tevor incapacitated and liable to blow up, now's our chance to truly pull off real AI, B) Civilian is the capstone, and those tend to have higher payoffs than regular actions, C) for me, allowing true AI to develop feels more like a responsibility than anything else; profiting off them just doesn't seem... right. Also, I just want to give Alan the chance to do one thing right
-San Fran is about to go boom, and two VIPs are in the blast radius; we should not be okay with this. Let's get eyes in ears in there so we won't be caught off guard. Also, with Russ otherwise occupied, we shouldn't take any of the Intrigue actions that suit him and the others just aren't that pressing.
-Same reasoning as Climate systems
-Jumba's hungry for science, Glomgold's deal is on the horizon, two birds with one stone
-Felldrake is getting grouchy, and unlike some people *cough**cough*Janus*cough*, I don't want to see the stick mad; let's get this out of the way so he can calm down
-We need more Occult units; with Gomez going into black ops and Kitsune needed on personals, we need to expand our list of capable Occult units
-Might as well open the corporate front, even if it means delaying Triangulate a bit more
-I do not want to risk open confrontation with LEP. Those guys are paranoid, trigger-happy, high-tech SOBs and I don't want to give them any chances of finding out about us in a negative way. Get the object back, now (Plus, it might help Russ out of his funk
-So many of our units need one-on-one conversations and use of their own personals, so we might as well do the retreat now
-Russ is traumatized, Kitsune's acting weird, we need to interact with Norm more, and we need to get rid of those Flubber actions before Ludivine stumbles on them again. 'Nuff said
-Goofy and Ludivine are improving themselves specifically, Janus and Mirage are improving the company and/or their other hero units, and Wile and Malf might find something interesting
-We need to get rid of Ghengis' maluses if we're ever going to use him at his full potential
-With Doof spending time with Norm this turn, that means he and Norm can bond while upgrading Norm
-Improvements for Dennis; do I need any other reason?
-Finally, we can start to dust off Technor's Martial bonuses with his giant robot
-Only thing we can really do with Max that's useful
-Knew that checking the news had something to do with BH6, I just knew it
-With the ninja away, Moseby doesn't need to wage war
-Improvements for when we fight Toffee and Demona
-Star. 'Nuff said
[ ] Plan: Elite Units and Defenses
-[ ] [Martial] Form a black ops group (Mez)
--[ ] Juniper, Gomez
-[ ] [Diplomacy] Establish the Titans Wrestling Federation (Kermit)
-[ ] [Diplomacy] Guard against Hats (Cruella)
--[ ] Mandate Company Dress Codes
-[ ] [Stewardship] Restore Zootopia Climate Systems (Roddy)
-[ ] [Stewardship] Develop Civilian AI (Alan)
-[ ] [Intrigue] Seed corporate sleeper agents (Tobe)
--[ ] Infiltrate themselves into Sycorax
-[ ] [Learning] Research Greco-Roman Landscaping (Lizzy)
-[ ] [Learning] Research Large Carnivore Domestication (Jumba)
-[ ] [Occult] Repair the Avatar of Felldrake (Janna)
-[ ] [Occult] Search for Magical Individuals (Kitsune)
-[ ] [Corporate] Establish a Corporate Court
-[ ] [Nemesis] Reclaim the Odd Object (Russ)
-[ ] [Monogram] Host a company retreat
-[ ] Personal Actions:
--[ ] [Doof] Chat with the Bossman (Russ)
--[ ] [Doof] Chat with the Bossman (Kitsune)
--[ ] [Doof] Spend time with Norm
--[ ] [Doof] Throw an Action in the Trash
---[ ] Research Flubber Power
---[ ] Research Flubber Antigravity
---[ ] Research Flubber Weather Modification
--[ ] [Wile] Look through ACME's records
--[ ] [Goofy] Finish your degree online
--[ ] [Janus] Finish incubating Tech E. Coyote
--[ ] [Mirage] Reinforce Kronos Corp contacts
--[ ] [Ludivine] Repair the Martian Robot
--[ ] [Malifishmirtz] Watch El Matador de Amor
--[ ] [Ghengis Khan] Study History
--[ ] [Norm] Polish off upgrades
--[ ] [Dennis] Train with Maui Mallard
--[ ] [Technor] Build giant robot arms
--[ ] [Max] Hang out with Agent Russ
--[ ] [Wasabi] Obsessively Check San Fransokyo Cape News
--[ ] [Moseby] Keep up with London
--[ ] [Marco] Train with Macbeth
--[ ] [Tom] Search for Star
Firstly, where I agree at least partially or wholly
I'm somewhat open to the idea of putting Tobe on active infiltration of Sycorax instead of Mezmerella on inactive or even active infiltration.
I'm also somewhat open to the idea of putting Mezmerella as a temporary BO leader while Technor finishes his mech.
Second, where I disagree
I really think Goofy should check in on Pete's house of villains. Sounds like a good way to get a hero unit and is a brand-new action, plus it really fits our brand.
I think Norm should do his hangout with Doof action.
I think it's better for Monogram to do Split Second instead of the retreat this turn.
Frankly... I mean, if you're just going to say that a capstone action, the other one of which instantly gives us 7 Income (admittedly at the cost of getting into the slave trade), is not going to be worth it, then what action is worth it?
It wouldn't take much to have better rewards than I think it is going to give, so sure.
The thing about the action is that it said the results will take time to manifest, putting special emphasis on the time. To me, that says it's a year or so out. Maybe small bonuses will start showing up in a couple of turns. But I don't see a difference between getting the bonuses in two or three turns. Or the bonuses in five, six, or seven turns.
It wouldn't take much to have better rewards than I think it is going to give, so sure.
The thing about the action is that it said the results will take time to manifest, putting special emphasis on the time. To me, that says it's a year or so out. Maybe small bonuses will start showing up in a couple of turns. But I don't see a difference between getting the bonuses in two or three turns. Or the bonuses in five, six, or seven turns.
Is the write in personal idea for Ludivine "Reflect on what almost happened" based or cringe?
For now, I have swapped Ludivine to instructing Doof, because there could be synergy for that chat to turn into something more, and on the off chance we roll really well on the tutoring, Doof gaining a ludivine trait could be huge.
Is the write in personal idea for Ludivine "Reflect on what almost happened" based or cringe?
For now, I have swapped Ludivine to instructing Doof, because there could be synergy for that chat to turn into something more, and on the off chance we roll really well on the tutoring, Doof gaining a ludivine trait could be huge.
I belive they've stated before that, given the closeness of their stats, it's unlikely that Doof will gain anything, beyond MAYBE a toned down version of Applied Disorder.
What do you think will happen? One turn we'll have nothing and the next turn we'll have bonuses and DC reductions that combined add up to +50 in certain actions? I'm thinking this is just something that will have the results start showing up in (insert number here) of turns with maybe results of +5 over a number of categories one turn, a decrease to expenses another, a reduction to some DCs by 10 another turn, ect ect.
And that is something I just don't care if it happens one turn earlier or not.
I belive they've stated before that, given the closeness of their stats, it's unlikely that Doof will gain anything, beyond MAYBE a toned down version of Applied Disorder.
Well that was before the crit mechanic overhaul. I could imagine the penalty reducing by 1% from 4% to 3% also being a potential reward for a decent if not amazing roll.
What do you think will happen? One turn we'll have nothing and the next turn we'll have bonuses and DC reductions that combined add up to +50 in certain actions? I'm thinking this is just something that will have the results start showing up in (insert number here) of turns with maybe results of +5 over a number of categories one turn, a decrease to expenses another, a reduction to some DCs by 10 another turn, ect ect.
And that is something I just don't care if it happens one turn earlier or not.
Well that was before the crit mechanic overhaul. I could imagine the penalty reducing by 1% from 4% to 3% also being a potential reward for a decent if not amazing roll.
I mean, fair enough, but I disagree. Civilian AI seems game-changing, I want it soon. Especially since, the longer this goes on, the higher the odds the secret leaks somehow.
I think we should cap civ ai then maybe try to cap a few other things start focusing down a couple things til we can cap them ( yes Entertainment is one I really want too) we have built wide. Let's start getting tall
Sure on the nuclear stuff, I've also changed Mezmerella but I'm a little torn. I feel like she would be one to appreciate doing the cool spy stuff herself rather than organizing it from afar. Plus, by including her as active infiltration and also say, building a doppelganger of a key employee we could probably grow the spy network to Tier 3 very quickly.
My (admittedly limited) understanding of her character is that narratively she would spend her time kidnapping existing employees and hypnotising them to tell her stuff, then forget they were kidnapped.
How that would manifest mechanically is anyone's guess.
Mostly I'm just aware that we have a lot of other cool stuff she could be doing and that the infiltration is likely to be fairly long term.
[ ] Host a company retreat
(Outcome: Every hero, excluding Doofenshmirtz, assigned to a national action or Quest this turn gets a free personal action that cannot be spent on other quests or national actions.)
What do people think about having Mez do active infiltration? It might tie her down temporarily, but it would be better suited to her actively using hypnosis and her desire for supervillainy, plus the "greatly increase the chance of positive events" seems hugely critical especially with San Fran being a potential powder keg.
What do people think about having Mez do active infiltration? It might tie her down temporarily, but it would be better suited to her actively using hypnosis and her desire for supervillainy, plus the "greatly increase the chance of positive events" seems hugely critical especially with San Fran being a potential powder keg.
Source: Teamo Supremo We'll Pretend He's Disney Villains Victorious Original if You Will
TECHNOR, THE MECHANICAL MAN, was an artificial AI designed to become the ultimate therapist! However, a quirk of his creation rendered him fully self-aware, and with an ego to match his ambitious creation.
[PUT Source: Lilo & Stitch here, right after the image]
The greatest genetic mind in this spiral arm (according to him), Jumba is unquestionably of greater genetic skill than any living human. Unfortunately, his work on creating genetic experiments took a turn towards the decidedly chaos and mayhem inducing. While no evidence suggests that Jumba ever actually used his creations, he has also shown very little concern that someone else would regardless of the casualties involved, and his very illegal experiments eventually ended with him serving parole on the backwater world of Earth.
(Put Source: Incredibles Comics here, after Mezmerella's picture)
The woman who wrote her name down as Mezmerella on the application sheet is a supervillain first, second, and fourth. A natural born hypnotist, Mezmerella has carefully built a public image of herself as a hammy but ultimately mostly harmless supervillain, and has a strong fondness for the craft. Behind the mask, she is is also a deeply paranoid control freak control freak who carries at least one concealed pistol at all times in case someone tries to "get her". Apparently it came with operating as an open Super in Kronos territory back when Syndrome was in charge. Technor has expressed professional concern at, to quote, 'whatever she has done to her own head', though whatever that is does not seem to have slowed down her penchant for snooping around.
What's the Password?: Mesmerella's personal obsession with deception and subversion has given her a firm understanding of security protocol. She has +5 to all rolls made in the name of information security.
Trust In Me: Mesmerella has the marvelous manifested might of mental mesmerization! If a target would be removed from combat by their next loss, Mezmerella can use her Intrigue in place of Martial on the attack. In addition, Quests will frequently present the opportunity for Mezmerella to roll her Intrigue against a DC to mesmerize her targets; gaining full mental control over their feeble minds! The benefits of this should be obvious, as should the consequences should it go wrong.
Never Show Your Hand: Mezmerella hides 1/4 of her true Martial score from external forces.
Do It All The Time: Mezmerella gains a +10 to all rolls involving Supervillainy. Real Supervillainy, not simply criminals who wear masks out of convenience. It can come from her, or someone else, but the capital S Supervillainy must be there.
Mezmerella's (and only Mezmerella's) Working With Mirage opinion penalty has been removed. Mezmerella would gain 5 Loyalty, but is holding it hostage until she gets to do a sufficiently supervillainy action.
Semuncia from Castle Doofhawk: +2 (Drusselstein is so out of date, it's ancient medieval treasure is from late antiquity.)
Chicken Itza Loot: +2 (You've only scratched the surface! See what else you can get out this golden goose!)
Chicken Itza excavation: +5 (Now you've done more than scratch the surface. The goose has laid his golden egg and he will hurt you if you keep using that metaphor.)
Hiring the Commodore: -7 (The best detective in the world is expensive, who knew?)
Hiring the Dickens (Small): -2 (Ling Ling is quite the shrewd negotiator for a thirteen year old)
Setting money aside: -5 (There's some things money can't buy. Apparently supreme magical power isn't one of them.)
Hiring Marco -1 (Marco is still charign a premium for non-Star related actions)
Experiment Log
A list of Experiments Jumba has created for you over the quest and which still exist in varying states of loyalty.
Experiment 101-E: Drakenberg
101-E is a large, blue and black draconid creature with a superficial resemblance to the Asiatic Lung. Currently in residence on Mount Doofhawk. When its territory is threatened, it becomes a Martial 34 hero unit capable of fighting back against city invaders. Their effect is permanent.
Experiment 102-E: Drifter
102-E is a squat, gray humanoid with two heads, one of which is always looking behind it. Drifter forces victims into intense bouts of deja vu through manipulation of personal tachyon flux, leading to mass chaos as individuals repeat actions over and over again in confusion. On the turn it was created, Hero units that failed their actions this turn MUST take those actions again on the next as 102-E grows used to his power. If an action is for any reason not available, that hero loses their action. This effect is no longer active.
Jī Talisman - flight and telekinesis, provides circumstantial bonuses in situations where those could come in handy.
Assigned to: ???
Part of the ancient Shengxiao set, the Rooster talisman lets you- and your unfortunate enemies- take to the air.
Yáng Talisman - astral projection and mental combat at the expense of leaving one's body vulnerable, provides circumstantial bonuses in situations where those could come in handy.
Assigned to: ???
Part of the ancient Shengxiao set, the Sheep and/or Goat talisman allows you to leave yourself behind and enter the strange world of the mindscape any time you slumber. This allows you to travel anywhere and spy invisibly on anything not attuned to the ways of magic, though it will not automatically make you proficient in the ways of the collective unconsciousness. Be warned however; there are dangerous things in dreamland, and some of them would love the chance to find a body unattended.
Odd Object - ???
Assigned to: N/A
This strange, wooden octagon is slightly smaller than a human palm. It is covered on all sides by miniscule runes you cannot read. While at first it appears solid, a hidden latch reveals it is in fact filled with several thin panes of wood of the same color and form as the exterior. Malifishmertz warns you it has been enchanted to catch flame if any human touches it, but what if any other magic it holds is unknown. Research this to learn more!
[ ] Study history
Your studies into science and technology have progressed well. It's time for you to see what's happened to the world since your death.
Outcome: 'Artifact of the Past' malus removed, 0/200
Lairbuildin's what you do. And you're darn good at it. Seems like this Doofenshmirtz has a whole mountain of characters who could be doin' with their own private workspace.
Costs 1 income.
Outcome: Bonus for relevant hero, depending on what they want and what Roddy decides they need.
Could we have personals for Roddy that don't require us to spend income? He is a contractor, so I'd think we could let him do his own contracting work.
She's not holding the malus reduction hostage, she's holding the loyalty bonus hostage. The loyalty malus should be removed. The loyalty bonus hasn't been earned yet.
Inator active this turn: Pause-Butt-Inator, Subtype Bad: Inator stops time for only Dr. Doofenshmirtz and perhaps a select few henchmen. By the time they emerge from the pause effect, whatever task they were trying to accomplish is now considerably more difficult due to deadline pressure or enemies taking advantage of their inaction. One randomly selected action has a -10 to the raw dice roll. This effectively raises the critical failure chance by 10, and correspondingly reduces the critical success chance by the same amount.
@Arathnorn Hey uh quick question since this is using the old crit mechanics; shouldn't this be +/-1 to the crit chances now? Or is this Inator now extra terrible by making it impossible to crit succeed?